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thursar [2025/08/15 07:16] – [Physique, Mentality, & Appearance] mortalitasthursar [2025/10/08 23:43] (current) mortalitas
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 +{{wiki:thursar_female.jpg?0x283}} {{wiki:thursar.png?0x283}}
 +====== Introduction ======
 +Thieves, traitors, beasts. The fear of the //Thursar// has brought them many undesirable names. The product of the tragic union between [[Risar]] and //Human//, the hybrid //Thursar// are most commonly, but not always, the offspring of crimes committed in the wake of battle by both //Humans// and //Risar// alike. Mothers of both races frequently abandon their bastard children to be raised in squalor and exploited as slaves, leading most often to lives stained by tragedy.
  
 +The majority of //Thursars// are doomed to roam aimlessly in a world where the full-blooded //Risar// look upon them as weaklings and the civilized world despise them as witless barbarians and fear their //Risar// heritage. Ironically, as these prejudices of society deprive them of honorable means of survival, many //Thursar// are forced to turn to violence regardless of their personal dispositions.
 +
 +These circumstances only serve to reinforce society's view of them as brutish criminals. A few //Thursar// have forsaken the civilized world and joined together, forming passive communities in an attempt to avoid the torments of suspicion and discrimination.
 +
 +The //Thursar// possess traits that exceed both of their races of origin. From the //Risar//, they inherit strength and fortitude which are enhanced by //Human// intelligence. Their naturally quick healing enables them to survive their youth and hone their reflexes and cunning to a fearsome level. Few surpass them in strength and stamina, on the battlefield or in the arena, and the non-human heritage in their blood and mind make even veteran soldiers cautious.
 +
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 +
 +====== A Thursar Childhood ======
 +During the wars and the clashes between the human race and the //Risar// tribes the females on both sides tend to fall victims to abuse, and often these cases of abuse lead to a mix of the two races. Sadly the //Thursar// offspring of these unions are met with suspicion on both sides and are often loathed due to the abominable thought of a union between the two races. Most Thursar are sterile or suffer great difficulty of producing offspring.
 +
 +It is very uncommon for a Thursar to be brought up by //Risar//, even though most of those with a //Risar// mother are born into such a community. A //Thursar// is seen as a burden for the clan and has no chance of earning a rank. Therefore, a //Risar// mother often abandons her child on the outskirts of a nearby village or farm, in hope of a better future for the child.
 +
 +Despite the fact that the humans often consider the //Risar// as violent and primitive, the truth is that compassion and motherly love coexist with a strict hierarchy and the mentality of //"strength-is-power"// in a //Risar// tribe. To abandon the //Thursar// child instead of simply killing it is regarded a better option for the tribe, the mother and the child.
 +
 +If the mother of a //Thursar// child is //Human// she is often looked upon as befouled by the rest of society, and that is the reason why many women give birth to their bastard children in secret. Like the //Risar// mothers, the human mothers also tend to abandon their children so that they might be raised by beggars, the very poor, or farmers in exchange of a small amount of gold.
 +
 +Only a minority of these children are lucky enough to be brought up in one of the few and distant //Thursar// settlements, who gladly receive them due to lack of offspring and fading in numbers.
 +
 +The //Thursar// possess great endurance and a talent for survival, enabling them to stay alive in miserable conditions during the early years of childhood. Those of them who end up in the larger cities soon realize that begging won’t pay, since no one is willing to donate to //"the thieving bastard children"//, forcing them to support themselves by theft or violence, thereby reinforcing the already widely spread prejudice.
 +
 +Instead of begging, a //Thursar// growing up in a smaller village is often forced to perform hard manual labor and allowed to stay until puberty, which occurs in a fairly early age, before being cast out into the wild or the larger cities to fend for themselves.
 +
 +The //Thursar// who can’t rely on hunting and fishing for survival will face great difficulty receiving employment in the big cities, which is why many sell themselves as slaves. Due to their endurance and strength they are considered formidable rowers, gladiators in an arena, workers in the sewers, or carriers in everything ranging from construction sites to army caravans.
 +
 +After several years of heavy labor some //Thursar// are able to buy their own freedom and possibly be employed. Many are driven by their nature to become recruits in different mercenary camps, where they are still looked upon with great suspicion, but are able to rise in rank thanks to traits such as discipline, authority, fearlessness and fighting spirit.
 +
 +Some //Thursar// settle outside the unwelcoming cities and form their own communities, keeping to themselves and remaining passive in order not to suffer any attacks or ravaging.
 +
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 +
 +====== Physique, Mentality, & Appearance ======
 +{{wiki:thursar_concept.jpg?0x300}}
 +
 +The typical //Thursar// inherits a strength and endurance which greatly surpass the same characteristics in an ordinary //Human//—an animalistic power reserve displaying their //Risar// origin. They are usually taller than //Humans// but share the //Risar// ability to heal very fast. Due to their size and robust bone structure, the //Thursar// tend to be somewhat clumsy, but compensate this with good reflexes, resulting in the fact that they rarely wear heavy armor.
 +
 +Only large warhorses, bullhorses or even larger mounts are able to carry an armored //Thursar//.
 +
 +When it comes to intelligence it is hard to compare a //Human// with a //Thursar// since the majority of the latter lack any form of organized education, but there is nothing to indicate that they are less capable of mental activity.
 +
 +The //Thursar// who have grown up in the streets develop the same sly cunning as their //Human// counterparts, and those who rise in rank within a mercenary faction are often shrewd tacticians and have a talent for strategy. In natural environments, such as the woods, mountains, and grottos, a good sense of locality unfolds within //Thursar// but they have a poor sense of direction in settled areas.
 +
 +Difficult mental experiences do not affect //Thursar// to a great extent. Despite their often troubled childhood, psychic traumas among //Thursar// are rare. The reason might be their pragmatic //Risar-like// nature, making them live in the present to a great extent, and also resulting in the fact that they make bad theorists.
 +
 +The //Thursar// also share the //Risar// inability to understand [[magic]] and thus share the same fear the //Risar// have for the arcane, something that can probably be traced back to the origins of the //Risar// race. A few Thursar develop abilities resembling those of the //Risar// shamans, but without guidance or tutoring these abilities seldom grow strong.
 +
 +On most //Thursar//, markings will appear on different parts of the body. On full-blooded //Risar// these markings are related to age and social status, but on //Thursar// this function is lost. //Thursar// have thicker hair than //Humans//, but in general have less body hair.
 +
 +Their eyes are often completely dark yellow, dark brown or black; it is extremely rare to see a //Thursar// with a bright //Human-like// iris. They have good vision even in faint light, although they can’t see in total darkness, but this does come at the expense of slightly poorer color vision.
 +
 +//Thursar// also have a good sense of hearing compared to //Humans//, but they have difficulty hearing higher frequencies.
 +
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 +
 +====== In The Greater World ======
 +//Thursar// live difficult and hard lives in //Human// settlements, even though they are the only communities who at least partly accept their existence. Some perform tough and demanding labor as slaves or workers, others fight for money in the arenas or mercenary armies.
 +
 +Many make their living by theft, assassinations, or fencing and are constantly sought after by the long arm of the law. Most //Humans// are prejudiced against //Thursar// and they are often more severely punished in court than //Humans//. Only a handful //Thursar// have gained fame and glory in the books of history, and these individuals have been gladiators, commanders of mercenary armies or master tutors at training camps.
 +
 +The //Thursar// regard the world with the same skepticism they themselves are met with: by gaining wisdom from their past experiences they become vigilant and suspicious of the world while accepting their fate through their pragmatic //half-Risar// nature.
 +
 +They never or seldom complain since this is seen as a sign of weakness, and they regard drawn out discussions and thoughtfulness as a lack of the capacity to act. These characteristics of course contribute to the stereotypes of //Thursar// being stupid and easily taken advantage of, but as it is against their own nature to approach the situation differently they typically let the matter rest.
 +
 +If the relationship between //Humans// and //Thursar// is strained, then the bond between full-blooded //Risar// and //Thursar// is nonexistent. //Thursar// fear and avoid the //Risar//, who place them on the same level as //Humans//, or worse.
 +
 +It is possible to find smaller //Thursar// villages on the outskirts of larger //Human// settlements, such as [[Kranesh]] to the southeast of [[Fabernum]] and, and [[Obrig]] which lies south of [[Tindrem]]. In these villages, other half breeds, outcasts, outlaws, and freethinkers are accepted but the order is kept to avoid any conflict with the rest of civilization.
 +
 +These //Thursar// villages are often ruled by //moguls// and are seen as barbaric by the larger cities. The villages are rather autonomous but deal in fish, wood, stone, and agricultural products. The //Thursar// lack their own culture, traditions, and craftsmanship, so they are therefore forced to adapt and be shaped by the world around them.
 +
 +The largest //Thursar// settlement is [[Gaul'kor]] in close proximity to [[Herabalter]]. //Gaul'kor// is a somewhat chaotic place which—besides being home to fencers, thieves, and bandits—also has a small //Risar// population. Those Thursar who are unable to adapt to civilization due to their //half-Risar// nature or general upbringing end up in //Gaul'kor//, together alongside all sorts of scum.
 +
 +More civilized //Thursar// look down on the city as it only contributes to their already torn reputation.
 +
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 +
 +====== Recent History ======
 +Aside from a few probing assaults and small roaming bands not many Risar have ventured far into //Myrland// since [[The Irruption]], and due to this the //Thursar// population has seen a decrease. Most //Thursar// are now born in the //Gaul'Kor// region close to the //Herabalter// border in the northeast.
 +
 +The former mining town remains a hideout for a small population of outcasts, criminals, and freethinkers due to its seclusion and scant but valuable resources, but its location is still exposed to scavenging //Risar// from the east.
 +
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 +
 +====== Symbology ======
 +{{wiki:symbol_thursar_color.png?0x300}}
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