Race

Gnolls

Laughing hyena-packs of the bone-totem savanna. They hunt in the howl, they laugh in the hunt, and they consider the bone a promise the savanna keeps.

Overview

Gnolls are the laughing packs of the savanna. They hunt in the howl, they laugh in the hunt, and they consider the bone a promise the savanna keeps for them.

Habitat

Gnolls hold the bone-totem savanna — their home is The Fangsteppe, a steppe of dry grass and standing bone where the howl is the laugh and the laugh is the hunt. They need three things: a grass deep enough to hide the chase, a bone old enough to be a totem, and a dusk long enough for the pack to laugh. They are settled around the bone-totems with hunting-lines across the open grass; a gnoll who has not howled with the pack in a season is called "the one who forgot the laugh."

Appearance

The gnoll silhouette is the heavy, low, grinning shape — thick through the jaw and shoulder, with the head sitting a little too far forward on the body, like a word that is already laughing before it is spoken. Males stand 1.65 m to 1.83 m, heavy through the jaw and shoulder with the saber-jaws and a low, barking laugh; females stand 1.65 m, leaner and quicker, with a thinner coat and a longer memory. The base coat is a thick, rough brown, the color of dry grass that has given up, darkening to a true umber along the spine; the shoulders carry a coarse pattern of darker brown rosettes, and the tail-tip is a clean bone-white that is the gnoll line's most persistent claim. The eyes are pale — a washed-out yellow-green that reads as white in the dusk and glows faintly in the dark, built for seeing the chase from the grass. The head is the mark: a long, saber-shaped jaw, always clean and always laughing, with a pair of rounded ears set high on the skull in the same dry-brown as the coat, and a mane of coarse brown fur standing stiff along the neck. Males carry the line in the jaw and the shoulder; females in the neck and the tail. Elders are marked by a coat gone pale, dust-grey at the muzzle and a back that has stopped trying to be straight — an old gnoll laughs with the whole body, because the jaw has started to fail. Everyday wear: a bone-totem worn at the neck on a leather cord, a loincloth of stitched hide, and bare feet, because the grass is the ground and the ground is the hunt.

Behavior

Disposition: pack, aggressive, territorial, social. In peace, gnolls are loud, laughing, and absolutely certain of the hunt — they have the savanna, and they laugh about it. In war they fight as the pack-hunt: the howl first, the chase second, the bite third, and the laugh through all of it. Strangers on the steppe are either a meal or a story, and the story is usually the worse one. The social unit is the pack, 20–60 strong, led by the Howl-Keeper — no pack follows a bite, it follows the howl whose laugh is truest. Two signature quirks: a gnoll who is being lied to will laugh at the lie — not because it is funny, but because the laugh marks the liar for the chase. And they keep the bone-totem of the dead for a lifetime; a gnoll who has lost their totem howls it back before the hunt, and the howling is a form of patience that other races find unsettling.

Warfare & Markings

Tactics: the pack-hunt — the gnoll line chases and does not stop, and the chasing is the point; they will run a prey for a day if the laugh holds, and the laugh always holds. Armor: none, by choice — a gnoll who wears armor has already decided the chase is not enough. Weapons: the short spear, the saber-jaw that is not a weapon but is used like one, and the howl that is not a weapon but is used like one. War markings: the Bone-Notch, a deliberate chip in the left talon-tooth for every hunt survived, worn as a record of the long chase; the Pack-Knot, a single knot in the tail-braid for every pack oath kept, in dry brown; and the Howl-Brand, a small, deliberate mark on the inner wrist — the first word the wearer spoke in the howl tongue, worn as a mark of the beginning. Post-battle: the dead are carried to the bone-totem, their names howled over the grass, and their spears driven into the totem-base — a gnoll buried without their totem is buried as a meal.

Magic Alignment

Primary domain: wild — gnoll magic is the chase, the howl, the patient, precise holding of the hunt across the grass. Secondaries: shadow and chaos. Named inborns: Pack-Laugh (a gnoll can feel the pack's mood the way a herder feels the herd), Dusk-Sight (a gnoll sees in the dusk the way a human sees in the light, and the seeing is not a choice), Howl-Carry (a gnoll's howl carries across the steppe, and the carrying is not a choice). Signature power: the Bone Word — a gnoll can speak a word in the howl tongue and let it land on a bone-totem, and the bone will keep the word until the hunt is done. Limitation: gnoll magic is spent on the steppe; a gnoll who has spent their bone word must sit silent in the grass for one day, and the day is the worst one of the steppe.

Religion

Gnolls keep Korrath, the Fang as their primary god — the wild, the chase, the survival that is the savanna's own law. The grass is Korrath's, and the gnoll is the grass's laugh. Mordra, the Unraveler is honored at the hunt-rites; the becoming is Mordra's, and the gnoll is the becoming's laugh. Priestly class: the Howl-Keeper, who keeps the bone-totem and speaks the howl at every rite. Heresy is not blasphemy — it is a howl broken in the pack, and there is no rite for that one; the pack simply stops laughing with the breaker.

Society

Packs of 20–60, led by the Howl-Keeper, rank decided by the howl — whose laugh is truest. The pack is the whole of the law, because the grass is the only clock and the howl the only law, and a gnoll who has not howled with the pack in a season is called "the one who forgot the laugh," and the forgetting is the only kind the steppe remembers. No pack follows a bite, it follows the howl whose laugh is truest, and the following is the whole of the rank, because a gnoll does not measure a gnoll in the years, it measures it in the laugh, and a gnoll who has howled a bone the pack forgot is the one the steppe calls the oldest. Outsiders on the steppe are either a meal or a story, and the story is the one the bone keeps; a mortal who walks the hunting-line is not a guest, it is a debt, and the debt is the whole of the warning — the steppe owes a howl to the one who stands the grass, and the owing is the whole of the bond. Young are raised at the totem, where the first word is spoken in the howl tongue, and a young gnoll who has not howled a word of their own is not given a totem of their own. The one fact the surface keeps wrong: the steppe does not hoard the bone — it keeps the promise, and the keeping is the whole of the pack, and a mortal who is counted is a mortal who is owed, and the owing is the only kind the grass keeps.

Home

They live in The Fangsteppe, a bone-totem savanna where the howl is the laugh and the laugh is the hunt.

Relations

The "the bone is the only honest promise" faction — steppe neighbors whose howl is a price, and the ones whose nod is the laugh. The gnoll keeps the bone and it measures everything in the chase, and the measuring is the whole of the treaty. The Orcs of the steppe edge are the rivals the pack counts, and the counting is the whole of the law — the orc keeps the fang and the gnoll keeps the bone, and the two have learned that a fang in the grass is not a word, it is a chase, and the chase is the whole of the distance. The Humans of the camp regard the steppe the way the ground regards the sky: with distance, and with the understanding that the distance is the whole of the warning, because a gnoll who has howled a bone the race forgot is the one the steppe calls the kindred, and a mortal who has made a sound is the one the pack calls the meal. Below, the ground-folk of The Forgotten are the banished the steppe takes in, and the taking in is the whole of the bond, because the forgotten are the ones the howl keeps laughing, and the laughing is the whole of the promise.

In the Story

In the current story, the gnolls are the howl on the steppe — the steppe Uaellaen writes about when the bone is the promise. The Forgotten keep their distance at the hunting-line, and the distance has held for two seasons. This season a pack came up the grass with a howl that was not in the howl — a howl that is not in the laugh, and the not-listing is the whole of the warning, because the steppe keeps its promise, and the promise has started to move. Howl-Kessa the Brown is keeping the howl, and the keeping is the page the camp has not been shown.


You step into our steppe and you make a sound. Good. Now we know where you are, and you have made our howl's choice for us. The price is a bone. You have one to give, or you are already a meal. — Howl-Kessa the Brown

Inscribed Aug 22, 2026 at 12:00 PM Revised Aug 31, 2026 at 09:52 PM