90% gnoll, 7% half-gnoll, 3% other
The various gnoll clans are spread throughout Schattenburg, though many reside in the Northern Highlands, Bloodclaw Peak, and the Green Marshes. Widely varied and deeply spiritual, they are a common source of tension for the humans of Schattenburg. They have existed in the valley amidst dragons, giants, and other beings of ancient power. Once barely sentient, they live according to the ancient wisdom of Drakon; the ancient hero who legends say awakened them to greater intelligence and wisdom.
Government: Each gnoll clan is ruled by a chief, called the ‘Drakon’ (after the ancient hero). Each clan has different ways of appointing a chief, but most commonly are contests of skill or might, very few appoint chieftains through hereditary positions. These Drakons command absolute power within their clan and are rarely challenged, though they commonly keep the counsel of several wise elders and skilled scouts. The clans meet twice a year, in the dead of winter and the middle of summer, to discuss ongoing relationships with the humans and other issues that address the entire gnollish race as a whole.
Economy: Many of the gnoll clans are completely self-sufficient; hunting their food and making their tools out of wood, stone, and bone or bronze. Some of the friendlier tribes trade with the humans, often buying metallic tools and more exotic foods in exchange for charms and totems of protection or warding and animal pelts. More violent clans simply raid for what they need. They have little concept of wealth or a pampered lifestyle and view such things as weaknesses.
Religion/Spirituality: The gnolls are a deeply spiritual people, though many clans worship different patrons. The Bloodclaw clan worships a long-dead deity of war and blood, while the Whitemoon clan pays homage to the moons in the night sky. Many pay respects to various animal spirits and all clans have a healthy respect for the spirits of the fey. Some half-gnolls have brought worship of the Light Spiritual to the clans, and Baron Karl Auschvich has tried to spread the worship of the church to all who would listen, but it remains exceedingly rare amidst the tribes.
Lifestyle: The daily life of a gnoll varies highly based on the clan. Gnolls of the Bloodclaw clan spend most of their free time sparring and training, while the Whitemoon clan prefers quiet meditation and reflection or crafting. All clans typically engage in a weekly spiritual ritual though, paying homage to their patrons and partaking in a variety of ceremonies that range from nude moonlight dances to ritual animal sacrifice. All gnolls are expected to rise up and defend the clan if necessary, and even the common folk wield their scythes with deadly skill.
Diplomacy: Each tribe has a differing view on their human neighbors. Many of them are resigned to the fact that expelling them is impossible by this point and seek to simply live in quiet coexistence. They find a particular camaraderie with the dwarves of Straegenhammar though, joined in their disdain for humanity. Half-Gnolls are typically tolerated, but not generally welcome amongst most tribes depending on their views on humanity. Those who remain with their clan must typically work twice as hard for the same amount of recognition. The gnoll clans have no real diplomatic ties with foreign nations, but the Bloodclaw Clan is making active overtures to the King of Bandits to form an alliance.
Military/Defense: Gnolls are masters of warfare in their natural terrains, making excellent use off traps, ambushes, and lightning quick strikes to weaken any foe who would come to harm them. Due to their natural strength and speed, even the most unskilled of gnolls can be a threat to a typical foot soldier. When the clans march to war, only the infirm and the young are left behind. Most tribes defend their homes with various charms, single-use magical items that count as alarms, traps, or other hazards.
Geography/Borders: The gnoll clans have typically fluid borders, marked by a variety of ways whenever the clans relocate. The gnolls of the highlands typically demarcate their borders with bone totems and wooden shrines, while the gnolls of the Marshes use a variety of aggressive but non-lethal plant defenses. The lands around Bloodclaw Peak are particularly violent and dangerous for any human traveler, but the Baron’s men patrol the road frequently, pushing back gnollish aggression wherever they can.
- Northern Highlands – The highlands in the northeast of Schattenburg are largely untouched by humans and remain a wild place where many disparate gnoll clans still roam and practice their ancient ways. Dozens of clans mingle here, and in the highest reaches it is said that giants and centaurs still roam. Little is known of the terrain here, but it is said that the highlands have a natural weak border with the Realms Between, and on certain days one can simply stroll right into the lands of the fey.
- Bloodclaw Peak – A mighty peak that was summoned by ancient gnoll druids in the early battles with human settlers located in western Schattenburg. It is the home of the Bloodclaw clan of gnolls, the largest and most bloodthirsty of the gnoll clans. A mighty fortress, it is a constant source of unease and irritation for Karl Auschvich who can neither persuade the clan to become peaceful, nor muster a powerful enough army to force them out.
- Green Marshes – A sprawling but relatively livable bog that dominates a large swath of south-western Schattenburg. Some human settlements dot the edges and act as trading posts for the gnoll clans within, but the rest of the place remains largely untamed by human hands. The gnoll tribes here tend to be deeply spiritual and largely wish to be left alone, making use of bizarre man-eating flora to mark their territory. The bi-annually gnoll clan gatherings typically happen here.
Variants: Gnolls present in Zenith present very differently from base book gnolls:
Gnoll – Schattenburg (21 RP)
Universally proud, the gnoll clans of Schattenburg are widely varied. Once united by a might chief named Drakon, their empire crumbled when humanity settled Schattenburg and the wars that followed. The forests are stained with the blood and bones of gnoll and man alike, and only through a negotiated peace did the war end. Gnolls are typically found deep in the forests and the northern highlands, and prefer to avoid contact with humans at all costs.
- +4 strength, +2 constitution, -2 intelligence. Gnolls are fearsomely strong and tough, though they largely shun conventional teaching methods in favor of inborn instinct and tradition.
- Medium
- 30 ft. base speed.
- Darkvision – Gnolls have darkvision at a range of 60 ft.
- Scent – Gnolls have the scent quality as outlined in the Bestiary.
- Hatred – Gnolls receive a +1 racial bonus on attack rolls against creatures of the human subtype.
- Rugged – Gnolls receive a +2 racial bonus on intimidate & survival checks.
- Spirit-Blessed – Gnolls receive a +2 racial bonus on saving throws against spells, spell-like abilities, and poison
- Proficiencies – Gnolls are automatically proficient with scythes, shortbows, nets, and bolas.
- Languages – Gnolls receive Gnollish as a starting language. Gnolls with high intelligence scores may select Aklo, Common, Schattenburgian, Sylvan, and Terran as bonus languages.
Prominent Figures:
- Drakon Rothus the Fierce (Male Gnoll Barbarian/Fighter) – The chieftain of the Bloodclaw Clan, is a known advocate of an adversarial position with the humans of Schattenburg. When gnolls come to raid human villages, they are almost always of the Bloodclaw clan.
- Drakon Araysha the Wise (Female Gnoll Sorcerer) – The chieftain of the Whitemoon Clan stands against Rothus on most issues. An advocate of peaceful co-existence, she is often derided as weak and feeble by the more bloodthirsty gnolls.
- Drakon (Male Gnoll Ranger/Cleric) – An old and revered gnollish hermit who is occasionally petitioned to solve disputes between clans. He lives in a secluded hut somewhere in the wilds of Schattenburg. The clans believe him to be a descendant of the original Drakon, the great hero who elevated the first gnolls with culture. As such his guidance is often sought, though rarely given.