Thundar
Thundar is a minotaur wizard whose physical courage, illusion magic, and openhearted loyalty make him one of Alex Roth’s original cabal-mates and, eventually, a dependable leader in the war against the Ravener.
Biography
The cabal takes shape
Thundar enters Baelin’s survival test as a first-year wizard already accustomed to vigorous clan brawls, rites of passage, and fighting with a mace. He volunteers for the front because his nose and durability suit that risk, then makes his limited first-tier repertoire count: body strengthening lets him carry and protect less powerful teammates, while an illusory duplicate divides attackers’ attention. His readiness to conserve magic, accept advice, and put himself between danger and the group helps turn four wary students into an effective unit. (Chapters 40–45)
The friendships created in the Barrens become the cabal because Thundar chooses mutual aid rather than competition. He offers Alex practical support in body work, shares the Cleansing Movements, and accepts tutoring where his own coursework is weaker. At the same time, he brings his clan’s Festival of Ghosts into the group’s home life, cooking and leading a remembrance for their dead. These choices reveal that his bravado rests on communal obligations: strength matters because it should preserve kin, memory, and companions. (Chapters 90–102)
That confidence is badly tested when a mana vampire seizes Najyah and nearly drains him to death. Khalik blames himself for the delay that exposed Thundar, while the rest of the group refuses to abandon either friend to guilt. Thundar survives a long recovery and returns determined not to be blindsided again. The injury does not make him retreat from danger; it gives his later enthusiasm a harder edge, because he now knows how quickly a normal school day can become a fight for his life. (Chapters 140–160)
Competition and expedition
In the Games of Roal, Thundar deliberately measures himself against people whose lives also revolve around strength. Fighting beside Theresa Lu and Grimloch, he uses enhancement spells and his mace to keep the team moving through a brutal melee, helping them take first place. The victory validates the mixture of wizardry and physical combat he once had to defend, but the demonic attack that follows turns celebration into disaster. Thundar again chooses the group over glory, standing with friends as a public contest becomes real war. (Chapters 210–251)
At the Research Castle, he becomes part of a prolonged campaign rather than a single survival exercise. He scouts, fights Ravener-spawn, supports field teams, and lends strength wherever the expedition’s work demands it. His role is frequently to make other specialists safer: duplicates draw attacks, enhancement magic increases an ally’s physical force, and his mace closes the distance once ranged plans have disrupted an enemy. Repetition under pressure makes him less reliant on instinct alone and more comfortable fitting his aggression into the cabal’s layered tactics. (Chapters 256–350)
The campaign’s losses also deepen his responsibilities outside combat. By the end of the expedition, Thundar takes point in organising the next Festival of Ghosts, choosing the site where survivors will remember those killed during the Games. He speaks openly about how little time any of them may have and urges his friends to act on important feelings before another battle removes the chance. His response to death is neither denial nor resignation: he preserves the dead through ritual while pushing the living toward decisions they would otherwise postpone. (Chapters 362–392)
Demons, family, and responsibility
Thundar carries that commitment into the Research Castle’s next crisis. He helps honour the fallen, then joins the dangerous tunnel operations beneath the castle, where force armour and duplicates protect him against spear-flies while his companions control collapsing earth and hidden attackers. He fights hard, but the experience also reinforces reliance on specialists such as Khalik and Theresa. The cabal’s survival depends on each member trusting another person with the part of the battlefield that their own magic cannot master. (Chapters 401–428)
During the expedition into the hells, Thundar’s illusions grow from a single distraction into a battlefield system. Multiple copies confuse demons while the real minotaur attacks with mace and force magic; later, he practices making the duplicates more individual and teaches illusion principles to Drestra. The lessons become personal because Drestra tells him that his trust helped her resist the wrath-field and reveal her draconic form. His fascination with her power develops into affection rooted in shared danger, confidence, and an ability to laugh after fear. (Chapters 475–553)
Thundar’s first attempt at courtship fails spectacularly, but he lets his friends see the embarrassment and turns it into a story rather than a wound to pride. His openness helps Drestra approach him, and their partnership takes shape while they continue preparing for war. He rides her true form into battle, uses force-enhanced crossbow bolts from the air, and stands with her against the First Apostle. When friends die or are gravely injured, his rage becomes focused protection rather than solitary vengeance, showing how far his sense of responsibility has expanded beyond proving his own strength. (Chapters 467–470 and 623–632)
Preparing for the end of the cycle
The revelations in Uldar’s sanctum leave Thundar grieving and furious, yet he stays with the cabal as they replace divine certainty with evidence and planning. He supports Alex when the restored General must coordinate Heroes, Watchers, and foreign allies, and he continues training rather than treating loyalty as a substitute for readiness. His presence gives the group a direct, emotionally honest voice: he can mourn Carey and rage at the hidden church while still returning to the work needed to stop the cycle that killed her. (Chapters 633–755)
As Alex’s new Mark accelerates instruction, Thundar struggles with mana manipulation and nonverbal casting but persists. Illusion training gives him an unexpected advantage in noticing shapes, textures, and the meaningful structure of arrays. He learns Planar Doorway, Mana Regeneration, True Seeing, and more powerful force and illusion spells; by the Welling exercise, he can combine a fifth-tier force attack, sixth-tier spells, concealed hazards, flight, and duplicates in one continuous plan. His development is therefore not a simple rise in force, but an improvement in precision, deception, and parallel tactical thinking. (Chapters 777–838)
He also chooses a future rather than letting war define every ambition. Thundar wants adventure, monsters, treasure, and the exhilaration of dangerous work, but he also wants to remain beside Drestra through her immense draconic lifespan. That desire changes longevity from an abstract magical prize into a relationship commitment. His earlier willingness to accept a proud death remains part of him, yet he now intends to search for a longer life because there are people and experiences he actively wants to keep choosing. (Chapters 789–824)
War and legacy
In the final campaign, Thundar operates as a veteran member of a coalition rather than a student seeking Baelin’s approval. He helps divert the skyfire away from the army, uses illusion and force magic in the fae wild, destroys escape routes, and protects the expedition within the Ravener’s underground complex. His best contributions depend on coordination: he hides Alex’s magical traps, screens allies with duplicates, and combines pressure with Khalik, summons, and the Heroes instead of chasing a solitary victory. (Chapters 842–875)
When the Ravener finally appears, Thundar uses images of Uldar to obstruct its sight while the coalition attacks the master it was built to serve. The tactic represents the mature form of his magic: an illusion is not merely a decoy for his mace, but a way to control what a vastly stronger enemy can perceive so that others can act. He survives the destruction of the Ravener and celebrates the victory with the same people whose friendship began in the Barrens. (Chapters 886–897)
After the war, Alex offers the coalition an immortality elixir distilled from Uldar’s essence. Thundar drinks immediately, choosing endless years of travel and battle and refusing to leave Drestra behind during the centuries before she reaches full growth. The elixir halts his ageing and strengthens his body; Drestra postpones her own dose so it will not arrest her development. At Alex and Theresa’s wedding, Thundar remains the exuberant cabal leader in spirit, turning survival into dancing, friendship, and plans for an open-ended future. (Chapters 902–906)
Appearance and personality
Thundar is a towering minotaur, more than seven feet tall, with horns, hooves, fur, a heavy frame, and arms initially compared to Khalik’s thighs. His size lets him carry two adults across broken ground and makes cramped tunnels a serious tactical limitation. He commonly carries a large flanged mace and later fights from Drestra’s back with a magically enhanced crossbow. His expressions and posture are highly readable despite his imposing build, especially when embarrassment or excitement overwhelms his attempt at dignity. (Chapters 40–44, 113–124, and 623–721)
He is loud, competitive, fond of food, alcohol, combat, and teasing his friends, but his humour rarely hides what he values. Thundar treats courage as service to kin and kith, remembers the dead through his ancestors’ customs, and can admit fear, romantic uncertainty, or grief in front of the cabal. He enjoys being strong, yet repeatedly uses that strength to carry, shield, teach, or encourage others. By the end of the corpus, his brashness remains intact while his judgement, patience, and willingness to plan have grown around it. (Chapters 46–102, 392–470, and 789–906)
Magic, abilities, and skills
Thundar combines minotaur physiology, close-quarters weapon skill, body-enhancement magic, force spells, and increasingly sophisticated illusions. Early limitations in range and mana make teamwork essential; later training expands his spell tiers and mobility, but he continues to fight most effectively when deception creates openings for his physical force or for an ally’s attack.
Minotaur strength and mace combat
His natural size, hide, muscle, smell, and speed make him a durable front-line scout and combatant before enhancement magic is applied. He can detect threats by scent, carry companions across gaps, withstand impacts that would badly injure a smaller person, and wield a flanged mace with enough force to break bones and stone-bodied enemies. Constricted spaces limit his reach, ranged opponents can keep him from closing, and physical toughness does not protect him from mana drain or enemies powerful enough to ignore ordinary blows. (Chapters 40–45, 79–80, and 113–142)
Thundar’s combat style becomes more disciplined through Baelin’s course and repeated group battles. He uses the mace as a finishing weapon after spells or allies disrupt an opponent, and he learns when to protect a flank rather than charge. Later he adds armoured flight and a crossbow whose bolts are strengthened by force magic, especially while riding Drestra. These weapons remain practical contingencies, not sources of his magic: they let a wizard continue exerting pressure when distance, mana, or the environment makes a preferred spell inefficient. (Chapters 225–227, 525–539, and 628–721)
Body enhancement and defensive force magic
His earliest signature spell strengthens the body by channelling mana into a target, increasing the force and endurance of his own muscles or those of an ally. He uses it to transport teammates, overpower monsters, and reinforce Grimloch or Theresa for decisive physical actions. It lasts only while the spell remains active, consumes mana, and does not erase structural limits; an enhanced fighter can still be overwhelmed, trapped, or injured when the effect expires. Thundar’s attempt to learn life enforcement fails because the power makes him feel as though he might explode, so his enhancement remains wizardly spellcraft rather than that discipline’s permanent transformation. (Chapters 40–47, 79–102, and 225–227)
Force armour and shields reduce damage while he fights at close range, and his later force repertoire adds bolts, explosions, and blade-like hazards. By Chapter 838, he can cast a fifth-tier cone that pulps advancing spawn and use the sixth-tier Ephemeral Shards to fill an area with force blades. These spells give him genuine ranged and area control, but their mana cost matters during extended battles, and the blades become far deadlier when combined with concealment rather than used as an obvious obstacle. (Chapters 113–114, 420–421, 721, and 838–851)
Illusions, perception, and misdirection
Illusory Duplicate initially creates one intangible copy that imitates Thundar closely enough to split an attacker’s attention. The image cannot strike or pick up physical objects, and perceptive enemies can sometimes distinguish it from the real caster. Thundar develops the spell by studying shape, texture, motion, and environmental detail; he eventually produces several varied copies, wins the top place in his illusion class, teaches Drestra, and uses the same analytical habits to recognise hostile illusions. (Chapters 40–43, 79, and 505–571)
His mature illusion craft controls a battlefield’s information. Everlasting Image conceals Ephemeral Shards while allies see the true danger; duplicates draw Ravener-spawn into traps; Disguise Self hides Alex’s Mark; and True Seeing exposes concealed enemies. He can also mask a prepared channel so that monsters run into layered force, earth, and magical hazards. Illusions still do not supply physical force on their own, and exceptionally complete effects can resist ordinary scrutiny, so Thundar grounds himself, checks inconsistencies, and combines perception magic with allies’ senses instead of assuming he cannot be deceived. (Chapters 553–624, 742–777, and 827–894)
Mobility, spell recovery, and practical leadership
Under Alex’s instruction, Thundar learns to break arrays into meaningful components and replace parts of incantations with small movements. He masters Planar Doorway for rapid repositioning, flight and invisibility for scouting, and Mana Regeneration to recover reserves during long operations. Mana manipulation and silent casting remain difficult for him, and he says so openly, but illusion study helps him recognise the patterns that make the methods workable. His latest demonstrated state combines advanced force, illusion, mobility, perception, and recovery magic without abandoning mace combat. (Chapters 742–838)
Outside formal spellcraft, he practices the Cleansing Movements, cooks, organises memorial rites, reads battle momentum, and maintains group morale through humour and candour. These skills matter because his leadership is relational rather than official: he invites advice, admits what he cannot do, and makes allies feel their strengths belong in the plan. That approach lets him teach Drestra, support Alex’s command, and become the dependable war leader foreshadowed by his earliest instinct to take the front. (Chapters 91–102, 392–403, and 478–906)
Power progression
| Stage / Realm / Ability | Chapter(s) | Notes |
|---|---|---|
| First-tier spellcraft | 40 | Thundar identifies body strengthening and Illusory Duplicate as his first-tier starting spells during Baelin’s survival test. |
| Fourth-tier spellcraft | By 800 | Thundar directly identifies himself as a fourth-tier caster when Operation Everybody Lives begins. |
| Fifth-tier spellcraft | By 834 | The cabal’s extended training directly confirms that Thundar and the other fourth-tier casters have broken through to fifth-tier. |
| Sixth-tier spellcraft | 838 | Thundar casts fifth- and sixth-tier spells in parallel during the cabal’s final campaign exercise. |
| Immortality elixir | 902 | Thundar drinks the completed elixir, permanently ending ordinary aging while retaining the possibility of death through violence or other causes. |
Relationships
- Alex Roth: Cabal-mate and close friend whose plans Thundar challenges, supports, and eventually helps execute as a senior battlefield partner.
- Khalik Behr-Medr: Fellow first-year and frequent partner in planning, teasing, study, and front-line action; their friendship survives guilt, injury, and war.
- Isolde: Cabal-mate whose formality clashes comically with his bluntness while her disciplined magic complements his physical and illusion-based style.
- Drestra: Hero, illusion student, draconic battle partner, and eventual romantic partner for whom he chooses immortality.
- Grimloch: Friend and fellow powerhouse whom Thundar strengthens and fights beside in competitions and real battles.
- Theresa Lu: Trusted warrior whose life-enforced combat ability combines effectively with his enhancement magic.
- Claygon: Cabal family member whom Thundar encourages as Claygon develops humour, independence, and a chosen protective role.
Items
- Flanged mace: Thundar’s habitual close-combat weapon and a practical fallback when mana, range, or spell conditions work against him.
- Magically enhanced crossbow: Ranged weapon used from Drestra’s back with force-enhanced bolts during later campaigns.
