Dry Plains Gnolls are generally an unpleasant, if not actively evil species of creature found in warbands on the Tiwwari high plains. However it is their custom to exile any 'fancy weaklings' of their kind who show any physical weakness or deformity, any particular interest in intellectual pursuits, or any lack of commitment to carrying out even the least of the War Chief's commands. When these ostracized Gnolls have the intellectual capacity to do so, they often find their way to civilized settlements and cities and live more or less peaceful lives among humans, dwarves, elves and the like. Of course, they often suffer ridicule and even abuse from the people where they migrate as well, but generally would always prefer that to violent and likely fatal treatment from their own tribe if they elect to stay despite their dismissal by the War Chief.
Basic Information
Gnolls are a frightening mixture of Humanoid and Hyena, bipedal monsters with sharp teeth and claws who also favor chain mail, morningstars and long blades. When encountered in the wild they are dangerous, unpredictable and actively evil, but individual pack members separated from their tribes very young, or thrown out by their tribes when they fail one or another martial tests in adolescence, can be perfectly steady and good individuals. Of course, they must also overcome an even worse social stigma than Orcs or Goblins in this regard.
In the wild, Gnolls are energetic about reproduction and much of their violence and rage is part and parcel of attracting a suitable mate of the opposite sex, since both sexes are impressed by such things. Gnolls living in civilization, on the other hand, may never see another Gnoll in their lifetime, and cannot cross-breed with other species.
Gnolls favor the same habitats as wild Hyenas, which they often keep as pets and sentries. Civilized Gnolls can live in most city climates but prefer warm dry or open spaces to very cold or very hot ones.
Gnolls eat meat only, but can eat it in literally any condition, from fresh kill to festering grave-scraps. They are badly affected by alcohol, possibly because it interferes with their body's sparing use of water. They can comfortably go three or more days without water and feel no serious distress until the seventh or eighth day, unlike other species that would suffer significantly or die in that same time period; but when they do encounter water they tend to drink it in large amounts which their body stores in the fat around their midsection.
Gnolls in warbands tend to live fast and die violently, but those in cities left to their own devices can live about as long as a human, and age in a similar fashion and at a similar speed. Their fur will go grey, they will develop wrinkles and eventually tremors, worsening eyesight and hearing, loss of teeth, etc.
Additional Information
In the wild, they group together in semi-nomadic family-based tribal units around one or more War Chiefs. Civilized Gnolls also tend to favor a designated leader as a point of stability in their lives. Only rarely does a civilized gnoll aspire to any sort of leadership itself.
Hyenalike with a distinct dog-nose and muzzle
Concentrated in the central and west of the main continent, but warbands can be found in temperate and subtropical plains worldwide.
Their sense of smell, especially of blood or rotting flesh, is better than the other civilized species and arguably better than any other sentient species, since they are closely related to carrion-feeders. Kenku are nearly as proficient, but Kenku are further from their Aeldic, beastly origins than the Gnolls are.
Because of their specialization for eating scavenged meat, they are resistant to the effects of parasites but highly likely to be carrying them. A bite from a Gnoll has a higher than average chance of causing a serious infection.
Civilization and Culture
Names in the wild favor the sounds of a hyena - barks, yips and howls, and the true name is not awarded until after a Gnoll passes his or her adolescent martial trials. Civilized Gnolls almost universally reject their original, usually pre-adolescent names, though they often find clever civilized analogues that capture one or more sounds of their original names, but conform to the naming conventions where they have settled.
Steel use, at the level of technology of the rest of the Orbis. War bands generally get their armor and weapons through plunder rather than making them themselves, but there are forges and smithies in most warband camps; their dog-resembling bodies mean that the plundered equipment often needs to be at least modified, if not completely broken down to be reconstructed to fit.
Traditionally, and somewhat inexplicably, the deity of the Gnolls is a major figure within the pantheon of demon lords - a being called Yeenoghu. Many warbands have specific traditions linking them to some visitation of or encounter with Yeenoghu, and over the years many of these tales have merged together, become garbled or faded away, often in the same way as their respective warbands have. They idolize slaughter or the weak and dying, a practice that most civilized races find detestable and dishonorable, such that even other humanoid races find themselves at odds with Gnolls, and many of their myths also feature victories over Orcs, Hobgoblins, or other competitor humanoid species.
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