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=Culture= [[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]] In a word, savage. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They're more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they're both obligate carnivores and shamelessly lazy. In general, though, they're fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-oriented. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. This doesn't mean all other gnolls are treated as allies however; if you're not directly part of the pack, you're meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes. In general, character development has tended to pass gnolls by... but not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. This was done in [[Mystara]] first, in the ''Orcs of Thar'' gazetteer. Then came ''[[Champions of Mystara]]'', retconning a whole elf / gnoll mixed society under the Desert of Sind - on par with its other hamfisted retcons. In 3.5 we got sourcebook "Races of the Wild", which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with "harsh but fair" moral codes, an extremely strong sense of loyalty ("to name someone your pack-brother is to give them your trust for life"), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust. Not a lot of fluff, true, but leaps and bounds better than what they had before. Of course, even before this, the [[Forgotten Realms]] had semi-civilized gnolls who had been integrated into the lands of [[Thay]], where they were basically ''the'' go-to race for personal guards and even the city watch! And this was all the way back in the [[Advanced Dungeons & Dragons]] 1st edition splatbook "Dreams of the Red Wizards". [[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving "standard monsters" their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they're the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most "humanoids" uneasy, they are accepted in "polite" civilization and becoming increasingly welcome. But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article "Playing Gnolls", which gave them the most nuanced depiction they've ever had. This article is based in [[Nentir Vale]] lore, but the article's author Keith Baker has confirmed it's valid for [[Eberron]] as well outside of the religion section. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they're not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society. For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more "civilized" races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - "What do you want?" instead of "Can I help you?" This doesn't make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance. Another example of their bestial impulses is that their scavenger's instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own. In the [[Nentir Vale]], gnolls who choose not to run with "the Butcher's Brood" (Yeenoghu's loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They're also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it's the women who grow bigger and stronger than the men. It's implied these aspects even hold true for the demon-worshipping gnolls. All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike. Like almost all good things in 4e, 5e reset the status quo and returned the Gnolls to their AD&D roots as a "monster race", trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don't even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They're so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to ''Volo's Guide to Monsters'', each and every gnoll has a direct mental link to Yeenoghu's endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption. However, in the ''Out of the Abyss'' adventure, there are a few helpful gnoll characters that the player can run into, though for one of them the explanation for why he isn't evil is because he has a form of madness and will immediately turn evil again if the players cure him. One of the oddest interpretations of gnoll culture can probably be found in the Dach'youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach'youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don't practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou'chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach'youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur. In Pathfinder 2e, the Kholo of the Mwangi Expanse are an array of non-evil gnollish tribes and clans who are as civilized as anyone else around them. However, their cultural values of pragmatism over honor (so they favor ambushes, tactical feints, and psychological warfare) and ancestor worship through endocannibalism (that is, they eat the dead as a sign of resepct) alienate even their neighbors, so they're not exactly popular even in the Expanse. Kholo typically have an unsentimental, matter-of-fact approach to life, and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders. Culturally, they tend to be very physically demonstrative, especially with their friends. A typical kholo community, or clan, is made up of 100 to 200 gnolls divided between 10-20 interrelated family groups. They are a matriarchal gerontocracy, being led by a council made up of the oldest females from each family, with one appointed from amongst their ranks to serve as "Chief Elder", the first amongst equals. This council is also guided by a Bonekeeper (usually a [[witch]]), who serves as a voice for the gods and ancestor spirits, and by a Storyteller ([[bard]]), who serves as teacher, sage, historian and general encylopedia of lore. Newborn kholo are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic and arrogant). As a gnoll reaches certain milestones in life, they add descriptors to their name. Root names are often passed down through families, while descriptors are chosen to fit the gnoll's personality, usually in raucous ceremonies. ==Gender Roles== Gnolls have had an erratic, shifting field of lore when it comes to gender roles. To begin with, in AD&D, they were given the same "abusively patriarchal" fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who's read up on hyenas knows, is bollocks; spotted hyenas are ''abusively matriarchal'', the other pack species being more egalitarian. This was impolitely pointed out to the designers by the autists in rec.games.frp.dnd throughout the 1990s. In 3rd edition, the topic wasn't really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of "might makes right", and males can hold any high rank that isn't absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk. 4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what's between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in an incidental matriarchal fashion by simple "rule of might". In fact, the entry, given its distinctive title of "Gender Issues", reads as follows: ::''The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless itβs pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.'' Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll's primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook "Classic Monsters Revisited", gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable (to other gnolls), Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later "Monster Codex", we're told that gnolls are matriarchal, in no small part because their larger stature and greater aggression & cunning gives them an edge in their cutthroat might-makes-right culture; this is seen as proof of Lamashtu's blessing of the gnoll race. This decision to support gnollish matriarchy was reaffirmed with the Lost Omens: Mwangi Expanse [[splatbook]] for 2e. Here, it's stated that the gnoll races of the Expanse, regardless of subrace, all have notably larger females (averaging about a head taller) and a "realistic [[Amazon]]" type matriarchal culture: women are the hunters, warriors and leaders, whilst men are the artisans, caretakers and gatherers. However, either gender can become a bonekeeper or a storyteller, and the book also hedges its bets by noting that adherence to these gender roles varies from clan to clan.
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