Originally the main terrestrial sentient life on Thulia, the Thulians were most suited to the bizarre changes of the Sundering, having dealt with the mists rising from the gas giant when their moon was still whole. As their world orbited closest to the gas giant, they were subject to strange events and mutations whenever vapors rose from it.

Thulians take an active interest in crafting and trade. They were the first among the races to explore and create peaceful ties with their new alien neighbors. They tend to form guild houses and libraries quickly wherever they settle, sharing their knowledge and skill with any who would join.


Lineage and clan history are important to Thulians, and among their own kind, names are long lists of matriarchs. For outsiders though, they tend to shorten it to their first names and clan names.

Female names: Chirra, Esleen, Keechi, Ayechi, Katalia, Perena, Sheeka

Male names: Berok, Kiv, Kero, Shend, Jimen, Harr

Clan names: Seyune, Cheva, Bray, Tenkon, Benko

Favored regions

Shards of Thulia; Thulians are one of the most adventurous races, and may appear alone or in small groups on almost any shard.
Previous homeworld: Thulia land of midnight rainbows

Physical description

Thulians are tall, skinny bipeds with proportionally long arms. They have large, bat-like ears and leaf like noses. Their eyes glow slightly in the dark, but Thulians are otherwise suited to the midnight vistas of their home-world with dark skin tinged with green, blue, or purple tones that make them hard to see in the dark.



The areas in the Peacock Sky where Thulian lands still thrive have a magical buoyancy that mimics the low gravity of the moon they originally hailed from. At puberty, each Thulian (male, female, or other) must fight a bull Vurg by themselves. A young Thulian has the choice of killing the beast, or wrangling it as the start of their own personal herd.

It is at this time that a Thulian, successfully completing their initiation, receives their first flight cloak. These cloaks, made from the skin of a Vurg, retain their magical buoyancy, though not their bio-luminescent properties. With these cloaks, Thulians are able to stretch their long arms and propel themselves through the peacock mists for incredible distances. This opens the doors for a young Thulian to find mates on distant mountains.

A Thulian’s status in society is largely based on the size of their heard and their standing among their clan. Thulians live in clans of 30 to 100 individuals and are matriarchal. Each clan is led by a head matriarch and a council of her sisters, nieces, and daughters who are themselves heads of their families.

Females spend their early adulthood seeking out the smartest and most influential women to be their mentors, in their own clan houses or abroad. In their apprenticeships, they will learn the skills needed to organize their home clans into efficient and comfortable communities.

Males spend their early adulthood creating dowries for their eventual marriages. Some hunt and tame wild Vurg until they have impressive herds; others travel as merchants or mercenaries, gathering riches, artifacts, stories, and art to win over influential women or families.


There are many types of Thulian marriage, and any two or more consenting adults may get married. The Thulian idea of marriage is also extremely flexible, allowing same sex marriages without thought. They also have ceremonies for any person to marry into a clan without wedding an individual. Monogamy is uncommon in Thulian culture, and most individuals eventually marry more than once.

When Thulians marry, the male becomes part of his wife’s clan, and takes on responsibilities for the clan’s welfare. If he married women from multiple clans, he would be required to help maintain both communities. This could mean trading with other clans or foreign parties, doing skilled or crafting jobs, or staying at home to breed and watch the children.

Thulian matriarchs and council leaders strive to assign each clan member under them useful tasks that benefit the community. It is a point of pride for the Thulians that each member of a clan mostly does tasks that they enjoy.

Children are raised by the clan and considered to be children of the matriarch, though they often know who their birth mother is. Each Thulian has a title or surname based on their clan and the name of their Clan Mother.

Relations to other races

Thulians tend to be crafters and merchants by nature, if not by trade, and try to encourage good will with any race that will reciprocate. However, ruled by ancient aristocratic families, they often have strange laws and codes governing both trade and the crafting of goods. Each craft is governed by its own guild and sub-guilds. However, this bureaucracy belongs mostly to aristocratic families, and is often abandoned by the pragmatic peasants.

Favored Religions

Most Thulians still worship Lord Ayebegon as the creator god, passively if not actively. Tribute is often shown by wearing or displaying eyed feathers or eye designs. The aspects of Darkness, Hearth, Adventure, and Spark are also popular among Thulians.
However, as a whole, Thulians don’t take religion very seriously, caring more about politics and family ties than proving their religious conviction.


Thulians have a medieval level of technology. They build castles and towers, as well as other brick structures. While they have access to some kinds of siege technology, they have yet to discover gun powder as a civilization. They have access to magic, and indeed make great wizards and alchemists. However, as soon as any group of Thulians gets a hold of new technology, they form a guild for its research in hopes of reproducing it for sale.


Male adventurers tend to be seeking their fortune, either through business and trade, or collecting treasure from the Peacock Sky’s many ruins. Female adventurers tend to be looking for world experience that will help them someday lead; sometimes they seek women of power to teach them.

Thulian Racial Traits

Racial Ability Bonuses:* +2 Int, +2 Dex, -2 Con and a +2 to one of the remaining ability scores decided at character creation.

Medium with Reach: Thulians are Medium creatures and have no bonuses or penalties due to their size. Their long arms give them reach.

Normal Speed: Thulians have a base speed of 30 feet and a climb speed of 20 feet.

Eyes of the Night: Thulians see perfectly in darkness of any kind, including that created by spells such as deeper darkness. However, abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Curiosity: Thulians are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Merchant Soul: Thulians gain a +5 to any skill they use when bartering.

Thoughtful Discourse: Thulians may use their Intelligence rather than their Charisma when making Diplomacy or Bluff checks.

Thulian Weapon Familiarity: Thulians are proficient with katanas and the Thulian Bokte (special kind of badass club, will fill in stats soon!) and treat any weapon with the word “Thulian” in its name as a martial weapon.

Languages: Thulians are incredibly interested in languages. They begin play speaking the Thulian language and Thulia Polyglot. Thulians with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).


Peacock Sky Scrapophillia Scrapophillia