Homebrew Znir Gnoll Species Details
Gnolls were a tough lot, and Ghyrryn rose to his feet, blood trickling through the seams of his battered armor. He picked up his myrn-axe and prodded the body; the beast was dead. He looked at me, laying on the floor across the room, but made no move. I gingerly rose to my feet, waiting to see what the gnoll would do.
Ghyrryn knelt over the ogre for a moment, his fingers working at its jaw. He grunted in satisfaction and threw a small object toward me. A bloody tooth landed on the floor and skidded into my foot. “Take it,” he growled. “He waits for you in the world to come.”
It was the tradition he’d told her about on the first day of the journey … keeping trophies as a way of placating the spirits of the fallen. I reached down and picked up the tooth.
There have always been gnoll clans in the Barrens, though the Dhakaani goblins ruthlessly exterminated gnolls in imperial territories, driving them back into the wilds. But their story starts long before. In the dawn of time, before the Sovereigns and the Silver Flame, Eberron was the domain of the fiendish overlords. This was an age of chaos, as the overlords constantly clashed with one another. Rak Tulkhesh, the Rage of War, commanded armies of fiends, while the Wild Heart raised hordes of ravenous beasts. In the struggles between the two, the Wild Heart bred dire hyenas that could consume the Zakya warriors of Rak Tulkhesh. But the Wild Heart failed to anticipate how consuming fiends would affect his creations. Twisted from within by the immortal essence of the demons they'd devoured, the hyenas were warped into something entirely new, something that was neither man nor demon: And so the first gnolls were born.
The Znir Pact
Formed from both War and the Wild, the first gnolls were recruited and bred by both Rak Tulkhesh and the Wild Heart. As foot soldiers of the overlords they fought against orcs and the other early humanoids, as well as battling the gnoll clans of other overlords. Even after the overlords were defeated and bound by the Silver Flame, gnolls continued to be their pawns. The fiendish spark burned within them, and when they weren’t directly serving the Lords of Dust, most gnolls engaged in vicious acts of brutality. The Rage of War seeks endless battle, and when there is no greater conflict, it delights in setting its minions against one another. For countless generations, gnolls fought against troll, ogre, goblin, and other gnolls seeking blood for their hungry idols.
Then, centuries ago, two gnolls from rival clans faced one another on a battlefield soaked in the blood of their kin -- then questioned the path that had led them there. The two urged others to deny the voice that called for endless war, to refuse to chase death in the service of a fiend. Two became four, then eight, until entire clans heeded the call. Clan leaders dragged their idols to the place now known as Znir -- a word that simply means "stone" -- and there, they shattered the images of the fiends they once served. Together, the gathered hunters, shamans, and warriors swore an oath: They might be many clans, but from this day forward, they would be one pack. They would allow no one -- not chib, god or demon -- to hold dominion over them.
This was easier said then done. Fighting the fiendish influence within was challenging enough, but the Barrens were a chaotic tapestry of battling forces. The leaders of the newly forged Znir Pact had no desire to rule over other creatures, but even just holding territory could invite attack. And so they developed the path that has carried them forward to this day: the road of the mercenary. The gnolls would claim no territory beyond the lands around Znir. They would fight for any who would pay a fair price. But if anyone sought to enslave a gnoll, or to strike against Znir itself, they would face the wrath of all of the united clans. This was a lesson that had to be taught many times, but after a century or so, the point was made. To those who paid them, the gnolls were reliable as stone. Those who betrayed them or who picked a fight would fall before the might of the full Pact.
Some scholars of the Five Nations find it strange that the Znir Pact never took the path of conquest. There was no parallel to the united force of the Pact within the region, and they could have defeated the various chibs and warlords they served. But the gnolls have never had a desire to rule other creatures: they love the hunt and the thrill of battle. The path of the Pact allows them to do what comes naturally -- to stalk and kill, to fight endless battles -- but they do so together. They choose the paths they follow and the battles they fight. One could look at the Pact and say that they serve many masters. But the Znir gnoll would respond that they serve only themselves: that they choose who they fight for, they set the terms of their service.
Znir Clans
The Znir gnolls include a dozen different clans, each of which holds onto distinct traditions. Once the clans were devoted to different faces of the overlords, but when they shattered their statues, each clan chose one of the moons. All gnolls skillfully hunt and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth, the deadliest archers; and the Olarune, the strongest warriors and most forceful in the vanguard. Typically, mercenary units are comprised of gnolls of a single clan, assigned based on the nature of the task that lies ahead, and contracts are usually negotiated for a period based on cycles of the clan’s moon.
The clans maintain distinct territories within the Znir region, but all gnolls are welcome around the hearth of any clan; the Znir take pains to crush any tension that arises between the clans. Shamans and leaders from each clan maintain a council at the Znir, around the broken idols. Here they mediate disputes, assign contracts to clans, and allocate funds and equipment. The Eyre clan have honed their skills as smiths and tanners, and they craft much of the equipment used by the Znir gnolls… though there is still a strong tradition of scavenging among the Znir, and warriors will often claim trophies from fallen foes.
The Demon Within
The Znir defied the overlords when they shattered their statues, but there's still the spark of a fiend in the blood of each gnoll. Znir simply refuse to allow the demon within to hold dominion over them. Young gnolls learn how to resist this influence -- to channel the strength of the fiend without giving it power over them. For most gnolls, this is a matter of discipline; Znir gnolls are known for remaining calm in the face of provocation, and having learned to fight their own demons, they aren't easily manipulated by mortals. However, some gnolls learn to draw on their unnatural heritage and to channel this power in useful ways. Znir gnolls have their own equivalents of rangers and barbarians; the ranger's primal magic draws on the Wild Heart, while the barbarian channels the fury of the Rage of War. Znir shamans are similar to warlocks, typically following the path of the Fiend patron. However, in all of these examples, the Znir don't serve the dark power. Rather, they can be seen as stealing their strength from it; learning to draw on it without giving anything in return.
In their determination not to let fiendish forces hold dominion over their people, the Znir gnolls have also developed their own techniques for fighting supernatural threats. Champions trained to face fiends and undead are known as hwyri -- Gnoll for "warden" -- and wield powers similar to those of paladins in other lands. However, hwyri don't worship any divine power. Their abilities come from training and understanding of the demon within; they aren't crusaders, they're mercenary demon hunters. Most hwyri come from the Vult clan, and in a land that shuns the Silver Flame, these gnolls can be the best hope for people facing fiendish threats. There has been some tension between the Vult and the lycanthropes of the Dark Pack; the Vult shamans suspect that the Pack is vulnerable to the influence of the Wild Heart.
Gnoll vs. Gnoll
Droaam is a small place, and the Znir will serve any who will pay a fair price. This inevitably leads to conflict between Znir gnolls. In such situations, Znir will fight one another with all their skill. But they will strike to wound… and a gnoll wounded by another gnoll will immediately withdraw from battle, no matter how superficial the wound. While some clients take umbrage at this -- "You can still fight! Get back out there!" — this is an absolute rule of all Znir contracts, and those who defy this will be punished by the united clans.
Mercenary Service
While Droaam has risen around them, the Znir Pact continues as it always has. They don't work for shelter and grist, and expect to be paid for their services. This is perfectly acceptable to the Daughters of Sora Kell, who have placed a full half of the Pact forces on extended retainer. Most large communities have a Znir garrison employed by the Daughters. These troops are present to protect the region from brigands or invaders, and to help maintain order. But they serve the Daughters, not the local chib; it's understood that if the chib or warlord turns against the Daughters, the local Znir will act against them. The remainder of the Pact serves other masters, and many warlords or chibs employ Znir gnolls as bodyguards, enforcers, or hunters.
The Znir take their contracts seriously. If the client breaks the terms of the agreement, the contract ends immediately; but as long as the terms are met, Znir will face any danger and never betray a client. They have earned this reputation over the course of centuries, and this gives them a place much like the Sentinel Marshals of House Deneith in Khorvaire; everyone knows that the word of the Znir is as unbreakable as stone.
House Tharashk has begun brokering the services of Znir gnolls within the Five Nations, but the Pact leaders are cautious about this arrangement. Within Droaam, Znir customs are known and respected, and the Znir can unite against anyone who defies them. The Znir recognize that they don't hold such power over the rulers of the Five Nations, and are concerned about serving so far from their stones. In addition to those who serve through House Tharashk or Daask, a number of Znir have been sent east to study the Five Nations, gathering knowledge of its people and customs so the Znir council can determine how to engage with the wider world. This scouting role is a reasonable path for a gnoll player character; it's their job to travel the world beyond and learn its ways, and to make friends and allies.
Playing A Znir Gnoll
Here are some common characteristics of gnolls -- some of the biological, others cultural -- that can help make a Znir character come alive.
- Physical Appearance. A typical gnoll stands over 7 feet in height, but this is belied by their hunched posture. Males and females are similar in appearance, and other species may have difficulty in telling them apart. Gnolls have thick fur over their bodies; depending on clan, this can be uniform in color, or broken up with spots or stripes. Their eyes are yellow or green, and gleam with reflected light. While these are common traits, the fiendish heritage of the gnoll sometimes manifests itself in its appearance. An unusual gnoll could have glowing red eyes, fur with stripes that flicker like flames, or other unusual traits. Typically these don't grant any special abilities, though you could attribute a class ability or feat to such a mutation.
- Bone Eaters. Gnolls possess powerful jaws, as reflected by their bite attack. Gnolls can chew through and digest bone, and dislike letting food go to waste. When savage gnolls raid a village, they will consume even the bones of their victims. Znir gnolls won’t eat their fallen foes if they’re in the company of creatures who will be uncomfortable with such behavior. But they will often eat a small piece of any creature they slay — even if it’s just a finger or some other tiny morsel — or take a token from its body -- like a tooth, claw, or fingernail -- to form a bond with the victim. The Znir believe that those you kill wait for you in the realm of death, and honoring them ensures that they won’t be hungry when you travel to that land.
- Pack Instincts. Gnolls have very strong pack instincts. They instinctively work together in combat, and they think nothing of placing themselves in harm’s way to protect their kin. Znir gnolls will not deceive members of their pack; if there are problems, they will call them out directly. If a gnoll character adopts a group of adventurers as their temporary pack, these things apply to the other characters in the party — but the gnoll will be surprised and angry if their non-gnoll packmates don’t show them the same respect.
- Casual Aggression. Gnolls often seem very aggressive to other creatures. However, gnolls themselves don’t consider casual intimidation to be a hostile act; it’s just a way to establish a place in the hierarchy of the pack, largely ignored once that hierarchy is established. One of the most common ways this manifests is that gnolls make demands rather than requests. As a gnoll, use active statements rather than passive queries.
- Cunning Hunters. Gnolls are strong and aggressive by nature. But both the Znir gnolls and their savage kin are cunning hunters rather than simple brutes. Gnolls work together as a pack, always searching for weaknesses in enemies and supporting injured allies. Znir gnolls won’t break their word, but they don’t hold to any idea of honorable conduct on the battlefield; they are ruthless and efficient, and see nothing wrong with ambushing or tricking a superior foe. Some gnolls have a supernatural knack for mimicry (which could be represented by the use of minor illusion or the Actor feat), and will use this gift to draw enemies into danger.
- Working Relationships. Droaam is a diverse region, and the Znir gnolls have always been prepared to work for any master. They don't judge people appearance or by their beliefs; just as they put up with demon-worshipping minotaurs in Droaam, a Znir hwyri can work alongside a templar of the Silver Flame or a warforged paladin of Dol Arrah. They may not like the people they are working with, and they may think that the beliefs of their companions are vile or foolish. But they always place duty before such petty concerns, and won't insult allies or pick fights with them.
- The Fiend Within. As a gnoll, there is a spark of demonic influence within you. The Znir learn to control this at an early age. But how does it manifest in you? Do you suppress it completely, or do you channel it in some way — possibly reflected by your class abilities? Are you a hwyri who seeks to fight supernatural threats, or are you not concerned with such things?
- Communication. The Gnoll language is unique, with a range of pitches that are difficult for humans to hear, let alone duplicate. At first, it sounds much like the vocalizations of hyenas, with whining, yips, and chattering "laughter." It's possible for non-gnolls to learn the Gnoll language, but it's a difficult feat. When stealth isn't necessary, the Znir are often quite vocal in battle; they generally coordinate actions and confirm positions with short bursts in Gnoll. Each Znir gnoll has a whoop, a unique call it uses a sort of verbal signature; while these are extremely short, they convey both personal identify and clan loyalty. These are used to coordinate in the field, and it's common for a gnoll to whoop when entering a friendly location, as a simple way of identifying itself and giving allies an opportunity to respond. Body language and posture -- usually slumped -- are an important part of gnoll communication as well; for example, when a gnoll feels angry or threatened, its thick crest of fur down the spine rises up. The Znir dislike written communication, though they use it for contracts.
- The Myrnaxe. As mercenaries in a land of monsters, the Znir gnolls prepare to face a wide range of exotic opponents. With this in mind, the Eyre clan produces a weapon they call the myrnaxe, named for the smith who created it. A myrnaxe has a sturdy wooden haft with a curved axeblade on one end and a long spearhead on the other. Functionally, a myrnaxe is a battleaxe, but it can be used to inflict either slashing damage (with the axe blade) or piercing damage (with the spear). It's common for each head to be made of a different metal, so the spearhead might be silver while the axe blade is made of byeshk -- thus maximizing its versatility against multiple foes. The Znir consider the myrnaxe a signature weapon of their pact and do not sell them to outsiders. The only way to acquire a myrnaxe is to be given one or to take it from a fallen foe.
Gnoll Names
The most important identifier for a Znir gnoll is its whoop. While deceptively short, a whoop indicates a range of ultrasonic inflections that indicate clan, a personal identifier, and a suggestion of family affiliation (the Znir trace lineage through the mother). Because it's impossible for most non-gnolls to properly replicate a whoop, gnolls also use contract names -- names intended to be used with clients and other outsiders. There is a basic structure of contract names used by all gnolls; the inflection of the name indicates gender, though few people recognize this if they don't speak the Gnoll language. The Znir typically attach clan name to a formal introduction: "Ghyrryn Barrakas, Znir."
Gnoll Contract Names: Dagnyr, Dhyrn, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Jharl, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych.
Znir Pact Clans: There are twelve separate clans of the Znir Pact, each named after one of the twelves moons of Eberron (and by association, the months of the year): Aryth, Barrakas, Dravago, Eyre, Lharvion, Nymm, Olarune, Rhaan, Sypheros, Therendor, Vult, and Zarantyr.
Znir Gnoll Traits
Your gnoll character has the following racial traits.Ability Score Increase
Your Constitution score increases by 1. In addition, either your Strength or Dexterity score increases by 2, to a maximum of 20.
Age
Young gnolls grow with uncanny speed. A gnoll is capable of fending for itself after only a few months, and is considered an adult at 5 years of age. Gnolls live to be around 30 to 45 years, at the most. They remain vigorous until the end; death by old age is marked by a catastrophic decline over a space of a few days. Many believe this unusual lifecycle is tied the supernatural origins of the gnoll.
Alignment
The Znir tribes have looked past their savage past, and as such no longer only align Evil. Though some still lean in that direction, most are neutral by nature as mercenaries, and some even champion good.
Size
Gnolls stand between 7 and 8 feet tall and weigh between 250 to 320 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bite
Your jaws are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal bludgeoning damage equal to 1d4 + your Strength modifier, due to the awesome bonecrushing power of their jaws.
Hunter's Senses
You gain proficiency with one of the following skills of your choice: Perception, Stealth, or Survival.
Rampage
On your turn, when you make an successful unarmed strike using your bite attack or reduce a creature to 0 hit points with any attack, you can use a bonus action to move up to half your speed and make either a weapon attack or bite attack.
Languages
You can speak, read, and write Gnoll, and your choice of either Common or Goblin.
The gnoll language is nearly impossible for non-gnolls to duplicate vocally. It consists of a series of barks, whuffling, yips, snarls, growls, whoops, and even a wide range of subsonic inflections. It is considered an exotic language and although some other races can understand it and can read the written language, it is almost impossible for other races to speak the gnoll language without the aid of magic, except in the case of very rare exceptions. And even in those cases, any gnoll will instantly recognize that the speaker is not in fact a gnoll.
Previous Versions
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