Narratives in Thule are the career of the character. They provide flavor in context. In other version of Thule, these provide some mechanical bonuses at the start (generally some bonuses to skills), and then some more hefty ones later on (hordes that you can call upon, favors, etc).
In RQ6 Thule, these are strictly the career, perhaps flavored a bit with their background. Here are the ones that map, and some very slightly modified ones to give it a better feel. I suggest picking up one of the books if you wish to add more for now, but my assumption here is that the narrative is strictly the career at the start. Most of the extra things come with more advanced characters anyways, and, in sticking with RQ6s apparent model, do not come without character work :)
Many of these are just default book ones with some flavoring. This doesn't mean there are not others, but they are not well represented in Thule lore. For example, a Dhari Hunter is not the only kind of hunter out there - there could be Lomari, Kalay, or Nimothan ones as well. They just look quite a bit different.
Another example would be Star Lore Adepts and Occult Scientists. They functionally are both sorcerers. One gets his knowledge by consulting the Great Old Ones, the other by research and obscure tomes.
Passions can also do this fairly well in some cases. Guardian of the Nine and the Sacred Slayer are good options there.
Atlantean noble
Courtier
Bearer of the Black Book
Scholar
Beastfriend
Beast Handler
Dhari Hunter
Hunter
Free Blade
Standard Skills: Athletics, Brawn, Endurance, Evade, Unarmed; Combat Style (Cultural Style), Combat Style (Specialty Style)
Professional Skills: Commerce, Culture, Gambling, Lore (military), Streetwise, Language (Low Atlantean, Dhari, Kalayan, Lomari, Nimothan, or Urgan), Survival
Golden Sea Corsair
Sailor
Guardian of the Nine
Standard Skills: Deceit, Influence, Insight, Locale, Perception, Willpower; Combat Style (Religious Order Weapons)
Professional Skills: Devotion (Pantheon, Cult or God), Exhort, Folk Magic, Literacy, Lore (Great Old Ones), Streetwise, Track
Ice Reaver
Standard Skills: Athletics, Boating, Brawn, Endurance, Locale, Swim; Combat Style (Specific Shipboard or Cultural Style)
Professional Skills: Acrobatics, Craft (Specific Shipboard Specialty), Craft (Animal Handling), Lore (any), Navigate, Seamanship, Survival
Initiate of Mysteries
Priest
Jungle Trader
Merchant
Katagian Pitfighter
Standard Skills: Athletics, Brawn, Endurance, Evade, Unarmed; Combat Style (Cultural Style), Combat Style (Specialty Style)
Professional Skills: Acting, Acrobatics, Culture, Commerce, Gambling, Lore (History), Lore (Strategy and Tactics)
Myrmidon
Warrior
Occult Scientist
Sorcerer
Panjandrum
Official
Quodethi Thief
Thief
Sacred Slayer
Standard Skills: Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Religious Weapons)
Professional Skills: Lore (Religion), Disguise, Language (any), Sleight, Streetwise, Survival, Track
Soothsayer
Entertainer
Star-Lore Adept
Sorcerer or
Standard Skills: Customs, Deceit, Influence, Insight, Locale, Stealth, Willpower
Professional Skills: Binding (Great Old One servants), Folk Magic, Healing, Lore (Alien Creatures), Language (Benthic, Draconic, or Mi-Go), Sleight, Trance
Tribal Outcast
Custom, should include Survival, Locale, and Customs.