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NERO International Sarr Racial Package                                          Khala Sarr Culture

                                                                                                                

I.                Physical Characteristics

II.             Marriage

III.           Family

IV.          Death

V.             The Great Misunderstanding

VI.          Clans

VII.        Cities of Myrr

VIII.      The Sarr Native Tongue

 

I. Physical Characteristics                         TOP

The Sarr are a felinoid race that live in a country known as Myrr, which is just west of Lake Quentari. They are a bloodthirsty people who prefer swords and other edged weapons to all others. They are primarily carnivorous and will often eat what they have killed in battle, but many Sarr also supplement their diets with fruits, vegetables, and bread.

 

Sarr are color-blind and have a heightened sense of smell which allows them to detect disease or poison but does not allow them to identify it. Sarr females come into "heat" once or twice a year; this is the only time of year that they can conceive. Litters usually have two to six children, which are physically mature in two years. They are not considered adults until their sixteenth birthday.

 

II. Marriage                        TOP

Sarr do not marry; they mate for life and even this usually only occurs between two Sarr who are truly committed to one another or for political reasons. Sarr are not often monogamous, but when a female comes into heat it is the responsibility of her family to see that she mates appropriately, if at all.

The society of Myrr is matriarchal, the females outnumbering the males four to one. In Sarr society, females give the family its name as well as being the only members of society able to inherit and/or hold a title. Each clan is ruled by a Grand Matriarch, the eldest female of the eldest family. She is assisted by a council made up of the eldest female from each family. This oldest female holds the title of "Sandaj," a rough translation being "Lady," no matter how rich, poor, old, or young she is. Ladyships are inherited, while the title of "Sangar," or "Dame," is earned. Families within Myrr usually live within a compound of "apartments" where the entire extended family lives. All Sarr of the generation elder than oneself are referred to as mother or father; all Sarr of the same generation are son or daughter.

 

III. Family                        TOP

The family is the most important concept in Sarr culture. The highest form of treason in Myrr is fighting between families, even worse is causing war between two families. Of course, anything goes as long as you don't get caught. Being convicted of such a crime usually means death or banishment.

Sarr do not approve of the use of Celestial Magics; being attuned to the earth, they prefer and understand earth magics much better. Necromancy is the accepted, legal form of battle magic in Myrr. Slavery is also legal in Myrr, although it is much more like indentured servitude. A "slave" in Myrr is treated well, like valuable property, and is given every opportunity to gain or fine tune skills. After a period of five years a slave can buy himself free for the original buying price.

 

IV. Death                         TOP

Sarr eat their dead; to not do so would be a waste of perfectly good meat. When a Sarr permanently dies, a "funeral feast" is held, during which the family and friends consume the body.

 

V. The Great Misunderstanding                         TOP

Sarr do not call themselves Sarr. The word that they use for themselves is "Gorbe." When the Sarr first settled in Myrr, they were met by Quentari Elves. In their first communications the elves asked "What are you?" and pointed at the Sarr. They replied "Sarh," which means "head." The Sarr had misunderstood and thought the elves were pointing at their heads.

 

VI. Clans                         TOP

There are nine Sarr clans -the big cats: Lion (Shir), Tiger (Nimeshab), Leopard (Palang), Jaguar (Barg), and Puma (Shen); and the small cats: Lynx (Neshan), Cheetah (Sari), Ocelot (Kamar), and Marquay (Darre) Each clan uses a different precious stone or metal fashioned into beads, which are worn in the hair or on the clothes as a clan marker.


Myrr and the Sarr

 

VII. Cities of Myrr                         TOP

City        Description Pop.      Clan              Marker

Shakar      Walled City  4200      Lion/Shir         Gold

Durggai      Walled City  3800      Tiger/Nimeshab      Silver

Nishapur      City        2700      Leopard/Palang      Ruby

Khiva       Town        2500      Cheetah/Sari      Emerald

Darvaza      Town        2200      Lynx/Neshan       Diamond

Jauf        Town        2000      Jaguar/Barg       Sapphire

Khurma      Town        1700      Puma/Shen         Turquoise

Shiraz      Walled Town  1200      Ocelot/Kamar      Amber

Kashan      Village     700      Marquay, Darre      Amethyst

Shahpur      ***SPECIAL***

 

SHAKAR

Shakar is a city on the central plain of Myrr. The region is controlled by the Lion Clan. It is the crossroads of the country and is the center of trade. The Lion Clan does not rule in Myrr. Shakar holds the only school of Celestial Magic in the country. There are four different marketplaces in Shakar; the Ghaza Bazaar, where food is sold; the Heivan Bazaar, where animals and slaves are sold; and the Morattab Bazaar, where general goods are sold. There is also the Khareji Bazaar, which borders the section of the city made up predominately of humans and elves, where goods from foreign countries are available.

 

Grand Matriarch:

 

Shirvan Utahl-A very old and dignified female, she strongly supports the practice of Celestial Magic only being used by the Lion Clan.

 

Influential Families:

 

Ramishk--      The Ramishk family founded the Shakar School of Celestial Studies. They have continued to teach in the school into the present.

 

Bandar--      The Bandar family are the hereditary protectors of the city. They provide the town guard while the Sandaj functions as the city magistrate.

 

Tabriz--      The Tabriz family manufactures paper; they are also the keepers of The Archives, which contain research materials which do not pertain to Celestial Magics.

 

DURQAI

 

Durqai is a city in the Dasht-i-Lut in northern Myrr; it is controlled by the Tiger Clan. Durqai is the artistic center of Myrr as well as housing several major schools of healing. Durqai also exports large amounts of silk, spices, and incense. Upon entering Durqai, one finds oneself looking down a long tiled street which ends in a beautiful white building. This is the Promenade and the Gallery. The Promenade is lined with statues of Sarr heroes and the stalls of the marketplace. The mosaics which make up the tiled street tell stories of the war with the Sand Goblins in the Dasht-i-Lut forty years ago. The Gallery is where artworks from all over Myrr are prominently displayed. Behind the Gallery is the Asmara School of Necromancy and Weaponmastery. This was founded by the current Grand Matriarch's grandmother during the Goblin Wars. It is still the leading school of the arts of war in Myrr.

 

Grand Matriarch:

 

Shusthar Asmara-      This middle aged female is a great artist. She is also a great warrior, a fact which can be seen in her scarred face. Despite her frightening appearance, she is very kind.

 

Influential families:

 

Birjand -      The Birjand family founded and continues to run one of the larger schools of Earth Magic on Durqai.

 

Anar -            The Anar family produces file silks. There are also many famous sculptures in the family. The Marble Gardens in Shakar were produced largely by Anar sculptors.

 

Mirabad -       "The Storm of Myrr;" one of three white tiger families in Myrr, they led the war against the goblins in Dash-I-Lut. The Mirabad family manufactures incense, which is widely used in Myrr.

 

NISHAPUR

 

Nishapur is a city in the Nishapur Jungle in southern Myrr. The region is controlled by the Leopard Clan. Most of the fruit eaten in Myrr comes from the Nishapur Jungle; things such as bananas, mangoes, and papayas. The Leopard Clan also trades in exotic animals, such as monkeys, which are used as pets, as well as for food. The city of Nishapur is built mostly off the ground in the trees of the jungle. The center of Nishapur is called the Jungle's Heart. This huge tree is where many of the bridges meet; This is also where the lifts to the on-ground portion of the city work from. On the ground there is a small walled area with a small Healers' Guild and marketplace. There is also an inn called the Root of the Tree in this enclosure.

 

Grand Matriarch:

 

Jahrum Tabr-      Called "Madar" or "mother" by all of Nishapur, this thirtyish female has given birth to ten litters/ She became Grand Matriarch in her sixteenth year. In that year she had the town moved from the ground up into the trees to avoid Orc raids.

 

Influential Families:

 

Haddar-      The Haddar family has held a monopoly on bananas for the past decade. Bananas are a major export from the jungle.

 

Doshtar-      The Doshtar family are ropemakers. Rope is very important in Nishapur for the building of walkways between the tree.

 

Sarbaz-      The Sarbaz are a family of hunters and warriors. They have always been at the forefront of Nishapur's defences.

 

KHIVA

 

Khiva is a Town on the southeastern plains of Myrr. The region is controlled by the Cheetah Clan. Khiva is where most of the horses are bred and trained. The plains of Khiva also make it possible for the Cheetah Clan to raise livestock. The Sarr of the Cheetah Clan are very fast runners and are often hired by other Sarr to work as messengers and couriers.

 

Grand Matriarch:

 

Najran  Suud- This very young female has only been matriarch for a year. When her predecessor died, Najran was barely an adult. Since her accession, she has begun a policy of growing grain on Khiva lands; this policy has met resistance from many Sarr.

 

Influential Families:

 

Bakhtiari-      The Bakhtiari breed horses. Their animals are used mainly for riding; they do not breed many horses for food.

 

Shahrud-      A legendary warrior family whose name means "thunder," a name given to them because they could be heard over the plains from a great distance, the Shahrud are a family of cattle and sheep breeders.

 

Astera-           The Astera family was virtually unknown two years ago. When Najran Suus installed the policy of grain growing, th eAstera Family became one of the first families to take advantage of the situation. They began planting grain and have become a favorite of the young Grand Matriarch.

 

DARVAZA

 

Darvaza is a town in the Darvazan Forest in western Myrr. The region is controlled by the Lynx Clan. The Darvazan Forest if the argest hardwood forest in Myrr. It is from here that most of the wood used for furniture or building comes from. The Lynx Clan also exports a venison which comes from the tiny deer that are native to the forest.

 

Grand Matriarch:

 

Anah Karbala-      A female in her late twenties, Anah has been Grand Matriarch for the past decade. In the past five years she has begun a project to expand the size of the Darvazan Forest. She wishes to avoid a time when the forest could be entirely cut down.

 

Influential Families:

 

Rashid-      The Rashid are lumberers. They export hardwood to cities all throughout Myrr, especially to the island of  Jauf.

 

Tamrah-      The Tamrah family builds furnitue from the hardwoods of the forest. Some of their furniture is sold directly from the Darvaza, but most is sold in Durqai, where artists decorate is for sale.

 

Sari-       This family is made up mostly of hunters, but they have also been great supporters of the forest expansion plan.

 

JAUF

 

Jauf is an island in southwestern Myrr on Lake Jauf. The region is controlled b the Jaguar Clan. The people of Jauf export fish to the rest of Myrr as well as being excellent shipbuilders. There are several large orchards on Jauf where apples and pears are grown.

 

Grand Matriarch:

 

Samar Baqura-      An elderly female who has been in poor health, Samar is expected to be dead by the end of the year. Her daughter Zabul will take her place. The Baqura are a fishing family.

 

Influential Families:

 

Sa'in-            The Sa'in family are shipbuilders. They specialize in the larger ships used on Lake Quentari, not the smaller boats used to sail Lake Jauf.

 

Ormara-      The Ormara family grows pears. They are not eaten by Sarr; instead they are either fed to animals or exported to Wolvacra and Quentari.

 

KHURMA

 

Khurma is a town in the Khurman Mountains in southeastern Myrr, and is controlled by the Puma Clan. The Puma Clan mines the Khurman Mountains and gives Myrr most of its metals and precious stones. Khurma is also a trade point with kingdoms to the east, due to its location on Lake Quentari. Large sections of Khurma are built right into the Khurman Mountains.

 

Grand Matriarch:

 

Dianna Saji-      This middle-aged Sandaj is unusual due to the fact that she is human. She had married the previous Sandaj's son, and when the Sandaj died, Dianna was next in line. She met resistance at first, until her understanding of humans was shown to be a great asset in trade agreements.

 

Influential Families:

 

Yabrin-      The Yabrin family are metal workers. They do not work decorative metal; they make weapons and armor.

 

Mazanderan-      This family is involved in both mining and fishing. They have been gradually edging their way out of fishing; there is more profit in mining.

 

Arija-            Those of the Arija family are known as some of the best jewelers in the land. They prefer to use the metals and gems mined from the Khurman Mountains, but they are also known to make trading expeditions to countries such as Draelonde and Evendarr.

 

SHIRAZ

 

Shiraz is a town in the Dasht-I-Kavir in northern Myrr. The region is controlled by the Ocelot Clan. Shivraz is whwere the camels of Myrr are bred and trained. The Ocelot Clan also exports a desert delicacy to the rest of Myrr-the large jumping desert mice that Sarr enjoy so much. Members of the Ocelot Clan are often hired to do jobd involving thievery due to their size and enjoyments of such pursuits. In a way, Shiraz is sister city to the Durqai; they are the only desert cities of Myrr, and while Durqai had the Promenade, Shiraz has the Walk. The Walk is vaguely modeled after the Promenade; the mosaics are parodies of various Sarr myths while the statues are of an erotic nature rather than representing the heros of Myrr.

 

Grand Matriarch:

 

Na'in Minab-      This middle aged female has sometimes been acused of using poisons to get what she wants. This may be true, but the Sarr tradition of standing by your Grand Matriarch is too strong to allow anything but occasional grumbling.

 

Influential Families:

 

Saravan-      The Saravan family breed camels, but it is no secret in Myrr that many members of this family hire out their services as assassins.

 

Qain-       This family has run the Alchemy Guild for many years. For a price, they will teach the recipes of some of the simpler poisons, but they jealously guard the recipes for the more complex elixers.

 

KASHAN

 

Kashan is a village on Lake Quentari in northern Myrr. The region is controlled by the Marquay Clan. The Marquay grow wheat for bread as well as fishing on Lake Quentari. Kashen, like Khumara, is involved with trade to the east, due to its location on Lake Quentari. The last ruling family, the Raji, were greatly loved and respected, and the ruins of their home are treated with great reverence.

 

Grand Matriarch:

 

Ardistan Mahabad-      This elderly female is the first Grand Matriarch from this family. The last ruling family, the Raji, died in a fire that destroyed their complex three years ago.

 

Influential Families:

 

Nafud-            The Nafud family are merchants; they bring quite a bit of money  into Myrr. Not only do they bring goods from Myrr into Quentari, but they bring merchants from Quentari and beyond.

 

Dahna-            The Dahna are fisherman as well as owning two of Kashan's three inns; the Fishing Net and Merchant's Roost.

 

SHAPUR

 

Shapur is not a city, but more of a campgrounds, and it is not controlled by any clan.  At the start of each season, Sarr from all over Myrr come here for a week long festival celebrating the change of seasons. Merchants set up tents with wares from all over Myrr. There are also athletic competitions, dances, dramatic presentations, and grand feasts. During festival week, most of the cities of Myrr appear to be fairly empty. Most cland have traditional places where their tents are raised every festival. During Festival Week, the Grand Matriarchs from the various cities meet to discuss any problems that may have arisen. This is also when many bargaisn are made between families from different cities. Matings are also a popular thing to arrange at the Festival.


VIII. Sarr Native Language                         TOP

 

x-  Pronunciation

 

-as in English-

 

b                 m

d                 n

f                 p

g (get)           s (set)

h                 t

j                 v

k                 y

l                 z

 

-

r-trilled

kh- Scottish loch

sh-sheep

ch-chat, chap

zh-French je

gh-no English equivalent, whatever works

 

-

glottle stop - ` bo`le for bottle

 

-double consonants-

each consonant is pronounced serperately

 

-vowels

 

 

a'-wash, on

a-hat

e-end

i-deed

o-French mot

u-ooh

 

diphthongs

 

e^i-raid

ow-mow

 

-verbs-negative and affermative forms

 

verb+an=affirmative

verb+on=negative

 

ex. Paridan -to jump

paridon- do not jump

 

Vocabulary

A

a -ye

(to be) afraid- tarsidan

after ba`d

afternoon- ba`d az zohr

again- do bare

(to) agree- mova'feghat kardan

air- hava'

alive- zende

all- hame

ambassador- safir

and- o

angry- as^aba'ni

animal- heiven

another- digar

(to) ask- porsidan

at- dar

attack- (noun) hamle, (verb) hamle                     kardan

attractive- jazza'b

autumn- pa`iz

 

B

back- posht

battle- jang

(to) be- budan

(bead (clan marker)- mohre

because- bara'ye inke

before- pish az

big- bozorg

birth- tavallod

(to give) birth- zaida'n

(to) bite- ga'z gereftan

blood- khun

body- badan

bone- ostekha'n

book- keta'b

bottom- tah

border- ha'shie

box- ja`be

brother- bara'dar

but- amma'

butcher- ghassa'b

(to) buy- kharida'r

 

C

Camel- shotor

candle- sham

(to be) careful- mova'zab budan

carpet- farsh

(to) carry- ham kardan

cat- gorbe

(to) catch- gereftan

catnip- tarya'k

city- shahr

claw- changa'l

clothes- leba's

coin- sekke

cold- sard

comfortable- raha't

copper- mes

custom- ada't

 

D

dame- sangar

danger- khatar

dark- ta'rik

daughter- dokhtar

day- ruz

dead- morde

desert- da'shte

dinner- sha'm

dirty- kasif

down- pa`in

dusk- ghorub

 

E

east- mashregh

empty- kha'li

enemy- doshman

execution- e`da'm

 

F

family- kha'neva'de

far- dur

father- pedar

female- zan

festival- jashn

(to) fight- jangidan

fire- a'tesh

for- bara'ye

forest- jangal

from- az

 

G

(to) go- raftan

gold- tala'

good- khub

goodbye- khoda' ha'fez

 

H

hair- mu

healer- darma'n

heart- ghalb

help- komak

home- manzel

horse- asb

hot; heat- da'gh

 

I

if- agar

in- dar

iron- a'han

island- jazire

 

J

jewel- java'har

journey- safar

(to) jump- paridan

 

K

kidney- kolye

(to) kill- koshtan

kiss- ma'ch

kitten- bacheche gorbe

knife (sword)- cha'gu

 

L

lady- sanda'j

lake- dara'che

left- chap

liver- kabed

leather- charm

 

 

 

M

male- mard

many- kheili

mate- arus

mating (wedding)- arusi

meat- gusht

metal- felez

mother- madar

mood- ma'h

mountain- kuh

mage- seta're

 

N

near- nazdik

(to) need- la'zem dashtan

night- shab

no- na

noon- zohr

no one- hichkes

north- shoma'l

 

O

of- I

of course- albatte

off- az

old- pir

on- ruye

one- yek

open- ba'z

or- ya'

our- birun

 

P

pain- dard

port- bandar

pregnant- a'bestan

prison- zenda'n

(to) puncture- panchar

purr- ma'ch

 

Q

(to) question- so`al

quick- tond

quiet- sa'ket

 

R

rib- dande

right- ra'st

river- rudkha'ne

road- ja'dde

rogue- dozd

(to) rot- pusidan

(to) run- davidan

 

S

sad- ghamgin

safe- amn

(to) scratch- kha'ra'ndan

secret- ra'z

(to) see- didan

shut- bastan

sick- mariz

silk- abrisham

silver- noghre

sister- kha'har

skin- pust

(to) sleep- kha'bidan

slow- a'heste

small- kuchak

smell- bu

son- pesar

(I'm) sorry- bebakhsid

south- jonub

spice- adviyye

spring- baha'r

(to) steal- dozdian

stone- sang

(to) stop- ista'dan

summer- ta'besta'n

sun- a'fta'b

 

T

rable- miz

(to) take- gereftan

(to) talk- harf zadan

tea- chai

(to) teach- dars da'dan

tears- ashk

that- a'n

then- a'nvaght

there- a'nja'

these- inha'

(to) throw- anda'khtan

(to) tie- kera'va't

to- be

today- emrus

tomorrow- farde

tonight- emshab

too- ham

(to) touch- dast zadan

town- shahr

traveller- mosa'fer

tree- derakht

tribe (clan)- ghabile

 

U

ugly- zesht

under- zire

up, upper- ba'la'

urgent- fowri

(to) use- nada'rad

 

V

valuable- arzande

veil- tha'^dor

very- kheili

village- deh

 

W

(to) walk- ra'h raftan

wall- diva'r

(to) want- kha'stan

war-jang

warm- garm

water- a'b

waylay- kond

we- ma'

weapon- aslahe

week- hafte

west- gharb

wet- khis

what- ch^I

when- kei

where- koja'

which- ke

who- ki

why- chera'

wine- shara'b

winter- zemesta'n

with- ba'

without- bedune

wood- chub

 

Y

year- sa'l

yes- bale

yesterday- diruz

 

--Numbers

zero- sefr

one- yek

two- do

three- se

four- chaha'r

five- panj

six- shesh

seven- haft

eight- hasht

nine- noh

ten- dah

twenty- bist

-- numbers over ten

ex. 15- dah o panj

            ten and five

32-  bist o dah o do

twenty and ten and two

 

--days of the week

 

Sunday- Yekshambe

Monday- Doshambe

Tuesday- Seshambe

Wednesday- Chara'rshambe

Thursday- Panjshambe

Friday- Jom`e

Saturday- Shambe

 

--pronouns

 

I-  man      we- ma'

you- to      you (formal)- shoma'

he, she, it- u     they- isha'h

 

-the verb "to be"- budan

I am - budam

you are- budi

he, she, it is- ast

we are- budim

you are (formal)- budid

they are- budand

 

--insults

 

dog-sag

puppy- tule sag

mouse- mush

eater of leaves- khordan barg

 

--curses

 

cage- ghafas

collar- yaghe

chain- zanjir

 

--monsters

 

iron golem- a'han ma'rd

stone golem- sang ma'rd

werewolf- sag tarkib

wraith, spectre- sa'ye

goblin- mar

undead (deneric)- marg

lizard man- khonak ma'rd

kobold- ma'rin

troll- gorosnegi

ogre- anda'z sang

 

--races

 

elf- ghadimi

barbarian- vahshi

dwarf- fara'mush

hobling- dozdari

gypsy- masa'far

human- ensa'ni

sarr- gorbe

 

 

Sarr Alphabet

a,e,o,u                             b

p                                   t

s                                   j

ch                                  h

kh                                  d

z                                   r

z                                   zh

s                                   sh

s                                   z

t                                   z

gh                                  k

g                                   l

m                                   n

v, ow                         h

y, i, ei                            gh

f

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