The Realm

The world of Soura

Beneath the sun Kaelah and the silver eye of the moon Olmish turns a world with years of history — its own heavens, its own calendar, gods of every domain and eighteen great lineages. This is no generic backdrop. This is a place.

The heavens over Soura — sun, moon and planets
The heavens

A sky that truly turns

Soura rides through the dark in the company of six planets, warmed by the sun Kaelah and watched over by the moon Olmish, whose face waxes and wanes across a twenty-eight-day cycle. In the virtual tabletop, that very moon hangs overhead at its true phase for the date you're playing — astronomy you can look up at.

  • The world of Soura and its six sibling planets
  • Kaelah, the sun that rules the seasons
  • Olmish, the moon — a real 28-day phase cycle
  • The sky rendered live in the VTT at the date's true phase
The Souran calendar of twelve animal months
The Souran calendar

Twelve beasts mark the year

Souran time is reckoned in twelve animal months, from the Bear to the Wolf, each of thirty days — a 360-day year counted forward in the Kaelah Era. Within each month turns a cycle of thirty named days, from the Horse to the Owl, anchored to the phases of Olmish above.

12 months

Animal-named, Bear to Wolf, 30 days each.

360-day year

Counted in the Kaelah Era (KE).

30 day-names

Horse to Owl, anchored to the moon.

Eighteen great lineages · 90+ races and growing

The peoples of the realm

Every lineage carries its own origin myth, its own place in the world, and its own destiny to seize.

Draconians

Forged from the fires of creation and bound to dragonkind — metal, gem and color-scaled, free since the Chaos Wars.

Beastmen

Thirty-three hybrid kinds born of the Chaos Wars, savage and untamed on the fringes of the world.

Humans & Northmen

The most populous and adaptable — empire-builders driven by short, urgent lives to leave their mark.

Elves

Ethereal and ancient, masters of magic and archery, dwelling in forests, hidden cities and beneath the waves.

Dwarves

Stout folk of the deep earth — miners, smiths and brewers bound by tradition, honor and craft.

Gnomes

Diminutive tinkerers of boundless curiosity, in love with invention and the earth's hidden treasures.

Halflings

Cheerful and uncannily lucky — agile, stealthy rogues and diplomats who find joy in any hardship.

Sidhe

The immortal Fey Folk — capricious masters of enchantment and illusion, woven from the elements.

Lizardmen

Cold-blooded saurians of swamp and jungle — hunters, warriors and shamans attuned to primal energies.

Centaurs & Pegataurs

Living embodiments of nature's untamed spirit, roaming the open plains as free as the wind.

Winged & Raven Folk

Feathered highlanders — artists, dreamers and aerial warriors attuned to the celestial rhythms.

Half-Giants & Kin

Towering Ogres, Orcs and Trolls — immense strength and robust hearts, fierce and fiercely loyal.

Half-Elves

A duality of human and elf — graceful, adaptable, forever bridging two worlds that struggle to claim them.

Half-Dryads

Bound by an unbreakable life-link to a single sacred tree, nourished by sunlight, guardians of the wild.

Half-Satyrs

Creatures of music, passion and mischief, attuned to the wild rhythms of the forest.

Metamorphs

Shapeshifters of a thousand faces, moving as shadows, their true selves a secret kept even from themselves.

D'uuk Vhar

Enigmatic nomads steeped in mysticism and spiritual wisdom, walking a solitary, meditative path.

Dahvari

Quiet mystics of extraordinary psychic attunement — a stabilizing bulwark against the world's creeping madness.