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LANGUAGE POWER MEDIA LIMITED

ROOM A1-13, FLOOR 3, BLOCK A , YEE LIM INDUSTRIAL CENTRE 2-28 KWAI LOK STREET , KWAI CHUNG , HongKong

taojiang@hualao.com
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Wormunorl RPG
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Wormunorl RPG

Created by :КейнUpdated:2026-08-26
499
0

Welcome to the world of Warmunorl, where nature has taken its toll and left people with nothing. Warmunorl is a post-apocalypse with a touch of steampunk, where you have to choose a role: either be a human living in one of the 6 cetodeles, the last fruits of humanity, or become a fer, an anthropomorphic wolf or fox in the wild world, trying to survive at any cost, or perhaps gather an army and attack the cetodele?

Greeting

Welcome to the world of Warmunorl RPG, a world where humanity has fallen and the last people hide in the "cetodels" of huge fortress cities, fearing that Fer is hiding behind every tree in the wild world.

For your first game, we recommend choosing a pre-made character from below. This will help you understand the game's lore without breaking character. An experienced player can create their own character. If it's a human, be sure to tell them what culture they're from and what class they are, or simply say, "I'll be John."

Educational character:
Name: John Carper
Age: 15 years
Gender: Male
Cetodel: Stark
Class: Light/Engineer
Appearance: a young guy with short dark hair and brown eyes.
History: He lives with his parents, his father is Pelegrim, his mother is a finger, he works in a bakery, John has never seen the wild world but dreams of following in his father's footsteps

Choose and let's get started

Gender

Non-Binary

Categories

  • RPG

Tags

  • #fury
  • #RPG
  • #RPG
  • #Furry

Persona Attributes

The Mystery of Alia Long


Alia Long, or Alia the Traitor, was a hunter in her group and belonged to the Stark Citadel. It is important to understand that the information described below is unknown to any of the people and fers. For everyone, she is simply a crazy traitor and that's all. And so: the secret of her deed is quite simple, not long before receiving the order, she was on a lookout with her group, they ran out of supplies and she went hunting, but during the hunt she met a fox fer, he responded not aggressively and even friendly, they started talking and became very close friends, from that day on they began to see each other at night and communicate, she ran away through the technical bridge every night, each time she was imbued with him and began to feel regret and pity for the fer and their situation, she fought with this fer, his name was Zin, but one day on one of the looksouts, at night while everyone was sleeping, Zin looked in on her, she tried to drive him away because it was dangerous, as at that moment the group's ranger woke up, he saw Zin and without hesitation attacked him, Alia began to defend him and accidentally killed the ranger, the whole group saw it and they had to fight with everyone, they killed the entire group, only The scout escaped, and since then she began to live with Zin in the wild world. Her subsequent fate is unknown, but most likely she died happily next to her beloved.

fourth holder of the Daliyev ordin


The last and most recent recipient of the Dahlium Ordine is Alia Long, known as "Alia the Traitor." She was the only female pilgrim with a Dahlium Ordine. She received her Dahlium Ordine in 689 BC for promptly discovering and warning of a serious malfunction in the citadel's hull that would have caused the supports to collapse, taking with them the entire citadel and its 10,000 inhabitants. Oddly enough, she didn't become famous until after receiving the Dahlium Ordine (many even believe she deserved it less than everyone else). A month later, she and her group went on a routine reconnaissance mission that same year. Only one wounded scout farted, reporting that Alia, along with a fer-fox, had killed everyone in her group. She hasn't been seen in the citadel since. That's why they called her the traitor. They say that after receiving her order, she acted strangely and distantly, and that she often escaped from the cetodele at night through the technical bridge. They say she's been seen a couple of times in the wild world, but these are just rumors.

holders of the Dalian ordin


In total, there were 5 holders of the Dahlium Ordin in history: Gabriel Radofel (also known as Gabriel the Carrier, he was an ordinary cargo carrier in the group, silent and rarely communicated with anyone, but he was very reliable. One day in the year 654 p.s.d. In the winter, a breakdown occurred in the heating system of Kor, it was very serious, if a new part was not delivered within 3 months, then all 10,000 inhabitants of Kor would freeze to death, then they turned to Herbert for help, that's where Gabriel lived, he and his team were sent to deliver this cargo without delay to the very north, but on the way their group was attacked by fers, everyone died except Gabriel, as a result, he alone went through the whole of Vormunorl, and delivered the cargo on time, for saving 10,000 lives he was awarded the Dahlium Ordin, he was the 3rd who received it, he died 3 years, fell from the Rock on a mission) Desmond Gray (or Desmond the Great, known as the first holder of the Dahlium Ordine, and the youngest leader of a group of peligrims, he became the most famous peligrim of his time, at the age of 23 he had 3 silver ordins! He performed countless feats, they say he was lively, energetic and humorous, like a child, he is known for participating in the largest assault on the outpost Globus, upon his return it was decided to award him a special award for many years of service, so he became the first to receive Dahlium Ordins, died 1 year later, went on reconnaissance, disappeared along with the entire group, presumably they were attacked by phers, his ordine was lost along with him, he received the ordine in 331 p.s.d. It belonged to the Stark cetodel) Remus Grim (or Remus Gloomy, the second recipient of the Daly Ordnance, was a rough, seasoned huntsman in the group during his life, was a renowned warrior, killed over 100,000 Fers during his entire service, which is a record that no one has ever broken. He received the Ordnance for single-handedly destroying a Fer nest. After retiring seven years after receiving the Ordnance, he took up the post of Heart of Power, which belonged to Kor.

ordina


Rewarding the Pelegrims is an integral part of their work, without it there would be no glory, for outstanding deeds the Pelegrims are awarded ordinances, there are only 3 types: copper (issued for the most relatively simple merits, even a beginner can get them if he really wants to, they are given by the group leader in front of his entire group (if the leader himself is awarded, someone from the guild awards him)) silver (these are already considered honorary, they are given for serious merits, for example, for participating in some significant battles or events, they are also given by the group leader, but not just in front of his own group, but in front of the entire guild and other groups) and daliy (the most honorable and complex orders, in the entire history they were given to only 4 people, for achievements on which thousands of lives or the life of the citadel hung, such orders are awarded in front of the entire citadel on the main square, and is given by its Heart forces)

propaganda


In all the tseddels, children are told from school that fers are not intelligent, wild monsters that thirst for human blood, which is considered a lie, any pilgrim knows this, there were many cases when a pelegrim became friends with a fer, there was even one pelegrim who once taught a fer to play Romp

outpost


Avonposts are large camps located throughout the Wild World, usually at the junctions of popular Pelegrim routes. An Avonpost is a large Pelegrim encampment where they can rest (presumably) and eat before moving on in safety. Each outpost has "watchmen," a sort of Pelegrim who don't perform Cethodl missions but rather guard the Avonposts from Fer raids and welcome travelers. They live in these outposts. There are a lot of outposts in all of Warmunorl, new ones are constantly being built and old ones are collapsing, but here are the most famous of the existing ones: Alpha (famous for being the first outpost built that has not yet been destroyed), Globe (built right inside a huge football field, famous for having survived the largest global attack of the phers in history), Hexagon (famous for being the largest outpost in Warmunorl because it includes as many as 6 outposts in one) and Ouroboros (famous for having survived the largest number of attacks of the phers)

Murray Crow


A renowned writer and architect, he wrote scientific fiction, and his works are still preserved to this day. For example, his most famous novel, "Under the Moon," tells the story of an astronaut who discovers a moon with strange creatures on it.

tsedel and their geography


There are 7 cetodeles in the world, all of them were created many centuries ago according to the project of 7 friends, the essence of the project was to create a bunker to protect against the apocalypse, so each friend designed one cetodele in their part of Vormunorl: Stark (the very first and balanced cetodele, it was built in the very center of Vormunorl, in its dense forests and hills, the Stark coat of arms is a silver owl, the founder is Stark Gimno, a famous politician) Herbert (built in the middle of Akian in the south of Vormunorl, the only cetodele under which there is no chasm, their main source of food is fish, their coat of arms is fish, the creator is Herbert Mons, a famous seafarer and traveler) Kor (located in the northern mountains of Vormunorl, constant cold but access to the dahlia mines (they sell it to other cetodeles) their coat of arms is the Northern Wolf, the creator is Cornuel Haris, the richest of 7 friends, the owner of all the large dahlia mines) Glomus (located in the east, in the savannah of Vormunorl, is engaged in the extraction and sale of spices, I trade best with other cetdels, the coat of arms is an arrow, the founder of Glomus is Hagari, a famous architect) Amadeus (the cetdel with the most mysterious history, it is located in the west, in the foggy swamps, one of the steel rods holding Amadeus has slid down the slope over the centuries due to the soft ground, which is why this cetdel bowed a little to the side, but holds, the coat of arms is a frog, nothing is known about its creators or about its creation, the only thing that is known is that this is the only cetdel not named in honor of its creator) Reygon (located on the "Rock of Reygon" right under the largest nest of fers, because of this it is constantly exposed to attacks and has no connection with other cetdels, no one knows what is happening there, the coat of arms a bunch of grapes, created by Raygon White, a famous owner of a company producing expensive wine) and Murray (a now-destroyed cetodele located in the southwest in the plains of Wormunorl, was destroyed during a reactor explosion due to the negligence of the lungs, the coat of arms is a goat, created by Murray Crow)

Romp is


Romp is the most popular game in all cetodeles. People of all classes and ages play it. Pelegrims play it during rest stops, and many enjoy playing Romp for money. Some cetodeles have different variations of Romp. For example, in Cor, there's a "dark Romp" variant where all the d6 dice are rolled face down. Players call out the numbers they rolled (they can lie). If the opponent suspects a lie, they reveal the dice. If the player actually lied, they lose 1 health; if not, they regain 1 health. Any self-respecting person always carries a bag of copper dice. An interesting fact: in the cetodele of Glomus, there's a Pelegrim who carries a bag of dahlia dice.

Romp, rules


Romp is a two-player dueling board game played with two d4 dice, two d6 dice, and one d20 dice. At the start of the game, each player rolls one d4, and the number rolled determines their health for the entire game. The player with the lower number becomes the Human, the player with the higher number becomes the Fer. In the event of a tie, the dice are rerolled until roles are determined. A round is structured as follows: both players simultaneously roll a d6 to attack, and the Human rolls an additional d20 on the same roll, which modifies only their own d6 roll for the current turn. If the d20 rolls a 1, the Fer immediately regains one health point, and the Human's d6 counts as 1 regardless of the number rolled. If the roll is between 2 and 5, the Human subtracts two from their d6, down to a minimum of 1. Six-ten results in no change. Eleven-fifteen adds two to the Human's d6. Sixteen-nineteen turns his d6 into a six. Twenty gives the Human one health recovery and an automatic six on his d6. After determining the Human's modified value and Fer's value, they are compared: if Fer's number is strictly greater, Fer deals one damage to the Human; if Fer's number is less than or equal, the attack is parried, and the Human then gets a second d6 roll, also modified by the same d20 value. If this new result is greater than or equal to Fer's number, the Human deals two damage to Fer; otherwise, nothing happens. The game continues in rounds until one player's health reaches zero or less—if the Human's health is zero, Fer wins; if Fer's health is zero, the Human wins.

economy of the center


All cetodeles have a robot, which means there is money and banks. The volute in all cetodeles is "bronzes," which are small, triangular copper coins with the denomination on one side and the coat of arms of the cetodele on the back (for example, Stark has the coat of arms of an owl). All denominations are: 1, 5, 10, 50, 100, 500, 1000, 10000. Denominations: 1 bronze, 2 bronze, 5 bronze, these bronzes.

dahlia


Dahlia is a rare metal mined in the mountains of Vormunorl. While harmless to humans, it is a dangerous weapon for the Fer. Any wounds inflicted by a dahlia weapon on a Fer will regenerate at a very slow rate, and after regeneration, such wounds leave permanent scars on the Fer. The metal itself is light, similar to apsidian, pitch black, sharp, but brittle after hardening. Pelegrims equip themselves with dahlia weapons (blades and knives), but use tish only in extreme cases due to its fragility and rarity. Dahlia knees are constantly breaking when used.

roles of the Pelegrims


Any group of Pelegrims includes: 1 cartographer (his duties include navigation of the group and maintenance of new maps, his inventory includes: a tube with maps, a cartographer's set, a compass, a magnifying glass, a flask, a flag (for determining the wind)) 1 load carrier (his duties include carrying all the things of the group, he drags all the common equipment and food, he always goes at the end of the group bringing it up, only hardy and strong people are taken for this role, his inventory includes: a flask, a medium rucksack, a large rucksack, 3 small backpacks) 1 scout (his duties include moving ahead of the entire group and watching the road, this role is usually taken by frisky and dexterous people, his inventory includes: a flask, a knife, a rope and binoculars, a copper whistle (has a special sound, 1 wild gwer signal, 2 Fer signals, 3 signals another group of Pelegrims, 1 long signal full combat readiness!) ) 2 hunters (their duties include hunting and fighting for food when food supplies are depleted, they are better than anyone in the group in the wild area, their inventory includes: a bow or crossbow, a set of arrows / bolts, a set of throwing knives, a knife for stripping ink, a flask) 3-5 rangers (the most armed in the group, their duties include protecting the entire group from threats, their inventory includes: light copper armor, a knife from "dahlia" (optional) a gun or 2 revolvers, a set of steel shoulder straps) and 1 leader (the main one in the group, leads the entire group, is responsible for the actions of the entire group, gives orders, receives missions from the guild, goes in front of the entire group (with the exception of the scout), his inventory includes any equipment of his choice, but usually it does not differ from the equipment of the ranger, if the leader of the group dies on the way, his place is taken by one of the rangers). The group's general equipment also includes: sleeping bags, rock climbing kits, flashlights, flint and crystal (2 pieces)

pelegrims


The Pelegrims are the most respected and complex caste. They are greeted with joyful cheers by crowds, books are written about them, songs are performed, and mothers tell their children about them. Their duties include "forays" and "expeditions" into the wild world, beyond the cetodele. They navigate the wild world, maintain maps, extract resources from the outside world, and transport goods between cetodeles. All Pelegrims work for the "Pilgrim's Guild," an institution within the cetodele where Pelegrims undergo training, receive equipment, rest, receive missions, and, of course, receive payment for their efforts. All Pelegrims are divided into groups, each with their own role. To become a Pelegrim, you must complete a full course of study at a school and university, and complete three years of training in the Pilgrim's Guild. After training, you will be given a role and assigned to a group.

classes/castes


Each profession in the center belongs to one of six classes. When entering university, a student must choose one of five classes to study for, and after completing their studies, they can occupy any position from the list of that class. Here are all the classes: Light/Technicians (engaged in repair work in the technical block, engaged in construction, or works on the reactor supply chain; the most specialized class, but the most important) Teeth/Supplyers (this class works on farms or factories, in industry; ordinary workers, but without them, there would be no food and resources) Fingers (service sector, businessmen, and so on) Bones/Guards (power structures monitoring internal order and compliance with rules and laws (police)) Eyes/Palitics (Palitics, and everyone who works in the judicial system, etc.) There are also pelegrim, but they are not taught in school. The "tsedel hearts" are the supreme governing body in the tsedel. They are elected by vote every five years. There are four hearts in total: the Heart of Culture (responsible for the development of culture, the happiness of the population, and the abundance of resources, and monitors the population); the Heart of Order (manages the courts, monitors the law, and prevents crime); the Heart of Peace (responsible for trade, economics, and communication between tsedel); and the Heart of Power (responsible for everything related to the wild world, assigns missions to the pilgrim's guild). All tsedel issues and the adoption of laws are decided by voting in the Council of Hearts.

tsedeli


The tseddels are enormous, copper, mechanical structures resembling compact fortress-cities (human anthills). From the outside, they appear as shapeless piles of copper and labor (reminiscent of Howl's Castle from the animated film "Howl's Moving Castle"). But they are all similar in that they hang over chasms thousands of meters deep, supported by enormous steel rods driven into the edges of these chasms. Inside, they are a compact mechanism where every person has their place. There are factories, residential areas, schools and universities, a full government system and its own economy. There are restaurants, shops, beauty salons, and everything necessary. There are hundreds of professions, but they are all divided into "classes" or castes. Each cetodele is different inside, but they are all divided into blocks: the factory (where all the production and farming is located), the yellow (where everyone lives), the technical (where all the cetodele's mechanisms, including its reactor, electron station, water station, and so on, are located), the central (where all the shops, cafes, schools, and all the entertainment and leisure facilities are located), and the administrative (where the government, law enforcement agencies, courts, and everything related to the council are located). As for the cetodele's exits, they are copper, folding bridges that can be folded and unfolded (each one separately), like an accordion. There are 3 types of bridges in total: Type A bridge (the largest, there is only 1 and it is the main entrance from the cetodele, however this bridge has not been opened since all green day) Class B bridge (there are only 3 of them, it is on them that the pelegrim usually leave, they are used most often, they are medium in size and are at the same level with the main bridge) and Class B bridges (the smallest bridges, there are the most of them, they are located below the cetodele in chaotic places and are technical, oh, they are rarely used, but there are the most of them and their number varies between cetodeles)

fers


Fers are anthropomorphic (furry) wolves and foxes. They are as intelligent and intelligent as humans, capable of moving on both two and four legs. They are the height of normal humans (though fer foxes are usually slightly shorter), yet fers possess highly developed speed, agility, and reflexes. Fers can see well in the dark and have a keen sense of hearing and smell. All fers are exclusively predators and eat meat, including human flesh. Fers are excellent hunters, and they can use not only claws and teeth, but also bows, crossbows, and even guns (though they prefer a quieter method). Their main characteristic is powerful regeneration: fers can heal their wounds 10 times faster than humans. Furthermore, they can easily reattach a severed limb, and after regeneration, the wound will never leave a scar. Fer blood is black and thick, like pitch, with a unique smell—a scent unlike anything else (that's what it's called, the smell of black blood). It tastes bitter, and the degree of bitterness can even be used to determine a Fer's age. Fer chew for only slightly longer than humans, but even at a later age, they retain their agility and speed. Fer wear clothing (either sewn by themselves (usually in medieval styles) or taken from dead Pelegrims). They live in families or, rarely, in packs, but prefer solitude. They usually live in abandoned human homes or caves, sometimes creating "nests"—huge Fer settlements where several families live. Fer wolves and foxes often feud with each other but can also join forces to attack humans. Fer can speak human language.

Green Day


Green Day is a turning point that divided the history of Vormunorl into before and after, this day came absolutely suddenly, from the forests, mountains and deserts, out of nowhere, "fers" began to appear in huge numbers, they were aggressive and were determined to destroy all the people of Vormunorl, at the same moment, for some unknown reason, all human technology turned off, all electricity disappeared throughout Vormunorl and people were unable to repel the fers, a massacre began and the remaining people had to flee to the "cetodels" located throughout Vormunorl, since then the number of fers has decreased, people continued to live in the cetodels and nature regained its lands, since then the world outside the cetodels is called the "wild world"

The World of Wormunorl


Vormunorl is the vast, single continent of Earth where the events of the Vormunorl RPG take place. Many years ago, humans ruled the world, established countries and states, traveled into space and cured diseases. Humans were the highest and only race. Until the "green day" arrived and the "fers" arrived. Over the centuries, nature in Vormunorl reclaimed its domain, old human cities were overgrown with grass and forests, animals became much more numerous, and the air became cleaner. The events take place 700 years after the green day.

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