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Natural manmanoid
Gnoll
Type Natural manmanoid
Vision Low-light
Location Warm plains
Alignment Template:Alignment grid
Challenge Rating 1

Gnolls are a humanoid race that most closely resemble hyenas that dwell in the eastern parts of Faerûn and are known for their savage culture and warlike ways.

EcologyEdit

Physical descriptionEdit

Gnolls are extremely tall, the average member of the race standing on average between 7' and 7'6", though gnolls are relatively lean for their height, weighing in usually between 280 to 320 lbs and the race cuts an impressive visage. In part because of their height and lean musculature gnolls are very quick compared with many other races such as humans. Gnoll skin is a greenish-gray, and their furry hide is light or dark brown marked sometimes with spots or stripes. Many gnolls also have a dirty yellow to reddish-gray crest-like mane that stands on end when a gnoll is angry.

It is believed by some that gnolls have traces of demonic blood, which may be evidenced by unusual features found amongst some of the gnoll bloodlines. These may include talons, gleaming red eyes, or black fur with fiery orange spots.

Female gnolls are indistinguishable from males by size, in spite of a reputation for being shorter. In fact, so similar are male and female gnolls in appearance that they are often mistaken for one another and the only reliable way to tell the difference other than through a close physical examination is if a female is pregnant or openly nursing.

Gnolls have very short lifespans when compared with other sapient humanoids, living only 30 or so years on average and maturing to adulthood at a remarkable speed. Gnolls do not, however, age particularly dramatically except at the end of their lifespans, at which point the decline is sharp and deadly, quickly ending in death.

PsychologyEdit

Moreso than many other humanoid races, primal instinct remains a strong party of the gnoll psyche. Gnolls are natural predators and savor the thrills of the hunt. Almost all gnolls prefer the wilderness to the civilized enclaves favored by humans, dwarves, or other similar races and those that do take to cities usually think of them as just another kind of landscape.

Many other races find the gnoll psyche feral and aggressive, male and female equally,and the behavioral tendencies of the race can certainly give this impression. Gnolls start fighting amongst one another at a very early age and as soon as they can walk many crawl into places away from the eyes of adults where they engage in vicious, often lethal battles. A gnoll is more likely to demand answers than it is to actually ask a question. Gnolls, however, do not see this as an act of hostility, but rather a basic demonstration of strength. Though gnolls are not necessarily evil the craving of the hunt and primal bloodlust that inhabit the gnoll mind make many of the race lean towards chaotic evil by reflex. Gnolls who succumb to this tendency often become nomadic savages, wreaking havoc wherever they can, giving gnolls their fearsome reputation as slaving brigands throughout the world. Fortunately such creatures are rarely united and although gnolls as a whole have a strong affinity for family and blood ties, this friendliness does not often extend to gnolls who belong to a different pack and the race commonly makes war on itself.

Other gnoll practices might seem equally strange, such as the gnoll propensity for scavenging. At its most basic level this tendency leads many gnolls to collect trophies that remind them of past victories, items sometimes grisly though just as often simple and mundane, Gnoll trackers sometimes use this to their benefit, keeping scraps of clothing or other objects with the scent of their prey on them, which they use to point them in the direction of their quarry.

This tendency can lead to the even more alien gnoll practice of carrion eating. Unlike most races, gnolls have few, if any, qualms about eating the dead of other races. When gnolls strike a village they do not only leave no survivors but no corpses, eating most of those whom they don't take as slaves. There are even indications that some gnolls take this practice a step further, actually raiding graveyards for fresh corpses to feed on.

CultureEdit

In spite of the savage nature of the gnolls there are some aspects to their culture that are not inherently repulsive. Gnolls place a very strong value on family for instance, respecting blood ties perhaps more than any other aspect of a relationship. Though gnolls within a pack commonly fight amongst one another for dominance, these battles are quickly forgotten after their resolution and in most situations gnolls of the same bloodline are loyal friends and allies to one another. These bloodlines are almost always traced maternally, through the female line.

This loyalty to family is particularly obvious during combat, either with rival gnoll packs or other races. Gnolls who fight side by side regularly throw away personal glory in order to help their brethren. Perhaps most surprisingly, when a gnoll is separated from clan and family their instinctive need for such blood ties may lead them to form a surrogate "pack" from those whom they choose to befriend. To these unlikely allies the gnoll is as loyal and faithful as they would their own brothers or sisters, embracing the outsiders as if they were family.

Another common trait of gnolls, that of scavenging, is taken to new levels by gnolls who live in the wild as most do. While all gnolls have an innate tendency for collecting souvenirs and trophies, nomadic packs, particularly the savage ones who have little contact with other races except during wartime, often find little other ways to acquire technology, having crafted few tools of their own. The result of this is that most gnolls rely on the other races as their source of wealth and technology. This extends to arms and weaponry, giving gnoll armor a unique aesthetic where each suit is typically made kitbashed together from scavenged pieces of armor found either on victims or abandoned.

Gnolls of all kinds find an affinity for hyenas, who many see as their brethren and whom they keep as pets or for hunting.

Mainstream Gnoll CultureEdit

Though gnolls of all kinds have a strong loyalty towards family, gnolls do not extend such courtesies to those outside their pack however and mainstream gnoll culture has a much deserved reputation for brutality. Most gnolls are nomadic, wandering from land to land and living off of raids on the local populations. Victims of these attacks should expect no mercy from their attackers and those who are not killed are taken as slaves where they are brutalized and abused both physically and mentally. Gnolls detest physical labor and so to ensure utter loyalty from slaves take the brutalization of slave to almost an art form . For this purpose most packs have specialized slavers known as tantekurash or "spirit breakers" who make it their business to break the will of a slave through repetitive torture.

The process wreaked on a slave's mind by the tantekurash is brutal and often irrevocable. Those captives who do not submit are eaten, often in front of other slaves as yet another form of torment. Slaves who accept their fate often live short and brutal lives, which are ended by them being devoured. Few victims are lucky enough to be rescued and those that are may take months to shake the scars from their psyche and recover.

An even less fortunate few find their minds so broken that they actually embrace the brutality of their captors, becoming the kryshantel or "savage souls," who follow their masters into battle as thralls. Most of these individuals are broken creatures, little more conscious than the hyenas gnolls favor as pets, but a handful retain their intellect, effectively becoming gnolls in all but form. These kryshantel are the most dangerous since they can, unlike regular gnolls, act as infiltrators, performing sabotage and laying the ground for gnoll raids, too often undetected until it is already too late.

Variant CulturesEdit

Though most gnoll packs embrace their reputation for savagery, others refrain from such utter depravity. These clans are also nomadic but unlike the others rarely engage in violent raids except when seriously provoked. Likewise, though they retain the natural gnoll bloodlust they take no joy in torture or unnecessary cruelty, embracing hunting and tracking over outright slaughter.

In some cases these gnolls might even come to befriend or at least peacefully interact with the members of other races, offering their services as trappers or hunters. Generally, however, gnolls prefer their own kind and except when on business rarely visit neighboring villages dominated by members of another race. Likewise, these gnolls remain aggressive and quick to anger, meaning visitors should be careful not to offend.

ReligionEdit

Gnolls are most often worshipers of the demon lord Yeenoghu, who some claim created them. Though some pay only nominal reverence many gnolls are fanatically devoted to their dark overlord and it is his influence which is one of the primary cause of gnoll savagery. Some gnolls believe it is their purpose as Yeenoghu's servants to cleanse the weak from the world, serving a higher purpose through the slaughter they spread. The original deity of gnolls was, in fact, known as Gorellik, but years of Yeenoghu stealing his followers has left him with little command of his people, if he even still survives.

In spite of their devotion to Yeenoghu few gnolls have any interest in ritual and there are few clerics or shamans to be found amongst the savage packs. Typically, gnolls see their very brutality as a sign of their devotion to the demon lord, painting the eye of Yeenoghu on to their weapons and armor and howling his name as a war cry in battle.

A few gnolls are led, however, by warlocks who make powerful pacts with the demonic servants of Yeenoghu and guide the packs they lead through frightful visions paid for with even more horrific rituals. The most terrible of these is the Corruption of the Soul Consumed, where living victims are eaten alive by female hyenas who are then swiftly impregnated with evistros or barlguras formed from the tormented souls of the dead, a conception followed by an even swifter birth. Those gnolls who turn away from the worship of Yeenoghu often embrace no deity, seeing no clear difference between demons and gods. Sometimes these gnolls seek out instead the patronage of fey spirits of the natural world, embracing the primal essence of nature. Others seek out the gods of other races.

Society Edit

Most gnoll tribes wander the wilderness, 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.

Lands Edit

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.

Settlements Edit

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.

Language Edit

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?")) ((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:

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


Children: Kits


Dowry: Kaamak


“What is Seen is Owned” (Gnoll social and religious law and philosphy): Rrachk-kiah


Revenge: Giarrok


Weasel: Korrok

Gnolls speak many different languages but have for the most part adopted the common speech, with a few noticeable idiosyncrasies. Gnolls always refer to everything in it's singular form as gnolls are seemingly unable to perceive quantity. The only state of being to a gnoll is to "be." "Am," "is," "are," "was," "were," and "been," are all replaced with "be." Also, gnolls have a difficult time distinguishing the past, present and future. Most past and future events are referred to in the present tense. Gnolls do not typically use articles in their speech; words such as "a," "an," and "the."

There exist several hieroglyphic scripts that are unique to gnolls, but their meanings and designs are so obscure as to have little value.

The gnoll language is a guttural but fluid one filled with the occasional bark or yip. Much of the gnoll language is aided in body language in tone, and one word can mean something entirely different depending on a gnoll body language. When a gnoll chooses to speak another language there is much less nuance and it often comes out halting, it is exceedingly rare for a gnoll to ever seem fluent in another language than their own.

This language is hard for non-gnolls to understand and speak, as it is made up of countless barks, growls and yips. Like many other racial languages, its construction is a clear reflection of the cultural priorities of its speakers: gnoll has 37 words for the term "slave" and only two for "work"


An ancient gnoll war chant:

"Te Kurash tantel krysh

Te krynte tantel krysh"

Translates roughly to:

"I Make you bleed

I drink your blood"

SubracesEdit

  • Flind: These gnolls are shorter, broader, and stronger than others; flinds are often found leading a tribe or settlement of gnolls. Flinds use a primitive flail-like weapon called a flindbar, which consists of a pair of metal rods linked together by a chain.
  • Half-gnoll: Halfbreeds born from the human and gnoll parents.


MoreEdit

Physiology

Gnolls have a great variety in height, weight and age differences between tribes and home region. The exact reason for this is unknown, but some examples are as follows: The gnolls most commonly found in the wilds as well as the gnolls that have turned away from the demon Yeenoghu are considered adults at age 14 and generally they are ready to take a class level within 1-12 years depending upon their profession. The height for males seems to be between 5’6” and 7’4” and 5’4” to 7’2” for females and they have human lifespans. Races of the Wild, pg 106

However, the gnolls of Thay and the far east seem to differ slightly, they first mature when they reach 12 and thayvian gnolls are completely trained in their profession within one to eight years, probably due to the more orderly society that Thayvian gnolls live under. These gnolls are also slightly larger than their wilder kin, the males standing between 5’10 and 7’8” while the females stand between 5’6” and 7’2”. It should be noted however that despite their greater height, Thayvian gnolls are on average considerably lighter than the gnolls found in the deep wilds. Also, Thayvian gnolls are more likely to die young, as the Red Wizards have not documented any gnolls living past 84. This is possibly due to magical experimentation, specific race or perhaps it is simply a matter of environment and diet. Unapproachable East pg17.

Finally, the gnolls that serve Yeenoghu in the most dedicated fashion seem to have extremely damaged life cycles and many truly believe their species was bred from Hyenas and demons. It truly seems likely that these bizarre tribes of dedicated and obsessive followers of the King of Ghouls have been warped by infernal magic as the males seem to be a bit larger on average than most, standing at around 7’. The females however most obviously bare the taint of Yeenoghu’s influence, standing at 7’6” on average. However, the massive strain these transformations have had upon them seems to have corrupted their life cycle as a gnoll among these tribes matures within two years of birth, and they have a shortened gestation period of around six months. Also, even more sign of the demonic influence on these gnolls is their age. An extremely old gnoll would only be fourty years of age, less than half what you would find outside of one of these fanatical gnoll tribes. Monster manual IV, pg 69

The difference between gnolls in the east and those found in the deep woods seems to be more akin to racial differences, not unlike those we can document in humans. This leads me to believe we can attribute every major gnoll region to one of the old, “Marches” that scattered the gnoll people after the fall of Myth Drannor. To explain the fanatical gnoll tribes of Yeenoghu we must take in mind the fantasy physics of the Realms that go beyond what is normal in the real world. This would help in explaining the odder occurrences and inconsistencies:

   The inconsistent descriptions and art related to gnolls, from the 2nd edition Monstrous Compendium image which displays them lacking digitigrade legs. To the possibly six-breasted Unapproachable East image.
   The gnolls in Monster Manual IV, which are depicted as having much larger and more powerful females, as well as having a more primitive society where cannibalism is incredibly commonplace and violent murder of 'lesser males' is so common it's used to mark territory like a dog. It's also possible this is the direct work of demonic breeding, much like the Deep Gnolls are infernal, or this is the work of much more extensive breeding, much like how we humans breed dogs to posses such extreme racial differences.


The Races of Gnoll

Gnolls have numerous races and breeds. First, I will talk about the primary divisions between gnolls before breaking into sub-races within the species.

Northern Gnoll

Physiology Gnolls of the north have notable for having relatively lanky, long limbs and a brighter fur colors than some of the other races. This fur is medium length and Adults can have anything from tawny brown to brilliant, golden pelts. While youth and kits have raw beige colored fur with a soft, downy texture and a general 'poofiness' that may remind someone of the fur of a Pomeranian. It should also be noted that gnolls require clothing to remain warm in the unforgiving chill of the north.

Personality Northern gnolls are boastful, as are all gnolls but expect a little more work from their people then is normally common to gnollkind. This changes depending upon how unforgiving the environment is. They do tend to be insular but have a stronger sense of community than most gnolls.

Society Northern gnolls have slightly differing naming standards from those of other regions. Firstly they have a given gnoll like "Krote", "Grash" or "Varrn" followed by a compound word nickname which is more commonly used such as "Wolf-Ear", "Word-Maker" "Spear-Biter" etc. Finally followed by a totem-based compound tribename. Such as "Strong-Bear" or "Frost-Worm" (although a few have tribenames that do not contain a totem, such as "Burnt Fur"). Northern gnolls are organized based upon Tribes, which contain a number of Lodges, within these lodges are packs. Packs usually hunt with eachother and sleep in a communal tent by pack. (for warmth) Although more important gnolls will have their own quarters usually with their own fires and wives. Northern Gnolls have numerous social traditions. Marriage is to be declared before the entire tribe, the male stating that the female is now his. This is usually followed by ritual chants of celebration. Generally, females must compete to find the best mates, as logically, all the females desire the chieftain or the best hunters as mates. In addition to physical prowess and aggressive, strong behavior, the amount the female owns is taken into consideration. All she has is given to the husband as a dowry and he will examine it to see if her possessions are worthwhile to him and his aids. A strong male is likely to have multiple wives, showing truly how much he owns and the levels of his prowess.

Alignment They are generally evil and chaotic, but it's not uncommon for them to work with the other gnoll tribes and to a limited extent, human tribes.

Religion Northern gnolls are one of the great holdout peoples and do not generally worship Yeenoghu. Gorellik is the dominant belief combined with a powerful superstitious bent. It's likely a number of northern gnoll tribes worship giantkin gods as well as deities such as Malar.

History The gnolls of the North and the Savage Frontier have allot more difficulty even surviving than those in warmer regions. The weather is oppressive and the terrain treacherous. Due to this actual war is rather rare among their people, although conflict is still quite common. Recently, the Harpers have begun working with the Gnolls of the north and a slow understanding is being created between their peoples. This started when the Burnt Fur tribe was attacked and taken over by an Ice Devil. The Devil was stopped with the aid of a Harper ranger of Mielikki named Martine, her Gnome companion Vilheim and a gnoll Shaman of Gorellik named Krote Word-Maker.

Southern Gnoll The South of Faerun is where Yeenoghu's cult is strongest, and the gnolls society more perfectly follows his example than in other regions.

Physiology As mentioned earlier, it's likely that the Southern Gnolls have long bred with demons and demonkin. As such, their lifespan and physiology have been affected. The females have also, in some tribes, turned larger and stronger than the males. Due to the descriptions of these tribes and anecdotal evidence, it is reasonable to assume the species is affected by androgyny of their reproductive organs, much like a Spotted Hyena. Personality More violent and aggressive than their cousins the Gnolls of the South have long preyed upon other nomadic races and have grown bitter that their nations have fallen apart since Yeenoghu's priests gained control of the race. Society mmiv, do later. Alignment CE, detail later. Religion Yeenoghu, detail later. Talk about Shield of Yeenoghu (fangedShiled) and history of the faith. History Brief talk about Yeenoghu not being challenged strongly by any other faith due to Malar being forced from the Shaar. The Flind There is an old saying in dungeons and dragons. "A paladin is not made, he is born." If this is true, than a Flind is a paladin. Flinds are strong, fast, intelligent and charismatic. A flind is the ultimate in gnolldom. While gnolls are lazy and chaotic, Flinds are orderly and industrious. Truly, the Flind is an exemplar among gnollkind. Something all other gnolls look to with awe and reverence.

Physiology: Flinds are shorter, but broader than gnolls. Whilst a gnoll is long and lanky a Flind is built like a tank. Other important features of Flinds are their heads. Less sloped than gnolls, they have a more defined brow as well as round, hyenalike ears. (rather than gnollish ears which are considerably more pointed) Gnolls also find Flinds quite attractive.

Personality: Flinds are considerably easier to 'civilize' than gnolls and as a race tend towards orderly, lawful behavior. They pride themselves on concepts the average gnoll barely understands; like honor, dignity and self-worth.

Society: Flinds have their own sub-society among gnolls, one that invariably leads to a position of power. They are simply better than gnolls, and they know it. They are the kings, and the gnolls are the serfs. It's also true that while gnolls practically worship Flinds, Flinds do not really consider their lessers more than tools.

Alignment: Flinds are almost always lawful and evil. They are orderly in behavior, quick thinking and generally evil.

Religion: Flinds are not very religious. They never particularly cared for Gorellik, and rarely worshiped him even during his prime and they have never embraced Yeenoghu as a god. More commonly they will revere powerful gods of other pantheons such as the deities of the humans or Giants. It is also likely Flinds more quickly embrace the Deep Gnoll gods than most true gnolls, seeing a similarity in philosophy.

History: Flinds are an ancient people truly wrapped up in a good deal of superstition. They tell of a time when they were a great and powerful nation, sometimes these tales even tell of Gnollish empires under Flindish nobility, but they all lead to one idea: This empire or nation fell. Usually this is blamed on Giantkin, Elves or sometimes it is the failure of gnolls themselves.

Heartlands Gnoll typical gnoll, do later.

Physiology Personality Society Alignment Religion History

Eastern Gnoll copypasta from Thaygnoll, expand as necessary. Talk about the March. Physiology Personality Society Alignment Religion History

Deep Gnoll (Reaver Gnoll) Candlekeep info. Physiology Personality Society Alignment Religion History Top

Mon, 09/27/2010 - 05:25

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WereScrib WereScrib's picture Offline Location: Microsoft Land Plays as: Surrah Spear-Biter Is: Not happy Joined: 06/12/2010 Re: Scrib's Guide to Gnolls (In Progress) Gnoll Regions Gnolls, while found across Faerun are extremely common in certain regions. I shall approach each of them individually.

Thay The following information is garnered from Dreams of the Red Wizards and the Unapproachable East primarily. Other books such as The Horde Campaign and Spellbound: Thay, Rashemen and Aglarond have also been referenced in part. History and Origins Thayan gnolls are of more civilized stock than those found elsewhere, having been part of a civilized land since 922 DR, when they were a critical part of the armed forces of the Red Wizards during the Thayan rebellion. The gnoll mercenaries were then given the right to own property on parts of the Thaymount and in the Gorge of Gauros. Their descendants have continued to be commonly employed as police. This employment is to such an extent that most guardsmen and common law enforcement is often gnoll dominated within Thayan borders.

Social Oddities Gnolls of Thay posess typical gnoll traits of laziness, sadism and general unpleasantness. However, they are considerably more likely to be motivated by physical wealth and lack the idea that one can only own what one can keep on their person.

Alignment and Religion Gnolls of civilized Thay are usually Neutral Evil and are considerably more worldly than their savage cousins. It is imaginable that gnolls have a larger variety of religion, possibly favoring human gods in some cases but the common gnoll still worships Yeenoghu. While not particularly reverent, a gnoll down on his luck may offer a prayer and a gnoll doing especially well may offer a bit of his possessions up for sacrifice. There is some evidence of gnolls worshiping the orc god Gruumsh in Thay as well.

   This may be a issue of poor research on the part of the author of Dreams. It seems odd that there would be a gnoll NPC who worshiped Gruumsh, but there really is no reason why there couldn't be one.


Careers and Classes As the most common profession for a gnoll in Thay is that of a law enforcement officer, Thaygnolls are more likely to be thuggish rogues than their wilder brethren. This is also true for Fighters. Gnolls are often employed as heavy foot soldiers by the armies of Thay, where they learn to wield heavy armors and large weapons. Despite Thay's acceptance of gnolls, there is no chance of a Gnoll Red Wizard. The Red Wizards must be not only human, but they must also be of Mulani blood. Also, Barbarians and Druids are considerably less common then they are outside of Thay's borders.

Dambrath The following is gathered from both The Shining South books, published by TSR and WotC respectively.

History and Origins The gnolls of Dambrath originate from the region known as the Gnollwatch Mountains. While most of them are from more primitive tribes than found in Thay, these gnolls can also claim to be often gainfully employed, usually as guardsman for plantations and estates, but also as mercenaries. Much of this is due to the influence of the gnoll Grubash Blacksnout.

Social Oddities Dambrath is matriarchal to an extreme level, lord (or should I say ladied?) over by Loviataran priestesses with a distinct lack of respect for masculinity. Due to this it seems likely this matriarchal society would filter down to the gnoll mercenaries. This may help explain the Monster Manual IV's extremely female dominated gnollkind. Also, due to the intense love of horse riding within Dambrath, Dambraii gnolls are the most likely of all gnolls to learn to ride animals and are also likely to use the Dambraii weapons of a Short Bow and lasso while on horseback. These gnolls would also be likely to learn the "Maiden's Tongue" Which is a bastardised mishmash of common and Drow, often with changed meanings. (Such as lower class citizens such as gnolls being referred to as "Shebali" whilst half elves and part drow are, "Crinti")

Alignment and Religion Gnolls of Dambrath are likely to bring sadism to a whole new level for their kind, reveling in screams of their prey. This is to be expected when you are even on the outskirts of a society affectionately referred to as the "Nation of Pain". Also, this may trickle over to religion and it's not unlikely a particularly aggressive chieftain may pay reverence to Loviatar. Still, Yeenoghu is the dominant religion.

Careers and Classes While not as organized as Thay, Dambraii gnolls can claim a wide variety of classes. From rogues on the streets of Dambraii cities to learning to become a skilled and professional Fighter on a plantation. Also, due to the wider acceptance of wild gnolls, Barbarian and druid are more common. It should be noted that only females are permitted to ever utilize any form of magic within Dambrath. The punishment for a male using magic is death and the punishment for a female teaching a male magic is literally having your mind melted until you're a brainless drone ready to work your life away as a slave. This applies to demihumans as well and it is likely gnolls (due to their considerable interaction with the Dambraii rulers) would only allow females to become wizards, sorcerors, warlocks, bards, clerics, druids or even rangers.

Veldorn, Land of Monsters The following is gathered from both The Shining South books, published by TSR and WotC respectively.

History and Origins The Veldorn is a conglomeration of monster races, "ruled" by a vampire named Saed. Truthfully, the vampire, a powerful psion, only acts as a neutral judge to settle disagreements between the various Beast-Chieftains. Gnolls are among these, and like the rest of the Veldorn have their own, 'territory', as well as having significant numbers of their people in the Veldorn capital, (Old) Vaelan. A large ruin with an extensive under-city housing monsters of the various Veldorn people, from undead to werewolves.

Social Oddities Of all gnolls, Veldorn gnolls are most likely to by happy in Grond. Although the lack of easy supplies may annoy the lazy beings, they would be more used to long periods indoors and the idea of interacting with non-gnolls.

Alignment and Religion Veldorn gnolls are typical gnolls, chaotic and evil followers of Yeenoghu. It is likely tribes sick of the abnormal reverence for Yeenoghu found in Shaaran gnolls may have fled to the Veldorn.

Careers and Classes Being typical gnolls, Veldorn favor rangers and barbarians. It's also possible a particularly studious gnoll could learn wizardry slowly through piecemeal means as they seek out tomes of magic in the lost libraries of occupied Veldorn.

The Stonelands The following has been gathered from Elminster's Ecologies Boxed Set.

History and Origins Goblins and other monstrous humanoids have long resided in this area, as long as their memory serves. They've left their homelands, they've migrated, but they've been here well before the human empires rose and fell.

Social Oddities The gnolls of the Stonelands are peculiar in having a stronger tradition of storytelling and a more universal sense of history. They tell the tale that the greatest of gnoll heroes, one known as Grrat was slain by the Stone giants. They also believe that this act of evil against the gnoll people has forever damned gnolls to insignificance compared to elves, dwarves and humans. Due to this they despise Stone Giants to an incredible extent. Otherwise, Stoneland gnolls are known for general disinterest in much of anything. Reclusive, nomadic and disinterested in largescale combat, they'd prefer to flee from intruders and resettle elsewhere then fight. They are also very male dominated.

Alignment and Religion Due to their general disinterest in actually causing overt harm, it seems likely gnolls of the Stonelands are more likely to be neutral than most of their kin. While no solid sources mention religion, the gnolls of this region seem disinterested in slaughter and bloodshed it is likely they follow Gorellik over Yeenoghu. This is also evidenced by the lack of strong Yeenoghuan presence in the north among other gnoll tribes.

Careers and Classes As nomads surviving in a desolate land ravaged by arcane storms that can incinerate a whole tribe in a wall of flame, dissolve their flesh in a rain of acid or produce a myriad of seemingly random magical effects, the few that have power over stabilising nature are heavily sought after. Whether rangers to guide the tribe through the numerous hazards or druids to try and temper the horrors the psuedonatural world has to offer them.

Past the Borders of Faerun

Maztica: There are no references to gnolls native to Maztica. Perhaps they are found in one of the other nations in the vast unexplored New World, perhaps this is where the mysterious, "Nation of the Flinds" resides, but there is no information on it.

Outer Space, Spelljamming Gnolls: Little is known about the Spelljamming gnolls. However, as they appear on encounter tables: We can confirm that there are GNOLLS IN SPACE. These gnolls likely look down upon the "Groundlings" as do all spacefaring people. They're also likely less religious than their Torilian counterparts. History and Origins The exact origin of gnolls in Space is unknown, likely they 'hitched a ride' into the vast expanse with more civilized people and eventually formed tribes and nations under their own rule. One of these tribes was at one point a major force onboard the Legendary Spelljammer itself, however they were mostly wiped out by Giff.

Social Oddities Gnolls of Space are known to cannibalize eachother, a trait not completely unheard of among groundling gnolls, but their reputations seem a bit stronger in Space.

Alignment and Religion As per gnoll, although a spaceborn gnoll has a much higher chance of worshiping one of the many Spacefaring religions.

Careers and Classes Primitive classes are less common among the stars and it is not unlikely to see swashbuckling, cannibalistic gnolls armed with blunderbusses and rapiers.

The Underdark (Candlekeep compendium, menzo boxed set, Drizzit guide and drow of the undies. Finish later) History and Origins Social Oddities Alignment and Religion Careers and Classes

Kara-Tur and the Hordelands: The following has been gathered from TSRs "The Horde".

History and Origins There are no gnolls in Kara Tur proper. Their population ends as you leave the hordelands. But in the hordelands they have made an odd presence. Originally abandoned by a nameless wizard (likely Thayan) They are seen as, "Dogmen", and the natives have spun tales that the men are horrible cannibals that prey on travelers, but their women are beautiful and pure. Due to this the occasional young man will attempt to prove himself by venturing into the "Valley of the Dogmen".

Social Oddities The gnolls do not really know why they live where they live, and they are also wonder if perhaps they built the ruins in which they live. As such, gnolls of this region have a kind of primitive wonderment not often found among the less confused western races.

Alignment and Religion Gnolls of the Hordelands are chaotic and evil, but often wonder who the master that pervades their lore really is. It is likely their religion may revolve around this unknown 'master'.

Careers and Classes Primitive, these gnolls are usually rangers or barbarians.


Zakhara: The Land of Fate The Following has been Gathered from TSRs "Land of Fate: Al'Qadim Campaign Setting Boxed Set as well as Al'Qadim: City of Delights.

History and Origins The gnolls likely traveled south from the Shaar to Zakhara in the distant past, or perhaps they were always there. Maybe the gnolls of Faerun traveled north during the ancient past.

Social Oddities Everything you know about gnolls is turned on it's head in Zakhara. They suffer no particular racial prejudice towards anyone, and they do not expect race to play much of a part in anything. To the Enlightened, actions are all that matter. A dwarf who steals is just as foul as a gnoll who steals. Even the idea of a gnoll marrying a human isn't seen as complete taboo. (although such a union would have to be the product of a rather pure love) A gnoll of the Enlightened may be priest, may try to apprentice to a wizard and could even be a politician. Their primary prejudice will be towards everyone of the north. The barbarian "ajami" as the Zakharans call those of Faerun are foolish, unenlightened and generally bigoted primitives.

Alignment and Religion A gnoll of the far south does not understand racial deities or multiple pantheons. Yeenoghu is bizarre, a perversion of The Beast and Gorellik is an unknown spirit or idea. The Enlightened have heard tales of the strange northern gods such as Clang the dwarf god of making things and Gond, the other god of making things! Such silly barbarians, the Ajami are. The Gnolls of Zakhara, worship the Zakharan gods. Whether they are more civilized and Enlightened or they are primitives who follow the foul Heathen gods, they all worship the gods of Zakhara. The Enlightened gnolls follow the laws of the Loregiver, a wisewoman, a handmaiden of fate who codified the Law. She hid these scrolls in a cavern, and in the future guided a young nomad to them. After discovering them, he became the first Caliph and the Law spread rapidly throughout the Land of Fate. The Heathen gnolls follow primitive gods, or primitive beliefs. Gods of savagery that lack true value to their teachings. Alignments are varied, among Zakharan gnolls.

Careers and Classes All normal gnoll classes are available to one of the far south, and professional careers (such as Wizard and even paladin) are available to an especially industrious gnoll. It should be noted that a higher level fighter or ranger will often refer to themselves as "Sheik" or "Sheika" if female. A paladin of higher level is referred to as an "Amir" Wizards and Sorcerers of higher level are "Al'raqi" but tend to create their own titles such as "Zibaru the Wolf, the Destroyer, the Thunder which Rings through the Desert". A cleric of higher level is referred to as an Imam. Druid and Barbarian, however are exclusive to non-enlightened gnolls. Top

Fri, 09/24/2010 - 01:28

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WereScrib WereScrib's picture Offline Location: Microsoft Land Plays as: Surrah Spear-Biter Is: Not happy Joined: 06/12/2010 Re: Scrib's Guide to Gnolls (In Progress) Religion Gnolls are not particularly religious. Even in the Realms where religion is more matter-of-fact then philosophy, gnolls generally lack reverence towards the gods directly. However, gnolls are quite superstitious and will often base their decisions upon these superstitions. For instance gnolls will often refuse to hunt on a full moon, or even leave secure shelter. Other tribes have been known to banish a female who gives birth to only a single child or even kill the mother of a sorcerer.

Gorellik Titles: Unknown. Symbol: A Mottled and pale Gnoll Head Power Level: Demigod. Dominion: Wanders, lacks own realm. Alignment: Chaotic Evil Portfolio: Hunting, Hyenas, Hyenadons. (formerly gnolls) Worshipers: Gnolls. Domains: Evil, Chaos, Animal. Favored Weapon: Unknown, likely a hyena's head. Gorellik is the oldest known god of gnollkind. He brought the gnolls numerous advances in their early history such as the knowledge of how to domesticate and raise Hyenadons. He also taught them to respect only force and power and spread word of the concept of Rach-Kiah, the idea that gnolls are entitled to whatever they can take for their own. However, Gorellik was usurped by his followers adherence to these teachings and fell from favor as a gnoll god. His fall was not helped by the gnoll tradition that he was not the creator god of the gnolls. Now, he is little more then a half-mad divine hyena, hunting throughout the planes with little care for the mortal realm. It's likely he has taken the roll of the Animal Lord of hyenas. Gorellik manifests as a mottled white hyenadon, feral and on the prowl for his prey.

Titles: Symbol: Power Level: Dominion: Alignment: Portfolio: Worshipers: Domains: Favored Weapon:

Titles: Symbol: Power Level: Dominion: Alignment: Portfolio: Worshipers: Domains: Favored Weapon:

Titles: Symbol: Power Level: Dominion: Alignment: Portfolio: Worshipers: Domains: Favored Weapon:

Yeenoghu Titles: Demon Prince of Gnolls, The Destroyer, Beast of Butchery, Ruler of Ruin Symbol: A Three Headed Flail Power Level: Demon Prince Dominion: 422nd layer of the Abyss, also may have subjugation of 421st layer of the Abyss, "The White Kingdom" Alignment: Chaotic Evil Portfolio: Gnolls Worshipers: Gnolls, evil humanoids. Domains: Evil, Chaos, Destruction Favored Weapon: Triple-Headed Flail "Triple Flail" Yeenoghu is the most worshiped, "god" of the gnolls. Although it is unknown what real connections he has to the species. He first became a major gnoll god in the Realms when the Shaar gnolls turned to his worship thanks to a smaller tribe receiving the artifact, "Fanged Shield of Yeenoghu". With this weapon, the charismatic leader managed to form a great gnoll nation under the banner of the demonprince. Shaaran gnolls have become repeatedly more closely aligned with Yeenoghu and have spread his faith throughout most of Faerun, almost completely usurping Gorellik in most areas. Yeenoghu himself has an interesting history. It's not known whether he was a mortal gnoll who became a demon prince (or more likely) he was a demon who saw the gnoll as a vessel of his will. Some tribes have recently begun teaching that gnolls were created by Yeenoghu from ordinary hyenas. This most likely originates to the vast amount of gnoll/demonic interbreeding among these tribes and the distinct physical changes that have taken place in their bodies. He is also said to have subjugated the King of Ghouls. Yeenoghu is said to appear as a tall, freakishly skinny gnoll, his fur falling off and his body wracked with mange. He carries a flail with three heads and constantly hungers for more power. Notes: Yeenoghu is one of the oldest demons in Dungeons & Dragons. He is also one of the most powerful demon princes in the abyss.

Refnara Titles: Unknown, likely to do with serpents or fear. Symbol: Likely a Crescent Moon. Power Level: Likely Demigod. Dominion: Likely the Abyss. Alignment: Evil (unspecified) Portfolio: Fear, Gnolls (probably "Moon" and "Darkness" as well) Worshipers: Gnolls. Domains: Probably Evil and Trickery. Favored Weapon: Unknown, likely a Serpent's Fang (Dagger) Refnara is a little known gnoll goddess of fear. Few tribes seem to revere her alone, but many gnolls blame her for the decline of gnolls from the 'Great nations' of the past. She teaches that gnolls must sacrifice to her and show their bravery, and to test this she sends the full moon to haunt them. Only when placated will she bite pieces out of the moon, slowly causing it to disappear. This is met by great joy, dances, drunken revelry and celebration before great hunts. Refnara appears as a giant serpent, sometimes depicted as glowing. Sources: Dragon Magainze 48: "To Bite the Moon: A little Gnolledge is a Dangerous Thing" by Lisa Smedman. Supplemental notes: It's possible in my mind that Refnara may by Shar or perhaps an ancient legend inspired by the Sarrukh god, the World Serpent. It's also possible that this may be a gnoll perversion of Dendar the Night Serpent, the foul monstocity that lives in the Fugue, devouring the Nightmares of all mortals, savoring their taste until she is full enough to destroy the Realms. Top

Fri, 08/13/2010 - 08:23

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WereScrib WereScrib's picture Offline Location: Microsoft Land Plays as: Surrah Spear-Biter Is: Not happy Joined: 06/12/2010 Re: Scrib's Guide to Gnolls (In Progress) History Unless otherwise noted, these are from Grand History of the Realms.

–30400 DR The Wasting Plague: In a conflict between the gnolls of Urgnarash and the rookery of Kookrui-Shara, shamans of Yeenoghu summon marrashi—spirits of pestilence from the Barrens of Doom and Despair—to blight aearee crops and spread a wasting plague among the avians. Decimated, many Aearee-Quor turn to the demon lord Pazrael for salvation.

640 DR Year of the Fanged Beast Yeenoghu’s cult rises to prominence among the gnoll tribes of the Shaar, largely displacing the worship of Gorellik. The gnolls attack many towns in the region around Lake Lhespen, leaving Lhesper in ruins and seeing its surviving citizens migrate north to found Shaarmid. -Gnoll tribes raze the human town of Lhesper in the Shaar.


The survivors found Shaarmid. 671 DR Year of the Shrouded Slayer Outbreak of internal strife among the Shaaran gnolls.


708 DR Year of Bound Evils Three nycaloths escape their dimensional pocket prison that floats invisibly high above Cormanthyr. Their freedom depends on a “red dragon that never held malice or greed in its heart [flying] over the coronal’s throne.” As Saeval Ammath and his adopted dragon-mount Garnetallisar fly above Myth Drannor, they weaken the dimensional prison enough for the nycaloths to escape with the aid of a gnoll shaman. (Lost Empires of Faerun, pg 129)

709 DR Year of the Earnest Oaths The three freed nycaloths and their summoned yugoloth allies spend twentynine months drawing together their forces amid the mountains and hills north of the Dragon Sea. In all, their army consists of orcs, ogres, bugbears, hobgoblins, gnolls, flinds, trolls, and an ever-growing assortment of lesser yugoloths.

711 DR Year of Despairing Elves The Weeping War: This event begins on the Feast of the Moon with the Northern Massacres campaign as the Army of Darkness engages many elf patrols and destroys several elf villages and clan enclaves.

714 DR Year of Doom Fall of Myth Drannor: The final campaigns of the elves and allies against the Army of Darkness see the reestablishment of the Elven Court as a seat of elf power in Cormanthyr while Myth Drannor falls under siege by the Army of Darkness. With the slaughter of the army and cavalry, little can be done against the Siege of Shadow, which descends on Myth Drannor on the 21st day of Kythorn. The siege of Myth Drannor lasts until the Final Flight in Flamerule, as the now-directionless hordes of the Army of Darkness simply swarm over the city’s last defenders by savagery and sheer weight of numbers. Only two hundred elves and allies out of the three thousand who stayed to defend the City of Song later escaped to tell of its passing.

708 DR Year of Bound Evils Three nycaloths escape their dimensional pocket prison that floats invisibly high above Cormanthyr. Their freedom depends on a “red dragon that never held malice or greed in its heart over the coronal’s throne.” As Saeval Ammath and his adopted dragon-mount Garnetallisar fly above Myth Drannor, they weaken the dimensional prison enough for a gnoll Shaman to free the nycaloths, allowing them to escape. (Grand History of the Realms and Ancient Empires of Faerun)

922 DR Year of the Spouting Fish The Red Wizards of Thay, led by Ythazz Buvaar, rebel against Mulhorandi rule and sack the provincial capital at Delhumide. The conjurer Jorgmacdon summons the demon lord Eltab to fight on behalf of the Red Wizards at the Battle of Thazalhar, routing the armies of Mulhorand. The realm of Thay is founded, heralding the end of the Second Mulhorand Empire. Aiding the Red wizards were the great gnoll tribes of the region. In repayment for their service, the Red Wizards gave them the right to be continuously employed as soldiery by Thay as well as gifting them with the right to own land around the Thaymount and the Gorge of Gauros. (Dreams of the Red Wizards, page 12.) Top

Mon, 09/27/2010 - 05:29

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WereScrib WereScrib's picture Offline Location: Microsoft Land Plays as: Surrah Spear-Biter Is: Not happy Joined: 06/12/2010 Re: Scrib's Guide to Gnolls (In Progress) Supplemental

Notable Gnoll Items: Amaunauth (Rare Herb):

   Also known as “greenflower” for its rich green leaves, which open in a starburst close to the ground, amaunauth is a hardy broadleaf groundweed. It grows across colder areas of the North, from the Dessarin Valley north to where ice or snow always lies. If eaten raw, amaunauth is harmful to humans, elves, orcs and all goblinkin, and their half-kin, but has no effect on dwarves, gnomes, halflings, fey creatures, and gnolls, nor on horses, goats, sheep, rothé, and deer. The poison called amaunauth is brewed from the sap or internal juices of the weed. An herbalist can concoct amaunauth by crushing the leaves of the plant, boiling whole plants, or even dissolving the leaves in alcohol (Alchemy or Knowledge [herbalism] check, DC 15, and one day’s work to manufacture). A single plant can produce 1d4+2 doses. Amaunauth: Injury DC 19, initial damage 2d4 hp, secondary damage unconsciousness, price 100 gp.


Due to gnolls immunity to this poison, it's likely gnolls from the north would utilize it as a poison. It's ability to cause minimal harm followed by unconsciousness could make it a useful tool for capturing slaves.


Also, for now, some of the best and most important official gnoll images WotC has ever created, with even more accurate captioning.

Where we can see the famed gnoll sky-surfers attack ancient Imaskar. This amazing brigade was the brainchild of a wererat who lived in the sewer of an ancient city known only "The Large Mango". Some rumormongers say this is from Eberron, and does not actually depict ancient Imaskar, but such naysayers have obviously been drinking.

Here we see the common gnoll as found in cities such as Baldur's Gate, he runs the, 'curbside festhall' that is often visited by renowned men such as Volothamp Geldarm.

And finally, sometimes female gnolls have mood swings during their proestrus phase. This can often lead to aggressive behavior as seen when this ogre made an offhand comment about the size of this female's buttocks.

((The following is stuff in need of sorting. I'm putting it here as it'll be easy to find. Please do not think my note-taking means much, it is just quick reference for me and will be quite gone when I am finished with all of this.))

Monster Mythology--Gnoll religion.

Unaproachable East--THaygnolls, race info.

Dreams of the Red Wizards--THaygnolls, place in society.

The Shining South--Dambrath gnolls and Veldorn.

The Shining South--Dambrath gnolls and Veldorn.

Ruins of Adventure--Gnoll society, backs up Harpers.

Harpers 07: Soldiers of Ice--Gnoll society. Check

Grand History of the Realms--Origin of gnoll.

The Horde Campaign--Thayan gnoll armies.

Dragons of Faerun--Shaaran gnoll artifact.



Gnoll names: Urrhae, Thurrogh, Frrahr, Krote, Grash, Grakk Hakk

Flind names: G'ratar,

tribe names: Three-Claw, Hoar Fang, Ice-Worm, Burnt Fur

Gnoll expletitives: grakling.

Minor Gnoll Locals: Menzoberranzan: "Lair of the Lizardking" A favorite hangout of non-drow, particularly gnolls who love to beat up drow who accidentally enter. Ruins of Zhentil Keep: "The Burst Boil" This seedy bar is owned by Frrahr the gnoll and is a favorite hangout of Zhent gnolls and demihumans.

Minor gnoll subraces: City of Splendors--Undermountan: Dusk Gnoll

Evidence of Half Gnolls: Volo's guide to cormyr pg 96: "By their appearance I'd say they have gnoll blood in their families' past" The North: "a tribe of 12 Orc-gnoll hybrids"


City of Splendors: The archmage Duhlark believed that the Netherese were responsible for creating gnolls from hyenas and humans.

Netheril: Empire of Magic: Gnolls would routinely visit the temple of Amaunator called the "Forested Enclave of the Face on the Sun" in the city of Unity. They claimed it was to worship and pay respect to the "Lightened One".

Dungeon #48 (Smedman's adventure), superstitions of gnolls relating to moon. (She who would bite the moon!) Possible gnoll goddess of fear. (Need read closer) sample gnoll social customs, some biology. Check. Top

Mon, 04/18/2011 - 14:15

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direfish Offline Location: Odessa Plays as: Borgan - the chaotic law enforcer (shelved); Krumbra - the gnoll tracker; Tancred - knight-errant Joined: 06/08/2010 Re: Scrib's Guide to Gnolls (In Progress) Feral Fiends Beyond the mechanics, what makes a gnoll marauder different from an orc raider or hobgoblin soldier? All three are dangerous foes. So what defines the gnoll?

All gnolls share certain traits. There is a strong, instinctive bond between gnolls of the same bloodline. Gnoll clans can and do fight one another, and they see struggles for dominance within a clan, but pack mentality is a powerful force within gnoll life. This is reflected in battle: Gnolls are pack hunters who work together to bring down their prey, ganging up on an enemy instead of striving for individual glory.

Beyond this, gnolls are shaped by two forces: the primal nature of the hyena, and the pure malevolence of the demon. When you develop a gnoll character, consider which aspect is at the fore and let that be your guide.

The Butcher’s Brood The gnoll followers of Yeenoghu embrace the fury of the fiend, which results in their legendary brutality. Aggression is a tangible force within the soul of the gnoll. A demonic desire to shed blood and spread chaos drives gnolls toward the chaotic evil alignment. Such gnolls do not claim lands of their own; instead they live in nomadic bands accompanied by hyenas and slaves, wandering the frontiers and fringes of civilized nations in search of prey. They attack any traveler or settlement they believe they can defeat, and the only people who survive such an attack are those taken as prey. This is no mercy. Gnoll prisoners are tortured physically and psychologically; every clan has slavers (known as tantekurash, or “spirit breakers”) who specialize in this work. These gnolls possess the insight to ferret out weaknesses and to spot when a victim has truly given in or when a spark of hope remains. Those who cannot be broken are soon devoured by their carnivorous captors, typically in front of other prisoners as a further act of torment. Those who surrender become slaves and are forced to maintain the camps of the nomadic gnolls between raids. Those who excel at this work might be kept alive; otherwise, they eventually are consumed by their vicious masters. Although the experience is a horrific one that can leave scars on those who survive it, it is still possible to rescue someone from such slavery. It might take weeks or months for a victim to recover, but eventually they shake off the horror. But an unfortunate few fall into a deeper abyss. Broken by the horrors they have witnessed, they respond by embracing what they have seen and devoting the remnants of their lives to Yeenoghu. Known as kryshtantel (“savage souls” in the Abyssal tongue favored by these gnolls), these slaves accompany the gnolls into battle. Most of the savage souls are little better than beasts; the gnolls treat them much the same as the trained hyenas they hunt with. A rare few embrace the creed of the Beast of Butchery with their intelligence intact, effectively becoming gnolls in human form. These savage souls are the most dangerous of all; they travel ahead of the clan in search of victims, evaluate the defenses of villages, and perform acts of sabotage before their gnoll “kin” strike. For the gnolls of Yeenoghu, cruelty and blood�shed are a source of joy and a reason for living. They have no interest in conquest. They don’t seek honor or glory. They revel in the hunt and kill. Gnolls take great pleasure in life, and a gnoll victory feast is a wild frenzy of celebration. The pack instinct of the gnoll remains strong among the Butcher’s Brood, and they rarely turn on their own. However, this loyalty doesn’t extend to other clans. Gnolls might form temporary alliances to take down a powerful target or if the scourges say it is the will of Yeenoghu. Clans of equal strength could agree to take separate paths, ensuring they won’t compete for the same prey. But should a clan come upon a wounded or weaker clan, odds are good that they treat it like any other potential prey; the lessons of the Ruler of Ruin are hard and bloody. Yeenoghu’s children enjoy large-scale acts of destruction, and the clan as a whole massacres villages and settlements. However, gnolls enjoy the hunt as well as the slaughter, and occasionally a smaller pack splits off from the main clan in search of diversion. Although such a group might attack a party of adventurers outright, they might also use mimicry or other tricks to split up a party, drawing out the conflict. Gnolls occasionally choose to let prisoners escape so that they can hunt them down again; such a refugee could stumble across the path of a group of PCs, with the gnolls in near pursuit. If the PCs are clearly too powerful for the gnolls to defeat, they do not engage in a frontal assault, but they might make a sport of trying to kill the former prisoner by refusing to engage the PCs directly and sniping at the innocent.

The Soul of the Hyena Most gnolls agree that Yeenoghu crafted their race from demon and beast. But not all gnolls worship the Beast of Butchery. Though the fury of the fiend runs through the blood of the gnoll, some reject this demonic heritage and find solace in the spirit of the hyena that lies within them. Over the course of generations, this has produced clans of gnolls that are less savage than the Butcher’s Brood. Typically neutral as opposed to chaotic evil, these gnolls still live as nomadic hunters on the fringes of society. However, they are more likely to hunt wild beasts than civilized creatures, and they take no joy in torture or unnecessary cruelty. These gnolls still love the thrill of the hunt, especially when tracking together with others of their pack; it is this that keeps them tied to the wild life, instead of settling down to form static communities. But they do not attack peaceful villages without serious provocation. They love to hunt and track—not to slaughter. Such gnolls usually come to terms with the humans or other settlers who share their lands, and they might sell their services as trappers or hunters. Although they trade with members of other species, gnolls prefer the company of their own kind, along with their hyena companions. They do not take slaves, and while they do not kill peaceful humans who come to their camps, neither do they make them feel welcome. These gnolls are still predators and carnivores; while they are not quick to anger, a visitor to a gnoll camp would be wise to mind his manners.

Curious Creatures Whether they draw on their primal heritage or fiendish blood, all gnolls share many unusual traits. Many of these relate to their similarity to the hyena; others are unique to the gnolls. Bone Eaters: Gnolls are carnivores. Like the hyenas they resemble, gnolls possess strong jaws and powerful digestive juices, which allows them to consume and digest almost every part of their prey, including teeth and bones. When the Butcher’s Brood strikes a village, it’s not just a case of leaving no survivors—they don’t even leave corpses. Gnolls have no aversion to eating carrion, and stories speak of wandering gnolls digging up graveyards and consuming the corpses; such tales posit a connection between Yeenoghu and the King of ghouls. Gender Issues: The physical build of a female gnoll is almost identical to that of its male counter�part, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true. Friendly Intimidation: Humans typically find that even friendly gnolls seem aggressive. When performed correctly, gnolls do not consider intimi�dation to be a hostile act; instead, the speaker is asserting its strength and seeking to establish its place in the pack hierarchy. One of the simple ways that this comes across is that a gnoll almost never makes requests; when possible, it makes demands, or at the least firm statements. Instead of “Can I help you?” the gnoll says “Tell me what you want!”—push�ing the target to take action. Childish Games: Gnolls aggression starts young. As soon as a gnoll pup is capable of walking, it starts fighting with other young gnolls. Pups seek out small tunnels that adults can’t fit into; in these mazes, they fight to the death. This practice weeds out weaker gnolls, but it also keeps their numbers down—one reason these vicious creations don’t pose more of a threat to the world at large. The Voice in the Darkness: Folktales say that gnolls can mimic voices to lure enemies into danger. And there is truth to these tales; the Butcher’s Lure feat allows a gnoll to use the ghost sound cantrip at will. Some say this is a gift of the gnolls’ demonic blood, a weapon forged by the Ruler of Ruin—and the power is more common among the clans of Yeenoghu. However, there is nothing innately evil about the power itself. Any NPC gnoll can possess this power, at the DM’s discretion; a PC gnoll can acquire it by taking the feat. The Language of Demons: The gnoll language is the strongest evidence supporting the theory that gnolls have fiendish blood. Gnolls have an innate knack for the Abyssal language; even if a pup is raised outside gnoll society, the words come to the gnoll from dreams and vague memories. Gnolls also have a knack for the path of the infernal pact warlock. This need not reflect service to Yeenoghu; some gnolls find that they have a gift for harnessing the infernal power that lies latent in their blood, which is a gift of distant demonic heritage.

The Company of Hyenas Gnolls have a strong affinity for hyenas, and gnoll clans are accompanied by hyena families that have been with the clan for generations. Every clan has at least one gnoll who specializes in training the creatures. Between this training and instinctive empathy, hyenas work closely with their gnoll companions in battle, using their harrier and pack attack abilities to bring down enemies. Gnolls who embrace their fiendish heritage are found in the company of cacklefiend hyenas. Stories say that gnolls breed with these beasts—but little evidence exists to back this up.

Scavenging Like the hyenas they resemble, gnolls have no qualms about scavenging the kills of other predators as a source of food. But for the gnolls, scavenging plays a deeper cultural role. The gnolls of Yeenoghu create little of their own; the vast majority of their belongings are things they have claimed from their kills. Few among the Butcher’s Brood have any gift for metalworking, and they rely on victories and heir�looms as a source of arms and armor. This creates an unusual aesthetic to gnoll armor, which is largely pieced together from multiple victims. Gnoll chain�mail is rarely a single shirt, but rather strips torn from multiple corpses and sewn haphazardly onto leather; a single plate pauldron might be included in the suit. In part, this is a practical action. The gnolls need weapons and armor for their bloody work, and the goods of their victims are better than anything they could make themselves. But there is also a social significance to it. The children of Yeenoghu believe that they were placed on the world to slaughter lesser creatures, and that their place in the afterlife is deter�mined by their kills. The things they scavenge from their fallen foes are trophies of these victories. The gnoll who wears haphazard chainmail remem�bers the story of each strip of metal and enjoys reminiscing about each kill. Its patchwork armor is a map of its life and achievements. Some gnolls prefer less practical tokens; a gnoll might take a fingerbone from each victim, wearing these on bracelets or even binding them to the haft of its weapon. But almost everything a gnoll owns has a story—and almost all of it is scavenged. Those gnolls who have turned from the demon’s path are more civilized than the Butcher’s Brood, and so they might make their own weapons and armor. However, they still keep trophies of difficult hunts or great victories. This could range from the tooth of a fallen beast to a single ring of chainmail from a human enemy. Gnoll trackers focus on scent, keeping strips of cloth that they have rubbed in the sweat and blood of a fallen foe; in peaceful moments they choose a strip and savor the scent, reminiscing about the glorious battle.

TL;DR Gnolls are primal creatures, and instinct plays a powerful role in their lives. Pack and family bonds are important to them, and while they might squabble to establish lines of dominance, between such challenges gnolls are steadfast allies. In battle, gnolls are strong team players, and they set aside any thought of personal glory to assist an ally. When separated from their own kind, gnolls seek a surrogate pack and are loyal to those they choose as friends. Gnoll behavior seems aggressive to other creatures; a gnoll is more likely to demand an answer than ask a question. Among gnolls, this sort of intimidation isn’t considered a hostile act; it is a way of establishing strength. Gnolls are natural predators, and they love the thrill of the chase and the challenge of the hunt. Most prefer the wilds to civilization, but some adapt and come to see the city as another sort of jungle. Gnolls are natural scavengers, and they love to collect trophies of their victories and experiences; these can range from grisly remnants to simple objects that remind them of an event. Tales say that gnolls were born of the blending of beast and demon, and this is something that should be kept in mind with any gnoll character. The ferocity of the fiend lies within even the noblest gnoll, and this could manifest in many ways. Top

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WereScrib WereScrib's picture Offline Location: Microsoft Land Plays as: Surrah Spear-Biter Is: Not happy Joined: 06/12/2010 Re: Scrib's Guide to Gnolls (In Progress) Physiology Gnolls have a great variety in height, weight and age differences between tribes and home region. The exact reason for this is unknown, but some examples are as follows: The gnolls most commonly found in the wilds as well as the gnolls that have turned away from the demon Yeenoghu are considered adults at age 14 and generally they are ready to take a class level within 1-12 years depending upon their profession. The height for males seems to be between 5’6” and 7’4” and 5’4” to 7’2” for females and they have human lifespans. Races of the Wild, pg 106

However, the gnolls of Thay and the far east seem to differ slightly, they first mature when they reach 12 and thayvian gnolls are completely trained in their profession within one to eight years, probably due to the more orderly society that Thayvian gnolls live under. These gnolls are also slightly larger than their wilder kin, the males standing between 5’10 and 7’8” while the females stand between 5’6” and 7’2”. It should be noted however that despite their greater height, Thayvian gnolls are on average considerably lighter than the gnolls found in the deep wilds. Also, Thayvian gnolls are more likely to die young, as the Red Wizards have not documented any gnolls living past 84. This is possibly due to magical experimentation, specific race or perhaps it is simply a matter of environment and diet. Unapproachable East pg17.

Finally, the gnolls that serve Yeenoghu in the most dedicated fashion seem to have extremely damaged life cycles and many truly believe their species was bred from Hyenas and demons. It truly seems likely that these bizarre tribes of dedicated and obsessive followers of the King of Ghouls have been warped by infernal magic as the males seem to be a bit larger on average than most, standing at around 7’. The females however most obviously bare the taint of Yeenoghu’s influence, standing at 7’6” on average. However, the massive strain these transformations have had upon them seems to have corrupted their life cycle as a gnoll among these tribes matures within two years of birth, and they have a shortened gestation period of around six months. Also, even more sign of the demonic influence on these gnolls is their age. An extremely old gnoll would only be fourty years of age, less than half what you would find outside of one of these fanatical gnoll tribes. Monster manual IV, pg 69

The difference between gnolls in the east and those found in the deep woods seems to be more akin to racial differences, not unlike those we can document in humans. This leads me to believe we can attribute every major gnoll region to one of the old, “Marches” that scattered the gnoll people after the fall of Myth Drannor. To explain the fanatical gnoll tribes of Yeenoghu we must take in mind the fantasy physics of the Realms that go beyond what is normal in the real world. This would help in explaining the odder occurrences and inconsistencies:

   The inconsistent descriptions and art related to gnolls, from the 2nd edition Monstrous Compendium image which displays them lacking digitigrade legs. To the possibly six-breasted Unapproachable East image.
   The gnolls in Monster Manual IV, which are depicted as having much larger and more powerful females, as well as having a more primitive society where cannibalism is incredibly commonplace and violent murder of 'lesser males' is so common it's used to mark territory like a dog. It's also possible this is the direct work of demonic breeding, much like the Deep Gnolls are infernal, or this is the work of much more extensive breeding, much like how we humans breed dogs to posses such extreme racial differences.


The Races of Gnoll

Gnolls have numerous races and breeds. First, I will talk about the primary divisions between gnolls before breaking into sub-races within the species.

Northern Gnoll

Physiology Gnolls of the north have notable for having relatively lanky, long limbs and a brighter fur colors than some of the other races. This fur is medium length and Adults can have anything from tawny brown to brilliant, golden pelts. While youth and kits have raw beige colored fur with a soft, downy texture and a general 'poofiness' that may remind someone of the fur of a Pomeranian. It should also be noted that gnolls require clothing to remain warm in the unforgiving chill of the north.

Personality Northern gnolls are boastful, as are all gnolls but expect a little more work from their people then is normally common to gnollkind. This changes depending upon how unforgiving the environment is. They do tend to be insular but have a stronger sense of community than most gnolls.

Society Northern gnolls have slightly differing naming standards from those of other regions. Firstly they have a given gnoll like "Krote", "Grash" or "Varrn" followed by a compound word nickname which is more commonly used such as "Wolf-Ear", "Word-Maker" "Spear-Biter" etc. Finally followed by a totem-based compound tribename. Such as "Strong-Bear" or "Frost-Worm" (although a few have tribenames that do not contain a totem, such as "Burnt Fur"). Northern gnolls are organized based upon Tribes, which contain a number of Lodges, within these lodges are packs. Packs usually hunt with eachother and sleep in a communal tent by pack. (for warmth) Although more important gnolls will have their own quarters usually with their own fires and wives. Northern Gnolls have numerous social traditions. Marriage is to be declared before the entire tribe, the male stating that the female is now his. This is usually followed by ritual chants of celebration. Generally, females must compete to find the best mates, as logically, all the females desire the chieftain or the best hunters as mates. In addition to physical prowess and aggressive, strong behavior, the amount the female owns is taken into consideration. All she has is given to the husband as a dowry and he will examine it to see if her possessions are worthwhile to him and his aids. A strong male is likely to have multiple wives, showing truly how much he owns and the levels of his prowess.

Alignment They are generally evil and chaotic, but it's not uncommon for them to work with the other gnoll tribes and to a limited extent, human tribes.

Religion Northern gnolls are one of the great holdout peoples and do not generally worship Yeenoghu. Gorellik is the dominant belief combined with a powerful superstitious bent. It's likely a number of northern gnoll tribes worship giantkin gods as well as deities such as Malar.

History The gnolls of the North and the Savage Frontier have allot more difficulty even surviving than those in warmer regions. The weather is oppressive and the terrain treacherous. Due to this actual war is rather rare among their people, although conflict is still quite common. Recently, the Harpers have begun working with the Gnolls of the north and a slow understanding is being created between their peoples. This started when the Burnt Fur tribe was attacked and taken over by an Ice Devil. The Devil was stopped with the aid of a Harper ranger of Mielikki named Martine, her Gnome companion Vilheim and a gnoll Shaman of Gorellik named Krote Word-Maker.

Southern Gnoll The South of Faerun is where Yeenoghu's cult is strongest, and the gnolls society more perfectly follows his example than in other regions.

Physiology As mentioned earlier, it's likely that the Southern Gnolls have long bred with demons and demonkin. As such, their lifespan and physiology have been affected. The females have also, in some tribes, turned larger and stronger than the males. Due to the descriptions of these tribes and anecdotal evidence, it is reasonable to assume the species is affected by androgyny of their reproductive organs, much like a Spotted Hyena. Personality More violent and aggressive than their cousins the Gnolls of the South have long preyed upon other nomadic races and have grown bitter that their nations have fallen apart since Yeenoghu's priests gained control of the race. Society mmiv, do later. Alignment CE, detail later. Religion Yeenoghu, detail later. Talk about Shield of Yeenoghu (fangedShiled) and history of the faith. History Brief talk about Yeenoghu not being challenged strongly by any other faith due to Malar being forced from the Shaar. The Flind There is an old saying in dungeons and dragons. "A paladin is not made, he is born." If this is true, than a Flind is a paladin. Flinds are strong, fast, intelligent and charismatic. A flind is the ultimate in gnolldom. While gnolls are lazy and chaotic, Flinds are orderly and industrious. Truly, the Flind is an exemplar among gnollkind. Something all other gnolls look to with awe and reverence.

Physiology: Flinds are shorter, but broader than gnolls. Whilst a gnoll is long and lanky a Flind is built like a tank. Other important features of Flinds are their heads. Less sloped than gnolls, they have a more defined brow as well as round, hyenalike ears. (rather than gnollish ears which are considerably more pointed) Gnolls also find Flinds quite attractive.

Personality: Flinds are considerably easier to 'civilize' than gnolls and as a race tend towards orderly, lawful behavior. They pride themselves on concepts the average gnoll barely understands; like honor, dignity and self-worth.

Society: Flinds have their own sub-society among gnolls, one that invariably leads to a position of power. They are simply better than gnolls, and they know it. They are the kings, and the gnolls are the serfs. It's also true that while gnolls practically worship Flinds, Flinds do not really consider their lessers more than tools.

Alignment: Flinds are almost always lawful and evil. They are orderly in behavior, quick thinking and generally evil.

Religion: Flinds are not very religious. They never particularly cared for Gorellik, and rarely worshiped him even during his prime and they have never embraced Yeenoghu as a god. More commonly they will revere powerful gods of other pantheons such as the deities of the humans or Giants. It is also likely Flinds more quickly embrace the Deep Gnoll gods than most true gnolls, seeing a similarity in philosophy.

History: Flinds are an ancient people truly wrapped up in a good deal of superstition. They tell of a time when they were a great and powerful nation, sometimes these tales even tell of Gnollish empires under Flindish nobility, but they all lead to one idea: This empire or nation fell. Usually this is blamed on Giantkin, Elves or sometimes it is the failure of gnolls themselves.

Heartlands Gnoll typical gnoll, do later.

Physiology Personality Society Alignment Religion History

Eastern Gnoll copypasta from Thaygnoll, expand as necessary. Talk about the March. Physiology Personality Society Alignment Religion History

Deep Gnoll (Reaver Gnoll) Candlekeep info. Physiology Personality Society Alignment Religion History Top


Gnoll Regions Gnolls, while found across Faerun are extremely common in certain regions. I shall approach each of them individually.

Thay The following information is garnered from Dreams of the Red Wizards and the Unapproachable East primarily. Other books such as The Horde Campaign and Spellbound: Thay, Rashemen and Aglarond have also been referenced in part. History and Origins Thayan gnolls are of more civilized stock than those found elsewhere, having been part of a civilized land since 922 DR, when they were a critical part of the armed forces of the Red Wizards during the Thayan rebellion. The gnoll mercenaries were then given the right to own property on parts of the Thaymount and in the Gorge of Gauros. Their descendants have continued to be commonly employed as police. This employment is to such an extent that most guardsmen and common law enforcement is often gnoll dominated within Thayan borders.

Social Oddities Gnolls of Thay posess typical gnoll traits of laziness, sadism and general unpleasantness. However, they are considerably more likely to be motivated by physical wealth and lack the idea that one can only own what one can keep on their person.

Alignment and Religion Gnolls of civilized Thay are usually Neutral Evil and are considerably more worldly than their savage cousins. It is imaginable that gnolls have a larger variety of religion, possibly favoring human gods in some cases but the common gnoll still worships Yeenoghu. While not particularly reverent, a gnoll down on his luck may offer a prayer and a gnoll doing especially well may offer a bit of his possessions up for sacrifice. There is some evidence of gnolls worshiping the orc god Gruumsh in Thay as well.

   This may be a issue of poor research on the part of the author of Dreams. It seems odd that there would be a gnoll NPC who worshiped Gruumsh, but there really is no reason why there couldn't be one.


Careers and Classes As the most common profession for a gnoll in Thay is that of a law enforcement officer, Thaygnolls are more likely to be thuggish rogues than their wilder brethren. This is also true for Fighters. Gnolls are often employed as heavy foot soldiers by the armies of Thay, where they learn to wield heavy armors and large weapons. Despite Thay's acceptance of gnolls, there is no chance of a Gnoll Red Wizard. The Red Wizards must be not only human, but they must also be of Mulani blood. Also, Barbarians and Druids are considerably less common then they are outside of Thay's borders.

Dambrath The following is gathered from both The Shining South books, published by TSR and WotC respectively.

History and Origins The gnolls of Dambrath originate from the region known as the Gnollwatch Mountains. While most of them are from more primitive tribes than found in Thay, these gnolls can also claim to be often gainfully employed, usually as guardsman for plantations and estates, but also as mercenaries. Much of this is due to the influence of the gnoll Grubash Blacksnout.

Social Oddities Dambrath is matriarchal to an extreme level, lord (or should I say ladied?) over by Loviataran priestesses with a distinct lack of respect for masculinity. Due to this it seems likely this matriarchal society would filter down to the gnoll mercenaries. This may help explain the Monster Manual IV's extremely female dominated gnollkind. Also, due to the intense love of horse riding within Dambrath, Dambraii gnolls are the most likely of all gnolls to learn to ride animals and are also likely to use the Dambraii weapons of a Short Bow and lasso while on horseback. These gnolls would also be likely to learn the "Maiden's Tongue" Which is a bastardised mishmash of common and Drow, often with changed meanings. (Such as lower class citizens such as gnolls being referred to as "Shebali" whilst half elves and part drow are, "Crinti")

Alignment and Religion Gnolls of Dambrath are likely to bring sadism to a whole new level for their kind, reveling in screams of their prey. This is to be expected when you are even on the outskirts of a society affectionately referred to as the "Nation of Pain". Also, this may trickle over to religion and it's not unlikely a particularly aggressive chieftain may pay reverence to Loviatar. Still, Yeenoghu is the dominant religion.

Careers and Classes While not as organized as Thay, Dambraii gnolls can claim a wide variety of classes. From rogues on the streets of Dambraii cities to learning to become a skilled and professional Fighter on a plantation. Also, due to the wider acceptance of wild gnolls, Barbarian and druid are more common. It should be noted that only females are permitted to ever utilize any form of magic within Dambrath. The punishment for a male using magic is death and the punishment for a female teaching a male magic is literally having your mind melted until you're a brainless drone ready to work your life away as a slave. This applies to demihumans as well and it is likely gnolls (due to their considerable interaction with the Dambraii rulers) would only allow females to become wizards, sorcerors, warlocks, bards, clerics, druids or even rangers.

Veldorn, Land of Monsters The following is gathered from both The Shining South books, published by TSR and WotC respectively.

History and Origins The Veldorn is a conglomeration of monster races, "ruled" by a vampire named Saed. Truthfully, the vampire, a powerful psion, only acts as a neutral judge to settle disagreements between the various Beast-Chieftains. Gnolls are among these, and like the rest of the Veldorn have their own, 'territory', as well as having significant numbers of their people in the Veldorn capital, (Old) Vaelan. A large ruin with an extensive under-city housing monsters of the various Veldorn people, from undead to werewolves.

Social Oddities Of all gnolls, Veldorn gnolls are most likely to by happy in Grond. Although the lack of easy supplies may annoy the lazy beings, they would be more used to long periods indoors and the idea of interacting with non-gnolls.

Alignment and Religion Veldorn gnolls are typical gnolls, chaotic and evil followers of Yeenoghu. It is likely tribes sick of the abnormal reverence for Yeenoghu found in Shaaran gnolls may have fled to the Veldorn.

Careers and Classes Being typical gnolls, Veldorn favor rangers and barbarians. It's also possible a particularly studious gnoll could learn wizardry slowly through piecemeal means as they seek out tomes of magic in the lost libraries of occupied Veldorn.

The Stonelands The following has been gathered from Elminster's Ecologies Boxed Set.

History and Origins Goblins and other monstrous humanoids have long resided in this area, as long as their memory serves. They've left their homelands, they've migrated, but they've been here well before the human empires rose and fell.

Social Oddities The gnolls of the Stonelands are peculiar in having a stronger tradition of storytelling and a more universal sense of history. They tell the tale that the greatest of gnoll heroes, one known as Grrat was slain by the Stone giants. They also believe that this act of evil against the gnoll people has forever damned gnolls to insignificance compared to elves, dwarves and humans. Due to this they despise Stone Giants to an incredible extent. Otherwise, Stoneland gnolls are known for general disinterest in much of anything. Reclusive, nomadic and disinterested in largescale combat, they'd prefer to flee from intruders and resettle elsewhere then fight. They are also very male dominated.

Alignment and Religion Due to their general disinterest in actually causing overt harm, it seems likely gnolls of the Stonelands are more likely to be neutral than most of their kin. While no solid sources mention religion, the gnolls of this region seem disinterested in slaughter and bloodshed it is likely they follow Gorellik over Yeenoghu. This is also evidenced by the lack of strong Yeenoghuan presence in the north among other gnoll tribes.

Careers and Classes As nomads surviving in a desolate land ravaged by arcane storms that can incinerate a whole tribe in a wall of flame, dissolve their flesh in a rain of acid or produce a myriad of seemingly random magical effects, the few that have power over stabilising nature are heavily sought after. Whether rangers to guide the tribe through the numerous hazards or druids to try and temper the horrors the psuedonatural world has to offer them.

Past the Borders of Faerun

Maztica: There are no references to gnolls native to Maztica. Perhaps they are found in one of the other nations in the vast unexplored New World, perhaps this is where the mysterious, "Nation of the Flinds" resides, but there is no information on it.

Outer Space, Spelljamming Gnolls: Little is known about the Spelljamming gnolls. However, as they appear on encounter tables: We can confirm that there are GNOLLS IN SPACE. These gnolls likely look down upon the "Groundlings" as do all spacefaring people. They're also likely less religious than their Torilian counterparts. History and Origins The exact origin of gnolls in Space is unknown, likely they 'hitched a ride' into the vast expanse with more civilized people and eventually formed tribes and nations under their own rule. One of these tribes was at one point a major force onboard the Legendary Spelljammer itself, however they were mostly wiped out by Giff.

Social Oddities Gnolls of Space are known to cannibalize eachother, a trait not completely unheard of among groundling gnolls, but their reputations seem a bit stronger in Space.

Alignment and Religion As per gnoll, although a spaceborn gnoll has a much higher chance of worshiping one of the many Spacefaring religions.

Careers and Classes Primitive classes are less common among the stars and it is not unlikely to see swashbuckling, cannibalistic gnolls armed with blunderbusses and rapiers.

The Underdark (Candlekeep compendium, menzo boxed set, Drizzit guide and drow of the undies. Finish later) History and Origins Social Oddities Alignment and Religion Careers and Classes

Kara-Tur and the Hordelands: The following has been gathered from TSRs "The Horde".

History and Origins There are no gnolls in Kara Tur proper. Their population ends as you leave the hordelands. But in the hordelands they have made an odd presence. Originally abandoned by a nameless wizard (likely Thayan) They are seen as, "Dogmen", and the natives have spun tales that the men are horrible cannibals that prey on travelers, but their women are beautiful and pure. Due to this the occasional young man will attempt to prove himself by venturing into the "Valley of the Dogmen".

Social Oddities The gnolls do not really know why they live where they live, and they are also wonder if perhaps they built the ruins in which they live. As such, gnolls of this region have a kind of primitive wonderment not often found among the less confused western races.

Alignment and Religion Gnolls of the Hordelands are chaotic and evil, but often wonder who the master that pervades their lore really is. It is likely their religion may revolve around this unknown 'master'.

Careers and Classes Primitive, these gnolls are usually rangers or barbarians.


Zakhara: The Land of Fate The Following has been Gathered from TSRs "Land of Fate: Al'Qadim Campaign Setting Boxed Set as well as Al'Qadim: City of Delights.

History and Origins The gnolls likely traveled south from the Shaar to Zakhara in the distant past, or perhaps they were always there. Maybe the gnolls of Faerun traveled north during the ancient past.

Social Oddities Everything you know about gnolls is turned on it's head in Zakhara. They suffer no particular racial prejudice towards anyone, and they do not expect race to play much of a part in anything. To the Enlightened, actions are all that matter. A dwarf who steals is just as foul as a gnoll who steals. Even the idea of a gnoll marrying a human isn't seen as complete taboo. (although such a union would have to be the product of a rather pure love) A gnoll of the Enlightened may be priest, may try to apprentice to a wizard and could even be a politician. Their primary prejudice will be towards everyone of the north. The barbarian "ajami" as the Zakharans call those of Faerun are foolish, unenlightened and generally bigoted primitives.

Alignment and Religion A gnoll of the far south does not understand racial deities or multiple pantheons. Yeenoghu is bizarre, a perversion of The Beast and Gorellik is an unknown spirit or idea. The Enlightened have heard tales of the strange northern gods such as Clang the dwarf god of making things and Gond, the other god of making things! Such silly barbarians, the Ajami are. The Gnolls of Zakhara, worship the Zakharan gods. Whether they are more civilized and Enlightened or they are primitives who follow the foul Heathen gods, they all worship the gods of Zakhara. The Enlightened gnolls follow the laws of the Loregiver, a wisewoman, a handmaiden of fate who codified the Law. She hid these scrolls in a cavern, and in the future guided a young nomad to them. After discovering them, he became the first Caliph and the Law spread rapidly throughout the Land of Fate. The Heathen gnolls follow primitive gods, or primitive beliefs. Gods of savagery that lack true value to their teachings. Alignments are varied, among Zakharan gnolls.

Careers and Classes All normal gnoll classes are available to one of the far south, and professional careers (such as Wizard and even paladin) are available to an especially industrious gnoll. It should be noted that a higher level fighter or ranger will often refer to themselves as "Sheik" or "Sheika" if female. A paladin of higher level is referred to as an "Amir" Wizards and Sorcerers of higher level are "Al'raqi" but tend to create their own titles such as "Zibaru the Wolf, the Destroyer, the Thunder which Rings through the Desert". A cleric of higher level is referred to as an Imam. Druid and Barbarian, however are exclusive to non-enlightened gnolls. Top


Religion Gnolls are not particularly religious. Even in the Realms where religion is more matter-of-fact then philosophy, gnolls generally lack reverence towards the gods directly. However, gnolls are quite superstitious and will often base their decisions upon these superstitions. For instance gnolls will often refuse to hunt on a full moon, or even leave secure shelter. Other tribes have been known to banish a female who gives birth to only a single child or even kill the mother of a sorcerer.

Gorellik Titles: Unknown. Symbol: A Mottled and pale Gnoll Head Power Level: Demigod. Dominion: Wanders, lacks own realm. Alignment: Chaotic Evil Portfolio: Hunting, Hyenas, Hyenadons. (formerly gnolls) Worshipers: Gnolls. Domains: Evil, Chaos, Animal. Favored Weapon: Unknown, likely a hyena's head. Gorellik is the oldest known god of gnollkind. He brought the gnolls numerous advances in their early history such as the knowledge of how to domesticate and raise Hyenadons. He also taught them to respect only force and power and spread word of the concept of Rach-Kiah, the idea that gnolls are entitled to whatever they can take for their own. However, Gorellik was usurped by his followers adherence to these teachings and fell from favor as a gnoll god. His fall was not helped by the gnoll tradition that he was not the creator god of the gnolls. Now, he is little more then a half-mad divine hyena, hunting throughout the planes with little care for the mortal realm. It's likely he has taken the roll of the Animal Lord of hyenas. Gorellik manifests as a mottled white hyenadon, feral and on the prowl for his prey.


Yeenoghu Titles: Demon Prince of Gnolls, The Destroyer, Beast of Butchery, Ruler of Ruin Symbol: A Three Headed Flail Power Level: Demon Prince Dominion: 422nd layer of the Abyss, also may have subjugation of 421st layer of the Abyss, "The White Kingdom" Alignment: Chaotic Evil Portfolio: Gnolls Worshipers: Gnolls, evil humanoids. Domains: Evil, Chaos, Destruction Favored Weapon: Triple-Headed Flail "Triple Flail" Yeenoghu is the most worshiped, "god" of the gnolls. Although it is unknown what real connections he has to the species. He first became a major gnoll god in the Realms when the Shaar gnolls turned to his worship thanks to a smaller tribe receiving the artifact, "Fanged Shield of Yeenoghu". With this weapon, the charismatic leader managed to form a great gnoll nation under the banner of the demonprince. Shaaran gnolls have become repeatedly more closely aligned with Yeenoghu and have spread his faith throughout most of Faerun, almost completely usurping Gorellik in most areas. Yeenoghu himself has an interesting history. It's not known whether he was a mortal gnoll who became a demon prince (or more likely) he was a demon who saw the gnoll as a vessel of his will. Some tribes have recently begun teaching that gnolls were created by Yeenoghu from ordinary hyenas. This most likely originates to the vast amount of gnoll/demonic interbreeding among these tribes and the distinct physical changes that have taken place in their bodies. He is also said to have subjugated the King of Ghouls. Yeenoghu is said to appear as a tall, freakishly skinny gnoll, his fur falling off and his body wracked with mange. He carries a flail with three heads and constantly hungers for more power. Notes: Yeenoghu is one of the oldest demons in Dungeons & Dragons. He is also one of the most powerful demon princes in the abyss.

Refnara Titles: Unknown, likely to do with serpents or fear. Symbol: Likely a Crescent Moon. Power Level: Likely Demigod. Dominion: Likely the Abyss. Alignment: Evil (unspecified) Portfolio: Fear, Gnolls (probably "Moon" and "Darkness" as well) Worshipers: Gnolls. Domains: Probably Evil and Trickery. Favored Weapon: Unknown, likely a Serpent's Fang (Dagger) Refnara is a little known gnoll goddess of fear. Few tribes seem to revere her alone, but many gnolls blame her for the decline of gnolls from the 'Great nations' of the past. She teaches that gnolls must sacrifice to her and show their bravery, and to test this she sends the full moon to haunt them. Only when placated will she bite pieces out of the moon, slowly causing it to disappear. This is met by great joy, dances, drunken revelry and celebration before great hunts. Refnara appears as a giant serpent, sometimes depicted as glowing. Sources: Dragon Magainze 48: "To Bite the Moon: A little Gnolledge is a Dangerous Thing" by Lisa Smedman. Supplemental notes: It's possible in my mind that Refnara may by Shar or perhaps an ancient legend inspired by the Sarrukh god, the World Serpent. It's also possible that this may be a gnoll perversion of Dendar the Night Serpent, the foul monstocity that lives in the Fugue, devouring the Nightmares of all mortals, savoring their taste until she is full enough to destroy the Realms. Top


HistoryEdit

–30400 DR The Wasting Plague: In a conflict between the gnolls of Urgnarash and the rookery of Kookrui-Shara, shamans of Yeenoghu summon marrashi—spirits of pestilence from the Barrens of Doom and Despair—to blight aearee crops and spread a wasting plague among the avians. Decimated, many Aearee-Quor turn to the demon lord Pazrael for salvation.

-3650 The gnoll tribes of Erilath’s Steps (Modern: Plateau of Thay) are united under a powerful shaman named Orlaghu and establish the realm of Yeheenaargar. -3638 The gnolls of Yeheenaargar launch a campaign of extermination against the nomadic centaur tribes of Erilath’s Steps. -3628 The gnolls are victorious in their war against the centaurs of Erilath’s Steps. The centaurs are driven from the region and seek sanctuary within the Riildath and Yuirwood forests. -3625 The Barking Wars: The gnolls of Yeheenaargar clash with the elves of Lethyr and Yuireshanyaar. -3615 After a decade of warring, with the increasingly overmatched gnolls of Yeheenaargar resorting to the use of fire to stave off elven assaults, the woodlands of both Lethyr and Yuireshanyaar are reduced in size. -3595 End of the Barking Wars with the death of Arlaghu, son of Orlaghu, at the hands of the elves. Yeheenaargar disintegrates into scattered groups of gnoll raiders, many of whom flee the region by ways north and south.


640 DR Year of the Fanged Beast Yeenoghu’s cult rises to prominence among the gnoll tribes of the Shaar, largely displacing the worship of Gorellik. The gnolls attack many towns in the region around Lake Lhespen, leaving Lhesper in ruins and seeing its surviving citizens migrate north to found Shaarmid. -Gnoll tribes raze the human town of Lhesper in the Shaar.


The survivors found Shaarmid. 671 DR Year of the Shrouded Slayer Outbreak of internal strife among the Shaaran gnolls.


708 DR Year of Bound Evils Three nycaloths escape their dimensional pocket prison that floats invisibly high above Cormanthyr. Their freedom depends on a “red dragon that never held malice or greed in its heart [flying] over the coronal’s throne.” As Saeval Ammath and his adopted dragon-mount Garnetallisar fly above Myth Drannor, they weaken the dimensional prison enough for the nycaloths to escape with the aid of a gnoll shaman. (Lost Empires of Faerun, pg 129)

709 DR Year of the Earnest Oaths The three freed nycaloths and their summoned yugoloth allies spend twentynine months drawing together their forces amid the mountains and hills north of the Dragon Sea. In all, their army consists of orcs, ogres, bugbears, hobgoblins, gnolls, flinds, trolls, and an ever-growing assortment of lesser yugoloths.

711 DR Year of Despairing Elves The Weeping War: This event begins on the Feast of the Moon with the Northern Massacres campaign as the Army of Darkness engages many elf patrols and destroys several elf villages and clan enclaves.

714 DR Year of Doom Fall of Myth Drannor: The final campaigns of the elves and allies against the Army of Darkness see the reestablishment of the Elven Court as a seat of elf power in Cormanthyr while Myth Drannor falls under siege by the Army of Darkness. With the slaughter of the army and cavalry, little can be done against the Siege of Shadow, which descends on Myth Drannor on the 21st day of Kythorn. The siege of Myth Drannor lasts until the Final Flight in Flamerule, as the now-directionless hordes of the Army of Darkness simply swarm over the city’s last defenders by savagery and sheer weight of numbers. Only two hundred elves and allies out of the three thousand who stayed to defend the City of Song later escaped to tell of its passing.

708 DR Year of Bound Evils Three nycaloths escape their dimensional pocket prison that floats invisibly high above Cormanthyr. Their freedom depends on a “red dragon that never held malice or greed in its heart over the coronal’s throne.” As Saeval Ammath and his adopted dragon-mount Garnetallisar fly above Myth Drannor, they weaken the dimensional prison enough for a gnoll Shaman to free the nycaloths, allowing them to escape. (Grand History of the Realms and Ancient Empires of Faerun)

922 DR Year of the Spouting Fish The Red Wizards of Thay, led by Ythazz Buvaar, rebel against Mulhorandi rule and sack the provincial capital at Delhumide. The conjurer Jorgmacdon summons the demon lord Eltab to fight on behalf of the Red Wizards at the Battle of Thazalhar, routing the armies of Mulhorand. The realm of Thay is founded, heralding the end of the Second Mulhorand Empire. Aiding the Red wizards were the great gnoll tribes of the region. In repayment for their service, the Red Wizards gave them the right to be continuously employed as soldiery by Thay as well as gifting them with the right to own land around the Thaymount and the Gorge of Gauros. (Dreams of the Red Wizards, page 12.) Top

Supplemental

Notable Gnoll Items: Amaunauth (Rare Herb):

   Also known as “greenflower” for its rich green leaves, which open in a starburst close to the ground, amaunauth is a hardy broadleaf groundweed. It grows across colder areas of the North, from the Dessarin Valley north to where ice or snow always lies. If eaten raw, amaunauth is harmful to humans, elves, orcs and all goblinkin, and their half-kin, but has no effect on dwarves, gnomes, halflings, fey creatures, and gnolls, nor on horses, goats, sheep, rothé, and deer. The poison called amaunauth is brewed from the sap or internal juices of the weed. An herbalist can concoct amaunauth by crushing the leaves of the plant, boiling whole plants, or even dissolving the leaves in alcohol (Alchemy or Knowledge [herbalism] check, DC 15, and one day’s work to manufacture). A single plant can produce 1d4+2 doses. Amaunauth: Injury DC 19, initial damage 2d4 hp, secondary damage unconsciousness, price 100 gp.


Due to gnolls immunity to this poison, it's likely gnolls from the north would utilize it as a poison. It's ability to cause minimal harm followed by unconsciousness could make it a useful tool for capturing slaves.


Also, for now, some of the best and most important official gnoll images WotC has ever created, with even more accurate captioning.

Gnoll names: Urrhae, Thurrogh, Frrahr, Krote, Grash, Grakk Hakk

Flind names: G'ratar,

tribe names: Three-Claw, Hoar Fang, Ice-Worm, Burnt Fur

Gnoll expletitives: grakling.

Minor Gnoll Locals: Menzoberranzan: "Lair of the Lizardking" A favorite hangout of non-drow, particularly gnolls who love to beat up drow who accidentally enter. Ruins of Zhentil Keep: "The Burst Boil" This seedy bar is owned by Frrahr the gnoll and is a favorite hangout of Zhent gnolls and demihumans.

Minor gnoll subraces: City of Splendors--Undermountan: Dusk Gnoll

Evidence of Half Gnolls: Volo's guide to cormyr pg 96: "By their appearance I'd say they have gnoll blood in their families' past" The North: "a tribe of 12 Orc-gnoll hybrids"


City of Splendors: The archmage Duhlark believed that the Netherese were responsible for creating gnolls from hyenas and humans.

Netheril: Empire of Magic: Gnolls would routinely visit the temple of Amaunator called the "Forested Enclave of the Face on the Sun" in the city of Unity. They claimed it was to worship and pay respect to the "Lightened One".

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