Sarr are a race of felinoids, but should not be played as an ordinary domesticated house cat; to do so would debase oneself. Sarr will rarely purr and they do not meow. Growling before a kill, or letting out a blood curdling roar to terrorize the enemy is looked upon as the spirit of the hunter.
The sarr are a bloodthirsty people who prefer claws, swords and other edged weapons to all others. This may be tied to the sarr’s acute sense of smell—the release of their prey’s blood fills the air and confirms the valiant kill of the warrior. 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.
Though the sarr have excellent vision, they are handicapped by the fact that they are colorblind. They see the world in a myriad of grey shades. The entire concept of color is lost on them, since they rely more strongly on their sense of smell.
Sarr also have “Scenting Ability.” After examining a substance for a minimum of three seconds, a sarr can detect whether the substance is alchemical in nature. This skill will not determine the identity of the substance. This ability also plays upon the olfactory senses when the natural ingredients of the mint family (such as catnip and peppermint) are smelled. Catnip causes the senses of a sarr to intensify.
Everything looks more vivid and small topics seem to be groundbreaking. The effects of catnip last for about fifteen minutes before wearing off completely. Peppermint is a completely different substance. It will make the sarr intensely hyperactive and physical. They will forcibly attempt to take the peppermint from any who carry it, demanding it at first before attacking outright. Sarr are angered when other races attempt to get them to smell peppermint, because it lowers their self esteem. It takes away much of the self-control they possess, filling them with battle lust. Some sarr have become addicted to the leaf, as it gives them a rush of adrenaline and supposedly increases their fighting prowess. Once again, the sarr society tends to frown greatly upon this as a whole. The effects of peppermint wear off after several minutes.
Sarr believe only the strong will survive. Races which do not hunt are looked upon as inferior. In combat, to surrender is considered very dishonorable. On the flip side, offering a worthy opponent a chance to surrender is looked upon as dishonoring the opponent. The most insulting thing a Sarr can do in combat is offer a chance to surrender. To allow someone to surrender and walk away from them is to say they are not even worthy to be taken as a slave. If victorious in combat, a sarr will often eat choice parts of his or her opponent (the heart being the most favored). In this way, the sarr pays honor to the recently departed. Should a sarr choose to eat such a lowly creature as a goblin, they would seldom partake of its heart, instead eating other choice organs. A sarr would be more likely to offer such a creature a chance to surrender.
The sarr, as a race, can live for as long as eighty years. Due to their society, however, very few live past the age of forty. For this reason the elderly are revered, as they have mastered the arts of survival to outlive their children and sometimes grandchildren. They reach physical maturity however at the tender age of six— meaning at this point, a sarr is “completely grown” and can reproduce. The sarr are considered by their own kind to be mentally mature by the age of sixteen.
Gnolls are the racial enemies of the sarr. No self-respecting sarr would ever trust a gnoll or even allow it to continue to live if the sarr could do something about that. Sarr must wear makeup and/or prosthetics to appear as one of the large hunting cats. The bottom of the nose should be dark. Whiskers, stripes or spots may be added if appropriate. If you play a black panther sarr, you must wear a prosthetic cat nose, cat ears, or other additions to make it clear to all that you are not a dark elf