[hider=Sannids][center][b]Name: [/b] Sannids [b]Average lifespan: [/b] 70-75 Years [b]Brief description:[/b] [img]http://fc02.deviantart.net/fs6/i/2005/073/e/7/Webkilla__s_fox_girl_by_devilkitten1.jpg[/img] [img]http://alharadnd.wdfiles.com/local--files/kitsune/Kitsune.jpg[/img] [img]http://neco.su/uploads/5214_falvie.png[/img] [img]http://fc05.deviantart.net/fs70/f/2013/257/5/1/copper_and_lace_by_kaceym-d6mb5qn.jpg[/img] Ever since the Great Migration, the Sannids have been a small, tight-knit civilization who care not about where they are, but who they are with. In the average Sannid mind, being alone and a stranger means one of two things. You've either been banished from your home, or you're a traveler who seeks to find a soul mate in a distant town, hence the way in which Sannids react to aloof, straight-to-the-point strangers and foreigners--by treating them with suspicion and cold eyes. Despite this, their towns are humble and open to any visitor, with small huts, establishments and one City Hall for all events. While the architecture is not impressive in its own right, their culture sure is. One night a week, Sannids gather around a great campfire in the town centre to celebrate. The reason for the celebration? Being alive. Such celebration nights are commonly referred to by locals as "Nights of Warmth", due to the great deal of heat that one can feel around the campfire and the dancing couples. Food served in the celebration is scarce and counted, given out by assigned members of the community, but the drinks, the drinks vary wildly. From simple water to complex cocktails of fruits, herbs, homemade alcohol and alchemical powders. Late into the night, the locals share stories both of horror and love, of action and suspense. They confess to their partners or form small groups of friends, who usually end up as hunter/scavenger groups. While such Nights of Warmth are the sole reason tourists visit their towns and villages, some curious Sannids venture from town to town as they look for a mate to spend the rest of their lives with. Once they find the partner they are looking for, they either settle down or choose to travel as a couple. Most choose to keep travelling, since the travelling one often wishes to see what else the world has to offer. Time catches up to them and they eventually have to settle down, though, which forces them to live out the rest of their lives as a family in communities far from their actual home. Sannids have a deep desire for romantic relationships ever since they enter adulthood, and such desires interfere with how they interact with the gender of their preference, usually finding it difficult to be even the slightest bit rude to them or saying something that they believe would be too outrageous or bold. Due to their constant search for a partner, they get into relationships and get out of them very quickly. Sometimes the relationships can last as little as a week and never more than a month, and when they do last past the month, the partners are often too attached to each other to easily let go. Having no organized government or army, their settlements would be at the mercy of bandits and raiders were it not for the glorious, gracious and generous armies of Sh-Kiit, who even when they have problems in their homeland, spare a few soldiers to protect the settlements for a small tax fee. [b]Location: [/b] A series of small settlements on the frontier between Claine and Sh-Kiit. Most towns and villages are located near rivers. [b]Mageblood Rate:[/b] 6% Of the total population is estimated to have Mageblood, and there's only about 10.000 Sannids, so that'd be about 600. [b]Strengths: [/b] - [i]Heightened senses of Smell and Hearing:[/i] They are a canine species, even if their life at the desert has dulled their advantage somewhat the last two generations. They're below wolves and above humans. - [i]Souls of the Party:[/i] Attending to parties and celebrations every week since they're born, almost every single Sannid is a force to be reckoned with at parties. Whether it is at a drunken brawl, making friends or flirting with people, they've got whole lives of experience to back them up. - [i]Seduction[/i] is commonplace, and outside of their tight-knit communities, the most clever and adaptable of the Sannids will use their expertise to achieve what they wish. [b]Weaknesses:[/b] - Sannids need [i]affection[/i]. Whether it is romance, friendship or flirting, they simply can't live comfortably without it. When a person shows them some affection (e.g. A compliment or a hug), they instantly think better of the person. It only has to be believable for the Sannid to slowly grow loyal to the person, and it goes to a point that the Sannid will no longer question the person at all and they'll carry out most tasks that they ask of them. Of course, a friend would not be able to ask as much of them as a lover could. - [i]Isolation[/i] and not being able to smell, see or hear a friendly nearby instantly scares them, especially if the friendly they were with was someone they admire or love. Sometimes the fear turns into panic, which in turn is a double edged sword. Depending on the situation, they might make a terrible mistake or put their all on their action and be alive to later celebrate a Night of Warmth. - Having [i]no armies[/i] of their own, it is somewhat rare to find a Sannid Warrior by Profession. Not many Sannids know how to lead organized operations, and even less have been Soldiers by Profession. Even being a part of organized operations becomes difficult when there's not a person who holds their hand and teaches them the ropes. [b]Other:[/b] - Most Sannid females choose to wear light, somewhat revealing clothing along with nearly professional makeup whenever they can in order to attract the opposite sex more often. The males do not care much about their appearance, but polish their personalities and manners to a point in which females will be drawn in to them. - Loneliness is a feeling that Sannids can not stand, and they do their best to avoid it. By making sure that they're desired, loved and that they've got a companion at their side, they feel at ease. [/center][/hider]