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RACIAL ESSENTIALISM IN HIGH FANTASY
Alex Ogilvie Kostrzewa
A Thesis
Submitted to the Graduate College of Bowling Green State University in partial fulfillment of
the requirements for the degree of
MASTER OF ARTS
April 2022
Committee:
Jeremy Wallach, Advisor
Esther Clinton
Jeffrey Brown
iii
ABSTRACT
Jeremy Wallach, Advisor
This thesis seeks to demonstrate how “race” as a concept is utilized in the genre of high
fantasy. It examines how race is constructed in fantasy texts utilizing an essentialist framework
wherein race is determinative of individual morality, psyche, and aptitude. In imagining race in
fantastical worlds, high fantasy texts reproduce the ideas of unabashedly white supremacist race
philosophers such as Carl Linnaeus, Arthur de Gobineau, and Houston Stewart Chamberlain,
applying them to fantastical beings rather than real world groups. The same racial logics that
informed Nazism are seen at play in The Lord of the Rings, Dungeons and Dragons, and World
of Warcraft.
This thesis will examine how the essentialist framework is utilized through the three most
common racial groups in high fantasy: Dwarves, Orcs, and Elves. In examining each of these
groups in turn, broad patterns of how race is imagined become clear. Stereotypes about real-
world groups are imported into fantastical worlds, where they are often combined and remixed
over time by successive waves of authors. In comparing different fantasy texts, we see how the
characterization of particular races changes with time to reflect the culture of the eras that
produce them. In some cases, these re-imaginings are done directly in opposition to previous
texts in attempts to correct offensive caricatures. However, even as imagined races themselves
have changed with time, the overall concept of “race” in high fantasy remains mired in an
essentialist mindset.
v
ACKNOWLEDGMENTS
I wish to thank my professors Jeremy Wallach, Esther Clinton, and Jeffrey Brown for the
guidance and education they have given me as a student. I wish to thank my undergraduate
students for the time and attention they have given me as an instructor. I wish to thank Bowling
Green State University for giving me the opportunity to attend graduate school as a non-
traditional student. I would like to thank caffeine for giving me the strength to finish this thesis.
vi
TABLE OF CONTENTS Page
INTRODUCTION .................................................................................................................... 1
Defining Fantasy “Race” .............................................................................................. 1
Defining Racial Essentialism ........................................................................................ 3
Race-Gendering ............................................................................................................ 6
Is Racial Essentialism “Racist”? ................................................................................... 6
Secondary Sources ........................................................................................................ 8
The Role of Games ....................................................................................................... 8
The Importance of Tolkien ........................................................................................... 11
What This Thesis is Not ................................................................................................ 12
The Re-Encoding Process ............................................................................................. 13
What This Thesis Is ...................................................................................................... 15
CHAPTER I: THE CASE OF DWARVES, RACIALIZED MASCULINITY ....................... 13
The Archetypal Dwarf .................................................................................................. 36
Jewish Dwarves: Wagner and Tolkien ......................................................................... 19
Scottish Dwarves: Re-Encoding Race .......................................................................... 23
Dwarves and Masculinity ............................................................................................. 27
Dwarves as a “Martial Race”: Gamifying Stereotypes ................................................. 29
Dwarven Psyches: Xenophobia, Stoicism, and Anger.................................................. 30
Dwarven Bodies: Muscles and Beards ......................................................................... 34
Invisible Dwarven Women ........................................................................................... 36
Dwarves in the Liberal Era ........................................................................................... 38
Final Thoughts .............................................................................................................. 44
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CHAPTER II: THE CASE OF ORCS, MONSTERIZING THE OTHER .............................. 45
The Lord of the Rings and the “Oriental Orc” .............................................................. 45
Dungeons and Dragons and the “Savage Orc” ............................................................. 48
Splitting Stereotypes: The Case of Hobgoblins ............................................................ 53
The Significance of Green Skin .................................................................................... 54
Orcs and Masculinity .................................................................................................... 55
Polygenesis in Dungeons and Dragons ......................................................................... 57
Degeneration in The Lord of the Rings ........................................................................ 59
Miscegenation and Half-Orcs ....................................................................................... 60
Warhammer 40,000’s Asexual Orks ............................................................................. 64
The Genocide Imperative .............................................................................................. 66
Humanizing Orcs in the Liberal Era ............................................................................. 72
Final Thoughts .............................................................................................................. 78
CHAPTER III: THE CASE OF ELVES, THE BEAUTIFUL PEOPLE ................................. 79
Elves and Whiteness ..................................................................................................... 80
Tolkien’s Elves and Aryanism ...................................................................................... 81
Superior Elves After Tolkien ........................................................................................ 85
High Elves and Magic ................................................................................................... 88
Racializing Femininity .................................................................................................. 91
Elves and Queerness ..................................................................................................... 95
Half Elves and Elves as Sex Objects ............................................................................ 97
Wood Elves and Stereotype Splitting ........................................................................... 99
Dark Elves: The Feminine Evil..................................................................................... 100
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Dark Elves and BDSM.................................................................................................. 104
“Fixing” Dark Elves in the Liberal Era......................................................................... 109
Final Thoughts .............................................................................................................. 110
CONCLUSION: THE SIGNIFICANCE OF FANTASY RACISM ........................................ 112
Fantastical Counter Narratives ...................................................................................... 113
High Fantasy Apologia ................................................................................................. 114
Final Thoughts .............................................................................................................. 119
WORKS CITED... ..................................................................................................................... 123
ix
PREFACE
Throughout this thesis, I will be quite critical of the high fantasy genre in how it imagines
race. This may make me come across as a polemicist attacking the genre out of malice,
categorizing it as fundamentally derivative, racist, and broken so that others will not enjoy it.
This is not so: growing up, high fantasy literature and games had an enormous impact on my life,
particularly in my formative middle and high school years. I would not be who I am today
without the Lord of the Rings, Dungeons and Dragons, The Elder Scrolls, and Warhammer.
That said, I am a firm believer in the principle of “kill what you love.” I do not wish my
attachment to high fantasy to blind me to its faults, or become a force which translates criticisms
of its failings into criticisms of me as a person. Rather, I want my attachments to impel me to
hold high fantasy texts to task, and to push them toward growth rather than stagnating in the tired
tropes that currently plague them. Like an athletic coach who pushes his best athlete to run extra
laps, I see the potential in high fantasy as a genre and wish to spur it onward towards realizing
that potential.
The other angle of this thesis worth explaining is the connection between contemporary
fantasy gaming and Enlightenment-era raciology. My original motivation in examining Hume,
Kant, et al was to strike the “root” of Western concepts of racial essentialism. And while
“inventor of racism” is a title too lofty and with too many entrants to be awarded to any one
thinker, the role that Enlightenment philosophers played in codifying essentialist narratives of
race is noteworthy, and gives a textual starting point for my analysis.
I believe it is important to connect the problematic values of “low” culture to those of
“high” culture. When examining popular culture, especially when examining it critically, it
x
becomes easy to deride popular culture as inherently malevolent, a contemporary “opiate of the
masses” that reinforces people’s worst instincts. This type of criticism has a long history in the
study of popular culture, as seen in Theodor Adorno’s writings about jazz and Tin Pan Alley pop
music.1
As such, I feel it is important to demonstrate that while yes, Dungeons and Dragons is
racially problematic, so is a Philosophy 201 syllabus. And moreover, they are problematic in the
same way. “High culture” and “low culture” are not diodes at opposite ends of a spectrum, they
are deeply intertwined forces, and the arbitrary lines between them are constantly shifting. From
David Hume to Gary Gygax, the same intellectual currents run through.
1 Theodor Adorno. “On Jazz.” Translated by Jamie Owen Daniel. Discourse Vol. 12, No. 1, pp. 45-69
1
INTRODUCTION: RACIAL ESSENTIALISM IN HIGH FANTASY
In this thesis, I will explore how the genre of high fantasy is firmly entrenched in a
framework of racial essentialism that preserves and reproduces the most repugnant aspects of the
Western intellectual tradition. Texts such as The Lord of the Rings, Dungeons and Dragons, and
World of Warcraft posit race as something that is biologically real, clearly defined, and
determinative of one’s morality and aptitude. Through this framework, high fantasy draws on the
most pernicious understandings of race from the 18th and 19th century. Fantasy texts are able to
create counterfactual worlds wherein, as China Mieville said of Tolkien, “racism is true, in that
people really are defined by their race.”2 Concepts such as polygenesis, martial races, race-
gendering, degeneration, racial purity, and moral justifications for genocide can all be found
within the fantasy texts as well the writings of historical race theory villains such as Carl
Linnaeus, Arthur de Gobineau, and William Houston Chamberlain.
Defining Fantasy “Race”
When “race” is discussed in fantasy books and games, it typically refers to something
that is a mixture of an ethnic group, an alien species, and a type of faerie being. The Elves3 from
The Lord of the Rings have their own language, culture, and phenotype, but they are also innately
magical semi-immortal beings. The in-universe logic of Elves, Dwarves, and Orcs as fantastical
beings is used as justification for presenting them along the lines of stereotype. Similar patterns
can be seen with science fiction franchises like Star Trek and Mass Effect, which present entire
planets’ worth of alien beings as one-dimensional monocultures who conform to a single
2Joan Gordon. “Reveling in Genre: An Interview with China Mieville.” (New Politics, Volume 9, no. 3, 2003). 3 For the sake of consistency, I am capitalizing the names of all racial groups, real or imagined. This will include “Human” when referring to them as a racial group within fantasy texts. When quoting other texts, I will preserve their original capitalization.
2
stereotype. Melissa J. Monson refers to this as the “Jar Jar Binks” problem:
The more one seeks to extricate oneself from the mire of terrestrial stereotyping, the more free and flexible the bigotry machine becomes, able to repopulate one’s racialized imagination with ‘‘aliens,’’ but aliens that conveniently still stick to the gangly comic relief of the blackface minstrel complete with exaggerated facial features and a Jamaican accent.4
The “Jar Jar Binks” problem is in full effect with high fantasy texts. The
fantasticalization of race serves to defang the incendiary nature of these stereotypes; while
presenting Africans as naturally violent and stupid is an immediate and obvious affront to real
Africans, presenting Orcs as naturally violent and stupid is not, because “Orcs” do not exist in
the real world. James Hodes refers to this process of displacing racial animosity onto fictional
groups as “Hate Laundering”:
First, colonizers come up with this theory of humans and not-quite-humans in order to justify narratives and policies of violence and dread towards natives. Then JRR Tolkien reifies these narratives in Lord of the Rings, granting via Middle-earth a sheen of fantasy and respectability by swapping out “Oriental” or “Mongol” for “orc” or “goblin.” These tropes cascade to a new generation of fantasists whose joy is to embody their setting; and while they may not consciously understand or acknowledge from which deep-set biases their embodiment springs, nevertheless they practice—in one of the realest senses available to polite society—to dehumanize intelligent beings.5
Through the creation of fantastical groups onto which racist stereotypes can be applied, fantasy
texts are able to operate within an essentialist framework without immediately appearing to say
anything racist. The rhetorical distance of fantastical worlds allows fantasy texts to imagine that
there are superior races and inferior races, good races and evil races, all while evading the
consequences of making those claims about the real world.
4 Melissa J. Monson. “Race Based Fantasy Realm: Essentialism in World of Warcraft.” "Race-based fantasy realm: Essentialism in the World of Warcraft." Games and Culture 7, no. 1 (2012): 48-71. 5 James Mendez Hodes. “Orcs, Britons, and the Martial Race Myth Part II: They’re Not Human.” James Mendez Hodes (blog), June 19, 2019. https://jamesmendezhodes.com/blog/2019/6/30/orcs-britons-and-the-martial-race-myth-part-ii-theyre-not-human
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Defining Racial Essentialism
By “Racial Essentialism,” I refer to a framework that has the following two qualities: 1)
people can effectively be broken down into discrete racial types, and 2) race is an indicator of not
just ancestry and appearance, but also of aptitude, morality, and personality. Both of these
concepts can be found in the writings of prominent Enlightenment philosophers. Early formal
taxonomy of human races can be found in the likes of Carl Linnaeus’s 1735 Systema Naturae,
which divided humanity into four groups: “Europaeus albus” (“European white”) “Americanus
rubescens” (“American reddish”), “Asiaticus fuscus” (“Asian tawny”), and “Africanus niger”
(African black)6. Immanuel Kant slightly modified Linnaeus’s categorization in his 1775 “On
the Different Races of Human Beings,” where he describes the four races as “the race of whites,”
“the Negro race,” the “Hunnish race,” and the “Hindustani Race.”7 Kant’s raciology would be
further simplified by Count Arthur de Gobineau, who reduced race to “the black, the yellow, and
the white.”8 In comparing these three scholars, we already see the flexible nature of who is
lumped with and split from whom. As Helen Young puts it, “No agreement could even be
reached as to how many races existed, let alone what they were.”9 For Kant, “Hindus” are
separate from “Mongols,” while for Gobineau, they are all “Yellow.” Various intellectuals would
prioritize skin color (such as Carl Linnaeus), skull shape (such as the phrenologist Samuel
Morton10) or language (such as the linguist Samuel Laing11) as the primary markers of “race.”
The important aspect of this is not the precise division of peoples, but rather, the shared belief
6 Carl Linnaeus. Systema Naturae. Ed. 10., 1759 New York: J. Cramer; Stechert-Hafner Service Agency, 1964, 45. 7 Immanuel Kant. “On the Different Races of Human Beings” 1775. In Anthropology, History, and Education. Cambridge University Press (2007), 87. 8 Arthur de Gobineau. The Inequality of the Human Races. 1853. Translated by Adrian Collins., London: William Heinemann. 1915.
9Helen Young. Race and Popular Fantasy Literature: Habits of Whiteness. New York: Routledge, 2016. 10See Stephen J. Gould. The Mismeasure of Man. New York: Norton, 1981. Chapter 2. 11 See Samuel Laing, Lecture on the Indo-European Language and Races. Calcutta, 1862.
4
that peoples can effectively be sorted and ranked by race.
Linnaeus would go onto ascribe moral as well as physical characteristic to his four races:
The Europaeus was “Wise,” the Africanus “Lazy,” the Asiaiticus “Greedy,” and so on.12 This
framework could also be seen in David Hume’s 1747 essay “Of National Character,” where he
writes:
THE vulgar are apt to carry all national characters to extremes; and having once established it as a principle, that any people are knavish, or cowardly, or ignorant, they will admit of no exception, but comprehend every individual under the same censure. Men of sense condemn these undistinguishing judgments: Though at the same time, they allow, that each nation has a peculiar set of manners, and that some particular qualities are more frequently to be met with among one people than among their neighbours. The common people in SWITZERLAND have probably more honesty than those of the same rank in IRELAND; and every prudent man will, from that circumstance alone, make a difference in the trust which he reposes in each. We have reason to expect greater wit and gaiety in a FRENCHMAN than in a SPANIARD; though CERVANTES was born in SPAIN. An ENGLISHMAN will naturally be supposed to have more knowledge than a DANE; though TYCHO BRAHE was a native of DENMARK.13
Inherent in Hume’s premise of “National Character” was that the attributes of different peoples
made some inherently superior to others. Nowhere is this clearer than in his disparaging writings
about the peoples of Africa, where his invocation of Africans transplanted to Europe makes it
very clear he is talking about biological rather than sociological factors of race formation.
I am apt to suspect the negroes to be naturally inferior to the whites. There scarcely ever was a civilized nation of that complexion, nor even any individual eminent either in action or speculation. No ingenious manufactures amongst them, no arts, no sciences. On the other hand, the most rude and barbarous of the whites, such as the ancient GERMANS, the present TARTARS, have still something eminent about them, in their valour, form of government, or some other particular. Such a uniform and constant difference could not happen, in so many countries and ages, if nature had not made an original distinction between these breeds of men. Not to mention our colonies, there are NEGROE slaves dispersed all over EUROPE, of whom none ever discovered any symptoms of ingenuity; though low people, without education, will start up amongst us, and distinguish themselves in every profession. In JAMAICA, indeed, they talk of one negroe as a man of parts and learning; but it is likely he is admired for slender accomplishments, like a parrot, who speaks a few words plainly. 14
As Hume demonstrates, these systems of racial categorization were not an innocent desire to
12Linnaeus, Systema Naturae, 45. 13 David Hume. “Of National Characters.” Essays XXI. 1743, 1. Hume’s full capitalization of proper nouns is original to his writing, and has been preserved here. 14Hume, “Of National Characters,” 13.
5
understand the world through a burgeoning scientific lens - they were deeply tied to the power
structures of their time, and served as post-hoc rationalizations for the inequities of the world and
a tool for dismissing evidence to the contrary. Hume’s concept of National Character was part of
an intellectual framework to justify the subjugation of one people at the hands of another by
claiming that it was nature, not society, that had laid them low.
I invoke Hume and Kant in particular because they are highly respected philosophers
whose work is still taught in college philosophy courses. Thinkers such as Gobineau,
Chamberlain, and Morton are now largely looked upon with disgust by contemporary
intellectuals, and rightly so. However, racist logics were not the sole province of pseudoscientists
and faux-philosophers - they were widely accepted across the Western intellectual tradition, and
they have been preserved in aspects of our popular culture. I do not wish to give the impression
that racism is the sole province of “low” culture, but rather is something which has extended
from the popular through to the elite.
While contemporary biology has soundly rebuked racial essentialism as a pseudoscience,
fantasy texts such as Dungeons and Dragons, The Lord of the Rings, and World of Warcraft shift
these differences from having natural to supernatural origins.15 The racial differences between
Elves, Orcs, and Dwarves are attributed to divine acts of creation or supernatural intercession.
Different races often receive their innate character - their “essence” - from divine sources that
define them as eternally distinct from one another. In this manner, contemporary fantasy texts
preserve the essentialist frame by relying on their own fantastical conceits. When racial
essentialism is proven as a false hypothesis in the real world, fantasists change the rules of reality
15 Fantasy texts do still occasionally dip back into the language of “scientific” racism. Notably, the third edition Dungeons and Dragons Player’s Handbook contains phrenological style illustrations of Elf, Dwarf, and Human skulls that deliberately evoke the pseudoscience of Morton and Chamberlain.
6
in order to make it true again.
Race Gendering
In researching this thesis, I have discovered another theme of essentialist race narratives:
that of race-gendering. In examining the portrayals of Elves, Dwarves, and Orcs across fantasy
gaming, all three races are constructed through concepts of gender as much as through race.
Dwarves and Orcs are overwhelmingly masculinized, with representations of both consisting
almost entirely of hyper-muscular male bodies. Some texts go so far as to introduce fantastical
conceits which explicitly eliminate the existence of female Dwarves and Orcs. In the case of
Elves, there is a strong trend toward portraying Elven femininity, often leading to an obsession
with Elven sexuality. This is not an exclusive function of fantasy races: Gobineau posited gender
as a metaphysical principle of race, viewing the Aryan Indian as the quintessentially spiritual and
“feminine” race, and the Chinese as the quintessentially materialistic and “masculine” race.
Is Racial Essentialism “Racist”?
I am aware that I live in a nation where the term “racist” is extremely loaded and heavily
contested, especially outside of the academic sphere. While racism is widely acknowledged as
negative, what does and does not constitute “real racism” is a matter of constant argument. In
Hollywood dramas such as Tate Taylor’s The Help, racism is a malignant force that is confined
to a handful of irrational actors, most of them living in the past. For race scholars like Michael
Omi, Howard Winant, Ibram X. Kendi and Eduardo Bonilla Silva,16 racism is a set of
institutional forces that leads to poorer outcomes for marginalized groups. For the likes of
16For those interested, I would highly recommend Michael Omi and Howard Winant’ Race Formation in the United States as a primer on how race is constructed as a social reality rather than a biological one. Ibram X. Kendi’s Stamped from the Beginning illustrates how theories such as racial determinism arise post-hoc to justify pre-extant systems of exploitation. Eduardo Bonilla-Silva’s Racism Without Racists explores deeply why ignoring issues of race allows racism to flourish unnoticed.
7
Senator Ted Cruz, racism is found in acknowledging the concept of race at all.17
Some of these definitions are better informed than others. I will argue, however, that by
virtually any benchmark, yes, racial essentialism is racist. The essentialist framework posits that
race is a real, biological factor that separates peoples and determines the nature of one’s
character from birth. As Young writes, “One key purpose of race theory, particularly in the
nineteenth century, was to simultaneously explain and justify European imperialism around the
globe.”18 It has been used historically to determine who is fit to rule, who is fit to serve, and who
is fit to be exterminated. Slavery, genocide, and many of the worst crimes of human history were
valorized as heroic and necessary by racial essentialism.
However, this thesis is focused explicitly on race in fantasy worlds, not the real world. It
is less concerned with how race operates and more with how it is imagined. As such, the sources
we will be drawing on are not the excellent contemporary race scholarship of Omi, Kendi, or
Bonilla-Silva, but rather the antiquated and horrifying race theory of the past. In demonstrating
that the essentialist framework is present in fantasy games in its most pernicious form, I will
regularly be quoting the likes of Gobineau and Chamberlain and juxtaposing them with excerpts
from fantasy texts. As Gould reminds us, “through his impact on the English zealot Houston
Stewart Chamberlain, Gobineau’s ideas served as a foundation for the racial theories espoused
by Adolf Hitler.”19 I can think of no stronger way to demonstrate that a set of ideas are racist
than to show parallels with the literal inspirations for Adolf Hitler’s policies.
17Schuessler, Jennifer. New York Times. “Ted Cruz Invokes Dr. King, and Scholars See a Familiar Distortion.” New York Times. https://www.nytimes.com/2022/03/23/arts/ted-cruz-mlk-critical-race-theory-supreme-court.html 18 Young, Race and Popular Fantasy Literature, 8. 19 Gould, Mismeasure of Man, 372.
8
Secondary Sources
I am not the first person to make note of the problematic ways in which race is framed in
high fantasy. I must acknowledge Helen Young’s excellent Race in Popular Fantasy Literature,
which is the most exhaustive exploration of the subject I have read. Secondly, I wish to
acknowledge my predecessor at Bowling Green State University, Philip Clements, for his own
thesis Roll to Save Against Prejudice and his dissertation Dungeons and Discourse. Besides
these, there have been a number of articles both scholarly and popular I have drawn on heavily in
the course of writing this thesis. Melissa J. Monson’s “Race-Based Fantasy Realm” is an
excellent exploration of World of Warcraft, a primary source with which I was personally less
familiar but well aware of the significance of with regards to the genre. “Orcs, Britons, and the
Myth of Martial Races” by game designer James Mendez Hodes was the piece which originally
started my own thinking about the issue of race and high fantasy.
The Role of Games
I will be paying special attention to games as my principle text in this thesis. This is for
two reasons: Firstly, contemporary popular fantasy literature such as A Song of Ice and Fire or
The Stormlight Archives has largely moved away from (if not entirely left behind) racial
essentialism as a core feature of worldbuilding.20 Fantasy games, conversely, have held tightly
onto the essentialist framework to the present day. Secondly, fantasy games reinforce national
character arguments by using race as a game mechanic with quantifiable benefits and detriments.
Whereas literature consists of linear narratives, games are systems in which different elements
have determined rules for interacting. To make race a game mechanic is to make deterministic
20 While their texts are not free of racially problematic material, I would go so far as to say that both G.R.R. Martin and Brandon Sanderson have demonstrated how socially constructed, rather than essentialist, models of race can be explored within fantasy texts.
9
statements about race, granting innate quantifiable advantages and disadvantages to racial
identity. In this way, Dungeons and Dragons and World of Warcraft have gamified racism.
The primary games I will be examining are the tabletop roleplaying game Dungeons and
Dragons, the tabletop wargame Warhammer, and the video game series The Elder Scrolls and
Warcraft (particularly the online roleplaying game World of Warcraft, commonly abbreviated
WoW). Dungeons and Dragons (commonly abbreviated as D&D) is the lynchpin text of fantasy
gaming - in addition to being a long-running game that has sold millions of copies over the past
five decades in and itself, it has had a massive influence on fantasy games that came after it.
Warhammer, while slightly more niche, provides critical context for how the same race tropes
are re-encoded across tabletop games of different genres. Warcraft and The Elder Scrolls are two
of the highest selling Western fantasy video game franchises.21 Up until recently, World of
Warcraft was the highest played MMORPG (massive multiplayer online roleplaying game) in
the world, a title it occupied for more than a decade.22 These games are important due to their
popularity and, as I will demonstrate in chapter two, their role in changing key aspects of the
race framework in high fantasy.
One of the key ways in which racial essentialism manifests itself in fantasy games is how
race is used as a player option which grants bonuses and penalties. In Dungeons and Dragons, all
characters are broken down into six core attributes: Strength, Constitution, Dexterity, Wisdom,
Intelligence, and Charisma.23 When a player chooses their character’s race, they will typically be
21“The Top 50 Best Selling Video Games of All Time.” Hewlett Packard, September 28, 2021. No author listed. https://www.hp.com/us-en/shop/tech-takes/top-50-best-selling-video-games-all-time 22Oliva Richman. “Is World of Warcraft Dying?” Invent Global, August 10, 2021. https://www.invenglobal.com/articles/14788/world-of-warcraft-dying23 Early versions of D&D would randomly assign these attributes, furthering the notion that one’s abilities were biologically determined from birth. Later versions gave players increasing agency over their strengths and weaknesses.
10
granted bonuses to certain attributes and penalties to others. This model of quantifiable core
attributes which are modified by race has been routinely used by the tabletop and video games
which came in Dungeons and Dragons wake. This system serves as mathematical ways to
reinforce stereotypes, dictating both what qualities are embodied by which races and given a
measurable degree to which they embody these qualities. This model of individual variance
modified by racial aptitude is strongly reminiscent of Hume’s conception of National Character.
Hume states that the average Englishmen is smarter than the average Dane, and Tycho Brahe is
an outlier; Gygax is stating that the average Dwarf is tougher than the average Elf, while
allowing for similar individual outliers.
This process of gamifying race has already come under criticism from multiple observers.
Hodes writes that these attribute adjustments “makes race literally real in-game by applying
immutable modifiers to character ability scores, skills, and other characteristics. The in-game
fiction justifies these character traits as absolute realities; they also just happen to be the same
cruel and untrue things racists say about different ethnicities.”24 Clements writes that Dungeons
and Dragons “uses race as a biologically determined category that imposes sharp limitations on
what a person can be and do…. D&D tends to present nonhuman races as monolithic groups,
with each individual simply being a variation on a single consistent theme.”25 The system of
racial attribute modification incentivizes players for playing toward stereotype and punishes
them for playing against it: an Elder Scrolls player can choose to play as an Orcish wizard, but
because of racial aptitude modifiers, they will find the game much more difficult than if they had
24 Hodes, James Mendez. “Orcs, Britons, and the Martial Race Myth Part I: A Species Built for Racial Terror.” James Mendez Hodes, 2019. https://jamesmendezhodes.com/blog/2019/1/13/orcs-britons-and-the-martial-race-myth-part-i-a-species-built-for-racial-terror 25 Philip Clements, Roll to Save vs Prejudice: Race in Dungeons and Dragons. Bowling Green State University, 2015.
11
played as an Orcish warrior.
The Importance of Tolkien
Although he was an author of narrative literature, rather than games, it is very difficult to
discuss the fantasy genre without discussing the writings of J.R.R. Tolkien. That said, Tolkien is
not the primary focus of this thesis, and I will be attempting to limit my discussions of his works
only to the extent that they are salient to fantasy games. Tolkien’s Middle-Earth set the template
for the worlds in which fantasy games operate, and his conceptualizations of Elves, Orcs, and
Dwarves will set the baseline for how “race” is presented in later works. His writings were very
reflective of the Imperial era he lived in and his status as an academic within it: As Dimitra Fimi
writes in her Tolkien, Race, and Cultural History: “When Tolkien started composing his
mythology, it was still entirely legitimate and scientifically acceptable to divide humankind into
races with fixed physical characteristics and mental abilities.”26 In an interview with Pacific
Standard, Helen Young refers to Middle-Earth as “literally a racist’s fantasy land,” and describes
it as follows:
In Middle Earth, unlike reality, race is objectively real rather than socially constructed. There are species (elves, men, dwarves, etc.), but within those species there are races that conform to 19th-century race theory, in that their physical attributes (hair color, etc.) are associated with non-physical attributes that are both personal and cultural. There is also an explicit racial hierarchy which is, again, real in the world of the story.27
“Race” in this sense was an all-consuming entity that encompasses one’s appearance,
biology, culture, language, and mindset. Qualities such as Elven beauty or Dwarven greed are
not specified as being the result of one’s biology or socialization, because “race” encompasses
26 Dimitria Fimi. Tolkien, Race, and Cultural History. London: Palgrave McMillan, 2008, 132.
27 David M. Perry. “How Can We Untangle White Supremacy from Medieval Studies? A Conversation with Australian scholar Helen Young.” Pacific Standard, Oct 9, 2017. https://psmag.com/education/untangling-white-supremacy-from-medieval-studies
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both of these aspects. As Sturtevant writes, “The core of the problem is that Tolkien conflates
race, culture, and ability. Hobbits, he says, are a race, and based upon a combination of their
hereditary traits and cultural practices, are better at being stealthy than other races.” 28 This
combination of appearance, culture, personality, and aptitude would form the basis for how
“race” would become a game mechanic in fantasy roleplaying games later on. 29
What This Thesis is Not
While this thesis will occasionally examine direct statements from J.R.R. Tolkien or Gary
Gygax to contextualize interpretations of their works, the focus is the texts themselves, not the
people who created them. Whether these writers personally deserve to be called “racist” or
condemned as an individual is ultimately irrelevant to this thesis. It is their writings, not their
personal characters, which is under assessment.
Similarly, this thesis is not a study of audiences. In my experience, people often feel
personally attacked when things they enjoy are criticized, and criticizing media tastes can be
used as a bad-faith way of indirectly criticizing those who consume it.30 As such, I want to make
it absolutely clear that statements such as “Dungeons and Dragons contain racist ideas” do not
translate to “if you enjoy Dungeons and Dragons, you personally are racist.” The same applies
for fans of The Lord of the Rings, World of Warcraft, and any other texts being discussed within
28Paul B, Sturteveant. “Race, The Original Sin of the Fantasy genre.” The Public Medievalist. December 5, 2017. https://www.publicmedievalist.com/race-fantasy-genre/ 29 While Hobbits were at the center of Tolkien’s narratives, they have had relatively little popularity in fantasy texts that followed. Dungeons and Dragons presents the race of “Halflings” as their surrogate for Tolkien’s Hobbits, often encoding them as Romani-like wanderers whereas Tolkien encoded them as English country folk. Given their infrequency of appearance in other fantasy texts, Hobbits/Halflings will not be among the fantasy races analyzed in this thesis. 30 I have, on several occasions, assigned Hodes’s “Orcs, Britons, and the Myth of the Martial Race” article to my undergraduate students, often to the shock of those who were fans of the fantasy genre. One student described reading it as “a slap in the face.” Another was personally offended and wrote a lengthy rebuttal of his article when asked to analyze a reading assignment for the final exam.
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this thesis. As has been demonstrated by the likes of Stuart Hall and Janice Radway, audiences
are complex entities whose interpretation of the media they consume varies widely from
individual to individual, often being filtered through a host of personal experiences. For some,
the essentialist narratives of race in high fantasy may reinforce a White Nationalist or otherwise
racist worldview - the fact that Stormfront has a forum dedicated to high fantasy is evidence that
this does happen at least some times. For others, however, race in fantasy games may be a tool
for exploring themes of prejudice, marginalization, and sympathy for the Other even within the
bounds of an essentialist framework.31 And for many, I suspect, race in fantasy is an
afterthought, with the sociopolitical ramifications of their World of Warcraft character’s race
being far secondary to their gameplay and aesthetic ramifications.
The Re-Encoding Process
Though he is not cited directly, the ideas of Stuart Hall are perennially lurking in the
background of this thesis.32 Hall introduced the notion of encoding and decoding, and the
concept of negotiated readings, wherein the receiver of a text will reinterpret that text through the
lens of their own pre-existing cultural dispositions. Much of this thesis will involve comparing
either different fantasy texts or different editions of the same text. In comparing these texts, we
see a process of “re-encoding,” wherein different permutations of the same ideas appear over
time in a series of negotiated readings. Many of the race tropes present in early Dungeons and
Dragons stem from The Lord of the Rings, but negotiated through the lens of Gary Gygax’s own
mid-20th century American attitudes instead of Tolkien’s early 20th century English ones. Thus,
31This topic is explored in depth by Clements; see Philip Clements, Dungeons and Discourse: Intersectional Identities in Dungeons and Dragons. Bowling Green State University, 2019, 155-168. 32 Hall, Stuart. “Encoding and Decoding in the Television Discourse.” 1973.
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the Orc is a racial monstrosity for both of them, but the races they associate with monstrosity are
very different. By the early 2000’s, there were several fantasy games questioning whether Orcs
should be thought of as monsters at all as the deterministic model is filtered through increasingly
liberal concepts of race and racism. Indeed, much of the modern era of fantasy gaming involves
the struggle to “fix” fantasy gaming by removing the most obviously problematic race elements
inherited from previous games. These efforts, while valiant, inevitably run afoul of the
essentialist structures in which they operate. This process of re-encoding allows us to break the
fantasy genre into three rough eras, with the following characteristics:
1) A “Tolkien Era” of the early 20th century, which consists almost entirely of the
literary works of J.R.R. Tolkien himself. Here we see a European inflected view
of race: linguistic racial categories such as “Aryans” and “Semites” are present,
and racial Others are frequently encoded as Huns, Saracens, or otherwise
“Oriental” threats.
2) A “Tabletop Era” of the 1970-1990s, herein represented by Dungeons and
Dragons and Warhammer. This era solidifies and gamifies the racial tropes of
Tolkien, making the stereotypes implicit in the Lord of the Rings explicit and
quantified. Racialized morality predominates here, with “Good Races” locked in a
war of attrition with “Evil Races.” Racial Others become decreasingly encoded as
“Oriental,” and more frequently as “savage” races drawing on images of
Polynesians, Africans, and Native Americans.
3) A “Liberal Era” that begins in the early 2000’s and extends through the present.
This era challenges the stereotypes of the tabletop era, presenting previously evil
races as heroic or sympathetic and relaxing (though not abolishing) the
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determinative nature of race with regards to aptitude. This Liberal Era is primarily
defined by video games such as World of Warcraft and The Elder Scrolls, though
it can also be seen in the evolutions taken by Dungeons and Dragons following
the properties acquisition by Wizards of the Coast in 1997 and the release of the
game’s third edition rules in 2000.33
What This Thesis Is
In order to unpack how racially essentialist frameworks are constructed, I will be
devoting a chapter to each of the three most consistent imagined races in the fantasy genre:
Dwarves, Orcs, and Elves. In structuring my thesis like this, I am taking the genre on its own
terms: if fantasy games and literature keep breaking the world into Dwarves, Orcs, and Elves,
then I will break my thesis up according to the same terms. In each chapter, I will be examining
how each of these fictional races is essentialized. In some cases, this is done by importing
stereotypes wholesale from the real world and mapping them onto fantastical races. In others, it
is done by using the essentialist framework as a tool to create stereotypes about nonexistent
peoples.
In the Case of Dwarves, I will examine how Dwarves set the model for combining racial
stereotypes with mythological beings through the works of Richard Wagner and J.R.R. Tolkien.
Early depictions of Dwarves were laced with anti-Semitism and allegorical Jewish identity,
which gradually gave way to a gender-based encoding of race as Dwarves as a fundamentally
“masculine race.” In the Case of Orcs, I will be examining how fears of racial “Others” (whether
they be Asian, African, Polynesian, or Native American) are manifested with Orcs through
33 Unlike D&D, Warhammer has staunchly resisted this liberal era. Much of its texts exist in a “black and gray” morality, with unambiguously evil races such as Dark Elves, but its good races being of questionable morality.
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themes of polygenesis, miscegenation, and racial degeneracy. With Orcs, we see the most
flagrantly repugnant racial characterizations, with their positioning as an “evil race” is used to
heroize genocidal attitudes within fantasy worlds. In the Case of Elves, I will be examining the
uncomfortable parallels between fantasy Elves and European philological myth of “The Aryan
Master Race” and how this leads to Elves as objects of sexual desire and speculation. The focus
on “beauty” as an essential trait of Elves leads to female Elves being sex objects, male Elves
being queer coded, and evil Elves being characterized through the language of BDSM. In my
conclusion, I will address some of the common counter-arguments and apologia that have been
presented toward critiques of racial themes in fantasy media.
All three of the main body chapters involve tracing the evolution of a given fantasy race
through different eras, authors, and texts, often showing a surprising level of diversity. The
specific characterizations of Dwarves, Orcs, and Elves have changed a great deal over time, and
the texts in the post 2000’s era in particular have made great efforts to remove the most
obviously racist elements. However, what has not changed is the essentialist framework in which
race itself is understood, and that framework is the core problem of race in high fantasy.
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CHAPTER I: THE CASE OF DWARVES, RACIALIZING MASCULINITY
In the case of Dwarves, we see clear examples of two of the most persistent themes in the
construction of fantasy races: the use of fantasy races as stand-ins for real world racial groups,
and the attribution of gender as a function of race. Dwarves are heavily encoded as Jewish in the
Tolkien era, a characterization which gives way to being encoded as Scottish or Yorkish in more
recent fantasy media.34 Much of this recharacterization has been derived from the desire to
portray Dwarves as a masculine “martial race” in the Tabletop Era. These themes of racial
allegory and race-gendering are not unrelated, but rather, are an extension of viewing different
racial groups as either fundamentally “masculine” or “feminine” within essentialist frameworks.
The Archetypal Dwarf
I am devoting my first full chapter to Dwarves, rather than Elves or Orcs, because of the
high degree of homogeneity seen in portrayals of Dwarves across properties: Dwarves are
overwhelmingly presented as an entire race of ill-tempered bearded male warriors, with
relatively few examples running contrary to that image. The website TV Tropes, (a fan wiki
which organizes media according to recurring themes), provides a useful window into the issue
of Dwarven uniformity through their article “Our Dwarves Are All the Same.” It defines
Dwarves as follows:
You know what they are. Gruff, practical, industrious, stout, gold-loving, blunt-speaking Scottish-accented, Viking-helmed, booze-swilling, Elf-hating, ax-swinging, long-bearded, stolid and unimaginative, boastful of their battle prowess and their vast echoing underground halls and mainly just the fact that they are Dwarves.35
Under the “Our Dwarves are All the Same” article, TV Tropes lists 383 media texts
34 Indeed, the question that launched this entire project is “When did Dwarves start having Scottish accents?” 35 TV Tropes. “Our Dwarves are All the Same.” Accessed 12-10-2021. https://tvtropes.org/pmwiki/pmwiki.php/Main/OurDwarvesAreAllTheSame.
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featuring the fantasy Dwarf race as a trope, with approximately five-sixths of instances of
Dwarves in high fantasy at least partially aligning to stereotype. This is broken into three
sections: The first section, entitled “These Dwarves are Rather Dwariviative,” features 161
examples of depictions of Dwarves that closely match the definition given at the beginning of the
article. The second section, titled “These Dwarves are more Dwarvegent” cites 158 examples of
Dwarves who partially conform to the stereotype while deviating in some key way.36 A third
section entitled “These Dwarves are Too Bizarre to have a Suitable Pun” lists Dwarves who
share almost no commonality with the stereotype, and contains only 64 entries.
This uniformity of portrayals across texts demonstrates the ubiquity of the essentialist
framework: Dwarves as a race are boiled down to a narrow character archetype who stands in for
an entire people. As new fantasy texts arise, they draw on the texts that preceded them, repeating
the same stereotypes about an imagined group. This imaginary status allows the essential frame
to move onward unquestioned: whereas national character arguments about real peoples can be
questioned by members of those groups who deviate from or openly decry stereotypes about
their identity, there are no “real Dwarves” to question the narrative of Dwarven homogeneity.
There are precious few young Dwarves, female Dwarves, peaceful Dwarves, or clean-shaven
Dwarves to provide counternarratives to the idea of Dwarves being a race of violent-tempered
bearded old men.37
Even compared to other fantasy races such as Elves and Orcs, Dwarves have received relatively
little effort toward reinvention. As racial monsters, portrayals of Orcs shift with time to
36 Many of the entries in this section, particularly those related to fantasy roleplaying games, reflected “subraces” of Dwarves who co-exist with their more stereotypical brethren (“The wild Dwarves from Forgotten Realms are barbarians who live above ground in jungles and hunt with poisoned blades. Still very gruff and loyal, though.”) 37 That said, there are some important examples, and they will be discussed towards the end of this chapter.
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reflect the fears of the authors that create them and the societies which create those authors. As a
“superior” and “beautiful” race, portrayals of Elves reflect the desires of those same creators.
The TV Tropes pages for Orcs and Elves are entitled “Our Elves are Different” and “Our Orcs
are Different,” respectively, reflecting the active reinvention of these racial tropes in contrast to
the homogenous Dwarf. Without these hopes and fears being projected onto them, Dwarves have
received relatively little creative effort in fantasy media. Nonetheless, portrayals of Dwarves
have changed over time. Different texts have encoded Dwarves along the lines of different real-
world racial groups, and the characterization of Dwarves as a “masculine” race reflects how
ideas of masculinity are imagined.
Jewish Dwarves: Wagner and Tolkien
The concept of Dwarves as a fantasy race are descended from the svartálfar38 of Norse
mythology. Like contemporary fantasy Dwarves, the svartálfar are ill-tempered, subterranean
dwelling, short-statured, fine craftsmen, and lovers of gold. Richard Wagner’s Der Rings des
Nibelungen was a 19th century operatic adaptation of the 13th century Nibelungenlied. While
Wagner was drawing on Norse mythology in the construction of his opera, he was also clearly
drawing on his own racialized understandings of the world he lived in. In this we see the
beginning of fantasy “race” as the hybrid child of mythological faerie-beings and real-world
ethnic groups. His characters of Alberich and Mime, both Dwarves in the sense of svartálfar, are
heavily encoded with anti-Semitic characteristics. In Richard Wagner and the Anti-Semitic
Imagination, Marc A. Weiner writes:
As caricatures of Jews, Alberich and Mime share similar discursive features, yet, as representatives of the stereotypes of the wealthy and the impoverished Jew, the Nibelungs are given two distinct and
38 To avoid confusion, I will be using the Icelandic term svartálfar when explicitly referring to the mythological faerie-being rather than modern fantasy Dwarves.
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characteristically definings sounds that credibly distinguish them to the western ear. Though Alberich is vile, uncouth, and repulsive and hence comparable to the stereotype of the Eastern Jew, he is also clearly - albeit only temporarily - associated with wealth and hence is also a representation of the Western Jew striving for acceptance in a world that will not accept him.39
Richard Wagner was himself a personal friend of Arthur de Gobineau, and was heavily
influenced by Gobineau’s writings on race. In her diaries, Wagner’s wife Cosima frequently
mentions Gobineau as both a personal acquaintance and a topic of conversation with her
husband.
Our conversation starts with the article and touches on all subjects, including Gobineau’s theory, to which R. links the remark that it is by no means impossible that humanity should cease to exist, but if one looks atthings without regard to time and space, one knows that what really matters is something different fromracial strength—see the Gospels. And he adds jokingly: “If our civilization comes to an end, what does itmatter? But if it comes to an end through the Jews, that is a disgrace. 40
Wagner’s own anti-Semitism was influential on the writings of the Aryanist Houston Stewart
Chamberlain, whose own writings were in turn a major influence on Adolf Hitler.41 Wagner thus
sits at the intersection of race-theorists and fantasists: in his imagining of the Dwarf as a
slanderous Jewish caricature, he set into motion a tradition of using fantasy races as allegories
for real-world understandings of race.
With The Hobbit and The Lord of the Rings, Tolkien is reproducing the “Jewish
svartálfar” of Wagner’s operas. With regards to their mythological ancestors, the names of the
Dwarves in Thorin Oakenshield’s company in The Hobbit are taken directly from the Icelandic
Poetic Edda. With regards to their Jewish encoding, Tolkien’s Dwarves also sometimes enters
the realm of debasing stereotype and antisemitism: Tolkien’s Dwarves are insular, greedy, and
disagreeable. In other cases, a more nuanced understanding of Jewishness is encoded into
39 Marc A. Wiener. Richard Wagner and the anti-Semitic imagination. Vol. 12. U of Nebraska Press, 1997, 144. 40 Cosima Wagner and Geoffrey Skelton. Diaries of Cosima Wagner, 1878-1883. New Haven CN: Yale University Press, 1997, 622. 41 Geoffrey G. Field. Evangelist of Race: the Germanic vision of Houston Stewart Chamberlain. Columbia Univ. Press, 1981.
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Dwarves: they are a diasporic people, with the Misty Mountain serving as a fantastical Israel.
Perhaps most tellingly, the Dwarven language of Khuzdul is constructed as a Semitic language.42
Tolkien himself acknowledged this connection in a 1971 interview: “The Dwarves of course are
quite obviously— wouldn’t you say that in many ways they remind you of the Jews? Their
words are Semitic obviously, constructed to be Semitic.”43 In her article, “Jewish Dwarves:
Tolkien and Anti-Semitic Stereotyping,” Renee Vink elaborates further on this: “In the original
BBC-interview, the text of which is given by Zak Cramer in Mallorn 44 (2006), Tolkien’s
statement is longer. It turns out that Tolkien had added a remark about ‘a tremendous love of the
artefact, and of course the immense warlike capacity of the Jews, which we tend to forget
nowadays.’”44 And thus, for Tolkien, the association of Dwarves with craftsmanship and warfare
are also rooted at least partially in their encoded Jewishness. In one of his letters, he wrote “I do
think of the 'Dwarves' like Jews: at once native and alien in their habitations, speaking the
languages of the country, but with an accent due to their own private tongue.”45
While Tolkien’s attitudes toward Jews were more positive than Wagner’s,46 Rebecca
Brackam argues in her article “Dwarves are Not Heroes” that the very usage of a Jewish
character template is intrinsically anti-Semitic, regardless of whether or not Jewish
42 Renee Vink analyzes the connection between Khuzdul and Hebrew as follows: Indeed the dwarven tongue Khuzdul has a phonology and a triconsonantal root system that resembles Hebrew (and modern Ivrit for that matter). From these triconsonantal roots words are formed by inserting vowels, doubling consonants or adding suffixes. Compare, for instance, Hebrew words and names such as melek, David, shalom and baruch with Dwarvish words and names like Gabilgathol, baruk and khazad, which are obviously similar in phonetic structure (the meanings of similar looking words in Dwarvish and Hebrew, however, are completely different; Baruk means “axes,” while baruch means “blessed”).”
Renée Vink. “‘Jewish’ Dwarves: Tolkien and Anti-Semitic Stereotyping." Tolkien Studies 10 (2013): 123-145. https://doi.org/10.1353/tks.2013.0003 43 BBC Four. “An Interview with J.R.R. Tolkien.” 1971. 44 Vink, “‘Jewish’ Dwarves.” 125. 45 Christopher Humphrey. The Letters of J.R.R. Tolkien. London: George Allen and Unwin, 1981, letter 176. 46 In Letter 30, Tolkien writes “But if I am to understand that you are enquiring whether I am of Jewish origin, I can only reply that I regret that I appear to have no ancestors of that gifted people.” Humphrey, Letters, Letter 176.
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characterization of Dwarves is shallow or deep, benevolent or disparaging:
Before discussing Tolkien's works, I should explain what I mean by antisemitism and antisemitic beliefs for the purposes of this article. I do not limit the meaning of antisemitism to overt violence or discrimination against practitioners of Judaism or Jewish converts to Christianity. Rather, by antisemitism I chiefly mean the underlying assumption that makes such violence and discrimination possible—the claim that there is something about Jews, biologically and psychologically, that marks them as fundamentally different from the Christian cultures that have been dominant in Europe since the Middle Ages.47
Tolkien himself flatly denied having any influence from Wagner’s Der Rings des
Nibelungen, stating “Both rings were round, and there the resemblance ceases.”48 Tolkien’s
denial of Wagnerian influence has been subjected to a great deal of suspicion: In “Two Rings to
Rule Them All: A Comparative Study of Tolkien and Wagner” Jamie McGregor argues that
“There are similarities between Tolkien and Wagner that are not found in any of their mutual
sources” and suggests the view that Tolkien was partially motivated by a desire “to offer a
correction of (and possibly a corrective to) Wagner's tetralogy.”49 The mutual decision to portray
Dwarves with Jewish characteristics would corroborate this hypothesis, as would the different
ways in which they portray their Dwarves. If Tolkien was motivated by responding to Wagner,
he may have been deliberately crafting an image of “Heroically Jewish Dwarves” to counter the
“Villainously Jewish Dwarves” of Wagner. That said, If Tolkien was not influenced by Wagner
as he claimed, then both of their decisions to encode Dwarves with Jewish identity demonstrate a
pervasive set of racial ideals which both authors had internalized and independently projected in
their writings.
47 Rebecca Brackham. . "’Dwarves are not heroes’: antisemitism and the Dwarves in JRR Tolkien's writing." Mythlore: A Journal of JRR Tolkien, CS Lewis, Charles Williams, and Mythopoeic Literature 28, no. 3 (2010): 7. 48 Humphrey, Letters, Letter 306. 49Jamie McGregor. "Two Rings To Rule Them All: A Comparative Study of Tolkien and Wagner." Mythlore: A Journal of JRR Tolkien, CS Lewis, Charles Williams, and Mythopoeic Literature 29, no. 3 (2011): 10, 136
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Scottish Dwarves: Re-encoding Race
If we move directly from The Hobbit to contemporary fantasy games such as World of
Warcraft, we notice a strong cultural shift has taken place in the interim: Somewhere between
1937 and 2004, Dwarves lost their Jewish encoding and picked up a Scottish encoding in its
place. The Dwarves in World of Warcraft are depicted with red hair and Scottish accents, call
players “laddie” and “lassie,” and offer a quest that revolves around making haggis.50 This
evolution shows that even with the relatively homogenous example of Dwarves, imagination of
fantasy races shift considerably over time, even while being bounded within the essentialist
racial frame. The process by which Dwarves shifted from fantasticalized Jews to fantasticalized
Scots is gradual and haphazard, and it serves as an object lesson for how imaginings of race
evolve over time.
The earliest identifiable instance of a Dwarf character with a Scottish accent is, arguably,
Poul Anderson’s 1961 fantasy novel Three Hearts Three Lions. The novel features many
characters who speak in phoneticized dialect, including a Dwarf named Hugi whose speech is
possibly an approximation of a Scottish accent: “What’s the thocht here?’ he growled. ‘Would
ye gang oot in mere cloth? There’s a mickle long galoots in yon woods were glad to stick iron in
a rich-clad wayfarer.”51 It is unclear exactly how Poul Anderson wanted Hugi’s voice to be
decoded, and it’s similarly unclear if Hugi’s speech patterns were meant to be reflective of his
status as a Dwarf; indeed, the novel also features a “Swanmay” (that is, a woman who
shapeshifts into a swan) who speaks with the same patterns as Hugi.
50Wowhead. “Keeping the Hagghis Flowin’.” https://www.wowhead.com/quest=29353/keepin-the-haggis-flowin 51 Poul Anderson. Three Hearts and Three Lions. New York: Berkley Medallion Books, 1961.
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In 1991, Warhammer depicts a clearly Celtic-coded Dwarf in the figure of the “Slayer”
unit.52 Slayers were depicted as red-haired and wearing clothing and war-paint evocative of Pre-
Roman Celts. Warhammer was in turn a major influence on Warcraft,53 which gives the first
clear example of a “Scottish Dwarf” I have been able to locate. Units in Warcraft had pre-
recorded voice clips that would trigger when certain units were commanded: the “Dwarven
Demolition Squad” in 1995’s Warcraft II spoke with thick Scottish accents, complete “aye,
laddie” as one of their response sounds.
In the Peter Jackson film adaptations of The Lord of the Rings, Gimli spoke with a
distinctive northern English Yorkshire accent.54 The “Yorkshire Dwarf” is already pointing the
same direction as the “Scottish Dwarf,” associating Dwarves with the northern peoples of the
United Kingdom. In Peter Jackson’s The Hobbit, Thorin and his company have similar Yorkshire
accents to Gimli, and Balin refers to Bilbo as “Laddie.” In the third Hobbit film, Scottish
comedian Billy Connolly plays the Dwarven leader Dain Ironfoot, doing an exaggerated
caricature of a “hot-blooded Scotsman” in the process.55
A 2019 thread on the tabletop gaming message board Giants in the Playground on
the topic of “Scottish Dwarves” provides useful illumination, with Dungeons and Dragons
players from various countries commenting on how Dwarves are portrayed in their home
language. One 52Jim Bambra and Rick Priestly, Warhammer Fantasy Battle, Third Edition. Nottingham: Games Workshop, 1991, 215.
53Brett Slabaugh. “World of Warcraft Could Have Been World of Warhammer.” Escapist Magazine, Jan 26, 2012. https://www.escapistmagazine.com/world-of-warcraft-could-have-been-world-of-warhammer/ 54 Walking out of this first movie in high school, I distinctly remember one of my friends (mistaking the Yorkshire accent for a Scottish one) boldly declaring “I told you Dwarves were Scottish.” He himself typically played “Scottish Dwarf” characters in our games; years later, when I asked him why he associated Dwarves with Scottishness, he was unable to give an answer, saying it simply seemed natural. 55 Conversely, in the 1977 Rankin and Bass animated adaptation of The Hobbit, none of the Dwarves spoke with such dialectal markers.
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user wrote that “At least in german the "scotish [sic] Dwarf" does not exist. Dwarves speak in a
"gruff" voice, but with no regional coloring,” and another wrote “Same with French. However, I
know one series that gave its Dwarf a Gascon accent, and the more I think about it the more it
fits. (For one, it's a mountain region, unlike Scotland).” A user named Scarlet Knight wrote what
I believe is the most compelling analysis:
I believe it was decided that much of it was based on stereotype and familiarity. As mentioned, ask someone to do a pirate & they do Robert Newton; also cowboys sound like John Wayne & Italians like Chico Marx. For the same reason, ask a DM to do a Roman senator and they use an upper class British accent not Italian because that is what was heard in the old sword & sandal movies. We know it's not accurate but our meanings get across…. Then once we have accents, our stereotypes kick in. A player does an Irish accent for bards because of the association with music and mischief. Scottish for Dwarves because it's familiar enough to do while exotic & rough.
Scarlet Knight’s analysis points to a language-based form of semiotic convergence.56 The
association of Dwarves as being a fantastical race of gruff and hardy mountain-dwellers leads to
an association with the Scottish and Yorkshire accents in English language media, as it
apparently leads to an association with Gascon accents in French language media.
Likewise, marking Dwarves as Scottish puts them in position of “White Other” who is
familiar but distinct from an Anglo-Saxon center; it marks them as “Them” when contrasted to
Anglo-Saxon coded humans, but as part of “Us” when contrasted with non-White racial enemies
such as Orcs or Goblins. In fantasy novels, Dwarven characters appear primarily as supporting
characters for Human or Elven protagonists57 rather than as protagonists themselves. Even when
56 One of my professors also pointed out the shifting understanding of Jews across the 20th century: “I think that dwarves being coded as Scottish is an important part of the paper and should be maintained. American Jews in the 1930s were highly masculinized (think of Bugsy Siegel and all of the other Jewish gangsters) but, in the last 60 or so years, Jewish men have been coded feminine in the US.... by the middle of the 20th century Jews no longer seemed to be good representations of masculinity, and if dwarves were going to continue to be coded as male, they needed to no longer be Jewish. Scotts, as tall warriors who weren't British gentlemen but more or less spoke the same language we do, were good representations of masculinity.” (Esther Clinton, personal communication, 12/20/21) 57 Examples of these “Dwarven sidekicks” would include Flint Fireforge from The Dragonlance Chronicles, Bruenor Battlehammer from The Crystal Shard, Hendel from The Sword of Shannara, as well as Hugi from Three Hearts Three Lions and Gimli from The Lord of the Rings.
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Dwarves are allies, they are close-at-hand Others, typified as the “sidekick race.”58
As Tolkien’s ideas were reinterpreted through Dungeons and Dragons,59 the gruff and
war-like nature of Dwarves becomes increasingly dissonant from the perceived effeminacy of
Jews: as Karen Brodkin notes, the position of Jews in the United States labor force was heavily
associated with the garment industry in the mid-20th century, which led them to be perceived as
racially feminine.60 Conversely, The use of Scottish accents with the Dwarves in World of
Warcraft or around Dungeons and Dragons tables becomes short-hand to signify a set of racially
coded personality traits: masculine, war-like, unrefined, and of a slightly but not radically
different culture. We can see the same pattern with the “Scottish Vikings” of How to Train Your
Dragon (2010) or the “Scottish Spartans” of the film 300 (2006). In the case of World of
Warcraft’s Scottish Dwarves, the accent is something that followed from a pre-existing pattern
of characterizations established in the Tabletop Era. And when examining the Tabletop Era, we
find that the characterization of Dwarves as surrogates for a particular ethnic group is secondary
to their characterization along the lines of masculinity.
58 This subordinate-ally position parallels the experiences of real world “martial races” such as Sikhs and Gurkhas, who were given conditional membership in the British Empire in exchange for fighting against the Empire’s enemies. The role of the “Martial Race” myth will be explored again in Chapter 2. 59 Much like Tolkien denied having influence from Wagner, Gary Gygax also denied being influenced by Tolkien: “I have recounted this experience before, but I'll do so again: When I was part of a large con panel on the East Coast, one young twit of an editor for a major publisher also a panelist asked me before the audience why I had stolen dwarves from Tolkien. I responded in august tones: "I beg your pardon, Young Lady," but I stole my dwarves from the same source the Good Professor did, Norse Mythology. As with Tolkien and Wagner, there are textual similarities not found in mutual sources which indicate that Gygax was more heavily influenced by Tolkien than he was willing to admit. Gary Gygax. “Q&A with Gary Gygax, Part III.” Dragonsfoot, Forum, July 13, 2005. https://www.dragonsfoot.org/forums/viewtopic.php?t=12147&start=60 60Karen Brodkin. "Global capitalism: What's race got to do with it?." American Ethnologist 27, no. 2 (2000): 237-256. 247.
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Dwarves and Masculinity
Across the fantasy genre, Dwarves are overwhelmingly depicted as male. All of Thorin’s
companions in The Hobbit are male, as are the Dwarves in Lord of the Rings. In the illustrations
of Dungeons and Dragons manuals, Dwarves are nearly universally portrayed as male,
particularly in the first two editions. In Warhammer, every single Dwarf unit is depicted as
distinctly male bodied, and the vast majority of Dwarf characters in their lore is male as well.
This innate Dwarven masculinity is further developed by the traits associated with fantasy
Dwarves: The common descriptions of Dwarves as heavy drinking, violent tempered,
hardworking, long-bearded, xenophobic, and emotionally repressed all contribute the image of
Dwarves as a “masculine race.” Dwarves are thus masculinized both in their being represented by
male rather than female members, and also in their association with masculine traits as an entire
race.
This gendered component of racial identity is a major aspect of the essentialist frame. In
his 1853 Inequality of the Human Races, Arthur de Gobineau presented race and gender as being
metaphysically linked categories. He wrote “We may use here the Hindu symbolism, and
represent what I call the ‘intellectual current’ by Prakriti, the female principle, and the ‘material
current’ by Purusha, the male principle.” He describes the Chinese as being “at the head of the
‘male’ category” of races due to their extreme materiality, and “the Hindus being the prototype of
the opposite class” due to their extreme spirituality.61 Gobineau would later define these
“male” qualities of the typical Chinese person: “He has a love of utility and a respect for order”
and “his will-power [is] rather obstinate.”62 When we look to our characterizations of Dwarves,
61 Gobineau, Inequality, 87. 62 Gobineau, Inequality, 206.
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similar patterns arise: The Complete Book of Dwarves states that Dwarves “value law and order”
and are “grumpy, taciturn, stubborn, and unyielding.”63 The Aryanist Houston Stewart
Chamberlain would later draw contrasts between the “hyperidealist” Aryan Indian who was “in
extreme contrast to the Semite,” stating the Indian was flawed in being “not materialist
enough.”64 This structural contrast between the materialist-masculine on one side and the
spiritual-feminine on the other side is preserved in fantasy literature and games, with
“masculine” races such as Dwarves and Orcs contrasted against “feminine” races such as
Elves.65
Dungeons and Dragons introduced a trope of Dwarves being a distinctly non-magical
and thus more material race. Early editions of Dungeons and Dragons forbid Dwarf characters
from being “magic users,” as do contemporary games such as the Dragon Age series; the Dwarf
armies of Warhammer are similarly forbidden from using magic.66 Magic, being ephemeral and
spiritual rather than material in nature, maps well onto Gobineau’s concept of “Prakriti.”67 In
contrast, fantasy Elves in the same games are almost always heavily associated with the concept
of magic. The “Elf” class in the earliest versions of Dungeons and Dragons was a magic-user,
and later editions incentivize players of Elves to pursue magic-using classes.68 In much the same
way that Dwarves are masculine and material, Elves are feminine and ephemeral; looking at
Dwarves and Elves through the lens of Gobineau’s “Prakriti” and “Purusha,” we see Dwarves
63 Jim Bambra. The Complete Book of Dwarves. Lake Geneva WI: TSR Inc., 1991, 18-21. 64Houston Stewart Chamberlain. Aryan World-view. Munich: F Bruckmann A.G, 1938, 435. 65The binary between Masculine-Dwarf and Feminine-Elf leaves Humans in the unmarked “goldilocks zone” of normalcy. 66The emphasis of the non-magicality of Dwarves stands in stark contrast to the Eddic svartálfar who preceded them: the svartálfar are themselves magical beings, and their role as artisans is specifically as the creators of the magical tools used by the gods. 67 The binary structure of earthy, masculine, and material on one side and airy, feminine, and spiritual on the other can also be observed with the characters of Ariel and Caliban in The Tempest. 68 The association between Elves and “Prakriti” will be explored more thoroughly in Chapter 3.
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emblematic of “Purusha” and Elves as emblematic of “Prakriti.”
Dwarves as a “Martial Race”: Gamifying Stereotypes
Brackham notes that this masculine characterization of Dwarves was already underway
between The Hobbit and The Lord of the Rings, wherein the notion of the “martial races” was
encoded into aspects of Dwarven identity:
Tolkien even borrows from a "martial race" of the British Empire to underscore Gimli's bravery and skill—the Dwarvish battle cry, which translates to "Axes of the Dwarves! The Dwarves are upon you!" (LotR App.F.1106) is adapted from the Gurkha cry, "The Gurkhas are upon you!" The notion of martial races held that some peoples were biologically pre-determined to be warriors, while others were not. 69
The concept of Dwarves as a “martial race” would further propagate itself in both
Dungeons and Dragons and the games influenced by it through their game mechanics. As
discussed in the introduction, Dungeons and Dragons created the idea of racial attribute
modifiers, wherein certain races would inherently be stronger, tougher, or smarter than others.
Because these attributes were tied to performing certain roles within the game, this made certain
races more naturally apt towards being warriors, magic-users, or other game roles. In the case of
Dwarves, they were given bonuses to their bonuses to physical toughness and penalties to their
social finesse, gamifying the characterization of Dwarves as tough but dour. In early editions,
this was reinforced by racial limitations on access to certain character classes, which forbade
Dwarves from being wizards, druids, and other magic-oriented roles that ran contrary to the
Dwarf stereotype. From third edition onward, these restrictions were dropped, but the use of
racial attribute bonuses still strongly incentivized players to choose certain race-and-class
combinations over others. While a Dwarf could be a wizard, he would never be as good of a
wizard as an Elf.
69 Brackham, “Dwarves are Not Heroes,” 98.
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The extent of this race-class stereotyping was analyzed by a 2017 FiveThirtyEight article
titled “Is Your D&D Character Rare?.” In the article, author Gus Wezerek analyzed characters
created on the website D&D Beyond from August 15 to September 15. It presented twelve
possible classes and thirteen possible races. Of 9,507 Dwarf characters analyzed, 6502 (68.39%)
were of one of four classes: Fighter, Cleric, Paladin, or Barbarian. This strong association
between Dwarves and a narrow band of character classes reflects both gamified and non-
gamified aspects of Dwarves. These are classes which rely on Strength, Constitution, or Wisdom
as their key attributes, which fifth edition Dwarves have bonuses to. With the exception of
clerics, these are roles that focus on close-quarters combat, confirming the role of Dwarves as a
“martial race.” 70
Dwarven Psyches: Xenophobia, Stoicism, and Anger
Characterizing Dwarves as a race of warriors required them to have enemies to war
against, and these enemies are framed in racial terms. As Dwarves evolved in the tabletop era,
racism itself has become part of their racial character. The insularity of Tolkien’s Dwarves
became recoded as xenophobia, ethnonationalism, and racial hatred in the Dwarves of Dungeons
and Dragons and Warhammer. The Complete Book of Dwarves states that the “dwarfcentric
view is deeply rooted in all dwarves, regardless of where they live, even when among other
races. Dwarves in such places may grudgingly admit that humans or elves have achieved some
level of civilization and political power, but these are inferior to their own achievements.”71
Likewise, Warhammer Armies: Dwarfs states that “Dwarfs are extremely resistant to new ideas,
70 Conversely, the four most popular classes for Human characters (Fighter, Rogue, Wizard, and Cleric) represented only 48% of Human characters made. 71 Bambra, Complete Bookf of Dwarves, 19.
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especially if these ideas come from other races.”72
This xenophobia is frequently gamified, granting Dwarves bonuses when fighting against
racial enemies and penalties when fighting alongside them. In the fourth edition of Warhammer,
Dwarf armies are penalized for working alongside Elf armies: “No Elf will join a Dwarf unit,
and no Dwarf will join an Elf unit…. furthermore, Dwarfs distrust Elves so much that they
dislike fighting next to them, believing that they are untrustworthy and unlikely to stand their
ground.”73 Similarly, page eighteen of the first edition Dungeons and Dragons Player’s
Handbook presents a “Racial Preference Table,” wherein each of its fantasy races is given an
innate level of hostility or hospitality towards the other playable races. In this table, Dwarves are
labeled as having “antipathy” towards Elves, and “hatred” towards Half-Orcs. This innate racial
antipathy is further gamified by a set of bonuses when in combat against enemy races: “In melee
combat… Dwarves add 1 to their dice rolls to hit opponents who are half-Orcs, goblins,
hobgoblins, or Orcs.” 74 In this manner, Dwarves as a race are given a quantifiable aptitude
bonus for racially targeted violence.75
Starting from the third edition76 of Dungeons and Dragons, we begin to see the softening
of these traits. The bonuses to attack specific hated races are gone. Elves are now regarded with
“grudging respect,” though “Dwarves fail to appreciate Elves’ subtlety and art, regarding Elves
72Nigel Stillman, Nigel, and Richard Priestly. Warhammer Armies: Dwarfs, Fourth Edition, Nottingham: Games Workshop, 1996, 60. 73Stillman and Priestly, Dwarfs, 78. 74Gary Gygax, Advanced Dungeons and Dragons Player’s Handbook, First Edition. Lake Geneva WI: TSR Inc., 1978, 16. 75The second edition of Dungeons and Dragons would preserve these racial combat bonuses verbatim. Though the “Racial Preference Table” would no longer appear, racial animosity is still listed as a defining trait of Dwarves, stating they are “not overly fond of Elves, [and] they have a fierce hatred of Orcs and goblins. (Winter and Picken, 20-21)76Edition changes in Dungeons and Dragons tend to be fairly drastic overhauls of rules and game lore, led bycompletely different teams of writers and separated by roughly decade long intervals. Conversely, new editions ofWarhammer are released much more regularly and with less substantial shifts.
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as unpredictable, fickle, and flighty.” Half-Orcs are no longer the object of outright hatred, but
rather “mistrust,” and “they grant individual half-Orcs the opportunity to prove themselves.”77
However, these shifting attitudes towards Elves and Half-Orcs seem less about portraying
Dwarves as more cosmopolitan and more about minimizing player conflicts; with regards to non-
player “monstrous” races, Dwarven racial hatred has not abated since D&D’s inception in the
1970s. The fourth edition of Dungeons and Dragons Player’s Handbook states: “Dwarves harbor
a fierce hatred for Orcs, which often inhabit the same mountainous areas that Dwarves favor and
which wreak periodic devastation on Dwarf communities.”78 The fifth edition Player’s
Handbook cuts a curious trajectory, creating an ambiguous hostility towards Elves rooted in an
unambiguous hostility towards Orcs: “when the hammer meets the Orc’s head, they’re as apt to
start singing as to pull out a sword…. [but] when orcs or goblins come streaming down out of the
mountains, an Elf’s good to have at your back. Not as good as a Dwarf, maybe, but no doubt
they hate the Orcs as much as we do.”79 Racial harmony is presented as only be achievable
through mutual racial animosity.
As a “Good” race, Dwarves are put in a binary opposition with “Evil” races such as Orcs
and Goblins. In this light, their xenophobia is justified and made heroic by the racial logics of the
text. As will be explored thoroughly in Chapter 2, the end point of this moralized race war is a
fantasy about genocide, wherein racial extermination becomes a heroic cause. The Complete
Book of Dwarves explicates these genocidal undertones:
77Jonathan Tweet. Dungeons and Dragons Player’s Handbook, Third Edition. Renton WA: Wizards of the Coast, 2000, 14. 78 Rob Heinsoo, Andy Collins, and James Wyatt. Dungeons and Dragons Player’s Handbook, Fourth Edition. Wizards of the Coast. Renton WA: Wizards of the Coast, 2008, 37. 79James Wyatt James, Robert J Schwalb, and Bruce Cordell. Dungeons and Dragons Player’s Handbook, Fifth Edition. Renton WA: Wizards of the Coast, 2014, (19).
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Dwarves detest drow, orcs, goblins, hobgoblins, and evil giants, eradicating them whenever found. Some strongholds are not above enslaving such creatures and forcing them to work in labor camps and Dwarves have no doubt that they are involved in a war of massive proportions. It is known as the "War to the Death," for the dwarves have sworn to fight until their enemies are destroyed.80
With the exception of its fourth edition, which was grounded in the Nentir Vale setting,
Dungeons and Dragons has historically been sold as a set of rules which can be applied within a
number of fantastical worlds with their own histories and cultural intricacies, which are sold as
separate products. The setting-agnostic nature of Dungeons and Dragons serves to reinforce the
essentialist racial framework: Dwarven hatred of Orcs and dislike of Elves is not rooted in
historical experience or political tensions, but is rather an innate function of racial identity.
In addition to xenophobia, Dwarves are consistently categorized along the lines of being
both stoic and vindictive. The Complete Book of Dwarves states that Dwarves “have personal
views that they rarely make known to others, one reason they are seen as a taciturn race.
However, when a dwarf thinks that his own views are not being heard, he will become grumpy,
silent, and bear his distress stoically.” It later elaborates that Dwarves “allow [their anger] to
simmer and increase until they explode.”81 Similarly, Warhammer emphasizes the ideas of
“holding grudges” as a core Dwarven trait, with their national historical text being called “The
Book of Grudges.”82 This characterization plays to a “boys don’t cry” attitude wherein outbursts
of anger are the only acceptable way for men to display emotion: Dwarves are allowed to feel
anger, or to feel nothing at all. In the xenophobic mindset described above, this anger takes on a
righteous and nationalistic tone when it is directed at the “evil” enemy races.
80 Bambra, Complete Book of Dwarves, 22. 81 Bambra, Complete Book of Dwarves, 21-22. 82 Stilman and Priestly, Dwarfs, 11.
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Dwarven Bodies: Muscles and Beards
The gradual re-encoding of Dwarves from Tolkien’s hybrid Jewish- svartálfar to a
masculine warrior race has led to a curious trend: over time, depictions of Dwarves became
substantially taller, heavier, and more muscular. The first edition Dungeons and Dragons
Player’s Handbook presents a picture on page 18 wherein a Dwarf comes up to a Human’s
navel, suggesting a height of roughly three and a half feet; similar proportions can be seen with
the 1977 Rankin and Bass adaptation of The Hobbit.83 The second edition Player’s Handbook
gives a complex table for randomly generating height and weight by race, with the average
results for a male Dwarf being 4’0 and 155 lbs.84 The third edition version of the table gives an
average height of 4’2 and weight of 165 lbs85. The fourth edition dispenses with the tables, but
lists average heights as “4’3”-4’9” and weight as being between 160 and 220 lbs86. Fifth edition
takes away the quantification, but states that “Though they stand well under 5 feet tall, Dwarves
are so broad and compact that they can weigh as much as a human standing nearly two feet
taller.”87 Changes in art reflect these changing heights and weights, with Dwarf bodies becoming
visibly larger in the second edition Player’s Handbook and visibly more muscular starting in the
third. The Dwarf presented on page 12 of the third edition Player’s Handbook is hyper-muscular,
possessing deltoid muscles roughly the size of his head and arms the roughly the same size as his
legs; The male Dwarf bodies presented in World of Warcraft have very similar proportions.
Between the 1970s and the early 2000’s, “Dwarf” being a synonym for “small person” is
83And while Dwarves and Halflings (D&D’s version of Hobbits) have similar proportions in the game’s first edition, they become radically different by the third. 84 Steve Winter and Jon Picken. Advanced Dungeons and Dragons Player’s Handbook, Second Edition. TSR Inc., Lake Geneva WI. 1989, 25. 85 Tweet, Player’s Handbook 3rd ed, 109. 86 Heinsoo, Collins, and Wyatt, Player’s Handbook 4th ed, 36. 87 Wyatt, Schwalb, and Cordell, Player’s Handbook 5th ed, 18.
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gradually overwritten by the need for Dwarf bodies to embody an idealized mesomorphic
masculine body type.
Just as extreme musculature conveys a sort of hyper-masculinity, so do the extremely
large beards Dwarves are consistently portrayed with. Facial hair is a strong signifier of
masculinity, age, and (in some cases) Whiteness. It visibly separates men from women, older
men from younger men, and European men from East Asian or Native American men.88
These age-based associations are explicated in Warhammer, which features a unit of elite
veterans known as “Longbeards”: "Longbeards are the oldest, most experienced Dwarf
warriors, a fact evidenced by the length of their beards. These ensure that they receive
complete respect from other Dwarfs, who have been taught quite rightly to respect their
elders."89 Dwarves are here portrayed as patriarchal in the full sense of “The Rule of the
Fathers,” in that age and maleness are correlated in their authority figures.
In his article “The Beard Movement in Victorian Britain,” Cristopher Oldstone Moore
explores the link between facial hair and masculinity in the 19th century:
The reasons given for wearing beards were remarkably consistent during the 1850s and 1860s. At the core of this consensus was the idea that beards were integral to that elemental masculinity which still pertained in the modern age, first by contributing to men's health and vitality, and second by serving as the outward mark of inward qualities-particularly independence, hardiness, and decisiveness- that were the foundations of masculine authority. As such, they came to symbolize the "natural" superiority of men over women, and more vigorous men over their effete counterparts.90
Oldstone-Moore ties the Victorian popularity of beards to soldiers returning from the Crimean
war, giving them a “martial” association. And at the same time, Oldstone-Moore notes that
beards were also encoded as markers of civility by their Victorian advocates:
88 As we will explore in Chapter two, these are two of the most common sets of ethnic encodings for Orcs. 89 Pete Haines. Warhammer Armies: Dwarfs, Seventh Edition. Nottingham, Games Workshop, 2005, 32. 90 Christopher Oldstone-Moore. "The beard movement in Victorian Britain." Bloomington IN: Indiana University Press, Victorian Studies 48.1, 2005. 7-34, 8.
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The advocacy of beards by Kingsley and others-and the growing of beards-can be inter- preted in this light as the assertion of that essential male physicality in a manner appropriate for industrial civilization. Preferring words like "stern," "bold," and "decisive," enthusiasts embraced the forcefulness implied by beards while also associating them, as Kingsley and Gowing did, with reason and self-control. One might say that the beard was the sign of the civilized warrior-a man who retains the nature of essential manhood, yet remains within the bounds of Christian civility.91
This characterization of “martial, but civilized” is embodied in the Dwarves of Tolkien,
Dungeons and Dragons, and Warhammer, and can be contrasted to the uncivilized but martial
Orcs or the civilized but un-martial Elves of the same texts. Beards are a marker of Whiteness as
well as maleness. The traditional Dwarven antagonists – Elves and Orcs - are almost universally
portrayed as lacking facial hair. Just as Dwarves are masculinized by their beards, Elves are
feminized by their smooth faces, and Orcs are marked as non-White by theirs.92
Invisible Dwarf Women
Contrasting the abundant images of muscular, bearded, hyper-masculine Dwarven men
are the absence of Dwarven women in fantasy art, literature, and gaming. The vast majority of
fantasy art depicting Dwarves presents them as male: as of 12-20-2021, a Google image search
for “Fantasy Dwarf” depicts only three female Dwarf characters among the first sixty images,
two of whom appear in side-by-side comparison with male Dwarves. The various “Dwarven
sidekicks” in fantasy literature referenced in footnote 17 were male Dwarves who closely aligned
to the TV Tropes definition of the archetypal Dwarf. Likewise with Dwarf characters in video
games: the Baldur’s Gate series featured a large number of traveling companions who can join
91 Oldstone-Moore, “Beard Movement,” 26. 92 The seventh edition Warhammer Armies: Dwarfs mentions an incident called “The War of the Beard,” described as follows: “The envoys were shaved of their beards. Humiliated beyond endurance, the envoys were expelled from the Elf lands and compelled to return home, across the lands of strangers, without their beards or their pride. There could only be one response: war!” (P14) Those inclined towards psychoanalytic reads could easily draw a connection between this and Freudian castration anxiety, with male potency being tied towards secondary sex characteristics rather than genitalia.
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the protagonist, all of whom are bearded male Dwarves.93 Even modern game series such as
Dragon Age, while countering Dwarf narratives in several key ways, still exclusively portray
male Dwarves among cohort characters.
This trend begins with Tolkien; while we see at least some women represented amongst
the races of Men and Elves, there are no female Dwarf characters in either The Hobbit or The
Lord of the Rings. Appendix A of Return of the King, in a section entitled “Durin’s Folk,” states
that “there are few dwarf-women, probably no more than a third of the whole people. They
seldom walk abroad except at great need. They are in voice and appearance, and in garb if they
must go on a journey, so like to the dwarf-men that the eyes and ears of other peoples cannot tell
them apart.”94 In the film version of The Two Towers, Gimli explains this appendix in a scene
that is largely played for comedy, with the punchline being Aragorn whispering “it’s the beards”
when Gimli mentions Dwarven women being mistaken for Dwarven men.
The description in this Appendix minimizes Dwarven women in three ways: first making
them a minority population among Dwarves, then removing them from the public sphere, and
lastly removing visible markers of femininity when Dwarven women do appear. Various aspects
of this “triple minimization” would be seen again in the supplemental texts of both Dungeons
and Dragons and Warhammer. In D&D, The Complete Book of Dwarves reproduces the notion
of Dwarven women occupying only a third of the species95. Likewise, art in first and second
edition books of Dungeons and Dragons features exclusively male Dwarves, largely portrayed as
the archetypal long-bearded warriors. The lore of Warhammer featured no instances of important
93 Baldur’s Gate Wiki. “Companions.” https://baldursgate.fandom.com/wiki/Companions 94 Tolkien, J.R.R. Tolkien, J.R.R. The Return of the King. London: Allen and Unwin, 1954, 360. 95 Bambra, Complete Book of Dwarves, 23.
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female Dwarf characters, and their armies field no female Dwarf units.
Dwarves in the Liberal Era
The appearance of Dwarven women has increased slightly in the Liberal Era, as have
male Dwarves who do deviate at least somewhat from the traditional mold. Terry Pratchett’s
1996novel Feet of Clay centers the female Dwarf character of Cheery Littlebottom.96 Pratchett
presents Cheery initially as a non-dimorphic Dwarf with a large beard and masuline presentation,
who comes to adopt outward expressions of femininity such as wearing makeup and high heels.
Pratchett’s novel is the rare case of the “bearded Dwarven woman” being used for an actual
character rather than a footnote. At the same time, the satirical nature of Pratchett’s novels means
the contrast between Littlebottom’s male-coded body and female-coded expression is being
played for comedy.
2004’s World of Warcraft was one of the first major games that allowed players to create
a female Dwarf avatar, providing visual representation of female Dwarves in a mainstream
fantasy game.97 World of Warcraft was followed by 2009’s Dragon Age: Origins, which
likewise allowed players to create a female Dwarf protagonist. These female Dwarf player
avatars were among the earliest visual depictions of female Dwarf characters in fantasy gaming,
and were thus key in expanding imagining of Dwarves as being more than a race of bearded
men. 2011’s Dragon Age 2 also deserves credit for the character of Varric Tethras, a clean-
shaven and silver-tongued male Dwarf rogue whose characterization is antithetical to the
traditional image of Dwarves. Varric serves as the game’s narrator and principal traveling
96 Terry Pratchett. Feet of Clay: a Novel of Discworld. New York: Harper Prism, 1996. 97 WoW also featured the Dwarven Princess Moira Bronzebeard as a major character in its lore, and the Dwarf starting area features a large number of male and female Dwarf characters.
39
companion of the hero, centering a non-stereotypical Dwarf in the game’s narrative. In the film
adaptations of The Hobbit, Fili and Kili were portrayed along somewhat similar lines as Varric,
with youthful and at least partially shaven faces. Perhaps the most transgressive Dwarf character
of the Liberal Era is Pathfinder’s Shardra Geltl, an explicitly transfeminine Dwarf shamaness
whose backstory begins “It's a sorry lot for a proud dwarven daughter to be raised a miserable
dwarven son.”98 By including a transfeminine Dwarf character, Pathfinder is pushing back
against both the association of Dwarves with masculinity and their association with patriarchal
gender norms.
That said, the presence of markedly female Dwarves in these has received pushback from
fans. A meme posted to reddit99 displays an illustration of male and female Dwarf bodies from
Dragon Age: Origins (who display clear sexual dimorphism) and refers to it as “the moral
coward’s Dwarf design.” Situated next to it is an illustration labeled “my far superior Dwarf
design” wherein both Dwarves have male bodies and beards, but one is wearing a skirt and
brassiere. The meme was quite popular, receiving over three thousand comments and over forty-
two thousand upvotes. Memes such as this show how powerfully gender is encoded as a racial
trait in fantasy - displaying feminine examples of fantasy Dwarves is seen as doing disservice to
the race’s essential character. This meme is clearly echoing Tolkien's own statements about
Dwarven women being indistinguishable from men. This notion that Dwarves lack sexual
dimorphism serves to reinforces the essential character of Dwarves as being a race of bearded
98 Crystal Frasier. “Meet the Iconics: Shardra Geltl.” Paizo Blog, July 31, 2014. https://paizo.com/community/blog/v5748dyo5lgcn?Meet-the-Iconics-Shardra-Geltl
99 Bravo_Whale. “My friend made this after seeing the art on the left on the Dragon Age Wiki, dwarves deserve better.” Reddit, Jan 14, 2021. https://www.reddit.com/r/dndmemes/comments/kx8ngx/my_friend_made_this_after_seeing_the_art_on_the/
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men – even the women.
As I discussed above, attitudes towards race in Dungeons and Dragons began to shift
with its third edition, released in the year 2000. This era also marks a gradual increase in
depictions of female Dwarves: The earliest illustration of a clearly female Dwarf I was able to
find was in the third edition Dungeons and Dragons Player’s Handbook, published in the year
2000. This female Dwarf appears only as part of a textbook-like line-up of male and female
members of each fantasy race in The Player’s Handbook, and not in any of the depictions of
adventurers that populate the book. The fourth edition Player’s Handbook presents a side-by-
side illustration of a male and female Dwarf adventuring pair, and the fifth edition of the same
book shows a female Dwarf adventurer without a male counterpart.
As these artistic representations of female Dwarves increased, so too did the rules that
slotted Dwarves into their martial archetype relax: Dwarven characters were no longer
mechanically limited to certain classes (though they were still optimized for their traditional
warrior roles), and they no longer had bonuses for attacking enemy races (though these races
were still clarified as enemies in the text). From the release of their third edition onward,
Dungeons and Dragons seem to be moving away from its essentialist roots, allowing for more
examples of “nonstandard” Dwarves. At the same time, these increasingly liberal attitudes are
clearly in tension with the desire to portray fantasy races according to their traditional
archetypes, making the move towards racial liberalization slow and inconsistent.
The most recent and most substantial move towards liberalizing race in D&D can be
seen in the 2020 supplement Tasha’s Cauldron of Everything. Here, D&D finally attempted to
address the longstanding issue of character aptitude being racially determined by allowing
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players to substitute out racial traits on an ad-hoc basis. It presents the gamified aspects of race
as representing “typical” members of that race, without having to apply to a given player’s
character. As the book states:
…if you're a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's unhelpful if your character doesn't conform to the archetype. 100
Similarly, on a section labeled “Personality” states:
The description of a race might suggest various things about the behavior and personality of that people's archetypal adventurers. You may ignore those suggestions, whether they're about alignment, moods, interests, or any other personality trait. Your character's personality and behavior are entirely yours to determine. 101
In these passages, we see the high degree of tension between liberalism and essentialism that
continues to pervade D&D, placing race in a superposition of both being determinative and
indeterminative: Dwarves are exceptionally tough, unless a player decides otherwise, in which
case they are not. We see here a conflict between “Dwarves are” and “Dwarves can be” as
competing statements: There is on the one hand a desire to still view Dwarves as a race of
bearded male warriors, while allowing for individual exceptions to that rule.
Tasha’s Cauldron of Everything received a great deal of negative reception: while most
of this was focused on changes to character classes, its new rules for race were also received
coldly: as one redditor wrote, “It feels like that whole thing was rushed out just to satiate the
Twitter mob and not to actually offer anything other than just being ‘Variant Human Plus.’ It's
dull.” 102 Reactions such as this and the female Dwarf meme cited above suggest that, for some
100 Jeremy Crawford. Tasha’s Cauldron of Everything. Renton WA: Wizards of the Coast, 2020, 9. 101 Crawford, Tasha’ Cauldron, 8. 102 Itseemsstrange. “What are your biggest gripes with Tasha's Cauldron of Everything based on what we know now?” Reddit. November 13, 2020. https://www.reddit.com/r/dndnext/comments/jtb283/what_are_your_biggest_gripes_with_tashas_cauldron/
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at least, essentialist characterizations are part of the appeal of fantasy games.
In contrast to D&D’s gradual liberalization, Warhammer has done little to shift its
attitude towards race over time.103 In 2015, the setting was abandoned entirely by its publishers
and replaced with the Age of Sigmar, a similar fantasy-themed tabletop wargame. Since then,
Warhammer has seen a number of fan-made continuations. I want to focus on the “Warhammer
Armies Project,” which has created a robust unofficial “Ninth edition” of the game. As a fan-
game, Warhammer Ninth Edition can be seen as a reflection of the tabletop wargaming
community itself.
The ninth edition Warhammer Armies: Dwarfs book was vastly more detailed than its
officially licensed predecessors, running 230 pages as opposed to the 50-80 pages of earlier
editions. This added exploration of Dwarfs was not used to present them as more diverse than
previous editions would suggest, but rather to explicate the implicit essentialism found within
Games Workshops’s materials. A section entitled “Dwarf Womenfolk” begins bluntly with: “The
Dwarfs are a fundamentally patriarchal race.” It finally explored the issue of female Dwarfs in
Warhammer, and it used the opportunity to justify their invisibility rather than to create visibility.
It reinforces the idea of Dwarven women being confined to the domestic sphere, “The bulk of
daily work and craft is undertaken by male Dwarfs, while Dwarf women tend to the raising of
the children and the running of the household - much like in our own society.” It states that “a
Dwarf woman's standing is based upon the rank of her husband, or former husband in the case of
widows. It is the ambition of every proud father for his daughter to marry above his station and
103 In reading through the various editions of Warhammer Armies: Dwarfs, it became apparent that subsequent editions copied and pasted whole sections unchanged from their predecessors.
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thus increase the fortunes of the clan.”104 Warhammer Ninth Edition can be seen as a reactionary
text against the Liberal Era: as games like Dragon Age, Dungeons and Dragons, and World of
Warcraft have (with varying degrees of success) pushed back against essentialist
characterizations, Warhammer Ninth Edition is doubles down on traditional attitudes towards
race and gender.
As to the cause of Warhammer being a locus of such staunch essentialism, I propose four
possible factors. Firstly, in a tabletop wargame the player takes on the role of an army rather than
an individual. This lends itself to a much more essentialized presentation of fantasy race, with
the player’s army representing an entire race or nation. Second, the highly commodified nature
of Warhammer in the form of its figurines gives it a stronger visual culture than Dungeons and
Dragons, with each figurine creating a standardized image of the race as a whole. The question
of “what does a Dwarf look like” is answered by a player’s description in Dungeons and
Dragons, but answered by a figurine in Warhammer. Third, the preoccupation with medieval
warfare lends itself to traditional notions of gender and race, presenting images of masculine
warrior heroes fighting for national domination on a medieval battlefield. Lastly, as mentioned
before, Warhammer maintains a cynical tone of which posits some armies as horrifically evil but
none as particularly good. This grants greater license to authors to portray Dwarfs negatively;
without the cosmic absolutes of “Good Races” and “Evil Races” present in Dungeons and
Dragons, there is little need for writers to convince readers that their Dwarfs are in line with
contemporary morality.105
104 Matthew Eliasson. Warhammer Armies: Dwarfs. Ninth Edition. Warhammer Armies Project, 2018, 37-38. 105 Anecdotally, Warhammer also seems to attract a more conservative and male-dominated player base than Dungeons and Dragons. I myself played Warhammer briefly in high school, and female friends who still play have noted a relatively high degree of discomfort around women in Warhammer circles.
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Final Thoughts
Regardless of whether Dwarves are coded as Jewish, Scottish, or absent of any real-world
analogs, their homogeneous portrayal still consistently reinforces the idea of racial stereotypes,
regardless of what specific stereotype they may be reinforcing. As Vink writes:
The Nazi treatment of Jews before and during the Second World War made Tolkien realize that such stereotyping could have horrifying consequences, causing him to drastically alter the image of Dwarves in the works he wrote after The Hobbit, notably The Lord of the Rings. But, according to Brackmann, this change merely served to turn negative into positive stereotyping without solving the underlying problem that thinking in stereotypes is wrong to begin with. 106
Vink’s writing here encapsulates what I see as the most pernicious aspect of the
essentialist raciology of high fantasy games: regardless of how novel or derivative a given text’s
portrayal of fantasy races are, the framework of fantasy race is one which posits race as a
determinative category. With the case of Dwarves, the shift from Wagner’s malicious Jewish
encoding to Tolkien’s more positive encoding still operated by constructing imaginary races as
surrogates for real world ethnic groups. When D&D and Warhammer scrubbed Dwarves of their
earlier Jewish encodings, they left a set of determinative characterizations about an entirely
imaginary race. These texts demonstrate an essentialist framework so firmly entrenched that
fantasy texts do not need to rely on real-world racial stereotypes to construct fantastical racial
stereotypes. Ultimately, regardless of whether a given text states that Dwarves are warlike or
peaceful, greedy or generous, austere or flamboyant, good or evil, statements which begin with
“Dwarves are” will always posit race as a definitive category.
106 Vink, “‘Jewish’ Dwarves,” 123.
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CHAPTER II: THE CASE OF ORCS, MONSTERIZING THE OTHER
In this chapter, I will be examining how Orcs function as a racialized enemy and all-
purpose racial “Other” in fantasy games and literature, defined by “their skin colour, be it green,
brown, or black; extreme aggressiveness and irrationality; primitive, disorganized cultures; and
homelands which are outside the borders of civilization.” 107 In this role as polysemic racial
outsider, Orcs draw on negative portrayals of Asian, African, Polynesian, and Native American
peoples. I begin this chapter by examining the specific racial encodings of Orcs in The Lord of
the Rings and Dungeons and Dragons, the two texts which have done the most to codify Orcs as
a race trope. I then examine the specific building blocks of Orc narratives: biological
determinism, polygenesis, fears about miscegenation and racial degeneration, and justifications
for genocide. Lastly, I analyze counter-narratives about Orcs in twenty-first century video
games: These efforts to “rehabilitate” Orcs, while valiant, are hamstrung by continuing to
operate inside the essentialist racial framework.
The Lord of the Rings and the “Oriental Orc”
Tolkien’s Orcs have already attracted a fair amount of scholarship pointing towards
Orientalist fears. Helen Young, Margaret Sinex, and James Hodes identify Saracens, Huns, and
Mongols as sources of inspiration for both the Orcs and the other servants of Sauron in The Lord
of the Rings. Helen Young summarizes this theme as follows:
The literary antecedents of orcs, moreover, are located within a millennium-old cultural tradition that constructs a dichotomy between West and East as Self and Other. There are significant similarities between them and conventional Saracen enemies in European romances of the mid-to-late Middle Ages: they are marked as somatically different to the Good characters; often have giant-like leaders; and have vastly superior numbers. Locating Saracens as a source of Tolkien’s orcs does not excuse or justify their racialization, but rather confirms the enduring racism which has been present in Western culture for centuries.108
107 Young, Race and Popular Fantasy Literature, 89. 108 Young, Race and Popular Fantasy Literature, 25.
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Sinex’s article Monsterized Saracens is focused on Tolkien’s Haradrim, a foreign Human
group, but draws conclusions about them similar to Young’s conclusions about Orcs. In it, she
identifies geography, color, and structural binaries as the basis for Tolkien’s raciology. With
regards to the first, she points to the “the geographical parallel between the Haradrim living to
Gondor’s south in the ‘Sunlands’ and medieval Christendom’s perceived enemies to the south
and east.” This echoes the above quote from Young and the persistent theme of Orcs existing on
the edge of civilization; they are distant enough not to be part of the in-group, but close enough
to pose a threat to it. She also identifies several binaries which underpinned understandings of
the Christian/Saracen divide: inner/outer, light/dark, saved/damned. 109
James Mendez Hodes’s blog post “Orcs, Britons, and The Martial Race Myth” draws
similar parallels, but to Central rather than Southwest Asians. He argues that “Tolkien explicitly
and purposefully crafted orcs as a detrimental depiction of Asian people specifically” and that
the Orcish horde which threatens civilization parallels traditional narratives about Atilla the Hun
and Chingghis Khan. Orcs are thus modeled after Asian barbarians who threaten to sweep over
the “civilized” world, that “as we explore Tolkien’s background and his creations, references
(subtle and overt, but mostly overt) to Asia in general and Mongolia in particular will come up
again and again.”110
Hodes’s analysis relies heavily on a sort of speculative psychoanalysis, hypothesizing
that the culture of the early 20th century British Empire affected Tolkien’s personal worldview:
Anxieties about culture, sex, and empire kept a Central Asian threat from centuries in the past in the atmosphere while a young John Ronald Reuel Tolkien grew up in South Africa and Worcestershire. As he read about George MacDonald’s goblins, the adults around him would have discussed British colonialism
109 Margaret Sinex. "’Monsterized Saracens,’ Tolkien's Haradrim, and Other Medieval ‘Fantasy Products.’" Tolkien Studies 7 (2010): 175-196. https://doi.org/10.1353/tks.0.0067, 175-176. 110 Hodes, “Orcs Part I.”
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and the Yellow Peril.111
He reminds us that Tolkien was an adolescent during the Boxer Rebellion and a veteran of World
War I. He invokes propaganda posters that depict Britain’s German adversaries with monstrous
features and beg the reader to “Beat Back the Hun.” He reminds us that the British Army in
which Tolkien served held a firm belief in the notion of “Martial Races” such as Sikhs and
Gurkhas being inherently war-like by racial disposition. Though it is difficult to make
authoritative claims about the inner life of a dead author, Hodes’s article illustrates the ubiquity
of anti-Asian sentiment in the early 20th century.
And to Hodes’s credit, this influence is corroborated by Tolkien’s own personal writings:
In one of his letters, he describes the appearance of Orcs as such: “The Orcs are definitely stated
to be corruptions of the 'human' form seen in Elves and Men. They are (or were) squat, broad,
flat-nosed, sallow-skinned, with wide mouths and slant eyes: in fact degraded and repulsive
versions of the (to Europeans) least lovely Mongol-types.”112 Physically, at least, Tolkien really
did appear to have Central Asians in mind when he was imagining Orcs.
In his seminal book Orientalism, Edward Said points to the pattern of Eastern peoples
being portrayed as a faceless mass ready to spill over the borders of civilization:
In the films and television the Arab is associated either with lechery or bloodthirsty dishonesty. He appears as an oversexed degenerate, capable, it is true, of cleverly devious intrigues, but essentially sadistic, treacherous…. In newsreels or news-photos, the Arab is always shown in large numbers. No individuality, no personal characteristics or experiences…Lurking behind all of these images is the menace of jihad. Consequence: a fear that the Muslims (or Arabs) will take over the world.” 113
With The Lord of the Rings, we see similar descriptions of Orcs being repeatedly presented as a
faceless horde threatening to overtake civilization. At the battle of Helm’s Deep, they are
111 Hodes, “Orcs Part I.” 112 Humphrey, Letters, Letter 210. 113 Edward Said. Orientalism. London: Penguin Books, 287.
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described as “thick as marching ants.”114 The analogy is used again toward the end of the trilogy,
where “Busy as ants hurrying orcs were digging”115 and “down from the hills on either side of
the Morannon poured Orcs innumerable.”116 The image of endless Orcs overtaking civilization
can be seen in Merry’s report to Aragorn, where he says “He [Saruman] emptied Isengard. I saw
the enemy go: endless lines of marching Orcs”117 or the descriptions of Rohan following the
passage of an Orcish army: “Nearly due west the broad swath of the marching Orcs tramped its
ugly slot; the sweet grass of Rohan had been bruised and blackened as they passed.” 118
Ultimately, Young, Sinex, and Hodes are making the same argument with different
approaches. Fantasy races rarely map onto real-world ethnic groups on a one to one basis, even
when confined to a single text; the Tolkien Orc is a bricolage of racial ideas, sharing memetic
DNA with European perceptions of Arabs, Turks, Mongols, Huns, and nonspecific threats from
the “East.” The important aspect of the Orc is that they are Other. Orcs are defined as much by
what they are not as what they are - they are not civilized. They are not good. They are not us.
They are Them. And as the trope of Orcs spread through Tolkien-inspired fantasy games and
literature, the number of “Thems” which they could draw upon expanded.
Dungeons and Dragons and the “Savage Orc”
With the advent of Gary Gygax’s Dungeons and Dragons, we see a broadening of Orcish
racial codings. Whereas the Tolkien Orc reflects European “Others” in the form of Huns and
Saracens, the D&D Orc seems to draw more heavily on American Others in the forms of peoples
historically subjugated by White Americans: Orcs in D&D carry with them racial codings of
114 J.R.R Tolkien. The Two Towers. London: Allen and Unwin, 1954, 536. 115 J.R.R. Tolkien, The Return of the King. London: Allen and Unwin, 1954, 828. 116 Tolkien, The Return of the King. 902. 117 Tolkien, The Two Towers, 571. 118 Tolkien, The Two Towers, 528.
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Africans, Native Americans, and Pacific Islanders. The first edition of Dungeons and Dragons
was extremely sparse in terms of its depictions of Orcs; we begin seeing a proper codification in
the second edition Monster Manual, which describes them as such:
Orcs are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding. Orcs believe that in order to survive they must expand their territory, and so they are constantly involved in wars against many enemies: humans, elves, dwarves, goblins, and other orc tribes. Orcs vary widely in appearance, as they frequently crossbreed with other species. In general, they resemble primitive humans with grey-green skin covered with coarse hair. Orcs have a slightly stooped posture, a low jutting forehead, and a snout instead of a nose.119
If we examine these traits in turn, we see how D&D’s Orcs move away from the Orientalist
codings and towards nonspecific indicators of Indigenous peoples. They are an all-purpose
“primitive” people: organized into tribes rather than armies, “hunters and raiders” rather than
footsoldiers. They vary in appearance from one another, making it easy to map different ethnic
groups onto them. Having green skin marks them as non-White, without specifically marking
them as “Red,” “Black,” or “Yellow.”
Many of their descriptors - the stooped posture, the jutting forehead - also seem to call to
mind cartoon depictions of cavemen. The Complete Book of Humanoids, a 1993 Dungeons and
Dragons supplement, draws this parallel further, stating “Like the primitive ancestors of humans
and demihumans, most humanoids still embrace the fears and wonders of the primordial world, a
world that still exists in its simplest, most frightening form.”120 This description explicitly places
fantasy races on an evolutionary teleology, with Orcs being the “less evolved” form of humans.
With this highly flexible non-White “primitive” Orc as a template, specific texts are then
able to re-encode highly specific ethnic identity onto Orcs. Nowhere is this diverse stereotyping
more evident than the 1988 supplement Orcs of Thar by Bruce Heard. Orcs of Thar gives a
119 Tim Beach. Advanced Dungeons and Dragons Monstrous Manual. Lake Geneva WI: TSR Inc, 1993, 281. Emphasis mine. 120 Slavicsek, Bill. The Complete Book of Humanoids. Lake Geneva, WI: TSR Inc, 1993, 108.
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description of a land inhabited largely by Orcs, Hobgoblins, and other “monstrous” races. The
two most notable Orc tribes in this book are the “Red Orcs,” and the “Yellow Orcs.” The Yellow
Orcs lean verily heavily on the Chinese and Mongolian codings of which Hodes writes. They
worship the deities “Hong-Tzu” and “Wong-Ah,” and are ruled by “Moghul-Khan,” who has an
“Ugly Pekingese dog face.” They have innate proficiency in “martial arts,” and “favor
mismatched pieces of oriental armor.”121 Depictions of Moghul-Khan on the book’s back cover
show him wearing a Mongolian-style headgear.
The Red Orcs utilize images of Native Americans the same way that the Yellow Orcs
utilize images of Asians. Their fighters are called “braves,” and they are ruled by “Chief Sitting
Drool.” They wear their hair “braided with feathers.” Red Orc are given vaguely Native
American names like “Little-Big-Snout” “Two-Feathers” and “Wart-Bag.” 122 Depictions of
Chief Sitting Drool next to Moghul Khan show him wearing a feathered headdress.
Four years before Orcs of Thar gave us “Red” and “Yellow” orcs, the supplement Drums
on Fire Mountain by Graeme Morris and Tom Kirby gave us Orcs encoded as Pacific Islanders.
The cover of Drums on Fire Mountain features a trio of orcs with curly hair, green skin, and
bones through their noses, carrying painted shields and Maori-style war clubs. The adventure is
set on the "jungle covered island" of “Teki-nura-ria,” “inhabited by a primitive humanoid race
known as the kara-kara” who are “ruled by councils of witch-doctors.” The Kara-Kara are
described as follows:
Kara-kara are tribal humanoids distantly related to orcs. They are slightly shorter than humans, and have olive green skin, tangled curly dark green hair, and muzzlelike mouths with curved yellowing fangs. Most wear only loin-cloths, lurid body paint and primitive jewelry…Kara-kara inhabit tropical or semi-tropical islands, but may occasionally be encountered at sea in their large outrigger canoes or while raiding the coasts of civilized lands.123
121 Burce Heard. Orcs of Thar. Lake Geneva WI: TSR Inc., 1988. 14, 24, 34. 122 Heard, Orcs of Thar, 10, 41. 123 Graeme Morris and Thomas Kirby. Drums on Fire Mountain. Lake Geneva WI, TSR Inc, 1984, 3, 32. This model of the Polynesian “Island Savage” was a staple of early Hollywood adventure films, such as the Skull
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I bring up these two supplements in order to show how easily “Orc” transitions from a general
“savage” race to a metaphor for actual peoples seen as “savages.” As Young writes:
Cultural explanations of orc Otherness do not replace its underlying racial structure, rather they are built on its foundations. The non-specific amalgam of cultural referents attached to orc bodies from the 1990s onward, moreover, are always to ethnicities which are marginalized in the West.124
In her essay King Kong and the Monster in Ethnographic Cinema, Fatimah Tobing Rony
writes of the deep connections between the study of monsters and the study of Indigenous
peoples: “Teratology was an important aspect of early anthropology: the 'monster,' like the
Primitive Other, was of keen interest because it could be used to study and define the normal.”125
In this context, the Orc can be seen as the fantastical extension of a broad pattern of
understanding and validating the “Self” through the imagining of the “Other,” whether that Other
is African, Native American, Polynesian, or Central Asian.
It is in these depictions of Orcs and their cohort that Dungeons and Dragons most
strongly echoes the writings of Count Arthur de Gobineau. Compare the above descriptions of
Orcs to the following passages from The Inequality of the Races:
These backward tribes, especially the Polynesian negroes, the Samoyedes and others in the far north, and the majority of the African races, have never been able to shake themselves free from their impotence ; they live side by side in complete independence of each other. The stronger massacre the weaker, the weaker try to move as far away as possible from the stronger. This sums up the political ideas of these embryo societies, which have lived on in their imperfect state, without possibility of improvement, as long as the human race itself. 126
We see here the way in which “backward tribes” become interchangeable, with Africans,
Polynesians,127 and Native Siberian all being treated as a functional monoculture. The non-
specificity of the Orc as a racial allegory is built upon foundations such as these. The Orc is able
Island Natives in King Kong. 124 Young, Race in Popular Fantasy, 108. 125 Fatimah Tobing Rony. “King Kong and the Monster in Ethnographic Cinema.” The Third Eye. Durham NC: Duke University Press, 1996, 243-244. 126 Gobineau, Inequality, 27. 127 By “Polynesian Negro,” Gobineau was likely referring to Melanasians, who possessed darker skin and curlier hair than other peoples of the South Pacific.
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to easily interchange African, Polynesian, and Central Asian racial codes because these races
were considered united in their “backwardness” already.
Part of this backwardness was a sense of existing in a liminal state between human and
animal. Gobineau wrote that “the animal character… is stamped on the negro from birth” and
that “many of his senses, especially taste and smell, are developed to an extent unknown to
other races.”128 The earliest depictions of Orcs in Dungeons and Dragons were of humanoids
with the heads of pigs, which were quickly replaced by the more conventional image of the
green-skinned brute that is standard.129 And while I could find no oblique references to it in any
Dungeons and Dragons manuals, the idea that Orcs have an enhanced sense of smell nonetheless
comes up frequently. Tolkien ambiguously alluded to this, saying “Orcs were as keen as hounds
on a scent” in The Fellowship of the Ring,130 though it is unclear whether he is explicitly
referring to Orcish sense of smell or using it as an analogy for Orcs being keen hunters. Later
texts, however, would make this theme explicit: The 2010 satirical webseries Journeyquest
featured a joke in which a band of Orcs made fun of Humans for their poor sense of smell.
131The 2017 David Ayer film Bright featured Orcs in a contemporary setting as stand-ins for
urban Black populations, and a key plot point in the story hinged on an Orc’s enhanced sense of
smell being used to solve a crime.132 It would seem that David Ayer is operating on the same
racial logic as Gobineau - the lesser races are closer to animals, and thus, like dogs or wolves,
128 Gobineau, Inequality, 205. This concept of heightened smell and lesser races is also mentioned by Gould, who references the physician Robert Bennett Bean as stating that Blacks have superior sense of smell to Whites. (Gould, 102) 129 The “Pig-headed Orc” still occasionally shows up, as we saw in the previous passage describing Orcs as having snouts instead of noses. They are particularly common in Japanese fantasy texts inspired by early D&D, such as the Dragon Quest video game series. 130 Tolkien, J.R.R. The Fellowship of the Ring. London: Allen and Unwin, 1954, 350. 131 Ben Dobyns, director. Journeyquest. Zombie Orpheus Entertainment. Season 2, Episode 4. “Spry Little Bugger.” 2010. 11 min. 132 David Ayer, director. Bright. Netflix, 2017. 1 hr, 58 min
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have an enhanced sense of smell. 133
Both Gobineau and Dungeons and Dragons likewise draw a correlation between racial
degeneracy and emotional impulsiveness. Gobineau writes that Africans have an “instability and
capriciousness of feeling,” and that “he kills willingly, for the sake of killing.” 134 The third
edition Player’s Handbook writes of Half-Orcs that they “feel emotions powerfully,” and they
“tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and
to fighting than arguing.” 135 This characterization plays to a binary of civilization/barbarism
wherein the “civilized” races are able to control or repress their emotions (such as with the case
of Dwarves, described above) and the “savage” races are ruled by them.
Splitting Stereotypes: The Case of Hobgoblins
In Dungeons and Dragons, the Orc is accompanied by a host of other “monstrous races”:
Goblins, Ogres, Bugbears, and so on. For the most part, they share the same features and
functions as Orcs: monstrous beings who are ugly, violent, evil, and uncivilized, and serve as a
host of racialized enemies to be overcome by the heroes. Of these, the Hobgoblin is particularly
noteworthy for how it picks up the Orientalist imagery of the Tolkien Orc: As Orcs moved away
from the Tolkien-esque “Monsterized Saracen” and towards an all-purpose “Savage” race,
Hobgoblins take up the Yellow Peril imagery that is no longer dominating depictions of Orcs.
The first edition Monster Manual shows a Hobgoblin with a flat face, slanted eyes, and Asian-
style armor. A second illustration shows an army of similarly depicted Hobgoblins charging
against Human warriors wearing European-style armor.
133 A Google search for “Orc Sense of Smell” brings up several blog posts and forum threads wherein gamers seem to take heightened smell as an innate Orcish trait for granted: https://worldbuilding.stackexchange.com/questions/167531/what-evolutionary-pressures-would-lead-to-orcs https://luna-xial.tumblr.com/post/183303059563/a-writers-guide-to-orcish-courting https://forums.wesnoth.org/viewtopic.php?t=43228 134 Gobineau, Inequality, 206. 135 Tweet, Player’s Handbook 3rd Ed, 36.
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Alongside its Yellow Orcs, Orcs of Thar gave us a more explicit version of the Mongol-
Hobgoblin suggested in the Monster Manual’s art. They are organized into “Hordes,” and ruled
by “Hutai-Khan,” who is described as a “Hobgoblin with Asian features.” They inhabit the same
lands as “Yellow Orcs” and the “Goblinus Orientalis.” Artistic depictions continue the Asian-
esque depictions begun by Gygax, giving them flat faces, slant eyes, Asian armor, and Fu
Manchu-style mustaches.136 The Complete Book of Humanoids has a table of “oriental weapons”
for use by Hobgoblins.137 While we do see Orcs sometimes still filling into their old “Yellow
Peril” role as with Orcs of Thar, their increasing categorization as “primitives” made them
dissonant with ideas about Orcs as “oriental” hordes.
Later editions of D&D would remove the explicit Asian imagery of Hobgoblin faces and
armor, but maintained separation of Orcs and Hobgoblins through its system of racialized
morality. Orcs were a disorganized “chaotic evil” race of wild tribesmen, and Hobgoblins were a
tyrannical “lawful evil” race of highly organized soldiers. In Dungeons and Dragons, the
Hobgoblin is a truer successor to the Orcs of The Lord of the Rings than Orcs themselves.
The Significance of Green Skin
Green skin marks Orcs as non-White without specifically encoding them as any real-
world racial group. As such, they are able to stand in for every non-White racial group. If we
were to place Orcs alongside Immanuel Kant's racial order of “The White, the Black, the Yellow,
and the Red” we would find Orcs effectively capable of standing in for the Black, the Yellow,
and the Red. Humans, Elves, and Dwarves, conversely, despite being racially distinct within the
fantastical worlds they occupy, all largely map onto aspects of White European identity. Humans
are the clear “us,” while Elves and Dwarves straddle a line between “Us” and “Them,”
136 Heard, Orcs of Thar, 7. 137 Slavicek, Complete Book of Humanoids, 113.
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functioning as stereotypes about sub-groups of Whites projecting into a racial identity.
Meanwhile, the whole of the non-White world - whether Africa, Asia, Oceania or Indigenous
America - becomes an interchangeable swirl within the “Green” identity of Orcs, Goblins, and
other “monstrous races.”
Green skin also carries its own set of unique semiotics. Being an unnatural coloration, it
marks Orcs as being further “Other” than if they shared a real-world skin coloration. While the
Orcs and the Haradrim may both be “Monsterized Saracens” in The Lord of the Rings, the
brown-skinned Haradrim still share humanity as a trait with their enemies; Orcs do not. Orcs are
not the only example of muscular green-skinned monsters: consider the Incredible Hulk, film
versions of Frankenstein’s monster, or popular imaginings of dinosaurs. WJT Mitchell wrote in
The Last Dinosaur Book that: "The modern (1900-1960) dinosaur was a uniform, monotonous
gray-green color that served to unite perfectly the savage, organic, reptilian skin and the modern
armored fighting vehicle. The lean, mean, fighting machine had to be green because war is a
return to the state of nature, and camouflage is a natural adaptation."138 When race is defined by
skin color, and green is the color of monsters, then green skin becomes the natural coloration of
monstrous races.
Orcs and Masculinity
Like Dwarves, Orcs are overwhelmingly depicted as male. In every Dungeons and
Dragon illustration and Warhammer miniature depicting an Orc, they were distinctly male-
bodied. Female Orcs only begin to appear in noticeable numbers with video games like World of
Warcraft and The Elder Scrolls: Morrowind, where the character creation engine allowed players
138 WJT Mitchell, The Last Dinosaur Book. Chicago: University of Chicago Press, 1998, 147.
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to pick both race and sex, thus necessitating designers to imagine a female Orc body.
However, the hypermasculinity of Orcs is different from the hypermasculinity of
Dwarves discussed previously. The markers of Dwarves largely signify the masculinity of a
White working-class male - hardworking, taciturn, and reliable, with their primary flaws limited
to a cantankerous nature, and occasionally dipping into characterizations of “Off-White” groups
such as Jews and Celts. Orcs, on the other hand, embody the masculinity of the “Other” -
uncivilized, destructive, and impulsive. In contrast to the bearded Dwarves, Orcs are almost
universal in lacking facial hair, which helps bring their appearance closer to the Polynesians,
Africans, Native Americans, and Asians for whom they so frequently stand in. Young draws the
obvious connection between violent, muscular Orc bodies and real-world racial stereotypes:
“Black male bodies are stereotypically associated with strength, violence, and aggression
particularly – although not exclusively – in US culture and society, stereotypes which persist not
only around race and crime but in “entertainment” spaces around Black athletes.”139
These associations with “strength, violence, and aggression” are reinforced by the
mechanical benefits granted to Orcs in fantasy games. While they vary from text to text, they
tend to follow similar patterns: Orcs in fifth edition Dungeons and Dragons are given bonuses to
their Strength and Constitution, and penalties to their Intelligence. They are given special
abilities such as “Aggressive,” “Primal Intuition,” and “Powerful Build.” The Orcs in World of
Warcraft have “Blood Fury” and “Hardiness” among their racial attributes. The Orcs in The
Elder Scrolls: Morrowind have high Strength and Endurance, low Intelligence and Personality,
139 Young, Race in Popular Fantasy, 96. In his book Darwin’s Athletes, John Hoberman argues in depth that the myths of Black athleticism “do more than anything else in our public life to encourage the idea that blacks and whites are biologically different in a meaningful way.” Hoberman, John. Darwin’s Athletes: How Sports Have Damaged Black America and Preserved the Myth of Race. Boston: Mariner Books, 1997.
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and the special ability to “Berserk.”
Polygenesis in Dungeons and Dragons
As discussed in the introduction, fantasy texts often turn to their own fantastical conceits
as ways to justify their racial essentialism: the malevolence of “evil races” are byproducts of
demons, curses, or evil deities. By reframing “scientific racism” as “magical racism,” they are
able to maintain the conclusions of racial essentialism long after those ideas were debunked by
the scientific community. In Dungeons and Dragons, this is done by attributing the essential
character of the various races to their various creator deities. At first, this comes across as almost
apologetic: one must not blame the Orc for being evil, for the Orc’s nature is the creation of an
evil deity. However, the use of separate creator deities reintroduces to D&D the old notion of
polygenesis: the idea that the different races of humanity were descended from their own
respective “Adams.” Gobineau wrote that “We must, of course, acknowledge that Adam is the
ancestor of the white race…This being admitted, there is nothing to show that, in the view of the
first compilers of the Adamite genealogies, those outside the white race were counted as part of
the species at all.”140 By subscribing to a theology of polygenesis, the theorist is able to deny any
common humanity between races. There is no common ancestor, no shared family tree. It is a
religious statement of “there is nothing between you and I.”
The polytheistic settings that are default to Dungeons and Dragons allow for an even
stronger model of polygenesis than those found in the real world. Christian polygenesis could
posit separate acts of creation, but not separate creators; ultimately, the different races are still
creations of the same God. However, Dungeons and Dragons could posit distinct creator deities
for each race, denying even the commonality of a shared divine parent; an Elf creator god for
140 Gobineau, Inequality, 118.
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Elves, an Orc creator god for Orcs, and so on. The innate moral character of each race is
portrayed as a manifestation of their Creator deity, with Good gods for Good races and Evil gods
for Evil races. Racial animosity is likewise an expression of divine rivalries, as represented by
this quote from the Complete Book of Humanoids: “That is why, to this day, the Orcs and the
Elves are such bitter enemies. From the beginning, even before their creation, the very essences
of their gods strove against one another.”141
As I discussed in the previous chapter, the subsequent editions of Dungeons and Dragons
show a gradual movement away from Gary Gygax’s biological determinism and towards a more
liberal philosophy that grants greater weight to the agency of the individual. However, even in
D&D’s later, more liberalized editions, we see that deterministic morality remains in a softened
form. Consider this passage from the fifth edition Player’s Handbook:
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life.142
Orcs can choose to be “good,” but have a divinely implanted instinct towards evil. Elves and
Dwarves have no such moral instinct, giving them a full range of moral freedom. Ironically,
freedom from biological determinism is something which is itself biologically determined. The
liberal reforms of latter-day D&D are applied unequally, making moral free will a trait of the
traditionally “Good” races only.
141 Slavicsek, Complete Book of Humanoids, 10. Emphasis mine. 142 Wyatt, Schwab, and Cordell. Player’s Handbook 5th ed, 123.
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Degeneration in The Lord of the Rings
While Dungeons and Dragons presents Orcs as the result of polygenesis, Lord of the
Rings posits Orcs as the result of racial degeneration. Orcs are descended from Elves who “came
into the hands of Melkor… and by slow arts of cruelty were corrupted and enslaved; and thus did
Melkor breed the hideous race of the Orcs in envy and mockery of the Elves, of whom they were
afterwards the bitterest foes.”143 As with D&D, a supernatural agent is responsible for the
existence of Orcs and their lesser nature, with Melkor being something akin to a fallen angel.
Tolkien allegedly “toyed with several different ideas to explain the Orcs' existence, ranging from
corrupted Men (rather than corrupted Elves) to low-level Maia (and hence, fallen "angels” like
Sauron himself).”144
Degeneration was a concern for both Hume and Gobineau. Hume specifically used
degeneration as a way to separate elevated ancient cultures from their modern descendants:
“The ingenuity, industry, and activity of the ancient GREEKS have nothing in common with the stupidity and indolence of the present inhabitants of those regions. Candour, bravery, and love of liberty formed the character of the ancient ROMANS; as subtilty, cowardice, and a slavish disposition do that of the modern.”145 Gobineau wrote that “a degenerate people” had “lost the characteristic virtues of its
ancestors.”146 Likewise, he believed that traces of superior races can be seen in the customs of
“savage peoples”: “Some tribes, otherwise sunk in brutishness, hold to traditional rules, of a
curious complexity… their rites are unmeaning to-day, but they evidently go back to a higher
order of ideas.”147 Tolkien’s story of Orcs as “twisted” Elves is operating in the same framework
as Hume’s Greeks, for whom a modern “low” race is descended from an ancient “high” race.
143 J.R.R. Tolkien, The Silmarillion. London: Allen and Unwin, London, 1977, 37. 144 Robert Tally Jr. "Let us now praise famous Orcs: simple humanity in Tolkien's inhuman creatures." Mythlore: A Journal of JRR Tolkien, CS Lewis, Charles Williams, and Mythopoeic Literature 29, no. 1 (2010): 3. Page 4. 145 Hume, National Character, 4. 146 Gobineau, Inequality. 24. 147 Gobineau, Inequality, 172.
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Miscegenation and The Case of Half-Orcs
Embedded in the idea of racial degeneration is the threat of miscegenation. If Orcs are a
lesser race, then interbreeding with others has the potential to lessen those races. For Gobineau,
miscegenation was the source of degeneration: “The word degenerate, when applied to a people,
means (as it ought to mean) that the people has no longer the same intrinsic value as it had
before, because it has no longer the same blood in its veins, continual adulterations having
gradually affected the quality of that blood.”148 The fear of degeneration through miscegenation
is fully present in The Lord of the Rings, including that between Humans and Orcs: “This decay
of the Numenoreans into the people of Gondor, partly through intermarriage with ‘lesser men’ is
a clear case of imagined miscegenation. Moreover, Tolkien describes Saruman’s ‘interbreeding
of Orcs and Men’ as ‘his wickedest deed.’”149
Dungeons and Dragons would solidify these ideas through the use of the “Half-Orc” as a
player race.150 In Dungeons and Dragons, the Half-Orc is presented as a child of Human and Orc
parents, yet also a distinct race from either with its own unique attributes. We again see echoes
of Gobineau, who writes of racially mixed people: “The heterogeneous elements that henceforth
prevail in him give him quite a different nationality—a very original one, no doubt, but such
originality is not to be envied.”151 Half-Orcs are posited as occupying a liminal space between
Orc and Human, and suffering as a result. These characters are positioned as struggling to live up
to their superior Human parent and to suppress their Orcish heritage. The fifth edition Player’s
148 Gobineau, Inequality, 25. Emphasis mine. 149 Young, Race in Popular Fantasy, 24. 150The term “Half-Orc,” used as a noun rather than an adjective, always struck me as having the ring of racial invective, akin to calling someone “A Half Japanese” or “A Half Mexican.” Its emphasis on the Orcish, rather than Human, ancestry, also plays to the idea of there being marked and unmarked races. There are no “Half Humans” in D&D. 151 Gobineau, Inequality, 25.
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Handbook spells out this internal dilemma quite clearly:
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.152
In all editions of Dungeons and Dragons, it is only Half-Orcs who are presented as a
playable race: Orcs proper are relegated to being monsters only in the core rules. There is a
theme of assimilation underlying this depiction of Half-Orcs, an idea that the lower race can be
uplifted by a combination of interbreeding with the higher race and rejecting the heritage of the
lower race. In the early editions of D&D, Gygax’s descriptions of Half-Orcs state that “some
one-tenth of orc-human mongrels are sufficiently non-orcish to pass for human.... it is assumed
that player characters which are of half-orc race are within the superior l0%.”153 The Half-Orc is
presented as less than Human but more than Orc, presenting a clear racial hierarchy between the
two ancestries. At the same time, they are quantifiably lowered by their Orcish ancestry more
than they are elevated by their Human side; it is only the “superior 10%” (rather than the
superior half, or superior 90%) who are capable of “passing for human” and thus eligible to be
seen as a playable race. It is unclear whether Gygax was deliberately invoking W.E.B Du Bois’s
notion of the “talented tenth” when he refers to the “superior 10%” of Half-Orcs, or if this is only
a troubling coincidence. If so, this would indicate a direct correlation between Gygax’s
perception of Orcs and his perception of African Americans. And whereas Du Bois posited an
elite that represented a uniquely Black perspective that was counter to the dominant White
culture, the “talented tenth” of Half-Orcs being posited by Gygax is positioned as superior by
152 Wyatt, Schwab, and Cordell, Player’s Handbook, 42/ 153Gygax, Player’s Handbook 1st Edition, 18.
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virtue of their ability to participate in the dominant culture.154
The existence of the Half-Orc carries two threats: the first is degeneration of the race on a
macro level. The second is sexual assault on the personal level. Hodes writes that, “If we start
from the axioms ‘humans can be good or evil’ and ‘orcs are almost always evil monsters,’ no
explanation really gets us out ahead of the implication that orcs sexually assault humans to create
half-orcs.”155 He then points to the origin for Half-Orcs in the D&D spin-off Pathfinder, which
explicates this origin: Half-orcs are monstrosities, their tragic births the result of perversion and
violence—or at least, that’s how other races see them. It's true that half-orcs are rarely the result
of loving unions.156
With Orcs as an all-purpose racial “Them,” and Humans as an implicitly White racial
“Us,” we see the influence of fears of non-White men as sexual predators being reproduced in
the image of the Orc. From The Sheik to Fu Manchu to The Birth of a Nation, early American
cinema was rife with images of lustful non-White “Other” men whose uncontrollable desires
posed a constant threat to the sanctity of “our” women.157 As Clements states, “This, in turn,
helped to create the still-pervasive stereotypes of black men as rapists and black women as
insatiable wantons, concepts which are echoed in D&D in the form of half-orcs, whose existence
154 DuBois, W.E.B. 1903. "The Talented Tenth." Pp. 31-75 in The Negro Problem: A Series of Articles by Representative American Negroes of To-Day. Contributions by Booker T. Washington, Principal of Tuskegee Institute, W. E. Burghardt DuBois, Paul Laurence Dunbar, Charles W. Chesnutt, and others. (NY: James Pott & Co., 1903). 155 Hodes, “Orcs Part II.” 156 Jason Bulmahn. Pathfinder Roleplaying Game. Redmond WA: Paizo Publishing, 2009. 25. Anecdotally, this is an arena where oppositional readings are extremely common. In my experiences playing D&D, players of Half-Orcs do usually portray their characters as the “result of loving unions.” Tumblr user McNostril wrote a series of comics which are frequently reposted as memes in roleplaying communities about a Half-Orc adventurer who is the byproduct a happy marriage between a Human man and and Orcish woman, which embody this type of “loving union” narrative: https://mcnostril.tumblr.com/post/190716630085/well-yes-there-was-more-than-one-tweet-that-came 157 Said writes of this image: “The Arab leader (of marauders, pirates, "native" insurgents) can often be seen snarling at the captured Western hero and the blond girl (both of them steeped in wholesomeness), "My men are going to kill you, but-they like to amuse themselves before." 287
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implies mass rape on the part of marauding orcs.”158
Actual Dungeons and Dragons texts rarely explicitly mention rape as the origin point of
Half-Orcs, instead focusing on Orcish fecundity as a threatening trait. The first edition of the
Monster Manual states that “As orcs will breed with anything, there are any number of unsavory
mongrels with orcish blood, particularly orc-goblins, orc-hobgoblins, and orc-humans.”159 Here
we see an echo of Gobineau’s own feelings about race mixing, who wrote that “[mixed race
individuals] are merely an awful example of racial anarchy. In the individuals we find, here and
there, a dominant feature reminding us in no uncertain way that blood from every source runs in
their veins. One man will have the negro's hair, another the eyes of a Teuton, a third will have a
Mongolian face, a fourth a Semitic figure; and yet all these will be akin!”160 For both, the
presence of mixed-race peoples is depicted as undesirable.
Even as Dungeons and Dragons has liberalized in its later editions, the trope of the Orc
as racially promiscuous remains. The fifth edition Monster Manual states that “Rejecting notions
of racial purity, they [orcs] proudly welcome ogres, trolls, half-orcs, and orogs [Orc-Ogre
hybrids] into their ranks.”161 The supplement Volo’s Guide to Monsters states that “In order to
replenish the casualties of their endless warring, orcs breed prodigiously (and they aren't choosy
about what they breed with).”162 This “rejection of racial purity” would almost seem to make
Orcs laudable in their multiculturalism. Sadly, these texts also mark Orcs as inherently evil; and
by extension, their willingness to cross racial boundaries is marked as a part of their evil nature.
Even when narratives of explicit sexual violence are absent, the Orcish willingness to interbreed
158 Clements, Roll to Save vs Prejudice, 44. 159 Gary Gygax, Dungeons and Dragons Monster Manual. Lake Geneva WI: TSR Inc., 1977, 76. 160 Gobineau, Inequality, 150. 161 Mike Merles and Jeremy Crawford. Monster Manual, Fifth Edition. Renton WA: Wizards of the Coast, 2018, 246. 162 Wizards RPG Team. Volo’s Guide to Monsters. Renton WA: Wizards of the Coast, 2015, 85.
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with other races implies that left unchecked, the other races will eventually become part Orc.
And as Gygax’s ratio establishes, those hybrid children will be far closer to Orcs than their other
parentage.
The themes of interbreeding and invasion play off of one another. Young writes that
“Orcs became a constant threat that could spill over the borders of civilization at any time in an
influx of monstrous bodies.”163 Hodes points to how these miscegenation fears link back to the
characterization of Orcs as Mongols:
As recently as 2003, a genetics paper asserted that one in two hundred men alive today descended from Chinggis Khan, based on a certain Mongolian Y-chromosomal lineage’s prevalence across the former Mongol Empire due to “a novel form of social selection resulting from [Chinggis Khan's relatives’] behavior.” The study thus lends credence to an old canard that paints Mongols in general and Chinggis in particular as virulent sexual predators.164
Orcs simultaneously threaten with violence and with sex, threatening to both kill and to sire
children upon their victims. The end result is the same: that the “us” will be transformed into
“them” with time. This strongly echoes the malignant “Replacement Theory” of White
Nationalists, who believe that non-White groups will eventually overtake and replace them in
their home countries via high birth rates and immigration.165
Warhammer 40,000’s Asexual Orks
There is a curious alternative to the hypersexual Orcs of D&D, and that is the asexual
Orks166 of Warhammer 40,000. Warhammer 40,000 (often abbreviated by fans as Warhammer
40k or simply 40k) is a science fiction spin-off of the tabletop game Warhammer, which features
spacefaring versions of its fantastical armies. Warhammer 40k’s Orks are explicitly asexual,
163 Young, Race in Popular Fantasy, 102. 164 Hodes, “Orcs Part I.” 165 See Lara Bullens: “How France's ‘great replacement’ theory conquered the global far right.” https://www.france24.com/en/europe/20211108-how-the-french-great-replacement-theory-conquered-the-far-right 166 “Ork” is the spelling used in Warhammer 40,000 to differentiate them from the “Orcs” of the medieval fantasy version of the game. I’ll be using the term “Ork” when specifically referring to this version, and “Orc” when referring to the race trope more generally.
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given a range of reproductive origins ranging from “Physical division” to “the release of
windblown spores after death” to the idea that “greenskins inhabit an alternative pocket of
reality, and simply fall through, fully formed, wherever others of their kind are already at
war.”167 In all cases, they reproduce though asexual rather than sexual means.168
Warhammer 40k’s asexual Ork reproduction both swerves away from and leans into the
sexual fears of the Other. By making Orcs asexual, they become wholly removed from ideas
about race-mixing and sexual violence that inform the “Half-Orc” trope. On the other hand, the
novel reproductive cycle of Orcs leads to the idea that they reproduce rapidly and recklessly, and
reconnects to the Yellow Peril imagery of the “Other” out-breeding the white race, and
eventually overwhelming civilization through numbers: “the Orks are the most savage and
warlike species in the galaxy, and – also being one of the most numerous – can be found
infesting its every corner.”169 This reinforces the idea of reproduction being part of the threat that
Orks pose to civilization: reproducing asexually allows them to reproduce more quickly,
requiring periodic extermination to keep them in check. The asexuality of Orks also reinforces a
race-gendering narrative by eliminating the need for Ork women. Asexual reproduction also
provides a fantastical explanation for portraying Orks solely as a race of aggressive, muscular,
green-skinned male bodies.170
167 Warhammer 40,000: Codex: Orks. No author listed. Nottingham: Games Workshop, 2018, 9. 168Warhammer’s Fantasy Orcs are never given any description of how they reproduce, either sexually or asexually. Anecdotally, many fans seem to assume it's the same way as their science fiction counterparts. 169 Codex: Orks, 4. 170 This “asexual” Orc can also be seen in the film version of The Lord of the Rings, which shows Orcs themselves being created in the foundries of Isengard alongside their weapons and armor.
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The Genocide Imperative
I would like to now explore one of the most unsettling subtexts present in the case of
Orcs, which I will refer to as “The Genocide Imperative.” Within fantasy games and literature,
killing Orcs is often presented as somewhere between an unpleasant necessity and a mark of
heroism. The Genocide Imperative is the result of two separate aspects of fantasy games: the act
of killing as the default method of conflict resolution, and attributing of “Good” and “Evil” as
absolute forces which are characteristics of different racial groups. When certain races are
definitionally evil, and slaying evil is the defining aspect of goodness, then the slaying of evil
races becomes definitionally good. This creates a scenario wherein ethnic cleansing and racially
motivated violence becomes not only permissible, but justified and necessary.
The act of killing is hardwired into Dungeons and Dragons and many of the games that
draw influence from it. The majority of the rules in Dungeons and Dragons surround how to
handle combat, and combat is the core gameplay loop (the primary task repeated by players) in
video games such as World of Warcraft. Combat in these games is by default lethal in nature:171
combatants trade blows until they run out of HP (“Hit Points”), at which point they are dead or
dying.172 A typical Dungeons and Dragons adventure module or World of Warcraft quest will
involve the player exploring an unknown area, fighting the monstrous inhabitants of it, and then
171 The lack of non-lethal combat flummoxed my own early experiences playing D&D in high school. As a player, it meant I had limited to no options when attempting to defeat an enemy without killing them. As a DM, it meant I had to ensure that my players would win every combat, because if they lost, it would mean their characters died and the game would end. These issues were confronted with a patchwork of rule modifications and other jury-rigged endeavors to play around the problem. 172 We can contrast this to the explicitly non-lethal violence of video games like Street Fighter, wherein defeated enemies are left bloodied and humiliated but alive. Likewise with tabletop RPGs, games like Masks and 7th Sea center combat in a way that does not necessitate killing as its inevitable result.
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being rewarded with treasure that is either guarded by or taken directly off of the body of the
slain enemy.
When it comes to human-like racial enemies such as Orcs and Goblins, efforts must be
taken to dehumanize them in order to normalize their killing. As Hodes writes, “In D&D, the
activity of role-playing, of merely describing orcs as intelligent beings with four limbs and
speech, starts to humanize and personify them. Lest we begin to afford [them] the same respect
and compassion as ourselves, we must dehumanize them, and aggressively.”173 This
dehumanization is typically accomplished through removing individuality from human-like
enemies: In the various D&D adventure modules which I studied for this thesis, very rarely
would individual enemies be given names or distinguishing characteristics: more commonly, the
book would present an encounter in terms of number and type; “three Orcs,” “six goblins,” and
so on, with most of their description being what weapons, armor, and treasure they carried.174
As I discussed in the previous chapter, Dwarves in the first two editions of Dungeons
and Dragons were given bonuses to doing violence against members of certain races, effectively
making aptitude for ethnic cleansing a racial trait of Dwarves. Notably, while Dwarves have
bonuses for fighting against Goblins and Orcs, Goblins and Orcs have no bonuses for fighting
against Dwarves. All other things being equal, the Dwarf has the upper hand in racial conflicts.
Just as D&D’s early rules mark Dwarves as perpetrators of racial violence, it marks Orcs and
Goblins as the objects of it. As Clements writes, “Within the context of the game, D&D
173 Hodes, “Orcs Part II.” 174 This has also been my experience with the vast majority of tabletop RPGs I’ve played through my life. The majority of combat encounters are against mobs of nameless, depersonalized foes who appear, attack the players, and die in the course of the same scene. When I began to notice this pattern in college, I referred to it as “meeting strangers and deciding to fight to the death,” and would quip that fighting to the death should be a second-date activity.
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encourages its players to use racial stereotypes as justification for genocide, and to profit from
ethnic cleansing.”175
Gary Allen Fine’s Shared Fantasy provides an in-depth study of tabletop roleplaying
groups in the early 1980s, shedding crucial light on the culture surrounding fantasy gaming in its
early era. He depicts a world where casual violence is celebrated, and relates the following
anecdote:
In one C&S [Chivalry and Sorcery, an early rival of Dungeons and Dragons] game that I was refereeing, I attempted an experiment. I told the players that they had come across a group of twenty preadolescent children in the wilderness. I decided that these children would give no information to the party, nor would they harm the players’ characters in any way. Despite this lack of harm, there was serious talk of killing the entire party of children for fear of what they might do. Eventually the consensus was that the children should be forced to leave immediately with the warning that if they were spotted by the party they would be summarily executed. Unfortunately because of the structure of the game I could not bring the party of children in contact with the players again, but that outcome would likely have been the children’s death. Frequently male nonplayer characters who have not hurt the party are executed and female nonplayer characters raped for sport.176
Fine is clear that this sort of cavalier attitude towards killing was not rare in his studies:
Mass murder and wanton destruction are not uncommon, as when a player character fires a machine gun into a crowded room of strangers or another lights a fire that destroys a town “just to cause havoc.” While such activities are a legitimate part of the game, they also require legitimation, since they provide prima facie evidence of players’ immorality.” 177
While it has none of the ludic elements of the games above, The Lord of the Rings
dehumanizes Orcs through their frequent depictions as dead bodies. When Legolas encounters a
group of dead Orcs on the road, we get a graphic description: “Five dead Orcs lay there. They
had been hewn with many cruel strokes, and two had been beheaded. The ground was wet with
175 Clements, Roll to Save vs Prejudice, 55. 176 Gary Allen Fine. Shared Fantasy: Role Playing Games as Social Worlds. Chicago: University of Chicago Press. 1983, 44. 177 Fine, Shared Fantasy, 57. Anecdotally, I would assess that this type of play has gradually diminished since Fine did his research. When I began playing D&D in the late 1990’s, this type of player was known as “Murderhobo.” At that time, the killing without provocation would still have been considered semi-acceptable in the groups I played with; the rape would not have, though that may have been a byproduct of general discomfort around sexual topics. Since the late 1990’s, my own observation is that this type of behavior in D&D groups has continued to decline. That said, the idea of combat only being resolved when the opposing party lies exterminated remains extremely present.
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their dark blood.”178 When a dying Boromir is discovered by Aragorn, we are told that “Many
Orcs lay slain, piled all about him and at his [Boromir’s] feet.”179 After a battle with the Riders
of Rohan, we are told that “No Orcs remained alive; their bodies were uncounted” and “The Orcs
were piled in great heaps, away from the mounds of Men, not far from the eaves of the forest.
And the people were troubled in their minds; for the heaps of carrion were too great for burial or
for burning.”180 Repeated descriptions such as these normalize death as the natural state of Orcs,
and the presence of their bodies identifies Boromir and the Riders of Rohan as heroic warriors.
When living members of a race present an existential threat, then their dead bodies become a
mark of accomplishment.
The Fantasy genre tends to present worlds where “Good” and “Evil” are absolute cosmic
forces rather than social constructs. This moral realism is particularly core to Dungeons and
Dragons, wherein every race, creature, and plane of existence is mapped onto a 9-point morality
compass: either Good, Evil, or Neutral, and either a Lawful, Chaotic, or Neutral variant thereof.
Dwarves and Elves are presented as Good the same way Angels and Heaven are Good; Orcs and
Goblins are Evil in the same way that Demons and Hell are Evil.181
In his research, Fine focused on how the idea of the fantasy game as escapism legitimized
these acts of violence for the players. Equally important from my perspective is the way in which
the arithmetic of moral realism legitimates such acts of violence within the game. Acts of casual
violence, which would normally fall under the label of “Evil,” become “Good” again when they
are committed against “Evil” beings such as Orcs and Goblins. As Fine states, “most worlds are
178 Tolkien, The Two Towers, 424. 179 Tolkien, The Two Towers, 414. 180 Tolkien, The Two Towers, 550-551. 181 This becomes slightly softened from the game’s third edition onward, in which probabilities were attached to these moral classifications: Demons are “always evil,” but Orcs are now merely “usually evil.”
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conceptualized as battlegrounds between good and evil with no middle ground.” 182 When we
combine the inherently lethal nature of fantasy roleplaying games with a moral framework
wherein the “Good” races are at war with the “Evil” races, genocidal action towards the evil
races is not just permissible, but becomes a moral duty in and of itself.183 The various forms of
hyper-fecundity described above further reinforce this Genocide Imperative - it’s both used as an
in-universe explanation for the endless waves of Orcs that are present to be killed in the course
of a fantasy roleplaying adventure, and adds the additional threat if Orcs are not killed en mass,
they will eventually overtake the “Good” races.
Closely tied to the Genocide Imperative is the “Race War Mindset”: When morality is
made characteristic of racial identity, then the conflict between good and evil becomes framed as
war between races. This mindset is the basis of fantasy wargames such as Warhammer and
Warcraft, whose armies are largely defined in racial terms: Dwarf armies, Orc armies, and so
on.184 This can be seen in The Lord of the Rings as well, which clearly delineates “good” races
(Elves, Dwarves, Ents) on one side of a conflict and “evil” races (Orcs, Haradrim) on the other.
D&D supplements frequently exhibit the Race War Mindset as well: In a section labeled
“Possible Conflicts” in The Complete Book of Elves, McComb writes: “There are so many
philosophical and physical differences between elves and other races that conflict seems almost
predestined.”185 The author then lists “Elves vs Elves,” “Elves vs Dwarves,” “Elves vs Humans,”
182 Fine, Shared Fantasy, 77. 183 This call for extermination can further be seen in the titles of the video game series “Orcs Must Die!” by Robot Entertainment and the heavy metal song “Destroy the Orcs” by 3 Inches of Blood. 184As mentioned in the previous chapter, Warhammer tends to frame their armies in a cynical black-and-gray rather than black-and-white morality; while certain races (such as Dark Elves) are portrayed as cartoonishly evil, very few of them are portrayed as “good.” As such, much of the conflict presented in their game lore is seen as the inevitable clash of incompatible civilizations, without necessitating that one is “Good” and the other is “Evil.” 185 Collin McComb. The Complete Book of Elves. Lake Geneva WI: TSR Inc., 1992
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and “Elves vs Orcs” as possible conflicts for a D&D campaign; there are no conflicts listed
which are not defined in racial terms.
Within D&D circles, the Genocide Imperative leads to a frequent scenario known as “The
Orc Baby Dilemma.” The AMP article “Dungeons and Diversity” by Ruqiyah Bareh describes
the Orc Baby Dilemma as follows: “during a raid of some sort at a camp of Orcs, the players
stumble upon a lone Orc baby. They are then forced to make a decision: either spare the child
and risk them growing into a villain due to the inherently evil nature of orcs or kill the child.”186
The 2018 fantasy anime Goblin Slayer plays a version of this scene straight and cold-heartedly:
in the first episode, the protagonist comes across a cave filled with baby Goblins, whom he beats
to death with a club, stating “there isn’t a single reason to let them live.” When one of his
teammates asks if there might be good Goblins, he replies that “the only good Goblins are the
ones who never come out of their holes.” Drawing on the theme of hyper-fecundity, he warns
that “they multiply fast” and if they had arrived later, “there would have been about fifty of them
and they would have attacked.”187
The Orc Baby Dilemma is the result of seeing the Genocide Imperative to its logical
conclusion. Fantasy games and literature have veered away from this problem by traditionally
presenting Orcs as adult warriors and having their death take place in the heat of combat; while
the Hobbit protagonists of Lord of the Rings are all at various points taken prisoner by Orcs, the
186 Bareh Ruqiyah.“Dungeons and Diversity: How Racism Permeates the Fantasy Genre.” AMP, 2020. https://ampatutd.com/2020/10/31/dungeons-diversity-how-racism-permeates-the-fantasy-genre/ 187Takaharu Ozaki, director. Goblin Slayer. Season 1, Episode 1. White Fox, 2018. This clip has been uploaded to YouTube numerous times, and the comments on it are unsettlingly supportive of the hero’s decision. One comment says “That’s what I love about this character. No feeble-minded, emotional dilemmas. He just does what needs to be done” and has 487 upvotes. goblin slayer. “Goblin Slayer Kills Baby Goblins.” Accessed 3-27-2022. https://www.youtube.com/watch?v=JaMBymTQWzo
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Fellowship never takes any Orc prisoners whom they must decide whether to execute or spare,
nor do they encounter any Orc children. Typically, in both D&D modules and video games,
enemies will attack players first, turning the combat into a matter of self-defense for the players.
However, when presented with a defenseless Orc (such as a child or a prisoner) the game’s moral
logic begins to run contrary to some players’ moral instincts. The former says that killing Orcs is
always right; the latter says that killing children is always wrong. When the Orc in question is
presented as a child, the two moralities come into conflict and a paradox arises. As Bareh writes,
“By having races like orcs be considered so intrinsically evil that killing a baby is hailed as a
valid option within a moral dilemma, D&D creates a distinction between ‘good’ and ‘evil’ races
that mirrors the justifications for racial violence within our own world.”188
Humanizing Orcs in the Liberal Era
Beginning in the early 2000s, there are several notable efforts to re-humanize Orcs,
recasting them from purely villainous into a sympathetic or heroic light. Often, this involves
stripping away the trappings of being dumb brutes or savage hordes, replacing them with a
“Martial Race” aesthetic similar to that of Dwarves. These portrayals of Orcs, while removing
the extremely troubling notion of an inherently evil race, still often construct the Orc around a
defined set of racial stereotypes and an innate predisposition towards violence. There are two key
texts I’ve identified in this effort, both video games: The first is The Elder Scrolls: Morrowind,
released in May of 2002, and the second is Warcraft III, released in July of the same year.189
Both of these game franchises are still highly relevant: The Elder Scrolls fifth game, Skyrim, met
188 Bareh, “Dungeons and Dragons.” 189 These come closely on the heels of the 2000 release of the third edition of Dungeons and Dragons, which while retaining its negative portrayal of Orcs, was far more liberal in its overall portrayal of race, as I discussed in the previous chapter.
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with immense critical acclaim and sold over 30 million copies, making it the 19th highest selling
video game ever released190. Warcraft III’s successor, World of Warcraft, was the most
successful MMORPG of the past two decades, and has only recently been surpassed in terms of
monthly active players.191
The Elder Scrolls series presents a compressed version of the shifting perceptions of
Orcs. In the first game, Arena (1994), Orcs exist solely as monsters. The second game,
Daggerfall (1996), still uses Orcs as monsters; however, a subplot of the game involves an
Orcish king who wants the rest of the world to see Orcs as people and to establish a nation for
them. Depending on the player’s actions, the Orcish nation either will or will not be established:
it is up to the player to decide whether Orcs remain in the category of “monsters” or are
upgraded to the status of “people.” In the third game, Morrowind (2002), Orcs are presented as a
fully playable race. The game presents Orcs who have recently been assimilated into the human-
governed Empire in which the game takes place, having earned citizenship through military
service. Later Elder Scrolls games continue to use this model of Orcs as a playable, assimilated
“martial race” rather than an enemy monster. As their in-game description states:
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.192 Hodes writes extensively on how the myth of the “martial race” influenced the
characterization of Orcs in The Lord of the Rings, stating that “Men from martial races were
190“The Top 50 Best Selling Video Games of All Time.” Hewlett Packard, September 28, 2021. No author listed. https://www.hp.com/us-en/shop/tech-takes/top-50-best-selling-video-games-all-time
191Richman, Oliva. “Is World of Warcraft Dying?” Invent Global, August 210, 2021. https://www.invenglobal.com/articles/14788/world-of-warcraft-dying 192 The Elder Scrolls: Morrowind. Bethesda, PC/Xbox, 2002.
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strong, tough, savage…Easily controlled by more graceful, cerebral people—a rare few whipped
into shape as honorable soldiers for a good cause, more commonly forged into evil forces’ rank
and file. Like orcs.”193 He cites the 1832 manual On War, “In any primitive, warlike race, the
warrior spirit is far more common than among civilized peoples.”194 It is in The Elder Scrolls
attempt to rehabilitate the Orc that we see the clearest retelling of this myth. Just as the Gurkhas
were given provisional membership in the British Empire in exchange for their military
service195 and based on their perceived racial aptitude for war, Orcs are given the same
provisional membership in the fictional empire of Tamriel. And in the case of The Elder Scrolls,
the martial aptitude of Orcs is not a myth, but a reality reinforced by the bonuses and penalties
the player receives at the beginning of the game based on their decision to play as an Orc.
Morrowind’s rehabilitation of Orcs is largely a footnote in the game - the Orc subplot in
Daggerfall was a relatively minor one, and Morrowind itself focuses primarily on the homeland
of one of its Elven peoples. With Warcraft, conversely, Orcs are at the very center of the
narrative. The first game was aptly subtitled “Orcs vs Humans,” and both it and its sequel
focused on all-out war between evil Orcs and good Humans. These first two Warcraft games
from 1994 and 1995 presented Orcs in a Tolkien-esque fashion: they were a malevolent invading
army, literally from another world, sweeping over a peaceful Human civilization, and the game
follows the race-war format discussed previously in this chapter.
However, 2002’s Warcraft III marks a major departure from the first two games. Its
193 Hodes, “Orcs Part II.” 194 Carl Von Clausewitz. trans. Michael Howard and Peter Paret. On War. Princeton: Princeton University Press, 1989. 195 The rights of the Gurkha’s in the United Kingdom have remained a thorny issue; “Gurkhas were armed soldiers with an all access pass to battle, but with none of the passport privileges to inalienable rights and residency in the UK.” The Gurkha Justice Campaign of 2008 was launched specifically to increase the rights of Gurkha’s who had served in the British armed forces. See Elizabeth Lee, "Foreign born soldiers and the ambivalent spaces of citizenship." University of British Columbia, 2012, 128-153.
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storylines present threats that are mutual to both Orcs and Humans, and defined primarily in
terms of supernatural rather than racial terms. Its opening narration says “like fools, we clung to
the old hatreds” while showing a battlefield. War between Humans and Orcs is no longer a
central conflict to be won by one party at the expense of the other, but rather a mutual obstacle to
be overcome. Its ending narration repeated this theme, stating “the Orcs, Humans, and Night
Elves discarded their own hatred, and stood united against a common foe.” It begins with Orcs
kept in internment camps by Humans, positioning them as victims rather than threat to Human
civilization. As Rowan Kaiser of Vice put it:
One of the best stories in Warcraft III is the Orc campaign, where the oppressed Orcs, led into camps by their Human conquerors, break free and go to found a land of their own, led by the diplomatic young Warchief Thrall and his much angrier friend Grom. The story touches on the conflicts between moderation and radicalism, revenge and forgiveness, and dying for freedom or living to fight another day, with Thrall serving as a cross between Moses and Martin Luther King, Jr.196
One of Warcraft III’s major plot points involves an ancient curse that drove Orcs as a
race towards bloodlust: in the course of this game, this curse is lifted. Like with Dungeons and
Dragons and The Lord of the Rings, the curse in Warcraft III provides a supernatural explanation
for a national character argument. On the one hand, this provides a post-hoc justification for the
portrayal of Orcs in Warcraft and Warcraft II: the Orcs in those games genuinely were an evil
and rapacious horde due to the curse. However, the blood curse narrative also provides itself
with an in-universe means for the game to escape from its own racial logic. If Orcs were made
evil by the result of supernatural intervention, then they can be redeemed through a second
intervention.
In the game’s conclusion, after slaying the demon responsible for the curse, an Orc
196 Rowan Kaiser. “Why Doesn’t Blizzard’s Heroes of the Storm Have Any People of Color?” Vice, 2017. https://www.vice.com/en/article/ypwy8g/why-doesnt-blizzards-heroes-of-the-storm-have-any-people-of-color
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chieftain states: “The Blood Haze has lifted. The demon’s fire no longer burns in my veins. I
have freed myself.” To this, his compatriot replies “No, you have freed us all.” The focus here on
“freedom” is perhaps the best embodiment of the transition from a framework of essentialism to
a framework of liberalism. As with the previous discussion of fifth edition Dungeons and
Dragons, the opposite of “evil” is “free.” And while D&D excludes Orcs from this moral
freedom, Warcraft includes them. Orcs in a post-curse environment still can be evil, violent, or
warlike, but as attributes of them as an individual rather than as necessarily outcomes of their
being Orcs. By doing so, The Genocide Imperative is removed from the subtext of the game, at
least with regards to Orcs.
Warcraft III was followed by the online roleplaying game World of Warcraft, which
continues with the sympathetic portrayal of Orcs; when one creates an Orc character, their first
quest is a rescue mission to help a group of shipwrecked sailors. From its initial moments, World
of Warcraft is making a conscious decision to define its Orc characters through an act of
compassion rather than an act of aggression. The commander of the rescue expedition is a female
Orc, veering away from the notion of Orcs as a purely hypermasculine race. Warcraft III is a
good-faith effort to overcome the problematic implications of its own predecessors, and its
creators deserve credit for thinking deeply on the ramifications of their own prior conceits.
And yet, for as much a success story as Warcraft’s Orcs are, it illustrates the constraining
nature of the essentialist framework. While Orcs are no longer defined as a race of marauding
warriors, they are still defined as a race of warriors: negative stereotypes have been traded up for
positive ones. The statistical bonuses given to Orcs in both The Elder Scrolls and World of
Warcraft give them abilities that reinforce their position as being ideally suited for warrior roles.
Should a Morrowind player wish to make an Orc wizard instead, he may do so, but he will be
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punished by the game with increased difficulty due to his choice of race being poorly suited by
his choice of class. Hodes writes on this, echoing the same sentiment that Vink presented
towards Dwarves:
“Positive” stereotypes are still harmful. Stereotypes operate in kyriarchal systems where the Man presents his subjects with a narrow range of acceptable, “positive” stereotypes to which they may adhere—and if they don’t, threatens them with another, deadlier set of negative stereotypes… Fight to the death for our armies, or else you’re a threat to Western civilization to be beaten down and controlled.197
Even the storyline of Warcraft III that brought Orcs to their modern, sympathetic form
has troubling undertones. The primary supernatural threat which brings about the alliance of
Orcs and Humans in that game is an invasion of otherworldly demons called the Burning Legion.
And while the Burning Legion are much less racialized than the Orcs in Warcraft and Warcraft
II, they still fill the same narrative role: an invasion of monstrous “Others” who pose an
existential threat to the world order. Much like how Dungeons and Dragons presents Dwarves as
allies to Elves only when warring against Orcs, Orcs are only brought into the fold of an “Us”
when a more alien “Them” is presented by way of contrast.
Additionally, World of Warcraft has come under fire for the one-dimensional stereotypes
it applies to its other races, several of whom serve the classical role of the “savage race”
embodied by the Dungeons and Dragons Orc. Monson points to the Tauren (a race of Minotaurs)
and Trolls as particularly egregious examples:
As natural warrior herbalists, the Tauren are immersed in a culture that looks distinctly Native American. Taurens occupy the mesas and plains of Azeroth. They live in tepees and longhouses. NPCs have names such as Stonehoof, Cloudseer, Windhawk, and Mistrunner. Cities with names like Thunder Bluff, Bloodhoof Village, and Freewind Post are filled with colorfully painted totem poles, dream catchers, stretched animal skins, canoes, kilns, hand-woven baskets, ceremonial drums, and tapestries….. Troll villages are decorated with humanoid skulls both on pikes and in small piles, African style masks, caldrons, witch doctors, and spears while the sound of drums beat in the background. NPCs are frequently found squatting on the ground or engaging in Capoeira style dances. They speak with a stereotypical Jamaican accent and utter such things as ‘‘stay away from the voodoo,’’ ‘‘who you be?’’ and “‘greetings mon.’’198
197 Hodes, “Orcs Part II.” 198 Monsoon, “Race-Based Fantasy Realm,” 61.
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Orcs may no longer be standing in for a generalized Native Americans or Africans, but
Tauren and Trolls are now standing in for a very specific version of those peoples. Much like
with the Hobgoblins of Dungeons and Dragons, World of Warcraft is engaging in stereotype
splitting - when Orcs can no longer function as an all-purpose racial “Other,” different monstrous
races are created to fill the gap. Part of this, likely, is that Orcs are central to the narrative of
Warcraft as a franchise, being the sole antagonist faction of the original game and having
experienced robust character development as a race across its sequels. Tauren and Trolls,
conversely, were introduced in Warcraft III, where they played a relatively minor part. Just as
Hobgoblins in Dungeons and Dragons largely fulfill the role of Orcs in Lord of the Rings,
Tauren and Trolls in World of Warcraft largely fulfill the role of Orcs in Dungeons and Dragons.
Final Thoughts
In examining different portrayals of Orcs, we see a host of retrogressive and repugnant
themes: ideas about polygenesis, racial hierarchy, and miscegenation abound. Most perniciously,
the idea of certain races being inherently evil and dangerous recreates the same rhetoric used to
justify ethnic cleansing in the real world. When creating or participating in fantasy games, we
should be aware of what exactly it is we are fantasizing about: if that fantasy is one of living in a
world where it is acceptable to kill based on race, we should question why we are fantasizing
about genocide. Even their most positive and sympathetic portrayals consist of trading negative
stereotypes for positive stereotypes, and Orcs still struggle to be more than “martial races” in
contemporary fantasy games. Efforts to humanize Orcs and move fantasy games away from the
mindsets of genocide and race war are laudable and necessary, but as long as these efforts are
still operating in an essentialist framework, they will never meet their goals.
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CHAPTER III: THE CASE OF ELVES, THE BEAUTIFUL PEOPLE
Compared to Orcs and Dwarves, Elves are represented with a higher degree of diversity
in fantasy games. We frequently see good Elves and evil Elves, male Elves and female Elves,
Elves who are warriors and Elves who are wizards. Even with all of the above, Elves are not free
of the deterministic framework that dominates race in fantasy gaming. Across texts, Elves are
consistently essentialized as a “noble” race marked by the qualities of beauty, purity, intellect,
and femininity.
These traits lead to two seemingly disparate but subtly connected characterizations: the
first is the notion that the Elves are a “superior” race, often put directly in contrast to “lesser”
races such as Orcs. In this, they parallel myths about the “Aryan master race” as a superior
progenitor to contemporary Europeans. Variations on this theme are consistent from The Lord of
the Rings through World of Warcraft. In some cases (such as in World of Warcraft), this is
presented as a character flaw of Elves, an ethnocentric arrogance that leads them to believe
themselves superior to other races. In other cases (such as The Silmarillion), it is presented as an
implied fact in the text, with Elven superiority being marked by their wise temperaments, ancient
origins, and physical beauty.
This last trait ties directly to our second characterization: the emphasis on physical beauty
leads to Elves being encoded as racially feminine in the same way Dwarves and Orcs are
encoded as racially masculine. Female Elves are often presented as sex objects and male Elves
are often queer-coded. From the “Tabletop Era” onward, we see an increasing association
between Elves and homosexuality, genderfluidity, BDSM, and otherwise non-heteronormative
sexual practice. This strange evolution from a fantastical “Aryan master race” to a fantastical
LGBTQ+ community speaks to both the flexibility of the re-encoding process and the deeply
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intertwined nature of racial and sexual ideals. In imagining the “superior race,” fantasists and
Aryanists alike reveal their own sexual fantasies and project them onto racial identities.
Elves and Whiteness
Elves occupy a complex position with regards to Whiteness. In most fantasy texts,
Humans (the “Race of Men” for Tolkien) occupy the unmarked position of White Europeans,
being consistently portrayed with Caucasian features and broadly European-style clothing. In this
framework, Dwarves can be seen as liminal “Off-Whites” who are still distinctly European-
based, but often tied to more specific and subordinated communities such as Jewish or Celtic
peoples. As we discussed in the last chapter, Orcs function as a green-skinned stand-in for non-
White and Non-European groups.
Compared to these, Elves frequently occupy a position that I will refer to as “Hyper-
Whiteness.” Physically, they tend to be portrayed as exceptionally light-skinned and straight-
haired (with some notable exceptions discussed below), better embodying an image of Northern
European Whiteness than Humans in the same texts: if we compare the default bodies for Human
and Blood Elf characters in World of Warcraft, the Human model appears as a Caucasian of
medium complexion with dark brown hair and the Blood Elf as a gracile Caucasian with a light
complexion and pale blond hair.199 At the same time, they are physically marked as Other by
fantastical features such as pointed ears. Culturally, they tend to be defined by traits that are
desirable for Humans but only sometimes obtained: beauty, wisdom, and so on.
The “Hyper-White” Elf forms a binary with the Non-White Orc, and a binary that leaves
Humans (the standard audience-surrogate) in the liminal space. We see this binary at play in the
199 It’s worth noting that dark-skinned and African-featured depictions of Humans have occurred periodically in fantasy texts, such as the Redguard of The Elder Scrolls or some of the illustrations in the fifth edition Dungeons and Dragons Player’s Handbook. In these same texts, Elves are portrayed with either Caucasian or fantastical skin tones.
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origins of these two species discussed in previous chapters: The Elves in Lord of the Rings were
created directly by the creator deity Illuvatar, and the Orcs were Elves corrupted by the evil spirit
Melkor200 - Elven nature is a production of divinely created racial purity, whereas Orcish nature
is a product of degeneration over time. The Elves and Orcs in Dungeons and Dragons are the
creations of rival deities whose essence is manifested in their created races, explaining why
Elves are intrinsically Good and Orcs intrinsically Evil. Humans, conversely, are the only species
who have no innate morality, and are presented as equally capable of Good or Evil. With
Humans as a baseline, Elves are super-human in the same way that Orcs are sub-human.
Tolkien’s Elves and Aryanism
In previous chapters, I discussed the parallels between Tolkien’s Dwarves and real-world
understandings of Jews, as well as parallels between Orcs and “Saracen” or “Huns.” In
examining Elves through the race theories of the early 20th century, there are a number of
unsettling parallels with the myth of the “Aryan Master Race.”
Aryanism was a complex and sometimes contradictory set of ideas: In David Motabel’s
“Iran and the Aryan Myth,” he refers to it as “a series of conceptualizations and re-
conceptualizations” about language and race that connected Europe with India and Iran based on
a theorized “primordial people” (“Urvolk”) from which they are mutually descended.201 This
eventually evolved into a theory of a “higher race,” often directly contrasted to “lesser races”
such as Mongols and (especially) Semites. Motabel traces the origin of the Aryan myth to British
philologist Sir William Jones of the Royal Asiatic Society coming to grips with the linguistic
200 Tolkien, The Silmarillion, 37. 201 David Motadel, “Iran and the Aryan myth.” Perceptions of Iran: History, Myths and Nationalism from Medieval Persia to the Islamic Republic. edited by AM Ansari, 119-145.. London: Bloomsbury, 2013. 119-121.
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connections between Greek, Latin, Sanskrit and Farsi, which were taken as proof of shared
cultural identity and later racial identity:
In this context, the linguistic ‘Indo-European’ relationship was soon taken as proof of the tribal and volkish kinship of the people who spoke that language. As a consequence, European scholars began to see the ancient Persians as their ancestors…By drawing from language to volkish origin, Europeans became ‘Aryans’, whose roots (Urheimat) lay in the East.202
While Jones connected Europeans and Indians linguistically, Christopher Hutton’s
“Rethinking the History of the Aryan Paradigm” points to the German Indologist Fredrich
Schlegel as creator of the “Aryan” as an imagined Indo-European racial group:
Schlegel was writing against the background of the Napoleonic conquests, and his concern is with the historical grounding and ‘lineage’ of the Germans. He is the arguably true founder of the Aryan paradigm in its modern, ideological sense. Key elements in this paradigm include: the evocation of an empowering link between an ancient people and the modern Germans; the importance of the scholarly imaginary in the creation of modern German nationalism; and the centrality of language.203
This linking of Europe and Asia gave Aryanism a dual nature: it was a theory of White
European supremacy, but it was also a theory of understanding “Oriental” India and Iran on the
basis of language, culture, and intellect. The same themes of antiquity, superiority, intellect, and
civilization that consistently define Elves in fantasy were also the defining traits of the “Aryan,”
whether speaking of European or Indian examples. Like with Tolkien’s Elves, the incorporation
of Indians and Iranians makes the imagined Aryan serve as both a contemporary White “Self”
and a desirable exotic “Other.” 204
This vision of the Indian Aryan is perhaps best embodied by an 1862 speech by British
intellectual Samuel Laing:
. . . they [the Aryan race] are eminently the intellectual race, the race of science, art, poetry, philosophy, conquest, colonization, and progress.... All Arian[sic] nations possess in a greater or less degree this
202 Motadel, “Iran and the Aryan Myth,” 120-121. 203 Christopher Hutton.“Rethinking the History of the Aryan Paradigm.” Hong Kong, University of Hong Kong, 2013. 204 When Elves are not encoded along European racial lines, they often take up Asian racial encodings instead. This is best seen in World of Warcraft, where the Night Elves are given Japanese-inspired clothing and architectural trappings, and the Blood Elves are given Middle Eastern ones. These “Oriental Elves” can be seen as the thematic descendants of the “Oriental Aryan.”
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divine faculty. Contrasted broadly with the standard of other races, there is no such thing as a stupid Arian nation.... It is true, the very liveliness of his faculties makes the Arian more susceptible of outward influences than the Chinese with his stereotyped civilization, and the Semite with his one or two narrow but profound ideas.205
Laing’s speech contrasts the intellectual prowess of the “Arian” Indian to the intellectual
shortcomings of the “Chinese” and the “Semite.” Such themes are also present in Houston
Stewart Chamberlain's discussions of the Aryan in Foundations of the Nineteenth Century, the
text where he laid out his Aryanist views. For Chamberlain, Aryan superiority is understood
through his contrast to the “Mongol” and the “Semite.” Contrasting nomadic and settled peoples,
he writes that “the beautiful flowers of old Aryan life —Indian thought, Indian poetry—were to
be trodden under foot by the savage bloodthirsty Mongolian.”206 With regards to the Persian
conquest of Babylon, he writes that the “inexperienced Indo-European” King Cyrus “permitted
the return of the Jews and gave them a subsidy for the rebuilding of the temple under the
protection of Aryan tolerance the hearth was erected from which… Semitic intolerance was to
spread like a poison over the whole earth.” 207 As discussed in previous chapters, both the
“Mongols” and “Semites” are represented in The Lord of the Rings through their parallels to
Orcs and Dwarves. In this light, the Elf/Orc and Elf/Dwarf binaries of Middle-Earth show
striking similarities to the Aryan/Semite and Aryan/Mongol binaries in Chamberlain’s writings.
Whereas Orcs are defined almost entirely in terms of negative traits, and Dwarves have a
mixture of positive and negative traits, Elves are defined almost entirely in terms of positive
traits. Let us consider the following passages from J.R.R. Tolkien’s The Silmarillion and Arthur
de Gobineau’s The Inequality of Human Races:
In the beginning the Elder Children of Iluvatar were stronger and greater than they have since become; but not more fair, for though the beauty of the Quendi in the days of their youth was beyond all other beauty that Iluvatar has caused to be, it has not perished, but lives in the West, and sorrow and wisdom have
205 Samuel Laing. Lecture on the Indo-European Language and Races,. Calcutta, 1862, 13-14. 206 Chamberlain, Foundations of the Nineteenth Century, 494-495. 207 Chamberlain, Foundation of the Nineteenth Century, 457.
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enriched it.208
The white race originally possessed the monopoly of beauty, intelligence, and strength. By its union with other varieties, hybrids were created, which were beautiful without strength, strong without intelligence, or, if intelligent, both weak and ugly.209
Both groups are defined by traits of intellect, strength, and beauty. Both are subject to
threats of losing some of these traits through racial degeneration, while maintaining others that
demonstrate their connection to a lost, higher form. The threat of degeneration plays to a sense of
antiquity, that the superior was once dominant but has lost or is under threat of losing its
superiority with the passage of time. Being the “Elder Children of Illuvatar” associates Elven
nobility with their ancient origins, much like the hypothetical nature of the Aryans as the
“Urvolk.”
Intentionally or otherwise, Tolkien’s writings have multiple strong parallels to real-life
Aryanist theories. It is also important to bear in mind how Tolkien’s training as a linguist in
Imperial Britain may have influenced his ideas on race. As Joan Leopold’s “British Applications
of the Aryan Theory of Race to India, 1850-1870” states:
From I850-70 perhaps the majority of comparative philologists accepted the principle that in the classification of contemporary human 'races' linguistic criteria were the most reliable and should supersede as yet scarcely formularized ethnological criteria such as hair, eye and cuticle colour or cranial and skeletal measurement.210
As such, the odds of Tolkien being exposed to linguistically informed race categories such as
“Aryans” and “Semites” in his own academic training strikes me as high, and further supported
by how closely the texts he created seem to mirror these models. This may have been deliberate
influence from the writings of the likes of Gobineau, Chamberlain, and Laing or it may have
208 Tolkien, Silmarillion, 36. 209 Gobineau, Inequality, 209. 210 Joan Leopold. "British applications of the Aryan theory of race to India, 1850-1870." The English Historical Review 89, no. 352 (1974): 578-603. 579.
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simply been an early 20th century intellectual writing what seemed natural to him, and what
seemed natural emerging from the currents of late nineteenth century race theory.
Superior Elves After Tolkien
In fantasy games, Elves are frequently divided into a number of distinct types or
“subraces,” each with different essential characteristics. Though these vary from text to text, the
most common subdivision is the trichotomy of magical “High Elves,” nature-loving “Wood
Elves,” and sinister “Dark Elves.” Dungeons and Dragons, Warhammer, and The Elder Scrolls
all use this trichotomy explicitly (though Dungeons and Dragons occasionally adds in other
forms of Elves).211 Each of these have their own peculiar sets of racial signifiers which are worth
exploring: High Elves embody the Aryanist ideal described above, often through intellectual and
spiritual traits. Wood Elves are a case of the same sort of stereotype-splitting seen with
Hobgoblins and Orcs, giving a model for Elves who are rugged “Noble Savages” rather than
intellectuals. Dark Elves serve as a “feminine evil” to balance out the “masculine evil” of Orcs,
and their descriptions are steeped in ideas about sexual deviance and BDSM.
In Dungeons and Dragons, we see Aryanist themes with “High Elves” and “Grey
Elves,” who are described as following in The Complete Book of Elves:212
While not exactly bigoted toward other races, the grey elves do believe in the purity of the elven line. They are the least tolerant of other races, and they take pains to ensure that they remain secluded from all-sometimes even other elves….The grey elves are not rabid in their dislike of the shorter-lived races, but
211Tolkien also made reference to various Elven peoples, including “Wood Elves” and “Grey Elves,” which likely set this pattern into motion. Likewise, World of Warcraft divides their Elves into “Blood Elves” and “Night Elves,” who roughly correspond to the High Elf and Wood Elf archetypes. 212 The official website D&D Beyond parses the term “High Elf” into two subcategories: “In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the grey elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.” The Aryanist themes of beauty, purity, and intellect are present in both versions, but are played up and presented as a character flaw in the former type. The D&D Grey Elf is functionally a “Higher High Elf.” D&DBeyond, “Elf.” Accessed 2-25-2022. https://www.dndbeyond.com/races/elf
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they do fear the corruption that the other races can bring to the elves…These elves feel that they are the "true" elves and that others are somehow lesser versions.213
McComb’s description of Grey Elves is attempting to walk a fine line, portraying them as
ethnocentric without portraying them as “Evil” in the racialized hard morality of Dungeons and
Dragons. In the same section, McComb refers to them as the “The most noble and most reclusive
of the elves” and states that they “view themselves as the protectors of good in the world.”214
Here, ethnonationalism and desire for racial purity is contrasted with explicit statements of high
moral character, marking those behaviors as acceptable among “Good” races. Their fear of
corruption from other races is presented as at least partially justified. 215
The Warhammer: High Elves army book paints a very similar picture of Elves as a noble
and ancient but diminishing race. They “hold the honour of being the one true civilization from
which all other Elven realms have sprung" and "Once masters of the mortal realm... the High
Elves are now passing into twilight." The book continues that "Only a relative handful of High
Elves see the lesser races as something worth protecting - and even then they believe that these
races must occasionally be saved from themselves." 216 The first statement plays to the same
sense of superiority rooted in antiquity seen with Tolkien’s Elves, presenting them as an original
pure race from which other races have (d)evolved. The second statement suggests something
akin to the “White Man’s Burden” wherein Elven morality is rooted in a framework of
stewardship over other races. Their morality is linked to racial purity as well, with an innate
racial resistance to the “warping influence of Chaos” that serves as the principle cosmic threat in
Warhammer.217 This emphasis on purity is particularly noticeable in the description of their
213 McComb, Complete Book of Elves. 18. 214 McComb, Complete Book of Elves, 18. 215 We see here again parallels to the “Replacement Theory” described in the previous chapter. 216 Matthew Ward. Warhammer Armies: High Elves. Eighth Edition. Nottingham: Games Workshop, Nottingham, 2012, 6-7. 217 Ward, High Elves, 7.
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“Maidenguard” unit, described as “[aspiring to] perfection; not only in mind and body, but also
in pursuit of the spiritual.... ensuring that they remain incorruptible."218
The Blood Elves in World of Warcraft occupy a similar space, of being marked by an
Aryanist ethnocentricism. In “Race Based Fantasy Realm” Melissa J. Monson offers the
following analysis of the Blood Elves:
Much of what the Blood Elves have to say reflects an arrogant superiority and disdain for other races which is aptly conveyed through bigoted jokes and a haughty demeanor. Along with the phoenix adorning their flag and large draping red banners lining the streets, these Neo- Nazi cues have led many on the WoW forums to read the Blood Elves as Germanic.219
The Nazi imagery associated with Blood Elves was likely intended to be ironic; Blood
Elves are part of the “Horde” faction that also includes Orcs, Trolls, and most of the traditionally
“Evil” races, though in a setting that has actively distanced itself from the racialized morality of
Dungeons and Dragons. However, Monson goes on to analyze a series of comments from the
White Supremacist website Stormfront that connect Blood Elves to Aryanism: “Blood elves are
very European . . . the “Aryan” bloodelves [sic] are the only race on the horde side that is smart
enough to be a Paladin. So you see even in fantasy it shows that the white culture is superior to
other mud cultures.”220 She then concludes that “ethnicity is being interpreted through a filter of
racial imperialism. Blood Elves are viewed as culturally superior; therefore, they must be
Aryan.”221
In all of these cases, we are presented with a civilization of Elves who believe themselves
superior to other races on the basis of age, purity, and intellect - the same traits which define the
218 Ward, High Elves, 48. The Maidenguard are one of the few explicitly female High Elf units in Warhammer, and with them we see the doubling down on purity as a feminine as well as Aryanist racial trait. 219 Monson, “Race-Based Fantasy Realm,” 63. 220 Quoted in Monson, 63. 221 Monson, “Race-Based Fantasy Realm,” 63. The Stormfront reading of Blood Elves as “Aryan” and “European” is contrasted by the aggressively Middle-Eastern themes of the Blood Elves clothing and architecture in World of Warcraft; it would seem that these encodings were less salient to White Supremacist players.
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“Aryan” race. These games portray this belief in a flippant way that is neither confirmed nor
denied by the text: players are left room to interpret whether these Elves are merely arrogant
ethnocentrists or genuinely are a superior race. And as evidenced by Monson’s research on
Stormfront, these statements are taken at face value by at least some players.222
High Elves and Magic
Of the above-mentioned three types, the “High Elf” type is the one which most heavily
contains the themes of Aryanism, typically being the oldest, most civilized, and most intellectual
of the Elven races. High Elves are consistently portrayed as more intelligent and more heavily
associated with magic than other races, often with game mechanics being used to reinforce these
associations. This emphasis on the spiritual rather than physical side of Elves reinforces their
position as a “noble” race who work with their minds rather than bodies.
In fantasy games such as Dungeons and Dragons, The Elder Scrolls, and World of
Warcraft, characters are principally defined by their “class” as well as their “race.” Class in this
sense refers to an adventuring profession rather than a position within a social hierarchy, though
it often contains subtle associations of the latter as well. While a game may present a dozen or
more different such classes, the vast majority of them amount to variants on either warriors (who
work with their bodies) or wizards (who work with their minds). As previously discussed, Orcs
and Dwarves are both consistently given attributes that make them better warriors, emphasizing
the physicality (and hence masculinity) of these races. Elves, conversely, are consistently given
bonuses that make them better wizards, emphasizing their intellectual nature.223
222If Elves are decoded as more exotic or “other,” then their ethnocentricism carries with it notes of “Reverse Racism”: the idea that the other races look down on us, and thus we are justified in looking down on them. 223 The Lord of the Rings, being a narrative text rather than a game, did not use this framework: however, it did present magicality as a function of race: wizards such as Gandalf and Saruman were “Maiar,” beings roughly analogous to angels, and thus separated from the “Race of Men.” Elves were also presented as having a subtle but intrinsic level of magicality, as seen in the conversation between Samwise and Galadriel in The Fellowship of the Ring:
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In the first edition of Dungeons and Dragons, Elves were the only non-Human race who
could be Magic-Users; later editions relaxed this restriction, while still giving Elves bonuses to
the abilities used for magic. Within Dungeons and Dragons, magic is foremost an expression of
intellect; the “Intelligence” attribute’s primary function is to govern one’s ability to perform
magic, making it a vital attribute for Magic-Users and of little utility to other roles.224 The role of
the Magic-User was to be an intellectual among the uneducated, and thus carries with it the
suggestions of being a higher “class” in the conventional sense of the word. The Grey Elves
described earlier represented the peak of this intersection of magic, intelligence, and aristocracy:
“These noble elves are the rarest and most powerful of their kind. They are more intelligent
than other sorts (+ 1 on dice roll for intelligence), and those few with supra-genius abilities can
become wizards.”225 Even in the current edition of Dungeons and Dragons, where any race can
become a wizard, High Elves are still given a racial intelligence bonus that makes them better-
qualified than other races.
Subsequent fantasy games would follow D&D’s model of race and class being tied via
ability bonuses and penalties, often slotting Elves into the intellectual magic-user role. In the
World of Warcraft, the Blood Elves are given abilities such as “Arcane Affinity” and “Arcane
“It’s wonderfully quiet here. Nothing seems to be going on, and nobody seems to want it to. If there’s any magic about, it’s right down deep, where I can’t lay my hands on it, in a manner of speaking.” “You can see and feel it everywhere,” said Frodo. … “And you?” she [Galadriel] said, turning to Sam. “For this is what your folk would call magic, though I do not understand clearly what they mean; and they seem also to use the same word for the deceits of the Enemy. But this, if you will, is the magic of Galadriel. Did you not say that you wished to see Elf-magic?” (Tolkien, 397) 224 This briefly changed in the game’s third edition, when Intelligence also governed the number of skills one could learn, making it useful for all characters. Third edition also introduced the “Sorcerer” class who wielded the same magic as Wizards, but their ability was governed by “Charisma” rather than “Intelligence.” The combination of these two changes was to radically de-emphasize the connection between magic and intellect. 225 Gygax, Monster Manual, 39. It is worth noting that first edition Dungeons and Dragons gave attribute penalties to female characters, limiting their “Strength” statistic (which was the primary attribute used by warriors). Thus, female characters were better suited towards wizard rather than warrior roles by their limitations, just as Elves were better suited to being wizards by their bonuses.
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Acuity” which are framed in terms of innate magical ability. In The Elder Scrolls, High Elves are
consistently given large bonuses to their intellectual attributes and magical skills, as well as
special abilities which make them better at performing magic than other races: the game
mechanics typecast them as “wizards” by the same mechanisms that Orcs are typecast as
“warriors.” Like with the Grey Elves of D&D, racial superiority, civilization, intelligence, and
the practice of magic are all linked, as evidenced by the in-game description of High Elves from
The Elder Scrolls: Morrowind.
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the “lesser races.” 226
In Warhammer, the race/class intersection is not present, with each race being presented
as armies rather than individuals. However, the association of Elves with magicality and intellect
remains through the narrative aspects of the book. It states that for High Elves, “their minds are
their finest weapons” and "by lineage and inclination, the High Elves are a magical race.... their
mages' nimble minds can embrace a deeper understanding of its subtleties and whims than other
wizards."227
In my chapter on Dwarves, I discussed Gobineau’s metaphysical principles of “Purusha”
and “Prakriti,” representing the masculine/material principle in a race and the latter representing
a feminine/spiritual principle. Dwarves embody “Parusha” both in masculinity and their
associated antipathy towards magic and spirituality; conversely, Elves embody “Prakriti” in that
they are frequently portrayed as both feminine as well as emotional, intellectual, and magical.
Though he did not share Gobineau’s appropriation of Sanskrit terminology, Chamberlain also
226We see the Aryanist themes of linguistic origin here at play: The “Common” language of Tamriel’s European-coded Humans is a linguistic descendent of the originating Elven language. 227 Ward, High Elves, 37.
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associated these cerebral qualities with Aryan identity:
The Aryan Indian can stand as an example of the extreme contrast to the Semite…. the mind of the Hindoo embraces an extraordinary amount—too much for his earthly happiness; his feelings are tender and-full of sympathy, his sense pious, his thought metaphysically the deepest in the world, his imagination as luxuriant as his primeval forests, as bold as the world's loftiest mountain peak, to which his eye is ever drawn upwards.228
Chamberlain, Gobineau, Tolkien and Gygax are operating in the same binary framework
that imagines the body as masculine and the mind as feminine. As discussed in previous
chapters, the Dwarves in Lord of the Rings were heavily coded as “Semites” through language
and stereotype. Just as Chamberlain contrasts the “Aryan” as the opposite type of the “Semite,”
Elves are consistently presented as the opposite type of the Dwarves: Elves are emotional,
feminine, artistic, and magical, while Dwarves are taciturn, masculine, pragmatic, and material.
Just as we can examine an Elf/Orc binary that forms around purity vs degeneration, we can also
examine an Elf/Dwarf binary that revolves around feminine spirituality vs masculine materiality.
Racializing Femininity
In addition to being feminized through the Purusha/Prakriti binary, the repeated theme of
“beauty” connects notions of Elven superiority to femininity, sexualization, and ultimately
queerness. In the Silmarillion, Tolkien emphasizes “beauty” as the unchanging characteristic of
the Elves, even when their physical strength is in decline. Likewise, Arthur de Gobineau
repeatedly emphasizes the superior physical beauty of Europeans over non-white peoples. In The
Mismeasure of Man, Stephen J. Gould analyzes the preoccupation with beauty shown by the
English polygenist Charles White:
White’s criteria of ranking tended toward the aesthetic, and his argument included the following gem, often quoted. Where else but among Caucasians, he argued, can we find … that nobly arched head, containing such a quantity of brain.… Where that variety of features, and fullness of expression; those long, flowing, graceful ringlets; that majestic beard, those rosy cheeks and coral lips? Where that… noble gait? In what other quarter of the globe shall we find the blush that overspreads the soft features of the beautiful women of Europe, that emblem of modesty, of delicate feelings … where, except on the bosom of the European
228 Chamberlain, Foundations of the Nineteenth Century, 435.
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woman, two such plump and snowy white hemispheres, tipt [sic] with vermillion.229
In a male-dominated cultural landscape, “Beauty” becomes an inherently feminine trait.
Laura Mulvey’s famous Visual Pleasure and Narrative Cinema expounds upon how “to-be-
looked-at-ness” becomes a defining trait of women. With Elves, we see this same process
approached in reverse: Rather than being necessarily beautiful as a byproduct of being defined as
female, Elves become necessarily feminine as a result of being defined as beautiful.
The fifth edition Dungeons and Dragons Player’s Handbook describes them as follows:
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races…. They are more slender than humans, weighing only 100 to 145 pounds… Elves have no facial and little body hair.” 230
These typical depictions of Elves as “beautiful” - sharp-featured, waifish, lacking body hair - all
cleanly map specifically onto Western ideals of feminine beauty. And indeed, across the fantasy
genre, we see an abundance of representations of female Elves, even in texts which lack
representation of women in general.
There are relatively few female characters in Tolkien’s work, but the ones we do see are
disproportionately Elves. The Lord of the Rings features few examples of female Dwarves, Orcs,
or Hobbits, and the ones who are mentioned are minor characters at best (such as Sam’s fiancé
Rosie Cotton or Bilbo’s cousin’s wife Lobelia Sackville-Baggins). Of the major female
characters in the Lord of the Rings, two of them are Elves (Galadriel and Arwen), one is Human
(Eowyn), and one is a giant spider (Shelob). Elven women are better represented than even
Human women in Tolkien’s trilogy, making them the race most heavily associated with female
229 Quoted in Gould, Mismeasure of Man, 67. White’s description points toward an underlying bisexual frame at the heart of racializing “Beauty.” White’s description of the “bosom of the European woman” is matched by his description of the “majestic beard, those rosy cheeks and coral lips.” In imagining a beautiful race, White is imagining beauty as the property of both male and female members of that race, and giving expression for same-sex as well as heterosexual desire. 230 Wyatt, Schwab, and Cordell. Player’s Handbook. 23.
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characters.
This association of Elves as “The female race” is exemplified by the character of Tauriel
in the film version of The Hobbit. Peter Jackson added the original character of Tauriel (a female
Elf) to compensate for the dearth of female characters in the original text. Jackson confirmed this
as a motivation in an interview with the Daily Beast, stating. ”…you do have a lot of young girls
seeing this film, and they should have somebody in there who they can empathize with.”231
Given that his goal was to add female characters, Jackson could have made Tauriel a
Dwarf, given the central role that Dwarves play in The Hobbit. Conversely, since his goal was to
create a character for young girls to empathize with, he could have also made her a (Human)
young girl. The decision to make Tauriel an Elf, instead of any of the above, serves as a test case
to the extent to which Elven-ness and femininity were associated in the mind of The Hobbit’s
producers. Despite the minimal role which the Elves play in The Hobbit, they were viewed as the
logical choice of racialization for an original female character.
In examining early Dungeons and Dragons texts, we see a similar trend. In the
illustrations of the first edition Player’s Handbook, there are seventy-three male characters and
two female characters. The first of these female characters is an Elf in an illustration displaying
all of the playable races side-by-side: the representations of all other races are male. Likewise in
World of Warcraft, the introduction cinematic features a number of characters representing the
different races present in the game - Humans, Orcs, Dwarves, and so on. All of these
representative characters are male, with the exception of a conventionally attractive, scantily clad
female Elf. Among the various armies of Warhammer, the Dark Elves were the only army who
231 Alex Suskind. “‘No Regrets.’ Peter Jackson Says Goodbye to Middle Earth.” The Daily Beast, December 4, 2014. Updated April 14, 2017. https://www.thedailybeast.com/no-regrets-peter-jackson-says-goodbye-to-middle-earth
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extensively fielded female units, and those units are depicted in similarly hypersexual fashion.
Gary Gygax himself was a self-described “biological determinist” who stated that women
did not enjoy the game he created because of differences in the way their brains function.232 Gary
Fine’s research on tabletop gaming communities in the early 1980’s indicated that these
communities were incredibly hostile to women. One interviewee presented the way sexual
harassment was normalized:
Yeah, they’re (women) accepted. They’re accepted and they’re sort of treated special. I mean people make a little joke about them, or talk to them in kind of a kidding way, and it’s quite obviously a reflection of our own societal values. You know, they’re making sexual remarks to the girl and teasing her about sex and so on: it’s considered standard, no big deal.” 233
All of this is to clarify that early Dungeons and Dragons, on the level of text, creator, and
audience, was thoroughly masculinist in its outlook and definitively a “boy’s club.” This led to a
thorny issue with Elves being so heavily coded as feminine, and what to do with the male
members of a female race. With the case of Dwarves being portrayed as a race of gruff old men,
there is little need to consider where that leaves Dwarven women - Dwarves were male, players
were male, characters were male, and Dwarven women could remain invisible. However, as a
male-oriented game, male Elves cannot be erased as easily as female Dwarves could be. And
thus, left with a pool of feminine male characters for artists to draw, writers to expound upon,
and players to inhabit the role of, fantasy games are left to reckon with how to deal with
feminine-coded male characters.
232Gary Gygax, Q&A with Gary Gygax, Part III. Dragonsfoot Forums. July 13, 2005. https://www.dragonsfoot.org/forums/viewtopic.php?t=12147&start=60 233 Quoted in Fine, Shared Fantasy, 68. Clements’s dissertation indicates that this sort of casual sexism is very much alive in the present incarnation of the gaming community: “Every female respondent [to his interviews] had at least one story of going into a game store and being made to feel uncomfortable because they were a female in a male-dominated space. Sometimes it’s a case of active misogyny, and sometimes it is a matter of awkward men not knowing how to interact with a woman, but the net result is that many spaces where D&D is played are not friendly for women. Clements, Dungeons and Discourse, 28.
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Elves and Queerness
The association between Elves and femininity has led to the curious outcome of Elves
(particularly male Elves) being consistently queer-coded. This is most apparent in parodies of the
fantasy genre: In the 2004 Comedy Central adult animated series Drawn Together, which
featured cartoon characters of disparate genres in a reality-TV format, the character of Xandir P.
Wifflebottom was drawn as a D&D-style Elf and portrayed as a disparaging caricature of a
hypersexual effete gay man. The 2012 children’s animated series Gravity Falls would repeat a
milder version of this same joke in the episode “Dungeons, Dungeons, and more Dungeons.”
The episode featured characters from a D&D-esque game drawn into the real world, including a
male Elf adventurer. The Elf spoke with the type of lilting voice stereotypically associated with
gay men, and the episode made a persistent gag of him being aloof to flirtatious gestures made
by female characters.
The 2009 fantasy video game Dragon Age: Origins featured the character of Zevran
Aranai, a bisexual male Elf whom the player could pursue a romantic relationship with.
Conversely, the game also featured the character of Allistair, a heterosexual Human who could
only be courted if the player had created a female character. Dragon Age was one of the earliest
high-budget video games to explicitly include same sex romances, and Zevran is a milestone
character in this regard. However, the decision to make the Elven male love interest bisexual and
the Human male love interest heterosexual is part of the same pattern that created homophobic
caricatures such as Xandir in Drawn Together.
Within fantasy games, Elves are frequently characterized as having less defined gender
roles on both a personal and a societal level. The Warhammer: Wood Elves army book states
“most Wood Elves make no distinction between male and female when it comes to all duties,
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whether those responsibilities find their calling in war or peace."234 As early as 1992, we have
this line from the Complete Book of Elves: “Lastly, since elves make no distinction between male
and female, the personal pronouns in this book alternate between genders. Not all examples will
be only of "he" or "him"; some will consist of only "she" or "her."235 While the Warhammer
book limits Elven genderfluidity to occupational duties, McComb seems to be suggesting that
Elves have no personal concept of gender binary, a theme which will return strongly in later
D&D texts.
More recently, several D&D adventure manuals have featured explicitly nonbinary
characters, both of whom were Elves. The 2018 Waterdeep: Dragon Heist has the character Fala
Lefaliir, described as “an outgoing wood elf with long, braided hair. Like the elven god Corellon
Larethian, Fala is neither male nor female. If referred to as ‘he’ or ‘she,’ Fala gently requests to
be addressed by name or as ‘they.’”236 The 2020 Icewind Dale: Rime of the Frost Maiden has a
nonbinary Half-Elf explorer named Tali who “presents as neither male nor female and requests
to be referred to as ‘they’ or by name in conversation.”237 In Perkins' description of Fala Lefaliir,
we see another instance of polygenesis being the origin of racial essence in D&D. For Fala,
being nonbinary reflects the character of a genderfluid creator god; Corellon Larethian is
described as “When consorting with other gods, Corellon often adopted their appearances- male,
female, or something else- but just as often kept their company in the form of a rose blossom or a
delicate doe.”238 Elven genderfluidity is here part of a divinely imparted national character in the
same way that Orcish aggression is.
234 Matt Ward. Warhammer Armies: Wood Elves. Eighth Edition. Nottingham: Games Workshop, Nottingham, 2014, 18. 235 McComb, Complete Book of Elves, 8. 236 Christopher Perkins, Waterdeep Dragon Heist. Renton WA: Wizards of the Coast, 2018, 33. 237 Christopher Perkins, Icewind Dale: Rime of the Frost Maiden. Renton WA: Wizards of the Coast, 2020, 31. 238 Mike Merles and Jeremy Crawford. Mordenkainen’s Tome of Foes. Renton WA: Wizards of the Coast, 2018.
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Both of these texts are by the same author, Christopher Perkins. Dragon Heist features a
wide number of LGBTQ+ characters including Elves, humans, and Genasi (a sort of genie-folk).
Perkins appears to be making a good-faith effort to portray a wide range of sexual identities in
writing and deserves credit for it. And yet, it is telling that the nonbinary characters in both
Dragon Heist and Rime of the Frost Maiden are some variety of Elf, rather than nonbinary
Dwarves, Orcs, or Humans. The long-running feminization and sexualization of Elves make
them a more natural fit for queer representation, to the point where queerness has become a
racial characteristic for Elves. These representations themselves are not problematic in and of
themselves, but rather are made so by how they are racially focused: If there is any disservice
being done to the LGBTQ+ community, it is not in the presence of queer Elves, but rather in the
absence of queer non-Elves. 239
Half-Elves and Elves as Sex Objects
In my previous chapter, I discussed the implications of the “Half-Orc” as a racial trope in
Dungeons and Dragons. The same game also presents players with “Half-Elf” as a race option;
like the Half-Orc, the narratives surrounding Half-Elves are centered around the circumstances
of their conception. While Half-Orcs exist as a byproduct of fears of miscegenation, the Half-
Elves are a byproduct of fantasies about the same. The Half-Orc is implicitly the child of rape,
reflecting fears of the uncontrolled sexuality of the Masculine Other. Conversely, The Complete
Book of Elves defines Half-Elves as the product of the sexual allure of the Feminine Other: “Elf
females sometimes find themselves drawn to human men for a brief while, and human women
cannot resist the charms of certain elf males.”240 The Elf/Orc binary is at play here again: Elves
239I have complex personal feelings about this trait. I myself am nonbinary and often identified with Elf characters in fantasy media precisely because of this queer coding. However, my personal attachment to queer-coded Elf characters should not come at the cost of acknowledging the patterns of homophobia that inform their creation. 240 McComb, Complete Book of Elves, 42.
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are presented as sexually desirable to Humans, while Orcs are presented as sexually desirous of
Humans. As Hodes writes, the idea that Elves are “beautiful” and Orcs are “ugly” implies
consent in their conception: “because both humans and elves are playable, their unions are
implied to be consensual. Besides, they adhere to dominant beauty standards, unlike the gray-
skinned, slope-skulled orcs with their protruding teeth.” 241
As with much of Dungeons and Dragons, Half-Elves exist as extrapolations of characters
and lore from Lord of the Rings, where we both see the Human/Elf romance between Aragorn
and Arwen and the title “Half-Elven” used to describe Elrond based on his mixed-race heritage.
Notably, the mixed-race marriages described in Tolkien’s works - Aragorn and Arwen, Beren
and Luthien, Tuor and Idril - are all between Human men and Elven women. In this, we see two
key points: firstly, we reinforce the connection between racial divisions and gender binaries: in
the union of Men and Elves, the Elf is always the woman in the marriage. Secondly, we see an
Orientalist pattern of desire at play, with Elven women functioning as an exotic “Other” to be
desired and obtained by heroic Human men.242 When contrasted with the miscegenation fears
encountered with Half-Orcs, we see a pattern in which miscegenation is acceptable when it’s
“Our” men and “Their” women, but not when it’s “Their” men and “Our” women. Elizabeth
Hoiem’s “World Creation as Colonization” illustrates the connection between Human/Elf
romances and racial purity:
The reason why racial intermarriage and gender interdependence are privileged in Tolkien, contrary to the fear of miscegenation prevalent in colonial discourse, is that Tolkien depicts the fictional unified center from the opposite end of history. He is not trying to prevent racial decay, but to trace the ascension of a race long ago. Interracial marriage between elf and man is far from threatening, as it is always the woman who is an elf. Through patrilinear inheritance, the superior elven race is harnessed within modern man: the fertile spirit, colonized and tamed by male order in the name of progress. Tolkien begins with diversity, but ends with dominance.243
241 Hodes, “Orcs Part II.” 242 This was summed up crassly but succinctly in a Facebook post by Adam Franti: “there are hot races and ugly races, and you can definitely fuck the hot races and most of the coolest people actually did.” 243 Elizabeth Massa Hoiem. "World Creation as Colonization: British Imperialism in ‘Aldarion and Erendis.’" Tolkien Studies 2 (2005): 75-92. https://doi.org/10.1353/tks.2005.0020. 83.
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In Hoiem’s argument, we see the “hyper-white” status of Elves informing these
human/Elf marriages. Tolkien’s Race of Men are an “Us,” but an “Us” that has suffered a degree
of racial decay; Elves, conversely, are the fantasticalized Ancient Aryans, the pure original race
from which the “Us” descends. Via these interracial marriages, the male increases rather than
decreases the purity of his bloodline. Within a patriarchal and patrilinear system, interracial
marriage becomes a tool for conquering and absorbing the “other” race through their female
members. In Hoiem’s analysis, we see the convergence of the seemingly disparate themes of
“Aryan” Elves and “Feminine” Elves - beauty, femininity, and racial purity are all bound up
together in the imagining of a fantastical ideal sexual partner.
Wood Elves and Stereotype Splitting
The above image of the High Elf as an aristocratic wizard is countered by the trope of the
“Wood Elf,” who is typically categorized as a skilled hunter, archer, and woodsman. As with the
High Elf, these characterizations are reinforced by game mechanics. The first edition of the
Dungeons and Dragons Monster Manual states: “they are unusually strong for elves (add +1 to
all die rolls, treating 19 as 18), but they are not quite as intelligent (treat 18 intelligence as
17).”244 In The Elder Scrolls, likewise, Wood Elves are given bonuses to skills in stealth and
archery rather than magic as with High Elves. Their in-game description from The Elder Scrolls:
Morrowind holds several key points I wish to highlight:
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests…. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
In the ways in which Wood Elves are contrasted against High Elves, we see a number of
244 Gygax, Monster Manual, 40.
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structural binaries at play: urban/rural, civilized/barbarian, physical/mental.
Both Dungeons and Dragons and Warhammer use Elven subraces to reinforce the
racialization of morality, with “Evil” Dark Elves contrasted against “Good” High Elves. Within
the racial trichotomy, Wood Elves are typically portrayed as neutral isolationists: their
description in the first edition Monster Manual states “"these creatures are very reclusive and
generally (75%) avoid all contact. Wood elves are more neutral than other elves."245 Likewise,
their Warhammer sourcebook describes them as "Capricious and unpredictable, the Wood Elves
have been likened to a force of nature, neither truly good nor evil."246
By looking at the role of Wood Elves, we can see the same sort of stereotype splitting as
with the case of Hobgoblins in the previous chapter. The Wood Elf model seems to be based
directly on the character of Legolas from The Lord of the Rings, locking an image of the Elf as a
woodsman and hunter into the genre. Rather than having some Elves who are airy aristocrats like
Galadriel and some Elves who are earthy hunters like Legolas, the High Elf/Wood Elf binary
reinforces the essentialist framework by putting each archetype of Elf into its own distinct racial
group.247
Dark Elves: The Feminine Evil
With Dark Elves, we see the intersection of many of the themes that have been explored
in the past three chapters: they combine themes of race-gendering, racial hierarchy, and
racialized morality. Like Elves in general, they are consistently portrayed as more feminine than
masculine, more spiritual than physical, as a haughty “superior race,” and as the objects of sexual
245 Gygax, Monster Manual, 41. 246 Ward, Wood Elves, 5. 247The combination of Elven nobility with their rugged physicality makes Wood Elves a strong fit for the “Noble Savage” archetype. And as we see with characters like Conan the Barbarian, the desire to have a White European model of the Noble Savage has been a long running theme in the fantasy genre.
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fascination. Like Orcs, they are frequently portrayed as innately evil and marked by unusual
coloration.248 In this regard, Dark Elves complete the structural quartet of gender and morality
implied by Elves, Dwarves, and Orcs: Dwarves are Masculine and Good, Elves are Feminine and
Good, Orcs are Masculine and Evil, and Dark Elves fill the role of the Feminine and Evil race.
And while this may not have been the intended purpose of Dark Elves at their inception, I
believe it is this function which accounts for their enduring popularity with the fantasy genre.
Though the term predates the game, the modern codification of Dark Elves in fantasy
gaming stems largely from the first edition of Dungeons and Dragons. The first description of
them appears in the first edition Monster Manual as follows: “The ‘Black Elves,’ or drow, are
only legend…. The drow are said to be as dark as faeries are bright and as evil as the latter are
good.”249 The origin of Dark Elves in D&D is, seemingly, a translation error. Tom Shipley’s
“Light Elves, Dark Elves, and Others” talks about the linguistic origin of the term “Dark Elves”
being another term for the same faerie-beings that evolved into the Dwarves of modern fantasy
games:
What Snorri [the author of the Icelandic Eddas] says is clear and unequivocal, but it raises an immediate problem. “Dark-elves” (dökkálfar), he says, are “black” (svart). Surely that means that they are “black-elves” (svartálfar)? But everywhere else in Snorri’s work, it is clear that when he says “black-elves” (svartálfar), he means “dwarves”: Odin sends Skirnir í Svartálfaheim til dverga nokkurra, “to the home of the black-elves to certain dwarfs,” and Loki too goes into Svartálfaheim where he too “comes across a dwarf.” There is a simple explanation here, which is that while Snorri identifies four groups, light-elves, dark-elves, black-elves, and dwarves, there are really only two: the last three are just different names for the same group.250
248 The Dark Elves in Dungeons and Dragons were evil and black-skinned, but most later presentations of Dark Elves avoid using both of these qualities. The Dark Elves in The Elder Scrolls have dark skin and a grim demeanor, though they are not specifically evil. The Dark Elves of Warhammer are evil sexual deviants, though they are just as light-skinned as the other Elves in that game. The Dark Elves in Heroes of Might and Magic live underground, but have exceptionally pale rather than dark skin. The Dark Elves in Spire are described as having skin in “shades of gray” and are presented as sympathetic rather than villainous. Even within Dungeons and Dragons, while texts still describe them as having black skin, many artists will render them with purple or gray coloration. The discomforting subtext of black-skinned Dark Elves is lampooned in Episode 14 of Season 2 of Community, wherein the character of Chang functionally wears blackface makeup to cosplay as his Dark Elf character. 249 Gygax, Monster Manual, 39. 250 TA Shippey. "Light-elves, Dark-elves, and Others: Tolkien's Elvish Problem." Tolkien Studies 1 (2004): 1-15. https://doi.org/10.1353/tks.2004.0015. 5
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Gygax, it would seem, interpreted “Dark Elf” and “Black Elf” much more literally: Elves
who were black-skinned. Particularly in their early depictions, images of Dark Elves were clearly
modeled on African Americans: the cover art of the 1986 adventure Queen of the Spiders by
Gary Gygax depicts a female Dark Elf with brown skin and thick white hair in a metallic dress
who looks for all the world like Tina Turner in Beyond Thunderdome. The Drow are largely
depicted with the same “Aryan” qualities of beauty, nobility, and intellect as High Elves, but
morally inverted to make these qualities dangerous rather than admirable. While Orcs absorbed
the majority of pernicious stereotypes about Africans as “savages,” there are still shades of
stereotypes about Blackness seen in D&D’s Dark Elves. In particular, the theme of Dark Elves as
an “evil matriarchy” (discussed in depth below) mirrors the comedy archetype of the “Sapphire”
(named for Sapphire Stevens from The Amos ‘n’ Andy Show), an aggressive and domineering
African American housewife that was a staple of American comedy television.251
With Dark Elves being an “Evil Race” the themes of innate superiority become more
explicitly marked as a character flaw. Warhammer: Dark Elves states that "Naturally, the Dark
Elves consider all other races inferior" and that “they dismiss the others [High Elves] as
sniveling and effete weaklings."252 Likewise in Dungeons and Dragons, “From the time they're
old enough to understand, drow are taught that they're superior to all other creatures.”253 This
mutual ethnocentrism between High and Dark Elves creates a race-war mindset that is very
present in both Warhammer and Dungeons and Dragons when the two races are contrasted. The
Complete Book of Elves presents an Elf-Specific version of the Genocide Imperative, which sets
. 251Dr. Angela Nelson, one of my own professors at BGSU, has written extensively on the significance of the Sapphire archetype. 252 Matthew Ward, Warhammer Armies: Dark Elves, Eighth Edition. Nottingham: Games Workshop, Nottingham, 2013. 253 McComb, Complete Book of Elves, 51.
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up a similar purity/corruption binary to that of the Elves and Orcs in Tolkien:
Although we continue to war with the Drow, the cause of that war is far more than the color of their skin or their beliefs. It is the fact that their very existence is an affront to ours, that they were created by perversions within our own race. Our war is nothing less than a sublime effort to undo an error made hundreds of centuries ago.254
Both Warhammer and D&D present Dark Elves' evil nature as being tied to the embrace
of religious heterodoxy. In a fantastical retelling of the “Curse of Ham” myth which posited that
Africans had been made turned Black as a divine punishment,255 the origin of both Dark Elf
immorality and skin color is traced to apostasy and divine curse:
The Drow turned their faces away from the sun's purification, preferring instead their fallen goddess. They consciously chose the shadows over light, and Corellon decreed that such treachery would forever show upon their faces. It is for this reason that the skin of the Drow is dark.256
Warhammer, which uses race-war as recurring theme of its game, emphasizes that this is the
most intense of all its racialized conflicts: “There is no peace to be had between the courts of
Ulthuan [High Elves] and Naggaroth [Dark Elves], for the millennia of their shared history have
been of endless blood and betrayal. No enmity in the world is so bitter, no war so savagely
fought.”257
The Dark Elves of Warhammer are similarly presented as apostates who “have turned
aside from the benevolent gods of their pantheon, flocking instead to the worship of more
capricious and cruel deities.” 258 In this, we see echoes of the same Anti-Saracen attitudes and
Christian/heathen binaries discussed in the previous chapter, with High Elves worshiping
good/rightful deities and Dark Elves apostatizing toward evil/heretical deities. Religious
righteousness is determined by a sort of spiritual autochthony: the good deities are the original
254McComb, Complete Book of Elves, 13. Emphasis mine. 255 See Haynes, Stephen R. “Noah's Curse: The Biblical Justification of American Slave”, p 1150. 256 McComb, Complete Book of Elves, 12. 257 Ward, High Elves, 5. 258 Matthew Ward, Warhammer Armies: Dark Elves, Eighth Edition. Nottingham: Games Workshop, Nottingham, 2013, 5.
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Elven gods, and Dark Elves “betray their heritage” and “turn aside from benevolent gods” to
pursue novel, foreign religions. This emphasis on Dark Elves as apostates is a variant on the
polygeneticist origins of racial essence seen with Orcs; however, rather than their racial essence
being a direct inheritance from a divine creator, it is a later attribution imparted by new deities.
Dark Elves and BDSM
When we combine the feminization and sexualization of Elves with the concept of “evil
races” embodied in Dark Elves, the result is a strong theme of deviant sexuality. We see a
recurring image of the “Dark Elf Dominatrix” - a sexually provocative but threatening woman
who takes pleasure in inflicting pain and subjugation, particularly on men of other races. There is
a semiotic arithmetic at play in creation of these images, and this equation of “Evil + Sexy +
Feminine = Dominatrix” can be seen in the portrayals of cartoon supervillains like Catwoman
from Batman and The Baroness from G.I. Joe.
These BDSM themes are most pervasive in Dungeons and Dragons and Warhammer,
which often describe slavery and torture as defining aspects of Dark Elf society. In Dungeons
and Dragons, these themes are further reinforced by the characterization of Dark Elf society as
an “Evil Matriarchy.” This theme of matriarchy is presented as a society-wide version of BDSM
practices. McComb describes their society as such:
Their society is usually matriarchal, with the female drow holding the majority of power…. These females wield their tremendous goddess-given power mercilessly. Using the threat of intense punishment, they keep the males cowed and submissive. They are the top of the social hierarchy in the Underdark [D&D’s term for subterranean realms]; they jealously guard their power against lowly males who might try to take that power away.259
The description of male Drow as “cowed,” “lowly,” and “submissive” in comparison to
the “merciless” “goddess-given power” of the female Drow all create an image of Dark Elves as
a society of sexual domination, both in the sense of the domination of one sex by the other and in
259 McComb, Complete Book of Elves, 17. Emphasis mine.
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the sense of domination through sexual practice. McComb further provides a biodeterministic
explanation for this matriarchal rulership: “Since drow females have greater power than males
and are physically stronger and more intelligent as well, the drow have a difficult time
believing that males can hold power in other societies.”260 This statement cuts to the heart of
biological determinism in a way that encompasses both sex and race: the notion that culture is
the product of in-born differences between groups. By positing that matriarchy emerges in a race
where women are physically and intellectually superior to men, McComb is implicitly stating
that patriarchy emerges from physical and intellectual superiority of men over women. At
various points in Dungeons and Dragons edition history, the notion of female Dark Elves being
inherently superior was gamified as well. In the third edition game rules, Dark Elves were the
only race option to have different attribute modifiers for men and women: female Dark Elves had
a bonus to their Charisma (the attribute associated with, among other things, leadership and sex
appeal) and men had a penalty to the same attribute.261
The trope of Dark Elves as a race of slave-raiders has been with Dungeons and Dragons
since Vault of the Drow. The 1986 D&D Adventure Queen of Spiders describes the lair of a Dark
Elf priestess as “decorated with innumerable perverted and lewd paintings, tapestries, statues,
etc. Even the carpets are obscene.” A secret room contains a bound and gagged man whom the
players may rescue, along with “torture instruments” which were implied to be used against him.
The image here is clear: the priestess is in that same category of “Dominatrix Supervillain” who
can serve as both a sexual threat and a sexual fantasy about female domination. The 2018
Mordenkainen’s Tome of Foes explicates the practice of Dark Elf slavery that deliberately
downplays the idea of slaves as a workforce and plays up themes of BDSM:
260 McComb, Complete Book of Elves, 17. 261 Dungeon Master’s Guide, Third edition, page 57.
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Slaves are often kept as signs of status as much as for their intrinsic worth as laborers. When they are put to work, they are also put on display, doing jobs that enable everyone on the street or in an audience chamber to see that their drow master owns and subjugates powerful enemies. As such, the creatures are commonly used as litter bearers, banner carriers, servers, and footstools.262
At its surface, the Drow being an evil matriarchy could be seen merely as the distaff
counterpart to Orcs being an evil patriarchy (as they are frequently described in D&D), fulfilling
their roles as the Evil-Feminine and Evil-Masculine and combining to make the statement that
sexual inequality is inherently wrong. A D&D Beyond article defending the portrayal of Dark
Elves referred to Drow society as “stratified along gender lines in a perverse, funhouse-mirror
reversal of real-world patriarchal gender roles.” 263 However, this argument does not sit right
with me. Within the male dominated spaces in which Dungeons and Dragons emerged, the “Evil
Matriarchy” of the Drow carries with it a slightly different weight than the “Evil Patriarchy” of
Orcs. The “Funhouse mirror” reversal that posits pale-skinned men as victims of oppression at
the hand of dark-skinned women is a way of casting the “Us” as a victim of the “Them.” In
contrast to the Human male/Elven female romances described above, the inversion of sexual
dominance is categorically tied to the inversion of racial morality. Good Elves are loving and
submissive sexual partners to Human men; Arwen sacrifices her immortality in order to be a
wife to Aragorn, literally giving up her own (supernatural) power for the sake of her male lover.
Conversely, Evil Elves are cruel mistresses who dominate men. This carries with it a moral
judgment on sexuality; “Good Sex” is male-dominated and vanilla, “Evil Sex” is female-
dominated and kinky. In this sense, Dark Elves are a distaff counterpart to Orcs in that their role
as villains contains a threat to the sexual order - with Orcs, that threat comes in the form of
262 Merle and Crawford. Mordenkainen’s Tome of Foes, 53-54.
263James Haeck. “The Spider Queen’s Web: The Truth About the Drow., D&D Beyond, 2018. https://www.dndbeyond.com/posts/320-the-spider-queens-web-the-truth-about-the-drow
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miscegenation, and with Dark Elves, that threat comes in the form of female domination.
While Warhammer does not inherit the trope of the “Evil Matriarchy” from Dungeons
and Dragons (The Dark Elves are ruled by a male “Witch King,” a term which carries with it
suggestions of sexual deviancy and genderfluidity), its use of BDSM imagery is even more
explicit. In the Warhammer: Dark Elves army guidebook, there are numerous descriptions of
slavery and torture using deliberately sexual language: The inhabitants of a Dark Elf slave
market are described as “Trapped between life and death, these wretches haunt the streets of the
Slaver's Gate, filling the dreams of their tormentors with delicious images of suffering and
pain.” The description continues that "A captured High Elf is the most valuable of prizes, and a
wealthy slaver will gladly trade much of his remaining stock - or even members of his own
family - for the opportunity to bring such a sweetmeat before his patron's tender mercies.”264
Later on, it describes Dark Elf warriors as preferring to kill with stomach wounds, because it
“guarantees that the enemy's last moments will be spent in mewling agony.”265 The language
used here is combined with a host of sexually provocative images: Warhammer: Dark Elves
contained more visual representations of women than any other Warhammer sourcebook I
encountered in my research; even the Wood Elf and High Elf army books depicted almost solely
male characters. Conversely, there are half a dozen illustrations of female characters in
Warhammer: Dark Elves266, and almost all of them are clad in some variation of bikinis with
thigh-high leather boots. The first of these illustrations is the most evocative, depicting a near
naked female Dark Elf executioner holding a bloody sword atop a sacrificial dais. While Dark
Elves are no longer textually described as matriarchal in Warhammer, the image of the “Dark Elf
264 Ward, Dark Elves, 10. Emphasis mine. 265 Ward, Dark Elves, 37. 266 See Pages 11, 35, 36, 42, 50, and 51.
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Dominatrix” is nonetheless retained through visual language.
In Dangerous Curves: Action Heroines, Gender, Fetishism, and Popular Culture, Jeffrey
Brown points to the fundamentally gender-subservice nature of the dominatrix as a symbol.
Brown argues that the dominatrix figure “enacts both masculinity and femininity” and “straddles
both sides of the psychoanalytic gender divide”267 in their use of traditionally masculine
dominant social roles manifested through explicitly feminine sexuality, functionally making
them hyper-feminine and hyper-masculine in a way that structures those traits as not being
mutually exclusive. In this regard, the association between Dark Elves and female domination
fetishes is part of the same pattern of Elven genderfluidity we see with the nonbinary Elves in
Perkins’s adventure modules. In his section on dominatrix figures, he points to the commercial
failure of explicitly BDSM-coded action heroines such as Barb Wire: “Perhaps the dominatrix
overtones she embodies are still too unsettling for viewers within this realm of masculine fairy
tales to accept en masse.”268 This statement points to why dominatrix figures show up most
prominently as villains - the subversive sexuality of female domination can be flirted with by
male viewers or players, but it is ultimately cast as pernicious and a male-dominant social order
can be restored when they are defeated. And particularly in the highly male-dominated sphere of
early tabletop roleplaying communities, these dominatrix villains were created by male writers,
controlled by male game masters, and leveraged against male players: As Brown writes of
cinematic action heroines, Dark Elf dominatrixes “serve as a way for male authority to revel in a
form of threatening female sexuality, and to control it.” 269
“Fixing” Dark Elves in the Liberal Era
267 Jeffrey Allen Brown, Dangerous Curves, 47. 268 Brown, Dangerous Curves, 61. 269 Brown, Dangerous Curves, 15.
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Within the Liberal Era, there have already been substantial movements away from the
obviously problematic ideas of evil, dark-skinned elves. The Elder Scrolls: Morrowind, the same
game that first gave us playable Orcs, was set in the Dark Elf home country of its own world.
These Dark Elves were portrayed as grim and somewhat alien, but not inherently evil or
matriarchal. World of Warcraft abandoned the concept of Dark Elves entirely; instead, it applied
darker skin to its “Night Elves,” who otherwise closely fit the nature-loving “Wood Elf” model.
However, the earliest and most heavily discussed Dark Elf counter-narrative is from R.A.
Salvatore’s 1988 novel The Crystal Shard and its protagonist Drizzt Do’Urden. Set in the
Forgotten Realms, one of D&D’s most popular settings, Salvatore created an enduringly popular
tale of a heroic male Dark Elf who breaks from the rest of his (evil, matriarchal) society. Drizzt
represents an oppositional reading to the essentialist narratives about Dark Elves that nonetheless
reinforces it. By focusing in on a single heroic male Dark Elf who breaks away from a sinister
female dominated Dark Elf society, Drizzt exists as the “the exception that proves the rule.”
Salvatore’s novels are questioning the absolutism of biologically determined morality while
relying on the general reliability of it. As Tika Viteri of Book Riot wrote, “The issue with Drizzt
in particular is not that he is a dark elf; it is that he is a prime example of the ‘credit to your race’
trope that assumes the race itself is not as good as that of the speaker. Drizzt is the only row who
is good; the rest are all evil simply because they are drow.”270 In an interview with Lightspeed
magazine, R.A. Salvatore spoke to his own struggles with trying to right a sympathetic member
of an “Evil” race:
I mean, enlightened people could care less where someone’s born, the color of his or her skin, or anything like that, and yet in fantasy that’s embraced. Now, they’re different species, it’s not like orcs are just some other brand of human, right? So you can get away with that, but that’s always been the paradox that I’ve had to deal with right from the beginning of writing a dark elf who’s not a bad guy, right? And hinting that
270 Tika Viteri. “Dungeons and Dragons and Racism, Oh My.” Book Riot, August 27, 2021. https://bookriot.com/dungeons-dragons-racism/
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there might be other dark elves who aren’t bad guys, right? I mean, that gets difficult. And so I wrote that story to try to sort that out, and you notice at the end of the story that Drizzt is very confused? Yeah, that was me. I was still very confused about it because in fantasy, you embody evil in a race, and then you disembody it with your sword, and that’s also what mankind has done through the centuries, right? By dehumanizing the enemy so you don’t feel bad about killing them. 271
Salvatore is clearly aware of the troubling implications of the dehumanizing race
narratives that dominate the fantasy genre and how pernicious they are. The confusion that he
alludes to would indicate that the process of writing The Crystal Shard led him to confronting
some of his own cognitive biases, and that he himself was still working out the implications of
writing a story about a “good” member of an “evil” race. Sturtevant summarized Salvatore’s
writing succinctly: Perhaps it is too simple to think of Salvatore’s novels as simply good or
bad…. It seems at the very least that Salvatore can be credited with inheriting a fundamentally
flawed fantasy world and leaving it a more complex and less-racist place than he found it.”272
Especially given that it was written in 1988, The Crystal Shard can be seen as one of the early
texts that challenged some (though not all) of the racial logics inherent in high fantasy, paving
the way for the “Liberal Era” of fantasy gaming. And like with Warcraft III, The Crystal Shard
is caught in a paradoxical space between needing to preserve the essentialist conceits of the
intellectual property it is operating in and wanting to tell a story that challenges the racism of
those conceits.
Final Thoughts
On its surface, these “subraces” seem like different ethnicities of Elves. In the same way
that “Asian” is a racial super-grouping of Koreans, Vietnamese, and Filipinos, then “Elf” could
be seen as a super-grouping of Wood Elves, Dark Elves, and High Elves. However, upon
analysis, “subrace” is a distinct concept emerging from fantasy games. The traditional qualities
271 https://www.lightspeedmagazine.com/nonfiction/interview-r-a-salvatore/ 272 Sturtevant, “Race, the Original Sin of the Fantasy Genre.”
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that separate ethnic groups - language, religion, and so on - are rarely present in differentiations
between fantasy subraces.273 Rather, things that separate the subraces are the same qualities that
separate races in fantasy games: physical appearance, morality, and aptitude. In Dungeons and
Dragons, The Elder Scrolls, and World of Warcraft, choosing a different subrace of Elf results in
a different set of skills and abilities.
All of these qualities are the same which separate Elves from Orcs or Dwarves in fantasy
texts, or which separated Europeans from Africans and Asians in the imaginations of Gobineau
and Chamberlain. While on the surface, these many sub-varieties would seem to de-essentialize
race by presenting greater diversity among Elves, it functionally re-essentializes race by
presenting this diversity as the result of further racial boundaries. While we are able to say that
“some Elves are good, some Elves evil,” and “some Elves are wizards, some Elves are warriors”
and even “some Elves are light-skinned, some Elves are dark-skinned” we create racial
boundaries within the realms of Elves that informs which Elves are wizards or warriors, good or
evil, light or dark skinned. Across these categories, Elves are almost always “noble,” whether
that is ancient protectors of civilization, haughty slavemasters, or serene “noble savages” living
in a state of nature. And regardless of what else they might be, Elves are always beautiful,
objects of sexual fascination fetishized as exotic lovers and serving as the locus for themes of
deviant sexuality in fantasy texts.
273 While fantasy gaming has inherited many things from Tolkien, his fascination with language was not one of them. In neither Dungeons and Dragons, Warhammer, or Warcraft do the different subraces of Elves speak different languages; when the issue of language arises at all, they speak a universal “Elvish” language. When religious differences between subraces of Elves are presented, they are presented as extension of their innate moral character - the High Elves and Wood Elves in Dungeons and Dragons worship the good deity Corellon Larethian, while the Dark Elves worship the evil deity Lolth. Likewise in Warhammer, wherein the High Elves worship a pantheon of good deities, the Dark Elves a pantheon of evil ones, and the Wood Elves a mixture of the two.
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CONCLUSION: THE SIGNIFICANCE OF FANTASY RACISM
A large part of why scholars study popular culture is to better understand the society that
it occupies. Popular culture artifacts such as movies, television, and games serve as windows into
cultural values on a wide level. In this regard, looking at how fantastical races are imagined
grants insight into how race itself is imagined. When we look at fantasy games and literature, we
find that retrograde ideas about racial essentialism which may seem like dead artifacts of the past
are, in fact, alive and well in the collective imagination. The racial logics that informed The
Third Reich did not die with it, but lived on in the fantastical worlds of The Lord of the Rings,
Dungeons and Dragons, and World of Warcraft.
The extent to which fantasy racism influences real-world racism is beyond the scope of
this thesis: I do not have data as to whether playing fantasy games makes players more racist, less
racist, or has no effect. Based on Stuart Hall’s studies of audience reception, I would suspect that
race in fantasy texts is interpreted through whatever attitudes towards race the reader already
holds. Certainly, the fact that the openly white supremacist website Stormfront has a subforum
dedicated to The Lord of the Rings and the genre of high fantasy suggests that these ideas do
resonate with avowed racists. As I cited with Monson’s analysis of Blood Elves, when Aryanist
themes appear in high fantasy texts, Aryanists feel seen and validated. In his study of active
D&D groups in his doctoral thesis Dungeons and Discourse, Philip Clements came to similar
conclusions: “Whether a game of D&D uses racism because it reflects the way groups interact in
real life, or whether the narrative the game offers tries to justify racism depends on the game, the group, and who is doing the reading.”274 While games such as Dungeons and Dragons can be
used to reinforce racist frameworks, that does not mean they always or even often will. Fantasy
274 Clements, Dungeons and Discourse, 163.
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racism is better seen as a reflection rather than a cause of real-world racism; as Clements
eloquently states, “Racism and sexism both exist in D&D because they exist in real life.” 275
Fantastical Counter Narratives
Popular culture texts, including fantasy games, have strong incentives to be polysemic.
The ability to be many things to many people is a path to success for capturing wider audiences.
Dungeons and Dragons can be a space for living out genocidal power fantasies or for exploring
what it means to be an “Other.” Warcraft III can be read as both racially progressive for the way
it focuses on engendering sympathy for downtrodden racial minorities and racially retrogressive
for the way it relies on ethnic stereotypes in constructing fantasy races.
Indeed, fantasy race can be a tool for exploring issues of racism and creating
oppositional narratives, and we have seen impressive examples of this in the past twenty years.
Warcraft III is succeeded by games such as Of Orcs and Men (2012) and Spire: This City Must
Fall (2018) in using fantasy races as deliberate allegories for racial inequality in the real world.
Of Orcs and Men presents a war of Humans against Orcs and Goblins explicitly as a genocide,
and puts the player in the position of an Orc and Goblin pair who set out to save their people.
Spire: This City Must Fall is set in a city of Dark Elves that have been colonized by High Elves
and puts the player in the position of anti-colonial freedom fighters. Games such as these lean
into the underlying racial themes of the fantasy genre to tell stories that are explicitly about
fighting against racism, and represent the best efforts of modern fantasy gaming to reckon with
its own past.
And yet, the desires of these games to provide fantastical counter-narrative are undercut
by operating within the essentialist frame they have inherited. While it soundly rejects the idea
275 Clements, Dungeons and Discourse, 184.
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that these qualities make them worthy of genocide, the Orcs and Goblins in Of Orcs and Men are
still portrayed as brutish warriors and conniving schemers. Likewise, Spire: This City Must Fall
takes the Dungeons and Dragons characterization of Dark Elves as a race of sadistic
slavemasters and applies that characterization to High Elves instead. While these games invert
who is the “Us” and who is the “Them,” they are also still relying on biological differences of
race in constructing their conflict. Of Orcs and Men questions Orcish villainy while maintaining
Orcish inhumanity. Spire: This City Must Fall inverts classical notions of good and evil races,
while still relying upon the existence of evil races as a source of conflict.
High Fantasy Apologia
The genre of high fantasy has already attracted a substantial amount of criticism for how
it portrays race, and that criticism has in turn attracted a number of apologists defending it. I find
this type of apologia to be, at best, missing the forest for the trees, and at worst, written entirely
in bad faith. In my chapter on Elves, I discussed James Haeck’s article on Dark Elves, and why I
find his “funhouse mirror” take on Drow matriarchy unconvincing. Haeck’s article was
published on the website D&DBeyond, an officially licensed website which exists to promote
Dungeons and Dragons. Given that D&DBeyond is not a neutral party when it comes to
assessing problematic elements of their game, Haeck’s article strikes me as a case of starting
from the conclusion of portraying a brand positively and working backward toward an argument.
The most frustrating style of apologia can be seen in Christopher J. Ferguson’s
Psychology Today article “No, Orcs Aren’t Racist.” Ferguson aggressively denies that the racial
encodings of Orcs has anything to do with real-world racism, and argues that those noticing these
trends is the real problem:
If D&D or Lord of the Ring orcs are indulging tropes of an anthropological race, observers can’t seem to agree which race that is. As noted, initial concerns seemed to focus on Asians, but others suggest orcs may
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trope Africans. These inconsistent observations suggest some observers may be projecting their own stereotypes onto orcs.276
Ferguson’s argument is a classic example of “colorblindness,” a rhetorical tool that suggests that
seeing race is in and of itself a form of racism. This colorblind framework has been thoroughly
dissected and dismissed by contemporary ethnic studies scholars as a tool for deflecting
accusations while perpetuating racial biases. Eduardo Bonilla-Silva writes in Racism Without
Racists that colorblindness provides “gut-level, emotional arguments to validate some important
myths about race relations in America.”277 Likewise, Joe Feagan’s The White Racial Frame
argues that “colorblind rhetoric, although often apparently sincere, has just papered over what
are still blatantly racist views of Americans of color that have continued in most whites’ racial
framing.”278
Ferguson’s article also states that “there is no evidence that playing Dungeons and
Dragons or, for that matter, watching or reading Lord of the Rings contributes to racist attitudes
and behaviors in real life.” Statements such as these miss the point: audiences are clearly
affected by the way in which race is portrayed in high fantasy, but in a more complex way than
mechanical reproduction of values. For some, such as Hodes, the racial essentialism of fantasy
games makes those games alienating and difficult to enjoy. For others, such as those on
Stormfront, the racial essentialism reinforces their White Nationalist worldviews and makes the
games more enjoyable. For the likes of Ferguson, he suffers no discomfort from the essentialism
itself, but apparently suffers great discomfort from that essentialism being criticized.
276 Christopher J Ferguson. “No, Orcs Aren't Racist: Why Cultural Critics Keep Arguing About the Wrong Things.” Psychology Today, April 29, 2020. https://www.psychologytoday.com/us/blog/checkpoints/202004/no-orcs-arent-racist 277 Eduardo Bonilla-Silva. Racism Without Racists: Color-Blind Racism and the Persistence of Racial Inequality in the United States. Lanham MD: Rowman and Littlefield, 2003. 189. 278 Joe Feagan, The White Racial Frame. New York: Routledge, 2009, 112.
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Ferguson clearly has an ax to grind: he writes that “Increasingly, critical theories
resemble rigid ideologies that have jumped the rails, and whose main contribution to society is
moral outrage, all the time” and complains about “pearl-clutchers on the left and the right,” and
refers to complaints of racism in media as “shrill hectoring and fun-policing.” In his Psychology
Today profile, he describes himself as “a consummate geek, interested in everything from
science fiction to Dungeons and Dragons.”279 His article strikes me as a case of someone who
feels personally offended by their hobbies coming under attack and lashing out against their
perceived critics for daring to impugn them.
While Ferguson’s article represents the most noxious apologia, Robert J. Tally’s article
“Let us Now Praise Famous Orcs: Simple Humanity in Tolkien’s Inhuman Creatures” gives a
kinder and gentler defense. Tally’s arguments are subtler than Ferguson’s, and do acknowledge
the criticisms leveled against The Lord of the Rings in good faith. However, they also attempt to
shift the narrative frame by minimizing the broad trend of racial determinism in The Lord of the
Rings and focusing on minor characters and subtextual implications instead. Tally argues that
even as J.R.R. Tolkien was portraying Orcs as inherently ugly and evil, he was subtly validating
their humanity: their status as corrupted Elves makes them still creations of Illuvatar, and that
“their very existence shows they have value and are worthy of being.” He further argues Orcish
evil from a point of narrative necessity, that “the overall world of fantasy adventure requires a
broadly understood enemy class, which may or may not be identifiable as a race or a species, so
that the heroes have an endless source of enemies to fight.” 280 While adventure stories do tend to
279Christopher J. Ferguson. About.” Psychology Today. No date, Accessed 3-10-2022. https://www.psychologytoday.com/us/contributors/christopher-j-ferguson-phd
280 Tally, “Let Us Now Praise Famous Orcs,” 18-20.
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necessitate obstacles to overcome, if those obstacles take the form of a racial group they quickly
become allegories for race-war and genocide.
Tall focuses on the characters of Shagrat and Gorbag in Return of the King, the two Orcs
who Sam and Frodo overhear complaining about the ongoing war and dreaming of “good loot,
nice and handy, and no big bosses.”281 Tally argues that these two might as well be talking about
“The American Dream.” And while this pair are sympathetic by the standards of Orcs in The
Lord of the Rings, their “American Dream” is to become brigands and continue to prey on
civilization.282 His focus on Shagrat and Gorbag individually deflects from the issue of how Orcs
as a whole are portrayed. Granting individual Orcs humanity is countered by the routine
dehumanization of Orcs as a whole. Tally writes that “Tolkien never seem s to invite the reader
to sympathize with the Orcs directly, but neither could he make them entirely inhuman,
completely lacking in those characteristics which would allow for their possible redemption.” 283
And yet, Tolkien’s Orcs never reach their “possible redemption,” either as individuals or a race.
Final Thoughts
Tolkien himself was an ardent critic of Nazism, a position which may entreat some
readers to view the raciological angles of his writing more sympathetically. In one of his letters
to his son, Tolkien scathingly criticized Hitler’s Aryanist regime:
I have in this War a burning private grudge—which would probably make me a better soldier at 49 than I was at 22: against that ruddy little ignoramus Adolf Hitler (for the odd thing about demonic inspiration and impetus is that it in no way enhances the purely intellectual stature: it chiefly affects the mere will). Ruining, perverting, misapplying, and making forever accursed, that noble northern spirit, a supreme contribution to Europe, which I have ever loved, and tried to present in its true light.284
281 Tolkien, The Return of the King, 738. 282 The names “Shagrat” and “Gorbag” do not seem as though they were designed to engender sympathy, either. 283 Tally, “Let Us Now Praise Famous Orcs,” 26. 284 Humphrey, Letters, Letter 45.
118
Tolkien’s personal criticisms of Hitler are not incompatible with Tolkien himself being
immersed in the same racial logics that led to Nazism. Racial essentialism and Aryanism were
not the exclusive province of the Germans, but rather a widely consumed set of racial logics that
pervaded Europe.285 The idea that Hitler was “perverting” the “noble northern spirit” speaks to
the same ideals of racial nobility and fears of corruption that informed Aryanism as a philosophy
to begin with. As Helen Young stated in interview:
[Tolkien's] statements against anti-semitism and Hitler give "cover." It's the idea that only something overtly abusive or violent is racist. People think that one can't be racist except deliberately, consciously, intentionally. Lord of the Rings and Middle Earth are structurally racist, but because Tolkien doesn't appear to have been personally an extremist, that racism is denied, ignored, and dismissed.286
A similar assessment can be made of Gary Gygax; in an interview with the podcast Live
From the Bunker, Gygax’s son Ernie Gary Gygax Jr. stated that his father wanted to “put a
kibosh on fascism, as well as any sort of communist things.” In the same interview, Gygax Jr.
also referred to the gradual shift towards liberalism as “joining the pack of lemmings” and
wanting to launch a game company for designers who were “dissed for being old-fashioned, anti-
modern trends, and enforcing or even having gender identity.”287 Gygax Jr.’s comments about
his father indicate someone who, like Tolkien, was personally critical of Nazism while still
holding to essentialist frameworks himself.
J.R.R. Tolkien was born in 1892, and the problematic elements of his writing can be used
as a window to understand the normative worldviews of eras past. Gary Gygax was born in 1938,
and the biological determinism of his writing can be seen as a retrenchment of traditional
285 Indeed, the essentialist race theorists quoted in this thesis came from across Europe; Houston Stewart Chamberlain was born in England, David Hume was Scottish, Arthur de Gobineau was French, and Carl Linneaus was Swedish. 286 David M. Perry. “How Can We Untangle White Supremacy from Medieval Studies?” 287Jason Hunt. Live from the Bunker. “The Return of TSR Games.” Episode 277. Podcast Audio. Flaming Dog Media, 2021. https://www.audible.com/pd/Live-From-The-Bunker-277-The-Return-of-TSR-Games-Podcast/B09753MGMB
119
worldviews against the changing cultural landscape of the 1970s. And whereas The Lord of the
Rings is a fixed product forever bound to its original author, Dungeons and Dragons is an
evolving collaborative text that has passed through many hands. Through the release of
subsequent editions, D&D’s official materials have shown a decreasingly essentialist attitude
towards race. Though its most current version still holds many problematic elements, these
elements are leftovers from previous eras rather than new innovations. Every year, the influence
of Gary Gygax’s biological determinism fades slightly more. The same can be said of Warcraft
and The Elder Scrolls; these games are still far from perfect, but they have an established
trajectory of treating race and identity with greater levels of nuance and sympathy. At the same
time, the pushback seen in the likes of Ferguson’s article demonstrates a continued attachment to
racial essentialism as a core concept of high fantasy.
I want to reiterate that enjoying The Lord of the Rings, Dungeons and Dragons or World
of Warcraft does not personally make one racist, nor am I advocating that these texts be
boycotted because of their essentialist attitudes towards race. Rather, I am advocating that fans of
high fantasy become critical readers of the things they enjoy, and not allow their own affection
for a text to blind them to its weak points. Just as one might enjoy an action movie for its fight
scenes while disliking its storyline, one can enjoy The Lord of the Rings trilogy for the richness
of its worldbuilding without endorsing its racial themes.
The overall trend of fantasy games in the last twenty years has been to approach race
more critically, while still retaining the overall essentialist frame. This evolution in attitudes
towards fantastical races indicates a shift in attitudes toward the concept of race more broadly, an
increased sensitivity that makes even racism towards imagined peoples uncomfortable. At the
120
same time, even relatively liberal games such as World of Warcraft and The Elder Scrolls are
still using the old racial tropes of warlike Orcs and aristocratic Elves.
I have tried to avoid heavy-handed moral judgments during the course of this thesis.
Hopefully, I don’t have to convince readers that the ideas of Arthur de Gogineau and Houston
Stewart Chamberlain are bad, both in that they are pernicious and in that they are incorrect.
When these ideas are brought into fantasy games, they are still bad: the similarities to real-world
racist ideas alienate players who find such themes repulsive and court players who find them
attractive, all while limiting player experiences according to predetermined stereotypes. At our
current stage of popular culture, most challenges to the old racial order of fantasy gaming have
been to re-invent individual race tropes, slowly adding complexity to the previously one-
dimensional Orcs and Dwarves. In order to move forward, designers should look not just at how
individual race groups within their games are portrayed, but also at how the concept of race as a
whole is portrayed. If we truly wish to lay the ghosts of Gobineau and Chamberlain to rest, we
should remove their ideas from our imagined worlds as well as the real one.
121
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