// Tabletop Role-Playing Game

The Chronicles of Urum

The Chronicles of Urum is a dark-fantasy tabletop RPG in which ancient empires, powerful cults, and irreconcilable ideologies compete for a world on the brink. War rumbles across four continents, and rare, feared, coveted magic once again haunts the balance of power. You play characters touched by the Pull, the source of all magic: a dangerous gift that draws both allies and hunters. Between political intrigue, exploration of singular lands, and consequential choices, Urum asks a simple, terrible question: what will you do with power that can overturn the world's order?

Type: Tabletop RPG
Players: 2-6

Features

Original rules system

Game mechanics designed from scratch for a smooth, intuitive experience.

Unique spell creation

Players actively participate in creating the powers their characters can wield.

Rich world

Detailed lore with factions, cultures, a deep history, and mature themes.

Character creation

A flexible creation system for varied, unique characters.

The World

Urum is a tabletop role-playing game that transports you into a unique world. Every session is an adventure in which collaborative storytelling and player choices define the story.


The game system is designed to be accessible while offering satisfying strategic depth. Whether you are new to tabletop RPGs or a veteran, Urum will surprise you.

The Chronicles of Urum concept art: the Od plateaus

Lore & Magic

Lore

Les Chroniques d’Urum depicts a vast, dense dark-fantasy world where political powers have shaped society for millennia. War threatens everywhere. Rare but very real magic can at any moment upset the fragile balance among empires, cults, and nations.


Player characters move through this dangerous world with a special status: they are touched by the Pull, the source of all magic, which manifests in many forms. Whether they wield this force carefully or use it without scruple, their actions will leave a mark and the world will bear witness.


The planet has four continents, each home to a mosaic of peoples with divergent customs and ambitions. Characters can discover the ancient empire of Ush’tan and its cult of the Quadrumvirate, four deities embodying the many faces of life and death. They can also join the struggle against the Protectorate of Aëm on Mosplarok, a power determined to wage war on nature itself. Between singular places, ideological tensions, and long-running intrigues, Urum offers inexhaustible ground for adventure.


The Four Continents

  • Ryël: the former heart of the Méorémean Empire, now threatened by decline but determined to maintain its dominion over the free peoples of the Lower Region and the Jewel.
  • The Chronicles of Urum concept art: the city-state of Opale
  • Ush’tan: an ancient empire with singular customs, whose vastness and varied climates foster a rich, contrasting culture.
  • The Chronicles of Urum concept art: Sib'Rasshim, capital of Ush'tan
  • Umudosh: a cosmopolitan continent, a crossroads of trade and piracy where rare goods, secrets, and foreign influences circulate.
  • The Chronicles of Urum concept art: Tolimandi, the stilt city
  • Mosplarok: a land of greenery and ice, divided as much by its climates as by its convictions: on one side, the Protectorate of Aëm, an anti-magic, anti-religion dictatorship founded on steam and science; on the other, forest peoples supported by the Brumean Kingdom, the continent’s foremost naval power.
  • The Chronicles of Urum concept art: Aëm

Magic

In Les Chroniques d’Urum, every action is resolved with a tense, readable roll, and every spark of magic leaves an imprint. Success is possible, but the way it occurs matters, and the world will remember how reality was bent.


Rules: Rolls That Tell a Story

When a character attempts something, they combine what they are their attributes with what they know how to do their skills then roll a D20: the better prepared they are, the more favourable the success threshold. The difference between potential and result does more than say yes or no: it measures the scale of success or the severity of failure, from an act snatched at the last moment to a near-mythical feat. And sometimes the die goes awry: an extreme result can spiral out of control and turn an action into a legendary moment or a memorable catastrophe.


Magic: the Pull, a Door to Control

Magic is not a simple power button: it is an inner force, the Pull, that must be opened like a door. Too little and will leaves no imprint on the world; too much and power becomes capricious, influences actions, overflows, and can wrest control away at the worst moment. Even at the heart of a “simple” action, the P can colour the moment: a success with a price, a supernatural detail that reveals what the character carries within.

The Chronicles of Urum concept art: a knight of the Ordering Church invoking the power of light

Spells: Magic to Shape

Spells are built as forms: preparation time, range, power, duration, stability, influence, choose a profile, and therefore a risk. Raw impact, subtlety, and persistence each have a cost: the more magic forces the world, the more it exposes the person who channels it.


Rumour: The World Speaks

With every poorly channelled spell and every overflow, something spreads. This Rumour is a whisper in Urum’s veins: it attracts attention, triggers signs, creates complications, and gradually turns the caster into a point of friction with reality. The more characters persist in bending the world, the more it responds sometimes with an omen, sometimes with a debt.

Gallery

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