Physical Characteristics
Build: Short and stocky compared to other humans men still average 200 dense pounds; women 130 pounds
Coloring: A swarthy race the clansmen appear well tanned with uniform brown hair. Eyes are commonly gray, with brown also being fairly common. Most men grow full beards as soon as they are able.
Endurance: Extraordinary
Height: Males average 5'5"; females 5'0"
Lifespan: 220 - 250
Resistance: Substantial
Special Abilities: Natural nightvision
Other Factors
Demeanor: A staid, some would say slow, people the clansmen are generally quiet but happy. They possess a legendary tenacity and some have been known to quietly pursue a goal through the generations. (Luckily blood feuds are unknown among these people.)
Prejudices: Coastal folk look down on all that are not from their cities and still have strong dislike for dwarves. The country folk dislike the folk of the coasts and fear and hate the wolf-men.
Social Classes - Coastal
One's social class has quite a lot of effect on how a Kurrick is viewed and how he views others. Among the Coastal Kurrick members of higher social classes tend to treat those of lower social classes with indifference, distain or even outright abuse. There is little recourse - legal or social - for the lower social classes to redress the abuses of the Merchants and Merchant Lords. From top to bottom the social classes are: Shanty, Menial, Keeper, Merchant and Merchant Lord. While illegal until recently slavery has been adopted among the wealthy of the coastal cities. Not only are the Rural Lords appalled but this has displaced a number of the Menial class - dropping them into the Shanties and causing growing anger.
Shanties bear the name of their most common living areas. These are the folks who own no property and serve no master. They live in the warrens of hovels common to all of the coastal cities. The shanties eke out a living begging, stealing, scrounging and performing what manual labor they can.
Menials are just the barest step above the Shanties in that they have some skill which has attracted a patron who pays them for their services. Maids, manservants and guards all fall within this class. In addition to recieving some sort of pay Menials are usually housed and fed by their master and the prospect of regular meals and a secure place to sleep causes a fierce competition among the Shanties aspiring to such.
Keepers are those who have, for two years or more, successfully run a shop within one of the coastal cities or who have attained journeyman status within a recognized guild. Most rent their shops and hope to one day own it outright and a Keeper who has managed to do so is viewed as someone who is "going someplace" and quite often is a target of those seeking favor. The Keeper is a legal status within the Coastal cities and they are entitled to attend (quietly) meetings of the Merchant's Council. There is also a Keeper's Council that meets and may advise the Merchant's Council on issues important to trade within the city but they have no official governing authority. Keeper's Councils do, however, tend to maintain a significant number of "Bully Boys" who keep wayward Keepers and those of the lower socil classes in line. The Merchant's Council looks upon civil unrest as an issue for the Keeper's Council to address - and tends to penalize the Keepers should they fail to do so.
Merchants are those who have actively engaged in trade between the Free Cities or beyond for a period of five years or more. This class, like the keepers, holds legal status and may attend and petition the Merchant Lords who run the Merchant Council to be allowed to comment on any issue they desire. These petitions are almost always allowed but since Merchants are required to be
actively engaged in trade between the Free-Cities and beyond most merchants are rarely present long enough to wait for their petition to be heard and be granted the tiem to speak. The Merchant Lords are very careful to maintain their perrogatives and ruthlessly enforce the regulations on those under them - particularly those who may one day threaten their own position.
Merchant Lords are the highest of the high in the Coastal cities and while they are technically governed by council rulings in reality only the most henious offenses are even considered. In most cases any accused Merchant Lord can be sure of tying up any proceeding against him within the council indefinitely. Advancement to the position of Merchant Lord is possible only for those who have held Merchant status within the city for 10 or more years. Canidates must also have controlling interest in at least two trading companies. The Merchant Lords guard their privalages jealously and rarely do they approve Petitions to Raise Status to Merchant Lord. By far the majority of approvals are of eldest sons of current Merchant Lords of advanced age. Any other petitioners must be prepared to spend horrendous sums of money and influence to have even the slightest chance of success.