Gnoll
Contents
Introduction
Gnolls are savage humanoids resembling hyena folk, feared for their ferocity, cunning, and insatiable hunger. A common gnoll is all bluster and bullying, a superior gnoll doesn’t waste time with words and strikes hard and fast to get what he wants. Most carve paths of destruction in the name of the demon prince Yeenoghu. They are found across The Shaar, Hordelands, High Forest, The Gnollwatch Mountains, and other wilds across the realms where they act as brigands, marauders, and raiders.
In Thay, gnolls are the largest humanoid tribe, serving as shock troops, guards, and enforcers of social order under the Red Wizards (Dreams of the Red Wizards, p. 12). In Zakhara, gnolls are integrated into society, adhering to local traditions. Elsewhere, gnolls are typically nomadic hunters and mercenaries with peaceful contact not the first consideration for most who encounter them.
A small number of gnolls rise above the craven, violent behavior of their fellows and take pride in skill at arms and natural ferocity. A gnoll with such determination and courage is rare and generally rises to a position of leadership among his people. They have contempt for weaklings, a savage nobility and can endure privation and danger to prove they’re the toughest warriors around.
Appearance & Physical Traits
Gnolls are massive humanoids of medium size standing 7-8 feet tall. They possess monstrous, hyenalike heads, digitigrade legs, and sharp claws. Gnolls are covered in thin, yellow or reddish-brown fur, although grey and black fur is not uncommon. Civilized gnolls often wear fitted armor, while wild gnolls rely on scavenged equipment. Regardless of their origin, their fierce appearance and reputation provoke natural wariness among other races. Gnolls are considered adults at 14 and can possibly live until about 70-90. Their heights can go between 5'4"-7'2 for females or 5'6"-7'6" for males weighing between 250-320 pounds.
Characteristics & Behaviour
A gnoll is a nocturnal carnivore with a preference for intelligent prey, driven by instincts to prove their strength and cunning. They form strong familial bonds but distrust other races and disdain manual labor. The worship of Yeenoghu amplifies latent sadism and chaotic tendencies with some tribes, while other individuals, such as the gnolls of Thaymount or Zakhara, may take to showing more honorable, civilized traits relevant to the culture they have acclimated to.
Most gnolls lean towards the chaotic evil alignment, while Thayvian gnolls are typically neutral evil, shared in alignment with their Red Wizard masters. Some who diverge from the norm follow martial or honorable gods such as Tempus and may possess more temperate alignments. Most gnolls are ruthless hunters and marauders with peaceful coexistence difficult alongside most civilized peoples and gnoll tribes. Mercy, honor, and compassion are far from the minds of most with some exceptions. Infamous are gnoll packs and tribes who are ruthless even among those who do not venerate Yeenoghu. From survivalists to those who are marauders, many do not hesitate to kill outsiders.
Society
Gnolls thrive in regions like the Hordelands, Shaar, High Forest, and Thay. In Thay, they serve as soldiers, city guards, and toll collectors, dwelling in city boroughs or barracks. Wild gnolls are semi-nomadic, ruled by the strongest in the tribe, by shamans, or priests of Yeenoghu known as Fangs of Yeenoghu. Outsiders are viewed as prey or labor with some tribes employing spirit-breakers known as tantekurash to subjugate captives unfortunate enough not to be slain. Gnoll groups pride themselves in their strength and pack bonds with a desire of survival and eschewing of diplomacy.
Most tribes live by strength and savage survivalism which is amplified with exceptional cruelty when a group worships Yeenoghu or other evil powers. They are often found in mountains, hills and forests living in simple tribes with some forming bonds or alliances with neighboring civilized realms, especially other evil humanoids who find the gnoll’s hardy nature and penchant for brutality useful to their self-interest.
Gnolls share a strong relationship between those of the same bloodline with a pack mentality that creates powerful bonds. They hunt their prey and enemies with numbers rather than valor. Wild gnoll groups rarely take prisoners. If they do, these prisoners act as food for the tribe or are warped into manual labour and saboteurs through the skills of a tribe tantekurash.
Gnolls typically are led by the strongest gnoll in their tribe which can extend to surrogate tribes if with members of other races. Occasionally, exceptionally powerful or persuasive priests of Yeenoghu, known as Fangs of Yeenoghu, will lead a tribe, usually by ensuring that the strongest warriors are devoted to the dark worship of the demon prince. Even the rare gnoll tribes that place a greater value on personal honor are led by the most physically powerful warrior.
Adherents of Yeenoghu pay homage to the demon prince of gnolls by obeying the edicts of his priests known as Fangs. Fangs act as spiritual leaders and advisors within a tribe, if they do not take an absolute position of leadership. The Fangs keep their people on the path of ruin, bringing destruction, misery, and evil, as their cult pushes to inflict cruelties beyond mere survivalism, they are responsible for the gnolls of the realms being seen as a blight in many civilized nations.
Lands
Thay
During the Red Wizards’ Rebellion gnoll mercenaries became a significant portion of their army, their reward was continual employment in the armies of Thay. Many former soldiers retired to communities on the borders of Thaymount and the Gorge of Gauros. They compose a warrior caste that is obedient to the Red Wizards. They use this privileged position to terrorize any who cross them in the cities, or who must pay the necessary bribes to toll collection points strewn across the country. These gnolls will usually mirror the alignment and ideals of their arcane masters. They are enforcers of law, working as mercenaries or soldiers within the infamous realm. As representatives of the Red Wizards’ rule and might, gnolls impose order with brutality upon the lower orders of society (Dreams of the Red Wizards, p12). They frequently live in a city’s poorer boroughs or districts, city barracks, or military garrisons. They form settlements of their own that maintain reliable manpower to call upon when Thay goes to war.
Zakhara
Gnolls are long integrated into Zakharan culture alongside other monstrous humanoids. The human Zakharans conquered people who ultimately adopted their culture and faith. Gnolls still possess their own inclinations of violence by adopting a martial lifestyle in Zakhara as warriors. They embody the enlightened ideals of Zakhara and abstain from consuming humanoid flesh.
Shaar, Hordelands & Across the Realms
Gnoll tribes across the realms are often wild, nomadic, and uncivilized to the view of outside observers and more civilized neighbors. They use force of arms to scavenge, hunt, and raid to survive as fierce marauders. Most tribes at least give lip service to the Prince of Ruin, if they are not fully converted. Those who do not worship Yeenoghu call to savage gods such as Gorellik, deities of the giant pantheon, or those of nature. Exceptional groups may adopt the faith of other gods such as Garagos or Tempus by those with a stronger tradition of honor. In modern times, Gorellik is still worshipped by several gnoll tribes within The Shaar, with a sharp decline as Yeenoghu worship increases with popularity.
Religion
Most gnoll tribes have a transactional relationship with the gods or are dominated by a specific cult in their community, with Yeenoghu and Gorellik being the traditional deities of choice. Gnolls may pay devotion to giant gods or adopt the worship of mainstream faiths that appeal to the martial inclinations of a gnoll, for those in contact with more civilized society.
Yeenoghu
Most gnolls nominally worship the tanar’ri lord Yeenoghu, lord of the 422nd layer of the Abyss. Known as the Prince of Gnolls, The Destroyer, and the Ruler of Ruin , Yeenoghu is a hulking demon with the appearance of a gaunt gnoll. Through wanton slaughter most venerate him through deed over traditional ceremony and ritual, with no fixed temples and few shrines dedicated to him. Many carry or wear symbols of the Ruler of Ruin and shout his name in battle to seek his favor as butchers of sentient people. Captives from raids are often sacrificed and devoured by roving bands whose ultraviolence empowers Yeenoghu. He provides his clergy, the Fangs of Yeenoghu, their necromantic powers. His portfolio over ghouls leads his followers to utilize undead in battle.
The Ruler of Ruin Yeenoghu is a demon prince whose followers founding myth claim the first gnolls were created when Yeenoghu took his mightiest demons and fed them to mortal hyenas who gave birth to the first gnolls, spreading Yeenoghu’s influence across the realms. The Children of Yeenoghu are representatives of his unholy might, spreading bloodshed and ruin (Playing Gnolls; Dragon Magazine Sept 08, p 367). Gnoll tribes are dedicated to slaughtering others and emphasizing their demonic heritage owed to Yeenoghu’s machinations as their progenitor, presenting as mortal fiends with the blood of the Butcher in their veins.
Gorellik
Gorellik is the oldest known god of gnoll-kind, with ties to the giant gods, and his recorded history dates to the Days of Thunder, when the Creator Race Empire's still ruled Faerun. His cult did not possess a creation myth for the gnolls and his worship was already faltering by the time Yeenoghu arrived.
The deities of the Giants are also found venerated by gnoll tribes, usually in the guise of a gnoll. The original patron of gnolls is Gorellik, god of hunting, hyenas and Hyenadons. He appears as a mottled white Hyenadon, and as he loses more and more power, he's become increasingly feral and malevolent. Gorellik’s lack of creation mythos for gnolls and his weakening power has led to a decline in his worship and his deteriorating mind.
Kossuth
Many Thayvian gnolls worship, or at least venerate Kossuth. The Salamander Wars led to widespread adoption of the worship of Kossuth in Thay that has spread the Firelord’s faith across its borders.
Bane
Second to Kossuth, Bane is a common deity in Thay with garrisons given the duty to enforce order on the lower orders of society which makes the Tyrant an appetizing choice for worship for some.
Zakharan Pantheon
The gnolls of Zakhara are integrated in this realm with the enlightened deities with other deities seen as savage. Gnolls often incline themselves to martial pursuits given their stature with Hajama, God of Bravery or Vataqatal, God of War, testing the dedication of warriors.
Giant Pantheon
Even before Gorellik’s descent, many gnolls turned towards the worship of the giant deities, although this was more common among the Flind controlled tribes and nations that did not buy into the chaotic and carnal teachings of Yeenoghu. Almost certainly the most worshiped of these was Hiatea, a fertility goddess of protection and community, or Grolantor for those who favored the hunt and battle.
Tempus
Those with an ounce of honor may turn to Tempus, the Foehammer, who wish to use their strength to prove themselves brave and seek worthy foes rather than the wanton slaughter of any traveler.
Language
Their tongue is referred to as Gnoll or Gnollish. An incomplete language that mixes bestial growls, yipping, howling, cackling, and other vocalizations. It included loanwords from the Abyssal dialect and new concepts were often borrowed from regional languages wherever they reside. They are often assertive, making statements or declarations rather than asking questions as demands are a sign of strength and confidence. The meek will inevitably be taken advantage of.
“Who are you?” vs “Tell me who you are.” “How much is it?” vs “Name the price.”
Gnoll names often have a growling characteristic with surnames related to a tribe or a descriptor. Some are influenced by local cultures with gnollish names in Thay often phonetically resembling human’s. One example such as ‘Rrorik’ as a variant of Rurik. They can be considered to have a growling, guttural trait that flows with compound second names not being uncommon as nicknames or descriptive of an individual.
Names
Male: Abrrek, Anzar, Bazrok, Brask, Durrash, Faush, Lask, Thovarr, Drazgor, Horvath, Krazos, Kyros, Zyrghral, Derror, Grerr, Remmar, Thurgg, Rrorik, Zurak
Female: Arrna, Izzira,Mirrin, Ryssa, Sryhn, Thrrae, Vokka, Zarasha, Zirrka, Amal, Hett, Ishtish, Senga
Surname: Bloodfist, Greatfang, Speardeath, Thunderdance, Darkhowl, Ironfang, Stormsnarl, Bloodfang, Ear-taker, Face-ripper, Spearbreaker
Thayan derived: Arrzima, Drazkira, Razzek, Rhaazmar, Vizzan,
Zakharan: Bahriz, Fahraz, Mazzar, Tahzir, Zahmirra
Gnoll words known:
Destroy: Ye
Destroyer: Yeenoghu
Children: Kits
Dowry: Kaamak
“What is Seen is Owned” (Gnoll social and religious law and philosophy): Rrachk-kiah
Revenge: Giarrok
Weasel: Korrok
Adventurers
The Gnoll adventurer often wishes to see the world. As a nomadic people, wanderlust is natural to them. Those who wish to rise above the savagery of their more violent brethren can discover more of what civilization may offer, with some gnolls returning to think less of the ‘civilized’ races, as they experience adventures, discover wealth, renown, or power in pursuit of achieving their goals. Some might be enriched by the experiences in civilized lands to offer opportunities not found as part of a pack, a Thayan military garrison, or undergone a journey in search of enlightenment.
The fierce reputation of gnolls offers much in the life of a mercenary, but also wariness and disdain from most who see gnoll-kind as monstrous murderers, thieves and pillagers of their people. Gnolls’ own suspicions of other races makes trust slow to gain but the camaraderie of a gnoll in a surrogate pack could earn one’s uncommon loyalty.
Roleplay Tips
A gnoll should consider from where in the realms they hail, although those who choose the archetypal gnoll need not care overmuch about knowing names or locations as most clans and tribes considered wild care little for civilized geography themselves.
However, those from Thay, Zakhara, or another civilized realm will understand their gnoll’s place within their society that differs from the typical gnoll experience, and why they have left their homeland for Arelith. Thayvian gnolls are often in a servile role whether as a servant to the ruling Mulan, a soldier in the city watch, or a prized position as a nameless bodyguard of someone with import such as a Red Wizard. Gnoll soldiers, beyond showing obedience to the true rulers of Thay, cherish their privileged role as enforcers where they can kick down anyone else in their purview, whether as patrolling guards, toll collectors, or are from one of the gnollish settlements in Thay’s frontier where raiding neighboring realms is a common pastime.
Those from tyrannical packs or who served a Red Wizard might enjoy the freedom of action or feel out of place, a fish out of water in unfamiliar civilized environs. Some might seek to join with the strongest personalities, fill a niche they had in a past life, or seek mercenary work to wait-and-see what opportunities may come forth. Gnolls prize might, assertive action, and seek to feed the ravenous hunger within.
Those encountering gnolls will likely be intimidated or afraid of their horrific reputation which may color first impressions. Even the most generous outlook on gnolls would understand they’re often crude mercenaries, amoral hunters, may have no qualms on consuming humanoid flesh, and could snap with anger or aggression with but a misplaced word.
Creating a new character on Arelith
Prerequisite
- Base Race: Gnoll (Goblinoid Category)
- Requires Non-Good Alignment
- Requires Minor Award
Classes
- Favored Class: Ranger
Abilities
- STR +2, CON +2, INT -2, CHA -2
- Listen +2, Spot +2
- Darkvision
- Damage Immunity: 5% Physical
- Bonus Feat: Power Attack
- Bonus Feat: Toughness
- Innate Ability: War Cry (Cooldown, gets shorter with level) 1/Day per 7 levels. The constitution modifier is used for DC purposes.
ECL +1
Alignment
- Usually chaotic evil
- Arelith Alignment Restriction: Non-good
Appearance
NWN appearance is not influenced by selection of head, skin, hair, or clothing.
Selection between black fur with green eyes, brown fur with yellow eyes, red fur with green eyes, and grey fur with blue eyes.
Notes
- Bonus language:
- Abyssal
- Undercommon
- Gnoll language
- Goblin Language
- Starting city: Andunor
- Eligible as citizens of Sibayad
- Non-Underdark race, As creatures that are often considered hostile by almost all traditional surface races they may fear being exposed, and certainly wouldn't approach a town, but nevertheless have no reason to fear sunlight, or to avoid claiming territory on the surface. May be marginally more welcome on the fringes of society.
External links
Resources in books
From Chaoshawk:
- Races of the Wild
- Unnaproachable East p. 10-12
- Monster Mythology p. 83
- Monster Manual IV
- Dreams of the Red Wizard
- The Complete Book of Humanoids p. 31-33
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