From World of Charun

"Clouds that thunder seldom bring rain."
- Old Uluthar saying

Uluthar Wizard
Uluthar Wizard



Sun Glade lies in the West Sea, surrounded by a maze of sharp rocks and cliffs hidden beneath the surface of the sea. Only the Uluthar inhabiting the realm know the safe passages through them, and they keep it a well guarded secret. If that is the reason behind Sun Glade being the oldest surviving nation in Charun or not depends on whom you ask. The magnificent Mórail architecture once found across Charun, with towering spires that seem to touch the sky itself, blended with rivers, lakes, forests and gardens with exotic trees that no longer exist on the mainland, can still be witnessed there – if you are Mórail, that is, for no other races are allowed to enter the realm and they are forced to stay in the small harbour area known as the “Foreign Quarters”.

More about: Sun Glade


Uluthar (ulu-tha-r) translates from the Mórail language to "island-dwellers of divine origin". The Narghali called them Eilmórail, which translates from Ancient Narghalan to the "high born of the isle". In ancient Necharam they were called Abãtu Emqu, which translates from Old Necharami to "the wise ones of the sea"

Life expectancy and Fertility Rate

The Uluthar share their life expectancy and fertility rate with the rest of the Mórail.

More about: Mórail

History and Origins

Mórail legends tell of their arrival to the continent of Charun, sent by the gods on ten thousand ships from the southwest. They settled down on the islands today known as Sun Glade, where the Uluthar remained. The other kinships all left their realm.


The Uluthar share the physical build of the Mórial. They differ in that they have black hair.

More about: Mórail


The Uluthar share their language with the rest of the Mórail.

More about: Mórail


Governmental Form

The nation consists of nineteen provinces, each governed by one of the noble families that partake in the Council of Valour ruling the realm. The head of every noble family is known by the title of “prince”. The bloodline that determines nobility amongst the Uluthar is that of the heroes of ancient times. In theory it is possible to advance to nobility today, but that would require grand heroic deeds from an individual.

The noble family in charge of a province is responsible for governing it properly, ensuring that the region prospers, its inhabitants are provided for and a sufficient number of warriors are trained. These warriors are what make up the army of Sun Glade

The Council of Valour gathers once every three months, unless the situation demands else wise, in the coastal province of Alathun, where great palaces look over the sea and a large part of the Ulutharin fleet is assembled. Humans often refer to Alathun as the capital of Sun Glade. Prince Thuaeal Alathun, who is the head of the Alathun family, is by many considered to be the most powerful of the Ulutharin nobles.

More about: Sun Glade Provinces

Social Stratification

The Uluthar share their social stratification with the rest of the Mórail.

More about: Mórail


Sun Glade is fully self-sufficient. Their island is filled with fruit and herb gardens, fields and vineyards. Iron, copper and gold mines are found in their realm, as well as a large gem mine. The Uluthar do, however, trade with mankind – even if the scale is quite modest. It is believed that they do so mainly as a demonstration of their culture’s superiority. The most expensive luxury items found in Charun originate often from Sun Glade. Goods such as silk, fine wine, musical instruments, elaborate jewellery, honey, exotic fruits and berries are exported to the Three Isles, where they are either consumed by the nobility or bought by merchants who ship them further to off corners of the world. The Uluthar themselves rarely sail off Sun Glade to trade; instead human merchants visit them and trade in the area known as the Foreign Quarters. All merchants are piloted through the sharp underwater cliffs by Ulutharin ships, in such a manner that no one can succeed in making a mental map of the route.


Sun Glade has one of the mightiest armies in Charun, efficient in an offensive – and invincible when defending their realm. Those that have tested their defences have experienced a bitter defeat, often not even setting foot upon Ulutharin soil. They are known as the Sun Legion and number a total of 10.000 soldiers.

Their fleet is legendary, with fast, slender ships that are able to manoeuvre around enemy vessels with great ease. The feared Ulutharin wizards and war-machines are often found on their ships, as they are ashore, and they are capable of wreaking unmatched destruction. The wizards and war-machines do not only guard the shores towards the sea, but also the aerial space above the island. Quoting an old Ulutharin saying: “Woe the dragon that attempts to land on Sun Glade, he is due death before his clawed feet touch our green, pierced by ballistae and torn apart by magic!”

Ulutharin infantry is equally legendary for their courage and skill. It consists out of two groups, out of which the first one is the Sun Guard - an elite force of 4000 heavily armoured knights. It is said that ten ordinary human soldiers are needed to defeat a Sun Guard. The other, larger group are the Kin Guard - they are an auxiliary force consisting of regular soldiers, all equipped both with bows and swords. The discipline in combination with the skill of the Ulutharin soldier is probably what has made them prevail in battle after battle.

Some provinces have excelled in developing elite troops, famed for their skill and courage, such as the Ethaelian Archers, Lendian Halberdiers or the Swordbearers of Nilaithas.

Last but not least one must account for an important part of their defence, which is the maze of underwater rocks and cliffs surrounding the island that only the Uluthar know the passage through.

More about: Sun Legion


The Uluthar share their technology with the rest of the Mórail.

More about: Mórail



The Uluthar regard themselves as the most civilised and wise of all mortals and they have developed complex social rules unique to their realm. Politeness in every situation is considered highly important. Raising one’s voice, or showing signs of impatience, anger or fear is seen as weak and uncivilised. An Uluthar is expected to discuss a declaration of war with the same calm as a trading agreement. However, their view on polite behaviour differs greatly from that of others. Non-Mórail often experience it, in combination with their arrogance and overconfidence, as insulting, which is understandable. An Uluthar never offers or takes the hand of a non-Mórail, since they consider them filthy. Neither do they stand too close to non-Mórail, nor eat (unless they have to) their food. Most Uluthar abroad complain continuously and indiscreetly about others' low living standards.

Few crimes take place on Sun Glade, and the occasional disputes that surface are solved in a civilised, calm manner – often between the involved. If they can not reach an agreement, the house of nobles governing the region are consulted.

Sun Glade holds the Kurashi Pirates as their enemies, especially since the pirate attack upon their realm in 854 III. This has also led to most Ulutharin viewing all of similar trade, be they buccaneers, marauders, pirates or corsairs, as potential foes.


The Ulutharin diet is considered luxurious across the world, and it is exported to nations where the rich and powerful pay princely for the exotic wine, fruits and pastry considered everyday food on Sun Glade

The Uluthar share their ethics regarding eating meat with the rest of the Mórail.

More about: Mórail


The Uluthar share their view on marriage with the rest of the Mórail.

More about: Mórail


(insert text)


The Uluthar share their games with the rest of the Mórail

More about: Mórail


Clothing vary greatly, depending on their trade in life. Artisans often dress in tunics and trousers, while those of scholarly trade prefer sophisticated robes and mantles. Most of their clothes are made out purple, blue or white silk, embroidered with gold thread.

Gold jewellery with beautiful gems, such as tiaras, rings, necklaces and earrings, are worn in plenty by both sexes, and the nobles often use decorative facial paint.

Weapons and Armour

Life on Sun Glade is peaceful, with no creatures posing threat to its inhabitants. Children are free to play everywhere, and all can travel across the realm safely, even when unarmed. The fact is that it is very rare to see an Uluthar wearing armour or carrying a weapon, that is not a tool, within their realm. Few, who do not pursue the path of a warrior, know how to fight – which is rather different from the mainland inhabitants, who face perils even within civilisations.

The Uluthar are, however, far from unable warriors. Their smiths are renowned for their skill, and none in today’s Charun can match their craft when it comes to forging steel broadswords, war swords, greatswords or halberds. They were the ones that invented the halberd and developed it into perfection during the Second Age. Today it is often carried as a ceremonial weapon during official gatherings.

The regular Uluthar, who is not part of any detachment of their army, usually fights with sword or halberd, wearing a mail hauberk. When it comes to soldiers of Sun Glade, their equipment varies greatly. The Sun Guard are an elite force that wear elaborate full plates and greatswords, while the Kin Guards that make up the core of the infantry are equipped according to traditions found within their province of origin.


The Uluthar use the Mórail Pantheon, with Estaithios the Trusted One as their patron deity. Great and powerful knights and priests are found amongst his worshippers, and the magnificent temples built in the God’s honour are said to be imposing enough to bring a first-time visitor into tears. Most gods from the Mórail Pantheon have small, beautiful shrines across the Island, and each one is said to have at least one great temple.

Player Characters

Uluthar names for your character: Mórail Names


The Uluthar are part of the Civilized Faction, along with other Mórail and (most) humans.


Location in Charun: Sun Glade

Population: 45,000

Settlements: No real city or town exist on the island - instead beautiful buildings, towering spires and temples cover most of the area, blended with rivers, lakes, forests and gardens.

Army: The Sun Legion, 10.000 soldiers (4,000 Sun Guards, 5,000 Kin Guard auxiliaries, 500 Ethaelian Archers, 300 Lendian Halberdiers, 200 Swordbearers of Nilaithas, and an unknown number of battle-wizards)

Government form: Aristocracy, ruled by the Council of Valour, with representatives from the different noble families.

Heritable Mutations

The Uluthar are prone to genetic, heritable mutations, some of which are harmful. They have the following ingame effects:

Genetic immunological memory:
Mórail immunological memory leads to a very effective immune system that quickly detects and defeats diseases encountered in their bloodline's past. All Mórail are immune vs diseases.

Tertiary infertility:
Mórail females suffer from tertiary infertility among the females, where the women have difficulties conceiving after already having done so twice. Even those rare females without the mutation have great difficulty in childbirth. Mórail female characters will have difficulties conceiving thrice.

Keen Senses:
Mórail have an ability to combine sensory information from visual, auditory and tactile senses into a very detailed perception of the enviroment. As an example, they are able to use echolation through the noise they are making, and then interpreting the sound waves reflected by nearby objects. This lets them identify the location and size of nearby objects, steer around them and also detect small movements relative to objects. All Mórail gain a racial +2 bonus to the listen, spot and search skills. They also gain the Keen Sense feat.

Heritable haemophilia:
Mórail suffer from a genetic disorder that impair the body's ability to control blood clotting or coagulation, which is used to stop bleeding when a blood vessel is broken. All Mórail have a weakened regeneration of Stamina out of combat.

Meat intollerance:
Mórail are subjected to a mutation that makes it near impossible for them to digest meat, poultry or fish as a result of being vegetarians for thousands of years.

Heritable Intelligence:
The Uluthar genetic mutation results in photographic memory and the ability of complex logical and mathematical thought. They can work out extremely complicated mathematical equations in their minds in a very short amount of time. The Uluthar are also speed readers and are able to remember 90-99% of everything they have read. They often end up memorizing thousands of books during their lifetime.

Ability Modifiers:
INT +4, STR -2, CON -2

Cultural Modifiers

Ulutharin Martial Training:
While the Ulutharin are neither as nimble nor as sturdy as the other civilized races, they have developed a fighting style that relies more on intellect than brute force, coldly calculating moves and reactions like a chessmaster. At 14 INT and every 2 INT thereafter, Ulutharin Knights and Soldiers gain a +1 bonus on all melee attack rolls.


The Uluthar have the following cultural classes, which they can choose from during character creation. Following levels may be taken in the general classes (rogue, mystic, warrior) or in the cultural class chosen during character creation.


Native Tongue: Mórail
You can always speak your native tongue as long as your INT is above 0, but you will not have any "language slots" at INT 7 or lower.
If your INT is 7 or lower you will not be able to understand languages other than your native tongue, regardless of whether you know them or not.

Faction Common Tongue: Islean
At INT 8 you will be given your first language slot, which if starting with INT 8 or higher will always be used for your faction's common tongue. If the native tongue is the same as the faction tongue, the slot can be used for a secondary language.

Secondary Languages: Ulutharin can choose from all languages.
At INT 10 and each 2 INT after that you will be given another language slot, which can be used upon entering the game for the first time to pick a language from the secondary languages list. Language slots may also be used later to learn new languages.

Back to: Mórail | Races