Forged on the anvil of Balderak, the Duervar are the stoic masters of the mountains that dominate the landscapes of Verosia and Old Camus. They are as tough as the stone they hew their citadels from, and fierce defenders against the evil of the corrupted races that threaten the realms.

No less than three great lines of Duervar are known to today's scholars and sages. Certainly the Duumdravar, who dwell within the mountains, and the Bormdravar, masters of lowland citadels, are the most numerous and richest among their race. It is the Keldravar, though, who are best known among the surface lands of Verosia. It is they who left behind the cavernous realms of the Duumdravar and the surface citadels of the Bormdravar long ago to make war on the giants of old. It is they who first showed the Duneimen the great crafts of the forge. They are a warlike, clannish people who do not know the word surrender. Their tempers are mercurial, but their enmities and friendships are eternal.

Physical Description: Among the lines of the Duervan race, the Keldravar are the tallest, sometimes reaching a height of almost five feet. They are stout, broad-shouldered, and compactly muscular. Each Keldravar possesses a great deal of body-hair, but his most defining racial characteristic is his beard, which on a mature adult will reach beneath one's chest. The beard is the symbol of pride and wealth, and is carefully groomed, braided, pleated, and adorned with rings made of precious medals. As the surface never lacks for enemies, rare if the Keldravar whose daily costume lacks arms and armor, and rarer still is it for even a young traveler to not have had a hand in the crafting of said items.

Society: The Keldravar, known among their mountain and hill kin as "the Far Duervar", have never truly settled down since they made war against the giants. Though their ancestors raised grand citadels on the sites of their farthest advances and battles, most of the Keldravar have since travelled the length and breadth of Verosia and Old Camus. Keldravar settle down when married, and this, coupled with their longevity, means that small communities formed around their extended families can sometimes be found. For the most part, though, they travel either alone of in small companies seeking wealth, adventure, or simply a foe to fight. Keldravar who meet one another on the road invariably gauge their respective worth through competitions of strength, craftsmanship, and other appropriate feats. These either result in a lasting friendship or centuries-long grudges.

Relations: Keldravar are as gruff as the rest of their Duervar cousins, though perhaps not as much as their deep-dwelling kin. They are a fair people, though, and judge those they meet on their merits - even if they'll never admit it themselves. They take on orcs wherever they can find them, but hold their greatest hate for their ancestral foes of old - giants of any stripe or type. Keldravar respect the Moarvik, Skarrel, and Soran people; they once thought well of the Ronans also, but they have fallen in their eyes in these past few centuries.

Alignment and Religion: Keldravar hold their gods in esteem, but they're not ones to build temples or engage in a great deal of ritual. They voice their prayers as they forge, as they fight, and as they feast, for they believe that it is action that satisfies their divine creators, not any amount of well-wishing or pleading. The Keldravar Duervan are fiercely honorable, but do not always care for the laws of settled folk. Any of their kind can respect the need to punish murder or theft, but try telling a Keldravar that he must abide by a curfew, or that he must secure his axe with a peacemaker strap! Keldravar tend to be lawful or neutral, and are generally good.

Adventurers: Duervar may be rare compared to the Duneimen, but Keldravar are far-travelled and seem to gravitate to frontiers and places where war, opportunity, and danger are ample. A such, they have long made a name for themselves among the surface peoples of Verosia and Old Camus. They seek the ancestral enemies of their people, but they are just as keen to quest for hidden treasure, veins of precious metals, or ancient Duervan strongholds.

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+2 Constitution, +2 Wisdom, -2 Charisma: Keldravar are stout, enduring, and wise, but can be gruff and mercurial.
Medium: Duervar are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Duervar have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Duervar can see in the dark up to 60 feet.
Defensive Training: Duervar get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Duervar receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Duervar receive a +1 bonus on attack rolls against humanoid creatures of the giant and ork subtypes due to special training against these hated foes.
Hardy: Duervar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Duervar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Master Tinker: Keldravar gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon they have personally crafted.
Weapon Familiarity: Duervar are proficient with battleaxes, crossbows, and warhammers, and treat any weapon with the word “Duervar” in its name as a martial weapon.
Languages: Duervar begin play speaking Common and Duervan. Keldravar with high Intelligence scores can choose from the following: Bamorian, Darktongue, Draconic, Giant, Gnome, Goblin, Orc, Telani, and Terran.

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