1.1 THE SARR / Gorbé RACE

 

1.1a Sarr/Gorbé

The Sarr are a race of intelligent and civilized feline-humanoids that live in a kingdom known as Myrr, which is just west of Lake Quentari, across from the Elven lands.  They look like humanoid cats.

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

Gorbé 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. Something that smells unpleasant to a human will smell twice as bad to a Gorbé. They can detect poisons by smell and those few Gorbé who go adventuring sometimes join on with a group as food testers and or bodyguards. Although they cannot see different colors, their other senses are very sharp and they have exceptionally quick reflexes. In addition, Gorbé are resistant to disease.

They are also very fierce, and may not seem too civilized to non-Gorbé.  They usually kill by tearing their victims apart and they are in great demand as assassins. Gorbé will often consume their kills on the field of battle, while the blood is still fresh, however, many Gorbé also supplement their diets with fruits, vegetables, and bread. They prefer swords and other edged weapons to all others.

Gorbé do not approve of the use of celestial magicks; being more instinctually attuned to the earth, they prefer and understand earth magicks much better. 

The only Gorbé who have studied and accept Celestial magic are the Shir and the ‘lost’ Clan, the Kalobagh. Chaos is the accepted, legal form of battle magic within the Gorbé Clans. The Gorbé are, however, completely opposed to Necromancy with regard to the creation and control of undead. These things are considered atrocities against the Earth, and Gorbé are taught from birth to respect and defend the sanctity of the Earth. The destruction of the corrupt Gorbé that practice this form of Necromancy is quite common, obliterations being the rule rather than the exception. The Gorbé have a few problems with human laws. Though most Gorbé will argue strongly about the distinct differences between Battle Magic and Necromancy, they won’t openly defy the law. Now, this is not to say that Gorbé healers won’t whip off a few Cause Mortal Wounds when they’re with people they trust or if they’re in a more lenient kingdom, but generally obliteration is enough of a threat to keep their itchy Chaos fingers in check.

The Gorbé sometimes have difficulty adapting to the customs and habits of non-Gorbé. They especially do not understand why Humans and others allow dogs in their towns and farms, and they have difficulty getting along with some of the other races on Tyrra. Most Gorbé, however, have managed to adjust to the ways of civilization.

The Gorbé are a matriarchal society, the females outnumbering the males 4 to 1.  In Gorbé society, females give the family its name as well as being the only members of society able to inherit and/or hold a title.  A Grand Matriarch, the eldest female of the eldest family, rules each clan.  A council made up of the eldest female from each family assists her.  This eldest female holds the title of “Sandaj”, a rough translation being “lady,” no matter how rich, poor, old, or young she is.  A council of the eldest females of the other families assists her in her duties. Ladyships are inherited, while the title of “Sangar,” or dame, is earned.  It is very difficult to gain such an honor, and anyone that you encounter in game with such a title deserves your character’s respect.

Families within Myrr usually live within a compound of “apartments” where the entire extended family lives.  All Gorbé of the generation older than oneself are referred to as “mother” or “father,” all Gorbé of the same generation are referred to as “brother” or “sister,” and those of a younger generation are referred to as “son” or “daughter.” 

They are fierce warriors and hunters, but enjoy competing with one another for sport, they do not make war upon each other, or their neighbors, without good cause. Being patient, a Gorbé will not forget a wrong done to him or her. A Gorbé will wait, sometimes years, for just the right moment to get revenge. 'Cat and mouse is a great game as long as you are not the mouse,' goes an old saying.  The killing of a fellow Gorbé, even through inaction, can be frowned upon to the point of banishment from Clans or death.

The highest form of treason is fighting between families, even worse is the causing of war between two Matriarch’s families. Being convicted of such a crime usually means death or banishment from Clan.  A traveler is quite safe among the Gorbé, unless he or she violates their laws or commits a grave breach of hospitality.

The Gorbé quite often find themselves outside of their homelands, as they suffer from the wanderlust that most races also endure. When the Gorbé make their way out into Tyrra, they tend to find one another and form informal packs. Gorbé dwellings, or Cathouses as the humans call them, are common in most towns. Though several of the big cats hunt alone, this is not true of the Gorbé, who seem to find comfort in the presence of others of their kind. There will always be loners, of course, and most Gorbé respect these choices.


1.1b History of the Gorbé

The Gorbé’s Origins are shrouded in mystery. Most say they originated in a northern land, but settlements or outposts have been found as far south as Jahavra, and there are rumors of several lost settlements, some further south and some in the northern climes. One is rumored to be in a place near the barony of Sahde.

There has been very little research done on the origins of the Gorbé, because they have only recently begun to settle in cities. The Gorbé say that their legends indicate that they have been on Tyrra for many thousands of years, but the Elves say that records of them are almost nonexistent, and believe them to be recent arrivals in the world.

 

The Gorbé race was originally 12 clans, of which each clan is separated into tribes or families, which will usually live together, depending on which clan, some being more nomadic than others. All Gorbé have a deep sense of family, putting it before anything else. Even in the nomadic tribes this is deeply evident, since family units or harems usually travel together.

 

1.1c Description of the Race

There are several different clans of Gorbé, each of which has a different cat form.

There are currently nine Gorbé 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 Marguay (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.

 

Shir (of Shakar)

The Lion clan does not rule Myrr; they merely are predominately found in Shakar. They are the only truly social sect of Gorbé. Being truly social entails interacting with other races and species of Gorbé, inter-breeding if desired, involving themselves politically and actively in the communities to which they belong. Shir are able to breed at any time of the year, and all Shir females in a given area will breed around the same time; making all Shir births in an area happen around the same time. Shir females will readily adopt as their own any orphan Shir they come across. (This motherly instinct may transfer to other species in areas where few Gorbé are found) Female Shir tend to stay with their families, while males will strike out for adventure as soon as they reach maturity, before settling down. A Shir family, therefore, will be composed of an average of 1-7 males and 20 females. Males will defend the family they are allied with and the territory owned by that family to the death. They have a distinctive roar, and are opportunistic hunters and eaters. A Shir will tend to have an “if I can kill it, it must be good for me” mentality with regard to food. This mentality extends to the procurement of food, clothing, shelter and anything else that gets in the way politically or socially. If a female has mated, for example, and another female attempts to move in on her territory, it will be a simple matter of who is stronger as opposed to whom is “right”. This attitude can be extended or taken over-board, as the player sees fit for the character.

 

Nimeshab (of Darqai)

The stripes of the Tiger Gorbé are unique to each individual, as fingerprints are to humans. In the same way, the Tiger Gorbé are unique individuals. They are solitary but not anti-social, gathering to choose a mate, life mating, and forming social family groups. When not in groups, mothers and daughters will travel and stay together. The Nimeshab perform ambush hunts at dusk or dawn. Their first hunt, the Bhamesid, represents the passage from childhood into adulthood, and will often be the most important ritual of their lives. It is performed alone, and can take up to 3 weeks to complete. The prize from the hunt normally consists of the brain of the carcass, which is returned to the family group. The Nimeshab can swim well, and will often submerge in water to keep cool. For this reason, they generally do not prefer to settle in areas without a ready water supply. Tiger Gorbé are known for their keen sense of tracking and locating other species, their ability to locate a good, fresh water supply and their ability to find adequate shelter in a pinch. They are agile, keen hunters with a bloodlust topped only by that of the Palang. In solitude, a Tiger is more of an observer than a pouter. He or She will almost always gravitate toward those of similar mindset, whether they be of the same class, race or even a similar taste for blood. This gravitation has caused an unusual migration of the Nimeshab to more social environments then previously recorded. They have most recently been taking title and accepting Masterships, which was heretofore un-heard of in Tyrra.
(White and Orange varieties are covered here)

 

Palang (of Nishapur)

The Leopard clan trades in exotic animals, such as monkeys, which are used as pets, as well as food. There are 2 sub-clans of the Palang: the Palangre (Leopard Gorbé) and the Palangra (Snow Leopard Gorbé).

Palangre:

The Palangre can run very quickly for brief periods, but then must stop and rest. They can leap and jump, swim and climb trees. They are small and primarily solitary, preferring the company of other Gorbé to that of other races. They can reproduce at an older age than any other Gorbé. They are scavengers, often purchasing or gathering food rather than chasing it down. When food is acquired, it is stored until needed. When mating, the Palangre will emit a distinctive call that can be heard for long distances.

The Palangre are known for their abilities in business, although they will inevitably choose to do business with Gorbé before any others, so the best deals from Palangre are completed with the aid of a Gorbé go-between. The fact that they are scavengers means that they are also inclined to save more than just food. They will acquire moneys, clan-members, titles, land, etc. in the same way and attempt to retain it at all costs. They live every day as if a recession is on. When the town is out of food, clothing, shelter, weapons, armor or potions, the Palangre will inevitably have a stash that can be dipped into.

Palangra:

The Palangra cannot purr or roar, but they do make a clicking sound when happy. They have a large, fluffy tail, which is wrapped around the body to keep warm. They are generally comfortable in most alpine environments, but will avoid dense forests when possible. Mothers will stay with the young until maturity. They are opportunistic hunters, more likely to kill and eat what they find then to actually seek it out. Males generally do not mate for life or help raise young.

Due to their opportunistic nature, the Palangra will generally not seek out adventure. Adventure will usually pull them in. This is unique in the Gorbé, as curiosity is a trait shared by all. There are fewer Males of the Palangra then any other Gorbé clan, which makes their general line weaker by the year, as the females tend to breed with other Gorbé rather then chase down or locate by effort a Male of their species. A Male of the Palangra will be considered most unusual and worth a great price; very often, the sharing of the Males will be considered a great honor.

The Palangra are noted for their resurrections, which are famed as being gentle and comfortable. People of all types have been known to refuse resurrection if they are aware that a Palangra is present until that person attempts their resurrection. For this reason, Palangra will often be highly tipped for their services.

 

Sari (of Khiva)

The Gorbé of the Cheetah clan are very fast runners and are often hired by other Gorbé to work as messengers and couriers. The Sari can run very fast for short periods, but must rest in between. They can swim, but don’t care for water. They are civilized by comparison to other Gorbé, focusing on manners and decorum as a way of life. This quirk makes it easy for Sari to blend in with other races. An example of the Sari attitude is the Honor Code, listed in the Culture section of this packet. The Sari pride themselves on having developed the Code, and on living by it when adventuring. They are noted for their ability to become an integral part of any society in which they settle; intermingling and interbreeding when necessary.

The Sari prefer to chase down their food, rather than purchase, gather or raise it although they will, of course, prepare and consume it fastidiously. The Sari are a genetic mutation of the Palang, and as such have a weak immune system. This disability has made them easy prey for other species, causing them to develop highly trained sense of danger socially, and through evolution, a highly developed sense of etiquette as a form of remaining as inoffensive to other races as possible. Mothers will travel with children until they are a few years old. If orphaned, Sari will seek out a family to join. Mothers will injure prey and bring it to the children to teach them how to kill. When mature, males travel considerable distances trading and congregating in coalitions, while females remain close to their mothers and home. Sari can go 4-10 days without water, and will often choose to do so, drinking the blood of their kills if desperate.

 

Neshan (of Darvaza)

The Lynx clan exports venison that comes from the tiny deer that are native to the Darvazan Forest. They have white-tipped fur with a tail that looks as though it was dipped in black ink. They prefer to live in forests, and have a very limited diet, which is determined by where they are raised. Their population, breeding and maturity growth depend entirely on the abundance of their very special foods.

Neshan stay with their mothers for the most part of their very short lives. They are the most short-lived of the Gorbé, due to their active nature. The Neshan will rarely settle in one place for too long, as it is simply not their Darvazan Forest. Neshan who have not been to Myrr will attempt to recreate or find any place that reminds them of where they were raised. If orphaned, they will attempt to recreate their original environment as closely as possible. If unable to do so, which happens often due to their extremely picky nature, they will travel restlessly until comfortable.

Neshan are finicky in more ways than just their appetites. They will often refuse mates, spirit forge, or use “socially unacceptable” methods to obtain the situation in which they are most comfortable. They will go to great lengths to make sure that everything in their immediate surroundings is to their liking. When young, they will often have great tempers if they do not get their way. As adults, they may sometimes bully others to get what they want. Generally, however, the Lynx Gorbé are easy to get along with and will not openly demand too much from their government, servants or friends to accomplish their goals. They much prefer to get their own situation set up.

 

Barg (of Jauf)

The Jaguar clan is distinguished by spots inside of rosettes, unlike the straight rosettes of the Palang. They require an environment with plenty of fresh water, and are excellent swimmers. Their diets consist of mainly pork, seafood and fruits, where available; however, they will settle for fowl or beef. Mothers remain with Barg young for 2 years, and then send them away. For the most part, Barg are generally solitary and terrestrial, climbing and sleeping in trees during the evening. They hunt at dusk and dawn, but will sometimes kill during the day. The Barg live the longest lives of any of the Gorbé.

The solitary nature of the Barg leaves little that is known of their older culture. Generally, they will not band with specific adventuring groups. They will usually not accept public title, lands, or the duties of the nobility unless strongly motivated. The Jaguar will often avoid getting involved in Fae games, as it will open them to public ridicule. They will not often commit a crime (for which they are GOING to be caught, at any rate) because it will make them public figures. They will not often accept platitudes. Some will go so far as to attempt to aid others only when it will not be known who has done so. Because of these fragrantly anti-social behaviors, the Barg often are misinterpreted as being unfriendly. They are directly the opposite. If any approach them, they will gladly involve them in conversation, as long as the conversation does not encroach on their privacy. They will, even when charmed, say very little about themselves or their points of view unless forced to do so by pressure of some kind. The Barg are known for their abilities of stealth. They are topped only by the Wild Elves in this regard, making them excellent rogues. Because they appear without announcing themselves, they are often hired by others to gather information and observe situations with a clear eye.

 

Shen (of Khurma)

The Puma clan mines the Khurman Mountains and gives Myrr most of its metals and precious stones. Shen are agile and can leap to or jump from great heights. Mothers remain with children until they are 2 years old, at which time she abandons them. They become solitary quickly, defining their territory and setting up house. Hunting for a Shen involves stalking and then pouncing, leaping on the back of the victim and biting its neck. To scare off those who threaten them, the Shen have developed a blood-curdling scream that sounds a child in pain. Shen live at one with their environment, and as such can adapt to any living arrangement. If necessary, they can blend in with many other types of species, as long as they have some solitude to return to. When feeling trapped by social interaction, a Shen will often become distraught, full of angst, or greatly afraid.

The agoraphobic nature of the Shen makes it difficult for them to suffer any imprisonment. Not many will attend courts or feasts, festivals or games in which a hasty retreat is impossible. When adventuring, Shen will almost never put themselves in a position knowingly where no escape is possible. An example would be entering a cave where there is only one way in or out. They are, however, brutal in battle and quite bloodthirsty in their manner of consuming, killing, and disposing of a kill. Their bloodthirstiness, coupled with their fierce appearance, makes the Puma an excellent “figurehead” for many front-line assaults.

 

Kamar (of Shiraz)

The Kamar export a desert delicacy to the rest of Myrr—the large jumping desert mice that Gorbé enjoy so much.  Members of the Ocelot clan are often hired to do jobs involving thievery due to their size and enjoyment of such pursuits. They are high-strung and unpredictable, however, and have a tendency to get noticed even when they do not want to be. Mothers remain with the children for one year, after which time the children generally grow restless and seek out adventure. Kamar usually travel in pairs or with children. When not traveling, couples tend to stay to themselves, fixing a specific place as “home” and defending it staunchly. They are primarily nocturnal, hunting only small prey when they hunt at all. They will hunt on the ground or in the trees, but prefer open trails to any other hunting ground. The Kamar have a short life span: 7-10 years. They have exceptional fur and are second only to the Palang in their civilized demeanor and conception of etiquette.

Their delicate nature makes the Kamar ideal entertainers. Very often, they will play games, music or sing songs for the pure enjoyment of it. This trait makes them vastly interesting to many other species, particularly the gypsies and mystic wood elves, who will pay a pretty penny to hear them perform.  When the Kamar are unpredictable, they will do things that appear completely out of character, although it is generally them releasing a feeling they are not voicing. This attribute is advantageous to them when on the field of battle, as they will often come across as being insane or violently sporadic. It is a defense mechanism that makes up for their small size and demeanor, and makes them excellent at improvisation when called upon to do so. The Ocelots’ highly developed sense of excitement causes them to seek out adventure when bored, or to amuse themselves at any cost. This trait can often have negative effects on those around them, who will often be made the object of their distractions.


Darre of Kashan

The Marquay grow wheat for bread as well as fishing on Lake Quentari. They have the unique ability of being able to move like squirrels when in the trees. They are adept at night hunting, and have the exclusive ability of being able to track during the day or at night. They prefer forests to other habitats, but have been known to settle in occasional towns. The Darre are expert tree climbers, resting during the day and hunting, mating, grooming, etc. at night. They are quite secretive and solitary, so they generally do not adopt the company of species other than Gorbé, and will prefer other Darre to anything else. They are rarely seen or noticed. When in an area, a Darre will not announce their presence. They will not accept title or wealth, as that draws attention to them. They gather information. It is information that they take with them to Kashan to share with other Darre who prefer never to leave Myrr. The Darre have extremely long tails for their size. They supplement their diet with fruits and wines.

The Darre will often use bows from a height to hunt their prey. Their solitary nature involves the desire to explore philosophical pursuits. They will analyze an idea until there is nothing left of it. They will write profusely on subjects that may mean nothing to others. When in a relationship, they will often end it prematurely due to a philosophical disagreement to the whole idea of it. Alternatively, if their ultimate goal is to procreate, they will not only rush into the relationship, but demand that it progress to their goal as quickly as possible. There are few Darre fighters, as they will often prefer the solitude afforded a scholar to the aggressive and invasive attitudes adopted by the fighting class. For this reason, few Darre have been known to willingly take up adventuring.

Patií of Yekshah

The Patií (pronounced: Pa - tie) are well known for their hunting prowess, as nocturnal hunters they have no equal in the Sarr realm. They live in the extreme southern regions of the Nishapur Forest. Their city of Yekshah is located in the southwest corner of the Nishapur Forest. The Patií are a strange clan, they did not start as a separate breed of Sarr at the founding of Myrr, but were castoffs from the other Sarr clans. Occasionally black panther Sarr are born to any number of other Sarr clans especially the Leopard, Puma, and Jaguar Clans. Over time these Black Panther Sarr who were considered by most Sarr as anomalies because of their color, came together and formed their own clan. Recognition by the other clans did not come until the Great War against the Sand Goblins. The múhala (the faithful) as they called themselves, served as scouts for the clans and warned of the final great offensive by the sand goblins. This allowed the Gorbe to prepare themselves to meet the goblins attack. At the height of the battle, fully one half of the múhala died defending the Grand Matriarch of Shir Clan when she and her guard got separated from the main host. In recognition of their bravery and courage they were recognized as a Clan of their own in Sarr society. Black Panther Sarrs breed true to their color and are known as khakhun (pureblood). The Patií welcome other Black Panther Sarrs born of other clans into their midst, they are known as khahek (lost ones). They are treated fairly and have all the rights khakhun have except the right to hold title or participate in council. If khahek mate and have children, the children are considered khakhun. The Patií is a tolerant culture and treats visitors with respect and is especially respectful of females of any race. Unlike the other Sarr clans Patií welcome Garbe (having experienced ostracization by their own race) and treat them as khahek although they will never hold title but, their children will be considered khakhun if they are born Black Panther and one of the parents is Black Panther. The Patií have great healers, fighters and they also make the best rogues. The population is roughly 30% male and 70% female making it commonplace for a male to have more than one mate. Both parents raise the children although the female takes care of the children's formal education. Patií are very communal and seldom leave the confines of their territory. Those few who do leave to adventure have done so for a specific reason. One reason in particular is the Life Quest, otherwise known as shaokah. The Life Quest is exactly what it implies; the Sarr is looking for the meaning of his or her life, what is their purpose? This quest could take years to complete.