Izendorn Sarr Cultural Information
(HF)
I. Overview
The Sarr of Izendorn
are numerous and varied. While not all of the clans of their ancestral home of Myrr are represented, there are five clans that do have
families in the Kingdom
of Izendorn.
These are the Lion (Shir), Tiger (Nimeshab),
Jaguar (Barg), Leopard (Palang)
and Ocelot (Kamar). While other sarr
of Myrr may have wandered into Izendorn,
they have not grown to any significant number. These sarr
have brought some of their ancestral habits and belief with them when they came
to Izendorn, adapting to a new area the skills that
they knew best of all.
II. History &
Legends
A. Creation:
There are two main legends that answer the questions of how
the sarr families came to reside in Izendorn.
- The first legend tells of a
time long ago when all of the sarr families
roamed freely throughout the world. Several families settled in Izindorn, finding the territory suitable for a home, a
rest from their wanderings. Thus, all of the known tribes of sarr settled in different places throughout the Kingdom of Izendorn.
During one long winter, a plague came to the land. Only the sarr and some of the truly animal wildcats were
affected. Four of the sarr clans were devastated
before the Nimeshab finally found a cure. Thus,
five of the nine sarr clans survive, while the
others remain scattered remnants.
- The other legend speaks of a
competition between the families of all of the sarr
of Myrr. The young ones set out to explore all
of Tyrra looking for new adventures. Several
groups were only of one family. Other groups were from mixed tribes. Only
these explorers settled in Izendorn, bringing
with them some of the traditions of Myrr.
B. Battles:
There is only one somewhat famous war in the history of the sarr of Izendorn. The “Territory
War” was actually a skirmish as far as most historians are concerned. However,
the social severity of in fighting within the sarr
families has caused it to be marked as a war in the minds of all who have heard
the tales. Early in the settlement period, the battle began between the Shir (lions) and the Palang
(leopards) for the northern grasslands. The Kamar
(ocelots) took this time of unrest to turn even members of the same families
against each other. Through these means, they managed to secure their own lands
in that area. Feeling great shame at the bloody results of their efforts, the Kamar also negotiated the peace between the two clans. The
peace was negotiated in 583, after two years of fighting.
C. Heroes:
- Mara Jazza’b’mu
of the Kamar is the sarr
who negotiated the peace for the end of the Territory War. She is also the
founder of the Jazza’b’mu family of the Kamar clan. It is a local sub-family of the Saravan.
- Triana
Ramishk and Kita Haddar
were the champions for their respective (lion and leopard) families during
the Territory War. It was said that if they had faced each other in a
duel, both sides would have lost their greatest strategists and leaders.
III. Sarr
life
A. Villages:
Sarr villages are usually small,
having only five-ten families in a village. A family consists of the female and
her litters. The males usually stay at the place of their mother or mate.
Professions and village type vary according to clan.
- Lion (Shir)- The Ramishk family of this
clan has a population in Izendorn. This is one
of the few sarr families to encourage the
casting of celestial magic. They have stone home villages along the
northern edges of the northern grasslands. There, they trade grassland
game, parchment and scrolls for stone and the gold, which they use to
decorate themselves and their halls.
- Tiger (Nimeshab):
The Birjand family is the largest population of
this clan in Izendorn. They live in many of the
forests throughout Izendorn. Here they hone
their renowned skills in battle and earth magic while stalking forest
dwelling game. They sell the finely made earth books, leather and carved
bone instruments and tools, finely woven cloth and potions for silver with
which they use for much of the artwork that decorates their halls and
homes.
- Jaguar (Barg)- The Sa’in family of the Barg has villages all along the lakes and rivers of Izendorn. They specialize in shipbuilding, water trade
and fishing. They prefer sapphires for decoration and jewelry. Often, this
jewelry can be used as a mark of achievement.
- Leopard (Palang)- The Haddar family of this
clan inhabits portions of the forested and grasslands of northern Izendorn. They live in wooden homes. Some of the
forest villages are actually built into the trees. They hone their hunting
skills by capturing wild animals alive for training as pets, then trading
these unusual pets to other races. They are also exemplary at finding and
growing fruits. The lady of each village may be recognized by the large,
carved ruby she wears as a pendant. The shape is specific for each
village. No other may wear such adornment.
- Ocelot (Kamar)- The Quain and Saravan families live in the grasslands researching
alchemical recipes and hunting the large rodents of the grasslands, which
they then trade to other tribes. All of the Kamar
have a tendency towards either roguish or diplomatic skills, often both.
Most of the villages are grass huts. The Jazza’b’mu
sub family will travel, as whole villages between villages, sharing the
huts between the various families. The Jazza’b’mu
family tends slightly towards vanity. The amber, which the whole clan
values for decoration, is highly valuable to this sub-family who will use
it to accent and beautify even their scars.
B. Society:
Each village is led by a “Lady” who is typically the eldest
female who has had at least on litter. The eldest of these “ladies” would be
the leader of that family. Each clan has “Matriarch” who would report to the
Grand Matriarch in Myrr, in theory. Such trips have
not been made in the memory of any sarr in Izendorn. Sarr mate for life,
some time after the reach adulthood at sixteen years of age. Inheritance and
family name are according to the matriarchal line.
IV. Sarr
outlook
A. Sarr, while highly matriarchal
in governance and inheritance, the society is otherwise egalitarian. Male and
female sarr are not limited in profession. However,
males do tend to try to prove themselves as equals or betters of females. In
some cases, this is actually necessary, but that is not the norm. Family is the
most important factor to a sarr, regardless of
gender.
B. The sarr of Izendorn
view the other races with caution. Gypsies and humans are viewed with caution
as fast talkers. Elves and drae are treated with some
respect. Hoblings are dismissed as untrustworthy by
all but the Jazza’b’mu, who see them as a challenge. Dwarves
are reliable trading-partners. Barbarians, half-orcs
and half-ogres are seen as dangerous and uncouth. Biata
are considered aloof and confusing, if not snobbish. Scavengers are seen as
poor cousins who have not yet evolved fully.
IV. Role-playing an Izendorn Sarr
The key factors in playing an Izendorn
sarr are family and pride. Family deserves the
loyalty, pride and service of all of its members. Even if family members do not
get along, they will say no word against the family. They will simply leave or
mate into another family. It is not unusual for a sarr
to go traveling the world, seeking other hunting grounds or a worthy mate, or
trading allies. It is simply expected that they will return periodically to
their family. Each sarr takes great pride in his or
her actions. Each action brings honor and glory or dishonor and shame to the sarr him/herself and the family. Sarr
should strive to be the top of their field, often seeking elder sarr teachers, for no other could be worthy.
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