Taken from Thunderscape — The World of Aden, the mighty jurak are unquestionably the most consistently physically powerful of the mortal races. Originally descending from mountain-dwelling orcs, jurak have little in the way of written or oral histories, and so the ancient past of their people is lost, presumably forever. It is known that they were the last of the civilized races to abandon their previous, bestial ways, and as a result of that and their sheer physical power, they still have a reputation for savagery that is not entirely deserved.

The most remarkable quality of the jurak people is their adaptability. During their development in harsh mountain climates, they tended to be enormously powerful individuals with thick fur coats that kept them insulated against the weather. Having descended from the mountains, many jurak have lost their coats, instead baring their thick skin alone. Whether they retain their coats or not, however, jurak tend to have thick manes of hair around their heads and jawlines. Since joining greater society, many have chosen to trim this mane so that it appears more like the beards of other races, but some eschew this in favor of a more bestial countenance. Jurak tend to have two large tusks on their lower jaws, which they often bare when feeling angry or hostile, though some jurak have taken to filing them down so as to seem more human. They are typically between six and a half and seven feet tall, although some are smaller or larger. All but the most sedentary and academic individuals retain the muscular builds of their people, though bloodlines who move away from martial pursuits have been known to turn out more lithe over time, further showing their adaptive nature.

Jurak Racial Traits

+2 to One Ability Score: Jurak are an innately diverse and adaptable people, and thus may add a +2 bonus to an ability score of their choice.
Medium: Jurak are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Jurak have a base speed of 30 feet.
Low-Light Vision: Jurak can see twice as far as humans in conditions of dim light.
Hardy: Jurak are naturally resistant to illness. They gain a +4 racial bonus to saving throws made against disease.
Blood Frenzy: Jurak gain a +1 racial bonus to the first damage roll on an enemy who has dealt damage to them within the last 3 rounds. This increases to +2 at 6th level, +3 at 11th level, and +4 at 16th level.
Orc Blood: Jurak have many common traits with orcs, not the least of which is a similar physical appearance. Some consider the two races distant cousins. Jurak still count as orcs for the purposes of mechanical effects and abilities that specify orcs (such as dwarven hatred). They are also considered to have the orc subtype.
Survivalist: Jurak are adept survivalists, and gain a +2 racial bonus to Survival checks.
Wastelander: Jurak are adept at surviving for long periods without food or water. They can go for three days plus a number of hours equal to double their Constitution score without water before requiring a Constitution check, and must only make a check every two hours. They can go up to six days without food before requiring a Constitution check, and must only make a check every three days afterward. The discomfort they feel from hunger and thirst is a great deal less than it is for other races, granting them a +2 racial bonus to all saving throws which induce hunger or thirst artificially.
Weapon Familiarity: Jurak are proficient with all axes and treat any weapon with the word “orc” in its name as a martial weapon.

Alternate Racial Traits

Throwback: A jurak throwback possesses the raw bestial strength of his primitive ancestors. Juraks with this trait gain a +2 bonus to Strength. Juraks with this ability score bonus may not also apply their +2 ability score bonus toward Strength. This trait replaces blood frenzy and hardy.
Urban: Jurak with this trait have embraced civilized life. They gain a +2 bonus to Knowledge (local) checks. This trait replaces survivalist.
Steppes Dweller: Jurak with this trait are extremely resistant to the rigors of harsh weather. They gain a +2 racial bonus on all saving throws against weather and environmental effects such as extreme heat and cold. This trait replaces weapon familiarity.
Hexed: Some jurak are placed under a powerful hex by their tribal shamans, to act as a defense against evil magic. Jurak with this trait gain a +2 racial bonus on saving throws against spells and spell-like abilities. This trait replaces blood frenzy.


Shadows with Tales to Tell - The Grim Islands alkrdaam