fusangite said:I cannot believe has not been properly included in D&D, the most common demi-human race in medieval encyclopedias, literature and other tracts: the cynocephali -- the dog-headed men.
Profane Deicide said:O- Gnolls/Flinds: Large Canine race and represent the evil hordes. I keep them factious, with an intricate clan system that keeps them fractured and waring with themselves. I also slightly modify the Gnoll depending on which climate they are from, so Gnolls from Northen wastes are a bit huskier while Gnolls from a Sea Coast tend to be more Intillgent,etc,etc. Pound for pound, they are the same creatures.
O- Kobolds: A smaller canine race that happens to be the misfortunate little brothers of the savage Gnolls. They lack physical size and strength, so they are easy targets for Gnoll bullying, but they have a great talent for Arcane Magic. I keep them limited to a specific region, so there isn't various kinds of kobold, but you'll find them slaveing away or serveing Gnolls/Flinds all over the world.
Good post, Silveras. I think another thing that adds a lot to the idea is not to make humanoids have one, single, monolithic culture. Make them as varied as human cultures, with multiple nations, but do so without splitting them into subraces! To me, that adds a great deal of verissimilitude.
frankthedm said:I did a very similar thing with my kobolds. In my home game, hell and abyss are "closer" and kurtlemack is currently Yeenoghu's whipping boy. Many gnoll lairs have smaller kobold warrens honeycombing them. My players, who can clear out a gnoll den without casualty, are still scared to death to crawl around in the cramped kobold's tunnels. Gnolls have 2 other sub types IMG, the Feral [dire ape stats and size, but monstous humaniod and a few more int points Mini: mage knight werebear] and gnoll lord [minotaur phys. stats more or less. Mini; Reaper Lupine's].

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.