Many different peoples live in Thule. Humans of various tribes or ethnic groups are scattered across the continent, and vastly outnumber the people of other races—this is an age of humans, after all. But humankind is a young and barbaric race, and they still share Thule with peoples such as dwarves, elves, or halflings.

Permitted Player Races

While other older races exist they are xenophobic and may represent the last of their kind. ONLY humans can be player characters in Thule but there are many different human races and sub cultures. Races – Stats


A dying race, Atlanteans were once the most advanced and powerful people to be found anywhere on the Earth. The great empire of Atlantis was fabulously rich, and Atlantean magic and technology made the island empire a realm of marvels in an otherwise brutal and primitive age. But a little more than three hundred years ago, Atlantis was destroyed in a terrible cataclysm. Nine out of ten Atlanteans were erased from existence in a single day, breaking the worldwide dominance of the Atlantean race.

 Ability Scores: +1 Strength, +2 Intelligence. Broad Education: Atlantean characters begin play with training in any two Intelligence-based skills. Headstrong: Atlanteans gain advantage on saving throws against command, dominate, geas, and hold spells. Wealthy: Atlantean characters begin play with five times the normal starting wealth for their class. Atlanteans come from wealthy families with a number of heirlooms. Languages: Atlantean characters speak Low Atlantean (the common tongue), High Atlantean, and one bonus language. Atlanteans can choose any common or uncommon language they want, but not rare or secret languages (see Languages in Chapter 1). They can read and write in any language they know.


The Bytha come from small, barbaric kingdoms along the eastern shores of the sea. They are slight of build, with fair skin and brown or black hair. Small numbers of Bythan sailors and fishermen inhabit the Isle of Bones.

Coastal: +1 Constitution, +2 Dexterity or a free feat at 1st level, +1 Wisdom; swimming costs you no extra movement; proficiency with spears, tridents, nets, vehicles (water), and two tools from the following list: carpenter, cartographer, navigator, weaver, woodcutter; proficiency in either Acrobatics or Athletics.


The Dhari are the prevalent race of central and western Thule. They inhabit the jungles, forests, and hills of the continent’s interior basin, especially the regions of Dhar Mesh (from which they take their name) and the dry uplands of Nar.

Jungle: +2 Strength or a free feat at 1st level, +1 Dexterity, +1 Wisdom; Advantage on saves against poison and disease; proficiency with either herbalism or poisoner kits, and either Nature or Survival.


Most numerous of Thule’s peoples, the Kalays were the last of the major tribal groups to migrate to Thule in the time of the continent’s population by humans. They are the dominant race of the Kalayan Sea region as well as the Lands of the Long Shadow. Most Kalays are civilized, but some are barbarians, especially those who live in the shadow of the northern glaciers.

Mountain: +2 Strength or a free feat at 1st level, +1 Constitution, +1 Intelligence; climbing costs you no extra movement, Advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness); proficiency in either Athletics or Survival.


The most recently arrived of Thule’s human peoples, the Lomari came to the primeval continent only a few short generations ago, migrating from lands over the ocean. They are comparatively few in number and are dominant in only one city, Lomar. There are no savage or barbaric Lomari tribes, but Lomari  freeholds and homesteads are scattered throughout the hills south of the Kalayan Sea. Already these outposts are adopting more of the ways of their barbaric neighbors, although it is too soon to say that they have forgotten civilized ways.

Grassland: +1 Constitution, +2 Dexterity or a free feat at 1st level, +1 Charisma; Advantage on saves against fire as well as environmental effects of heat; proficiency in either Nature or Stealth.


Fierce warriors of the northern lands, Nimothans are a people without a homeland. The island of Nimoth now lies under the encroaching glaciers, and for decades the old kingdom of the Nimothan people has been abandoned to the ice. Migrating southward, the Nimothan tribes have carved out new lands for themselves along Thule’s northern coasts in places such as Nim, Rime, and the chiefdoms of the Thousand Teeth with bloody axes and burning brands. A southerly branch of the tribe conquered old Atlantean holdings in southern Thule long ago, and now makes up most of the population of the predatory city of Marg.

Arctic: +1 Strength, +2 Constitution or a free feat at 1st level, +1 Wisdom; Advantage on saves against cold as well as environmental effects involving cold, ice, snow, hail, etc; proficiency in either Athletics or Survival.


To the southwest, the forests of Umn Tsav are home to countless nomadic Umni tribes. These simple hunters and gatherers have no metalworking. Most Umni tribes are peaceful, but some are territorial or even warlike. Umni tend to be short and strongly built, with deep bronze skin, dark eyes, and black hair.

Forest: +1 Dexterity, +2 Constitution or a free feat at 1st level, +1 Wisdom; moving through nonmagical difficult terrain costs you no extra movement and you may move through nonmagical plants without being slowed by them and without taking damage from thorns, spines, or similar hazards; Proficiency in either Athletics or Survival

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