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Znir

Origins of the Znir

Gnolls were creatures that lived in constant agony. Their origins in the Lord of Hunger meant that they have a deep, hollow pain within them that can only be sated for minutes at most; and only if they gorge themself stupid. The demon lords that used them as soldiers gained their loyalty by promising that if they obeyed they could find an end to their suffering. Relief would come from consumption, consumption would come from slaughter, and slaughter would be eased with the aid of the lords. For the few years that the demon lords existed upon Ingia they set the Gnolls upon demons, devils, cities, and each other. Even after they were banished by the Mother Spirit, the Gnolls continued on this path of slaughter for the same reason they followed the demon lords; to try to find respite from their pain.

But in the year 120 PA, after a vicious battle between two warring packs ended with all but 2 Gnolls dead; one from each side. In that moment, when the dust settled and the feeling of their bloodied fur truly set in, something long buried within them managed to breach for the first time since their creation. Hyenas are social animals, they care for their pack and play with their peers. When the Gnolls were twisted by the abyssal curse that made them that instinct was buried under pain, hunger and obedience. Yet somehow -whether it was because of the time since the demons had walked the land had been so long or the sheer amount of dead- in that moment that latent nature reawakened and the horrors of their existence set in.

Their pack, the enemies, they were all kin. And now they were all dead. For what? For the memories of demons that did nothing but send them to death who hadn't shown their face in a century? It was meaningless. All of it. In that moment they saw the connection to their enemy and recognized a mutual understanding in their eyes. They held no malice for the other, they fought in a futile attempt to find salvation. But there was no salvation to be found here. But what if it could be found elsewhere? If there was nothing but pain to be found in the magic that changed them, maybe freedom could be gained in latching on to the fragments of their old nature still left within them.
The demon's had taken everything from them; but maybe together they could take it back.

Znir today

The Znir are now known as efficient fighters, disciplined people and deeply loyal allies. They can be found scattered across the Stonewrought desert, many working as mercenaries and guards in various cities in their territory. Their contracts are known for being very reasonable but they will always come with a very specific clause. If two Znir Gnolls end up in a situation where they have to fight each other they will fight to first blood. The moment blood is drawn the losing Gnoll will retreat from the fight and both sides must allow them to do so. If either side tries to attack the losing Gnoll or either employer has a fit about having a hired sword that may be forced to retreat the Znir gather together and quickly. Depending on how severe the violation is the punishment can range from the employer being blacklisted across the nation to a person being fully disappeared and their body never being found.

Naming Traditions

Family names

The Znir don't use names for individual family lines, instead their surnames come from whatever individual pack they hail from. In their natural dialect, the different packs are delineated by the word 'Home' with different tones or pitches. When making names for non-gnoll use the different packs have names that are descriptive of the area around them; such as

  • Glassburrow (a pack in the Mirrorshard desert that makes their home in tunnels underground)
  • Highstone (A pack that lives in cliffs on the Ashfell Wall)
  • Duneborn (a nomadic pack that wanders a range towards the middle of the Stonewrought desert)

Culture

Shared customary codes and values

The Znir are built on two defined ideals; the rejection of outside control over them, and the importance of caring for your kin.

Background; Znir

Ability Scores: Wisdom, Strength, Constitution

Feat: Tough

Skill Proficiencies: Perception and Survival

Tool Proficiency: Herbalism Kit

Equipment: Choose A or B: (A) Bedroll, Lanteren Hooded, Waterskin, Dagger, Backpack, Herbalist Kit, Travelers Clothes, Sash with pack symbol, 33 GP; or (B) 50 GP

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