| Species | Thyr |
| Order | The Horde |
| Classification | Humanoid |
| Family | Blood Horde |
| Sphere | Hatred |
| Origin | Arisen from the boiled blood of the avenged dead |
| Lifespan | 50-100 years |
| Habitat | Rocky, semi-arid mountains |
| Food | Meat |
| Description | Thyr stand between six and seven feet tall. A full grown thyr is about 300 lbs. Their builds are usually muscular, with wide shoulders. Skintone ranges from reddish brown to deep green. Their hair is usually black, brown, or red, though most are bald. They have porcine tusks on their lower jaws; pointed, floppy ears; and small, squinting eyes. As children, thyr are small, never growing more than four feet tall. They have slender builds and hunched shoulders. They have the same tusks, ears, skintone, eyes, and hair. Thyr must undergo a special ritual at the age of 20 or remain in the child-like form for the rest of their lives. |
| Procreation | Thyr reproduce with other thyr, other Horde, and other humanoids (size allowing). It always follows the mother, though powers and features may be mixed with other humanoids. With other mortals, mixed nations are only possible with supernatural interference. |
| Esoterica | Thyr are beings of hatred resonance, feirua, and blood energy. They excel at the arts of each of these powers. They are incapable of using any positive emotional resonance or dumaqu. Arts of heavenly essences or qi are rare. Most commonly, they learn arts of negative resonances, viscera, Damaskian powers, arnum, imperium, mansam, infernum, rending, mijjit, self-denial, desperation, uafas, doom, misfortune, rubedian aether, earthpower, winds aether, ancestral memory, white tiger aether, swamp aether, bestial aether, Beltane aether, Fallow aether, shebv heya, fate, other humors, kor, symbolism, blasphemy, and spirits. |
| Special Powers | Before their rite, thyr do not build muscle as easily as they do as adults. They can, however, withstand enormous blunt trauma and have a high resistance to inebriation. After their rite, thyr have a major growth spurt, eating ravenously for about six months and growing rapidly. During this period, they can build muscles easily. Most are quick to anger, and all are empowered by anger, wrath, hatred, or similar emotions, which cause an intense spike in hormones that increases their strength and endurance, pain tolerance, and speed. If they lose control of their emotions, their eyes fill with blood, and they become increasingly violent until they black out. Their blood, and thus their skin, grows very hot during this time. The heat in their blood is very potent, filled with emotional resonance. They gain strength during this by drinking blood. Ancient thyr can gain the ability to steal the physical strength of others by ripping out their hearts and eating them, giving them bloodstrength and mijjit-strength. All thyr can speak to boars, wild dogs, certain lizards, and scorpions. The tusks of a thyr are very sharp, and their sight and hearing is keen. |
| Horde Powers | When thyr do unite, their rage resonance makes them much, much more powerful and dangerous. For every hundred working together in rage, they gain +1 to all physical stats (upper limit 25) and -1 to other stats. If a thousand thyr are working together in rage, there are no penalties to other stats. They gain clarity and their physical stats gain an upper limit of 42. |
| Special Weaponry | Thyr craft several special kinds of weaponry:
|
| Weaknesses | Dumaqu and love resonance will harm a thyr. |
| Rite | The coming of age of thyr culture is the Rite of Blood. This Rite traditionally takes the form of a vision-journey that shows the individual thyr that which most angers them and makes it a part of them (called their wrath ). The Rite requires them to take a powerful drug that sends them into a deep trance. In this trance, they are faced with their deepest angers, frustrations, hatreds, and rages, and they must come to control them. If they fail, they will not attain their growth spurt. They may try again each year for the next 10 years. If they fail ten times, they usually become incoherently angry all the time. Those who succeed return to their communities and are ritually scarred along their lower back in a form that symbolizes their clan's symbol. If they betray the clan, this symbol will bleed. If they are outcast from the clan, the symbol is cut out of their flesh. |
| Horde Culture | The Great Horde makes up the heart of the Blood Horde. It is the largest and most powerful Horde within the Blood Horde, and its leader is the de facto ruler of the Blood Horde in times of unity. Those times are rare, however, and require incredible power and action on the part of the Horde leaders seeking it. Usually, unity of the Blood Horde is preceded by a period of war and violence internally in each Horde. When the Blood Horde is united, it falls under the banner of the Great Horde and the dominant culture of the Great Horde takes over. All Horde leaders are considered subject to the leader of the Great Horde. Because this only happens in times of war, the structure of the Hordes usually takes on a military formulation. |
| National Culture | Thyr refer to themselves as the Great Horde. They revere an ancient and eternal king, or tzukazi, Horng Toecutter, though some factions favor other legendary thyr. Though most clans--indeed, even individuals--tend to hold long grudges and actively work against one another, legendary kings have united them into the Great Horde. All thyr take pride in the invincibility of the Horde and dream of a time when it truly unites and conquers the world. The culture of the Great Horde is one of violence and control, and only the most powerful, ruthless, and cunning kings manage to unite them. The Great Horde is made up of 120 clans, and each clan is ruled by a brutal tzukazi. The kings have an elite caste of warriors, called abakuk, who serve them directly. Below the king are the baenkul, and below the baenkul are the knzakahr. Most other thyr are separated by their roles in the clans, which are shaped by their genders. The Great Horde recognizes four genders: men, women, undavak (no gender), and akua'g (all genders). Most women and undavak are treated as slaves and have little to no rights. Akua'g are usually honored as mystic leaders, unless they fail their Rite of Blood, in which case they, too, are enslaved. Thyr women and undavak are kept separate in the clans, with the slave undavak being forced to be laborers and the slave women forced to be childbearers and keepers. The akua'g who are enslaved are forced to be sex slaves; those who pass their Rite are revered and often feared for their powers. Men take up most of the positions of power, and those who do not are either lower-ranking warriors, hunters, merchants, craftsmen, artisans, or sometimes slaves. Non-enslaved women are usually keepers of the beasts, teachers, hunters, or crafters. Non-enslaved undavak are still menial laborers, but they get some compensation and rights. Women, undavak, and men who become mystics are driven out of the clan. Each clan in the Great Horde has special symbols that they use in most of their arts. All arts among the thyr are centered on war, violence, or blood. The largest clans have the following symbols: boar's head, tusks, scorpion tail, dog's fang, broken dagger, and brass mask. Children are raised by women or undavak slaves, depending on their genders (women raise women and akua'g, undavak raise men and undavak). They are taught crafts, arts, and fighting according to their genders and caste. If they survive to age 20, they must undergo the Rite of Blood. If they survive that, they are considered adults and have the full rights of someone of their status and position. Though most thyr are slaves, none are born as slaves. Instead, they begin learning a craft as assigned by their parents. They are only enslaved if they fail at their work, which happens often, as failure is defined by the whims of the powerful. Enslavement lasts for four years at a time or until the enslaved kill their masters. These rules apply even to non-thyr who are taken as slaves in battle. Thyr live in a constant cycle of violence and vengeance. Grudges are a tradition. Families pass them down. Clans pass them down. New ones arise and evolve. Alliances shift and are always based on self-interest. Love is not impossible or even unknown; it is simply scorned and seen as weakness and a crime. Subtle expressions of love, however, are not uncommon--it is an emotion impossible to avoid--but masked through violence. Abuse is normalized to the extent that most thyr do not know the difference between it and love. It is considered an honor to receive and survive such violence. In the Great Horde, the ruling class worships the Daggerfather. Though many say he is dead, the worship continues, maintained and wielded by a powerful priesthood called the dagtakt. The lower classes engage in ancestor-worship, led by shamans called no'kahhat. These shamans are always akua'g and always honored, even by the ruling class. Only the no'kahhat may never be enslaved in the Great Horde, a tradition tracing back even before the rise of the tzukazis, it is said. In rare circumstances, thyr escape the Great Horde's culture of abuse, violence, and revenge. Usually, these are obscure villages or small families led by non-akua'g mystics and other outcasts. Their cultures resemble more matriarchal societies and always ruled by a council of no'kahhat. |
| Outside View | Thyr are often seen as synonymous with the dominant culture of their brutal society, which derives not from anything inherent to them but to their ruling class. As such, they are seen as violent, brutal, and evil. Most thyr who leave the Great Horde do so because they were outcast for not fitting into the dominant culture, though some simply seek a better life elsewhere and adhere to the violent principles they were taught growing up. Prejudice against thyr is not uncommon, and in many places, they are actually banned or oppressed. In some places, however, they are welcomed because of their perceived violence. Those cultures that exist near the thyr's homeland have a distrust of them based on the violence, enslavement, and conquest they have suffered at their hands, and within thyr society, non-thyr usually hate their oppressors. Thyr often find themselves working as reevers, bashers, and criminals in non-thyr societies either because of what they were raised as or because of prejudices limiting their choices. Some find work as athletes, gladiators, mercenaries, or soldiers, for similar reasons. Some, however, do find ways to live their culture genuinely but without the brutal oppression and violence imposed on it. |
| Notables | Horng Toecutter, Tzukazi, the Eternal King of the Thyr, Leader of the Great Horde; Kalleena the Butcher, Vicegerent of Daggers, Queen of the Blood River; Mucrab Abakuk, Thyr Manifest, Lord of Rage (deceased); Kreveg Tuskhammer, Champion of Slavery; Baalmurg Burning Heart, Seeker of the Burning Heart; Kahurg Tuskheart, Matron of the Boar's Head Clan; Marg Garutak, Silver Torch (deceased); the Trask Family; Agga'dan Rhouk, Gunner of The Diamond of the Seas; Ango Daggerteeth, Thyrson of the Daggerfather; Inalga Hornteet, Queen of the Great Horde, Bride to the Daggerfather; Grag Headsplitter, Servant of Might; Gabbar Handbreaker, Bos'n of The Mad Leopard; Loccat Fireflinger, Grenade-Master; Ghelgh Ulldagger, Head of the Ulldagger Family (deceased); Finn Ulldagger, Capo of the Ulldagger Family (deceased); Rugrah Jawripper, Warlord, Wielder of Jawripper; Razadh Backbreaker, Servitor of the Champion of Hatred; Tarag Rockspitter, Shotgunner-Master; Gaog Gutdrinker, Sergeant-Major of Sienna Company; Blasuk Eggcrusher, Tzukazi of the Scorpion's Tail Clan; Tonguusk Handsnap, Akua'g High Mystic |
| Special Classes | Abakuk, Tzukazi, Baenkul, Knzakhar, Tanauk (avenger/assassin), Mystic, Slave, Hunter, Crafter, Nakthyr (feirua), Dagtakt (priest), No'Kahhat (shaman), Garutak (dagger-maker), Rhouk (reever), Rockspitter, Fireflinger, Brumgandak (resonance), Luulanggak (bloodcaster) |
| Sample Statistics | PRO 11 Blood Heat 11 |
Copyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.