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Non evil gnoll tribes?
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<blockquote data-quote="GreenTengu" data-source="post: 7139137" data-attributes="member: 6777454"><p>Actually... you seem to have missed the typical origin of Gnolls. There may well be worlds that you can posit and create using the D&D ruleset where Gnolls are just a typical race that came about because of evolution or magic or.... something... and totally mundane, the only thing causing them to behave in a violent, aggressive, ravenous manner being culture, BUT....</p><p></p><p>The Gnolls of the standard core D&D are actually demonic creations. Just animals infused with demonic energy and without that energy that would well... just revert back to animals. Thus, just like Rakasha in your example, Gnolls have being evil as a fundamental, inherent part of their nature. At least under the current interpretations.</p><p></p><p>Now, if we were in a world like say... WarHammer... sure, there is no reason you couldn't have a tribe of Gnolls that decided to ally themselves with some humans or something, take on their culture and values and generally start acting "good" rather than "evil" (although, honestly, I am not even sure to what degree you could even call them necessarily evil in WarHammer). Honestly, I am a bit surprised with all the things they have added in World of WarCraft they never did put a horde or alliance aligned tribe of Gnolls in there or a tribe either could make friends with. Or maybe there is one and I just don't know about it.</p><p></p><p></p><p>Similarly, I think in Eberron their origin is wildly different as I think all "monsters" in that world are given a common origin, some sort of mystical energy that just creatures strange creatures out of mundane ones with some forms being considerably more common than others or something. I could be entirely incorrect, but I think that's why there is a "monster nation".</p><p></p><p>But if one is in Forgotten Realm at this point, the current default lore is that Gnolls are really as much a lesser demon as they are a proper race of people.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7139137, member: 6777454"] Actually... you seem to have missed the typical origin of Gnolls. There may well be worlds that you can posit and create using the D&D ruleset where Gnolls are just a typical race that came about because of evolution or magic or.... something... and totally mundane, the only thing causing them to behave in a violent, aggressive, ravenous manner being culture, BUT.... The Gnolls of the standard core D&D are actually demonic creations. Just animals infused with demonic energy and without that energy that would well... just revert back to animals. Thus, just like Rakasha in your example, Gnolls have being evil as a fundamental, inherent part of their nature. At least under the current interpretations. Now, if we were in a world like say... WarHammer... sure, there is no reason you couldn't have a tribe of Gnolls that decided to ally themselves with some humans or something, take on their culture and values and generally start acting "good" rather than "evil" (although, honestly, I am not even sure to what degree you could even call them necessarily evil in WarHammer). Honestly, I am a bit surprised with all the things they have added in World of WarCraft they never did put a horde or alliance aligned tribe of Gnolls in there or a tribe either could make friends with. Or maybe there is one and I just don't know about it. Similarly, I think in Eberron their origin is wildly different as I think all "monsters" in that world are given a common origin, some sort of mystical energy that just creatures strange creatures out of mundane ones with some forms being considerably more common than others or something. I could be entirely incorrect, but I think that's why there is a "monster nation". But if one is in Forgotten Realm at this point, the current default lore is that Gnolls are really as much a lesser demon as they are a proper race of people. [/QUOTE]
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