Surprisingly, the gnolls proved to be more loquacious than the Thranes. Thorn noticed that each of them wore cords around their necks or wrists, with bits of metal, hair, or cloth, bound by leather. Their leader, Ghyrryn, explained that gnolls of the Znir Pact retained souvenirs to remember each kill. “The Keeper takes us all,” he told Thorn. “When you come to the final lands, the prey of past hunts will be waiting. Honor them in life and they will honor you in death. Let them be forgotten, and they will be hungry and filled with rage.”
The first gnolls were born in the Age of Demons, a product of the endless war between Rak Tulkhesh and the Wild Heart. Even after the overlords were bound, their fiendish influence drove gnolls to engage in vicious acts of brutality. For countless generations, gnolls fought trolls, ogres, other gnolls, and any other creatures they could find, seeking blood for their hungry idols. But in time, leaders arose who urged their clans to resist the call of endless war. They dragged their idols to the place now known as Znir (“Stone”) and shattered them. Though they might be many clans, 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 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 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. They have followed this path ever since. 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.
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 composed 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 the 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 Znir defied the overlords when they shattered their statues, but there’s still a spark of a fiend in the blood of each gnoll. 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. 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.
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 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.
The Myrnaxe
As mercenaries in a land of monsters, the Znir gnolls prepare to face a wide variety 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 axeblade) or Piercing damage (with the spearhead). It’s common for each head to be made of a different metal, so the spearhead might be silver while the axeblade is made of byeshk—thus maximizing its versatility against multiple foes. The Znir consider the myrnaxe a signature weapon of their pact and don’t sell them to outsiders. The only way to acquire a myrnaxe is to be given one or to take it from a fallen foe.
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 through the mother). Because it’s impossible for most nongnolls 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 Gnoll. The Znir typically attach clan name to a formal introduction: “Ghyrryn Barrakas, Znir.”
Gnoll Contract Names: Dagnyr, Dhyrn, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych
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 the 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 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 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 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 alone 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. Beyond this, body language and posture—usually slumped—are an important part of gnoll communication; for example, when a gnoll feels threatened or angry, its thick crest of fur down the spine rises. The Znir dislike written communication, though they use it for contracts.