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:Size and Type: Medium Humanoid (Gnoll)
== Introduction ==
:Alignment: Usually CE
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.


== Appearance ==
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.
Gnolls have Hyenalike heads, and their long limbs possess lean strength. Gnolls are covered in course yellow or reddish-brown fur, and their feet and legs are structured more like a hyena's hind legs then a humanoids. Despite the somewhat awkward appearance of their legs and feet, gnolls walk as bipeds and are as agile and speedy as a normal human. The wild gnolls who prey upon civilized races use patchwork armor and rusted weapons that they've stolen from past kills. Tribes that have found some level of personal honor favor hide or leather armor similar to the Barbarian tribes of humans.


== Characteristics ==
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.
A gnoll is nocturnal carnivore, preferring intelligent creatures for food because they scream more. Gnolls tend to think with their stomachs, and any alliances they make (usually with bugbears, hodgoblins, ogres, orcs, or trolls) often fall apart when the gnolls get hungry. They dislike giants and most other humanoids, and they disdain manual labor.


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"-7'4" for males. ((OOC NOTE: these figures are shared for both Races of the Wild and Unapproachable East, with slight differences. (A few inches in height). Monster manual IV states that gnoll females are larger, and maximum gnoll age is 40, this seems to harken back to 2nd ed AD&D when their maximum age was about 35. However this is countered by multiple current cannonical sources including unapproachable East (a forgotten realms sourcebook) and the novel The Harpers 07: Soldiers of Ice. Which incidentally solidifies Gorellik as a FR god.))
== 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.


== Society ==
<div><ul>
Most gnoll tribes wander the wilerness, the strongest warrior governing with a brutal adherence to the idea that the strong can take freely from the weak. A few gnoll tribes attempt to pull away from their savage past, but they are the rare exception rather then the rule.
<li style="display; vertical-align:bottom:right;"> [[File:Gnoll.png|frame|right|100px|'''Gnoll color choices''']] </li>
</ul></div>


== Lands ==
== Characteristics & Behaviour ==
Gnolls are most common in the Shaar and Thay regions. In Thay, there are enough gnolls for them to become common as police. Many above average gnolls have been brought to foreign lands as slaves and servants by Red Wizards.
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.


== Settlements ==
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.
Gnoll Settlements are rough and crude, rarely anyting more then temporary shelters. Gnolls prefer underground lairs for longer stays, especially when a travelling group of gnolls must await new births. Large groups of gnolls often have several crude underground complexes between which they wander.


== Power Groups ==
== Society ==
Gnolls have little in the way of power groups. Among tribes of evil gnolls, the strongest warriors rule by brute force. Occasionally, exceptionally powerful or persuasive priests 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.
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.  


== Beliefs ==
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. They often trace their lineage matrilineally.
The most worshipped gnoll 'god' is the demon lord [[Yeenoghu]], who looks like a gaunt gnoll. Although most gnolls are not particularly reverent. Only occasionally making sacrifices if they are down on their luck. The dieties of the Giants are also found venerated by gnoll tribes, usually in the form of a gnoll rather then their 'normal' form. 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. It should be noted that he is not, as many believe the creator of gnollkind. Gnolls lack a true creation myth and this is a critical reason why Gorellik fell from favor.


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.


=== Recommended gods for gnoll clerics ===
== Lands ==
:''written by WereScrib''
===== 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.


==== Yeenoghu====
== Religion ==
Note, [[Yeenoghu]] as a demon prince can grant spells to clerics in the Forgotten Realms campaign setting. Yeenoghu is not the creator of the gnolls, nor is it believed he is truly a god of gnolls in any formal fashion, instead 'hijaking' the race's worship when Gorellik faltered.
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.


==== Gorellik====
==== Yeenoghu ====
[[Gorellik]] is the oldest known god of gnollkind, and his recorded history dates back to the Days of Thunder, when the Creator Race Empire's still ruled Faerun, and humans were barbaric, primitive more ape-like beings than they are today. He is not the creator of the gnolls however, and this is partially the reason why his worship faltered.
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 giant gods====
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.  
After the fall from Gorellik, many gnolls turned towards the worship of the [http://en.wikipedia.org/wiki/Giant_deities 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 commonly worshipped of these was Hiatea, a fertility goddess of protection and community, a perfect choice for veneration among female gnolls who had to spend most of their time rearing cubs.


==== Kossuth====
==== Gorellik ====
Many Thayvian gnolls worship, or at least venerate [[Kossuth]]. Also, Thayvian gnolls are likely to also venerate Isis (Ishtar) or Hathor as fertility goddesses, although outright worship is uncommon.
[[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.


==== Chauntea====
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.
While not commonly worshipped by gnolls, [[Chauntea]] is venerated by anyone working the land. Even farmers in the underdark, harvesting mushroom crops are paying reverence to Chauntea. So, if by some odd chance a gnoll actually is farming the land, which has happened in certain communities of non-evil gnolls; they probably venerate Chauntea.


==== Deep gnoll gods ====
==== Kossuth ====
And finally, the [[Gnoll pantheon|deep gnoll gods]] ([[Jyalkaath]] and [[Valyethra]]): These are only really known, or found in gnoll tribes controlled by Deep gnolls, also known as the "Reavers" or the "Harlokh". (As detailed in the Candlekeep Compendium)
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.


== Personality ==  
==== Bane ====
Even those gnolls who have turned from the evil ways of their demon prince are less intelligent and less charismatic then the average human. Gnolls don't see this deficiency as a weakness, however, placing more value on physical abilities and natural cunning than on subtle thought or persuasive abilities. Gnolls also remain very suspicious of other races.
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.


== Behavior ==
==== Zakharan Pantheon ====
Gnolls are travelers, hunters, and scavengers; adventuring gnolls travel almost constantly. To a gnoll, sitting in one place isn't cowardly or illogical; it's simply unpleasant. Some Gnolls are drawn to the thrill and variety of the hunt, while others are motivated only by curiosity. As the pack of gnolls grows, the bond of the pack serves as a major impetus for travel-- the most adventurous gnolls pull the rest of the pack along on their hunts. Packs of evil gnolls are driven to travel by the will of their demon prince, and packs of Neutral gnolls travel to escape the inluence of other gnoll packs and the wariness of human cities accustomed to fighting off their cruel and evil kin.
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.


== Language ==
==== Giant Pantheon ====
Gnolls who travel beyond the homeland of their tribes usually try to adopt the speaking habits of those around them, hoping to lessen other humanoid's sense of discomfort around them. Around their own kind, gnolls use their racial tongue and usually speak in the imperative, considering it polite to show strength by phrasing statements as commands rather then requests. ((I.E. "Tell me what this is now!" rather than "What's this?"))
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.
((OOC Note: the Gnoll racial tongue has been refferenced as a "growling yipping sound" by some sources, and by others as a "strange, primitive, yet musical sounding language" by others. As far as gnoll names, they seem to be flowing, yet growlly. "Arrna" "Derror" "Murrin". While their tribal names are compound words. "Bloodfang", "Flame-Paw" etc. However, in Thay, and probably other places, their names closer resemble Thayvian names, tweaked to be easier upon the gnollish tongue. ("Arrzima", "Zzarrzn" etc.) This is probably also true for gnollish slaves to drow, Calishites, or gnolls who are raised among civilized folk. Also in the novel ''Soldiers of Ice'', it was implied that gnolls also have a "nickname" of sorts such as Word-Maker, Spear-Biter or Wind-Runner.))


There are few known Gnoll words, but a few:
==== 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.


Deep Gnoll (Or perhaps something more poetic, like, 'chosen gnoll'): ''Harlorkh''
== 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.”


Children: ''Kits''
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 ====


Dowry: ''Kaamak''
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


“What is Seen is Owned” (Gnoll social and religious law and philosphy): ''Rrachk-kiah''
Surname: Bloodfist, Greatfang, Speardeath, Thunderdance, Darkhowl, Ironfang, Stormsnarl, Bloodfang, Ear-taker, Face-ripper, Spearbreaker


Thayan derived: Arrzima, Drazkira, Razzek, Rhaazmar, Vizzan,


Revenge:'' Giarrok''
Zakharan: Bahriz, Fahraz, Mazzar, Tahzir, Zahmirra


==== Gnoll words known: ====
Destroy: ''Ye''


Weasel: ''Korrok''
Destroyer: ''Yeenoghu''


== Roleplay tips==
Children: ''Kits''
=== Like animals===
: ''written by coldend (Gr'owl)''


:"I LIKE the fact that gnolls speak animal. It goes a long way to setting their place in the Arelith specific setting. They are feral, beastial, and amoral... at least they are amoral by the standards of other species.
Dowry: ''Kaamak''


:* A Dwarf may wonder why other races get offended when they drunkenly insult everyone around and spit on the floor.
“What is Seen is Owned” (Gnoll social and religious law and philosophy): ''Rrachk-kiah''
:* An Elf may wonder why other races get offended when they only point out how inferior every other creature is.
:* A Hin may wonder what all the fuss is about when it comes to "personal property".
:* A gnoll would wonder why the idea of eating a wounded member of your party has you all upset.


:To a gnoll, the group is everything no man is an island BUT often he is a meals-on-wheels buffet. This isn't ALWAYS evil (sometimes it is), it's just a natural animalistic way of viewing the world.
Revenge: ''Giarrok''


:Gnolls speaking Animal, ties them more closely TO animals. You don't call a bear "evil" and decide to eradicate the whole species just because some hippy videographer decides they are cuddly and ends up getting eaten. You don't call them "evil" because that is simply what they DO without any moral judgement on the matter at all.
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.


:For gnolls to really be "the neutral race"... not puppies, not demons with fur... the association needs to be drawn that they ARE like wild animals. Not unthinking or unintelligent, but simply operating on such a vastly different set of values that human (or demi-human) ethics and morality do not apply."
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.


=== Not like animals===
== Roleplay Tips ==
: ''written by WereScrib"''
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.


"Gnolls are not animals. They are not 'wild and feral'. Truthfully, gnolls are one of the more civilized of the savage humanoids, less animalistic than even the orcs due to the simple fact they they adore doing nothing. They don't eat fallen adventurers because they're animalistic; they do so because they're hungry and lack much reverence. If eating fallen companions was animalistic, we'd see Troglodytes as the most animalistic creatures in D&amp;D, as their society is based on eating.
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.


The problem is they are, with all but the rarest exception; Lazy, greedy and egotistical cowards.
== Creating a new character on Arelith ==
'''Prerequisite'''
* Base Race: Half-Orc
* Requires Non-Good [[Alignment]]
* Requires [[Epic_Sacrifice|Minor Award]]


=== Classes===
: Favored Class: [[Ranger]]


Some Examples:
=== Abilities===
* Monster Manual: Gnolls live in tribes ruled by the strongest gnoll who would act as a chieftain. He keeps his position via intimidation and fear. Gnolls prefer to live in fortified settlements or underground complexes and they use slaves to do any work they want done.


* Unapproachable East: Gnolls are hateful, greedy and avaricious. They steal what they can because they're too lazy to build it themselves. The only thing that truly animates the average gnoll is the promise of easy loot and slaughter. Although he is likely to break away in the middle of combat simply to rape, chase down easy prey, or attempt to 'sneak' loot from the rest of the tribe unless a strong, charismatic leader commands him.
:STR +2, CON +2, INT -2, CHA -2
:Gnolls who aren't simply driven by material greed are generally more civilized, almost Flindish in behavior. They are usually quieter than other gnolls, less prone to loud words and they take pride in their natural strength.
:Listen +2, Spot +2
: A particular passage of note: Gnolls are "Generally regarded as vicious thugs and brigands" A thug and brigand can only be a thug or a brigand if it is in some way civilized.
:Darkvision
:The is no passage in this book that mentions them being like 'animals' in behavior in any way.
:Keen Senses
: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.


* Races of the Wild: (Note, races of the wild specifically deals with the rare non-evil gnoll tribe, so it is a bit more applicable) Truthfully, it mimics the society shown in Races of the Wild; although it's portrayal of non-evil gnolls is one that becomes even more civilized, crafting their own equipment, taking pride in not just raw strength but their personal code of honor. (Not to say they are lawful, barbarians have codes of honor, after all)
ECL +1


:Truthfully the book simply goes to say that non-evil gnolls usually begin to resemble barbaric human tribes, with harsh, but fair codes of justice and superstitious reverence for spirits of nature.
=== Alignment===
:Usually chaotic evil


 
:'''Arelith Alignment Restriction:''' Non-good
Seriously, nothing on gnolls I have ever read or heard from anything but a fan-based source describes them as animalistic at all.
 
Gnolls aren't cute and fluffy, true. Nor are they demons with fur, but they are definitely not animals either. There wasn't even a movement to organize their society like spotted hyenas until Monster Manual IV, and this still did not try to bring them into a more "animalistic" nature in behavior. Gary Gygax is even on record commenting on how "interesting" it was that the other designers of D&amp;D took gnolls away from his original idea as female-led, anthropomorphic hyenas and turned them into a twist on most savage of humanoids.
Really, gnolls are like the Raiders from Fallout. They're depraved, certainly. But not truly wild.
 
 
 
I would like to say however, that I don't believe your roleplay is wrong in any way Gr'owl. There has to be a variety of cultures that vary between tribes, as with any other civilized race. A prime example of this is the gnolls we currently have on the server, I'll use two examples:
* Snarlix is Thayvian. He's from a considerably more civilized area for gnolls to reside in, where gnolls are often used as border guards, footmen and police by their human masters. Gnolls are common in Thay, and as such there are abnormal amounts of uncommonly intelligent gnolls. He hates giants; probably due to the teachings of Yeenoghu cultists who led gnolls away from the Giantkin gods. He apparently grew up in a small 'pack', rather than a tribe, and he was exposed to the Monk fighting style and disciplined in it early in life.
* Surrah is from a holdout tribe that resided in the mountains, they were hunter-gatherers that would migrate between various tribehomes as food became scarce: They were still reverent of Gorelik and were destroyed by followers of Yeenoghu. Surrah is from an older tribe that primarily revered Gorelik as well as the gods of the giantkin. (some of them at least. And they all imagined the giant gods as gnolls, of course. They wouldn't have acknowledged them a giant as a god)"
 
== Creating new character on Arelith ==
'''Prerequisite'''
* minimum [[RPRating|RPR]] of 20.
 
=== Base race===
[[Half-Orc]]
:+2 Str, -2 Int, -2 Cha
:Favored class: Barbarian
:Darkvision: Half-orcs are able to see in the dark.
 
=== Classes===
: Favored Class: [[Ranger]]
 
=== Alignment===
Usually [[chaotic evil]]


=== Appearance===  
=== Appearance===  
NWN appearance is not influenced by selection of head, skin, hair, or clothing.
NWN appearance is not influenced by selection of head, skin, hair, or clothing.


Greenish-gray skin on a furry body. A head like a hyena's with a reddish gray to dirty yellow mane.
Selection between black fur with green eyes, brown fur with yellow eyes, red fur with blue eyes, and grey fur with yellow eyes.


=== Notes===  
=== Notes===  
* Bonus language: [[Animal language]]
* Bonus language:
* Starting city: [[Urblexis Grond]]
::[[Abyssal]]
::[[Undercommon]]
::Gnoll 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==
==External links==
:[http://forgottenrealms.wikia.com/wiki/Gnoll Gnoll on Forgotten Realms Wiki]
:[http://forgottenrealms.wikia.com/wiki/Gnoll Gnoll on Forgotten Realms Wiki]
:[http://en.wikipedia.org/wiki/Gnoll Wikipedia]
:[http://en.wikipedia.org/wiki/Gnoll Wikipedia]
 
:[http://https://www.yumpu.com/en/document/read/29605423/playing-gnolls-wizards-of-the-coast Playing Gnolls]
:[http://www.wizards.com/default.asp?x=dnd/drfe/20080924 pdf about Playing Gnolls] by Keith Baker
:[http://www.d20srd.org/srd/monsters/Gnoll.htm Monster manual on The Hypertext d20 SRD]
:[http://nwn.bioware.com/builders/creature_profile4.html Creature Profile: Gnolls]
 
:[http://www.wizards.com/forgottenrealms/FR_3E_Gnoll.asp Giarrok the Fire-Tongue] by Steven E. Schend.
::"Some of the details of the gnolls life I think are important to Gnoll roleplay, it shows some of the clan attitudes, and the gnoll trait of cowardice/ego" WereScrib
 


===Resources in books===
===Resources in books===
From WereScrib:
From Chaoshawk:
*Harpers 07: Soldiers of Ice has a gnoll shaman as a main character, has some views into gnoll society, marriage and other issues.
*Races of the Wild
*Races of the Wild: Has a section on roleplaying non-evil gnolls.
*Unnaproachable East p. 10-12
*Unnaproachable East: Has details on Eastern gnolls in the Forgotten Realms campaign setting.
*Monster Mythology p. 83
*Monster Mythology: Details gnoll religion to an extent.
*Monster Manual IV
*Monster Manual IV: Information regarding what are apparently partially demon-blooded gnolls worshiping Yeenoghu.
*Dreams of the Red Wizard 
*The Complete Book of Humanoids p. 31-33
{{Race Navbox}}
[[Category:Underdark]]
[[Category:Underdark]]
[[Category:Subrace]]
[[Category:Race]]

Latest revision as of 09:21, 29 January 2025

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.

  • Gnoll color choices

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. They often trace their lineage matrilineally.

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

Classes

Favored Class: Ranger

Abilities

STR +2, CON +2, INT -2, CHA -2
Listen +2, Spot +2
Darkvision
Keen Senses
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 blue eyes, and grey fur with yellow eyes.

Notes

  • Bonus language:
Abyssal
Undercommon
Gnoll 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

Gnoll on Forgotten Realms Wiki
Wikipedia
Playing Gnolls

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
Playable Races on Arelith   
Human Human - Deep Imaskari - Firbolg - Half-Giant - Shadovar
Dwarf Shield Dwarf - Gold Dwarf - Duergar - Wild Dwarf
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Halfling Lightfoot Halfling - Ghostwise Halfling - Strongheart Halfling - Fey
Half-Elf Half-Elf - Gloaming - Green Hag - Kenku
Half-Orc Half-Orc
Monstrous Drow - Goblin - Kobold - Gnoll - Orog - Hobgoblin - Ogre - Minotaur - Imp - Troglodyte - Yuan-ti Pureblood - Derro - Rakshasa - Vampire - Grodd Goblin - Snow Goblin - Bugbear
Planetouched Aasimar - Air Genasi - Earth Genasi - Fire Genasi - Water Genasi - Tiefling