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| #1misterfido_dupAug 07, 2009 22:18:51 | I have a player playing a gnoll in my next campaign. Now, while I'm a major Eberron fanboy, gnolls are one area I've never really payed much attention to--Droaam in general, in fact, is something that's never drawn much attention for me. But I know the combined brainpower of these forums, if ask about anything, can not just provide a complete answer--they can provide alternate theories, plots, and hooks, as well as page numbers for every relevant section and the entire damn history of the race =P So here I go: I read about the Znir pact in the Droaam section of the ECG, and the gnoll section in the EPG, and the gnoll Dragon article. But what other resources are there on gnolls? I have the complete Eberron 3.5 collection of fluffbooks, so if anyone could tell me where there are some good sections on gnolls, that'd be great. Maybe some old 3.5 articles written by Keith Baker for the website, or the like. I just like gathering as much info as possible to get as complete an image as possible.... And any other information I can get some help with is also good... like, their demon lord who I shall not attempt to spell here off the top of my head (Mr. Y), what's his status in Eberron in your settings/official canon? How many gnoll tribes are there that are acceptable for PC use, or is it only the Znir who are not almost always evil? Where do all the gnolls live (besides Droaam)? I really just have no clue, I've never had to care about gnolls before =P Any help is great! |
| #2HellcowAug 08, 2009 2:53:09 | And any other information I can get some help with is also good... like, their demon lord who I shall not attempt to spell here off the top of my head (Mr. Y), what's his status in Eberron in your settings/official canon? How many gnoll tribes are there that are acceptable for PC use, or is it only the Znir who are not almost always evil? Where do all the gnolls live (besides Droaam)? Speaking purely to official canon: According to page 31, Mr. Y could be an overlord of the Age of Demons - the Beast of Butchery, a force feeding off of aggression and cruelty (some overlap with the Rage of War, but more about primal cruelty than military action). If you go with this, the legend is that he created the gnolls during the Age of Demons. While this means gnolls have been around for a very long time, those first gnolls might have been very feral and savage, and they may even have risen and fallen in civilization multiple times, clashed with the Dhakaani and lost, and so on. Throughout their history, however, most continued to worship the Beast of Butchery, feeling a primal bond to the demon within. Centuries ago, a large group of gnolls in the Droaam region turned their backs on this, smashing the statues of Mr. Y and other fiends and declaring that the gnolls would bend their knee to no god, demon, or prince; from this point forward, the bond of the pack held them together. As such, the Pact is a mercenary force, but it has always maintained its neutrality within the region (which prior to the Daughters was a collection of petty warlords in a constant state of flux). The best source on gnolls in Eberron I can offer would be my novel The Queen of Stone, which is set in Droaam and which has a gnoll in a significant secondary role. As to "Where do they live? Are they all evil?" They're mainly on the west coast of Khorvaire - Droaam up through the Demon Wastes. Neither the Eldeen Reaches or the Demon Wastes has anything like the Znir Pact, and as such the majority of those other gnolls likely continue the old ways. However, they don't have to. They are sentient creatures, and as such, any one could choose to break away from the past culture... or you could have a single pack in the Eldeen Reaches that's latched onto the philosophy of the Ashbound - just as you COULD find gnolls in Droaam who have turned away from the Znir Pact and returned to the old ways. And beyond this, with gnoll presence in Droaam and the Eldeen Reaches, you could have bleed-in on the wild western edge of Aundair or Breland. And in the Wastes, while many revere the Beast of Butchery, others may have turned to the worship of other overlords; there's no reason a champion of the Rage of War couldn't draw gnolls to his banner. And while they'd be few in number, a few gnolls may even have joined the Ghaash'kala orcs to take a stand against the darkness. So no, gnolls are not all evil beyond the Znir Pact, and those that are evil don't all worship Yeenoghu. There's lots of room for savage and evil gnolls in the Reaches, Wastes, and western frontier... and room for good or neutral gnolls in any of these places too. It's simply that Droaam is where they have the greatest visible presence in the world and the most widespread and developed culture; those in the Wastes and Reaches operate as individual packs, though hey, a charismatic leader could always change that. In any case, that's the rough canon view. Personally, if you wanted to throw gnolls into any of the massive forests or jungles - such as the King's Forest in Breland - I could see it. The key there would be that they kee a low enough profile to keep the Brelish from hunting them down and exterminating them in the golden age of Galifar - but it's a $^#%ing huge forest, so that's possible. |
| #3misterfido_dupAug 08, 2009 8:39:47 | Hm. It occurs to me that being a hyena offshoot, and hyenas being matriarchal, Mr. Y should probably be Mrs. Y... But in any case, thank you! That helps alot |
| #4LordMorbienAug 09, 2009 16:35:56 | Henceforth Yeenoghu shall be known in my games as Mr. Y. ![]() |
| #5AlasAug 10, 2009 9:32:29 | I'm a gnoll fan-- there's just something about Crocuta crocuta that I like. Maybe it's the ears. Anyhow, I've spent more time than my players will ever know musing about gnolls in Eberron. This is a bit of what I've come up with on my lonesome: Show The Rest of the Gnolls It's important to understand that the Gnoll Brotherhood is merely that segment of Droaamite gnoll culture with which non-gnolls have the most contact. The gnolls of Droaam are actually broken up into four or five major tribes, each with its own sub-set of clans. While they differ in fashion, language, territory, and compatibility, in general the tribes are all:
The matriarchal nature of the gnoll tribes is one reason there is a Gnoll Brotherhood; religion is the other. Gnoll Fraternities In a traditional clan, gnoll males acquire the wealth (territory, prey, spoils of war) and the gnoll females control the wealth (ordering the camp, dividing supplies, and crafting). The gnoll males spend a great deal of time "on the road" with fellow warriors of roughly the same age group, looking for anything they can stick a spear in and drag back to the clan. Out of convenience and practicality, these hunting parties also became the venue for gnollish religious expression. Before going on a hunt, a party invokes its particular patron for luck and success. The Mockery and Balinor are the most common, but the Devourer and various terrible names from the Age of Demons can also be heard upon their lips. When two gnoll hunting parties met that shared similar enough patrons, it became common for them to join forces and redirect their hunt against an unworthy third party. In this way, gnolls from different clans and even different tribes developed a method of cooperation-- or at least, agreeing long enough to slaughter someone else. In time, these inter-tribal fraternities learned that stronger monsters in Droaam (the ogre mages, the medusas, harpies) were willing to pay the gnolls to focus their hunt on a target of the buyer's choice. This meant more wealth and success for everybody involved, and proved a popular practice. The philosophical and tribal differences between segments of a war party were often lost on non-gnolls, and thus the perception of the Gnoll Brotherhood was born. The Gnoll Brotherhood in Practice A patron with the personal power to open negotiations and the wealth to keep the gnolls interested usually contacts a scout first. The scout then brings his personal hunting fraternity to meet the patron and discuss terms. If the proposed job sounds big enough, the fraternity will contact other allies in the region to mount a larger war party. Gnolls travel fast, and know the land well, so mounting even a large horde rarely takes longer than a week. They are self-supporting during a campaign, but prefer any task to be over and done with as soon as possible so they can get paid. The gnolls are best suited to raiding, ambushing caravans, and wanton destruction-- defensive fighting and policing do not interest them. For payment they prefer meat, weapons and armor, and gold (and usually in that order). Note that for many bands of gnolls, "meat" includes prisoners. Patrons who want to ransom captives later had better specify who's not on the menu. The Sisterhood of Gnolls While the gnolls who hire out as mercenaries through the Brotherhoods are predominantly male, they are not exclusively so. Gnoll females are just as capable (and vicious), and sometimes more accustomed to being in charge. Among some of the larger clans, gnoll females gather in hunting sororities that are on par with the fraternities. Overtly mixed hunting parties are very uncommon--curiously, it is more common for a gnoll to cross-dress to join an existing group. (Given that "dress" for gnolls consists of armor, filth, and fury, this isn't as big a deal for them as it is for, say, dwarves.) Since the Last War The creation of the monstrous nation of Droaam has affected the traditions of the Gnoll Brotherhood, and not necessarily for the better. Under the leadership of the Daughters of Sora Kell, mercenary contracts are lasting longer and ranging further afield. The influx of slave trading wealth through Vralkek and Dragonmarked money through Graywall means more gnolls are being paid in silver-- which usually turns straight into kuryeva (the strong, gin-like alcohol from Xendrik). This disruption of remittances has put a great strain on the gnoll tribes, even forcing some of the clans to move into burgeoning slums near urban centers like The Great Crag. Adventuring Gnolls Gnolls are natural rangers and warriors, and their religious inclinations lead to warlockery with frightening regularity. More ambitious gnolls have been known to leave the raiding life behind to plunder Dhakaani ruins and deal with the great monsters on their own terms. With House Tharashk to provide introductions, gnolls have even joined adventuring companies and earned names for themselves in Sharn, Darguun, and more distant lands. While gnolls are not attacked on sight, they still have a reputation for aggression (a fair cop), cannibalism (a vicious slander by goblins!), and demon worship (only true half the time). Last War veterans who survived gnoll mercenary encounters and displaced Brelanders are the most likely to harrass a gnoll if they think they can get away with it. By the same token, the nobility and Dragonmarked heirs will often hire a gnoll for his (her?) sheer intimidation value. A traditional gnoll will be sure to send a portion of treasure back to the clan in Droaam; less traditional gnolls will blow it all on fancy weapons and feasts (a Ghallanda inn-keeper's nightmare). Everybody Has Their Quirks The mercenaries of the Gnoll Brotherhood have one foible, and that's a screeching distaste for warforged. Warforged don't express pain like other creatures, don't bleed right, don't taste right, and are far tougher to capture or put down than a human conscript. Droaamite gnolls usually charge double to go against warforged units, and will treat one they see on the street the same way humans would treat a rattlesnake. |
| #6HellcowAug 10, 2009 10:47:34 | Hm. It occurs to me that being a hyena offshoot, and hyenas being matriarchal, Mr. Y should probably be Mrs. Y... As a side note, this is why it's now the Znir Pact instead of the Gnoll Brotherhood. "Brotherhood" was an unfortunate choice for hyena-based creatures and never something I was happy with. Personally, I blame it on poor translation of the name and the fact that it's difficult for non-gnolls to recognize gnoll gender - thus assuming it was a "brotherhood" when it wasn't. For me, the importance of the Pact within Droaam is tied to the history of the region. Prior to the coming of the Daughters, the area was completely anarchic. You had a few stable civilizations - notably the isolationist medusas - but by and large it was a case of might makes right, with the most powerful creatures dominating as many lesser creatures as possible for as long as they could, until something stronger came along. In a pre-grist age, the carnivorous nature of many inhabitants and generally poor agricultural skills limited the size of most settlements (with, again, a few notable exceptions)... also making hunting resources something worth fighting for. So you had many small fiefdoms ruled by little warlords, rising and falling and fighting. Some worshipped the Six, some demons, some nothing but power. But a chaotic and bloody life - which is one reason the region never became a great threat to the east. The importance of the Pact was twofold. It wasn't simply about abandoning demon worship. It was a vow never to submit to anything, mortal or immortal - for the gnolls of the Pact to stand by one another and to fight anyone who sought to conquer them. It was a vow to abandon the internecine warfare endemic throughout the region, and one that the lesser packs had taken part in previously; an agreement to stand together as a single pack, for all that the Pact involves different bloodlines. It was a warning to the rest of the region: Attack the territory of one pack and we will all stand against you. At the same time, it was a statement that they had no interest in power games. They would seek no territory beyond the Znir homeland. They would not play the games of the warlords. But as long as this was recognized, they would fight the wars of others. This lack of territorial aggression was a key to their success as mercenaries over the ages, because as it became clear that they meant it, it meant that warlords could trust that they could employ a large number of armed gnolls without worrying about the gnolls turning on them and seeking to claim the territory they were protecting - which would have been a serious risk with any other force in the region (and something Cyre can speak to in the recent past). So for me, I have gnoll tribes with a range of customs spread across the Eldeen and the Wastes, but I keep the Pact as the dominant force within Droaam - because it is an alliance of many packs that have set aside the old ways of savagery and tribal aggression. It would be foolish to assume that every single gnoll in Droaam would choose to follow the same path, and I have nothing against lesser groups. But part of the idea is that the Pact is what has allowed the gnolls to keep their racial unity in a region of would-be conquerors, when many dominions are racially mixed - oni, giants, trolls, minotaurs, and more having enslaved goblins, orcs, ogres, kobolds, and others, rising and falling and fighting on and on. It's why I see little cultural overlap between the goblins of Droaam and those of Darguun. I actually see goblin-goblins (as opposed to hobgoblins and bugbears) as having more culturally in common with kobolds within Droaam, because for thousands of years they have been the largest underclass oppressed by pretty much anything bigger and stronger - and it's hard to learn and care about your ancient imperial history when you're mainly worried as to whether your troll overlord is going to eat you in the morning. This is where you have the newborn dominion of Kethelrax the Cunning in Droaam - a chance for the little folk to have their own domain, after an age of being beaten down by bugbear, minotaur, ogre and troll alike. But culturally, the goblins of Kethelrax's domain has little knowledge of or interest in the Dhakaani empire... for all that the Khesh'dar have already planted spies within the new domain. A gnoll pack standing alone would be in danger of being picked apart and assimilated when it ventured into unexpectedly hostile territory; under the Pact, the people soon learned that you don't try to enslave a gnoll. I'm meandering a bit here. The point is that I certainly see the nomadic hunter-gatherer tribes as the historical past of the gnolls of Droaam and the common form of gnoll society in the Demon Wastes and the Eldeen. But in Droaam - where a nomadic lifestyle would involve bitter and brutal conflicts with many extremely dangerous creatures - the Znir Pact reflected a social evolution providing the tribes with a level of security and stability rarely seen by their ancestors, and one not shared by the less unified gnolls of other regions. This has in turn resulted in strong intertribal solidarity and a level of discipline remarkable among their kind. But that's just me. I like the ideas you've developed, Alas (especially considering the economic impact of recent changes) I'd just personally be more likely to use many elements of it for the roving tribes of the Northwest as opposed to Droaam. |