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First pass on my fork of Nick Boughton’s Iron Journal for Ironsworn to make it more compatible with The One Ring. Some tweaks to make, but it’s coming along. Feel free to play around and give me feedback and feature notes. This is just free homebrew for personal use. The Iron Ring
ocposting once again but its a completely different oc that im actually doing things with (playing ironsworn)
Selene’s Journey Session 0 New Ironsworn campaign! Selene Amcathra was adopted as a child by the Stormsword family of Littleden. The circumstances were mysterious - the Stormsword wardens may have pillaged her home village of Banworth in order to put down an uprising. She was treated as a daughter by the family but she has recently learned that some of her family may still be out there. Curnil Stormsword has recently come to power after the death of his father. Curnil and Selene are of an age and although they have a cool relationship, they do respect one another. Selene has been serving the village as a Warden for many years. As a warden, she is privvy to decent gear and wields dual shortswords and light armour with metal gauntlets. She carries a star pendant fashioned from iron - the last remnant of her family. A raven has brought word from Curnil’s aunt in the Veiled Mountains - the miners are overdue to come down the mountain before winter. She has requested that Littleden, which has been prosperous of late, send a search party. Part of the prosperity is due to the Littleden residents who often work in the mines to save gold for their families. The villagers encourage Curnil to send aid. Selene is asked to head out to Shaleroost. She feels compelled to help - despite her murky past with this village, she does feel kinship with them and they have raised her well. She will, however, need some help to get there having never journeyed there in the past…
The countdown clocks of Blades in the Dark and Ironsworn can be extremely useful, but I sometimes find their frequent use in other games to be frustrating. Mainly because… Apocalypse World was designed to be fiction-first. By that I mean, the rules are designed so that you make your judgment calls based on what is happening in the fiction, rather than what’s happening around the table. A lot of the moves are designed to force us to engage with fiction and make specific calls about fictional positioning. We take a fictional situation, put it through an abstract mechanic, and it outputs new, concrete fictional details. Blades-style countdown clocks sort of remove the detail. They re-abstractify it. Did I sneak past the guys? Well, in the former, I need to think about how many guys there are, where they are standing and looking, what cover there is to hide behind, etc. etc. In the latter, that’s irrelevant, because what matters is how many ticks I can fill in the “sneaking past” clock. It’s essentially re-inventing hit points. Further frustrating is that this isn’t how countdown clocks were designed to work in Apocalypse World. Originally, countdown clocks were more about prescriptive VS descriptive moves. This clock represents what will happen if you don’t do anything, and each tick is tied to a specific MC move that you trigger by progressing the clock. Just feels to me like a lot of people take from Apocalypse World without understanding the original purpose of those rules and how they make your experience better.
My Ironsworn tf one binder is just about complete minus a buzz-boar and another creature that I don’t need to write right away. My multiple weeks of prep is basically done! I even have my new tracker so I don’t have to struggle marking stat changes on paper clips anymore. Just need my character’s inciting incident- which I’ll probably ponder this weekend.
RPG haul of today: Pirate Borg, and Mothership Hey guys, during login issues for Destiny 2, I decided to pop in and take note of the following new additions to my (solo) RPG stash: First, I got Pirate Borg from Sphärenmeisters Spiele, a local seller in Germany (link here, https://sphaerenmeisters-spiele.de/Pirate-Borg ), which turns out was a cool choice because they are part of the Bits and Mortar initiative, so I got a couple of PDFs along the physical rule book as well (Character Sheets, Player Character Creation Sheet, Player, Spreads, and regular rulebook versions)! I bought Pirate Borg because I have been hearing Haddock’s Captain Wolfe’s Journey playing in my head lately, and I want to explore that connection. Then, following up on a whimsical post made by a certain someone within the scene , I ordered a copy of Mothership from World of Dice, another local seller (link here, https://worldofdice.de/products/mothership-rpg-deluxe-set ), as well. Both have arrived today, and I am looking forward to doing more with them, other than just having them sit around my home. So, all in all, I am looking at the following games I currently have in my RPG stash: Apothecaria Cy_borg Ironsworn Mothership Mörk Borg Pirate Borg DSA2 - Die Helden und Magie des Schwarzen Auges And, since I want to play solo, I have the Mythic Game Master Emulator , to function as my AI. Looking forward to playing, and building this blog up slowly. Bought some blank cards to write on for Mothership/NPCs in general as well. Is this excitement which I feel?
Voyages of the Vigilant: An Ironsworn Starforged Campaign, Pt. 3 When last we left Eveline Hawking, she had docked the Vigilant with the Rookery and was donning an EVA suit to head outside and activate the Rookery’s docking clamps. Inspecting the Clamps Eveline opens the external airlock of the Vigilant and secures her tether. She moves slowly around the locks of the two ships and inspects the clamps. One clamp on the Rookery appears to have suffered a… Voyages of the Vigilant: An Ironsworn Starforged Campaign, Pt. 3
Setting up an Ironsworn game because I cannot for the life of me find a D&D group I can join ToT anyways this is my first victim- I mean, character. Her name is Ember and she is an alchemist-herbalist path with a raven and kindred companion, respectively.
Voyages of the Vigilant: An Ironsworn Starforged Campaign, Pt. 4 Alright, so it’s been a minute since the last post I wrote about Eveline Hawking and the Vigilant. If this is the first you’ve seen me mention this solo campaign I’ve been running you can catch up with the earlier posts too: Part 1, Part 2. We last left Eveline Hawking aboard the Rookery, speaking with a figure from her past. She just discovered that the electromagnetic storms she flew through… Voyages of the Vigilant: An Ironsworn Starforged Campaign, Pt. 4
taegan kostova has always been a child of rage ttrpg character art+moodboard for the first time ever. love when a story sounds so bonkers as to be hilarious at first glance but then you dig in and realize it’s actually awful. those council members really should have just given taegan her damn funding 😭
Session 0: Worldbuilding (Part 02) Woah big post incoming! Working on the pantheon, I kept things pretty traditional. I was inspired by the usual array of deities from real world mythologies in combination with the Forgotten Realms, Elder Scrolls, and Lord of the Rings pantheons. In particular, the Bastard/Usurper Gods are directly influenced by the Dead Three and the Daedric Princes. I plan on working on religion and politics next, in conjunction with the world map. Honestly, I fear I am straying so far from the Ironsworn setting whoops! 😋 Gods Primordials: Atmo: Air Goe: Earth Hudro: Water Pyric: Fire Ordo: Time/Order Keias: Space/Chaos Shamsa: Day/Sun Qamari: Night/Moon Sahira: Magic The Primordials are the progenitor gods of everything. They are the only ones who had the power to create. No one sees their influence anymore and it is said they are either sleeping, abandoned the mortals, or dead depending on what religious beliefs you subscribe to. Main Pantheon: The Scion Gods Atullo: Domain: Air, travel, academics, dreams, communication Color: Yellows Guardian of Gnomes Representative weapon: Bow and arrow Gedara: Domain: Earth, commerce, artisans, nature, duty Color: Greens Guardian of Dwarves Representative weapon: Warhammer Agwen: Domain: Water, emotions, healers, lineage, alchemy Color: Blues Guardian of Elves Representative weapon: Trident Igmas: Domain: Fire, strength, warriors, adventure, courage Color: Reds Guardian of Dragonborn Representative weapon: Scimitar Rankas: Domain: Time, natural order, justice Color: White Guardian of Orcs Representative weapon: Javelin Eridir: Domain: Space, chance, mischief Color: Black Guardian of Demonkin Representative weapon: Rapier Solir: Domain: Life, agriculture, truth Color: Oranges Guardian of Halflings Representative weapon: Sickle Irunas: Domain: Moon, death, seafaring, illusion Color: Indigo Guardian of Humans Representative weapon: Cutlass Sarane: Domain: Magic, spirits, divination, love Color: Violet Guardians of Goblins Representative weapon: Staff Scion Gods, each is a descendant of their primordial counterpart. They act as guardians or champions of their domains. While powerful, they do not have the power to create something from nothing. Bastard or Usurper Gods: Brutor: brutality, torture, cruelty, murder, debauchery Halosir: tyranny, greed, egotism, madness, corruption Vindictus: manipulation, lies, deception, conspiracy, hypocrisy Three mortals of unknown origin who attempted to seize the power of the primordials to usurp the Scion Gods using a relic found in ancient ruins. They believed power should be granted by the masses not inherited. While their intentions had initially been to lead mortals into a new age, the power of the primordial relic they discovered corrupted them turning their once honorable intentions into mutated perversions of their worst weaknesses.
Do you want to talk to characters? Talk to your blorbos? Roleplay on your own? Drop Character AI. I know something better. Solo roleplay. I’ll explain it in case you don’t know what it is, which is common. It is, as the name suggests, roleplaying on your own, and no, you don’t need generative AI for it. An easy way to do it is get a game, a tabletop rpg. There are many free tabletop roleplaying games on the Internet, such as Ironsworn, Cairn, Reincarnated as the unlovable villainess, and so on. And there is content out there that explains how to play these kinds of games. If you read the rules and even then you don’t know how to start, there are a good chunk of let’s plays on Youtube, people playing alone that can give you an example, not to mention blogs and subreddits dedicated to the hobby. If you don’t want a game and just want pure roleplay, you can do that too. It’s called freeform solo roleplay. Use dice, oracle tables (systems to help you get inspiration and progress the story) and your imagination. Easy and good for the environment. Your characters will requiere almost zero preparation to work, and they will act exactly like you imagine them. You can take the story and roleplay anywhere you want, just with paper, dice and pencils, or text documents on a computer if you want to go digital (and there are dice emulators too). “But I don’t have an imagination”. Well, not for now. Imagination is not a gift a fairy gives some babies when they’re born. It’s something you build, like a muscle. Read fiction. Draw doodles. Write silly, amateur fanfics that are bad but that you enjoy. Be creative. “But that’s boring. I just want a machine to reply to me”. Then there is no salvation to you. “But where’s the surprise? I can’t surprise myself!”. Yes you can. You would not believe the amount of times I have rolled my dice, thought for three seconds on what the result leads me too, and being shocked. I played an rpg where I was courting an NPC, and she turned out to be twins pretending to be the same person. I played a lone huntress who dreamed of killing the last elf in the world, but ended up becoming her best friend and helping her protect her forest. From someone who used to use chatbots but is having way more fun with analog solo roleplay.
Basically fixed my life. hey @radiantmorningstar I am starting my first session of Ironsworn tomorrow. Also have my eye on some really old Das Schwarze Auge RPG box from the 1980s, in part because of the dark fantasy revival of the last 5 years, which has been recently released in a remastered edition. But since I am cursed with double-nerdery, I am also staring at the illustrations inside of this box and finding some sort of inspiration there as well. Decided to tag this as code and canvas as well, since I particularly blame my lifelong interest in graphic design on two things: CD albums RPGs I am delighted to be alive. Also, I am in excellent health, and a very good swimmer.
New addition to my RPG stash: Ker Nathalas My edition of Ker Nathalas arrived in the mail today, and I want to share a brief impression of a story here: way back when I played Guild Wars, one specific dungeon has impressed itself upon me, a dungeon where we delved deep into the ground, and there was beauty there (and stairs, vast stairs). This led me to Ironsworn first. And now, to Ker Nathalas. Finding minutes here and there and slowly working through the Ironsworn rule book. Will do the same for all of my books. Ker Nathalas just feels right close to this impression.
Character Creation Challenge 2026, Day 10: Ironsworn “Five tasks. Swear it on the iron.” The warder held her sword at an angle, tip to ground, so that Morien had to kneel to touch it. She did so without hesitation, fingers to the pitted flat of the old iron blade. “Five tasks for my freedom. I swear it,” she said. She could not look the warder in the eye, let her vision fuzz between the soil and the sword. The words didn’t feel like anything, but then, they never did. The warder let a few seconds pass, enough for the iron to digest her vow, before drawing back the sword and sheathing it at her side. “Good,” she said. “Stand up, let’s see you. I don’t know one like you. What are you for?” Morien reared upwards. She was old for a warder’s girl, thickset and dark, the mass of her body hidden beneath the tell of her vulture’s wings. The pale of her round face and restless fingers were the only hint of colour in that mass of dark cloth and feathers. “I know herbs, I suppose. And light,” she said. It was the same as every other time a stranger had asked her to summarize anything about herself; she suddenly forgot everything about who she was. “I draw the runes.” The warder scoffed. “Same as any other, for now. I’ll give you an easy one to start with.” She turned her face from Morien, flicking lazily across the inward slate of her memory. “Down the coast, to the south, there’s a wide cove only accessible by a steep climb, or the sea. Or the air, one would assume.” The warder flicked her eyes over Morien’s wings, barely able to keep back the burgeoning insult. “The locals call it the Cave of Yesterdays. Old runes in there, said to numerate each year to come and give warning of the difficulties in store. Do you know it?” “Yes,” said Morien, “though only as a story.” Every year, two of her keepers would make the treacherous journey down in order to collect the reading for the upcoming year, that the witch-children’s runes and charms might better sell to the populace. Thrice, in her reckoning, they didn’t return. “Well, then, there you go. That’s your first task. Read and record next year’s predictions. Else what kind of a witch are you?” The warder laughed a bored little laugh, the kind spat by adults to fill an uncomfortable air. Morien nodded. “I will,” she said, and turned back to face the Fallow. The air hung heavy in wait of thanks which Morien, muddled under the weight of a decision finally made, could not provide. Trudged down under the grim grey wood of the Fallow’s hanging gate, carved with decades of runes at child-height. Wound with protective talismans and sea-green silver offerings, under the mantle of clay and straw, into the monastery-prison that had always been her home. She had few things to gather, all bound in iron; the pack was small and weighty, another burden between her wings. That was the way of things at the Fallow. They swore you to iron as soon as you could speak, and as many times as you could stand thereafter. Burdened as the witch-children were with an early measure of magic, it was the only way to keep them safe and useful. When Morien shuffled again out into the Fallow’s stave-crowned courtyard, no one was waiting there for her. Why would they? Either she would return having completed what she swore to do, at which point people could worry about goodbyes and good-lucks, or she wouldn’t. No congratulations too early, nor mournings. The weight seemed to lift from her, at least a little, once she passed into the countryside. The Ragged Coast was black and stony, laced with mist that clung to the dark pinnacles of pine at the shorelines and the peaks. The sun, even here amid-spring, kept coyly hidden behind a veil of cloud. Soft moss and speckled lichen carpeted the stone as it eased down to the plane of the water, the blue-black fjord auspiciously calm. It was easier to think out here, unroofed, where the winds could reach her. It was easier to remember what she wanted. Morien had known nothing but the Fallow, the schoolhouse-dungeon of the Fallow. She had been brought there as a baby, with her clever eyes and telltale downy wings. She had lost the one over years of oath and repetition and thought often of losing the other. The vulture’s wings were useless for flying, heavy and hoary as they were, but they could cull a fall and keep her warm on bitter nights. They kept her back bent as she picked her way down ruts in the tumbled volcanic stone. She bent around her iron-ringed staff at the steepest parts. She stopped to catch her breath at the pebbly shoreline next to a tangled drift of pale wood. When an adult manifested a tell, it was cause for celebration. Their studies had borne fruit! They were a magician at last. But no one trusts a child with too much knowledge, even if it’s something they’re supposed to have. All she asked was, Why am I like this? And all she heard was, Who will you serve? It was easier, at least, to walk along the shoreline. Flat and wide, circled with gulls. She could see the places where fishers had pulled up their boats and heaped their netting, the winding trails to driftwood homes nestled singly in the wind-shielded ripples of the surrounding stone. Razor-edged clamshells littered the shore where seabirds had broken them against the rocks, catching the faltering glimmers of the sun as it shyly slid westward. The pebbles washed with seawater, the beach drawing closer to the looming stones; the sea grew teeth. She could see the ridges of the Barrier Islands defining the maw of the horizon. She could watch the darkening sea washing in and out of a wide basin, a rippling definition in the growing cliffs that ended, she knew, in the Cave of Yesterdays. And Morien’s breath was ragged; she had pushed herself farther than she ought. She paused, breathing hard and pulling at her water, where the sea intruded on the land. She had planned to make camp inside the mouth of the cave, maybe. If the shoreline wasn’t too steep, she could edge along the waterline; it might soak her shoes, but she’d make camp and dry out while she readied herself to study the runes. A dark line of water rippled over the silver-still inlet, the only hint of a wave for miles around. And the air and stone spoke a stern command in a voice old and tired, “Stop.” And she did, enough time for the throbbing in her feet and the rumbling in her stomach to become apparent. Enough time for her heartbeat to slow - then surge, as a great and sinuous spine broke the water in a scaly curl. Leviathan. She knew of them, of course. Sailors came to the Fallow for leviathan-warnings and warding runes. She drew them often enough, a stave of salt and amanita poison: inedible . And that was for ships with many brave fighters, with javelins and magicians with crown-tells of fire and gold. Here she was alone. She had heard that voice before. When the repetition of the day-to-day became too much, she heard it. When she held the silver knife to the knot of bone that marked where her wings connected to her shoulders, she heard it. She had been seeing it in her dreams, the old woman in a soot-blackened cave, weaving ropes and painting shields, the paleness of the high mountains through a crack in the wall. She was old, and strong, and knew Morien’s name from the very first of the dreams. When Morien called back, she got ravens. Little black bodies pocking the height of the surrounding cliffs. They called, dove, and circled, clicking and cawing as if testing for human speech. It was always an augury, always, but not always one Morien could read. She watched their spiralling motions, their dips and rises, trying to gauge the movement of the flock for even a wisp of understanding. Then one flew down, close enough to clip her cheek with a wing, and screamed bright and clear, “Land!” She could see it now, a ripple of darker black against the lolling blue of the cold water. An old spit of centuries-cooled lava, or compacted sand; a walkway. It did, in fact, soak her shoes, but the stone was firm and stippled beneath her feet. Frigid waves washed gently over her ankles and shins as she crept along the ripple-thread of stone, testing each step with a tap of her staff. Now and again, a sky-blotting shadow to her side, the writhing of an ancient serpent that coiled and murmured in its unquiet lair. No greater motion than before: a shuffling step, slow and careful. The sun sunk under cover of the horizon and put itself to bed. The last smears of daylight painted the shoreline in salmon-pink ripples as Morien made her way to stand in the mouth of the Cave of Yesterdays. She sunk against the wall, wheezing out her stress until her heart, at last, was still. She ate a few bites of trailbread; the ravens got more than her. The cavern floor was heaped with the leviathan’s leavings: broken fishing boats, ripped sails, pale driftwood. More than enough for a fire, and maybe forage, if she was lucky. She stepped steady into the darkness of the cavern, sparking a little light from a long-burning taper retrieved with great effort from her heavy pack. The darkness lit up with reflections. Mirror-like chips of mica in unknown constellations. At each turn of the head they found a new configuration; letters swam in the thousandfold reflection, almost familiar enough to read. At her back, the leviathan grumbled and beat the shoreline with the sea. But she was here and she was ready. By the iron, she’d be free. ***** Name: Morien Experience: 0/30 Edge: 1, Heart: 1, Iron: 2, Shadow: 2, Wits: 3 Health: 5/5 Spirit: 5/5 Supply: 2/5 Momentum: +4, Max: +10, Min: -6, Reset: +2 Conditions, Banes, and Burdens: - Assets: Ritual: Invoke (when I commune with the mystical essence of my surroundings, roll +wits, adding my action die to my essence track on a strong hit. I can then Secure an Advantage or Face Danger +essence, spending -1 essence and gaining +1 momentum. On a weak hit, same stuff happens, but I Endure Stress for 2 stress). Essence 0/6 Ritual: Augur (when I summon a flock of crows and ask a single question, roll +wits, gaining a helpful omen and +2 momentum on a strong hit and an unrelated clue or response and +1 momentum on a weak hit). Path: Alchemist (I can suffer -1 supply and roll +wits to create an elixir of any stat, additional -1 supply on a weak hit. Imbibers Face Danger +iron and, if they hit, get +1 to moves with the related stat until health, spirit, or momentum fall below +1). Bonds: Catha, a fellow telltale marked with willow-frond hair and poison blood, a childhood companion of the Fallow (0.6/10). Voll, a traveling merchant who would sometimes bring trinkets and treats for Fallow children (0.4/10). Yelena, a witch I have been seeing in my dreams (0.2/10). Vows: Learn the purpose of my tell and power (extreme, 0/10). Complete the Five Final Vows of the Fallow within the wax and wane of one moon (dangerous, 0/10). Truths of the World: A perilous faith called the True Horizon took root in the Old World, uniting it into a theocracy. Anyone who couldn’t conform was put to the sword. We are the descendants of those who escaped. Iron and silver are not mined from seams in the rock, but buried bones. The titanic iron-boned creatures were once true giants; silverlings fall from the sky sometimes in gentle snow, fragile, new, and dead. We are the first humans to walk these lands. There are small communities, the close ones connected with roads, but no true networks. Sometimes there is trade, sometimes there are raids. A community’s leadership is as varied as its people. Some value age, or wisdom, or wealth, or strength; others things more difficult to descsribe. Most communities see to their own defense through militias, some with standing forces of guards. Mercenary bands have been growing more common in the recent years; some have ties to raiders, or serve as their coercive arm. Magic is rare, and any who are blessed by or study the powers manifests a tell: a changed feature, animal or natural, that marks them as knowledgeable but also separate from the rest of humanity. Faith in the Ironlands is personal. Philosophies spread, but the taste for organized religion has long been spoiled. Idols and altars are only valuable to the ones who venerate them. The firstborn hold sway in the Ironlands, but keep their distance. We do not know their communities and rarely communicate, let alone trade. Lone travelers fear breaking one of their inscrutable rules. Monstrous beasts are numerous in the Ironlands. They frequent untraveled places and often come raiding into the Heartlands, taking what they may. Stories are told of horrors on dark and empty nights. Some wise ones fear the stories create them, but nevertheless, none can stop their spread. ***** So, I’m cheating a little. I’ve played Ironsworn before. I dig the hell out of it, it’s a great game. I have two characters going right now, one being a thief sworn to iron to get out of imprisonment, the other a more pulpy naked-gunslinger-fights-giant-snake-in-a-jungle thing where I’m just kind of making shit up as I go. So why stick Ironsworn in this challenge, where it is both fairly well known and something I have experience with? Well, I wanted to write it. See that massive wall of text up there? That’s how I play Ironsworn. You don’t have to do it like this. I recommend not doing it like this. It is extremely okay and, in fact, notably sane to just roll some dice and envision what’s going on. Ironsworn provides an extremely robust toolkit to do so. It’s rare that I get stuck without something around to guide me to a progression I like. In fact, whenever I play, I usually find myself generating new twists, ideas, and torments without any prompting from the book. The central rolling mechanic is simple, accessible, and makes itself intuitive in startlingly little time. It never stalls out, never lets you fail so hard where there’s nothing to do but stop. Also, it’s free, so you don’t really have an excuse. Go, my pretties, and enjoy one of the best things running in solo tabletop games right now. Even if you just want to look at it and don’t intend to do anything else, it’s worth it for the excellent oracle tables and powerful example of how to present a simple, mostly-blank setting that the players (or GM) can impose their whims and will upon. Ironsworn gets so much right that it bypasses a lot of my inherent biases when it comes to speculative fiction. I generally prefer big, bombastic, maximalist, everything-is-magic fantasy settings, but Ironsworn’s more grounded fantasy doesn’t come with a lack of agency or inability to interface with the mystical and mysterious. Starforged, the sci-fi sequel, is meant to be a similarly gritty grime-and-asteroid-mines setting; that is not at all how I play it, I’ve levered in a Warframe-esque edge-of-conception biopunk setting and I didn’t even have to do anything to the rules to make it happen. It’s just neat. It’s a neat thing that I’m happy exists. I enjoy writing text monoliths about it. It’s a rare thing that’s just unequivocally, simply good; gotta note it when it’s present. Next up: Bleeding out with my besties in the halls of incalculable torment.
Voyages of the Vigilant: An Ironsworn Starforged Campaign Pt. 2 When we last left Eveline Hawking, she had received a distress signal from an old mentor. She’d tried to quickly get her ship launched to help but the breakers in the engine impeller had kept her grounded. More Complications with Takeoff After her experience with the breaker in engineering, Eveline decides she needs to go fast by going slow and making sure everything is checked and proper.… Voyages of the Vigilant: An Ironsworn Starforged Campaign Pt. 2
when i’m in a “was never under any circumstances ever going to make it” competition and my opponent is victoire 😱😱😱 also shout out to this layer mode test i didn’t stick with but am nonetheless in love with. my corpse #mycorpse. viktoire (not to be confused with victoire) is only on the first stage of her first quest still nevermind making any progress on her background vow but im veeeeeeery excited to bring victoire (not to be confused with viktoire) back as some kind of undead. an iron revenant or perhaps frostbound. or both! who says she can’t be both. thematically speaking she died out in the cold stumbling away from the thing that killed her parents and the person from then on singlemindedly devoted to her vow of vengeance is a significantly different person. so she fits the conditions for both. in some senses. yippee 😁
Session 0: Worldbuilding (Part 01) I decided I wanted to roll randomly for the World Truths. I used a number generator and set the range from 1-3 to determine the outcomes. Though, looking back at my rolls I ended up with a pretty Forgotten Realms-adjacent setting. For this short session I just wrote down all of the World Truths. The Old World (Ironsworn) The Old World was plagued by a sickness that chased the new settlers across the sea to the Ironlands. Thousands were lost during the journey and their ships now lay at the bottom of the sea. “Some say we will forever be cursed by those we left behind” Iron (Ironsworn) The lands are rich in iron with star-forged black iron being the most valuable of all. Legacies (Ironsworn) There was an ancient civilization that existed long before the settlers. Their ruins are still being discovered throughout the land. The Gods (Delves & Denizens) The Gods are active and influential in everything we do. “They direct our lives through scheming, trickery or commandment, and we are mere pawns in their long games.” Other Cultures (Delves & Denizens) The world is filled with different fantastical species and cultures. Anyone could surprise you with their magical abilities, food, arts, or language. Communities (Delves & Denizens) The world is made of up of major city-states that are typically surrounded by smaller towns and farms. Ports and trade routes are well traveled with a points of interest along the way. Leaders (Delves & Denizens) Monarchy: One king rules the Ironlands with the regions divided in Duchies and Baronies. Each region pays tribute to the crown, through taxes and trade. Magic (Delves & Denizens) Magic is everywhere. Magic is a common ability and everyone benefits or interacts with it even in indirect ways. It is used for everything from mundane chores to fighting wars. Religion (Delves & Denizens) There is one ruling religion over the kingdom. A strict dogma that believes in the punishment of those who do not believe in their ways. Caesaropapism or theocracy? We just don’t know yet. Beasts (Delves & Denizens) Fantastical beasts are commonplace in the Ironlands. People have learned to live among them and have even tamed certain types of beasts. Horrors (Delves & Denizens) “Horrors are a constant threat. The dead do not rest in these lands. At night we light torches, scatter salt, and post sentries at the gate. It is not enough. They are coming.” Notes I omitted the following sections from the Ironsworn Truths to use the Truths from Delves & Denizens instead: communities, leaders, defense, mysticism, religion, firstborn, beasts, and horrors.
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