THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Gnoll Hunting
Grounds
The most dangerous group of humanoids in the Outback are the
anthropomorphic Dingo-men, or Gnolls.
Their hunting grounds are essentially all of the prairies in the
Outback surrounding the desserts. They
are hunters, pure and simple. Anything
with meat on them that wanders into their territory gets killed and eaten. They have no cities or towns, only making
temporary camps in the wilderness. The
various Gnoll tribes nomadically make circuits around their marked
territories. Other humanoid tribes will
avoid marked Gnoll territory.
Unlike other Humanoids, the Gnolls are fearless, smart, and
relentless. Their packs swarm, encircle,
wear down, then finally overwhelm their prey.
They will fully utilize the terrain to their advantage in an attack,
harassing an opponent in skirmishes and psychological warfare, until they sense
they can be overrun. A favored tactic is
to move the Outback road markers and lead caravans into ambushes. (Another reason why having a Ranger is so
valuable.)
Gnolls will typically harass an enemy first, not showing
their true numbers. They’ll snipe with
arrows and send squads to pick off stragglers, rear guard, and scouts. When they can maneuver an enemy into terrain
where the Gnolls have an advantage and have thoroughly scouted them, they’ll
attack en mass. Howling first to
demoralize and then sending a shower of arrows.
Screening warriors will move to the defender’s weakest point to deliver
a lancer party, who will charge directly at it.
The warriors will follow into the gap with their Flind, who will
immediately seek out the most dangerous defender for combat.
They do not work
with other Humanoid species, nor do they take slaves, except to hold them for
later hunting and consumption. They wipe
out all other predators and intelligent creatures in their territory. Any remaining animals are their personal game
stock. Gnolls are strict carnivores and
actually on a bit pickier diet than other Humanoids. They won’t eat each other or decayed flesh
(it must be fresh). They prefer nice fat
herd animals as a staple. Humans and
other Humanoids are an exotic change of pace and satisfies their need to be
challenged in a hunt. They need to eat
immediately after strenuous action, but can otherwise fast for up to a week
between meals. Gnolls can replicate
once every two months. New Gnolls mature
quickly in about two weeks.
Gnoll Warrior
HD 2+2, Hp 11 (18
Sgt), AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0,
Will +0
Melee: Battleaxe +3 to hit 1d8+2
Ranged: Longbow +3 to hit 1d8, L
Boomerang (for
hunting) +3 to hit, DC 12 Fort Sv or KO 1 rd, S, returns to thrower on a miss
(Characters
wanting to learn how to use one will need to see it used in action and then
practice it themselves. They will
require a DC 12 Ref Sv to avoid potentially being knocked out on the
return. After making 3 such Ref saves,
they will no longer need to make that save to use it.)
Track +5
Howl: 10 or more Gnolls howling for one rd, out
of sight of their enemies, causes a DC 12 Will Sv. Failing the save, enemies are panicked for 1
turn, they will not have the initiative in the encounter and will require a DC
18 Will Sv if the group leader is killed, or they will flee.
For creatures who
are essentially fighting to hunt for their next meal (and they’re always
hungry), Gnolls are amazingly disciplined.
Their tactics in battle are sound and well-practiced. They are highly mobile in the field. An armored Gnoll can run at 15 mph for four
hours, though they’ll have to eat a large meal at the end of the march.
Warriors units can
even still somewhat function without their leaders (though usually an organized
retreat, instead of a rout). Enemies who
can withstand their psychological warfare and charges or use unorthodox tactics
will generally cause them to withdraw and reconsider their plans, rather than
simply doubling down on them (as other humanoids do).
Gnoll Lancer
HD 2+2, Hp 18, AC
11 (None)
Fort +4, Ref +0,
Will +0
Melee: Spear +3 to hit 1d8+2
Charge: Causes Max dam + Stun 1 rd, breaks spear
(Backup weapon:
Short Sword +3 to hit 1d6+2)
Ranged: Hurled Spear +3 to hit 1d8
Charging Howl: 10 or more Lancer Gnolls in a charge,
requires the defenders to make a DC 18 Will Sv, or they will immediately
flee. (Highly disciplined defenders, DC
12.)
A lightly encumbered Gnoll can run at up to 30 mph (once per
turn/encounter for 1 rd), which is means they can functionally make a charge as
though they were on a horse. Lancers are
berserkers in combat, usually painted up in bright colors. With a successful charge, they’ll draw their
swords and backup the warriors, who should be following them. On an unsuccessful charge, members will fling
spears to cover their escape.
Gnoll Chieftan (Flind)
HD 6+2, Hp 36, AC
15 (Leather, Heavy Steel Shield)
Fort +6, Ref +2,
Will +2
Melee: Spiked Chain +8 to hit 2d4 + Disarm or
Knock Down (Flind’s choice) on Natural hits, 10’ reach
Ranged: Longbow +8 to hit 1d8
Gnoll leaders are
“born.” Flinds are naturally larger and
more intelligent than other Gnolls. If
they had thoughts beyond how to feed themselves and their pack, they might be
smarter than the average human (one reason why the Ancients tried to
exterminate them after creating them, they were too dangerous). There can only be one Flind in a pack. Others born into a pack will split the pack
and divide their territory. Leaderless
Gnolls will offer themselves and their territory to the strongest nearby pack.
It is the Flinds
who keep the peace between the various packs, who would otherwise be at each
other’s throats, as the other humanoids are.
They clearly mark their territories and don’t enter another’s without
asking permission. The Flinds pass
information and tactical ideas amongst each other. They will even form temporary alliances to
attack major targets of opportunity.
Flinds are the Gnolls’ greatest asset, though potentially their biggest
weak spot if eliminated.
Dire Dingo
HD 2+4, Hp 13, AC
14 (Natural)
Fort +5, Ref +5,
Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4
Large wild dogs
roam the Outback. Usually even this Dire
variety avoids contact with groups of Humanoids or humans, but packs would
attack one or two individuals alone.
Gnolls have befriended them and use them to guard their camps.
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