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| + | /* À compléter */ | ||
| + | ====== Gnoll ====== | ||
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| + | {{ : | ||
| + | <panel type=" | ||
| + | ^Grandeur|7' | ||
| + | ^Poids | ||
| + | ^Terre Natale | ||
| + | ^Langue | ||
| + | </ | ||
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| + | {{: | ||
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| + | Les ** Gnolls** sont une race d' | ||
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| + | ===== Description physique ===== | ||
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| + | Les gnolls sont extrêmement grands, le membre moyen de la race mesurant en moyenne entre 7' et 7'6 ", bien que les gnolls soient relativement maigres pour leur taille, pesant généralement entre 280 et 320 lb. En partie en raison de leur taille et de leur musculature maigre, les gnolls sont très rapides par rapport à de nombreuses autres races telles que les [[: | ||
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| + | Certains pensent que les gnolls ont des traces de sang [[: | ||
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| + | Les femmes gnolls ne se distinguent pas des mâles par leur taille, malgré la réputation d' | ||
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| + | Les gnolls ont une durée de vie très courte par rapport aux autres humanoïdes, | ||
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| + | ===== Psychologie ===== | ||
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| + | Plus que beaucoup d' | ||
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| + | Bien que les gnolls ne soient pas nécessairement mauvais, la soif de chasse et la soif de sang primordiale qui habitent leur esprit font qu'ils sont perçus comme tel. Les gnolls qui succombent à cette tendance deviennent souvent des nomades sauvages, faisant des ravages partout où ils le peuvent, donnant aux gnolls leur redoutable réputation de brigands esclavagistes dans le monde entier. Heureusement, | ||
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| + | D' | ||
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| + | Cette tendance peut conduire à la pratique encore plus étranges d'agir comme charognards. Contrairement à la plupart, les gnolls ont peu ou pas de scrupules à manger les morts des autres races. Lorsque les gnolls frappent un village, ils ne laissent pas seulement aucun survivant, mais aucun // | ||
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| + | ===== Culture ===== | ||
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| + | Malgré la nature sauvage des gnolls, certains aspects de leur culture ne sont pas intrinsèquement repoussants. Ils accordent une très grande valeur à la famille par exemple, respectant les liens du sang peut-être plus que tout autre aspect d'une relation. Bien que les gnolls au sein d'une meute se battent entre eux pour la domination, ces batailles sont vite oubliées après leur résolution et dans la plupart des situations, les gnolls de la même famille sont des amis fidèles et des alliés les uns envers les autres. | ||
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| + | Cette fidélité à la famille est particulièrement évidente lors des combats, que ce soit avec des meutes de gnolls rivaux ou d' | ||
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| + | Un autre trait commun des gnolls, celui de charognard, est porté à de nouveaux niveaux par les gnolls qui vivent dans la nature. Alors que tous les gnolls ont une tendance innée à collectionner des souvenirs et des trophées, les meutes nomades, en particulier les sauvages qui ont peu de contacts avec les autres races sauf en temps de guerre, trouvent souvent peu d' | ||
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| + | Les gnolls ont une affinité pour les hyènes, que beaucoup considèrent comme leurs frères et qu'ils gardent comme animaux de compagnie ou pour la chasse. | ||
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| + | ===== Culture Gnoll grand public ===== | ||
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| + | Bien que les gnolls de toutes sortes aient une forte loyauté envers la famille, les gnolls n' | ||
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| + | Le processus provoqué dans l' | ||
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| + | Quelques-uns encore moins chanceux trouvent leur esprit si brisé qu'ils embrassent réellement la brutalité de leurs ravisseurs, devenant les // | ||
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| + | ===== Mainstream Gnoll Culture ===== | ||
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| + | 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 | ||
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| + | The process wreaked on a slave' | ||
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| + | An even less fortunate few find their minds so broken that they actually embrace the brutality of their captors, becoming the // | ||
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| + | ==== Cultures variantes ==== | ||
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| + | Bien que la plupart des meutes de gnolls embrassent leur réputation de sauvagerie, d' | ||
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| + | Dans certains cas, ces gnolls pourraient même se lier d' | ||
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| + | ===== Religions ===== | ||
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| + | Les Gnolls sont souvent des adorateurs des [[: | ||
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| + | Les gnolls du [[: | ||
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| + | Quelques gnolls sont dirigés par des [[classe: | ||
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| + | Les gnolls qui se détournent du culte des [[: | ||
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| + | À l'aube des temps, avant la [[:Légion Souveraine|Souverains]] et la [[:Flamme d' | ||
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| + | 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. The **[[:Rage de la Guerre]]** commanded armies of fiends and savages, while the **[[:Coeur Sauvage]]** raised hordes of ravenous beasts. In the struggles between the two, the **[[:Coeur Sauvage]]** bred dire hyenas that could consume the Zakya warriors of Rak Tulkhesh. But fiends cannot be permanently slain by tooth or claw; their energy remains. 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 beast or demon: and so the first gnolls were born. | ||
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| + | Formé à la fois de War et du Wild, les premiers gnolls ont été recrutés et élevés à la fois par Rak Tulkhesh et le **[[:Coeur Sauvage]]**. En tant que fantassins des suzerains, ils combattirent les orcs et les autres premiers humanoïdes, | ||
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| + | Formed from both War and the Wild, the first gnolls were recruited and bred by both Rak Tulkhesh and the **[[:Coeur Sauvage]]**. As foot soldiers of the overlords they fought against orcs and the other early humanoids, as well as battling gnoll clans serving other overlords. Even after the overlords were defeated and bound by the Silver Flame, gnolls continued to be pawns of the overlords. The fiendish spark burned within them, and when they weren’t directly serving the Lords of Dust, most gnolls engaged in savage acts of brutality. The Dhakaani goblins ruthlessly exterminated gnolls in imperial territories, | ||
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| + | In the present day gnolls are primarily found on the west coast of Khorvaire. Here’s a few notable concentrations of gnolls. | ||
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| + | * Gnolls are found across the Demon Wastes. Some have integrated into the Carrion Tribes, while other clans refuse to have anything to do with other creatures. These gnolls have embraced the **[[:Rage de la Guerre]]** and engage in endless, ecstatic violence; when there are no outsiders to fight, they find reasons to battle the other clans. There have been times in the past when a great leader has united them and lead a horde through the Labyrinth, and this could happen again; but for the most part they are one of the ongoing dangers of the Demon Wastes, ever hungry to spill blood in the name of Rak Tulkhesh. | ||
| + | * The gnolls of the Towering Wood are creatures of the **[[:Coeur Sauvage]]**. These feral hunters prowl through the Eldeen Reaches, preying on any creatures who cross their paths. These gnolls rarely organize beyond clans. The fact that they don’t form armies limits the overall threat that they pose to the people of the Towering Woods; they’ve never amassed in sufficient numbers to threaten the Greenheart, for example. But because they’re scattered and mobile, the Wardens of the Wood and the shifter tribes of the Towering Woods have never been able to end the threat. Clans melt away into the depths, appearing to strike isolated villages and travelers. Some say that there is a piece of the Towering Wood that can only be found by gnolls and lycanthropes who serve the **[[:Coeur Sauvage]]**—a dark haven where these feral forces build their strength and wait to strike. | ||
| + | * There at least two gnoll clans that live deep in the King’s Forest of Breland. While smaller than the clans of the Towering Wood, these gnolls are likewise driven by the **[[:Coeur Sauvage]]**; | ||
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| + | De nos jours, les gnolls se trouvent principalement sur la côte ouest de [[: | ||
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| + | * Les Gnolls se trouvent dans les Désolations des Démons. Certains se sont intégrés aux tribus Carrion, tandis que d' | ||
| + | * Les gnolls du bois dominant sont des créatures du cœur sauvage. Ces chasseurs sauvages rôdent dans les Eldeen Reaches, s' | ||
| + | * Il existe au moins deux clans gnolls qui vivent au plus profond de la forêt royale de Breland. Bien qu'ils soient plus petits que les clans de la Forêt imposante, ces gnolls sont également dirigés par le Cœur Sauvage ; ce sont de cruels chasseurs qui prennent plaisir à terrifier leur proie. En règle générale, ils restent dans les profondeurs les plus sauvages et les plus sombres de la forêt du roi, évitant les Knight Rangers et limitant leurs attaques aux imbéciles qui s' | ||
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| + | Alors que les gnolls sauvages sont souvent liés à la **[[:Rage de la Guerre]]** ou au **[[:Coeur Sauvage]]**, | ||
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| + | Cette cruauté uniforme est inhabituelle sur Éberron, où les gobelins sont souvent plus honorables que les humains et où les orcs peuvent être des champions de la lumière. Mais les gnolls ne sont pas des créatures naturelles, ils ont été façonnés par les [[:Maîtres Démoniaques]] et l' | ||
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| + | ====== Pacte de Znir ====== | ||
| + | <WRAP box fgblack 400px left :en> | ||
| + | {{ : | ||
| + | <panel type=" | ||
| + | ^Titre Alias | La Fraternité Gnoll | | ||
| + | ^Siège Social | ||
| + | ^Fondation | Il y a des centaines d' | ||
| + | ^Status | ||
| + | ^Leader | Aucun | | ||
| + | </ | ||
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| + | Le **Pacte de Znir** (parfois appelé la **Fraternité de Gnoll**) est une communauté de [[Gnoll]] vivant au [[Droaam]]. Contrairement aux autres populations de créatures monstrueuses vivant dans cette nation, le Pacte de Znir n'a pas de chef de guerre. Au lieu de cela, ils offrent leurs services à tous les autres Groupes Influents, un moyen astucieux de s' | ||
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| + | Les gnolls refusent de se battre entre eux à la demande d' | ||
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| + | La plupart des races monstrueuses du [[Droaam]] ont une prédisposition pour le combat au corps à corps, les archers gnolls sont donc très prisés. Récemment, de nombreux gnolls ont même occupé le poste de Rangers pour la [[Maison Garda]] et la [[Maison Tharashk]]. | ||
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| + | ====== Religion ====== | ||
| + | Lorsque le Pacte de Znir a été formé il y a des siècles, les gnolls ont mis de côté leur manières sauvages d' | ||
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| + | La région maintenant connue sous le nom du [[:Droaam]] a longtemps abrité des clans gnolls. La **[[:Rage de la Guerre]]** cherche une bataille sans fin, et quand il n'y a pas de plus grand conflit, elle prend plaisir à dresser ses sbires les uns contre les autres. Pendant d' | ||
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| + | C' | ||
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| + | Certains érudits des Cinq Nations trouvent étrange que le Pacte de Znir n'ait jamais emprunté le chemin de la conquête. Il n'y avait aucun équivalent à la force unie du Pacte dans la région, et ils auraient pu vaincre les divers chefs et seigneurs de guerre qu'ils servaient. Mais le fait est que les gnolls n'ont jamais eu le désir de // | ||
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| + | ===== Clans Znir ===== | ||
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| + | Les gnolls de Znir comprennent une douzaine de clans différents, | ||
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| + | 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 the statue, each clan chose one of the moons. All gnolls hunt and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth the deadliest archers; and the Olarune are 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. Despite this, all gnolls are welcome around the hearth of any clan; the Znir take pains to crush any tension that arrises 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. | ||
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| + | **Gnoll vs Gnoll** | ||
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| + | 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—// | ||
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| + | In general, the Znir take their contracts seriously. If the client breaks the terms of the agreement, the contract immediately ends. As long as terms are met, Znir will face any danger and will 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 Garda in Khorvaire; everyone knows that the word of the Znir is as unbreakable as stone. | ||
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| + | **The Daughters and Tharashk** | ||
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| + | In their rise to power, the Daughters of Sora Kell have contracted for fully half of the forces of the Znir Pact (divided among all clans). This is an extended contract, under which the gnolls serve both as soldiers, hunters, and peacekeepers. Most large communities have a Znir garrison that’s serving 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 warlord; it’s understood that if the warlord turns against the Daughters, the local Znir will act in their interests. The remainder of the Pact serves other masters. Many warlords maintain their own Znir forces, either as bodyguards, enforcers, or hunters. House Tharashk has also begun brokering the services of Znir gnolls within the Five Nations. The Pact is still cautious about this arrangement, | ||
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| + | **The Demon Within** | ||
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| + | The Znir defied the overlords when they shattered their statues, but there is still a spark of a fiend in the blood of each gnoll. Znir 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 simply a matter of discipline. Znir gnolls are known for remaining calm in the face of provocation; | ||
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| + | 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//, 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 **[[:Coeur Sauvage]]**. | ||
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| + | ===== ZNIR GNOLL TRAITS ===== | ||
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| + | Gnoll Names | ||
| + | The most important identifier for a Znir gnoll is its whoop. While deceptively short, a whoop includes a range of ultrasonic inflections that indicate clan, a personal identifier, and a suggestion of family affiliation (the Znir trace lineage | ||
| + | “Ghyrryn Barrakas, Znir.” | ||
| + | Gnoll Contract Names: Dagnyr, Dhyrn, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych | ||
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| + | * **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—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 players—but they 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 // | ||
| + | * **Cunning Hunters**. Gnolls are strong and aggressive by nature. But both the Znir gnolls and there 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 goals won’t break their word, but they don’t hold to any idea of honorable conduct on the battlefield; | ||
| + | * **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? | ||
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| + | The Gnolls of the Znir Pact | ||
| + | There have always been gnoll clans in the Barrens, though the Dhakaani goblins ruthlessly exterminated gnolls in imperial territories, | ||
| + | Formed from both War and the Wild, gnolls were recruited and bred by both Rak Tulkhesh and the Wild Heart. As foot soldiers of the overlords, they fought against orcs and 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 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, | ||
| + | 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 than 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 as reliable as stone. Those who betrayed them or who picked a fight would fall before the might of the full Pact. | ||
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| + | 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 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; 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 has 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 often claim trophies from fallen foes. | ||
| + | The Demon Within | ||
| + | The Znir defied the overlords when they shattered their statues, but there’s still a 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, | ||
| + | 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. So 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? | ||
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| + | 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, | ||
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| + | Gnoll vs. Gnoll | ||
| + | Droaam is a small place, and the Znir serve any who will pay a fair price. This inevitably leads to conflict between Znir gnolls fighting for two opposing sides. In such situations, Znir fight one another with all their skill, but they strike to wound, not kill. A gnoll wounded by another gnoll immediately withdraws 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 gnolls who defy this are 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 service. 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 their warlord turns against the Daughters, the local Znir will act against them. The remainder of the Pact serves other masters, and many warlords of 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 immediately ends; but as long as 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. | ||
| + | What Defines the Znir? | ||
| + | Here are some common characteristics of gnolls—some of them biological, others cultural—that can help make a Znir character come alive. | ||
| + | Physical Appearance. A typical gnoll stands over seven feet in height, but this is belied by their hunched posture. Males and females are similar in appearance, and other species have difficulty 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 glow like flames, or other unusual traits. Typically these don’t grant 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. They can chew through and digest bone, and dislike letting food go to waste. When feral gnolls raid a village, they consume even the bones of their victims. Znir gnolls won’t eat their fallen foes if they’re in the company of creatures who are uncomfortable with such behavior. But they often eat a small piece of any creature they slay—even if it’s just a finger—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 think nothing of placing themselves in harm’s way to protect their kin. Znir gnolls won’t deceive members of their pack; if there are problems, they call them out directly. If a gnoll character adopts a group of adventurers as their temporary pack, these things apply to the other characters—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. This manifests in how gnolls make demands rather than requests, and use active statements rather than passive queries. | ||
| + | Cunning Hunters. Gnolls are strong and aggressive by nature. But both the Znir gnolls and their uncivilized 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 goals won’t break their word, but they don’t hold to any idea of honorable conduct on the battlefield; | ||
| + | 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 by appearance or by their beliefs; just as they put up with demon-worshiping 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 place duty before such personal concerns, and won’t insult allies or pick fights with them. | ||
| + | Communication. The Gnoll language is unique, with a range of pitches that are difficult for humans to hear, let along duplicate. At first, it sounds much like the vocalizations of hyenas, with whining and chattering “laughter.” It’s possible for non-gnolls to learn Gnoll, 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 as a sort of verbal signature; while these are extremely short, they convey both personal identity 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; | ||
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