Formed as a tribe around the time the Maronni empire was crumbling, the Druz have been the dread of the north for centuries, only recently they have settled as relatively peaceful neighbors. Comprised of Half giants, Hill Dwarves , Snow elves with one or two Goliath clans, the peoples of Druz have also gained the moniker of the “Pale men from the north” .Living in the frozen peninsula of Druzlan north of the Maronnian empire, these folk started as simple nomads, then fishermen, then warring clans, and once they discovered wealthier coasts , raiders. For hundreds of years they terrorized the coasts of Normand, the Crown Counties, the Mohad caliphate ,even reached so far as to the thalic peninsula and the Istvani empire before being pushed back.
Much of that glory still remains in their memory, but these days the Druz stick to peaceful trading, mercenary work and exploring the frozen wastelands far up north, in which they have come across tribes no one else knows about. Their domain is ruled by Jarls, warrior chieftains in control of cities and warrior lodges. Above them lies the King and his own, currently that is King Jarvar the firebreather, an old half giant with a great knowledge of rune magic and a hundred battles to his axe, who currently resides in the capital of Istenverg, the city fortress of ice and stone.. The king keeps himself surrounded by the Sworn, a retinue of warriors raised from families passing their living weapons down the generations. These elite men are not only mighty with the axe and spell, but with the written word and poetry as well.
Barely anything grows in their lands to feed them, they are not blessed with mountain chains full of ores and gems .The little iron they get they subtract it from the muddy marshlands of the coast, a practice that their dwarves have mastered alongside another art, runecraft. Traditional Arcane and divine magic are practiced, but the first and foremost amongst the spellcasters are the rune makers, be them smiths, tailors or crafters. Ancient runed tools are passed down by generations , some being centuries old and still working as the day they were made. The Druz may be few, but it is rare to see one without an enchanted axe, shield or chain shirt.
The preferred way of fighting of the Druz varies from race to race. Half giants enjoy cleaving their foes in half with great axes, or hunting great beasts with spears and glaives. Druz Dwarves make compact shield walls from which they hurl javelins and gigantic bolts from their machines of wood and stone. Elves hide in the snow or in the woods until their enemy is at a dagger´s range, then they spring clouds of fog and pounce on them with glaives and light axes, or heckle them into killzones with long bows and darting spells.
As of their culture, the Druz are a very pragmatic people, as long as honor and the law of men is respected one may do as one pleases. It is not rare to see necromantic rituals to consult one´s ancestors, or pacts made with demons for the next hunt to be bountiful. When these deals turn unsavory an axe is put to the neck of the problem, then life goes on. Magic is regarded as a tool by most, the main praised god of the Druz is Tyr, with a close second being Bahamut, then Baphomet at last. The holy church of Amaunator has tried and failed many times to impose their god onto the cold landers.
In the frozen Wastelands of Druzlan one may come across gigantic still statues of ice, upon closing the distance one will realize that it is no statue, but rather a full blown frost giant. All of them are Ancient, solitary and with few words to share, they will usually not pay much attention to travelers unless they are met with hostility or they attempt to rob him, in which case they will come to learn that those frozen muscles are the least one has to worry about. Some of the half giants have managed to strike short conversations with them after a few decades of frequent visits, but none have ever explained why they remain solitary when there are many around, why they keep to themselves or why they only have what they can carry on their backs when they could make kingdoms with their hands. That being said, some friendly giants have come to the rescue of towns, adventurers under attack of beasts or given advice and knowledge forgotten by time.