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 the prairie far to the west of Sodor. 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 Western 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 to the west of Sodor. They live in many of the forests throughout the continant. 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.
Puma (Barg)- The Sa’in family of the Barg has villages all along the lakes and rivers of the northern forests. 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 near the line of mountains. 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.
Cheetah (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.
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 new Handric, in theory. Such trips have not been made in the memory of any sarr . 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 Gnomes are treated with some respect. Dahl are dismissed as untrustworthy by all but the Jazza’b’mu, who see them as a challenge. Dwarves are reliable trading-partners. Tarkhun, Sun Jackels and Sleck are seen as dangerous and uncouth. Tobys are considered aloof and confusing, if not snobbish.
IV. Role-playing an Sarr
The key factors in playing an 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.