About 2m20 to 2m80 when adults, they are very strong, tough and look like a large human male.
They live very long lives, up to 1500 years, although most will die violently before they are 500. The average life expectancy is 350.
They are considered mature at the age of 20, but not old enough to run a business until they are 50. They usually find a union partner around 60 to 80. A thrakard still single at 150 is considered to be a strictly business person.
There is only one gender and it happens to look like a large human male, but that is totally irrelevant. They reproduce by magical means.
Once a thrakard decides to get an offspring, they visit the sacred cave of their clan and start roughly molding the body of an infant from clay. As they care for it and visit it regularly, the unborn starting taking on potential personality traits.
Many people can be part of this process and it's usually pretty rare that the initial parent is the only one, although they will usually be the primary care taker of the infant.
If the process is uninterrupted for 5 years, the clay will finally crack and an infant thrakard will emerge into the waiting arms of their parents.
Infants are not a common occurrence, and for that reason most of any thrakard will give their life to fiercely protect them under most circumstances.
So, when a baby is seen in public, most citizens will stop what they are doing to take a good look at it with a proud smile on their face, but from a respectful distance. It is unusual for a stranger to come close, but clan members and especially family members, those who participated in the molding ritual, will often come to talk to the care takers to check out the new born. The more time spent on the molding, the longer the talk. For that reason, a lot of parents do not go out very often with their newborn.
This stage is considered to be the most crucial stage by any parent. This is the time when they will impart their wisdom by teaching what is right and what is wrong, what must be done, what should be done and what should be avoided.
Most family members, even close clan members and friends will step in and add their bit of wisdom.
At this stage in their life, a thrakard child is given free rein to do whatever they want with very few limitations or rules. They are pushed to experiment, to learn from their errors, and most of all accept the consequence of their act.
This stage helps infants discover what they like, what they don't like and to find their place within the family and clan.
In order to drive young thrakard to have excellent health, learn discipline and get a taste of the adult world, teens are enrolled as runners in different organizations, like the military, the bureaucracy, the mines...
They are expected to be diligent and to run at maximum speed at all times. Often, runners are pitted one against the other in order to push them to their limits.
Infant and teen thrakards must keep their hair short, as a sign of respect to their elders and to remind them that wisdom comes with age (sometimes).
This all changes when they turn 20 when they start having facial hair.
Usually there's a big celebration where the whole clan shows up, mostly because no thrakard would miss the chance to drink, laugh and have fun with their peers, to mark the end of childhood.
During this epic gathering, in front of the whole crowd, a last symbolic haircut is given, after which they are then formally given the scissors. This touching little ceremony done, the parents give a nice, often long, speech ending with the new name of their offspring.
This is also the age where natural mortality rate drops radically for thrakards. So, there is no such celebration at birth or any time before they are 20, because this new life is yet to be confirmed.
Usually, most thrakard already know with whom they want to apprentice when they turn 20 and usually move in with them the day after their name day. For 30 years, they will learn everything they need to know in minute detail.
Independence day marks a thrakard's entry into adulthood and it is another large celebration albeit more formal than the rowdy affair of Hair Day. Officiating are officers of the guild which the new adult will join at this point.
The former master will be present, as well as most of their clan and many guild members. Again, few of them will miss an occasion for drink and fun.
That's when they get their final adult name, chosen by their parents and former master with the official signature of the book of guild members, payment of the dues and sealing of the granted work permit.
At 50, most adults will already have scouted where they want to work and if their family or clan is rich enough, be able to buy or build the place outright. Fifty is also the age where wrinkles start to appear.
Around 500 years old, most thrakard's senses will start losing their sharpness, usually not their eyesight, which is their strongest sense even before smell and touch, and their hair will start turning white or gray. This gradual decline has no effect on their stamina or strength and rarely will their dexterity be affected.
Most everything comes to an end, and around 1500 years old, all thrakard will feel it coming. Their legendary strength and stamina will finally start to give, injuries will be difficult to heal, their hair, even sometimes their beard will start to thin, their skin, will become paper thin...
If you're looking for a thrakard name, you might want to check out this website: FNG.
The name given at birth is not considered a true name by thrakard. Usually, only close family will use this name, and only clan member will even know about it. Others will simply use generic designation like "your baby".
A birth name often reflects what the parents hope will be the future of their child. On rare occasions, it might reflect an augury.
At the end of childhood, a thrakard will be given a hair name, which is temporary. Although this name will be more widely known, only close friends will use it, whereas the family will continue using the birth name. Others will generic designation like "daughter of" or "apprentice to".
Anyone but friends using a thrakard’s hair name are trying to emphasis they have a lower status, that they are a learner, somebody who is not in charge of their destiny.
Anyone but parents or maybe siblings depending on the circumstances, calling an adult thrakard by their baby name is insulting them, calling them a baby but with intimate knowledge making it worst.
Anyone, except maybe very close friends, calling an adult thrakard by their hair name is trying to indicate that they are subordinate to them, and that would only really happen with prior masters where there was such a relationship.
Each thrakard realm is governed by an elected ruler with a 50-year mandate. They do not have total authority, they are checked by the Council of Guilds.
The Council is composed of the headmasters of each guild. The most powerful headmasters are usually those from the Smithing Guild and Mining Guild.
Membership is for life, and unless deemed unanimously unfit by the other headmasters, a member cannot strike out of the records.
The Council can oppose any decision the current ruler makes if a notification is sent within a day and a decision made within a week.
What this means is that the ruler usually convene the Council before making any major decision or a decision that might be contentious.
The Council represents the Body of Laws. They codify every law, can present new ones and modify old ones with the consent of the ruler.
The Council is also responsible for the succession by organizing an election. Each clan and each guild is given a single vote. In turn, they each organize a poll within their community to determine who they will vote for. So, each thrakard has 2 votes.
The Council can also remove a ruler if they unanimously found them unfit to rule.
Thrakards have very thick compendiums of laws, especially concerning property, work, crating, contracts, trading and mining.
There are no real prisons. All punishments are fines. The gravest of offenses will also result in exile. If exile is too much and a fine not enough, ostracism (the temporary expulsion of a citizen from the realm) for a period of 10 to 100 years and in a few cases longer, is often considered on top of a fine.
If a fine cannot be paid within the set amount of time, the culprit is automatically ostracized for 10 years or until he can pay, whichever is longer.
Once the fine is paid or the period of ostracism concluded, a citizen is welcomed back into society as if nothing had happened. Referring to past transgressions is considered taboo.
Outsiders are fined and canned, then expelled and banned from ever coming back. Coming back means twice the fine and twice the canning.
In thrakard society, everyone is taken care of, usually by their clan or by their guild. There are no beggars, orphans or homeless people. Because of this, exile is the strongest punishment.
Like elledians, thrakards are not as religious as humans. They have a healthy businesslike approach toward deities. Usually, there is only one temple per settlement large enough to have one.
Contrary to most other aspects of thrakard life, religion is only loosely organized. If someone feels like being part of the cult of a certain deity, they can easily be part of it. Whether they are an acolyte or a priestess depends entirely on their dedication.
Their religions are so loosely organized that there are ceremonies only when an acolyte or priest feels like having one. They will go through the street and announce that they will officiate, welcoming anyone who has time and interest, sometimes letting people know what the subject of the sermon will be.
Those who show up do, those who do not show up don't. It is perfectly normal to leave one's work or close up shop in the middle of a transaction to follow a priestess, as it is to show up in the middle of their speech or not at all.
If a settlement doesn't have a temple or a shrine, it usually gets one when someone feels close enough to a god to petition their follow citizen for the building of a shrine or, if money permits, a temple. It will be dedicated to the deity in question.
The same principle is applied to new deities. If someone feels close enough to one who doesn't have a spot in the temple or shrine, they can petition their fellow citizens to build an altar or statue to this deity within an existing shrine or temple.
Most thrakard realms have a close relationship with Treocs communities. In exchange for protection, manufactured goods and the promise not to kill goats, treocs will sell dwarves grains, vegetables, fruits, cheese, clothes and other agrarian products, including goats and dried goat dung which is a cheap replacement for coal as a source of low heat fuel.
Soft-hearted, caring protectors and steadfast friends, thrakards are in with friends through thick and thin, right to the end.
They are the worst enemies you can have, but the very best of friends to conquer.
Strong and Tough. If you aren't, you're not a thrakard. They never show weakness or fear, and will only shed a tear for the great occasions such as a departed loved one.
Stubbornness. This trait often turns into a problem. To them, it's extremely important to stand by what you believe. They are very loyal and will stick with their principles. They will argue you to exhaustion, but if you're right in the end, they come around in a day or two and admit it to you. You’d better not make a big fuss about it, because you might lose that argument.
Truth. Although you can catch a thrakard in a white lie, by far and large, they see truth as a primordial element. They see truth in steel, gold, gems, rock and fire. They almost venerate them, seeing them as foundational elements of society.