Snamreg

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Name: Snamreg
Biology: The Snamreg are for the most part, human. However, there are some differences in the way the Snamreg body functions.
They are adapted for running at high speeds. Their leg muscles are powerful and they are often pigeon-toed. Another minor difference is that females are able to reabsorb embryos into their bodies during times of stress or hardship. They are more sensitive to sound than the average human, but not greatly so. They tend to be neurotic due to having a "prey" mentality, instead of the "predator" mentality that most humans have. A common reaction to any sign of danger is to "freeze" still for a second. It sends a warning sign to others nearby.

The greatest difference is the way the Force seems to work with their bodies. Force sensitive child are the only children born in their families. For a population that desires as much procreation as possible, these children need to be extra lucky if they want to make sure their families are able to survive. These children are considered "blessed" but not given special treatment.

Force sensitivity does not kick in until the children hit puberty. As a whole, the entire Snamreg race as a higher chance of birthing force sensitives, and appear to have a slightly higher connection to the Force than most humans. However, they are not destined to be more powerful than any other well-trained follower of the Force. The Snamreg remain balanced in part to the will of the Force, and their own modest natures.

An untrained force-sensitive will have a single attribute that acts passively and in the pursuit of survival. This could be better hearing, an ability to "sense" danger, being the fastest in a group of peers, or even their intuition helping them practice medicine more accurately. While it is impressive, it is nothing compared to a peer that has advanced training in the Force.

As a whole, the Snamreg value survival of sentients. All are equal. Avoiding Death is one of the great feats that a Snamreg can hope for. However the life of the species is more valuable than the individual. They are not hive-minded, but unified. They have very rarely fought wars and believe that killing is the most contrary thing possible. They value stealth, cunning, and speed.

They are a hopeful race. They find contentment in small pleasures and take great pride in their ability to survive incredible odds. They are strong-willed, in spite of their initial skittish reactions to unfamiliar situations. They somehow pull themselves together and find within themselves an incredible courage to not become beaten down or submit to despair.

Subspecies: None

Sentience: Yes

Strengths: They are designed for speed. They are incredibly strong-willed because of their survivalist mentality. They constantly test their ability to hide and they accumulate more tricks to test their cunning. They also seem to be luckier than most races.

Weaknesses: They are neurotic and high strung at first. The first reaction to danger is to run or freeze momentarily. They are not the types to become bulky and they are not the types to engage in war.

Diet: The Firra root is the most popular spice within Snamreg culture. It is featured in many popular dishes and it is as combo as a weed and easy to grow. There is some variations on what kinds of food each country eats, but it is ALWAYS spicy.

Behavior/Temperament: The Snamreg have a "prey" mentality. They view many things with a cautious eye and are very scrutinizing of intentions and danger. They are surprisingly hardy, and strong-willed. They are willing to do what is best for the good of the Snamreg and they few all sentients as brethren. They may bicker amongst themselves, but it is like how siblings bicker. They still view one another as part of the collective whole and it is in everyone's best interest to avoid the destruction of the race. They easily band together for a great cause and when one nation is under duress, the other quickly step in and assist.

Snamreg are very easy-going when it comes to hospitality. They are gracious hosts, and even more gracious guests. The Sanmreg are very polite, even though they do not care for titles, they will still gladly place others before themselves. They are proud storytellers and they will gladly share tale of survival and trickery.
While they all share similar aspects. It is important to note that the three nations still have their own quirks they've picked up based on the virtues they choose to value the most. Whitestone natives are very secretive and prefer to listen instead of talking. Skagrit natives take pride in their intellect and tend to be a big vain. The people of the Drepland plains are rugged individualists and tend to be the most strong-willed.

The Snamreg do not view tricks as a bad trait as long as the trick is meant to save a life instead of taking it. They will play pranks on each other in good spirits. It is up to the player to decide just how dirty their snamreg will fight or if their character would be willingto steal, lie, or cheat for a good cause. Della Frey is known for spitting, throwing dirt, and biting in her combat training sessions.

Communication: The Snamreg language is basically backwards German. However, they also communicate in snorts and assortment of breaths that are similar to the sounds that horses make. The body language is based on rabbits. They lower their heads to show dominance, they thump their feet when they are trying to get attention. They freeze when they sense a danger, allowing others to be alerted as well. They often participate in the communication of "breath and expression" in order to avoid detection from a predator or to further cement bonds between loved ones.
Planet: Sacul
Culture: The Snamreg believe that ALL sentients are equal. With them, there are no Jedi, Sith, Mandalorians, or Chiss. There is simply "Us and Death." Familes and friends are very close and whole families will often share the same bed and sleep in a dingle room. Close friends will often sleep in beds and children are known to sleep in piles on top of each other. The snamreg are very close and carry a herd-like mentality. However, they do reward individuals who show exemplary cunning, stealth, or speed. They share stories and tricks with eachother.

There are three major cultures within the Snamerg. The nation of WhiteStone that lives in the mountains is notorious for their secrets and stealth, while being good natured and friendly. The country of Skagrit is incredibly cunning, but vain. The frontiersmen of the plans are swift, rugged, but tend to be stubborn-willed.

The religion reflects the way the Force is viewed within the cultures.
There are two deities that are featured in Snamreg religions and countless tales of folk heroes.

The Goddess: The great giver. She represents fertility, light, joy, and all good things are made by her. She is symbolized by wheat and the white moon.

The Great Hound: Also known as the Black Hound. He is death. The great balance of creation. He is viewed as a necessary evil, but that does not mean he is looked on fondly. He is known to be a liar, cunning, and silent. His actual appearance in art has many styles, but he is unmistakable in each carnation.

The folk heroes of Sacul are in the hundreds, but the most famous is Gaunerei, the winged rabbit. The great trickster that all Snamreg model themselves after. He is not a god, but mortal. He is often in the lessons that are taught to children. He is good natured, but can be lazy or selfish at times.

The Snamreg seem as diverse in their beliefs as any other race in the galaxy. The three major nations each have their own interpretations of the folk stories, religious rites, and spirituality that surrounds them. The most noted on Sacul is the nation of Skagrit, notorious for being very secular and dismissing anything not explained by their own data. They are credited for being quite cunning and industrious, though the other nations regard their lack of belief as "vain."

The Plains People of Drepland seem to revere the rabbit, Gaunerei, more than their own Goddess. This could be because they seem to need the stories of survival the most out of all the nations. The Plains people are constantly confronted by predators of the forests and fields.

The Mountain folk of WhiteStone are the most mysterious. Stories of a hero named "Meadowheart" are quite popular and the nation has even found historical evidence of his existence. Their stories and religion seem to take on a more dark tone than the light hearted stories of the Plainsfolk.

Technology: The technology is based on american technology of the 1920's. The player should research american history and be aware that Skagrit is based on New York City of that era. The frontiersmen of Drepland are not gifted with electricity except in a few towns, but they still have rails, and a few roads. The nation of Whitestone also has technology but they specialize in weaponry and silent means of production, fighting, and traveling.

History: The Snamreg history can be traced to 12 separate tribes that dwelled on the planet. They were scattered in the mountains and parts of the plains. As the tribes began to unify, they first formed the nation of Whitestone. The nation of Skagrit was formed secondly but quickly became the wealthiest thanks to the founder's drive for technology and innovation. The nation of Skagrt then noticed that there was no settlements formed within the western plains and paid Snamreg to settle the west for cheap land.
However, as the snamreg began to face terrible predators and began to fall to predation, the country of Skagrit did little to help the few isolated frontiersmen other than offer food resources. The frontiersmen banded together and loosely formed a nation. The nation of Drepland is the newest but has done little in the way of getting political.
It is not known when and how the Divine Luck was first established as the religious beliefs of the Snamreg. It can be traced back to the imaginative folk stories and sparse historical artifacts made of strange metals.

As of right now, the planet is in isolation as a select few Sith under Geist Weiss are trying to take control of the planet with little success. After a bunch of children were kidnapped and never seen again in the Drepland, the frontiersmen have been openly hostile towards the Sith. The country of Skagrit has lived in terror of upsetting its new president, Reichtum and his cabinet that consist of the Crusader Eber, and a young, yet mysterious acolyte named Arn. Yet, Skagrit has resisted complete take-over through passive aggressive means of resistance such as refusing to run transportation or factories.

The Country of Whitestone has been completely closed off. No one is allowed through the borders and the with occupying Sacul have failed to assassinate its King or mysterious son, Prince Blackelk.

Notable PCs: Sun Xang, Della Frey

My Original Intent with this race was really a way for me to overcome character creation while knowing so little about the expanded universe. I had not even picked up a StarWars book in ten years, and I knew that relearning everything at once would have hindered my ability to create a well-developed character. However, I still want to create a race that would be unique and balance. Something with a different mindset where my ignorance would actually be an advantage.

I strove to make sure that the Force was balanced as possible in this race, but still interesting. I hope I was able to accomplish this. Plus, who doesn't like the idea of high-strung rabbit people stuck in the 1920's?
 
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