Weren
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The Weren are a race of hulking, renaissance-era not-trolls that appeared as one of the core races in Alternity. They were later ported into d20 Modern in the d20 Future book, although they were not adapted for use in D&D.
History
Human explorers reached the world of Kurg in a time of great upheaval. Its inhabitants, the Weren, had recently discovered the wonders of early industrialization. Gunpowder weapons disrupted centuries of martial tradition, while the advent of printing upended religion by making the texts available to all. The first contact team found a race locked in a planet-wide tribal holy war, where sermons and discourses frequently devolved into brawls, and then battles.
Frankly unable to contribute anything to the situation, the delegates of the Orlamu Theocracy simply made their existence known to the tribes, announced that they were explorers from beyond the world of Kurg, and that any Weren who wished to take their chances in the stars could seek them out. They set up an outpost in the remotest wastelands and played no further part in the events of the world.
Since then, many weren have taken leave of their tribes and come to the Orlamu as pilgrims. Some as outcasts and refugees, some as champions. All are given the same warning: those who leave may never return, for they would contaminate Kurg with alien ways.
Roleplaying
The embodiment of the noble savage, Weren are philosopher-warriors who commit their whole being to their ideals and beliefs. They are accustomed to having to defend their principles from literal brutal assault, for if faith isn't worth fighting for then what is it worth at all?
Their attention is drawn to the big questions about life, existence, and the individual; they have far less patience for matters of science and technology. While they are aware there's a world of difference between a musket and a laser rifle, and acknowledge that there's no magic involved, the typical weren can't be bothered to care about the differences; both put holes in people far away.
In short, Weren are drawn to two callings: theology and combat. They excel in both.