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Gnolls Gnolls are tall, hyena-faced nomads who wander in loose clans. Personality: Gnolls run in clans dominated by their females which can comprise up to 100 individuals. Each clan "owns" a small stretch of plains, their territorial hunting grounds, spending their days in caves or covered pits. Clans mark their territories by erecting standing stones or sharpened stakes at the boundaries. Females form the core of the clan, and they have a loose hierarchy where the stronger females get a larger share of food than the weaker ones, sometimes after fierce fights. The most powerful female gnolls tend to be very large and very fat. Males tend to be smaller and even more violent, screaming and whooping, biting and biting when the females won't let them have their way; occasionally a number of them will gang up on a female and beat her if no other females are around to stop it. Males are usually transients anyway, wandering from their birth clans and often moving from clan to clan. Males exist outside the machiavellian politics of the females, but are still affected by them. In various societies, gnolls are ruled by chieftains chosen either from the males or females by the adepts, by war-leaders chosen by the priests, by priest-kings chosen by the council of tribes, by hereditary emperors with the aid of a council of high priests, or by an elite cabal of philosopher-scientists who are the secret power behind the gnollish megacorporations. Gnolls normally eat the sick and old members of their clan, which is one of the reasons the healthy males are encouraged to move away. Gnolls from different clans war with each other in pitched mass battles and will eat the other clans' dead or wounded, though the fights are usually nonlethal. Young gnolls try to kill and eat one another from the moment they can walk, which is usually in a few weeks. There is not much their mothers can do about this, although in more civilized societies they may keep their infants in specially reinforced kennels for the first several months of their life, but large gnoll litters are about 25% smaller by the time they reach adulthood and calm down. Females will mate only with males from other clans. Gnolls have no marriage customs; only a privileged few males are even allowed into the females' inner sanctums. Females are often witches. Gnolls don't cooperate very well, generally hunting alone except when facing very powerful foes, in which case one or more leaders may organize a pack. Physical Description: Gnolls stand seven and a half feet tall, with greenish-gray skin, a furry body, and a head like a hyena's, with a reddish gray to dirty yellow mane. They crack bones with their powerful jaws. Their large shoulders and thick necks dominate their torsos, enabling them to carry large four-legged beasts or humanoids like so many rabbits, their short, dark-muzzled heads hunched down below. Gnolls have spotted bodies and round, forward-pointing ears. Nocturnal carnivores, they generally kill their own prey, but they will eat the dead if given a chance. Females have genitals that look identical to those of the males and they don't develop breasts until they're pregnant or nursing, so often the only way to tell the sexes apart is by their size, or by the female's jewelry, ceremonial body paint, scars, and tattoos, and elaborate headdress. Relations: Most other races distrust gnolls, seeing them as cannibalistic savages, which is usually true. Of the sects and factions, gnolls like the Fated, the Ragers, the Ciphers, and the Dead the best. Alignment: Gnolls are violent and untrustworthy, with little understanding of kindness and charity. They tend strongly towards chaos and evil, although a few of them have turned towards neutral deites like animal totems or Wotan. Gnollish Lands: Gnolls live on fairly flat, grassy plains with few or no trees. Some marshes and sometimes, rocky country. Within its vast range, the gnoll occurs in many different landscapes, from extremely hot and arid low-lying areas in the north and south to the cold heights of dense mist forests on mountains. Religion: From the earliest days of their race, gnolls worshipped the phases of the moon, screaming and singing their yodeling howls at the white eye in the hunter's sky. Gorellik, the great hyaenadon spirit who first taught gnolls how to train their brothers the hyaenadons and their servants the dire lions to hunt, became the second thing for gnolls to revere, and his worship became closely associated with the moon's three phases. Perhaps gnolls were originally beast-spirits who learned how to join themselves with giants, but the gnolls rarely have any opinion on their origin, and Gorellik received no credit; he was only a child of Meyanok, the diseased serpent. Occasionally, gnolls claim to be "the last race of gods," born after the flinds, or somehow made from divine essence in the same way the other great spirits are, but this only sets them as equals to Gorellik, reducing him to the status of racial hero. This is but one of the reasons why faith in Gorellik is now in its waning phase. Meanwhile, a plane of the Abyss existed that was nothing but the rotting corpses of sentients drawn from other layers of the Abyss and the material plane as well. Like falling stars drawn towards a planetoid, the archetype of the sentient corpse drew its kind inward, and the plane fed and grew. In this plane the ghouls, maurezhi, and nabassu thrived. As this improved its status, the layer began to reward the devouring of its corpses, and in this environment one of the scavengers eventually emerged as a ruler. His name is represented as a primal laugh-howl: Yeenoghu. Ultimately, the demon lord was to dominate two layers, the 421st and 422nd: the Salted Wound and the Seeping Woods. Like the hyaenadons, gnolls were often carrion eaters, and as Yeenoghu's power grew he noted this and determined the entire race would be his. Largely, he's succeeded, offering more power than the Laughing Father of the Hunt could, especially to the often disenfranchised males. With the power of Yeenoghu behind them, many male clerics or adepts have grown to dominate their tribes. The remaining worshippers of Gorellik treat their hyaenadons and dire lions better and eat carrion as a matter of mere convenience instead of as a sacred imperative as Yeenoghu's followers do, and they tend to be more matriarchal. Where both Powers are revered, Yeenoghu is always more important, since his fading rival lacks the personality to inspire as much as he once did, while for the gnolls the demon prince's moon is waxing or full, still active and interested in mortal affairs. For the cultists of Yeenoghu, the pursuit of more and more worthy carrion is the most holy act they can pursue. The grisly body parts Yeenoghuans use as trophies are scored with patterns of knife or tooth marks to indicate the corpse's previous status. Important and esepecially strong, intelligent, or charismatic people may be targeted so that they can be slain, buried, and eaten in ceremony, in Yeenoghu's name. Yeenoghu desires to spread his dominion to all those who consume corpses, thereby cementing a continuous energy loop between himself, his plane, his servants, and cannibalistic necrophages everywhere. If everyone eats corpses, everyone will serve Yeenoghu. This is not yet a true statement; many, even among gnolls and ghouls, eat the occasional moldering corpse without being responsible to the hungering lord in any way. This is why Yeenoghu must have two goals: to encourage the consumption of sentient corpses among those who haven't tried them, and to conquer those who do so already. Yeenoghu has cults among humans in isolated xenophobic communities, the lairs of strangely inbred families, and the filthy hearts of impoverished cities. Occasionally, as among the ghouls of Nehwon, an elder race of living creatures with transparent flesh, he'll gain dominion over entire city-states. Yeenoghu has cultists among many races with kinship to dogs, crows, vultures, wolves, worms, pigs, and swine. Often, in Yeenoghu-lead societies, the ancient leaders will be transformed into the undead form of ghouls to lead the community in blind hunger long after their reign should have ended. Gnolls and flinds generally reject this because the stench of ghoul or ghast flesh makes them too hungry to follow what they perceive as food, or to do anything but pounce. This creates a gap between Yeenoghu's two major sets of followers that he has never been able to bridge. Gnolls who become ghouls must leave the clan to avoid being devoured by their former allies. Hungry gnolls will ignore the risk of paralysis for the sake of tasty undead meat. Temples to Yeenoghu always contain a trophy room, as well as a filthy celler in which corpses can be allowed to age. With the aid of his servants, Yeenoghu offers power with a price. The price is service to the Devourer of the Departed and an increasing urge to consume the deceased, an act which ultimately increases the power of Yeenoghu's layer of origin. The giggling tempters of the ghoul-king love to increase their victims' association of dead flesh with real rewards. The demon-prince's method of seducing others into his sphere of influence works in stages. Initially, the Jackal sends a cultist to encourage the vulnerable. Yeenoghu's cult is strongest among the gnolls and flinds, but also exists wherever food is scarce and corpses are common. Yeenoghu seeks first to change his victims' dietary mores, then her habits, creating a horrible addiction, and finally to use the addiction as leverage to control the addict or to convince the victim to commit evils in order to feed their urge. Important and reluctant marks may earn a visit from a succubus, incubus, or glabrezu. Yeenoghu's tempter demons aren't particularly interested in sex: they use their charm and persuasion to push their victms toward fouler deeds. Through centuries of experience, they can be quite cunning, not just showing up with a "It's delicious, why don't you try it?" but manipulating events to create a perceived need to join the incubus in its favorite repast. The succubus or incubus -- whispering demon -- tries to bind its victim with a psychological dependence on the tempter or one of Yeenoghu's cults, so much so that they are willing to do anything, anything to please their psychological center. "Don't you love me? Do you really, really love me? Why can't you accept the need for this? Our need for this? Jamie doesn't need his body any more, and we need his spiritual strength to survive." "But we killed him! We killed him and left his body to rot!" "You killed him, honey. You did it for us." Yeenoghu uses the lure of carrion to draw prize vrocks to himself, turning them into ghouls in all but name: rotting, rubbery, gibbering, slightly canine corpse-eating vrock armies to do Yeenoghu's will. Yeenoghu's influence over the genie courts, traditionally enforced by minions working from the Plane of Shadow, has also waned during the long Retreat of Shades (the negative energy plane's long waning stage when it moves further from the Material; gnollish sages track this by observing the peculiarities of the moon's phases), and in many cases needs to be renewed from scratch. Yeenoghu once could claim authority over various degenerate genies and the most powerful of the great ghuls, but today many of his most loyal followers have been destroyed or gone torpid, leaving younger, independent ghuls to fill the void. Yeenoghu ultimately would like to get the lady Zuggtmoy, demon queen of fungi, under his power, since mold devours the dead as well as anything. Yeenoghu lusts also after the territories held by the lords Zalintar and Ma'azbert. He needs to deal with the current king of the ghouls, the lord of the White Kingdom, who is threatening Yeenoghu's age-old hold over his race by allying with Nerull, god of murder and undeath. Ghouls have long been Yeenoghu's exclusive domain, seperate from other forms of unlife since he tempted them away from Orcus, and until he manages to make ghouls of all undead things, Yeenoghu aims to keep it that way. The emnity between Yeenoghu and Baphomet is at first glance hard to understand. Though their spheres of influence overlap slightly in Baphomet's "Maze of Bone" doctrine, they are generally seperate. The territories of their respective species, gnolls and minotaurs, don't overlap much either, though ghouls occasionally invade the lightless tunnels of the bull-men. Gnolls function best on the plains and hills and minotaurs lurk below ground and in cities and boats, disliking the open spaces in which gnolls thrive. No, the emnity between the two princes of demonkind has nothing to do with thir mortal followers and everything to do with their personal grudge. Yeenoghu was actually trying to assault the realm of Pale Night, one of the most ancient of, or more ancient than, all tanar'ri, under the impression that her influence over bones would be a valuable addition to his portfolio. Pale Night has dwelled within Baphomet's shifting maze almost as long as Baphomet has ruled it; before that, she dwelled in Degrazazt and before that within a pale, cold absence called the Souless Sounding that wasn't an Abyssal layer, yet was connected to them all. She has not been interested in ruling a realm or larger domain, aware that to control the Abyss you risk being controlled and preferring to work through pawns. Pale Night established herself as a subcult within Baphomet's crude and violent faith, offering forbidden revelations to those who solved the secret of the labyrinthine rituals; the chosen must become both high priest and priestess within the tangled order at different times before finally retiring to become hierophants. When a young and cocky Yeenoghu heard of the elder demon who concealed her secrets in a fortress of bone he became determined to investigate. Yeenoghu's assault, involving flights of dread linnorms and ghoul hordes, did a great deal of damage before Baphomet was finally able to repel it days away from Pale Night's sanctum. The horned and the hyena-faced Powers have hated one another ever since, and minotaurs, even those who serve Geryon, will attack gnolls and ghouls on sight. Some gnoll societies have adopted other patrons. Erythnul, a god of hate, envy, malice, panic, and slaughter, is a popular choice, and his cult members can be distinguished by their red armor and maces, and the claim that their ancestors were spawned from that shape-shifter's blood. Some have turned to one or the other of the various evil giant gods -- Vaprak, Grolantor, Karontor, or Memnor -- admiring their size and strength. Some few have even been subverted into joining the cult of Baphomet with promises of power and slow indoctrination through secret gnollish hunting orders, which ultimately show them tailored mazes. Not being one of the Young Races, they can't walk the Elder Path of transformation, and so can't be transformed into minotaurs themselves, but they can still walk Pale Night's path of secrets. These gnolls are considered to be traitors to their people and are attacked by gnolls as if they were minotaurs themselves. Even more rarely, gnolls turn to neutral or good deities, commonly gods of death and carrion like Odin, Osiris, or the Morrigan. Some have even converted to Christianity and Islam. In postindustrial societies, many gnoll clans have fallen behind technologically and are forced to compromise in order to get work in the cities of other races. Language: Barking and whining, their howls sound like laughter. They're not; they're often the harbinger of death. The gnollish language evolved from this primitive beginning to become a rich and musical tongue which depends as much on rhythm and meter as it does individual words. The harmonies of Gnollish are wild and erratic, ranging from soaring wails to sharp staccatos, yet fitting together into a logical whole. Names: Gnolls are named during hunting or battle some time between the ages of two and twenty, after their deeds: Soul-Render, Wind-Tamer, World-Bridger, and Moon-seeker. Adventurers: Gnollish adventurers are often males seeking new clans, females seeking magic, or hunters pursuing their prey far beyond the lands they know. Gnollish Racial Traits: * Str +4, Con +2, Int -2, Cha -2; +2d8 HD; +1 base attack * Tough: Gnolls get a +3 Fort and a +1 natural armor. * Bestial senses: +3 racial bonus to Listen, and a +3 to Spot. * Game Balance: Gnolls are treated as having two character levels besides any levels they have in whatever classes they take. * Medium-size: As Medium-sized creatures, gnolls have no special bonuses or penalties due to their size. * A gnoll's base movement rate is 30 feet. * Darkvision: Gnolls can see in the dark up to 60 feet. Darkvision is black and white only but is otherwise like normal sight, and gnolls can fuction just fine with no light at all. * Automatic Languages: Common and Gnollish. Bonus Languages: Giant, Goblin, Orc, Elf. * Favored Class: Ranger. A multiclass gnoll's ranger class does not count when determining whether it suffers an XP penalty for multiclassing. ^ rip van wormer "Oie...we got HockeStick you Baseball playing Foo Foos." |
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