Kendr
The Kendr generally tend to avoid national politics, sticking instead to their tribal allegiances. As such the few enclaves scattered through the continent are all very different. Khanate Kendr tend to be more warlike, while their mostly druidic village on the edge of the elf territory in Rhen is decidedly pacifist. Generally they have an adversarial relationship with the Khans who consider them to be clever beasts of burden but the Khans who rule near them also leave their villages alone, knowing that attacking them will be costly gain them next to nothing. Their thick fur allows them to thrive in the north better than most other races so it is common to find Kendr shaman among the Northern Barbarians.
Mechanical bits
(15RP)
+2Str +2 Con +2Wis -2Cha
[-1RP] Slow Speed (20' but never encumbered)
[+2RP] Stubborn +2 vs Charm / Compulsion AND 2nd save one round later to end early
[+4RP] Bonus Feat at L1
[+1RP] Relentless +2 to make bull rush or overrun (on the ground)
[+4RP] (adv Con) +2 Con
[+3RP] Burrow speed 20'
[+2RP] SLA Calm Emotions as the spell 1/day caster level = character level.
Notes on the source… As it was explained to me, this race was originally created as an idea of making Ewoks “more bad ass” (Tim's words, not mine) but then I read Redwall or more specifically Salamandastron so badger people they became.