Roleplaying |
Clothing
Clothing and Weapons
SARR CLOTHING AND WEAPON
To Sarr clothing is a statement of wealth and a symbol of status. Sarr wear clothing more to show off than anything else, and each clan has a favorite color which will usually correspond to their totem. Sarr love gems, shiny clothing, and bright patterns.
All Sarr are color-blind, though, and cannot see red or yellow. These colors, to them, appear as shades of gray and black. Sarr can, however, distinguish between varying shades of these two colors by differences in brightness.
Most clothing worn by Sarr is lightweight, with freedom of movement to allow fighting.
To the Sarr weaponry is as much a statement of wealth and a symbol of status as the clothing they wear, and a lot of their weaponry are pieces of art.
Sarr favor edged weapons or weapons which will allow them to get close to their prey or enemy. These weapons include the long sword, knife, dagger, scimitar and two-handed sword.
Two specialized weapons unique to the Sarr and used only by them are the tiger's claw and the sarr staff.
The tiger's claw is a three bladed metal claw like glove fitting over the hand and supported by the wrist. Few learn the technique for this weapon and the Sarr do not teach the skill to use it to outsiders.
The Sarr staff is in actuality a double bladed polearm. This weapon is the exclusive symbol of the Grand Matriarch and was made for her by the Liger clan at Jadugar Senf. No one but the Grand Matriarch is allowed to wield this weapon and none but the Grand Matriarch and her successors are taught the skill by the Ligers.
Armor and shields are used by the Sarr and can be found in many styles and the shields in many shapes. The Sarr often disdain the use of both as not being natural but will use them knowing their protectiveness in battle.
ANIMALS, FOOD, ALCOHOL, & THE SUN
Animals such as horses tend to be afraid of the Sarr and for good reason. The Sarr specially breed horses for desert regions and train them to accept their carnivorous riders. Cattle are being raised in the place of camels, and are also trained to not be afraid of the Sarr.
Foremost among the clans for training horses is the Cheetah clan. This clan is a bit nomadic in nature and treat their horses as they do their own children. Sarr trained horses from this clan are valuable as warhorses as they are trained to protect their riders.
Other animals on Jahavra are hawks, monkeys, deer, and long-haired goats which are native to the island. Also found on the island to the delight of the Sarr were some small jumping mice which are considered quite a delicacy.
Sarr are carnivores some being carrion eaters and will balance the remainder of their diets with fruits and grains. Staple foods on the island are fish and fowl, cattle and venison, grains, fruits, and the few delicacies such as the small monkeys kept for pets and small jumping mice found in the Teshni Desert. All food is flavored with spices found on the continent or traded for by those who travel off continent as merchants.
A Sarr will protect its meal, even from friends, so it is best to leave them alone while they eat.
Sarr being very similar to cats in makeup have a great fondness for the sun. Most Sarr travel at night so as to avoid having to give up the sunlight during the day. The sun tends to make them sleepy and lethargic and if it is very bright they will stop in a patch of sun and proceed to take a nap. Some have trained themselves past this point so as to have more time for the pursuits they enjoy.
Sarr are not easily affected by alcohol and instead drink strong teas or wines made from catnip and/or other members of the mint family. These beverages make Sarr either friendly and somewhat dopey or violent and irritable depending upon the individual Sarr.
OOP NOTE: Also, as stated before Sarr become intoxicated by mints, roleplaying this is great fun and you can do this with any member of the mint family. The mints on this page except for D'AgnArr mint have the stated effect in most cases but affects can differ among individual Sarr. It is up to each person when developing their character to decide what effect each one has on them. I would make a list, decide how each one affects you and give it to plot and keep a copy for yourself.
Savory-agitation/ anger (fur puffed out, tail lashing, ears drawn back, hissing, spitting, yowling and ready to fight anything.)
Balm-nervousness (jumpy, edgy, very paranoid)
Catnip-happiness (very playful, batting at things, chasing thing including your tail, acting silly)
Valerian-Sleep (not knock out but sleepy, yawning, etc.)
Peppermint-drunk (after several drinks your gone, toasty)
Spearmint-love (you start thinking about it, it's not that time of the year, but that fighter looks really cute.)
D'AgnArr- plot controlled.
REGRESSION AND THROWBACKS
Among the Sarr is a period of time in the month of October during the 31st day that the regression hits all Sarr. This is a malady in which all Sarr revert to the ancient ways of hunting elves. No Sarr is immune to this although some have learned to control it. Regression is a period of time lasting several hours and appearing at full apex at midnight.
Sarr start feeling edgy around elves about 6 or 7pm. Around 8 or 9pni it becomes increasingly hard to control the anger and hatred they are feeling and the beginning of the urges to hunt. At this point they may start sharpening claws and weapons, growling and snarling at elves, and not being able to stay in the presense of elven kind. At llpm the calm veneer is gone replaced by an almost animal intellect wanting nothing more than to rip and tear apart their enemies but still being slightly under control to not attack but wait. At this point a sarr might begin hallucinating, hearing voices, and seeing things that are not there. At 12 midnight if not restrained a Sarr will begin hunting elves including those that were friends.
The only way to stop the regression is to sleep or beat down a Sarr to unconsciousness at exactly 12 midnight or thereafter. Some Sarr have learned meditation techniques to slow the regression somewhat fill someone can sleep them.
The Sarr do not talk about this period as it is shameful to them. They do not ever wish to go back to the stage where they were pawns of another.
There have been Sarr in die past who had a bloodlust for elves and a few occurances of this in Jahavra. If they cannot be cured then they are obliterated so as to not pass on this taint to further generations.