1. Races

Stirl

Demeanour:

The Stirls are a cultural human race, living in the harsh north-eastern environment of the Fjords of Stirl. Both seafarers and explorers of the land this tough and resilient race can survive some of the harshest environments. Unfortunately, this drive to succeed often puts them in direct conflict with the other races of the world and even other Humans during the course of their lives.  They have managed to carve out a semi peaceful existence with the nearby Trells since the war depleted both nations reserves but the odd skirmish is still occurring over disputed borders.

Their ships are shallow and fast for coping in the narrow inlets but are equally at home on the seas.  Not quite as refined as Numerian ships but equally as capable. On land they are farmers and herders and have a strong gregarious culture.  Clan ties are as strong as family bonds and the hierarchy is adhered to with matriarchs taking pride of place.

Stirls are often found raiding other areas and are quick to anger and revenge.  This puts them at odds with many other races as they plunder far and wide. 

They are not great horsemen and very few ride, preferring to run or sail without the reliance on another beast.

Appearance:

Stirls come in a wide variety of body shapes, sizes, and colours of skin. Males stand around 6'2 in height, with females generally ranging 4 inches shorter. They are commonly well built, fair skinned and often painted.

Lifespan:

Humans live an average of 85 years, although some exceptional individuals may live to see 100 years of age.  

Culture:

Stirls have no specific racial culture having constructed communities based on a wide variety of cultures. As such, they may hail from any culture, although Rural, High Urban, Coastal and Mountainous are the most common

Religion:

The Stirls worship three gods, Vindur, Jordana, and Skald. They believe that Vindur is the protector of their people while they navigate the treacherous waters of the fjords, Jordana is the protector of their homes and families, and Skald is the protector of their people in war. They believe that by offering sacrifices and performing rituals, they can appease the gods and ensure the safety and protection of their people. The Stirls have a strong tradition of seafaring and seafaring rituals, and they also have a strong sense of community, believing that by working together and supporting each other, they can survive in this harsh world. They have three orders devoted to each god, The Vindurian order, the Jordana Order and the Skaldian Order. Each order has a specific hierarchy of ranks and titles for its members. The Vindurian Order is led by a High Priest or Priestess, the Jordana Order by a Priest or Priestess and the Skaldian order by a leader, responsible for training and leading the defense of their people.

In addition to their religious beliefs, the Stirls also have a strong sense of community. They believe that by working together and supporting each other, they can survive in this harsh world. They are a proud and resilient people, who are determined to rebuild and protect their homes from any threat, whether it be demons or the sea. can you give me a third god for these people

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

Character Generation

If you want to play a Numerian, modify your character as follows: 

• Pick one of the following ability focuses: Dexterity (Sailing) or Constitution (Swimming).

• Pick any one ability focus for your lowest starting ability. If you have multiple abilities tied for the lowest value, you may choose a focus for any one of those lowest abilities.

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable). 

• You can speak and read the Common Tongue and Stirl.

• Select two additional benefits from the Human table. 

Selecting an ability increase counts as both your benefits. Alternatively, the GM may allow you to roll twice to gain two random benefits (roll 2d6 and add them together). 

Stirl
Benefit2d6
Ability Bonus: +1 Intelligence
2
Focus: Constitution (Stamina)
3-4
Focus: Perception (Tracking)
5
Focus: Communication (Bargaining)
6
Ability Bonus: +1 Constitution
7-8
Focus: Dexterity (Sailing)
9
Focus: Accuracy (Brawling) 
10
Ability Bonus: +1 Fighting
11
Adaptable Focus: You gain one ability focus of your choice that represents your current emphasis. However, you can change this to any other focus with one month of retraining, or immediately when you gain a new character level
12