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Ironsworn: Starforged - Rulebook

Authors Shawn Tomkin

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A TABLETOP RPG OF
  PERILOUS QUESTS
    BY SHAWN TOMKIN
IRONSWORN

   A TABLETOP RPG
 OF PERILOUS QUESTS
Copyright ©2018 Shawn Tomkin.
The text of this work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International license. For details on licenses
and the Ironsworn System Reference Document, visit ironswornrpg.com.
Updated June 9, 2019.

WRITING AND DESIGN
Shawn Tomkin

ACKNOWLEDGEMENTS
Ironsworn leverages mechanics and creative inspiration from several amazing
games. Thank you to their authors.
Apocalypse World, by D. Vincent Baker and Meguey Baker.
City of Judas, by Davide Pignedoli.
Dungeon World, by Sage LaTorra and Adam Koebel.
Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al.
Mythic, by Tana Pigeon.

PLAYTESTERS AND CONTRIBUTORS
Aaron Ferguson, Alice Southey, Allan Prewett, Andrea Parducci,
Andrew Huffaker, Benny Tsai, Bjorsa Brimrsson, Bruce Curd,
Calvin Mark Davis, Charley Kottler, Chris Dion, Chuck Durfee, Dale
Mogford, Deathworks, Derek Cutsinger, Ethan Uhlig, Etienne Lefebvre, Freja
Nordsiek, Greg Gelder, Guy Sodin, Jacob DC Ross, Jeremy Epp, Joe Deckert,
Karen Lauwers, Mark Brady, Michael Bauer, Mike Leavitt, Peter J. Ria, Samuel
Rondón Acevedo, Todd Grotenhuis, Wesley Ramos, Zack MacDonald

SPECIAL THANKS
Bernhard Lutz, Catalina Gerlein, Charles Picard, Chet Coleman, Evandro
Novel, Garrett Holthaus, Graham Spearing, Ian Stronach, Jim Alcala Sales,
Jeremiah Wenneker, Josh McGraw, Justin Gordon, Lysa Clarke, Martin
Bentley, Matt Click, Nicolas Bourassin

IMAGE CREDITS
Stock image elements from IStock, 123RF, and ShutterStock. Selected icons by
Lorc and Delapouite under CC BY 3.0.

For Terrie, and the vows we have fulfilled together.
CONTENTS
CHAPTER 1: THE BASICS                      1
PLAYING IRONSWORN  1
     What You Need  1
     Mechanics and the Fiction  2
     The Setting  2
     Iron Vows  4
     Your Character  4
MOVES  6
THE ACTION ROLL  8
     Matches  9
     GM’s and the Dice  10
MOMENTUM  11
     Gaining Momentum  11
     Losing Momentum  11
     Burning Momentum  12
     Resetting Momentum  13
     Suffering Negative Momentum  13
     Minimum Momentum  13
     Max Momentum  14
PROGRESS TRACKS  14
     Challenge Ranks  14
     Marking Progress  15
     Progress Moves  17
     Progress Rolls  18
     Sharing Progress Tracks with Allies  18
HARM  19
     Inflicting Harm  19
     Enduring Harm  19
STRESS  20
ASSETS  21
ORACLES  22
    Rolling Oracle Dice  22
    Seeking Answers  23
    More Randomness  24
    Trust Your Instincts  24
BONDS  24
OTHER CHARACTERS  24
    Allies and Companions  25
EQUIPMENT  25
THE FLOW OF PLAY  26
WHAT’S NEXT  28


CHAPTER 2: YOUR CHARACTER       31
YOU ARE IRONSWORN  31
    Envision Your Character  31
    Where to Start?  31
CHARACTER BASICS  33
    Name  33
    Stats  33
    Health  33
    Spirit  34
    Supply  34
    Momentum  35
VOWS  35
BONDS  36
DEBILITIES  36
     Conditions  37
     Banes  38
     Burdens  38
ASSETS  39
     Asset Types  39
     Acquiring Assets  41
     Upgrading Assets  42
     Asset Abilities  42
     Ability Requirements  42
     Using Companion Abilities  43
     Failing an Asset Move  44
     Using Asset Cards  44
EXPERIENCE  44
EQUIPMENT  45
BECOMING IRONSWORN  46
CHARACTER CREATION SUMMARY  47
CHAPTER 3: MOVES              49
MAKING MOVES  49
    Move Outcomes  49
    Best Practices for Moves  50
    Making Group Moves  51
    Making Progress Moves  51
    Equipment and Moves  52
    Initiative  53
    Move Glossary  56
ADVENTURE MOVES  60
    Face Danger  60
    Secure an Advantage  61
    Gather Information  62
    Heal  63
    Resupply  63
    Make Camp  64
    Undertake a Journey  65
    Reach Your Destination   68
RELATIONSHIP MOVES  69
    Compel  69
    Sojourn  71
    Draw the Circle  73
    Forge a Bond  74
    Test Your Bond  75
    Aid Your Ally  76
    Write Your Epilogue  77
COMBAT MOVES  78
     Enter the Fray  78
     Strike  79
     Clash  80
     Turn the Tide  81
     End the Fight  82
     Battle  84
     Other Moves in Combat  85
SUFFER MOVES  90
     Endure Harm  91
     Face Death  93
     Companion Endure Harm  94
     Endure Stress  95
     Face Desolation  96
     Out of Supply  97
     Face a Setback  97
QUEST MOVES  98
     Swear an Iron Vow  98
     Reach a Milestone  100
     Fulfill Your Vow  101
     Forsake Your Vow  102
     Advance  103
FATE MOVES  104
     Pay the Price  105
     Ask the Oracle  107


CHAPTER 4: YOUR WORLD         111
WELCOME TO THE IRONLANDS  111
    Travel in the Ironlands  111
REGIONS OF THE IRONLANDS  112
    Barrier Islands  113
    Ragged Coast  114
    Deep Wilds  115
    Flooded Lands  116
    Havens  117
    Hinterlands  118
    Tempest Hills  119
    Veiled Mountains  120
    Shattered Wastes  121
YOUR TRUTHS  122
    The Old World  123
    Iron  124
    Legacies  124
    Communities  125
    Leaders  125
    Defense  126
    Mysticism  127
    Religion  127
    Firstborn  128
    Beasts  128
    Horrors  129
MAPPING YOUR JOURNEYS  130
CHAPTER 5: FOES AND ENCOUNTERS   133
NPCs IN THE IRONLANDS  133
     Components of an NPC  133
     NPC Packs  136
     Joining Forces with NPCs  136
     Creating NPCs  137
IRONLANDERS  138
     Broken  138
     Common Folk  139
     Hunter  139
     Mystic  140
     Raider  140
     Warrior  141
FIRSTBORN  142
     Elf  142
     Giant  143
     Primordial  144
     Troll  145
     Varou  146
ANIMALS  147
     Bear  147
     Boar  148
     Gaunt  148
     Marsh Rat  149
     Wolf  150
BEASTS  151
     Basilisk  151
     Elder Beast  152
     Harrow Spider  153
     Leviathan  154
     Mammoth  155
     Wyvern  156
HORRORS  157
     Bonewalker  157
     Chimera  158
     FrostBound  158
     Haunt  159
     Hollow  160
     Iron Revenant  161
     Sodden  162
CHAPTER 6: ORACLES                             165
SEEKING INSPIRATION  165
     Oracles In Solo and Co-Op Play  165
     Oracles In Guided Play  166
IRONLAND ORACLES  167
     How to Use the Tables  167
     Intro to the Oracles  168
     Oracle 1: Action  174
     Oracle 2: Theme  175
     Oracle 3: Region  176
     Oracle 4: Location  176
     Oracle 5: Coastal Waters Location  176
     Oracle 6: Location Descriptor  177
     Oracle 7: Settlement Name  178
     Oracle 8: Quick Settlement Name Generator  180
     Oracle 9: Settlement Trouble  181
     Oracle 10: Character Role  182
     Oracle 11: Character Goal  182
     Oracle 12: Character Descriptor  183
     Oracle 13: Ironlander Names  184
     Oracle 14: Elf Names  186
     Oracle 15: Other Names  187
     Oracle 16: Combat Action  188
     Oracle 17: Mystic Backlash  189
     Oracle 18: Major Plot twist  190
     Oracle 19: Challenge Rank  190
MORE ORACLES  191
     Creating Your Own Oracles  191


CHAPTER 7: GAMEPLAY IN DEPTH                   193
STARTING YOUR CAMPAIGN  193
    Create Your Character  193
    Create Your World  194
    Mark Your Background Bonds  195
    Write Your Background Vow  195
    Envision Your Inciting Incident  196
    Set the Scene  198
    Swear an Iron Vow  199
    Next Steps  200
    Creating a Quest Outline  200
    Campaign Setup Summary  202
THE MECHANICS AND THE FICTION  203
    Leading and Following with the Fiction  203
    Fictional Framing  205
    Representing Difficulty  208
    Zooming In and Out  210
MANAGING YOUR QUESTS  212
    Reaching Milestones  213
    Undertaking New Quests  216
    Fulfilling Your Vow  221
    Forging New Bonds  222
    Advancing Your Character  222
    Quest Flow Chart  225
PRINCIPLES  226
    General Principles  226
    Group Play  227
    Solo Play  228
    Playing as the GM  229
GAMEPLAY OPTIONS  230
    Number of Players  230
    One-Shot Play  231
    Opposing an Ally  232
    Scene Challenges  234
    Semi-Random Campaign Setup  236
HACKING IRONSWORN  237
    Playing in Other Worlds  237
    Tweaking Assets  238
EXTENDED EXAMPLE OF PLAY  241
    Kuno Takes the Stage  241
    A Journey Interrupted  242
    Into the Fight  244
    Aftermath  251


INDEX                                      255
CHAPTER 1

THE BASICS
PLAYING IRONSWORN
In the Ironsworn tabletop roleplaying game, you are a hero sworn to
undertake perilous quests in the dark fantasy setting of the Ironlands. You
will explore untracked wilds, fight desperate battles, forge bonds with isolated
communities, and reveal the secrets of this harsh land. Most importantly, you
will swear iron vows and see them fulfilled—no matter the cost.
To play Ironsworn, you create your character, make some decisions about
the world you inhabit, and set the story in motion. When you encounter
something dangerous or uncertain, your choices and the dice determine the
outcome.
Ironsworn supports three modes of play.
  • Guided: One or more players take the role of their characters, the
    protagonists in your story, while a gamemaster (GM) moderates the
    session. The GM helps bring the world to life, portrays the people and
    creatures you encounter, and makes decisions about the outcome of your
    actions.
  • Cooperative (Co-Op): You and one or more friends play together to
    overcome challenges and complete quests. A GM is not required. The
    Ironsworn game system will help you explore the dramatic stories of your
    characters and their fateful vows.
  • Solo: As with cooperative play, no GM is necessary. You portray a lone
    heroic character in a dangerous world. Good luck!


   Ironsworn is primarily intended for solo and small group play. One
   to four players (plus a GM in guided mode) is ideal. The characters
   portrayed by other players are referred to in these rules as your
   allies.



WHAT YOU NEED
If you’re playing solo, just grab some materials and get started. A session can
be as long as you like, from a few minutes to a few hours.
If you’re playing with one or more friends—either guided or co-op—you
probably want to dedicate enough time to make some progress in your quests.
Plan on a couple of hours or more.




IRONSWORN                                                                     1
Make sure you have:
    • Two ten-sided dice (d10) for each player. These are your challenge dice.
    • One six-sided die (d6) for each player. This is your action die.
    • Optionally, another pair of ten-sided dice to use as your oracle dice.
    • A printed character sheet for each player and printed asset cards
      (available at ironswornrpg.com).
    • Some counters for marking status tracks on your character sheet. You can
      use paper clips, beads, dice, coins, tokens from other games, or whatever
      is convenient.


     Not required, but helpful: Printed reference sheets for moves,
     the blank Ironlands map, and other worksheets available at
     ironswornrpg.com.



MECHANICS AND THE FICTION
Ironsworn uses various mechanics, such as rolling dice and managing the
stats and resources on your character sheet. As a player, you will often make
decisions based on a desired mechanical outcome. For example, you might
choose a particular action to get a bonus on your die roll. The basic mechanics
of Ironsworn are introduced in this chapter.
Ironsworn is also heavily reliant on the fiction, which is the imagined
characters, situations, and places within your game. You will play from the
perspective of your character. You will interpret actions and events in a way
that is consistent with the dramatic, fictional reality you have forged for your
story and your world.
To learn more about how the mechanics and fiction interact, see page 203.

THE SETTING
The default setting for your adventures is the Ironlands. It is a rugged
peninsula of isolated communities and untracked wilds on the frontier of the
known world. You can learn more about the setting starting on page 111. For
now, here’s a summary of some default assumptions.
    • Two generations ago, your people were driven to the Ironlands from their
      former homes in the Old World.
    • The weather here is harsh. Winters are brutal. The rugged terrain makes
      travel and trade difficult and dangerous.

2                                           CHAPTER 1 | The Basics
  • There are no thriving cities. Instead, Ironlanders live in isolated villages
    or steadings. Their homes are modest buildings of wood, stone, and
    thatch.
  • Many areas of the Ironlands are unexplored and uninhabited except by
    the firstborn—beings such as elves, giants, and the wolf-like varou.
  • Coins have little value here. Most commerce is made through barter and
    favors
  • Some communities remain isolated and independent, while others trade
    in basic goods such as iron, grain, wood, livestock, wool, and coal.
  • There is a diverse mix of peoples and cultures within the Ironlands,
    even within a single community. You can envision your character and
    those you interact with however you like, unbound by considerations of
    geography, lineage, sexual orientation, and gender.
  • Communities sometimes band together under a powerful leader, but
    there are no kingdoms. Territorial lines are sketchily drawn, if at all.
  • Large-scale warfare is unheard of, but raiding parties and skirmishes
    between communities are a constant menace. Some communities subsist
    entirely on raiding.
  • Spear, axe, shield, and bow are the dominant weapons. Swords are rare
    and highly prized. Some warriors choose to wade into battle clad in iron,
    while others trust in their prowess or in the strength of their shields.
  • Magic is subtle and mysterious. Mystics seek to ward away the darkness
    through the practice of magic, but often succumb to it. Rituals are
    performed as blessings and to gain insight.
  • Supernatural creatures and beasts are rare, frightening, and dangerous.
You are encouraged to make Ironsworn your own, and to bend the setting
to your liking. Your version of the Ironlands will be unique because you’ll
define aspects such as the history of your people, magic, mythic beasts, and
more. The choices you make will help inspire the personal vows driving your
character.
You can also ignore the Ironlands entirely and play in your own world, or
explore a setting inspired by media, history, or another roleplaying game. The
Ironsworn rules are flexible enough to accommodate many forms of gritty
fantasy or historical fiction.
With a bit of work, you can even adapt these rules to different genres. See page
237 for more on hacking Ironsworn.




IRONSWORN                                                                     3
IRON VOWS
In the Ironlands, a vow is sacred. When you declare your solemn promise to
serve or aid someone, or to complete a personal quest, your honor is bound to
that vow. Abandoning or recanting an oath is the worst sort of failure.
When you swear a vow, you touch a piece of iron. It can be an iron coin, a
weapon, or your armor. It’s an old tradition. Some say the iron, a piece of the
primal world, serves as a conduit to the old gods—so they may better hear
your promise.
Vows are the core of playing Ironsworn. It is your vows that drive you. These
goals create the context for your adventures and challenges. As you complete
vows, you gain experience and new abilities.
When you create your character, you start with a background vow. When you
setup your campaign, you envision or encounter an inciting incident which
triggers a new vow. There are several prompts for vows associated with the
details of the world in chapter 4 (page 111), and with foes and encounters in
chapter 5 (page 133). You can select something which fits your vision for the
world and your character’s goals, or just come up with something yourself. If
you are playing in co-op mode, you and your fellow players may have shared
vows and personal vows.
To learn more about your first vows and starting your campaign, see page
193.

YOUR CHARACTER
You use your character sheet to track your stats, overall condition, and
progress in your quests. You also have assets (page 21), which are abilities
you choose when you create your character and when you gain experience.
These components help you determine the outcome when things get
dangerous or uncertain.
However, your character is more than these mechanical bits. You are the
protagonist in a rich story. You have hopes and fears, virtues and failings. You
have a history. You are, or were, part of a community. This is the fiction of
your character. Consider a few of these details as you create your character,
but don’t sweat it. You’ll evolve it through play. At the start of your game,
put your character on stage to see what happens. Fill in the blanks—for your
character and your world—as you go.
To learn more about creating your character and the components that make
up your character, see page 31.




4                                          CHAPTER 1 | The Basics
Your vows (page 35)                                 You have five stats (page                          As you fulfill
are your sacred oaths to                            33) which represent                                vows, you earn
complete perilous quests.                           the core aspects of your                           experience (page
Each vow has a rank and                             character. These are                               44). You spend
is managed through a                                often added as a bonus                             experience to gain
progress track.                                     when you take action.                              new assets.


          CHARACTER                                                               EXPERIENCE
                                                                                  
                                                                                  
                                                                                                                 HEALTH
           +10
                                                                                                                  +5
                                 EDGE        HEART            IRON         SHADOW              WITS
           +9
                                                                                                                  +4
                                                              BONDS
           +8
                                                                                                                  +3
            +7
                                                              VOWS                                                +2
           +6
                                     TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                       +1
           +5
                                                                                                                   0
           +4
                                                                                                                 SPIRIT
                                     TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
            +3                                                                                                    +5

            +2                                                                                                    +4
                                     TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                       +3
            +1

            0                                                                                                     +2

            -1                       TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                       +1

            -2                                                                                                     0
                                                                                                                 SUPPLY
            -3                       TROUBLESOME    DANGEROUS    FORMIDABLE    EXTREME    EPIC
                                                                                                                  +5
            -4
                                                          DEBILITIES                                              +4
            -5                CONDITIONS                                 BANES
                               WOUNDED         SHAKEN                   MAIMED         CORRUPTED              +3
            -6                 UNPREPARED      ENCUMBERED
                                                                         BURDENS
                                                                                                                  +2
           MAX                                                            CURSED         TORMENTED
                                                                                                                  +1
                   MOMENTUM




           RESET
                                                                                                        STATUS




                                                                                                                   0
                                                IRONSWORN




As you take action, you                                You suffer debilities                           You have status
build or lose momentum                                 (page 36) as you                                tracks for health,
(page 11). Positive                                    face harrowing                                  spirit, and supply
momentum can help                                      challenges. Some                                (page 33).
improve the result of                                  debilities are                                  These represent
an action. Negative                                    temporary and easily                            your current
momentum can undermine                                 mended; others are                              condition and
an otherwise successful                                permanent.                                      readiness.
action.

IRONSWORN                                                                                                                 5
MOVES
Moves are self-contained systems to resolve a specific action, scene or
question. There is a move for most common situations you encounter in
Ironsworn. They have specific triggers, phrased as “When you [blank].” When
your character does that thing, or you encounter that situation, refer to the
move to see what happens.
Moves are organized by activities.
    • Adventure moves (page 60) cover a variety of dangers, conducting
      investigations, traveling, making camp, and healing.
    • Relationship moves (page 69) involve persuading others to do
      something, building bonds with people and communities, resting and
      recuperating within a community, aiding your allies, and initiating duels.
    • Combat moves (page 78) are used when fighting (but not exclusively;
      other moves may come into play as well).
    • Suffer moves (page 90) occur when you endure hardship, such as
      suffering physical harm or facing a dispiriting challenge.
    • Quest moves (page 98) encompass iron vows, making progress in a
      sworn quest, and improving your character.
    • Fate moves (page 104) help you decide what happens in solo and co-op
      play, or support the GM’s decisions and brainstorming in guided play.
When a move’s name is referenced within these rules or by another move,
you’ll see it as italicized text.
Most moves are based on risky actions you are taking. You are attacking with
your sword, making a dangerous climb, or healing an ally. These moves use
dice to determine the outcome. This is called an action roll (page 8).
Some moves measure your headway against an extended challenge, such as a
journey or fight, using a progress track (page 14). When you are ready to
resolve the challenge, you make a progress roll (page 18).
Other moves utilize a different kind of dice roll, called an oracle roll (page
22). These moves help determine the outcome of uncertain events out of
your character’s control. If you’re playing solo or co-op, you can use the Ask
the Oracle move (page 107) to answer questions about the world, resolve how
other characters respond, or determine what happens next.
Some moves don’t require a roll. They might support or reference a separate
move, or simply help you resolve a mechanical or narrative situation. Don’t
roll dice unless a move tells you to. To learn more about moves, see page 49.


6                                          CHAPTER 1 | The Basics
                               This is the
                               move’s name.
                                                      Moves which require an
This is the move’s trigger.                           action roll will tell you
When you do this                                      which stat to add to your
thing, or encounter this                              roll, and may give you an
situation, make the move.                             option to include other
                                                      bonuses (called adds).




                  GATHER INFORMATION
                  When you search an area, ask questions,
                  conduct an investigation, or follow
                  a track, roll +wits. If you act within a
                  community or ask questions of a person
                  with whom you share a bond, add +1.
                  On a strong hit, you discover something
                  helpful and specific. The path you must
                  follow or action you must take to make
                  progress is made clear. Envision what you
                  learn (Ask the Oracle if unsure), and take +2
                  momentum.
                  On a weak hit, the information complicates
                  your quest or introduces a new danger.
                  Envision what you discover (Ask the Oracle
                  if unsure), and take +1 momentum.
                  On a miss, your investigation unearths a
                  dire threat or reveals an unwelcome truth
                  that undermines your quest. Pay the Price.




Moves with an action roll
                                                    When a move is
include three levels of
                                                    referenced within
possible results: A strong
                                                    another move, you’ll
hit, a weak hit, and a miss.
                                                    see it as italicized text.




IRONSWORN                                                                        7
THE ACTION ROLL
When you make a move representing a risky or uncertain action, you roll
three dice at once.
    • Challenge dice: Two ten-sided dice (D10)
    • Action die: A six-sided die (D6)



           4                     8
                                                                3
            CHALLENGE DICE                                  ACTION DIE

Add your relevant stat to your action die. The move will tell you which stat to
add, or may give you a choice. Some moves will tell you to use one of your
tracks, such as health or supply, in place of a stat. Based on the move or your
character’s assets, you may also have an opportunity to apply one or more
bonuses called adds. The total of your action die, your stat, and any adds is
your action score. Your action score is never greater than 10—anything over
that is ignored.
                                                               ACTION
                                                               SCORE
                             STAT               ADDS

        3             + 2 + 1 =                                   6
To determine the outcome of your move, compare the action score to each
of the challenge dice. You want it to be greater than the individual value of
those dice.

                                              CHALLENGE DICE
ACTION SCORE
                                             4                   8
         6        COMPARE TO



                                         Greater than    NOT greater than

8                                           CHAPTER 1 | The Basics
There are three possible results for a move.




Strong Hit                   Weak Hit                     Miss
Your action score is         Your action score            Your action score isn’t
greater than both the        is greater than only         greater than either
challenge dice. You          one of the challenge         of the challenge dice.
succeed at what you          dice. You probably           You failed, or need to
are trying to do.            succeeded, but with a        make some serious
                             lesser effect or cost.       concessions.

The move will tell you how to interpret the outcome of your action, or offer a
choice. The result may include mechanical changes to your character’s status
and narrative changes to the current situation.

When you score a miss on a move, you’ll usually see a prompt to Pay the Price.
This is a special move that lets you pick a likely negative outcome or roll to see
what happens. If you’re playing with a GM, they may consult with this move,
or just tell you the price.
The main thing to remember on a miss: Something always happens. The
situation gets more complex, dramatic, or dangerous. To learn more about
the Pay the Price move, see page 105.


   Ties always go to the challenge dice. Your action score needs to
   exceed—not equal—the challenge dice to count as a hit.



MATCHES
When you roll for a move, you
should be on the lookout for a
                                            5            =             5
match on the challenge dice. In
cooperative and solo play, this is
your trigger to add a twist, create
a new complication, or otherwise mix things up. Something interesting,
unexpected, or unusual happens. If you’re unsure, you Ask the Oracle, which
is a move you use to ask questions or check for inspiration. If you’re playing
with a GM, a match on the challenge dice can be their prompt to introduce a
surprising turn of events.




IRONSWORN                                                                       9
The outcome of a match should be evaluated based on the result of your move.
  • Strong hit: The match should represent a twist in the narrative, something
    interesting, or a new opportunity.
  • Miss: The match should represent a heightened negative outcome, a
    complication, or new danger. Things get worse for you in an unexpected
    way.
You can also let the intensity of your success or failure frame how you interpret
a match. Rolling matched 10’s on your challenge dice should prompt you to
introduce a harrowing turn of events or a dire failure. It’s as bad as things get.

GM’S AND THE DICE
If you are playing as a GM, you can focus on guiding the game and responding
to your player’s questions and actions. Since NPCs don’t make moves, you
won’t need to make action rolls. However, you might want to have a pair of
D10’s available for oracle rolls (page 22).




10                                          CHAPTER 1 | The Basics
MOMENTUM
Momentum is a special mechanic which is central to playing Ironsworn. Your
momentum value ranges from a -6 to +10 and represents how you are faring
in your quests. Move results may tell you to increase or decrease momentum.
The momentum track is on the left side of your character sheet. You can use
a paper clip or token to mark the current value.
When you have positive momentum, things are going your way. You have the
advantage. You are in control. Your path is clear. You are properly positioned
for success.
When you have negative momentum, the tide has turned against you. You
face tough odds. You are outmatched. Your next steps are uncertain.


   Momentum persists through scenes and between gaming sessions.
   When you finish a session, write down your current momentum
   value. Then, pick up where you left off when you return to the game.


GAINING MOMENTUM
You gain momentum as an outcome or option when making moves. This
represents securing advantages, acquiring new insight, and making progress
in your quests. If a move tells you to add momentum (phrased as “take +X
momentum”), increase your momentum track by the value indicated. The
choices you make in a move, or the assets you use to support the move, may
modify the amount rewarded.
In general, taking +1 momentum represents a minor advantage. Taking +2
momentum (or more) represents a major advantage.

LOSING MOMENTUM
You can lose momentum as a choice when making moves, or as an outcome
of a move—particularly on a weak hit or miss. If a move tells you to suffer a
specific loss of momentum (phrased as “suffer -X momentum”), you reduce
your momentum track by the value indicated. The options you choose in a
move, or the assets you leverage, may alter this penalty.




IRONSWORN                                                                  11
If you lose momentum as a result of a narrative outcome without a defined
value, such as when you make the Pay the Price move (page 105), you should
suffer a reduction appropriate to the narrative circumstances.
  • For a minor disadvantage or complication, suffer -1 momentum.
  • For a major disadvantage or complication, suffer -2 momentum.
Some moves and assets give you the option to suffer a loss of momentum
in exchange for temporary advantages. If you take this option, adjust your
momentum track by the amount indicated.

BURNING MOMENTUM
Burning momentum is a powerful option to build on your success and deliver
a decisive result or avoid dire failure. When you have positive momentum,
after you roll your move, you may cancel any challenge dice that are less than
your current momentum value. This gives you an automatic hit.
If both challenge dice are less than your momentum value, you may cancel
them both for a strong hit. If you burn momentum when only one of the
challenge dice is less than your momentum value, the result of the other die
stands—giving you a weak hit.
             +10
For example, your momentum track is at +6 and your action score is 4. You
roll a 5 and an+9
                8 on your challenge dice. You may burn momentum to cancel
the 5, but not the 8. This shifts your result from a miss to a weak hit.
                                                           BONDS
             +8
                                               CHALLENGE DICE
             +7
                                                            VOWS
             +6                               5                   8
                                TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
             +5

             +4                       You may cancel
  MOMENTUM TRACK                          this 
                                TROUBLESOME   die.DANGEROUS  FORMIDABLE  EXTREME  EPIC
             +3
Burning momentum is never required. Even if you score a miss on a move
and have enough+2 momentum to cancel the challenge dice, you can choose to
suffer the failure and save your momentum for a more crucial moment.
              +1
After you burn momentum, you must reset your momentum. See the next
page for how that
              0 works.

              -1

12            -2                          CHAPTER 1 | The Basics

              -3
                        +9

                        +8

RESETTING MOMENTUM
            +7
After you burn momentum, you must adjust your momentum track to your
momentum reset value.+6   The default reset is +2. This value may be lowered
when your character suffers from a debility (page 36). Debilities are
conditions such as wounded,
                         +5 shaken, or unprepared. They are marked on
your character sheet as a result of a move or a narrative event.
                       +4 marked, your momentum reset is +1.
  • If you have one debility
  • If you have more than one debility marked, your momentum reset is 0.
                        +3
There is a box below the momentum track where you can record your current
momentum reset.          +2

SUFFERING NEGATIVE
            +1     MOMENTUM
When your momentum is less than 0, and it matches the value of your action
die, you must cancel your0action die. You still check the success of your move
by comparing your stat plus your adds to the challenge dice, but you won’t
have your action die to help
                         -1 you.             TROUBLESOME  DANGEROUS  FORMIDABL

                        -2                        ACTION DIE

                        -3                 TROUBLESOME  DANGEROUS  FORMIDABL

                        -4                            4
                                                                    DEBILITIES
                        -5        CONDITIONS
                                   WOUNDED You must
                                                   cancel
                                                     SHAKEN

                  -6 TRACK         UNPREPARED this
                                                   die.
                                                     ENCUMBERED
           MOMENTUM

MINIMUM MOMENTUM
Your momentum cannot drop lower than -6. This is your minimum
momentum. If a move tells you to lower your momentum, and your
momentum is already at its minimum, you will instead make the Face a
Setback move (page 97). As a result of this move, you reduce your health,
spirit, or supply (or some combination thereof) by that amount, or undermine
your progress in a current quest, journey, or fight.
Make moves such as Secure an Advantage (page 61) to increase your
momentum.




IRONSWORN                                                                13
MAX MOMENTUM
Your max momentum starts at +10, and is reduced by 1 for every marked
debility. There’s a spot on your character sheet to record this value. You can’t
increase momentum over your max. If you are at your max and a move gives
you an option to increase your momentum, you can’t take that benefit.


PROGRESS TRACKS
A progress track is used to measure your pace and determine the outcome of
a goal or challenge in specific situations.
  • When you Swear an Iron Vow (page 98), a progress track represents
    the challenges you overcome on your way to achieving your ultimate goal.
  • When you Undertake a Journey (page 65), a progress track represents
    how far you’ve gone and how favorable the travel has been.
  • When you Enter the Fray (page 78), a progress track represents your
    advantage as you weaken or wound your foes in combat.
  • When you establish a new relationship with a character in your world
    and Forge a Bond (page 74), you mark your bond on a progress track.
Progress tracks are drawn as a row of ten boxes which you fill in—or mark—
as you make headway toward a goal. When you initiate a challenge, these
boxes are empty.




Since making progress on your quests may stretch over many sessions, your
character sheet includes progress tracks for vows. Your character sheet also
includes a progress track for your bonds. For journeys and fights, you can
sketch out your progress tracks on whatever is convenient, or use the challenge
worksheets provided at ironswornrpg.com.

CHALLENGE RANKS
When you engage in a fight, initiate a journey, or swear a vow, you give your
challenge a rank. In increasing order of difficulty, the ranks are troublesome,
dangerous, formidable, extreme, and epic. You (or the GM) will choose
a rank appropriate to the situation and how quickly or easily it should be
resolved. Troublesome is used for simple challenges. A typical challenge is
dangerous or formidable. Epic and extreme challenges require great effort and
luck to overcome. Guidelines for foes are on page 134, and for journeys on


14                                         CHAPTER 1 | The Basics
page 111. Give your vows a rank appropriate to the complexity of your quest
and the amount of emphasis you want to give the vow in your story.

MARKING PROGRESS
You will perform specific moves to advance toward your goal. For example, as
you travel across perilous lands, you Undertake a Journey and mark progress
when you successfully reach waypoints in your travel.


   UNDERTAKE A JOURNEY
   When you travel across hazardous or unfamiliar             This move
   lands, first determine the rank of your journey (Ask the   lets you mark
   Oracle if unsure).                                         progress on
       • Troublesome journey: 3 progress per waypoint.        a strong or
       • Dangerous journey: 2 progress per waypoint.          weak hit.
       • Formidable journey: 1 progress per waypoint.
       • Extreme journey: 2 ticks per waypoint.
       • Epic journey: 1 tick per waypoint.
   Then, for each segment of your journey, roll +wits. If
   you are setting off from a community with which you
   share a bond, add +1 to your initial roll.
   On a strong hit, you reach a waypoint. If the waypoint
   is unknown to you, envision it (Ask the Oracle if
   unsure). Then, choose one.
       • You make good use of your resources: Mark
          progress.
       • You move at speed: Mark progress and take +1
          momentum, but suffer -1 supply.
   On a weak hit, you reach a waypoint and mark
   progress, but suffer -1 supply.
   On a miss, you are waylaid by a perilous event. Pay the
   Price.


Similarly, when you fight, you Strike (page 79) or Clash (page 80) to
inflict harm on your foe. To move forward in your quest, you use the Reach
a Milestone move (page 100). These incremental moves let you amass
advantages to have the best chance of success when you are ready to resolve
your challenge.




IRONSWORN                                                                15
Whenever you successfully move toward your goal, you partially or fully fill
in a box on your progress track. You fill progress boxes with lines—called
ticks. A full progress box consists of four ticks in a star-shaped pattern. When
a move tells you to mark progress, fill in the appropriate number of ticks or
progress boxes based on the rank of your challenge.

                       Troublesome                           Dangerous
                       mark 3                                mark 2
                       progress                              progress

        Formidable                  Extreme                  Epic
        mark 1                      mark 2                   mark 1
        progress                    ticks                    tick


MARKING PROGRESS FOR BONDS
If you are marking progress on your bonds progress track, you always mark 1
tick unless a move tells you otherwise. Bonds are not given a challenge rank.
To learn more about bonds, see page 24.




16                                         CHAPTER 1 | The Basics
PROGRESS MOVES
There are four moves, called progress moves, which utilize progress tracks to
resolve the outcome of a goal or challenge.
  • To resolve a quest, Fulfill Your Vow (page 101).
  • To end your journey, Reach Your Destination (page 68).
  • To decide the outcome of combat, End the Fight (page 82).
  • When you retire from your life as Ironsworn, Write Your Epilogue (page
    77).


    This label identifies
    this move as a
    progress move.



                            REACH YOUR DESTINATION
                            Progress Move
                            When your journey comes to an end, roll the
                            challenge dice and compare to your progress.
                            Momentum is ignored on this roll.
                            On a strong hit, the situation at your
                            destination favors you. Choose one.
                                • Make another move now and add +1.
    A progress move             • Take +1 momentum.
    uses a progress         On a weak hit, you arrive but face an
    roll instead of an      unforeseen hazard or complication. Envision
    action roll (see        what you find (Ask the Oracle if unsure).
    the next page for       On a miss, you have gone hopelessly astray,
    how it works).          your objective is lost to you, or you were
                            misled about your destination. If your journey
                            continues, clear all but one filled progress, and
                            raise the journey’s rank by one (if not already
                            epic).




IRONSWORN                                                                       17
PROGRESS ROLLS
You don’t make an action roll when you make a progress move. Instead, you
tally the number of fully filled progress boxes (those with four ticks). This
is your progress score. Then, roll your challenge dice and compare your
progress score to the value of the dice.
As with an action roll, if your progress score is greater than both challenge
dice, it’s a strong hit. If you beat one of the challenge dice, it’s a weak hit. If you
fail to beat either die, it’s a miss. The progress move will tell you how to resolve
the challenge based on the outcome of your roll. Also, keep an eye out for a
match, which represents a surprising twist or unusual complication.
In the example below, you would compare your +6 progress score to your
challenge dice when making your progress move. The seventh progress box is
only partially filled in, and won’t count toward the progress score.


                         PROGRESS SCORE                6




       CHALLENGE DICE
                                          4                       6

When deciding whether to make your progress move, you need to weigh your
chance of success against the risk of continuing to make preparatory moves.
One thing to remember: It’s not necessary to fill your progress track before
making your progress move. In fact, a weak hit or miss on a progress roll can
lead to exciting new story possibilities.

MOMENTUM AND PROGRESS ROLLS
Momentum is ignored when you make a progress move. You cannot burn
momentum on a progress roll, and you do not suffer from negative momentum.

SHARING PROGRESS TRACKS WITH ALLIES
When you and your allies are working together to resolve a challenge—a
quest, a journey, or a fight—you share a progress track and mark progress
together. When you make a progress move, only one of you rolls the dice. The
result will stand for the group.

18                                            CHAPTER 1 | The Basics
HARM
Harm represents physical damage and fatigue. You inflict harm on your foes
in combat, and you Endure Harm when you are attacked or fail to overcome a
physical hazard or ordeal.

INFLICTING HARM
When you successfully attack a foe using the Strike (page 79) or Clash (page
80) moves, you inflict harm. If you are armed with a deadly weapon (such
as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using
an improvised or simple weapon (such as a shield, stick, club, staff, or rock),
you inflict 1 harm. You may have an option to inflict additional harm through
the choices you make in a move.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.

ENDURING HARM
When you face physical injury or hardship, make the Endure Harm move
(page 91). As part of that move, you reduce your health track by the amount
of harm suffered. There are five ranks of harm.
  • Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
    tiring effort.
  • Dangerous (2 harm): An attack by a skilled foe or deadly creature, a
    nasty injury, or a demanding effort.
  • Formidable (3 harm): An attack by an exceptional foe or mighty creature,
    a serious injury, or an exhausting effort.
  • Extreme (4 harm): An overwhelming attack by a monster or beast, a
    grievous injury, or a debilitating effort.
  • Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
    injury, or a consuming effort.
When you are fighting a foe, they inflict harm based on their rank. Sample
foes are in chapter 5 (page 133).
If you are at 0 health, a miss on the Endure Harm move puts you at risk
of suffering a debility or dying. You can recover health through rest and
recuperation, using moves such as Heal (page 63), Make Camp (page 64),
and Sojourn (page 71).


IRONSWORN                                                                    19
STRESS
Stress represents mental burdens and trauma. When you face mental shock
or despair, make the Endure Stress move (page 95). As part of that move,
you reduce your spirit track by the amount of stress suffered. There are five
ranks of stress.
  • Troublesome (1 stress): An unsettling incident or frustrating failure.
  • Dangerous (2 stress): A distressing incident or upsetting failure.
  • Formidable (3 stress): A horrifying incident or demoralizing failure.
  • Extreme (4 stress): A heart-rending incident or traumatic failure.
  • Epic (5 stress): A soul-shattering incident or the loss of all hope.
When you are opposing a foe, they can inflict stress (such as a terrifying
visage or demoralizing taunt) based on their rank. Sample foes are in chapter
5 (page 133).
When you Endure Stress, you reduce
your spirit track by the amount of
stress suffered. If you are at 0
spirit, you are in danger of
suffering a debility or falling
into desolation.
You can recover spirit by
relaxing when you Make
Camp (page 64), finding
fellowship when you
Sojourn (page 71), or
when you Forge a Bond
(page 74).
Unlike harm, you do not
inflict stress on others—at
least not mechanically. If you
attempt to frighten or demoralize
another character, make an
appropriate move to see what
happens.




20                                         CHAPTER 1 | The Basics
ASSETS
Assets are a key component of your character. They give you additional
options and bonuses when making a move, and may include their own special
moves. When you create your character (page 31), you select your starting
assets. When you Fulfill Your Vow and gain experience (page 44), you can
Advance to spend your experience on new assets or upgrade current assets.
To learn more about assets, see page 39.


   You can mix-and-match assets however you like. There are no
   designated assets based on character classes or roles. However, you
   should avoid picking the same asset as another player.


                                   This is the asset type. When you pick
Most assets include a              an asset, you choose from companions,
default ability, represented       paths, combat talents, and rituals.
by the filled-in circle. If
it doesn’t have a starting
ability, you get to pick one.
                                  PATH

                                  SLAYER
                                   When you Gather Information by
                                    tracking a beast or horror, or when
Assets usually modify               you Secure an Advantage by readying
moves by giving you                 yourself for a fight against them, add
a bonus or allow you                +1 and take +1 momentum on a hit.
to use the move in a              { When you Swear an Iron Vow to slay
different way. Some                 a beast or horror, you may reroll any
assets include their                dice. When you Fulfill Your Vow and
own unique moves.                   mark experience, take +1 experience.
                                  { When you slay a beast or horror (at
                                    least formidable), you may take a
                                    trophy and choose one.
As you gain                         • Power a ritual: When you or an ally
experience, you can                   make a ritual move, reroll any dice
purchase upgrades for                 (one time only).
your assets. When you               • Prove your worth: When you Sojourn,
purchase an upgrade,                  reroll any dice (one time only).
you fill in the circle
to show that you now
have that ability.

IRONSWORN                                                                    21
ORACLES
Some moves may prompt you to roll on a table to generate a result between
1 and 100. There are also a set of creative prompts in chapter 6 (page 165),
which you can use to reveal details, trigger events, and guide the actions of
other characters in your world. These oracles help answer questions in solo or
co-op games, or provide inspiration for the GM in guided play.

ROLLING ORACLE DICE
Whenever you are prompted by a move or an oracle table to generate a result
between 1 and 100, roll two ten-sided dice.



        80                3                       3                6


One of your oracle dice may               You can also use two D10s of
include tens digits on its faces. If      different colors, and decide
so, you’d read this result as 83.         before rolling which represents
                                          the tens digit and which is the
                                          units. You’d read this result as 36.


     You might want to use a special set of dice for your oracle rolls,
     shared by everyone at the table. It’ll make those dice feel special and
     unique.




22                                         CHAPTER 1 | The Basics
SEEKING ANSWERS
If you are playing solo or co-op, you can Ask the Oracle to help guide your
game session and trigger ideas when you need to know what happens next.
Its most basic function is to answer a “yes” or “no” question. Combined with
your own instincts and creativity, this move—and other random prompts—
can push your story in surprising and exciting directions. To learn more about
this move, see page 107.


    ASK THE ORACLE
    When you seek to resolve questions, discover
    details in the world, determine how other
    characters respond, or trigger encounters or events,
    you may…
       • Draw a conclusion: Decide the answer based on
          the most interesting and obvious result.
       • Ask a yes/no question: Decide the odds of a
          ‘yes’, and roll on the table below to check the         Roll on this
          answer.
                                                                  table using
       • Pick two: Envision two options. Rate one as              your oracle dice
          ‘likely’, and roll on the table below to see if it is
                                                                  to generate a
          true. If not, it is the other.
                                                                  result between
       • Spark an idea: Brainstorm or use a random
                                                                  1 and 100
          prompt.

                                  The answer is ‘yes’
     Odds                         if you roll...
     Almost Certain               11 or greater
     Likely                       26 or greater
     50/50                        51 or greater
     Unlikely                     76 or greater
     Small Chance                 91 or greater
    On a match, an extreme result or twist has occurred.


If you are playing with a GM, they are the oracle. When you see a prompt to
Ask the Oracle, turn to your GM. The GM is free to leverage random tools and
creative prompts to come up with the answers.
Keep in mind that—even when playing with a GM—Ironsworn is about
shared storytelling. Offer suggestions. Talk it out. The GM is the final arbiter
of what happens next, but everyone at the table should participate in building
the world and creating the narrative of your game.


IRONSWORN                                                                     23
MORE RANDOMNESS
You’ll find a set of random tables in chapter 6 (page 165). These provide
inspirational prompts and random results for common situations. You can
also use whatever random generators you prefer, including those drawn from
another game, online generators, or visual tools such as tarot cards.

TRUST YOUR INSTINCTS
These random generators will never replace your own imagination and
intuition. If it’s interesting, dramatic, and pushes the story forward, make it
happen. Too much reliance on random generators to answer questions about
“what happens next” can kill the momentum of your game or make it feel
disconnected and incoherent.
Keep it moving. Ask a question. If an answer leaps to mind, go with it. If you’re
not sure, Ask the Oracle. Then, play.


BONDS
As you explore your world and complete quests, you create bonds with people
and communities by making the Forge a Bond move (page 74). Bonds give
you advantages for specific moves when interacting with those you have
bonded with. For example, if you attempt to Compel someone (page 69),
and you share a bond with them, you add +1 to your action score. The moves
tell you when having a bond provides this advantage.
Bonds also help determine your fate when you retire from your life as an
adventurer. The more bonds you create, the more connections you have
with people and communities, the better your chance to live out your days
peacefully in the company of others.
Your character sheet has a special progress track for bonds. When you
successfully Forge a Bond, mark 1 tick on this progress track. When your
adventures are complete and you Write Your Epilogue (page 77), tally your
bonds and make a progress roll (page 18) to wrap up your character’s story.


OTHER CHARACTERS
The mechanics of Ironsworn are almost entirely character-facing—meaning
they reference the capabilities and actions of your character. Other non-player
characters and creatures (NPCs) don’t have mechanical detail. In fact, they
may only have a single stat—their rank—for tracking progress against them
in a combat scene. Further, NPCs do not make moves. You won’t roll dice
for them to determine the outcome of their actions. When you attempt to


24                                         CHAPTER 1 | The Basics
influence them, oppose them, resist them, or aid them, make moves as your
character. If you have questions about an NPC’s motivations or what they do
next, Ask the Oracle. To learn more, see page 133.

ALLIES AND COMPANIONS
If you are playing a co-op or guided game with other players, their characters
are referred to in these rules and in moves as your allies.
A companion is a special type of asset. Unlike normal NPCs, they can
provide mechanical benefits through their abilities, and they have a health
track to record harm. If the text of a move refers to a companion, it means a
companion asset. To learn more about companions, see page 39.


EQUIPMENT
In Ironsworn, you won’t worry too much about equipment. Your supply track
(page 34) is an abstract representation of your general readiness, clothes,
ammo, food, water, and mundane gear.
You are armed and armored as appropriate to your vision for your character.
If you wield a weapon, you can inflict harm with it. If you are armed with a
deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you
are unarmed or using an improvised or simple weapon (such as a shield, stick,
club, staff, or rock), you inflict 1 harm.
Other equipment provides narrative benefit. It enables you to make moves
where that gear is important, or perhaps allows you to avoid a move altogether.


   For example, you need to make your way down a steep rock face.
   Without assistance, you’d make a Face Danger move to see what
   happens. If you had rope, the climb is not particularly risky or
   uncertain. In that case, you might skip the move and just narrate
   the result.


Specific assets (page 39) can make equipment more important and relevant
to your character. For example, combat talent assets (page 40) represent
your expertise in a particular weapon or fighting style. When you wield an
appropriate weapon, you gain the benefit of the asset.
Apart from assets, you can make note of equipment at whatever level of
detail you like, but don’t fuss over it. If you’re wondering whether you have a
particular mundane item, you can Ask the Oracle (page 107).



IRONSWORN                                                                  25
THE FLOW OF PLAY
Like most roleplaying games, you play primarily from the perspective of
your character. What are you doing? What are you trying to achieve? What
opposition and challenges do you face? Your quests, and the characters and
situations you encounter, will guide the fiction and the choices you make.
When you have questions about what you find, how other characters in your
world respond, or what happens next, you can go with what feels right (if you’re
playing solo or co-op), or ask your GM. When you are seeking inspiration or
want to put it in the hands of fate, you make the Ask the Oracle move (page
107). Use the yes/no questions and random prompts to generate interesting
twists and new complications you might not have thought of on your own.
Above all, if it’s interesting, dramatic and fits the fiction, make it happen.
If you are doing something covered by a move, refer to the move to resolve
your action. If it tells you to roll dice, do it.
Scoring a strong hit on a move means you are in control. You’re driving the
narrative. What do you do next?
A weak hit or a miss means you don’t have control of the situation. Instead
of acting, you react. What happens next? If you’re playing with a GM, they’ll
determine how the world responds. Otherwise, you rely on your intuition and
occasional oracle rolls to drive the narrative.




26                                         CHAPTER 1 | The Basics
         START



       Envision the              Ask and answer questions about
     current situation           the world, other characters, and
      and what your                    what happens next
    character is doing.                (or Ask the Oracle).



              When your action or the
             current situation triggers a
               move, make that move.




    STRONG                WEAK              MISS
      HIT                  HIT
                                        You’ve failed,
      You’ve         You’ve made        or encounter
    succeeded.        progress,         a costly turn
    You are in       but aren’t in        of events.
     control.          control.




   What do you               What happens
    do next?                    next?




IRONSWORN                                                           27
WHAT’S NEXT
That’s the basics of playing Ironsworn. You’ll see these concepts referenced
and expanded throughout this rulebook, but it’s not necessary to read or
understand it all before playing. To get started:

          Create your character (page 31). Set your stats, select your
  1       assets, and consider your background and personality.

          Build your world (page 111). Take a tour of the Ironlands, create
  2       your unique vision of the setting, and find inspirational prompts
          for vows and quests. Or, start playing in your own world.

          Review the moves (page 49). It’ll be helpful to get a basic
  3       understanding of the moves and how you resolve your character’s
          actions and intent. You can start by printing out the move reference
          sheets, available at ironswornrpg.com. Then, refer to chapter 3
          when you have a question or want further detail.

          Review the example of play (page 241). See Ironsworn in action
  4       to help understand the basic die roll mechanics, how to interpret
          moves and outcomes, and how to use creative prompts to drive
          your story forward.

          Swear an Iron Vow (page 98). Play to see what happens. When
  5       you have questions about moves, see page 49. When you need a
          foe or encounter, see page 133. When you seek answers from an
          oracle, see page 165.

          Dig deeper (page 193). When you’re ready to explore campaign
  6       setup guides, additional gameplay options, and best practices, see
          chapter 7.




28                                       CHAPTER 1 | The Basics
The mother asked the seer to divine her
new baby’s fate. The old mystic came and
looked at the sleeping child. She tilted her
head, closed her eyes. Then, she drew back,
frowning. No need to ask the gods. No need
to roll the stones.

“Ironsworn,” the seer said.

She took her price in silver and blood, and
left the mother alone with the baby.

That night, the mother wept, for she knew
her child would grow to live apart from her.
Whether consumed by duty or vengeance,
wanderlust or love, it was all the same. The
trackless wilds would call, the blade and
shadow would whisper their secrets, and her
child would leave.

She cried for the life her child would live, and
she cried for the knowing of it.
CHAPTER 2

YOUR
CHARACTER
YOU ARE IRONSWORN
Others live out their lives hardly venturing beyond the walls of their village or
steading, but you are different. Your sworn vows will lead to a life of danger,
heroism, and sacrifice at the edge of the known world.

ENVISION YOUR CHARACTER
Before you jump into the mechanics of your character, consider their
motivations, interests, skills, personality, and weaknesses. It’s fine to start with
one or two ideas about your background and goals. You can flesh out your
character as you play.

BE AWESOME
Your character is highly competent. You’re smart, brave, and driven. You can
hold your own in a fight. When you Swear an Iron Vow, you mean it.
You are not without your limitations. You’ll face hardship. You’ll make bad
decisions. You will fail. Overcoming those failures, pushing on, is what makes
you heroic.

BE WHO YOU WANT
The people of the Ironlands are diverse. Communities are formed through
shared interests, mutual protection, or strong leadership. Respect is still
paid to traditions of the Old World, but Ironlanders largely left behind their
cultural divisions when they crossed the vast northern ocean. Even within a
single community, you’ll find a fusion of Old World and Ironland influences.
You can envision your character however you like—unbound by geography,
lineage, sexual orientation, and gender. Your character can be inspired directly
by a real-world or historical culture, or you might weave a blend of cultural
influences into your concept.
The default setting is human-centric, and these rules do not include specific
options to play fantasy races. However, you can adjust to your liking. The
mechanics of your character are relatively light and can be themed to support
several types of fantasy or historical fiction.

WHERE TO START?
You can build your world , build your character, or do both in tandem. If you
have a clear idea for your character, start there and build your world around
them, as if you’re building a set to suit your actor. If you need inspiration, start
with the world. Chapter 4 (page 111) includes prompts for situations and
quests to help you envision your character and your place in the Ironlands.

IRONSWORN                                                                       31
                                                                                                                                              HEALTH
MOMENTUM                                                                                             EXPERIENCE
                                             NAME               STATS                                                                          SPIRIT

                                                                                                                                              SUPPLY
             CHARACTER                                                                         EXPERIENCE

               Asha Shadiya                                                                    
                                                                                               

                +10                       3             1                 2                 1              2
                                                                                                                                  HEALTH

                                                                                                                                   +5
                                          EDGE        HEART              IRON           SHADOW             WITS
                  +9
                                                                                                                                   +4
                                                                        BONDS
                  +8
                                                      //// //                                        BONDS
                                                      //
                                                                                                                                   +3
                  +7                                  /                 VOWS                                                       +2
                  +6                   Find my sister
                                              TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                               +1
                  +5                                   /
                                                      /




                                                                                                                                    0
                  +4                   Guide the caravan safely through the mournwood                                             SPIRIT
                                              TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
                  +3                                                                                                               +5
                                                       //
                                                      //




                  +2                                                                                                               +4
                                       Kill the wyvern                                               VOWS
                                              TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                               +3
                  +1
                                                        // // // //
                                                      //
                                                      //
                                                      //
                                                      //




                  0                                                                                                                +2

                  -1                          TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                               +1

                  -2                                                                                                                0
                                                                                                                                  SUPPLY
                  -3                          TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
                                                                                                                                   +5
                  -4
                                                                                                                                   +4
                                                                    DEBILITIES
                                                                                               DEBILITIES
                  -5                   CONDITIONS                                    BANES
                                        WOUNDED         SHAKEN                      MAIMED          CORRUPTED                  +3
                  -6                    UNPREPARED      ENCUMBERED
                                                                                     BURDENS
                                                                                                                                   +2
                  MAX                                                                 CURSED          TORMENTED
                  9                                                                                                                +1
                            MOMENTUM




                RESET
                                                                                                                         STATUS




                  1                                      IRONSWORN                                                                  0




     COMPANION                                           PATH                                         COMBAT TALENT

     HAWK                                                STORYWEAVER                                  SHIELD-BEARER
     Name:                                                When you Secure an Advantage,              If you wield a shield...
                                                           Compel, or Forge a Bond by sharing an       When you Face Danger using your
     Your hawk can aid you when it is aloft.               inspiring or enlightening song, poem,          shield as cover, add +1. When you
     { Far-seeing: When you Undertake                      or tale, envision the story you tell.          Clash in close quarters, take +1
        a Journey, or when you Resupply by                 Then, add +1 and take +1 momentum              momentum on a strong hit.
        hunting for small game, add +1.                    on a hit.                                  { When you bear a shield painted
     { Fierce: When you Secure an Advantage              { When you Make Camp and choose the              with a meaningful symbol, and you
        +edge using your hawk to harass and                option to relax, you may share a story         Endure Stress as you face off against
        distract your foes, add +1 and take +1             with your allies or compose a new              a fearsome foe, add +1 and take +1
        momentum on a hit.                                 story if alone. If you do, envision the        momentum on a hit.
     { Vigilant: When you Face Danger                      story you tell and take +1 spirit or +1    { When forced to Endure Harm in a
        +wits to detect an approaching threat,             momentum. Any allies who choose to             fight, you may instead sacrifice your
        or when you Enter the Fray +wits                   relax in your company may also take            shield and ignore all harm. If you do,
        against an ambush, add +2.                         +1 spirit or +1 momentum.                      your shield is destroyed or will require
                                                         { When you Sojourn within a                      extensive repair; suffer -2 momentum.
                                                           community with which you share a
       0     +1        +2        +3                        bond, add +2 (instead of +1).




                                                                     ASSETS




32                                                              CHAPTER 2 | Your Character
CHARACTER BASICS
NAME
You have a name. Perhaps others will honor it someday in stories and songs.


   Give your character a name. For inspiration, you can roll on the
   Ironlander Names tables on page 184.


STATS
There are five stats. Each is given a value from 1 to 3. When you make a move
and roll dice, you usually add one of your stats to your action die. The move
will tell you which stat to add, or give you a choice.
  • Edge: Quickness, agility, and prowess in ranged combat.
  • Heart: Courage, willpower, empathy, sociability, and loyalty.
  • Iron: Physical strength, endurance, aggressiveness, and prowess in close
    combat.
  • Shadow: Sneakiness, deceptiveness, and cunning.
  • Wits: Expertise, knowledge, and observation.


   To start, arrange these bonuses across your five stats in any order:
   3, 2, 2, 1, 1.


HEALTH
Health represents your current physical condition and stamina, ranked from
0 to +5. Health is reduced when you Endure Harm (page 91), and increased
when you rest or receive care through moves such as Heal (page 63) or
Sojourn (page 71).
If you are at 0 health, scoring a miss when you Endure Harm puts you at risk
of suffering a debility or dying.


   To start, set your health track to +5.




IRONSWORN                                                                 33
SPIRIT
Spirit is your current mental state, ranked from 0 to +5. Spirit is reduced
when you Endure Stress (page 95). It is increased when you find comfort
in companionship, success, or relaxed moments through moves such as Make
Camp (page 64) or Forge a Bond (page 74).
If you are at 0 spirit, scoring a miss when you Endure Stress puts you at risk of
suffering a debility or falling into desolation.


   To start, set your spirit track to +5.



SUPPLY
Supply is an abstract representation of your preparedness, including ammo,
food, water, and general upkeep. It is ranked from 0 to +5. Instead of keeping
track of a detailed inventory, you can consider most of your mundane gear as
covered under supply.
Supply is decreased when you make the Undertake a Journey move (page
65). You might also reduce supply as a narrative cost when you face
hardships as an outcome of other moves. For example, if you make the Face
Danger move (page 60) to ford a wild river, you might lose some gear as a
result of a weak hit or miss. Supply is increased when you gather provisions
through moves such as Resupply (page 63).
The supply track represents the shared assets among your party. You and your
allies use the same supply value while you travel together. If any of you make
a move to increase supply, or suffer the result of a move that reduces your
supply, each of you adjust your supply track accordingly.
When your supply falls to 0, all characters make the Out of Supply move (page
97). If you are at 0 supply and suffer additional -supply, you each must
reduce your health, spirit, or momentum tracks by that amount.


   To start, set your supply track to +5. You and your allies share the
   same supply value while you adventure together. When one of you
   makes a move that raises or lowers the supply track, each of you
   should make the adjustment on your character sheet.




34                               CHAPTER 2 | Your Character
MOMENTUM
Momentum represents how you are faring in your quests. It is gained and lost
through moves. If you have positive momentum, you are building on your
successes and ready to make decisive moves. If you have negative momentum,
you have suffered setbacks and your quest is in jeopardy.
To learn more about momentum and how it helps and hinders your character,
see page 11.
Use the momentum track on the left side of your character sheet to record
your current momentum. Your character sheet also includes boxes to mark
your max momentum and momentum reset.
  • Your max momentum starts at +10, and is reduced by one for every
    marked debility.
  • Your momentum reset starts at +2. If you have a one debility marked,
    your reset is +1. If you have more than one debility marked, your reset
    is 0.
To learn more about debilities, see page 36.


   To start, set your current momentum to +2, your max momentum
   to +10, and your momentum reset to +2.



VOWS
When you Swear an Iron Vow (page 98), you give it a rank (troublesome,
dangerous, formidable, extreme, or epic), and record it on your character
sheet. You then use a vow progress track to mark when you Reach a Milestone
(page 100).


   You should start your first session with two vows: A long term goal
   (your background vow) and an immediate situation which must
   be dealt with (your inciting incident). You’ll find quest starters
   in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and
   Encounters’ (page 133).

   To learn more about your starting vows, see page 195.




IRONSWORN                                                                35
BONDS
As you build relationships and complete quests in the service of others, you
create bonds by making the Forge a Bond move (page 74).
Bonds provide narrative texture to your world by fleshing out other
characters and communities. They give you places to return to, and people
to reconnect with, when your life as Ironsworn has taken its toll. Bonds also
provide mechanical benefits when you act within a community or interact
with someone with whom you share a bond. For example, the Sojourn move
(page 71) gives you a bonus to your action roll if you have a bond with that
community.
The bonds progress track on your character sheet represents the connections
you have made. When you successfully Forge a Bond, you mark progress (one
tick). When your time as Ironsworn is done, you Write Your Epilogue (page
77). When you make that move, you tally the number of filled boxes on
your bonds progress track as your progress score. See page 14 to learn more
about progress tracks and progress moves.


     You should start your first session with up to three background
     bonds. Make a note of the people or communities you share bonds
     with, and mark up to three ticks on your bond progress track. To
     learn more about your first session and your starting bonds, see
     page 193.



DEBILITIES
As you suffer hardships and setbacks in your quests, you may need to mark
debilities as a result of moves or narrative events. Moves will tell you which
debility to mark, or give you a choice. Debilities represent temporary, long-
term, and permanent disadvantages. Some can be easily cleared through an
appropriate move. Others will forever become a part of your character.
Debilities should have a narrative impact on how you envision your character’s
actions and how others react to you. They also have a mechanical impact by
reducing your momentum track.
  • Each marked debility reduces your max momentum by 1.
  • If you have one marked debility, your momentum reset is +1 instead of
    +2.
  • If you have more than one marked debility, your momentum reset is 0.


36                              CHAPTER 2 | Your Character
CONDITIONS
  • Wounded may be marked when you are at 0 health and fail to Endure
    Harm (page 91). You are severely injured and need treatment to
    recover.
  • Shaken may be marked when you are at 0 spirit and fail to Endure Stress
    (page 95). You are despairing or distraught, and need comfort to
    recover.
  • Unprepared is marked when you are at 0 supply and are Out of Supply
    (page 97). You and your allies share the same supply value, and will
    mark unprepared together.
  • Encumbered is marked as appropriate to the circumstances when you
    are carrying excessive or cumbersome weight.
As with all debilities, conditions impact your max momentum and momentum
reset. In addition, if you are wounded, shaken, or unprepared, you cannot
increase the associated track.
  • If you are wounded, you cannot increase health.
  • If you are shaken, you cannot increase spirit.
  • If you are unprepared, you cannot increase supply.
If a move gives you an opportunity to raise your health, spirit, or supply while
the associated condition is marked, you can’t take that option. You must clear
the condition before improving the related status track.
Wounded, shaken, and unprepared can be cleared when you succeed on
appropriate moves. For example, scoring a hit on the Heal move (page 63)
can clear the wounded condition. The shaken and unprepared conditions
can generally only be cleared as you find fellowship and gather provisions
in a community through the Sojourn move (page 71). Once you clear a
condition, you restore your max momentum and momentum reset, and you
can once again increase the associated track through moves.
Unlike other conditions, encumbered is not specifically triggered or
resolved by a move. Instead, it should be marked when appropriate to the
circumstances. For example, you would mark encumbered if you are carrying
an unconscious ally to safety in a perilous situation. Encumbered can also be
triggered by the Ironclad asset, which allows you to gain an advantage for
heavy armor in exchange for marking the condition. Encumbered is cleared
when you lighten your load.




IRONSWORN                                                                   37
BANES
  • Maimed may be marked when you are at 0 health and fail to Endure
    Harm (page 91). You have suffered a wound which causes you ongoing
    physical challenges, such as the loss of an eye or hand. Or, you bear
    horrific scars which serve as a constant reminder of your failures.
  • Corrupted may be marked when you are at 0 spirit and fail to Endure
    Stress (page 95). Your experiences have left you emotionally scarred.
    You are at the threshold of losing yourself to darkness.
Banes are permanent. They forever impact your character through the
momentum penalty and—more importantly—through the narrative impact
of being maimed or corrupted. You should factor this debility into how you
perform moves and how you interact with the world. You may have physical
or emotional limitations you must cope with. Your outlook may change. Your
goals and methods may change. How others behave toward you may change.
If you are maimed, envision the injury and make note of it. Consider how this
impacts your approach when facing physical challenges, and weave it into
your roleplaying and the narrative of your moves.
When you are corrupted, envision how this impacts your personality and
motivations. You might struggle with a new compulsion, quirk, or fear. You
might even bear a physical, supernatural sign of the corruption. If so, what is
it?

BURDENS
  • Cursed is marked when you Face Death (page 93) and return with a
    soul-bound quest. This burden can only be cleared by completing the
    quest.
  • Tormented is marked when you Face Desolation (page 96) and
    undertake a quest to prevent a dire future.
Burdens are a result of life-changing experiences that leave you bound to
quests. Clearing a burden can only be accomplished by resolving the quest.
When you are cursed or tormented, you should consider the physical or
emotional manifestations of these conditions. You have walked the lands
beyond death or suffered visions of your greatest fears. What signs do you
bear? How do these experiences affect your relationships?


     When you create your character, all debilities should be unmarked.




38                              CHAPTER 2 | Your Character
ASSETS
Assets represent your background, skills, and traits. They give you additional
options and bonuses when making a move—or sometimes act as their own
self-contained moves.
Assets provide both mechanical and narrative benefits. For example, if you
are an Herbalist, you gain bonuses to your moves when treating injuries or
sicknesses. You can envision your character identifying plants, diagnosing
rare illnesses, and summoning up obscure facts about herbal remedies. Even
when you aren’t making moves, your role colors the interests and manner of
your character. Also, your expertise might offer story possibilities and new
quests as you interact with others in need of your services.
Ironsworn assets are formatted as printable cards, available for download
at ironswornrpg.com. Put them alongside your character sheet for easy
reference. Each asset card includes three abilities.

ASSET TYPES
There are four types of assets: Companions, paths, combat talents, and
rituals. You can mix-and-match assets as you like—whatever fits your vision
for your character and their experiences and goals.

                                                 COMPANIONS
  COMPANION
                                                 Companions are your NPC
  HAWK                                           helpers. When you acquire
  Name:                                          a companion, give them a
                                                 name and envision their
  Your hawk can aid you when it is aloft.        appearance and personality.
  { Far-seeing: When you Undertake               If they don’t have a starting
     a Journey, or when you Resupply by          ability, choose one.
     hunting for small game, add +1.
                                                 Upgrading a companion
  { Fierce: When you Secure an Advantage
                                                 enables additional abilities.
     +edge using your hawk to harass and
     distract your foes, add +1 and take +1      Companions utilize a
     momentum on a hit.                          health track and may suffer
  { Vigilant: When you Face Danger               harm as a result of one of
     +wits to detect an approaching threat,      your moves. When your
     or when you Enter the Fray +wits            companion takes damage,
     against an ambush, add +2.                  make the Companion
                                                 Endure Harm move (page
    0      +1    +2     +3                       94) to determine the
                                                 outcome. See page 43 to
                                                 learn more.


IRONSWORN                                                                  39
PATHS
                                    PATH
Paths represent your
background, interests,              STORYWEAVER
training, and skills. They           When you Secure an Advantage,
provide mechanical and                Compel, or Forge a Bond by sharing an
narrative advantages, but             inspiring or enlightening song, poem,
also reflect who you are              or tale, envision the story you tell.
and how you interact with             Then, add +1 and take +1 momentum
the world. For example,               on a hit.
a Ritualist would likely            { When you Make Camp and choose the
have a different outlook              option to relax, you may share a story
                                      with your allies or compose a new
than a Veteran. Choosing
                                      story if alone. If you do, envision the
both those paths can
                                      story you tell and take +1 spirit or +1
reflect an evolution of your          momentum. Any allies who choose to
character or an interesting           relax in your company may also take
background.                           +1 spirit or +1 momentum.
                                    { When you Sojourn within a
                                      community with which you share a
                                      bond, add +2 (instead of +1).



                                                  COMBAT TALENTS
  COMBAT TALENT
                                                  Ironsworn characters are
  SHIELD-BEARER                                   assumed to be skilled
  If you wield a shield...                        fighters. Even without a
   When you Face Danger using your               combat talent, you can
      shield as cover, add +1. When you           wield weapons and perform
      Clash in close quarters, take +1            combat moves (page 78).
      momentum on a strong hit.                   A combat talent reflects a
  { When you bear a shield painted                particular area of expertise,
      with a meaningful symbol, and you           and gives you additional
      Endure Stress as you face off against       options and bonuses.
      a fearsome foe, add +1 and take +1
      momentum on a hit.                          Combat talent assets
  { When forced to Endure Harm in a               typically require you to
      fight, you may instead sacrifice your       wield a specific weapon, as
      shield and ignore all harm. If you do,      noted in the asset text. For
      your shield is destroyed or will require    example, if you are a Shield-
      extensive repair; suffer -2 momentum.       Bearer and don’t have a
                                                  shield at the ready, you can’t
                                                  use the asset’s abilities.




40                                CHAPTER 2 | Your Character
RITUALS
                                   RITUAL
​Magic in Ironsworn is cast
 through rituals which help        COMMUNION
 support your actions or act        When you surround the remains
 as unique moves. Like all           of a recently deceased intelligent
 assets, rituals can be selected     creature with lit candles, and summon
 as you gain experience and          its spirit, roll +heart. Add +1 if you
 can be upgraded over time to        share a bond. On a strong hit, the
 make them more flexible or          spirit appears and you may converse
 powerful.                           for a few minutes. Make moves as
                                     appropriate (add +1). On a weak hit,
All rituals utilize a move as        as above, but the spirit also delivers
their default marked ability.        troubling news unrelated to your
You must make this move              purpose. Envision what it tells you
and the associated action            (Ask the Oracle if unsure) and Endure
roll to trigger the effect. Any      Stress (1 stress).
secondary abilities you gain       { As above, and you may also commune
by upgrading the asset are           with the long-dead.
dependent on performing            { When you perform this ritual, add +1
the ritual described as the          and take +1 momentum on a hit.
default ability.


ACQUIRING ASSETS
You may select three assets when you create your character. Additional assets
can be acquired with experience points when you Advance (page 103).
Some assets can only be obtained after you have fulfilled narrative or
mechanical requirements. This is in addition to the experience point cost.
The text of the assets will outline the requirements. For example:
  • Banner-Sworn requires that you have marked a bond with a leader or
    faction. If you have an appropriate background bond, or have made the
    Forge a Bond move with a leader or faction, you may add the asset.
  • Battle-Scarred requires that you are maimed (page 38). If you have
    marked the debility, you may add the asset.
  • Ritualist requires that you Fulfill Your Vow in service to an elder mystic,
    and Forge a Bond to train with them. Once you’ve done that, you may add
    the asset.
For assets without a requirement, you should consider the narrative
justification when you add it to your character. What have you done to gain
these abilities? How have your goals changed to support this new focus? Make
your selection meaningful in the context of your story.


IRONSWORN                                                                     41
UPGRADING ASSETS
When you spend experience (page 44) to upgrade an asset, you fill in the
dot on your asset card to show you’ve acquired the ability. All assets include
three abilities. The first will probably be filled in when you purchase the asset.
If not, you get to choose one of the three abilities to start.
Upgrading an asset costs 2 experience. Abilities may be selected in any order.
You don’t have to activate the second ability to upgrade the third one.

ASSET ABILITIES
Assets provide one or more functions.
  • They provide bonuses (adds) for specific moves.
  • They allow you to alter the outcome of a move by rerolling dice.
  • They provide improved outcomes for successful moves, such as taking
    +1 momentum on a hit.
  • They give you an option to exchange one resource for another, such as
    trading momentum for inflicting additional harm.
  • They allow you to use moves in unusual circumstances, such as using
    the Scrying ritual to Gather Information remotely.
  • They allow you to use a different stat instead of the one normally
    required by a move.
  • They provide unique self-contained moves.
  • They add narrative detail and create situations where you can reveal
    more about your character or your world.
Follow the directions on the asset to apply its abilities to your current situation.

ABILITY REQUIREMENTS
Narrative circumstances and the outcome of failed moves may force you into
situations where you can’t leverage a key asset, making your adventure more
challenging and dramatic.
For example, if you don’t have a animal pelt, you can’t perform the Bind ritual.
If you Undertake a Journey without your Horse companion, you won’t gain
the bonus. If you are an Archer who’s run out of arrows, you’ll have to try
something else. Before you make a move using an asset, take a moment to
ensure you are properly positioned and equipped to use those abilities.




42                                CHAPTER 2 | Your Character
USING COMPANION ABILITIES
If you have a companion, leveraging their abilities is an option, not a
requirement. Through the fiction, you can interact with your companion and
have them perform tasks or assist you without using one of the asset abilities.
For example, a Horse companion can put you in position to travel at speed or
get away from danger.
When you leverage a companion’s ability, you are inherently putting them
at risk. If you roll a 1 on your action die when aided by a companion, any
negative outcome of the move should involve your companion. Depending
on the circumstances, they might suffer harm, be put in danger, become
separated from you, or refuse your commands.

INFLICTING HARM ON COMPANIONS
When a companion suffers physical damage, you make the Companion
Endure Harm move (page 94). When their health is at 0, they are in danger
of being killed. Some moves, such as Sojourn (page 71) and Make Camp
(page 64), offer options for your companion to recover health.

SLAIN COMPANIONS
If your companion is killed, give yourself 1 experience point for each marked
ability. Then, remove the asset. If you acquire the same type of companion
through the narrative of your quest and journeys, you can rebuy the asset at
the normal cost.




IRONSWORN                                                                  43
FAILING AN ASSET MOVE
For the sake of brevity, moves within an asset do not usually describe the
result of a miss. If an asset offers a self-contained move, and doesn’t provide
a specific consequence for a miss, you can leverage the miss result of the
Face Danger move (page 60): “On a miss, you fail, or your progress is
undermined by a dramatic and costly turn of events. Pay the Price.” In short,
make something negative happen as appropriate to the circumstances.

FAILED RITUALS
Dabbling in the mystic arts is dangerous, and the results can be unpredictable.
If the ritual goes wrong, envision what sort of backlash might be possible, or
Ask the Oracle. You’ll also find a Mystic Backlash table on page 189.
Failing a ritual might also lead to an entirely mundane result. Perhaps you were
ambushed in the midst of the ritual. Or, you waste time (suffer -momentum)
or resources (suffer -supply). You might choose to save any overt supernatural
backlash for special circumstances, such as when you roll a match.

USING ASSET CARDS
Booklets of asset cards are available for download at ironswornrpg.com. You
can print and cut out individual cards, and each is sized for use with standard
3.5x2.5 in (88x63mm) card protectors.
Or, you can purchase decks of preprinted asset cards. Visit ironswornrpg.com
to learn more.


   To start, select three assets. Since this is a key aspect of your
   character, feel free to choose assets as the first step in character
   creation. You can let your assets guide your concept, or vice versa.



EXPERIENCE
When you Fulfill Your Vow (page 101), you gain experience. The amount of
experience is based on the rank of the quest, and ranges from 1 to 5 points.
Mark an ‘X’ on your character sheet for each point you’ve earned.


              EXPERIENCE
              
              


44                              CHAPTER 2 | Your Character
When you Advance (page 103), you spend experience to purchase assets or
upgrade an asset. Replace the ‘X’ for each point spent with a filled-in dot.


              EXPERIENCE
              
              

Per the Advance move, you may:
  • Add a new asset by spending 3 experience.
  • Upgrade an asset by spending 2 experience.


   To start, your experience is unmarked.



EQUIPMENT
Make note of any important equipment or items you start with. These are
things that might impact the narrative and the moves you make, or provide
texture to your character’s background. They don’t offer mechanical bonuses
unless they are represented by an asset, such as a weapon used in a combat
talent.
You can assume you are equipped for travel and adventure as represented by
your supply track. Don’t worry about managing rations or ammo or other
mundane necessities.
There are no limitations by the rules, but envision your character’s place
in society and consider the availability of resources in your version of the
Ironlands. By default, a fine sword or a set of quality armor is rare, and marks
you as someone of note. It influences how others react to you in the fiction of
your game.
If you want to begin your adventures as a typical Ironlander, envision yourself
outfitted with cheap, mundane gear. A hand-me-down set of quilted armor.
A ratty traveling cloak. A battered wooden shield. A spear and a worn knife.
Improving your lot in life can be part of your narrative journey.


   To start, make note of any items which have a narrative impact and
   equipment which relates to your assets. Keep it simple.



IRONSWORN                                                                   45
BECOMING IRONSWORN
In your first session, envision your current situation. Something has
happened—or is about to happen—which puts you on the path of the
Ironsworn. This is your inciting incident. Make it personal. Give it teeth. It’s
not a situation you can just walk away from. You must set things right.
If you need inspiration for this starting situation, have a look at the prompts
for vows in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and
Encounters’ (page 133). Or, you can Ask the Oracle (page 107) and interpret
the meaning of the answer.
To learn more about starting your campaign, see page 193. Then, Swear an
Iron Vow and play to see what happens.




46                              CHAPTER 2 | Your Character
CHARACTER CREATION
SUMMARY
Work through the following steps in whatever order you prefer.

  1     Envision your character (page 31).



  2     Choose a name (page 33).


        Set your stats by arranging these bonuses across edge, heart, iron,
  3     shadow, and wits in any order: 3, 2, 2, 1, 1 (page 33).


  4     Set your health, spirit, and supply to +5 (page 33).


        Set your momentum to +2, your max momentum to +10, and your
  5     momentum reset to +2 (page 35).


  6     Mark up to three background bonds (page 36).



  7     Pick three assets (page 39).


  8     Make note of any important equipment or items (page 45).

        Set a background vow, and give it a rank of extreme or epic. Then,
  9     envision your inciting incident and Swear an Iron Vow. For details
        on setting up your campaign, see page 193.




IRONSWORN                                                              47
CHAPTER 3

MOVES
MAKING MOVES
Moves help you decide what happens when you do something risky or
uncertain, and they resolve various fictional and mechanical situations. There
is a move for most common actions and scenes you will portray in Ironsworn.
When you do something or encounter a situation within the scope of a move,
refer to the move and follow its instructions to see what happens.
When a move is referenced within this rulebook or within another move, the
move’s name will be italicized. When you see italicized text, it’s your prompt
to make that move.
The Ironsworn moves are also available as a printable reference at
ironswornrpg.com. Refer to that handout during your session, and come back
to this chapter when you need guidance or want more detail.

MOVE OUTCOMES
Most moves use an action roll (page 8) to resolve the outcome. Roll your
action die and challenge dice, add the relevant stat to your action die along
with any adds provided by the move or your assets, and check the result.
  • Strong hit: When your action score is greater than both of the challenge
    dice, you succeed at what you are trying to do. Take any benefits as
    defined by the move. You are in control. Envision what you do next.
  • Weak hit: When your action score is greater than only one of the
    challenge dice, it’s a mixed result. You’ve probably succeeded, but with a
    lesser effect or a cost. The move will describe the outcome or choice you
    need to make. Control of the situation is slipping away. What happens
    next?
  • Miss: When your action score isn’t greater than either of the challenge
    dice, you failed or need to make a serious concession. The move will give
    you a specific result, or tell you to Pay the Price (page 105). You’ve lost
    control of the situation. What happens next?
A progress roll (page 18) is a variation of the action roll used to resolve an
extended challenge. When you make a progress move, you won’t roll your
action die. Instead, roll the challenge dice and compare to your progress track.
Then, check the result for a strong hit, weak hit, or miss.
Other moves leverage an oracle roll (page 22) to help guide the fiction.
You’ll roll two ten-sided dice to generate a number between 1 and 100, and
check your result against a table.
Some moves don’t use dice at all; don’t roll unless the move tells you to.


IRONSWORN                                                                    49
BEST PRACTICES FOR MOVES
FICTION FIRST, THEN MOVE
What are you trying to do? How are you doing it? What complications might
you face? Envision it. If you’re playing co-op or guided, talk it out. If—
after thinking through the fiction—you decide you are doing something or
encountering a situation that falls under a move, make the move.
Depending on the scale of the current action, you might be visualizing a
montage of days (a journey, for example) or the passing of a mere second (an
intense fight). Always think from the standpoint of the fiction—even if it’s
obvious what move you’ll make. Then, translate the fiction into the mechanics
of a move, and back to the fiction again as you play out the result.
To learn more about how fiction and mechanics interact, see page 203.

NOT EVERYTHING IS A MOVE
Don’t let your session jump from move to move without any roleplay,
worldbuilding, or storytelling. If you’re doing something safe and certain, it’s
probably not a move. If you’d rather gloss over something, do it.
Many moves offer a potential benefit and cost, and it’s ultimately your
decision whether to risk the move to gain the reward. If you happen across a
community in your travels, and decide to roleplay some low-key interactions
with the locals, that’s not necessarily a move. However, if you are wounded
and low on supplies, Sojourn (page 71) gives you an opportunity to recover.
Moves are also used as a pacing mechanism. Moves leading immediately to
other moves make the situation feel more intense and dangerous.

MAKE MOVES MATTER
Let your moves flow organically out of the narrative. Don’t make moves purely
for a mechanical benefit without some support in the fiction. Don’t repeat a
move trying to get your desired outcome. A move, hit or miss, should always
result in a change to the current situation.
For example, you are trying to Compel (page 69) a clan leader to agree to an
alliance. You roleplay how you attempt to reason with them. Then, you make
the roll, and fail. They refused. Why? What else do you learn or what do they
do to make your situation more complex or dangerous? Whatever happens,
something happens. You shouldn’t try to Compel them again unless you bring
a new approach or leverage to bear.
However, there will be times when you make a move multiple times in
sequence. In combat, you’ll often Strike (page 79) or Clash (page 80) with


50                                               CHAPTER 3 | Moves
consecutive rolls. When you Undertake a Journey (page 65), you may make
the roll several times to gain progress. That’s fine as long as the rolls don’t get
too mechanical. Break up the flow of play with other actions, narrative beats,
and events that cause you to rethink your approach. When in doubt, follow
this guideline: If you’ve made the same move three times in a row, switch
things up. Make something happen.

MAKING GROUP MOVES
When you are adventuring with allies (other player characters), you will often
make moves to resolve a challenge for the group. This represents your character
taking the lead in a particular scene. You might serve as the spokesperson as
you Compel an enemy to negotiate a surrender. Or, you might guide your party
through a dense wood as you Undertake a Journey. Unless a move specifically
offers benefits for your allies, any mechanical bonus you gain from a hit is
applied only to the character making the move. For example, if you represent
your group as you Swear an Iron Vow (page 98) and score a strong hit, you
take the mechanical reward (per the move, “take +2 momentum”). Everyone
else benefits from the narrative success.
The exception are moves such as Make Camp and Sojourn, which provide
specific options for your allies to improve their status tracks or clear debilities.
Also, your supply track is shared when you travel together, and any change
(positive or negative) affects everyone in the group.
Allies can contribute to your action by making the Aid Your Ally move (page
76). On a hit, you gain a bonus you can leverage to improve your chance of
success. If more than one ally makes this move, bonuses can be stacked.
When you make a move for your group and face a negative outcome, you
should apply mechanical and narrative costs as appropriate to the current
situation.

MAKING PROGRESS MOVES
There are four progress moves: Reach Your Destination (page 68), End the
Fight (page 82), Fulfill Your Vow (page 101), and Write Your Epilogue (page
77). These moves represent your attempt to act decisively and resolve a
challenge or complete a narrative arc. When you make these moves, you won’t
roll your action die and add a stat. Instead, you tally your progress score by
adding +1 for each fully filled progress box. Then, roll your challenge dice,
compare to your progress score, and resolve the move as directed. You cannot
burn momentum when making a progress move, and you are not affected by
negative momentum.
To learn more about progress tracks and progress moves, see page 14.


IRONSWORN                                                                        51
EQUIPMENT AND MOVES
Equipment and items can contribute to the fiction of how you make or avoid
a move. What you wear or the items you carry might also affect how you
envision your character. Otherwise, equipment is not especially important. To
learn more about equipment for your character, see page 25 and page 45.

WEAPONS AND ARMOR
In combat, the weapons you wield and armor you wear mainly provide
narrative detail for the scene. When you envision how you fight, take your
equipment into account.
Weapons have implied characteristics. Light axes, knives, or spears can be
thrown. A bow is fired. A sword is a fine weapon balanced for attack and
defense. When you wield a spear, you leverage its reach to hold your opponent
at bay or attack with speed and precision. When you fight with a knife, you
move inside your opponent’s guard and slash and cut. When you hold a shield,
you deflect blows, bash or shove your foe, or even block arrows at range.
Similarly, you can envision yourself relying on armor as you like. Do you wear
crudely stitched hides for protection? Perhaps a fine shirt of mail handed
down from your kin? Do you hide your face within a visored iron helm? How
does your armor affect your combat stance and tactics?
You can lose a weapon, run out of ammo, or see your
armor damaged as a result of a failed move.
This can be represented mechanically
through a loss of momentum. Or,
you might Endure Stress if an item
of sentimental value is destroyed.
Losing access to a weapon also
limits your ability to inflict harm
(1 harm instead of 2—see page
19). Always start with the
fiction. What moves does this
item allow you to make or
avoid? What happens when
you no longer have it?




52                                              CHAPTER 3 | Moves
If you have a combat talent asset (page 40), your weapon and armor may
provide additional benefit through abilities. As long as you carry the item,
you may use those abilities.

INITIATIVE
Initiative is a special mechanic in combat. It reflects who is in control. When
you have initiative, you make proactive moves and have more options. When
your foe has initiative against you, they are forcing you to react. Initiative
shifts between you and your foes depending on the result of your moves.
Some moves are inherently proactive or offensive and can only be made when
you have initiative. Others are reactive or defensive and are made when your
foe has initiative.
Combat moves (page 78) usually specify when you make the move (with
or without initiative) and whether you take or lose initiative as part of the
outcome. However, you will make moves which aren’t specifically combat
moves to take action or avoid dangers in a fight. To determine whether you
have initiative, follow these guidelines (unless a move tells you otherwise):
  • When you score a strong hit, you take or retain initiative.
  • When you score a weak hit or miss, you lose initiative.
The ability to take initiative on a strong hit applies even to suffer moves (page
90). For example, if you score a miss when you Clash and your foe inflicts
harm, you can still take back initiative with a strong hit on Endure Harm. This
is your character shrugging off the hit and roaring back into the fight. To learn
more about other moves in combat, see page 85.
NPCs do not make moves. When an NPC has initiative, they take actions in
the fiction of the scene which force you to react. When you have initiative,
you are in control and taking proactive actions to achieve your objectives.

INITIATIVE AND ALLIES
When you are playing with allies (other player characters), you each track
your own initiative based on the outcome of your moves. You can shift the
focus between characters and make moves as appropriate to the situation. A
character with initiative makes proactive moves to inflict harm or setup an
advantage. A character without initiative defends against attacks or tries to
get back into the fight.
Keep in mind that initiative doesn’t represent who goes next. Talk out what
happens as if moving a virtual camera around your imagined scene. Bring
the chaos of a melee to life. Use a dramatic moment to jump to a different
character and leave everyone in suspense. Keep things moving to give
everyone a chance in the spotlight.

IRONSWORN                                                                    53
     EXAMPLE: INITIATIVE IN ACTION
     Ash and Tayla are playing Ironsworn in co-op mode without a GM.
     They are helping defend a village against a raider attack. They come
     across two raiders in the longhouse.
     Both of them make the Enter the Fray move (page 78). This is
     the move that triggers combat. Per the description of this move, the
     situation and their intent determines what stat to use for the roll. The
     raiders aren’t aware of them yet, and Ash wants to use this to their
     advantage and get a shot or two off with his bow. He’ll roll +shadow.
     Tayla, meanwhile, is eager to wade into the fight. She rolls with +heart,
     caution be damned.
     Ash rolls a strong hit, and gains initiative. Tayla rolls a weak hit.
     They think for a moment about how to manage the initial focus of
     the fight. Ash suggests, “Tayla, you are charging into battle, but these
     raiders are no greenhorns. They react quickly, readying their weapons,
     and one of them lunges with a spear.”
     This narration shows that Tayla does not have control of the situation.
     She’ll have to react to the raider and try to gain back initiative.
     However, Tayla wants to put the focus on Ash, who has initiative. This
     gives him an opportunity to intercede in the trouble Tayla is about to
     face.
     “You’ve got a second before I’m in the thick of it,” Tayla tells Ash. “What
     do you do?”
     “Quick as I can, nock an arrow, pull back, and send it flying towards the
     guy with the spear. That’s a Strike.”
     Ash rolls +edge for the Strike (page 79), and scores a weak hit. He
     can mark progress against the raider, but he has lost initiative.
     “I was just a bit slow with that arrow shot,” Ash says. “Let’s inflict harm
     for it in a second. First, though, the raider thrusts the spear at you.
     What do you do?”
     Ash and Tayla are essentially rewinding time for dramatic effect. The
     result of Ash’s move, the arrow shot, hasn’t occurred in the fiction yet.
     They’ll use this as a technique to resolve the weak hit and give the
     raider an opportunity to act before getting hit with an arrow.




54                                                  CHAPTER 3 | Moves
 “I’m going to try to evade the attack and get inside his guard,” Tayla
 says.
 “Clash?” Ash asks. This move (page 80) lets Tayla to try to inflict
 harm on her foe.
 “No. I just want to defend.”
 “Sounds like Face Danger then. Roll for it.”
 Tayla makes the Face Danger move (page 60). She gets a strong hit,
 and now has initiative.
 “He thrusts with his spear,” Tayla says, describing the outcome of
 her move, “but I knock it aside with my shield. I’m inside his guard,
 bringing back my sword for a swing...”
 “And at that moment,” Ash says, “thwack! An arrow slices right past
 you and into the guy’s shoulder. He reels.”
 “Nice,” Tayla tells Ash. “You probably don’t have another clear shot
 now that I’m mixing it up with them. What do you do?”
 “I’ll drop the bow, draw my axe, and join the fight.”
 Ash doesn’t have initiative, so the fiction needs to show him not in
 control of the situation. “As I move forward,” he adds, “the raider on
 the left suddenly charges at me.”
 “Let’s see what happens with me first,” Tayla says.
 “Sure. You’re inside his guard. He’s reeling from that arrow shot. What
 do you do?”
 Tayla pantomimes a sword swing. “Right across his neck. Strike.”
 Tayla makes the roll. Another strong hit. She marks the harm as
 progress against the raider. He’s at ten progress.
 “I’ll try to End the Fight,” Tayla says, triggering the move that determines
 whether she’s defeated this raider (page 82).
 She makes the roll. A strong hit. The raider is out of this battle.
 “Meanwhile,” Tayla says, “you’ve got the other one bearing down on
 you. They’re holding their shield out like a battering ram. What do
 you do?”




IRONSWORN                                                                       55
MOVE GLOSSARY
There are several common phrases, terms, and prompts you’ll see as part of
moves and assets. They are summarized here (in alphabetical order).

“ADD +X”
Add this number to your action die. This is in addition to any other bonuses
you otherwise receive, such as your stat. Your action die + your stat + adds is
your final action score. See page 8 for details.

“ALLIES / ALLY”
An ally (page 25) is a character controlled by another player.

“ASK THE ORACLE”
When you seek inspiration to decide the outcome of a move, resolve what
happens next, or get details about your world, you can Ask the Oracle (page
107). This move lets you ask questions to get a yes/no result or use random
prompts for brainstorming. When you are playing with a GM, they are the
oracle. Ask them what happens, or talk it out.

“COMPANION”
A companion (page 25) is an NPC asset.

“CHOOSE”
The move will provide a list of options and the number you may select. You
may not select a single option more than once.

“ENDURE HARM (X HARM)”
Make the Endure Harm move (page 91), reducing your health track by the
indicated amount of harm.

“ENDURE STRESS (X STRESS)”
Make the Endure Stress move (page 95), reducing your spirit track by the
indicated amount of stress.

“IN EXCHANGE FOR”
Adjust the appropriate tracks by the amount indicated in the move. Typically,
you will trade +1 in one track for -1 in another.




56                                               CHAPTER 3 | Moves
“INFLICT YOUR HARM”
When you inflict your harm (page 19), you mark progress against your
foe. If you are armed with a deadly weapon (such as a sword, axe, spear, or
bow), you inflict 2 harm. If you are unarmed or using an improvised or simple
weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.

“INFLICT +X HARM”
“Inflict +1 Harm” tells you to add 1 harm to your current attack. Some assets
increase your harm in particular circumstances, or a move might give you an
option to increase your harm. You must inflict harm as a result of your move
to gain the bonus. Always add your harm and any bonus harm together, then
apply it to your foe’s progress track.

“ON A HIT” / “IF YOU SCORE A HIT”
Act on these instructions if you score a weak or strong hit on a move (your
move score beats one or both of the challenge dice).

“ON A WEAK HIT” / “IF YOU SCORE A WEAK HIT”
Act on these instructions if your move score is greater than one challenge die,
but less than or equal to the other.

“ON A STRONG HIT” / “IF YOU SCORE A STRONG HIT”
Act on these instructions if your move score is greater than both challenge
dice.

“ON A MISS” / “IF YOU SCORE A MISS”
Act on these instructions if your move score does not beat either of the
challenge dice.

“PAY THE PRICE”
When you roll a miss on a move, you’ll usually see a prompt to Pay the Price.
This move (page 105) helps you resolve the outcome of failure. If you’re
playing without a GM, you make the most obvious or interesting bad outcome
happen based on the current circumstances, roll on the Pay the Price table to
see what happens, or Ask the Oracle (page 107). If you’re playing with a GM,
they can decide what happens, ask you to roll on the table, or talk it with the
group.

IRONSWORN                                                                  57
“PROGRESS MOVE”
This is a special type of move to resolve the outcome of a goal or challenge.
When you make a progress move, tally the number of filled boxes on your
progress track as your progress score. Only add fully filled boxes (those with
four ticks). Then, roll your challenge dice, compare to your progress score,
and resolve a strong hit, weak hit, or miss as normal. You may not burn
momentum on this roll, and you are not affected by negative momentum.
To learn more about progress tracks and progress moves, see page 14.

“REROLL ANY DICE”
After you roll your move, you may pick up and reroll your choice of any dice,
including either or both of the challenge dice and your action die. Set aside
the dice you intend to keep. You may only reroll once, using a single throw
for all dice you choose to reroll. Choose carefully, because the new result for
all dice must stand.

“ROLL +[STAT]”
Add the value of the indicated stat to your action die. This is the basic action
roll (page 8). Most moves indicate the stat you should use, such as “roll
+iron”. If it doesn’t, or gives you a choice, use the most appropriate stat.

“SUFFER -X”
Subtract this number from the indicated track. For example, “Suffer -1 supply”
tells you to subtract 1 from your supply track. If a specific amount is open to
interpretation, reduce the track as appropriate to the challenge faced.

 Rank                                                Amount
 Troublesome                                         -1
 Dangerous                                           -2
 Formidable                                          -3
 Extreme                                             -4
 Epic                                                -5

When you are fighting a foe, they inflict harm and stress based on their rank.
For example, a formidable foe inflicts 3 harm or stress.
When in doubt about the amount you suffer, just assume it is a dangerous
result and adjust the associated track by -2.




58                                               CHAPTER 3 | Moves
“TAKE +X”
Add this number to the indicated track. For example, “Take +2 momentum”
tells you to add 2 to your current momentum track.
Some assets may offer additional bonuses. Unless stated otherwise, this bonus
is added to anything else you gain as a result of your move. If you take +2
momentum as part of a move, and you are using an asset which gives you +1
momentum on the same move, you take +3 momentum total.

“WHEN YOU…”
This is the move trigger. When you do this thing, or encounter this situation,
make the move. Only you, the character, makes moves. You or the GM don’t
use moves for non-player characters or creatures. If you’re just checking to
see if something happens or how someone acts, you can Ask the Oracle (page
105).




IRONSWORN                                                                 59
ADVENTURE MOVES
Adventure moves are used as you travel the Ironlands, investigate situations,
and deal with threats.



     FACE DANGER
     When you attempt something risky or react to an imminent threat,
     envision your action and roll. If you act...
       • With speed, agility, or precision: Roll +edge.
       • With charm, loyalty, or courage: Roll +heart.
       • With aggressive action, forceful defense, strength, or endurance:
         Roll +iron.
       • With deception, stealth, or trickery: Roll +shadow.
      • With expertise, insight, or observation: Roll +wits.
     On a strong hit, you are successful. Take +1 momentum.
     On a weak hit, you succeed, but face a troublesome cost. Choose one.
       • You are delayed, lose advantage, or face a new danger: Suffer -1
         momentum.
       • You are tired or hurt: Endure Harm (1 harm).
       • You are dispirited or afraid: Endure Stress (1 stress).
       • You sacrifice resources: Suffer -1 supply.
     On a miss, you fail, or your progress is undermined by a dramatic
     and costly turn of events. Pay the Price.


The Face Danger move is a catch-all for risky, dramatic, or complex actions
not covered by another move. If you’re trying to overcome an obstacle or
resist a threat, make this move to see what happens. You select which stat to
roll based on how you address the challenge.
A strong hit means you succeed. You are in control. What do you do next?
A weak hit means you overcome the obstacle or avoid the threat, but not
without cost. Choose an option and envision what happens next. You don’t
have complete control. Consider how the situation might escalate, perhaps
forcing you to react with another move.
A miss means you are thwarted in your action, fail to oppose the threat, or
make some progress but at great cost. You must Pay the Price.




60                                                 CHAPTER 3 | Moves
   SECURE AN ADVANTAGE
   When you assess a situation, make preparations, or attempt to
   gain leverage, envision your action and roll. If you act...
      • With speed, agility, or precision: Roll +edge.
      • With charm, loyalty, or courage: Roll +heart.
      • With aggressive action, forceful defense, strength, or endurance:
        Roll +iron.
      • With deception, stealth, or trickery: Roll +shadow.
    • With expertise, insight, or observation: Roll +wits.
   On a strong hit, you gain advantage. Choose one.
      • Take control: Make another move now (not a progress move);
        when you do, add +1.
    • Prepare to act: Take +2 momentum.
   On a weak hit, your advantage is short-lived. Take +1 momentum.
   On a miss, you fail or your assumptions betray you. Pay the Price.


The structure of Secure an Advantage is similar to Face Danger. You envision
your action and roll + your most relevant stat. This move, however, is proactive
rather than reactive. You’re evaluating the situation or strengthening your
position.
This move gives you an opportunity to build your momentum or improve
your chance of success on a subsequent move. It’s a good move to make if
you want to take a moment to size up the situation, or if you’re acting to gain
control. It will often encompass a moment in time—such as shoving your
foe with your shield to setup an attack. Or, it can represent preparation or
evaluation spanning minutes, hours, or even days, depending on the narrative
circumstances.
A strong hit means you’ve identified an opportunity or gained the upper
hand. You knocked your enemy down. You moved into position for an arrow
shot. You built your trap. You scouted the best path through the mountains.
Now it’s time to build on your success.
A weak hit means your action has helped, but your advantage is fleeting or
a new danger or complication is revealed. You pushed, and the world pushes
back. What happens next?
A miss means your attempt to gain advantage has backfired. You acted too
slowly, presumed too much, or were outwitted or outmatched. Pay the Price.



IRONSWORN                                                                    61
     GATHER INFORMATION
     When you search an area, ask questions, conduct an investigation,
     or follow a track, roll +wits. If you act within a community or ask
     questions of a person with whom you share a bond, add +1.
     On a strong hit, you discover something helpful and specific. The
     path you must follow or action you must take to make progress is
     made clear. Envision what you learn (Ask the Oracle if unsure), and
     take +2 momentum.
     On a weak hit, the information complicates your quest or introduces
     a new danger. Envision what you discover (Ask the Oracle if unsure),
     and take +1 momentum.
     On a miss, your investigation unearths a dire threat or reveals an
     unwelcome truth that undermines your quest. Pay the Price.


Use this move when you’re not sure of your next steps, when the trail has gone
cold, when you make a careful search, or when you do fact-finding.
There’s some overlap with other moves using +wits and involving knowledge,
but each has their purpose. When you’re forced to react with awareness or
insight to deal with an immediate threat, that’s Face Danger. When you size
up your options or leverage your expertise and prepare to make a move, that’s
Secure an Advantage. When you’re spending time searching, investigating,
asking questions—especially related to a quest—that’s when you Gather
Information. Use whichever move is most appropriate to the circumstances
and your intent.
A strong hit means you gain valuable new information. You know what you
need to do next. Envision what you learn, or Ask the Oracle.
With a weak hit, you’ve learned something that makes your quest more
complicated or dangerous. You know more about the situation, but it’s
unwelcome news. To move forward, you need to overcome new obstacles and
see where the clues leads.
On a miss, some event or person acts against you, a dangerous new threat is
revealed, or you learn of something which contradicts previous information
or severely complicates your quest.




62                                              CHAPTER 3 | Moves
   HEAL
   When you treat an injury or ailment, roll +wits. If you are mending
   your own wounds, roll +wits or +iron, whichever is lower.
   On a strong hit, your care is helpful. If you (or the ally under your
   care) have the wounded condition, you may clear it. Then, take or
   give up to +2 health.
   On a weak hit, as above, but you must suffer -1 supply or -1
   momentum (your choice).
   On a miss, your aid is ineffective. Pay the Price.


When you tend to physical damage or sickness—for yourself, an ally, or
an NPC—make this move. Healing might be represented by staunching
bleeding, binding wounds, applying salves, or using herbs to brew a tonic. In
the Ironlands, healing is not overtly magical, but some folk know how to treat
even the most dire of injuries and illnesses.
Healing takes time. A few minutes for a quick treatment to get someone on
their feet. Hours or perhaps days for more severe injuries. Use what seems
appropriate to the circumstances, and consider how this downtime affects
your quests and other things going on in your world.
A miss can mean you’ve caused harm rather than helping, or some perilous
event interrupts your care.
NPCs who are not companions do not have a health track. When you attempt
to Heal them, make this move and apply the result through the fiction. They
will improve, or not, as appropriate to the move’s outcome.



   RESUPPLY
   When you hunt, forage, or scavenge, roll +wits.
   On a strong hit, you bolster your resources. Take +2 supply.
   On a weak hit, take up to +2 supply, but suffer -1 momentum for
   each.
   On a miss, you find nothing helpful. Pay the Price.


When you’re in the field and need to bolster your supply track, make this
move. Fictionally, this represents hunting and gathering. You might also
search an area where supplies might be found, such as an abandoned camp
or field of battle.


IRONSWORN                                                                  63
If you’re adventuring with allies, you share the same supply value. When one
of you makes this move, each of you adjust your supply track.
If you have the unprepared condition marked, you can’t resupply. Instead, you
need to find help in a community when you Sojourn.


     MAKE CAMP
     When you rest and recover for several hours in the wild, roll
     +supply.
     On a strong hit, you and your allies may each choose two. On a weak
     hit, choose one.
       • Recuperate: Take +1 health for you and any companions.
       • Partake: Suffer -1 supply and take +1 health for you and any
         companions.
       • Relax: Take +1 spirit.
       • Focus: Take +1 momentum.
      • Prepare: When you break camp, add +1 if you Undertake a
         Journey.
     On a miss, you take no comfort. Pay the Price.


Making camp can be a purely narrative activity and can be abstracted or
roleplayed as you like. However, if you need to recover from the struggle of
your adventures while traveling through the wilds, make this move.
Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This
represents your access to provisions and gear. Huddling in your cloak on the
cold ground is a different experience than a warm fire, good food, and a dry
tent.
On a strong hit, choose two from the list. You may not select a single option
more than once. On a weak hit, choose one. If you recuperate or partake,
you can also apply those benefits to your companions (NPC assets—see page
39).
If you are traveling with allies, only one of you makes this roll for the group.
Each of you may then choose your own benefits on a strong or weak hit.
On a miss, you gain no benefits of your downtime. Perhaps you suffered
troubling dreams (Endure Stress). Poor weather may have left you weary and
cold (Endure Harm). Or, you were attacked. If in doubt, roll on the Pay the
Price table or Ask the Oracle for inspiration. Depending on what you envision,
you can play to see what happens, or jump to the next day as you continue on
your journey the worse for wear.

64                                               CHAPTER 3 | Moves
   UNDERTAKE A JOURNEY
   When you travel across hazardous or unfamiliar lands, first set the
   rank of your journey.
      • Troublesome journey: 3 progress per waypoint.
      • Dangerous journey: 2 progress per waypoint.
      • Formidable journey: 1 progress per waypoint.
      • Extreme journey: 2 ticks per waypoint.
     • Epic journey: 1 tick per waypoint.
   Then, for each segment of your journey, roll +wits. If you are setting
   off from a community with which you share a bond, add +1 to your
   initial roll.
   On a strong hit, you reach a waypoint. If the waypoint is unknown to
   you, envision it (Ask the Oracle if unsure). Then, choose one.
      • You make good use of your resources: Mark progress.
      • You move at speed: Mark progress and take +1 momentum, but
        suffer -1 supply.
   On a weak hit, you reach a waypoint and mark progress, but suffer -1
   supply.
   On a miss, you are waylaid by a perilous event. Pay the Price.


This is Ironsworn’s travel move. When you set off or push on toward a
destination, make this move.
First, give your journey a rank. Decide how far—and how hazardous—it is
based on the established fiction. If you’re unsure, Ask the Oracle. Most of
your journeys should be troublesome or dangerous. Formidable or extreme
journeys might require weeks within your narrative, with appropriate stops,
side quests, and adventures along the way. An epic journey is one of months,
or even years. It is the journey of a lifetime.
If the journey is mundane—a relatively short distance through safe territory,
—don’t make this move. Just narrate the trip and jump to what happens or
what you do when you arrive.

ALONG FOR THE RIDE?
If you are part of a caravan or party of NPCs, and aren’t an active participant
in the planning or execution of the journey, you won’t make this move or
track progress. The journey will be resolved in the fiction. You can Ask the
Oracle to determine what happens en route or when you arrive.


IRONSWORN                                                                   65
ALLIES AND JOURNEYS
If you are traveling with allies, one of you makes the Undertake a Journey
roll for each segment, and you share a progress track. The responsibility for
leading the journey can switch from segment to segment as you like.
Your fellow travelers can assist by making the Aid Your Ally move. Perhaps
they are scouting ahead or sustaining you with a lively song. They can also
Resupply to represent foraging or hunting for supplies en route. Everyone
should offer narrative color for what they do and see on the journey, even if
they are not making moves.
Only the character making the move takes the momentum bonus on a strong
hit. But, because your supply track is shared, each of you mark -1 supply when
the acting character makes that choice on a strong hit or when they suffer a
weak hit.

WAYPOINTS
If you score a strong or weak hit on this move, you reach a waypoint. A
waypoint is a feature of the landscape, a settlement, or a point-of-interest.
Depending on the information you have or whether you have traveled this
area before, a specific waypoint may be known to you. If it isn’t, envision what
you find. If you need inspiration, Ask the Oracle.
You will find random tables for waypoint features on page 176, but do not
rely too heavily on these generators. Seek inspiration from your fiction and
the landscape you envision around you. If it’s interesting, wondrous, or creates
new opportunities for drama and adventure, bring it to life.
Depending on the pace of your story and your current situation, you
may choose to focus on this waypoint. A settlement can offer roleplay
opportunities or provide a chance to recuperate and provision via the Sojourn
move. In the wilds, you might make moves such as Make Camp, Resupply, or
Secure an Advantage. Or, you can play out a scene not involving moves as you
interact with your allies or the world. Mix it up. Some waypoints will pass as
a cinematic montage (doubtlessly depicted in a soaring helicopter shot as you
trudge over jagged hills). Other waypoints offer opportunities to zoom in,
enriching your story and your world.
When you roll a match (page 9), take the opportunity to introduce
something unexpected. This could be an encounter, a surprising or dramatic
feature of the landscape, or a turn of events in your current quest.

MARKING PROGRESS
When you score a hit and reach a waypoint, you mark progress per the rank
of the journey. For example, on a dangerous journey you mark 2 progress


66                                               CHAPTER 3 | Moves
(filling two boxes on your progress track) for each waypoint. When you feel
you have accumulated enough progress and are ready to make a final push
towards your destination, make the Reach Your Destination move. For more
on progress tracks and progress moves, see page 14.

TRAVEL TIME
Travel time can largely be abstracted. The time between waypoints might be
hours or days, depending on the terrain and the distance. If it’s important,
make a judgment call based on what you know of your journey, or Ask the
Oracle.

MOUNTS AND TRANSPORT
Horses, mules, and transport (such as boats) influence the fiction of your
journey—the logistics of travel and how long it takes. They do not provide a
mechanical benefit unless you have an asset which gives you a bonus (such as
a Horse companion).

MANAGING RESOURCES
You can intersperse Resupply or Make Camp moves during your journey to
manage your health, spirit and supply, or to create new scenes as diversions.
Don’t be concerned with using the Make Camp move as an automatic capstone
to a day of travel. You can be assumed to rest and camp as appropriate without
making the move, and you can roleplay out those scenes or gloss over them
as you like. When you want the mechanical benefit of the Make Camp move,
or you’re interested in playing the move out through the fiction, then do it.

ON A MISS...
You do not mark progress on a miss. Instead, you encounter a new danger. You
might face hazards through the weather, the terrain, encounters with creatures
or people, attacks from your enemies, strange discoveries, or supernatural
events. Decide what happens based on your current circumstances and
surroundings, roll on the Pay the Price table, or Ask the Oracle for inspiration.
Depending on your desired narrative pace, you can then play out the event
to see what happens, or summarize and apply the consequences immediately.
For example, you roll a miss and decide you encounter a broad, wild river
which must be crossed to continue on your journey. If you want to focus on
how you deal with the situation, play to see what happens by making moves.
You might Secure an Advantage by exploring upriver for a ford and then Face
Danger to cross. Or, if want to quickly push the story forward, you could fast-
forward to a perilous outcome such as losing some provisions during the
crossing (suffer -supply). Mix things up, especially on long journeys.



IRONSWORN                                                                    67
     REACH YOUR DESTINATION
     Progress Move
     When your journey comes to an end, roll the challenge dice and
     compare to your progress. Momentum is ignored on this roll.
     On a strong hit, the situation at your destination favors you. Choose
     one.
       • Make another move now (not a progress move), and add +1.
       • Take +1 momentum.
     On a weak hit, you arrive but face an unforeseen hazard or
     complication. Envision what you find (Ask the Oracle if unsure).
     On a miss, you have gone hopelessly astray, your objective is lost
     to you, or you were misled about your destination. If your journey
     continues, clear all but one filled progress, and raise the journey’s
     rank by one (if not already epic).


When you have made progress on your journey progress track and are ready
to complete your expedition, make this move. Since this is a progress move,
you tally the number of filled boxes on your progress track. This is your
progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit,
weak hit, or miss as normal. You may not burn momentum on this roll, and
you are not affected by negative momentum.
When you score a strong hit, you arrive at your destination and are well-
positioned for success. This should be reflected in the mechanical benefit
offered by the move, but also in how you envision your arrival. If this has been
a long, arduous journey, make this moment feel rewarding.
On a weak hit, something complicates your arrival or your next steps. Things
are not what you expected, or a new danger reveals itself. Perhaps the village
is occupied by a raiding party, or the mystic whose council you sought is
initially hostile to you. Envision what you find and play to see what happens.
On a miss, something has gone horribly wrong. You realize you are off-course,
you had bad information about your destination, or you face a turn of events
undermining your purpose here. Depending on the circumstances, this might
mean your journey ends in failure, or that you must push on while clearing all
but one of your filled progress and raising the journey’s rank.
If you are traveling with allies, one of you makes this move. Each of you
benefit (or suffer) from the narrative outcome of the roll. Only the character
making the move gets the mechanical benefit of a strong hit.


68                                                CHAPTER 3 | Moves
RELATIONSHIP MOVES
Relationship moves are made as you interact with others in the world, fight
duels, form bonds, support your allies, and determine the ultimate fate of
your character.



   COMPEL
   When you attempt to persuade someone to do something, envision
   your approach and roll. If you...
      • Charm, pacify, barter, or convince: Roll +heart (add +1 if you
        share a bond).
      • Threaten or incite: Roll +iron.
     • Lie or swindle: Roll +shadow.
   On a strong hit, they’ll do what you want or share what they know.
   Take +1 momentum. If you use this exchange to Gather Information,
   make that move now and add +1.
   On a weak hit, as above, but they ask something of you in return.
   Envision what they want (Ask the Oracle if unsure).
   On a miss, they refuse or make a demand which costs you greatly.
   Pay the Price.


When you act to persuade someone to do as you ask, or give you something,
make this move. It might be through bargaining, or intimidation, charm,
diplomacy, or trickery. Use the appropriate stat based on your approach, and
roll to see what happens.
This move doesn’t give you free rein to control the actions of other characters
in your world. Remember: Fiction first. Consider their motivations. What is
your leverage over them? What do they stand to gain or avoid? Do you have
an existing relationship? If your argument has no merit, or your threat or
promise carries no weight, you can’t make this move. You can’t intimidate
your way out of a situation where you are at a clear disadvantage. You can’t
barter when you have nothing of value to offer. If you are unsure, Ask the
Oracle, “Would they consider this?” If the answer is yes, make the move.
On the other hand, if their positive response is all but guaranteed—you are
acting obviously in their best interest or offering a trade of fair value—don’t
make this move. Just make it happen. Save the move for times when the
situation is uncertain and dramatic.




IRONSWORN                                                                  69
On a weak hit, success is hinged on their counter-proposal. Again, look to
the fiction. What would they want? What would satisfy their concerns or
motivate them to comply? If you accept their offer, you gain ground. If not,
you’ve encountered an obstacle in your quest and need to find another path
forward.
If you promise them something as part of this move, but then fail to do as you
promised, they should respond accordingly. Perhaps it means a rude welcome
when next you return to this community. If they are powerful, they may even
act against you. If you share a bond, you would most certainly Test Your Bond.
Your actions, good or bad, should have ramifications for your story beyond
the scope of the move.
On a miss, they are insulted, angered, inflexible, see through your lies, or
demand something of you which costs you dearly. Their response should
introduce new dangers or complications.
Compel may also be used to bring combat to a non-violent conclusion. Your
approach dictates the stat you use—typically +iron when you threaten with
further violence, +heart when you attempt to surrender or reason with them,
and +shadow when you use trickery. Your foe must have a reason to be open
to your approach. If unsure, Ask the Oracle. To learn more, see page 88.




70                                              CHAPTER 3 | Moves
   SOJOURN
   When you spend time in a community seeking assistance, roll
   +heart. If you share a bond, add +1.
   On strong hit, you and your allies may each choose two from within
   the categories below. On a weak hit, choose one. If you share a bond,
   choose one more.
   On a hit, you and your allies may each focus on one of your chosen
   recover actions and roll +heart again. If you share a bond, add +1.
   On a strong hit, take +2 more for that action. On a weak hit, take
   +1 more. On a miss, it goes badly and you lose all benefits for that
   action.
   Clear a Condition
      • Mend: Clear a wounded debility and take +1 health.
      • Hearten: Clear a shaken debility and take +1 spirit.
      • Equip: Clear an unprepared debility and take +1 supply.
   Recover
      • Recuperate: Take +2 health for yourself and any companions.
      • Consort: Take +2 spirit.
      • Provision: Take +2 supply.
      • Plan: Take +2 momentum.
   Provide Aid
      • Take a quest: Envision what this community needs, or what
        trouble it is facing (Ask the Oracle if unsure). If you chose to
        help, Swear an Iron Vow and add +1.
   On a miss, you find no help here. Pay the Price.


Communities stand as an oasis within the perilous wilds of the Ironlands.
They are a source of protection, trade, and fellowship. However, there are no
grand cities like those that stood in the Old World. Life here is too harsh.
Resources too few.
When you rest, replenish, and share fellowship within a community, make this
move. Depending on your level of success, you can choose one or more debilities
to clear or tracks to increase. If you share a bond with this community and score
a hit, you may select one more.
You may select an option only once. If you recuperate, you can also apply those
benefits to your companions (NPC assets—see page 39). If you Sojourn with


IRONSWORN                                                                     71
allies, only one of you makes this move, but all of you can make your own choices
on a strong or weak hit.
Your Sojourn should require several hours or several days, depending on your
current circumstances and level of aid and recovery required. Make this move
only once when visiting a community, unless the situation changes.
On a hit, this move also includes an option to roll again for one of your selected
recover actions. The second roll either provides a bonus to that activity (on
a hit), or causes you to lose all benefits for your recovery. For example, if you
are suffering from low spirit, you might choose to focus on the consort action,
representing time in the mead hall or intimacy with a lover. Roll +heart again,
and take the bonus if you score a hit.
You should envision what makes this community and its people unique.
Give every community at least one memorable characteristic. If you need
inspiration, Ask the Oracle. You will find creative prompts, along with
generators for community names and troubles in chapter 6 (page 165).
Narratively, you can imagine much of the time in this community passing
as a montage. If you choose to focus on a recovery action, zoom into that
scene and envision what happens. You might be in the healer’s house, at the
market, dancing at a festival, or speaking with the clan leader and making
plans. Envision how this scene begins, make your roll, and then narrate the
conclusion of the scene—good or bad—based on the result of your focus roll.
You can also perform additional moves while in the community. If you need
to Gather Information, Compel someone, or Draw the Circle to resolve a
feud, zoom into those scenes and play to see what happens. Sojourn is an
overarching move that sets the tone for your stay and defines the mechanics
of your recovery. It is not the only move you can make.
On a miss, something goes wrong. You are not welcomed. The citizens are
hostile to you. Your dark mood alienates you. A perilous event threatens you all.
Envision what happens based on your current circumstances, or Ask the Oracle.




72                                                CHAPTER 3 | Moves
   DRAW THE CIRCLE
   When you challenge someone to a formal duel, or accept a
   challenge, roll +heart. If you share a bond with this community, add
   +1.
   On a strong hit, take +1 momentum. You may also choose up to
   three boasts and take +1 momentum for each.
   On a weak hit, you may choose one boast in exchange for +1
   momentum.
      • Grant first strike: Your foe has initiative.
      • Bare yourself: Take no benefit of armor or shield; your foe’s harm
        is +1.
      • Hold no iron: Take no benefit of weapons; your harm is 1.
      • Bloody yourself: Endure Harm (1 harm).
     • To the death: One way or another, this fight must end with
        death.
   On a miss, you begin the duel at a disadvantage. Your foe has
   initiative. Pay the Price.
   Then, make moves to resolve the fight. If you are the victor, you may
   make a lawful demand, and your opponent must comply or forfeit
   their honor and standing. If you refuse the challenge, surrender, or
   are defeated, they make a demand of you.


Ritualized duels are a common way of dealing with disputes among
Ironlanders. When you challenge someone or accept a challenge, you each
trace one-half of the outline of a circle into the ground with the point of an
iron blade. Then, you face each other in the center of the circle and fight.
You setup your foe’s progress track per the Enter the Fray move, but use this
move instead of Enter the Fray to begin the fight. You have initiative at the
start of combat unless you score a miss or choose the option to grant first
strike.
Duels are usually stopped when one of the duelists surrenders or is clearly
defeated. The victor may then make a demand which the loser must abide by.
Not complying with this demand means ostracism and shame. If you lose a
duel, envision what your opponent demands of you. If you’re unsure, Ask the
Oracle. Then, do it or face the narrative cost of your dishonor.
Duels may also be to the death. If one of the combatants declares their intent
to fight to the death, the other must agree or forfeit.



IRONSWORN                                                                    73
     FORGE A BOND
     When you spend significant time with a person or community,
     stand together to face hardships, or make sacrifices for their
     cause, you can attempt to create a bond. When you do, roll +heart.
     If you make this move after you successfully Fulfill Your Vow to their
     benefit, you may reroll any dice.
     On a strong hit, make note of the bond, mark a tick on your bond
     progress track, and choose one.
       • Take +1 spirit.
        • Take +2 momentum.
     On a weak hit, they ask something more of you first. Envision what it
     is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark
     the bond. If you decline or fail, Pay the Price.
     On a miss, you are refused. Pay the Price.


Bonds connect you to the people of the Ironlands. They provide a story benefit
by enriching your interactions and creating connections with a recurring cast
of characters and familiar places. They also provide mechanical benefits by
giving you adds when you make moves such as Sojourn or Compel. And,
perhaps most importantly, your bonds help determine your ultimate fate
when you retire from adventuring and Write Your Epilogue.
Bonds can be created through narrative circumstances or through sworn
vows. If you’ve established a strong relationship with a person or community,
you may Forge a Bond to give it significance. If you make this move after
you successfully Fulfill Your Vow in service to them, you have proven yourself
worthy and may reroll any dice.
When you Forge a Bond and score a strong hit, mark a tick on your bond
progress track (page 36) and make note of your bond.
On a weak hit, they ask more of you. It might be a task, an item, a concession,
or even a vow. Envision what they need, or Ask the Oracle. If you do it, or
Swear an Iron Vow, you can mark the bond.
On a miss, they have refused you. Why? The answer should introduce new
complications or dangers.

BONDS AND THE FICTION
In the fiction of your world, bonds can be ceremonial. If your bond is with a
person, perhaps you trade gifts. When you form a bond with a community,



74                                               CHAPTER 3 | Moves
they may honor you in their own way. Envision what these ceremonies look
like to add color and texture to the setting.
Also, respect the narrative weight of a bond. Don’t declare a bond with
everyone in sight to add more ticks to your bond progress track. Your bonds
represent true, deep connections.

BONDS AND ALLIES
If you and your allies act together to Forge a Bond with an NPC or community,
only one of you makes the move. Others can Aid Your Ally to provide support.
If you are successful, each of you may mark a tick on your bond progress
track. Only the character making the move takes the mechanical benefits of a
strong hit (+1 spirit or +2 momentum).
Bonds can also be made between allies. One of you makes the move, and both
of you may mark the bond on a hit. If you score a weak hit, your ally may
decide what they ask of you. On a miss, something still stands between you.
What is it? What must you do to form a deeper connection?



   TEST YOUR BOND
   When your bond is tested through conflict, betrayal, or
   circumstance, roll +heart.
   On a strong hit, this test has strengthened your bond. Choose one.
      • Take +1 spirit.
      • Take +2 momentum.
   On a weak hit, your bond is fragile and you must prove your loyalty.
   Envision what they ask of you (Ask the Oracle if unsure), and do it (or
   Swear an Iron Vow). If you decline or fail, clear the bond and Pay the
   Price.
   On a miss, or if you have no interest in maintaining this relationship,
   clear the bond and Pay the Price.


Bonds are not necessarily everlasting. Events in your story may cause your
bond to be tested. How strong is your commitment? If you seek to maintain
this bond, at what cost? When you are forced to act against a community or
person you share a bond with, fail in a crucial task for them, or they break
faith with you, make this move.
You should Test Your Bond within the community or in the company of the
person with whom you share the bond. If an incident forces this test, but you
aren’t in a position to resolve it, make a note. Then, make this move when you


IRONSWORN                                                                    75
next come in contact. If extended time passes without making the test (days,
weeks, or months, depending on the circumstance), clear the bond and be
done with it.
If you and your allies share a bond with an NPC or community, and you act
together to Test Your Bond, only one of you makes this move.



     AID YOUR ALLY
     When you Secure an Advantage in direct support of an ally, and
     score a hit, they (instead of you) can take the benefits of the move.
     If you are in combat and score a strong hit, you and your ally have
     initiative.


When you take an action to aid an ally (another player’s character) through
the Secure an Advantage move, you can hand over the benefits of that move to
your ally. This represents setting your ally up for success through a supporting
action. You might be distracting a foe in combat, scouting ahead on a journey,
or giving them encouragement as you stand against a dire threat.
If you score a strong hit when you Secure an Advantage, your ally makes the
choice between +2 momentum or making an immediate move with a +1 add.
If you have an asset which gives you any additional benefits on the outcome
of a Secure an Advantage move, your ally also takes those benefits (instead of
you).
In combat, this is a proactive move, made when you have initiative. If you
score a strong hit, you and your ally both take or retain initiative.




76                                                CHAPTER 3 | Moves
On a weak hit when you Secure an Advantage, your ally takes +1 momentum.
But, this advantage is fleeting or your situation becomes more complicated or
dangerous. If you are in combat, you both lose initiative.
On a miss, one or both of you should Pay the Price as appropriate to the
circumstances and your intent when making the move. If in doubt, Ask the
Oracle. As with a weak hit, you both lose initiative when in combat.
If multiple characters make this move to contribute to an ally action, all Secure
an Advantage bonuses will stack. As long as someone scores a strong hit, the
target character can take or retain initiative.
Don’t ping pong this move back and forth between two characters in an
attempt to build momentum. Envision what you are doing to Aid Your Ally,
make the Secure an Advantage move, resolve it, and hand the reins over to
your ally as they leverage the advantage. Keep it moving. Make things happen.



   WRITE YOUR EPILOGUE
   Progress Move
   When you retire from your life as Ironsworn, envision two things:
   What you hope for, and what you fear. Then, roll the challenge dice
   and compare to your bonds. Momentum is ignored on this roll.
   On a strong hit, things come to pass as you hoped.
   On a weak hit, your life takes an unexpected turn, but not necessarily
   for the worse. You find yourself spending your days with someone or
   in a place you did not foresee. Envision it (Ask the Oracle if unsure).
   On a miss, your fears are realized.


You make this move only once—when all your vows are fulfilled or forsaken
and you choose to end your character’s adventuring life. For better or worse,
the bonds you’ve made will echo through your days. How have you left your
mark? Where are you welcomed and where are you shunned? What remains
of you when your quests are at an end?
This is a progress move. Tally the number of filled boxes on your bonds
progress track as your progress score. Only add fully filled boxes (those with
four ticks). Then, roll your challenge dice, compare to your progress score,
and resolve a strong hit, weak hit, or miss as normal. You may not burn
momentum on this roll, and you are not affected by negative momentum.
Based on the result of this move, envision how you spend the remainder of
your days.



IRONSWORN                                                                    77
COMBAT MOVES
When there are no other options, when the sword slips free of its sheath, when
the arrow is nocked, when the shield is brought to bear, make these moves.



     ENTER THE FRAY
     When you enter into combat, first set the rank of each of your foes.
       • Troublesome foe: 3 progress per harm; inflicts 1 harm.
       • Dangerous foe: 2 progress per harm; inflicts 2 harm.
       • Formidable foe: 1 progress per harm; inflicts 3 harm.
       • Extreme foe: 2 ticks per harm; inflicts 4 harm.
       • Epic foe: 1 tick per harm; inflicts 5 harm.
     Then, roll to determine who is in control. If you are...
       • Facing off against your foe: Roll +heart.
       • Moving into position against an unaware foe, or striking without
         warning: Roll +shadow.
      • Ambushed: Roll +wits.
     On a strong hit, take +2 momentum. You have initiative.
     On a weak hit, choose one.
       • Bolster your position: Take +2 momentum.
       • Prepare to act: Take initiative.
     On a miss, combat begins with you at a disadvantage. Pay the Price.
     Your foe has initiative.


Make this move when combat is joined. Set up your progress tracks for your
foes and roll to see who is initially in control. Then, play to see what happens.
If you are fighting with allies, each of you make your own move to Enter the
Fray. The outcome determines your initial positioning and readiness. You and
the other players then envision the scene and make moves as appropriate. If
you have initiative, you are positioned to make proactive moves. If not, you
make moves to defend against attacks or get into position. If you and your
allies are fighting against common enemies, you share progress tracks and
mark the harm you each inflict.
If you are fighting a group of troublesome or dangerous foes, you can combine
them into a single progress track. This is called a pack. Managing your
progress against a pack is easier than tracking them as individuals, and will
make combat go a bit faster. For a small pack (about 3 to 5), increase the rank


78                                                 CHAPTER 3 | Moves
by one. For a large pack (about 6 to 10) increase the rank by two. If you are
facing more than 10 troublesome or dangerous foes, group them into smaller
packs and associated progress tracks as appropriate.
For more about the foes you might face in the Ironlands, see page 133.



   STRIKE
   When you have initiative and attack in close quarters, roll +iron
   When you have initiative and attack at range, roll +edge.
   On a strong hit, inflict +1 harm. You retain initiative.
   On a weak hit, inflict your harm and lose initiative.
   On a miss, your attack fails and you must Pay the Price. Your foe has
   initiative.


Make this move when you have initiative and act to inflict harm on your foe.
Narratively, this move might represent a focused moment in time—a single
sweep of your axe or the flight of an arrow. Or, it can depict a flurry of attacks
as you put your opponent on the defensive.
On a strong hit, you strike true. By default you inflict 2 harm if you are armed
with a deadly weapon (such as a sword, axe, spear, or bow), and 1 harm if not.
A strong hit on this move gives you an additional +1 harm (so, 3 harm with
a deadly weapon). You may also have additional bonuses provided by assets.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a
dangerous enemy. See page 134 for more on NPC ranks and inflicting harm.
Narratively, a strong hit represents wounding your enemy or wearing them
down. You have initiative and can make your next move. If this attack was
intended as a decisive blow, you can attempt to End the Fight.
On a weak hit, you’ve done some damage but have overextended or your foe
counters. You mark your harm, and your foe has initiative. What do they do
next?
On a miss, you must Pay the Price. Your opponent strikes back and you Endure
Harm. You lose position or advantage and suffer -momentum. You face a new
or intensified danger. A companion or ally is put in harm’s way. Your weapon
is dropped or broken. Let the outcome flow out of the fiction, or roll on the
Pay the Price table to see what happens.




IRONSWORN                                                                     79
     CLASH
     When your foe has initiative and you fight with them in close
     quarters, roll +iron. When you exchange a volley at range, or shoot
     at an advancing foe, roll +edge.
     On a strong hit, inflict your harm and choose one. You have the
     initiative.
       • You bolster your position: Take +1 momentum.
       • You find an opening: Inflict +1 harm.
     On a weak hit, inflict your harm, but then Pay the Price. Your foe has
     initiative.
     On a miss, you are outmatched and must Pay the Price. Your foe has
     initiative.


When your foe has initiative and attacks, and you choose to fight back, make
this move.
First, envision your action and the fiction of the exchange. Is this a focused,
dramatic moment where you each seek an opening? Or is it a flurry of attacks
and parries, advances and retreats? The outcome of the Clash determines if
your foe presses their advantage, or if you take control of the fight.
On a strong hit, you inflict your harm and steal back initiative. On a weak
hit, you manage to inflict harm, but your foe retains initiative and you must
Pay the Price. The price might be that you Endure Harm as your foe counters.
Or, you may face some other dramatic outcome as appropriate to the current
situation and your foe’s intent.
On a miss, you fail to inflict harm and must Pay the Price. This fight is turning
against you.
As with the Strike move, each point of harm you inflict is marked on your foe’s
progress track, as appropriate to their rank (page 134).
If you aren’t actively fighting back—you’re just trying to avoid the attack or
seeking cover—you should Face Danger instead of Clash. Using that move
gives you more flexibility to bring a favored stat into play, and you suffer
a relatively minor cost on a weak hit. Unfortunately, you also give up the
opportunity to inflict harm on your foe. See page 85 for more about using
Face Danger in a fight.
If you ever respond to an attack by just taking the hit, that’s not a move. The
outcome isn’t in much doubt. Pay the Price.



80                                                CHAPTER 3 | Moves
    TURN THE TIDE
    Once per fight, when you risk it all, you may steal initiative from
    your foe to make a move (not a progress move). When you do, add
    +1 and take +1 momentum on a hit.
    If you fail to score a hit on that move, you must suffer a dire outcome.
    Pay the Price.


This move represents a last ditch effort to recover control of the fight. It is that
moment when all seems lost, but the hero somehow rallies.
Turn the Tide lets you take initiative and make a move. The move can be
whatever is appropriate under the circumstance—likely Strike or Secure an
Advantage. Roll the move (add +1), and act on the results. If you’ve scored
a hit, you may take an additional +1 momentum. Then, play to see what
happens. Hopefully this bold action is a turning point for the fight.
Here’s the catch: If you score a miss when you make your move, you should
add extra severity to the consequences. You might face additional harm. Your
weapon is broken. Your companion is grievously wounded. Consider the
result of your failure and give it teeth. If in doubt, Ask the Oracle.
Narratively, this is a dramatic moment. Focus on it. Envision your character’s
action. You struggle to your feet and raise your sword, your eyes hardening
with determination. You spur your mount into a desperate charge. You grab
your opponent’s blade in your bare hand. You pull the dagger from your boot
and lunge. Or, perhaps you state your name,
lament the killing of your father, and tell
your foe to prepare for death.




IRONSWORN                                                                       81
     END THE FIGHT
     Progress Move
     When you make a move to take decisive action, and score a strong
     hit, you may resolve the outcome of this fight. If you do, roll the
     challenge dice and compare to your progress. Momentum is ignored
     on this roll.
     On a strong hit, this foe is no longer in the fight. They are killed, out
     of action, flee, or surrender as appropriate to the situation and your
     intent (Ask the Oracle if unsure).
     On a weak hit, as above, but you must also choose one.
       • It’s worse than you thought: Endure Harm.
       • You are overcome: Endure Stress.
       • Your victory is short-lived: A new danger or foe appears, or an
         existing danger worsens.
       • You suffer collateral damage: Something of value is lost or
         broken, or someone important must pay the cost.
       • You’ll pay for it: An objective falls out of reach.
      • Others won’t forget: You are marked for vengeance.
     On a miss, you have lost this fight. Pay the Price.


End the Fight fulfills your previous moves and the progress you have made in
this scene. This is the all-or-nothing moment where the fight is decided. Is
your foe defeated? Is your victory a pyrrhic one, and tastes of ash? Does your
foe suddenly turn your assumed advantage against you?
Since this is a progress move, you add the number of filled boxes on your
progress track for this foe, whether it’s a single enemy or a pack. This is your
progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit,
weak hit, or miss as normal. You may not burn momentum on this roll, and
you are not affected by negative momentum.
You can End the Fight only after you score a strong hit on a preceding move.
Your setup move can be any action, but should be framed as a decisive
maneuver or response, intended to bring the fight to a close.
If you find yourself struggling against a tide of weak hits and misses, unable to
make this move, consider building and then burning momentum to get back
control. Use your favored stats and assets to improve your chances. However,
keep in mind that End the Fight is not the only way to resolve a combat scene.
You can flee. You can give up. You can negotiate or force a surrender. End the

82                                                 CHAPTER 3 | Moves
Fight represents the conclusion of a bloody, desperate combat, with both sides
committed to see it through.
On a strong hit, envision how this foe is defeated. If you still face other foes
(using separate progress tracks), you have initiative and the fight continues.
If you score a weak hit, your victory comes at a cost. Choose a listed outcome
as appropriate to the circumstances. Then, consider the narrative implications
of your choice and how it impacts what happens next.
On a miss, you should face a dramatic and dire consequence. Are you
captured? Mortally wounded and left for dead? Is someone under your
protection killed? Is an important objective or vow now lost to you? Make a
choice as appropriate to the situation and the intent of your foe, or roll on the
Pay the Price table and interpret the result as severe. Make it hurt.
When you and your allies are fighting against a common foe, you share a
progress track. Any of you may attempt to End the Fight. If you then score
a weak hit or miss, consider how your choice impacts the group and who
suffers the cost as appropriate to the situation.




IRONSWORN                                                                    83
     BATTLE
     When you fight a battle, and it happens in a blur, envision your
     objective and roll. If you primarily…
       • Fight at range, or using your speed and the terrain to your
         advantage: Roll +edge.
       • Fight depending on your courage, allies, or companions: Roll
         +heart.
       • Fight in close to overpower your opponents: Roll +iron.
       • Fight using trickery to befuddle your opponents: Roll +shadow.
       • Fight using careful tactics to outsmart your opponents: Roll +wits.
     On a strong hit, you achieve your objective unconditionally. Take +2
     momentum.
     On a weak hit, you achieve your objective, but not without cost. Pay
     the Price.
     On a miss, you are defeated and the objective is lost to you. Pay the
     Price.


This move is used as an alternative to a detailed combat scene. When you
want to zoom out and resolve a fight in a single roll, make this move.
First, consider your objective. Are you trying to defeat your foes? Hold them
off until reinforcements arrive? Defend a person or place? Reach a position?
Envision the situation, your strategy, and what you intend to gain or avoid.
Then, roll and envision the outcome. A strong hit is unconditional success.
Your foes are defeated, surrender, flee, or give up their objectives as appropriate
to the situation and your goals for the fight.
A weak hit means you’ve achieved your overall objective, but at some cost.
Since this is the resolution of an extended scene, the price you pay should be
dramatic and meaningful. This can include suffering a significant amount of
harm, failing to achieve a secondary goal, or encountering a new danger or
complication. If in doubt, roll on the Pay the Price table, or you may pick from
the weak hit options in the End the Fight move.
A miss on the Battle move should have dire ramifications on your character
and your quest. This objective is lost to you. What does that mean? Are you
captured? Gravely wounded? Have you failed to save a loved one? Is the
settlement overrun by raiders? Must you Forsake Your Vow? Consider the
situation and the intent of your foe, and Pay the Price. Make it hurt.




84                                                 CHAPTER 3 | Moves
Use the Battle move as you like. If your story doesn’t emphasize fighting, or
you’d rather generally abstract combat encounters, you can use this move
exclusively. You can also drop it into some portion of a larger scene. Perhaps
you Battle to quickly deal with lesser foes, then handle the fight against their
leader with standard combat moves. The mix of Battle moves and more
detailed fight scenes can help you pace your gaming sessions and let you focus
on what is interesting or important.

BATTLING ALONGSIDE ALLIES
When you and your allies fight together, only one of you makes the move.
Others can make the Aid Your Ally move, using stats as detailed in Battle.
Resolve those moves first, and then Battle.
On a strong hit, all of you benefit from the narrative success, but only the
character making the move gains the momentum bonus. On a weak hit or
miss, all of you suffer an outcome as appropriate to the situation. When in
doubt, Ask the Oracle.

OTHER MOVES IN COMBAT
You won’t rely solely on combat moves in a fight. Make other moves as
appropriate to the situation, your intent, and the actions of your foes.

FACE DANGER (PAGE 60)
Make this move when you seek to avoid or overcome an obstacle in combat,
or when you choose to focus on defense.
  • You leap over a gully as you ride into battle. Face Danger +edge.
  • The massive elder bear roars, spittle flying. Will you muster your courage
    against this terrifying beast? Face Danger +heart.
  • You bring up your shield as the raider presses their attack, standing your
    ground against the withering axe blows. Face Danger +iron.
If this is a proactive move—you are overcoming an obstacle—make it when
you have initiative. If this is a reactive move—you are trying to avoid an
immediate threat—your foe likely has the initiative.
When would you Face Danger instead of Clash against an attack? If you are
fighting back, that’s probably Clash. If you focusing on defense, getting out
of the way, ducking behind your shield, or taking cover, that’s Face Danger.
It’s less risky, since you can leverage a favored stat and the penalty on a weak
hit is relatively mild. Unlike Clash, you won’t have an opportunity to inflict
immediate harm on a hit, but a strong hit with Face Danger can put you in
good position for a follow-up move.


IRONSWORN                                                                   85
You’ll also likely Face Danger if your foe is trying to gain advantage through
an action other than a direct attack. They move to the trees to get a shot at you
from cover. Or they taunt you, trying to provoke you into a reckless response.
Perhaps they shove at you, putting you off-balance for a follow-up attack.
What do you do? Envision it, then make the move. If you fail to score a hit,
you likely suffer a loss of momentum to represent this setback. Your foe has
initiative and will try to press their advantage.
Face Danger might also be used to flee combat altogether. If you have a path
and means to escape, make this move to see if you get away.
Finally, in cases where an enemy represents a minor obstacle, Face Danger
can be used to avoid combat or as a means of resolving your action against a
mundane foe. For example, you can Face Danger to sneak past an enemy or
run away from a potential fight. If you are dealing with a minor foe from a
position of clear advantage, such as firing an arrow from hiding,
you can Face Danger to see what happens. In either case, a miss
on this move might force you to Enter the Fray.




86                                                CHAPTER 3 | Moves
SECURE AN ADVANTAGE (PAGE 61)
This move is made in combat when you try to gain some leverage, improve
your position, or setup another move. For example:
  • You take careful aim before shooting. Secure an Advantage +wits.
  • You perform a sly feint, trying to put your opponent off balance and
    create an opening. Secure an Advantage +shadow.
  • You attempt to dishearten your foe with an intimidating
    roar as you charge. Secure an Advantage +iron.




IRONSWORN                                                              87
Secure an Advantage can be used whenever you have initiative, or as a means
of establishing a favorable position prior to the fight. Mechanically, it’s a
powerful move for building your momentum track toward a decisive action.
Narratively, it’s a great way to bring cinematic action into the scene.
When you want to Secure an Advantage, picture the situation. Consider the
terrain, your weapons, your position, and your fighting style and approach.
Consider your enemy, and their tactics and readiness. Where is there an
opportunity? Envision your action, then make the move.

COMPEL (PAGE 69)
Compel can be used as a shortcut to ending a combat. You don’t have to make
the End the Fight move to surrender or negotiate a truce. End the Fight is the
outcome of a desperate, probably bloody, skirmish. If you or your foe have
other objectives, give Compel a try.
  • You attempt to force your foe to surrender. Compel +iron.
  • You try to surrender, reason or negotiate. Compel +heart.
  • You trick your foe into giving up the fight. Compel +shadow.
Compel needs to be supported by the fiction. What is your foe’s intent? How
do they feel about you? Are you a hated enemy? A potential meal? What are
they willing to risk to end you? Has the fight gone in their favor or against
them? What leverage do you have? If there’s no upside for them, you can’t
make this move. If you aren’t sure, Ask the Oracle before you Compel.
Compel might be used proactively (when you have initiative) or reactively
(when your foe has it) depending on the circumstances. Offering to surrender
is a reactive response, and can be done when you don’t have initiative.
Attempting to Compel your foe to give up the fight is a proactive move made
when you are in control.

AID YOUR ALLY (PAGE 76)
This move is an obvious choice when you want to bolster your ally’s actions.
Envision what you do to help them, make the Secure an Advantage move, and
let them take the benefits of the outcome.
You should have initiative before you attempt to Aid Your Ally. On a strong
hit, both of you then take or retain initiative. This is a huge advantage for your
ally if they were having a difficult time making progress against their foe. On
a weak hit or miss, you both lose initiative.




88                                                CHAPTER 3 | Moves
SUFFER MOVES (PAGE 90)
Make Suffer moves as appropriate when you face the outcome of your actions
within a combat scene.
If you make a suffer move and score a strong hit, you may take or retain
initiative—even if you scored a weak hit or miss on the preceding move.
However, this opportunity does not overrule the fiction of the moment. If you
are out of action and Face Death, you aren’t likely to come springing back into
the fight. If you do score a strong hit on a suffer move, consider what happens
next and the moves you may make in the context of the situation.

PAY THE PRICE (PAGE 105)
Being forced to make the Endure Harm move is the obvious result when you
must Pay the Price in a fight, but there’s much more that can happen in a
dynamic combat situation. You lose your footing. You drop your weapon.
Your shield is shattered. A goal is lost to you. A companion or ally is injured.
You are put in a perilous position. A new threat reveals itself.
Mix it up. Make combat exciting and cinematic. Whatever happens, make the
outcome one you wish you had avoided. If in doubt, roll on the Pay the Price
table or Ask the Oracle.

ASK THE ORACLE (PAGE 107)
In solo and co-op play, you can Ask the Oracle about your foe’s objectives,
tactics, and specific actions. The oracle can also help determine the outcome
of events or introduce new twists.
Use this move sparingly. For the most part, trust your instincts. Your actions
trigger reactions. Who are you fighting? What do they want? What do they do
next? Your first impulse is often the right one.
Chapter 6 includes the Combat Action oracle (page 188) which you can
use to prompt an NPC action or response in a fight. You can also leverage
the description of your foe’s tactics in chapter 5 (page 133) to guide their
behavior.
Be mindful of your surroundings and other characters. Ask questions. “Can
I take cover here?”, “Is the river shallow enough to cross?”, “Do the villagers
flee?” Consider your foe’s actions and your opportunities in the context of the
environment.
In guided play, the GM is your oracle. When you have questions about what
happens next, look to them, or talk it out at the table. Your GM is free to use
the Ask the Oracle move to answer questions.




IRONSWORN                                                                   89
SUFFER MOVES
These moves are made as a result of a perilous event or bad outcome on other
moves. They represent what happens to you, and how you hold up against the
trauma.
  • When you face physical damage, make the Endure Harm move (page
    91).
  • When you score a miss on the Endure Harm move, and your health is
    at 0, you may need to Face Death (page 93).
  • When your companion is exposed to harm, make the Companion
    Endure Harm move (page 94).
  • When you are demoralized, afraid, or acting against your best
    intentions, make the Endure Stress move (page 95).
  • When you score a miss on the Endure Stress move, and your spirit is at
    0, you may need to Face Desolation (page 96).
  • When your supply falls to 0, all characters make the Out of Supply move
    (page 97). If you are at 0 supply and suffer additional -supply, you each
    need to reduce your health, spirit, or momentum tracks by that amount.
  • When your momentum track is at its minimum (-6), and you suffer
    additional -momentum, make the Face a Setback (page 97) move.
Making a suffer move is not, however,
the only possible outcome of a
failure. You might face story
complications or new dangers.
You might lose an item. Your
relationship with another
character might be tested.
Keep it fresh and interesting.
When in doubt, Ask the
Oracle.




90                                             CHAPTER 3 | Moves
    ENDURE HARM
    When you face physical damage, suffer -health equal to your foe’s
    rank or as appropriate to the situation. If your health is 0, suffer
    -momentum equal to any remaining -health.
    Then, roll +health or +iron, whichever is higher.
    On a strong hit, choose one.
      • Shake it off: If your health is greater than 0, suffer -1 momentum
        in exchange for +1 health.
      • Embrace the pain: Take +1 momentum.
    On a weak hit, you press on.
    On a miss, also suffer -1 momentum. If you are at 0 health, you must
    mark wounded or maimed (if currently unmarked) or roll on the
    following table.

     Roll        Result
     1-10        The harm is mortal. Face Death.
     11-20       You are dying. You need to Heal within an hour or
                 two, or Face Death.
     21-35       You are unconscious and out of action. If left alone,
                 you come back to your senses in an hour or two.
                 If you are vulnerable to a foe not inclined to show
                 mercy, Face Death.
     36-50       You are reeling and fighting to stay conscious. If you
                 engage in any vigorous activity (such as running or
                 fighting) before taking a breather for a few minutes,
                 roll on this table again (before resolving the other
                 move).
     51-00       You are battered but still standing.


If you fail to defend against an attack, suffer an injury, are stricken with disease
or sickness, or bear the brunt of an arduous action, make this move.
When you are forced to Pay the Price, you should Endure Harm if physical
damage is an obvious and dramatic outcome of the current situation. Also,
some moves and assets will direct you to Endure Harm as a cost or concession,
and may indicate a specific amount of harm to suffer.
If you face an attack by an NPC foe, you use their rank (page 134) to
determine the amount of harm dealt. If the amount of harm is not indicated
or obvious, use the following guidelines.


IRONSWORN                                                                       91
  • Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
    tiring effort.
  • Dangerous (2 harm): An attack by a skilled foe or deadly creature, a
    nasty injury, or a demanding effort.
  • Formidable (3 harm): An attack by an exceptional foe or mighty creature,
    a serious injury, or an exhausting effort.
  • Extreme (4 harm): An overwhelming attack by a monster or beast, a
    grievous injury, or a debilitating effort.
  • Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
    injury, or a consuming effort.
If in doubt, make it dangerous (2 harm).
Next, reduce your health track by the amount suffered. If your health is at 0,
apply any remaining -health to your momentum track. Then, roll.
On a strong hit, you are undaunted. You can regain 1 health or take +1
momentum. On a weak hit, you are battered but manage to persevere.
When you score a miss with 0 health, you need to make an important decision.
Do you risk the potential for death by rolling on the oracle table, or mark a
debility? The wounded debility (page 37) is temporary and can be dealt
with through the Heal or Sojourn moves, but becoming maimed (page 38)
is a permanent, life-altering event.
If you score a miss and your debilities are
already marked, you have no choice. Roll
the dice and hope for the best.




92                                              CHAPTER 3 | Moves
   FACE DEATH
   When you are brought to the brink of death, and glimpse the world
   beyond, roll +heart.
   On a strong hit, death rejects you. You are cast back into the mortal
   world.
   On a weak hit, choose one.
      • You die, but not before making a noble sacrifice. Envision your
        final moments.
    • Death desires something of you in exchange for your life.
       Envision what it wants (Ask the Oracle if unsure), and Swear an
       Iron Vow (formidable or extreme) to complete that quest. If you
       fail to score a hit when you Swear an Iron Vow, or refuse the
       quest, you are dead. Otherwise, you return to the mortal world
       and are now cursed. You may only clear the cursed debility by
       completing the quest.
   On a miss, you are dead.


You make this move when forced to Face Death as a result of a miss on the
Endure Harm move, or when you face a physical trauma so horrific that death
is the only reasonable outcome. This move is (hopefully) rarely made and a
chance for storytelling and for enriching your world and its myths. Make it
dramatic and personal.
When you first make this move, you should envision how the afterlife is
represented in your version of the Ironlands, or specifically to your character.
What do you see and experience? Is it only blackness and void? Do you see
iron gates parting before you? Does a ferryman guide you across a blood-red
river? Do you hear the songs of your kin calling you to the feast hall? On
a strong hit, you might only catch glimpses of what lay beyond. Does your
experience support your beliefs or call them into question? If in doubt, Ask
the Oracle.
There is also the personage of death to consider. Does death take form, or is
it nameless and unknowable? Is it beautiful and welcoming? Sly and full of
guile? As grim as the coldest night? On a weak hit, you may decide what death
asks of you, which leads to a new quest and the cursed debility (page 38) as
you return to the mortal world.
On a miss, you are dead. Envision what awaits you. You may begin again with
a new character in a new version of the Ironlands, or explore your current
world and storyline from a new perspective. Perhaps your kin will avenge
you?

IRONSWORN                                                                   93
     COMPANION ENDURE HARM
     When your companion faces physical damage, they suffer -health
     equal to the amount of harm inflicted. If your companion’s health is
     0, exchange any leftover -health for -momentum.
     Then, roll +heart or +your companion’s health, whichever is higher.
     On a strong hit, your companion rallies. Give them +1 health.
     On a weak hit, your companion is battered. If their health is 0, they
     cannot assist you until they gain at least +1 health.
     On a miss, also suffer -1 momentum. If your companion’s health is 0,
     they are gravely wounded and out of action. Without aid, they die in
     an hour or two.
     If you roll a miss with a 1 on your action die, and your companion’s
     health is 0, they are now dead. Take 1 experience for each marked
     ability on your companion asset, and remove it.


A companion (page 39) is an NPC asset which complements your abilities
and can help support your actions. When you leverage a companion on a
move, you are inherently putting them at risk. If you roll a 1 on your action die
when using a companion ability, you should make the companion the focus of
any negative outcome for that move. Depending on the fiction of the current
situation, this might include harm.
Inflicting harm on your companion might also happen as a reasonable
outcome of any move, or through a roll on the Pay the Price table.
Your companion asset has a health track which functions the same as your
own. If they face physical damage, reduce the health track as appropriate to the
circumstances or the rank of your foe, and take any leftover as -momentum.
Then, roll this move.
When your companion’s health is at 0 and you score a weak hit or miss,
you cannot use their abilities until they gain at least +1 health. To aid your
companion, make an appropriate move, such as Heal, Make Camp, or Sojourn.
If your companion is killed, give yourself 1 experience point for each marked
ability. Then, remove the asset. If you acquire the same type of companion
through the narrative of your quest and journeys, you are free to rebuy the
asset at the normal cost.
You should also Endure Stress and suffer -spirit as appropriate to the fiction
when your companion is wounded or dies.




94                                                CHAPTER 3 | Moves
   ENDURE STRESS
   When you face mental shock or despair, suffer -spirit equal to your
   foe’s rank or as appropriate to the situation. If your spirit is 0, suffer
   -momentum equal to any remaining -spirit.
   Then, roll +heart or +spirit, whichever is higher.
   On a strong hit, choose one.
      • Shake it off: If your spirit is greater than 0, suffer -1 momentum
        in exchange for +1 spirit
     • Embrace the darkness: Take +1 momentum
   On a weak hit, you press on.
   On a miss, also suffer -1 momentum. If you are at 0 spirit, you must
   mark shaken or corrupted (if currently unmarked) or roll on the
   following table.

     Roll       Result
     1-10       You are overwhelmed. Face Desolation.
     11-25      You give up. Forsake Your Vow (if possible, one
                relevant to your current crisis).
     26-50      You give in to a fear or compulsion, and act against
                your better instincts.
     51-00      You persevere.


Make this move when your courage fails you, when you are unnerved or
disheartened, or when you act against your best intentions.
When you are forced to Pay the Price, you should Endure Stress if mental
hardship is an obvious and dramatic outcome of the current situation. Also,
some moves and assets will direct you to Endure Stress as a cost or concession,
and may indicate a specific amount of stress to suffer.
If you are demoralized or frightened by an NPC foe, you can use their rank
(page 134) to determine amount of stress you must suffer. If the amount of
stress is not provided or obvious, use the following guidelines.
  • Troublesome (1 stress): An unsettling incident or a frustrating failure.
  • Dangerous (2 stress): A distressing incident or an upsetting failure.
  • Formidable (3 stress): A horrifying incident or a demoralizing failure.
  • Extreme (4 stress): A heart-rending incident or traumatic failure.
  • Epic (5 stress): A soul-shattering incident or the loss of all hope.

IRONSWORN                                                                       95
If in doubt, make it dangerous (2 stress).
Next, reduce your spirit track by the amount suffered. If your spirit is at 0,
apply any remaining -spirit to your momentum track. Then, roll.
On a strong hit, you are unfazed. You can suffer 1 less spirit or take +1
momentum. On a weak hit, you are rattled but carry on.
When you score a miss with 0 spirit, you need to make an important decision.
Do you risk the potential for desolation by rolling on the oracle table, or mark
a debility? The shaken debility (page 37) is temporary and can be dealt
with through the Sojourn move, but becoming corrupted (page 38) is a
permanent, life-altering event.
If you’ve scored a miss and your debilities are both marked, you must roll on
the table to determine your fate.



     FACE DESOLATION
     When you are brought to the brink of desolation, roll +heart.
     On a strong hit, you resist and press on.
     On a weak hit, choose one.
       • Your spirit or sanity breaks, but not before you make a noble
         sacrifice. Envision your final moments.
      • You see a vision of a dreaded event coming to pass. Envision that
         dark future (Ask the Oracle if unsure), and Swear an Iron Vow
         (formidable or extreme) to prevent it. If you fail to score a hit
         when you Swear an Iron Vow, or refuse the quest, you are lost.
         Otherwise, you return to your senses and are now tormented.
         You may only clear the tormented debility by completing the
         quest.
     On a miss, you succumb to despair or horror and are lost.


Make this move when forced to Face Desolation as a result of a miss on the
Endure Stress move. This represents the potential breaking point for your
character. Do you push on in spite of all you have seen, all you have done, or
do you fall into darkness?
Choosing the option to become tormented (page 38) on a weak hit creates
interesting story possibilities. What is your greatest fear? Preventing that dire
outcome can steer your story in a compelling new direction.
On a miss, you are broken. There is no recovery possible. This is the end of
your character’s story.



96                                                CHAPTER 3 | Moves
   OUT OF SUPPLY
   When your supply is exhausted (reduced to 0), mark unprepared. If
   you suffer additional -supply while unprepared, you must exchange
   each additional -supply for any combination of -health, -spirit or
   -momentum as appropriate to the circumstances.


When you and your allies reduce your supply to 0 (through a choice or result
of another move), you each mark unprepared. The unprepared debility (page
37) can be cleared when you score a hit on the Sojourn move and choose
the equip option.
While you are unprepared, you cannot increase your supply track. If you suffer
additional -supply while unprepared, you and your allies must exchange each
-supply for some combination of -momentum, -health, or -spirit. Select an
option appropriate to the situation. A lack of provisions can have an obvious
impact on your fitness, morale, and readiness for challenges.



   FACE A SETBACK
   When your momentum is at its minimum (-6), and you suffer
   additional -momentum, choose one.
      • Exchange each additional -momentum for any combination of
        -health, -spirit, or -supply as appropriate to the circumstances.
      • Envision an event or discovery (Ask the Oracle if unsure) which
        undermines your progress in a current quest, journey, or fight.
        Then, for each additional -momentum, clear 1 unit of progress
        on that track per its rank (troublesome=clear 3 progress;
        dangerous=clear 2 progress; formidable=clear 1 progress;
        extreme=clear 2 ticks; epic=clear 1 tick).


When you suffer -momentum while your momentum track is already at
its lowest possible point (-6), the leftover -momentum must be traded for
an equal value in -health, -spirit or -supply, or it must be accounted for as
lost progress in a relevant progress track. Make a choice appropriate to your
character’s status and the current situation. Don’t just shift points around.
Envision how your choice is reflected in the fiction.
If your health, spirit, and supply are all at 0, you have no choice. You must
clear progress on a related progress track. You should use the quest, journey,
or fight which is most relevant to the current situation.


IRONSWORN                                                                   97
QUEST MOVES
Making and fulfilling vows is central to your character’s motivations. These
oaths drive your story and give you the means to gain experience and acquire
new abilities. When you embark upon a quest, manage your progress on a
quest, seek to complete a quest, or gain the rewards of a quest, make these
moves.



     SWEAR AN IRON VOW
     When you swear upon iron to complete a quest, write your vow and
     give the quest a rank. Then, roll +heart. If you make this vow to a
     person or community with whom you share a bond, add +1.
     On a strong hit, you are emboldened and it is clear what you must do
     next (Ask the Oracle if unsure). Take +2 momentum.
     On a weak hit, you are determined but begin your quest with more
     questions than answers. Take +1 momentum, and envision what you
     do to find a path forward.
     On a miss, you face a significant obstacle before you can begin your
     quest. Envision what stands in your way (Ask the Oracle if unsure),
     and choose one.
       • You press on: Suffer -2 momentum, and do what you must to
         overcome this obstacle.
       • You give up: Forsake Your Vow.


When you encounter a wrong that must be made right, seek to fulfill a
personal ambition, or give your word to serve someone, make this move.
Fictionally, an iron vow is ceremonial. You touch a piece of iron and speak
your vow. Don’t just make the move. Envision how your character enacts the
ceremony. What do you do? What do you say? Is this a moment of grudging
acceptance or one of fiery determination?
Set the rank of your quest based on what you know of the challenges you
will face, or Ask the Oracle. Higher ranked quests require more effort (both
in your narrative and through session-time and focus), but offer greater
experience rewards. An epic quest could be the endeavor of a lifetime, while a
troublesome quest might be resolved in a few scenes.
It is not necessary to resolve one vow before swearing another. In fact, the
intent of these rules is for your character to run afoul of new situations and
get side-tracked with new vows even while attempting to complete a separate
quest. This is the life of the Ironsworn.

98                                              CHAPTER 3 | Moves
Based on the results of this move, your path may be clear (a strong hit), or
more investigation may be required to identify your next steps (a weak hit).
On a miss, you face a serious obstacle at the very start which prevents you
from undertaking this quest. It might be a sudden event, someone working
against you or refusing your aid, or a personal conviction which must be
overcome. When in doubt about what happens, Ask the Oracle. It should be
significant and not easily dealt with. Also, when you resolve this obstacle,
you won’t Reach a Milestone for your quest. You aren’t actually able to make
progress on the vow until you overcome this initial challenge.
You also have the option, on a miss, to come to the realization that your vow
was made impulsively or without support, and you may simply give up. If you
do, Forsake Your Vow.
When allies join together to Swear an Iron Vow, one of you speaks for the
group and makes the move. The others can commit to the cause with the Aid
Your Ally move. If you score a hit and take +momentum, or score a miss and
choose to suffer -momentum, only the character making the move adjusts
their momentum track. Once your quest is underway, you share a progress
track and mark progress together.




IRONSWORN                                                                99
   REACH A MILESTONE
   When you make significant progress in your quest by overcoming
   a critical obstacle, completing a perilous journey, solving a complex
   mystery, defeating a powerful threat, gaining vital support, or acquiring
   a crucial item, you may mark progress.
      • Troublesome quest: Mark 3 progress.
      • Dangerous quest: Mark 2 progress.
      • Formidable quest: Mark 1 progress.
      • Extreme quest: Mark 2 ticks.
      • Epic quest: Mark 1 tick.


You will face obstacles as you strive to complete quests. Some of these obstacles
arise naturally out of the fiction of the situation. Overcoming one challenge
leads naturally to the next. Others represent narrative twists introduced when
you interpret the result of a move, or when you Ask the Oracle for inspiration.
When you overcome one of these obstacles, and it was a notable challenge,
make this move and mark progress on your quest.
Not every step on this path is worthy of a milestone. Did it put you in great
danger? Did it cost you something significant? Did you unravel a complex
web of clues and motivations? Was it dramatic and narratively interesting?
Most importantly, was it directly related to your quest, and not a random or
unconnected event?
How you define milestones determines the pace of your game. You need
to overcome challenges to Reach a Milestone and mark progress. You can’t
(with confidence) Fulfill Your Vow unless you’ve marked progress. You don’t
gain experience unless you Fulfill Your Vow. You can’t add new assets to your
character unless you gain experience. That’s the broad flow of how quests
drive gameplay and character improvement, the tempo of which is determined
by you and others at your table. If you come up against relatively simple
obstacles and call them milestones, you’ll mark progress and move quickly
toward completing the quest. But, if you do, you’ll miss out on storytelling
opportunities and the satisfaction earned when you prevail against a worthy
challenge.
Not sure if something is worthy as a milestone? If you’re playing co-op or
guided, talk it out at the table. If you’re playing solo, trust your instincts and
the type of play experience you want to create. In the end, it’s your game.
To learn more about milestones, see page 213.



100                                               CHAPTER 3 | Moves
   FULFILL YOUR VOW
   Progress Move
   When you achieve what you believe to be the fulfillment of
   your vow, roll the challenge dice and compare to your progress.
   Momentum is ignored on this roll.
   On a strong hit, your quest is complete. Mark experience
   (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
   On a weak hit, there is more to be done or you realize the truth of
   your quest. Envision what you discover (Ask the Oracle if unsure).
   Then, mark experience (troublesome=0; dangerous=1; formidable=2;
   extreme=3; epic=4). You may Swear an Iron Vow to set things right. If
   you do, add +1.
   On a miss, your quest is undone. Envision what happens (Ask the
   Oracle if unsure), and choose one.
      • You recommit: Clear all but one filled progress, and raise the
        quest’s rank by one (if not already epic).
      • You give up: Forsake Your Vow


Your path leads here. Your foe is defeated. The relic is found. Your training
is complete. The village is saved. The beast is killed. The murder is avenged.
Your family’s honor is restored. You are triumphant.
Or are you? Make this move to find out.
Since this is a progress move, you tally the number of filled boxes on your
progress track for this quest. This is your progress score. Only add fully filled
boxes (those with four ticks). Then, roll your challenge dice, compare to your
progress score, and resolve a strong hit, weak hit, or miss as normal. You
may not burn momentum on this roll, and you are not affected by negative
momentum.
When you and your allies are working to fulfill a common vow, you share a
progress track. When it is time to see the vow done, one of you represents
the group and make the Fulfill a Vow move. The outcome affects everyone
involved.
On a strong hit, your vow is fulfilled. Mark your experience, clear the vow,
and decide what you do next. Do other quests call you into the wilds? Or, do
you Write Your Epilogue, never again to return to your life as Ironsworn?
On a weak hit, you discover or realize something which leaves your quest
unfinished or undermines your success. Envision what you learn (or Ask the


IRONSWORN                                                                   101
Oracle), make your choice, and play to see what happens. Whether you leave
this behind or take on a new quest should be driven by the fiction and your
choices as the character. Have you defeated your foe in a bloody fight, but they
use their dying breath to say your true enemy still lives? You might Swear an
Iron Vow to hunt them down. Have you helped return the clan chief to power,
only to learn their promises were lies? You can Swear an Iron Vow to usurp
this deceiver, or simply leave this place, promising never to return.
On a miss, a turn of events finds you defeated or your true goal is suddenly
beyond reach. The band of raiders were a diversion, and a more dangerous
force has stolen away with the winter stores. The crown of kings is found, but
it is a forgery. You’ve hunted and defeated the wyvern, but discover it was only
one of a large flock of beasts. If you choose to press on, the nature of your
quest remains the same—protect the village, find the crown, stop the ravages
of the wyverns—but most of your progress is undone through this dramatic
realization.



   FORSAKE YOUR VOW
   When you renounce your quest, betray your promise, or the goal
   is lost to you, clear the vow and Endure Stress. You suffer -spirit
   equal to the rank of your quest (troublesome=1; dangerous=2;
   formidable=3; extreme=4; epic=5).


Make this move when you decide to abandon a quest, or if circumstances
leave your goal seemingly unobtainable.
For an Ironsworn, realizing you must Forsake Your Vow is a dramatic and
disheartening decision. Tradition says the item upon which you swore your
vow—your sword, your armor, the iron coin—is discarded. Some clans even
believe you must cast away all of your weapons and armor and bear no iron
until you redeem yourself.
Mechanically, you Endure Stress, reducing your spirit track by an amount
equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3;
extreme=4; epic=5). Narratively, you should consider how your failure affects
your story and what you do to put yourself back on the proper path. Did you
swear this vow in service to others? How does this impact your relationship
with them? If your vow was a personal quest, how does this failure force you
to rethink the path your life has taken? Where do you go from here?
If you have abandoned a quest which is central to your character’s motivations,
you may decide your life as an Ironsworn is done. If so, Write Your Epilogue
to determine your fate.



102                                              CHAPTER 3 | Moves
   ADVANCE
   When you focus on your skills, receive training, find inspiration,
   earn a reward, or gain a companion, you may spend 3 experience to
   add a new asset, or 2 experience to upgrade an asset.


Make this move when you spend experience to add an asset or upgrade an
existing asset.
Narratively, you should consider how your recent experiences and fulfilled
vows have led to these new abilities. Was your horse a reward from the
thankful chief of a highland clan? Did you train under a powerful mystic?
Has your time spent trekking across the wilds made you adept at woodcraft or
navigation? Let your choice of assets flow naturally from the fiction.
To learn more about spending experience and gaining assets, see page 222.




IRONSWORN                                                              103
FATE MOVES
In solo and co-op play, the fate moves mediate the result of other moves or
serve as inspirational prompts for your story. When you face the outcome of
a move, want to know what happens next, or have a question about people,
places and events external to your character, the fate moves help you discover
an answer.
In guided mode, your GM represents the whims of fate. They can reference
these moves as they like, but they can also decide the outcome or direct the
question back to you.
There are three key aspects of using the fate moves:
  • Instinct: If an answer to a question or the result of a situation is obvious,
    interesting and dramatic, make it happen.
  • Randomness: You can roll on random tables to generate a result or
    answer a question.
  • Inspiration: You can use creative prompts, such as those included in the
    oracles chapter (page 165) to guide your story.




104                                              CHAPTER 3 | Moves
   PAY THE PRICE
   When you suffer the outcome of a move, choose one.
     • Make the most obvious negative outcome happen.
     • Envision two negative outcomes. Rate one as ‘likely’, and Ask
       the Oracle using the yes/no table. On a ‘yes’, make that outcome
       happen. Otherwise, make it the other.
     • Roll on the following table. If you have difficulty interpreting the
       result to fit the current situation, roll again.

    Roll     Result
    1-2      Roll again and apply that result but make it worse. If you
             roll this result yet again, think of something dreadful
             that changes the course of your quest (Ask the Oracle if
             unsure) and make it happen.
    3-5      A person or community you trusted loses faith in you,
             or acts against you.
    6-9      A person or community you care about is exposed to
             danger.
    10-16    You are separated from something or someone.
    17-23    Your action has an unintended effect.
    24-32    Something of value is lost or destroyed.
    33-41    The current situation worsens.
    42-50    A new danger or foe is revealed.
    51-59    It causes a delay or puts you at a disadvantage.
    60-68    It is harmful.
    69-77    It is stressful.
    78-85    A surprising development complicates your quest.
    86-90    It wastes resources.
    91-94    It forces you to act against your best intentions.
    95-98    A friend, companion, or ally is put in harm’s way (or
             you are, if alone).
    99-00    Roll twice more on this table. Both results occur. If they
             are the same result, make it worse.


This is one of the most common moves in Ironsworn. Make this move when
directed to by the outcome of another move, or when the current situation
naturally leads to a cost through your choices or actions.


IRONSWORN                                                                 105
First, choose an option as described in the move. You may determine the
outcome yourself, Ask the Oracle to decide between two options, or roll on
the table. In guided play, you look to your GM for a ruling. Whatever choice
you make, always follow the fiction. If a dramatic outcome springs to mind
immediately, go with it.
Next, envision the outcome. What happens? How does it impact the current
situation and your character? Apply the outcome to the fiction of your scene
before you determine any mechanical impact. Focusing on the narrative cost
leads to deeper, more dramatic stories.
Finally, apply any appropriate mechanical penalty:
  • If you face a physical hardship or injury, Endure Harm and suffer -health.
  • If you are disheartened or frightened, Endure Stress and suffer -spirit.
  • If you lose equipment or exhaust resources, suffer -supply.
  • If you waste precious moments or are put in an unfavorable position,
    suffer -momentum.
  • If an ally or companion is put in harm’s way, apply the cost to them.
See page 58 for guidelines on mechanical costs. When in doubt, suffer -2
from the appropriate track.
Most situations can impact both the narrative situation and your mechanical
status. But, a result might also be purely narrative without an immediate
mechanical cost. An initial failure might introduce a complication or force a
reactive move (such as Face Danger). A failure on a subsequent move can then
introduce a mechanical penalty. In this way, failures build on each other, and
the situation gets riskier and more intense.
The narrative and mechanical costs you endure should be appropriate to the
circumstances and the move you are making. Scoring a miss on End the Fight
implies a greater cost than if you fail to Clash within that scene. For dramatic
moments and decisive moves, up the stakes.
Once you’ve resolved the outcome, envision what happens next and how you
react. You are not in control. The situation is more complex and dangerous.
You may need to respond with another move to restore your advantage and
avoid further cost.

ROLLING MATCHES
If you rolled a match on a move (page 9), and the outcome of that move
tells you to Pay the Price, you can consider rolling on the table instead of just
choosing an outcome. This fulfills the promise of the match by introducing a
result you might otherwise not have considered. When in doubt about what


106                                               CHAPTER 3 | Moves
a result on the table might represent (for example, “a new danger or foe is
revealed”), you can Ask the Oracle. However, rolling a match on the Pay the
Price table itself doesn’t have any special significance.



    ASK THE ORACLE
    When you seek to resolve questions, discover details in the world,
    determine how other characters respond, or trigger encounters or
    events, you may…
      • Draw a conclusion: Decide the answer based on the most
        interesting and obvious result.
      • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the
        table below to check the answer.
      • Pick two: Envision two options. Rate one as ‘likely’, and roll on
        the table below to see if it is true. If not, it is the other.
      • Spark an idea: Brainstorm or use a random prompt.

     Odds                       The answer is ‘yes’ if you roll...
     Almost Certain             11 or greater
     Likely                     26 or greater
     50/50                      51 or greater
     Unlikely                   76 or greater
     Small Chance               91 or greater
    On a match, an extreme result or twist has occurred.


In solo or co-op play, use this move when you have a question or want to
reveal details about your world. In guided play, the GM may use this move to
answer their own questions or inspire the story of your game session.

DRAW A CONCLUSION
The most basic use of this move is to simply decide the answer. Think it over
for a moment (or talk it out with others at your table), and go with what seems
most appropriate to the current situation and introduces the most potential
for drama and excitement.
Your first instinct is often the right one. If it leapt to mind, it’s probably a good
fit for the current situation. But, if your initial impulse doesn’t really excite or
interest you, give it more thought. Wait for an “aha” moment.
If you’re still not sure of the answer, or want to put things in the hand of fate,
you have some other options...


IRONSWORN                                                                      107
ASK A YES/NO QUESTION
You can ask a binary yes/no question and leave the answer open to fate.
  • “Is this steading inhabited?”
  • “Do I drop my sword?”
  • “Is there somewhere I can hide?”
  • “Do I know the way?”
  • “Would they consider this trade?”
Decide the likeliness of a ‘yes’ answer, and roll your oracle dice to get the
result. For example, if you rate the chance of a ‘yes’ as ‘unlikely’, you must roll
76-100 for a yes. Otherwise, the answer is no.

PICK TWO
The next option is to ask a question and pick two viable results.
  • “Do I drop my sword or my shield?”
  • “Is it in the forest or the hills?”
  • “Does the elder bear try to pin me down, or does it bite?”
  • “Am I attacked by a horror, or a beast?”
  • “Is this a formidable foe, or a dangerous one?”
You rate one of those as ‘likely’, and roll on the table. If it’s a ‘yes’, the answer
is your likely pick. If not, it’s the other. Use this approach when the answer is
more open-ended, but you have a couple of options in mind.

SPARK AN IDEA
The final option is to seek inspiration through an open-ended question.
  • “What happens next?”
  • “What do they want?”
  • “What’s this place look like?”
  • “What do I find?”
  • “Who or what attacks?”
If you’re in a game with other players, you can talk it out. Brainstorming
together will lead you to interesting answers you might not have thought of
on your own.




108                                                 CHAPTER 3 | Moves
You can also use random generators to help inspire an answer. See chapter 6
(page 165) for creative prompts and random results. Or, use your preferred
tools, such as an online generator for interesting names, or a set of tarot cards
or rune stones for visual inspiration. When asking an open-ended question,
use tools which offer a spark of inspiration instead of a definitive response.
Your creative mind will lead you naturally from an abstract concept to a
relevant answer, adding exciting and surprising dimension to your story.
Within the oracles worksheet (available at ironswornrpg.com) you will find
a set of blank tables to create your own oracles. If you are setting off on a
journey, you might fill a table with things you expect to encounter. When you
want to trigger an event, roll on that table.

QUESTIONS UPON QUESTIONS
You can come back to the yes/no table and ask a follow-up question to clarify
or affirm a result. However, you should avoid leaning too heavily on asking
questions (or this move in general). Don’t let one question snowball into a
series of more specific questions. Even when playing solo, oracles should be
the spice of your game, not the main course. Ask a question or two, decide
what it means, and move on. When in doubt, follow your gut. Your first
instinct is probably the right one. Go with it.

ROLLING A MATCH
A match on your oracle dice when rolling on the yes/no table should trigger an
extreme result or narrative twist. This can mean an all-caps “HELL YES!” or
“HELL NO!”, or a yes or no but with an interesting or dramatic complication.
When you’re unsure what a match might mean, you can roll on another oracle
table (page 167) for inspiration. If you’re still left scratching your head, just
move on. Resolving a match is not a requirement. It’s just a way to introduce
narrative turning points that lead you along unexpected paths. Head down
the rabbit hole, but don’t get stuck in it.

ORACLES AND GUIDED PLAY
In guided play, your GM is the oracle. You won’t make this move unless you
are talking things out and need a random result or a bit of inspiration. Your
GM can use this move (or ask you to make it) to help guide the story.




IRONSWORN                                                                   109
CHAPTER 4

YOUR WORLD
WELCOME TO THE IRONLANDS
The Ironlands is a vast peninsula in the northern ocean. The people who
now refer to themselves as Ironlanders settled here two generations ago, cast
out of their homelands by a catastrophic event. Since that time, they have
survived but not prospered. The Ironlands are a harsh, dangerous place. The
winters are long and brutal. Harvests are uncertain. Depending on the choices
you make as you create your version of the Ironlands, monstrous beasts and
dreaded horrors may be a constant threat.
This chapter includes a brief summary for each major region of the Ironlands.
It also includes a section where you define the characteristics, dangers, and
mythology of your own Ironlands, creating a setting customized to your
vision and preferences.
The detail here is intentionally light. Consider it a sketch on a canvas, ready to
be adorned with the vibrant colors and details of your story.

TRAVEL IN THE IRONLANDS
When traveling through dangerous or unknown areas, make the Undertake a
Journey move (page 65). You will set the rank of the journey as appropriate
to the fictional circumstances—the distance, region, terrain, threats, and
your character’s readiness. You should also consider its importance in your
quest. A higher rank means more storyline dedicated to the journey. If you
want to move quicker to your destination, give it a lower rank. If this journey
represents an important aspect of your character’s story, or you want to create
opportunities for interesting events and side quests, give it a higher rank.
When in doubt, refer to the following for general guidelines, or Ask the Oracle.
  • Traveling a moderate distance within a single region is Troublesome.
  • Traveling a long distance within a single region, or across rough terrain,
    is Dangerous.
  • Traveling from one region to another, or across especially challenging
    terrain, is Formidable.
  • Traveling through multiple regions is Extreme.
  • Traveling from one end of the Ironlands to another, or to a separate land,
    is Epic.
Generally, don’t sweat it. Travel should move at the speed of your story. Don’t
worry about exact measurements for distance or time. Give your journey a
rank appropriate to the circumstances and your story, and make the move to
see what happens.


IRONSWORN                                                                     111
REGIONS OF THE IRONLANDS
1 - Barrier Islands 6 - Hinterlands
                                                        9
2 - Ragged Coast    7 - Tempest Hills
3 - Deep Wilds      8 - Veiled Mountains                    8
4 - Flooded Lands 9 - Shattered Wastes                  7
                                                            6
5 - Havens
                                                    3
                                                                5
                                                2
                                                                    4
                                               1




112                                     CHAPTER 4 | Your World
BARRIER ISLANDS

Features:
  • Crashing waves and                    • Gliding seabirds
    treacherous currents                  • Decaying wrecks of wooden
  • Jagged rocks hidden just                ships
    beneath the surface                   • Fisher-folk braving the wild
  • Snow-dappled cliffs jutting             sea
    out of the sea                        • Lurking seaborne raiders
  • Low clouds and curling mists
  • Ferocious winds


This long string of islands parallels the Ragged Coast. They are beautiful,
but imposing. The slate-gray cliffs rise dramatically out of the water, topped
by treeless moors. Waterfalls, fed by persistent rains, plunge over these cliffs
into the raging sea. The winds are fierce and ever-present. In the winter, sleet,
snow, and ocean mist can cut visibility to the length of one’s arm.
The islands are sparsely populated by Ironlanders, mostly fisher-folk who
brave the surrounding waters. Their settlements cling to narrow, rock-strewn
shores or lie on high overlooks. At night, the dim lights of their fires and
torches glimmer pitifully against the wild, storm-tossed sea.
Quest Starter: The spectral maiden appears at the bow of your ship, offering to
guide you safely through the storm—for a price. What does she demand of you?




IRONSWORN                                                                   113
RAGGED COAST

Features:
  • Narrow fjords                         • Raiders sounding the drums
  • Settlements built on rocky              of war
    shores                                • Schools of orca gliding
  • Trade ships flying colorful             through the waves
    sails                                 • Monstrous serpents rising
  • Shipbuilders hammering at               from unfathomable depths
    wooden hulls


This coast is marked by massive fjords. It is a rugged land of snow-capped
cliffs overlooking blue waters.
Ironlander settlements are located at the head of the fjords in the shelter of
narrow valleys. From there, both fisher-folk and raiders set sail. Their kin
gather to see them off, laying wreaths of spruce in their wake.
In the center of each settlement, at the front of the longhouse, a stack of rune-
marked river stones memorialize those who did not return—one stone for
each of the lost.
Quest Starter: A ship which set off from a coastal settlement is found washed up
on shore. It is empty. This ship carried something of great importance, now lost.
What was it, and why do you swear to recover it?




114                                     CHAPTER 4 | Your World
DEEP WILDS

Features:
  • Unbroken woodland                      • Ancient trees hung with
  • A thick canopy casts the                 moss
    forest floor in shadow                 • Streams winding their way
  • Lingering fog                            through rough terrain
  • Constant rains                         • Skittering and growls from
  • Elves, ever watchful                     out of the mist


The Deep Wilds are a vast swath of ancient forest. The ground is a lush carpet
of ferns and lichens. The gnarled branches are cloaked in hanging moss. The
air is almost perpetually misty and wet. Unlike the bordering regions, heavy
snow is rare here. Instead, there is the ceaseless patter of rain dripping from
high boughs and the rush of river over rock. The air carries the earthy smells
of damp and decay.
A few Ironlanders live along the fringes of the Deep Wilds, taking advantage
of the relatively temperate climate and abundant game. However, most avoid
this region. This is a land of the firstborn, of monstrous beasts, of horrors that
defy description. This is the world before humans.
Quest Starter: An Ironlander has sided with an enemy in the heart of the Wilds,
and is leading attacks against Ironlander settlements. Who is this person? Who
have they joined forces with? What will you do to stop these attacks?




IRONSWORN                                                                    115
FLOODED LANDS

Features:
  • Fetid wetlands                        • Beguiling ghostlights, drawn
  • Dead trees poisoned by salt             to the warmth of the living
    water                                 • Biting insects
  • Networks of sluggish rivers           • Creatures, just beneath the
  • Ponds and lakes shrouded in             surface, laying in wait
    clinging mist


This is a low-lying region of bogs, swamps, lakes, and slow-moving rivers.
Near the coast, the water is salty and riddled with dead trees. Further north,
the morass of forested wetlands and bogs is interspersed with rare patches
of higher ground. Through it all, twisting rivers make their sluggish journey
to the sea. The smell of these lands is rotten and dank. It is the smell of slow
death.
A few hardy Ironlanders live here in small settlements built atop hillocks, or
in homes standing on stilts over the wetlands. Most fish and forage, making
their way among the waterways on flat-bottomed boats propelled by long
poles. Some dig through peat for bog iron—a cold, wet, grueling task.
Travel is precarious here. One step has you on solid ground. The next sends
you plunging through a thin layer of peat into a murky bog. Then, bony hands
reach out to you, grasping, pulling. “Stay with me,” a voice whispers. “Stay
with me here in the dark.”
Quest Starter: Rising flood waters threaten to overwhelm an Ironlander
settlement. Escape by boat is the only option, but there are few
boats and many people. What’s more, there is something
hungry in the water, waiting to feed.




116                                    CHAPTER 4 | Your World
HAVENS

Features:
  • Rolling hills and rocky bluffs         • Verdant heaths
  • Pockets of dense wood, thick           • Wide rivers navigated by
    with shadow                              wary boatmen
  • Walled settlements                     • Long, harsh winters


This is an expansive region of forests, rivers, shrubland, and low hills. After an
arduous journey, after untold losses, the first Ironlander settlers looked upon
the Havens as a fresh start—a relative oasis in a fierce, uncaring land. It gave
them hope.
Years later, that hope is fading. Even within the Havens, there is little rest or
safety. The winters are long. The harvests are never enough. Raiders strike
without mercy. The thick woods, deep rivers and dark nights hold secrets and
lurking horrors. Some say the Ironlands is a living thing, a malevolent spirit,
intent on ridding itself of the human invaders. Slowly, season by season, year
by year, it is succeeding.
The Ironlander settlements in this region typically stand on hills or at the
confluence of rivers. The buildings are made of wood, or sometimes stone,
with roofs covered in turf. The central homes and communal structures are
protected by an outer palisade fashioned from earth and wood. Outside these
walls, from spring through autumn, farmers work the meager fields. In winter,
the settlements are smothered by deep snow and oppressive gray clouds.
Quest Starter: A settlement has fallen under the unjust rule of a cruel leader.
What leverage do they hold over these people? What is your connection to the
community? What can be done to overthrow this tyrant?




IRONSWORN                                                                    117
HINTERLANDS

Features:
  • Dense forests nestled against          • Ironlanders, foraging and
    rugged terrain                           hunting game
  • Hunter camps and remote                • Hungry beasts, stalking
    settlements                            • Varou bands, howling their
  • Birdsong interspersed with               war song
    sudden, unsettling stillness


This high terrain consists of a long string of forested hills.
Isolated Ironlander settlements in this region serve primarily as bases for
hunters and trappers. A few farmers do the best they can with the rocky
soil, but the people depend mostly on meat, mushrooms, berries, and other
bounties from the forest to sustain them during the long winters.
Those winters are bitter and harsh. Snow gathers as deep as an Ironlander
is tall, or more. Hunters, cloaked in heavy furs, wear snowshoes to navigate
across the rough terrain. At night, they make camp. They drink and tell
stories. They try to ward away the encroaching darkness with a blazing fire.
They cast nervous glances at sounds just beyond the light.
In the spring and summer, the melting snow feeds tumultuous rivers. The
forests burst with rich life. But, always there is a chill in the air. Always there
is a reminder of the coming winter.
Quest Starter: A group of Ironlanders have been forced out of their Hinterland
settlement. What caused them to leave? With winter coming, and food in short
supply, will you attempt to reclaim their settlement or convince someone to take
them in?




118                                      CHAPTER 4 | Your World
TEMPEST HILLS

Features:
  •   Stunted forests                     • Ironlander caravans hauling
  •   Howling winds                         bounties of ore
  •   Mist-shrouded waterfalls            • Wary giants keeping their
  •   Mining settlements                    distance
  •   Nomad encampments on                • Mammoths grazing in alpine
      high plateaus                         meadows


These highlands are defined by rugged hills and low mountains, thin conifer
woods, and wide, grassy plateaus, leading up to the heights of the Veiled
Mountains. Through most seasons, the constant ill-winds break against the
sides of the hills, screeching and moaning. In the dead of winter, some say
these winds carry the names of those fated to die during the long cold season.
Nomadic Ironlanders live among the hills, herding livestock. In the spring
and summer they move among high pastures. In the winter, they find some
relief from the brutal weather in sheltered valleys.
Others live in mining settlements, drawing iron ore from riverbeds and
shallow digs. Their furnaces, sending up plumes of black smoke, convert the
ore into wrought iron, which is sent south for trade with the Havens.
Quest Starter: You have come across or learned of a rich source of unclaimed iron
and silver among these hills. What hazards must be overcome before a mine can
be established? What force opposes you or attempts to establish its own claim?




IRONSWORN                                                                   119
VEILED MOUNTAINS

Features:
  • Massive peaks shrouded in              • Stone cairns, marking the
    roiling clouds                           dead
  • Howling beasts                         • Abandoned settlements
  • Endless snows                          • Circling wyverns
  • Precarious mountain trails


Commonly referred to as the Veils, these great mountains mark the northern
bounds of the settled lands. They are almost perpetually shrouded in cloud,
snow, and mist. On the rare day they are visible to those Ironlanders far south
in the Havens, the sight of the towering peaks is enough to inspire a mix of
fear and awe.
For a few, that feeling is a call rather than a warning. The Ironlanders who
dwell here are mostly members of small mining communities. They seek
fortunes in iron or silver, but often find only death in the endless, brutal cold.
Even those who manage to eke out some sort of life among the Veils are sure
to head south before the onset of winter. Before the long dark takes hold.
Quest Starter: As winter fast approaches, there is no sign of the Ironlanders who
live in a small mining community on the flanks of the Veils. They should have
been off the mountain weeks ago. Time is running out.




120                                     CHAPTER 4 | Your World
SHATTERED WASTES

Features:
  • Vast fields of broken ice             • Piercing cold
  • Discomforting stillness               • Unnatural horrors breaking
  • Deep crevasses, plunging                through the ice
    into darkness


To the north of the Veiled Mountains lies the Shattered Wastes, a plain of
jagged, broken ice.
No one knows the bounds of this land or what lies beyond. No Ironlanders
dwell here, and only a handful have explored the passage into the Wastes
through the Veils. Those who survived the journey returned with stories of
unimaginable cold and things moving beneath the ice.
Quest Starter: The traveler returned from his journey into the Shattered Wastes
with dead, frostbitten hands and extraordinary stories. The others scoff at him,
but you believe. Why? What does he tell you? What compels you to see for
yourself?




IRONSWORN                                                                  121
YOUR TRUTHS
For each category in this section, choose one of the three options and make it
true for your version of the Ironlands. Your choices set the background and
tone of your campaign, and may inspire vows through the quest starters listed
with each option.
Not happy with any of the choices? You can also make your own truth.
Some choices in one category may contradict a choice you make in another,
but you’re free to bend and twist these options to fit your unique version of
the Ironlands. If you find a particular choice to be evocative or interesting,
make it work in the setting implied by your other choices. You can even select
multiple choices within a single category. There are no rules here. Seeming
contradictions can be the foundation of interesting stories.
Your choices may impact your characters and the assets you might reasonably
select. For example, if magic is rare or unknown in your world, rituals can be
ignored or themed in such a way as to make them more about superstition
and subtlety. Feel free to build your world around your characters, or let the
world influence or limit your options.
Don’t get mired in building the detail of your setting before you start playing.
Leave room for inspiration and surprises. As you play, fill in the blanks to
further deepen your narrative and world. You may even discover that some
of the choices you make here—which reflect the common knowledge of the
people—aren’t the actual truth after all.


   The following section is available as a separate workbook at
   ironswornrpg.com, making it easy to print and mark your choices.
   If you are playing co-op or guided, do this as a group as part of your
   first session to give everyone input into your setting. See page 193
   for more on starting your campaign.




122                                    CHAPTER 4 | Your World
THE OLD WORLD
{{ The savage clans called the Skulde invaded the kingdoms of the Old
   World. Our armies fell. Most were killed or taken into slavery. Those
   who escaped set sail aboard anything that would float. After an arduous
   months-long voyage, the survivors made landfall upon the Ironlands.
   Quest Starter: You are a descendant of the Skulde. Because of your heritage,
   your family has long borne the distrust of your fellow Ironlanders. Now, a
   small force of Skulde have landed on our shores. Are they the harbinger of
   an invasion? Where do your loyalties lie?

{{ The sickness moved like a horrible wave across the Old World, killing all
   in its path. Thousands fled aboard ships. However, the plague could not
   be outrun. On many ships, the disease was contained through ruthless
   measures—tossing overboard any who exhibited the slightest symptom.
   Other ships were forever lost. In the end, those who survived found
   the Ironlands and made it their new home. Some say we will forever be
   cursed by those we left behind.
   Quest Starter: A settlement is stricken by disease. Though this sickness bears
   some similarities to the Old World plague, it doesn’t kill its victims. Instead,
   it changes them. How does this disease manifest? Why do you swear to seek
   out a cure?

{{ The Old World could no longer sustain us. We were too large in number.
   We had felled the forests. Our crops withered in the barren ground. The
   cities and villages overflowed with desperate, hungry people. Petty kings
   battled for scraps. We cast our fate to the sea and found the Ironlands. A
   new world. A fresh start.
   Quest Starter: Decades ago, the exodus ended. Since then, no ships have
   sailed here from the Old World. Until now. Word comes of a single ship,
   newly arrived across the vast ocean, grounded on the rocks of the Barrier
   Islands. When you hear the name of this ship, you swear to uncover the fate
   of its passengers. Why is it so important to you?




IRONSWORN                                                                     123
IRON
{{ The imposing hills and mountains of the Ironlands are rich in iron ore.
   Most prized of all is the star-forged black iron.
   Quest Starter: The caravan, bound for the distant southlands, left the
   mining settlement last season but never arrived at its destination. It carried
   a bounty of black iron. Why is finding this lost caravan so important to you?

{{ The weather is bleak. Rain and wind sweep in from the ocean. The winters
   are long and bitter. One of the first settlers complained, “Only those made
   of iron dare live in this foul place”—and thus our land was named.
   Quest Starter: The harvest fell short. The unrelenting snows left the village
   isolated. The food is running out. What will you do to see these people
   through this harsh season?

{{ Inscrutable metal pillars are found throughout the land. They are iron
   gray, and smooth as river stone. No one knows their purpose. Some say
   they are as old as the world. Some, such as the Iron Priests, worship them
   and swear vows upon them. Most make the warding sign and hurry along
   their way when they happen across one. The pillars do not tarnish, and
   even the sharpest blade cannot mark them.
   Quest Starter: Your dreams are haunted by visions of a pillar which stands
   in an unfamiliar landscape. What do you see? Why are you sworn to seek
   it out?


LEGACIES
{{ We are the first humans to walk these lands.
   Quest Starter: In the writings of one of the first settlers, there is a description
   of a glade in the heart of the Deep Wilds. The spirits of this place are said to
   grant a miraculous blessing. What boon does it bestow?

{{ Other humans sailed here from the Old World untold years ago, but all
   that is left of them is a savage, feral people we call the broken. Is their fate
   to become our own?
   Quest Starter: You find a child—one of the broken. It is wounded, and
   hunted by others of its kind. Do you protect it, even at the risk of inviting
   the wrath of the broken tribes?

{{ Before the Ironlanders, before even the firstborn, another people lived
   here. Their ancient ruins are found throughout the Ironlands.




124                                      CHAPTER 4 | Your World
   Quest starter: Miners uncovered an underground ruin. Thereafter, the
   people of the settlement are haunted by strange dreams. The ruins call
   to them, they say. Several have disappeared in that dark, ancient place—
   including someone important to you.


COMMUNITIES
{{ We are few in number in this accursed land. Most rarely have contact
   with anyone outside our own small steading or village, and strangers are
   viewed with deep suspicion.
   Quest Starter: In the dead of winter, a desperate man arrives at a snowbound
   steading. He is wounded, hungry, and nearly frozen to death. His family has
   been taken. By whom? Will you brave the merciless winter to save them?

{{ We live in communities called circles. These are settlements ranging in
   size from a steading with a few families to a village of several hundred.
   Some circles belong to nomadic folk. Some powerful circles might
   include a cluster of settlements. We trade (and sometimes feud) with
   other circles.
   Quest Starter: A decades-long feud between two circles has flared into open
   conflict. What is the cause of this dispute? Do you join in the fight, or swear
   to put a stop to it?

{{ We have forged the Ironlands into a home. Villages within the Havens are
   connected by well-trod roads. Trade caravans travel between settlements
   in the Havens and those in outlying regions. Even so, much of this land
   is untamed.
   Quest Starter: Caravans are forced to pay for passage along a trade road.
   This payment, one-quarter of the goods carried, leaves several communities
   without sufficient winter stores. Who is making these demands? How will
   you set things right?


LEADERS
{{ Leadership is as varied as the people. Some communities are governed by
   the head of a powerful family. Or, they have a council of elders who make
   decisions and settle disputes. In others, the priests hold sway. For some, it
   is duels in the circle that decide.
   Quest Starter: You have vivid reoccurring dreams of an Ironlands city. It
   has strong stone walls, bustling markets, and a keep on a high hill. And
   so many people! Nowhere in the Ironlands does such a city exist. In your
   dreams, you are the ruler of this city. Somehow, no matter how long it takes,
   you must make this vision a reality.


IRONSWORN                                                                    125
{{ Each of our communities has its own leader, called an overseer. Every
   seventh spring, the people affirm their current overseer or choose a new
   one. Some overseers wear the iron circlet reluctantly, while others thirst
   for power and gain it through schemes or threats.
   Quest Starter: An overseer has fallen ill. She is sure to die without help, and
   the illness is unknown to the village healer. Poison, or perhaps even foul
   magic, is suspected. The families in the community are now at each other’s
   throats as they position their preferred candidates to take up the iron circlet.
   Will you discover the truth of the overseer’s illness and restore her to health?

{{ Numerous clan-chiefs rule over petty domains. Most are intent on
   becoming the one true king. Their squabbles will be our undoing.
   Quest Starter: You secretly possess one-half of the True Crown, an Old
   World relic. Centuries ago, this crown was broken in two when an assassin’s
   axe split the head of the supreme ruler. You are descended from that lineage.
   Who gave you this relic? Will you find the other half of the broken crown
   and attempt to unite the clans under your rule? Or, do you see another use
   for it?


DEFENSE
{{ Here in the Ironlands, supplies are too precious, and the lands are
   too sparsely populated, to support organized fighting forces. When a
   community is threatened, the people stand together to protect their own.
   Quest Starter: A settlement is unable, or unwilling, to defend itself against
   an imminent threat. Why? What peril do they face? What will you do to
   protect them?

{{ The wardens are our soldiers, guards, and militia. They serve their
   communities by standing sentry, patrolling surrounding lands, and
   organizing defenses in times of crisis. Most have strong ties to their
   community. Others, called free wardens, are wandering mercenaries who
   hire on to serve a community or protect caravans.
   Quest Starter: You come upon a dying warden. She tells you of an important
   mission, and charges you with its completion. “Swear to me,” she says,
   reaching out with a bloodied hand to give you an object crucial to the quest.
   What is it?

{{ Our warbands are rallied to strike at our enemies or defend our holdings.
   Though not nearly as impressive as the armies that once marched across
   the Old World, these forces are as well-trained and equipped as their
   communities can manage. The banners of the warbands are adorned
   with depictions of their Old World history and Ironland victories.



126                                     CHAPTER 4 | Your World
   Quest Starter: A warband was wiped out in a battle against an overwhelming
   enemy. What is your connection to this band? Who defeated them? Will
   you carry their banner on a quest for vengeance, or do you vow to see it
   brought home to a place of honor?

MYSTICISM
{{ Some still find comfort in the old ways. They call on mystics to divine
   the fortune of their newborn, or ask them to perform rituals to invoke a
   bountiful harvest. Others act out of fear against those who they suspect of
   having power. However, most folk believe true magic—if it ever existed—
   is lost to us now.
   Quest Starter: Someone close to you is accused of cursing a settlement,
   causing fields to go fallow and cattle to become sick. What is the evidence
   of this? Will you defend this person and uncover the true cause of the
   settlement’s troubles?

{{ Magic is rare and dangerous, but those few who wield the power are truly
   gifted.
   Quest Starter: You have heard stories of someone who wields true power.
   They live in an isolated settlement far away. Who told you of this mystic?
   Are they feared or respected? Why do you swear to seek them out?

{{ Magic courses through this land as the rivers flow through the hills. The
   power is there for those who choose to harness it, and even the common
   folk often know a helpful ritual or two.
   Quest Starter: Someone you love walked the paths of power, and succumbed
   to it. Who are they? Why did they fall into darkness? Where are they now?
   Do you seek to save them or defeat them?

RELIGION
{{ A few Ironlanders still make signs or mumble prayers out of habit or
   tradition, but most believe the gods long ago abandoned us.
   Quest Starter: A charismatic Ironlander, encouraging her followers to
   renounce the vestiges of Old World religions, proposes a new path for this
   new world. What doctrine does she teach? What does she seek to achieve?
   Are you sworn to aid or stop her?

{{ The people honor old gods and new. In this harsh land, a prayer is a
   simple but powerful comfort.
   Quest Starter: An Ironlander is determined to make a pilgrimage into
   dangerous lands. What holy place do they seek? Why do you swear to aid
   them on this journey? Who seeks to stop them and why?

IRONSWORN                                                                127
{{ Our gods are many. They make themselves known through manifestations
   and miracles. Some say they even secretly walk among us. The priests
   convey the will of the gods and hold sway over many communities.
   Quest Starter: You bear the mark of a god. What is it? The priests declare
   this as a sign you are chosen to fulfill a destiny. Do you accept this fate, and
   swear to see it through, or are you determined to see it undone? What force
   opposes you?


FIRSTBORN
{{ The firstborn have passed into legend. Some say the remnants of the old
   tribes still dwell in deep forests or high mountains. Most believe they
   were never anything more than myth.
   Quest Starter: Someone obsessed with the firstborn wants to find evidence
   of their existence. This will require an expedition into the far reaches of the
   Ironlands. What is your role in this mission?

{{ The firstborn live in isolation and are fiercely protective of their own
   lands.
   Quest Starter: The elf, outcast from his kind, lives with Ironlanders. Over
   time, he became a part of the community. Now, he is dying. He yearns to
   return to his people before he passes. Does he seek absolution or justice?
   Why do you swear to help him? What force opposes his return?

{{ The firstborn hold sway in the Ironlands. The elves of the deep forests
   and the giants of the hills tolerate us and even trade with us—for now.
   Ironlanders fear the day they decide we are no longer welcome here.
   Quest Starter: Humans and giants are on the brink of war. What has
   happened? Who do you side with? Can anything be done to defuse the
   situation?


BEASTS
{{ The beasts of old are nothing but legend. A few who travel into the deep
   forests and high mountains return with wild tales of monstrous creatures,
   but they are obviously delusional. No such things exist.
   Quest Starter: You were witness to an attack by what you thought was an
   animal of monstrous proportions. No one believes you. In fact, you are
   accused of the murder you blame on this beast. How can you prove your
   innocence? Can you even trust your own memories of the event?




128                                     CHAPTER 4 | Your World
{{ Monstrous beasts stalk the wild areas of the Ironlands.
   Quest Starter: A prominent Ironlander is consumed with the need to bring
   vengeance upon a specific beast. What makes this creature distinctive? How
   did it earn the wrath of this Ironlander? Do you aid this person in their
   quest, or act to prevent their blind hate from destroying more than just the
   beast?

{{ Beasts of all sorts roam the Ironlands. They dwell primarily in the
   reaches, but range into the settled lands to hunt. There, they often prey
   on cattle, but attacks on travelers, caravans, or even settlements are not
   uncommon.
   Quest Starter: Professional slayers earn their keep by killing beasts. This
   particular slayer, famed throughout the Ironlands for her numerous kills,
   has gone missing on a hunt. Did she finally meet her match, or is something
   more nefarious at play. What is your connection to her?


HORRORS
{{ Nothing but stories to frighten children.
   Quest Starter: The murders began last season. Local gossip suggests they
   are the work of a vengeful horror, but there may be more mundane forces at
   work. What is your connection to these killings? What will you do to stop
   them?

{{ We are wary of dark forests and deep waterways, for monsters lurk in
   those places. In the depths of the long-night, when all is wreathed in
   darkness, only fools venture beyond their homes.
   Quest Starter: You bear the scars of an attack by a horror. What was it? Are
   those scars physical, emotional, or both? How do you seek to make yourself
   whole again?

{{ The dead do not rest in the Ironlands. At night we light torches, scatter
   salt, and post sentries at the gate. It is not enough. They are coming.
   Quest Starter: A group of Ironlanders establish a settlement in a territory
   cursed by a malevolent horror. What evil plagues this land? Why are the
   Ironlanders so intent on settling here? Will you aid them, or attempt to force
   them to give up this foolish undertaking?




IRONSWORN                                                                   129
MAPPING YOUR JOURNEYS
To keep track of the details of your world, download the blank Ironlands map
at ironswornrpg.com. Then, use a separate sheet, index cards, or a journal to
create a key for the locations on your map.
Index cards work great. They give you space for a reasonable amount of
information for a region or location, and it’s quick and easy to dig through
them to find details on-demand. Just mark the index card with a number,
and mark that same number in the proper location on your Ironlands map.
If you store your index cards in order, clipped to your map, it’ll take all of a
couple of seconds to remind yourself, “What was the name of that village in
the Hinterlands?”
You can even use these index cards for random events. Need to know where
the raiders are headed? Shuffle your index cards, turn them face down, and
draw one.
Don’t worry about the details here. Not everything you encounter needs to be
marked on the map or recorded. Focus on the people and places important to
your story. Don’t fuss with distances or exact positioning. There are no extra
points awarded for neatness. That said, if you really enjoy detailed maps and
recording your journeys, feel free to do so in whatever form works best for
you.
If you’re using your own map for the Ironlands or playing in a different setting
altogether, you can manage the details however you like.




130                                    CHAPTER 4 | Your World
When you record the details of a community, include a note for any bonds
you share. In the example below, (B) is used to signify a bond. The index cards
can also be used to keep track of related quests.

                                      (B)
       1. Raven’s Bluff                 dge
                         t on a rocky ri
       Large settlemen
                                         ious
                         g winds; precar
        Features: Stron
        rope bridge
                                         )
                          e Overseer (B
         People: Jilan th                               IRONSWORN
                                       nt
                        e vengeful Hau
         Vow: Banish th
                                                        THE IRONLANDS




                                                6


                                                7

                                          9         1
                                                           2

                            3-
                                                            8


                        4-
   3. Cairnhome
              N

   Lonely fishing village                           5
   Features: Rotting shipwrecks; stacked
   stones for each of the lost

  People:
  Thorsten the sea captain (B)
  Val the Raider (enemy)




IRONSWORN                                                                 131
CHAPTER 5

FOES AND
ENCOUNTERS
NPCs IN THE IRONLANDS
An NPC (non-player character/creature) is anyone who inhabits your version
of the Ironlands other than your character and those portrayed by your
fellow players. They can be a person, being or creature. You will roleplay your
interactions with NPCs, and make moves when you attempt to influence
them, aid them, gain their help, or act against them.
This chapter includes a variety of sample NPCs, organized by category.
  • The Ironlanders are the humans who have settled these lands.
  • The Firstborn are beings who walked the Ironlands uncountable years
    before humans arrived.
  • Animals are common creatures.
  • Beasts are monstrous creatures of unusual size and cunning.
  • Horrors are supernatural beings.
These NPCs are a starting place. Use what fits your version of the Ironlands,
keeping in mind the choices you made when you defined the characteristics
of your setting in the previous chapter. If your world is entirely human-
centric, ignore any fantastical NPCs. If you want to boost the fantasy in your
campaign, you can emphasize the unreal or monstrous.
Use what you like. Discard what you don’t. Create what is missing. It’s your
world.

COMPONENTS OF AN NPC
Because gameplay in Ironsworn is centered on the abilities and actions of your
character, NPCs are primarily represented through your fiction rather than
mechanics. They don’t have stats, assets, or tracks. Instead, the sample NPCs
in this chapter include some broad details to help guide their actions and the
threat they pose in combat.
When you interact with an NPC, envision their personality and motivations.
A brutish character leverages their strength, or attempts to bully and
intimidate. A sly character acts through manipulation or trickery. A noble
character behaves according to their sense of honor. An animal, depending on
its disposition, may attack when threatened or may run away. A supernatural
being may act with mindless malice and hate for the living, or may have more
complex needs. When you are unsure of an NPC’s traits or next action, Ask
the Oracle. Then, envision what they do and make moves to aid or oppose
them as appropriate.



IRONSWORN                                                                 133
RANK
NPCs have a single mechanical attribute, their rank. From this, their ability to
resist and inflict harm (page 19) in combat is derived, as follows:

 Rank            Type                            Progress        Harm
 Troublesome     Common enemies                  3 progress      Inflicts 1
                                                 per harm        harm
 Dangerous       Capable fighters and            2 progress      Inflicts 2
                 deadly creatures                per harm        harm
 Formidable      Exceptional fighters and        1 progress      Inflicts 3
                 mighty creatures                per harm        harm
 Extreme         Foes of overwhelming skill      2 ticks per     Inflicts 4
                 or power                        harm            harm
 Epic            Legendary foes of               1 tick per      Inflicts 5
                 mythic power                    harm            harm

When you engage a foe in combat, give them a standard progress track (10
boxes). When you Strike or Clash and inflict harm, mark progress for each
point of harm based on the foe’s rank. For example, you mark 2 ticks for each
point of harm inflicted on an extreme foe, and 2 progress (2 full boxes) for
each point of harm against a dangerous foe.
When you fail to defend against a foe’s attack and face physical harm, you
make the Endure Harm move (page 91). As part of that move, you reduce
your health track by the amount of harm your foe inflicts, per their rank.
If appropriate to the NPC, they can also inflict stress (page 20) equal to
their rank when you fail to resist an action which frightens, demoralizes, or
rattles you.
Use the End the Fight move (page 82), adding your progress against this
foe, when you attempt to resolve the combat. To learn more about progress,
see page 14.


   The ranks for the sample NPCs in this chapter represent a typical
   individual of that type. For unusually powerful NPCs, increase
   their rank by one (to a maximum of epic). For less powerful foes,
   decrease their rank by one (to a minimum of troublesome). You can
   also adjust the rank of a foe when circumstances give you significant
   narrative disadvantage or advantage before the fight. See page 208
   for more on adjusting challenge ranks.




134                     CHAPTER 5 | Foes and Encounters
FEATURES
These are the typical characteristics of appearance and personality for an
NPC. They are not universally true, especially within diverse societies such
as Ironlanders and the firstborn, but can provide some common impressions
as a starting point.

DRIVES
Drives reflect the motivations and instincts of an NPC. For creatures, these are
relatively simple: Hunt, eat, defend territory. For intelligent beings, drives are
the typical goals and beliefs of their society, but do not represent the complex
range of motivations you will encounter. Drives are a starting place, giving
you the rough outline of a typical NPC to be fleshed out (or contradicted)
appropriate to their role in the fiction.
NPCs who are prominent in your campaign will have more detail. Depending
on their role in your story, their drives may support—or conflict with—your
own goals. As you discover details about an important NPC, make note of
it. Look for opportunities to introduce interesting and surprising backstories
and motivations for these characters.

TACTICS
Tactics provide a reference for how an NPC might act in combat. These give
you a sense of typical maneuvers, but do not represent the possibilities of a
complex and dramatic combat scene. You should let NPC actions flow out
of the fiction. What is the situation? What is their goal? What will add to the
excitement and danger of this moment? Make it happen. When in doubt, Ask
the Oracle.
Your foes should do more than simply try to inflict harm. A fearsome roar
or demoralizing boast might cause you to Endure Stress. Tactical maneuvers
reduce your momentum. Fictional complications—the appearance of new
foes, putting companions or allies at risk, or a realization that undermines
your quest—will heighten the drama of the scene.

QUEST STARTER
All NPCs include a quest starter, which can serve as inspiration for one of
your vows.

YOUR TRUTH
Some NPCs include a question for you to answer. This is an opportunity to
customize the NPC to your vision of the Ironlands. You can do this as you
define your world or discover through play. Truths may represent an absolute
fact, or merely something the people of your world believe.


IRONSWORN                                                                    135
NPC PACKS
When you fight a group of troublesome or dangerous foes, you may combine
them into a single progress track. This is called a pack. It’s more convenient
than tracking progress for each individual foe, and the scene will move faster.
When you group foes into a pack, increase their rank to represent their
combined ability to inflict and resist harm. For a small pack (about 3 to 5),
increase the rank by one. For a large pack (about 6 to 10) increase the rank
by two. For example, a pack of 4 troublesome foes are treated as a single
dangerous foe. If you are facing more than 10 troublesome or dangerous foes,
you can group them into smaller packs and associated progress tracks.
When you inflict harm on the pack, you can envision it as appropriate to the
fiction. You might wound them, put one or more of them out of action, or
drive some back. When you successfully End the Fight, you have defeated the
last of them, or broken their fighting spirit.


   Formidable, extreme, and epic foes may not be grouped into a pack.
   Each must have its own progress track.



JOINING FORCES WITH NPCs
If your story leads you to cooperating with helper NPCs to overcome
challenges, you need to consider how they impact the fiction and your moves.
NPCs—unless they are a companion asset (page 39)—won’t give you
mechanical bonuses on your moves. They also won’t make moves of their
own. They are simply a part of your story, perhaps impacting the moves you
make, the results of those moves, and the rank of your challenges. Gaining
the aid of an important NPC might also allow you to Reach a Milestone (page
100).
For example:
  • If you are charged with protecting NPCs, they might be placed in danger
    or suffer losses as a result of your failures on moves.
  • If you are fighting alongside NPCs, you can reduce the rank of your foes.
    For example, battling alone against a large pack of raiders might be an
    extreme challenge. If you are aided by a stalwart band of villagers, you
    could shift the enemies’ rank to formidable.
  • If you are being led by an experienced scout, you might choose to skip the
    Undertake a Journey move, or reduce the rank of the journey.



136                    CHAPTER 5 | Foes and Encounters
  • If an NPC leader agrees to support your quest by allowing passage through
    contested lands, you might Reach a Milestone and mark progress.
As with any NPC, you can Ask the Oracle to see how a helper NPC responds,
how they fare in a challenge, or what they do next. You can make moves to
influence them, such as Compel. If you develop a strong relationship through
your story, or if you Fulfill Your Vow in their service, you can choose to Forge
a Bond.
In short, make them characters, not numbers. Give them personalities. Give
them quirks and motivations. Let them impact your story and your quests, for
better or worse, but always keep the focus on your character and your allies.

CREATING NPCs
You should create NPCs that fit your version of the Ironlands, enhance your
story, and enrich your character’s adventures. Use the sample NPCs as a
starting place, or start from scratch. Because NPCs don’t have mechanical
detail, it’s easy to bring them to life without advance preparation.
If you face an NPC in combat, give them a rank. If you like, you can also
make note of their drives and tactics. Otherwise, their motivations, abilities,
and actions are entirely part of your fiction. They may ignore you, aid you, or
oppose you. Make moves to resolve your intentions with them as appropriate.
Springboard off those moves with new details and complications to flesh out
these characters.
For reoccurring NPCs, make note of what you learn of them over time. If you
share a bond, mark it down.




IRONSWORN                                                                  137
IRONLANDERS
Ironlanders are the human inhabitants of these lands. Unless your story
emphasizes adventures well outside of the settled regions, the majority of your
interactions will be with fellow Ironlanders.
This section covers a few broad categories of Ironlanders. They are not
representative of the variety of people and cultures in these lands. When you
are forced to fight an Ironlander and need to determine their rank, you can
Ask the Oracle, or follow these guidelines:
  • A common citizen or brute is troublesome.
  • A trained warrior is dangerous.
  • A powerful or veteran warrior is formidable.

BROKEN
Rank:         Troublesome (3 progress per harm; inflicts 1 harm)

Features:     •   Crazed eyes
              •   Painted skin
              •   Feral screams
              •   Scavenged clothing and weapons

Drives:       • Show my power
              • Share my pain

Tactics:      • Spring from hiding
              • Ferocious attacks

Another people sailed to the Ironlands from the Old World long before our
kin settled here. Something happened. Something changed them. Whether it
was the long struggle in a harsh land, the ravages of war, or the corruption of
some dark force, they left their humanity behind and became what we call the
broken. Now, they exist only to kill, to destroy.
We fear the broken for their savagery. But, more than this, we fear them as a
dark portent of what we might one day become.
Quest Starter: Years ago, an Ironlander child was taken by a broken tribe. Now
they are seen living among them. What is your connection to this person? Can
they be brought home, or are they forever lost?



138                    CHAPTER 5 | Foes and Encounters
COMMON FOLK
Rank:          Troublesome (3 progress per harm; inflicts 1 harm)

Traits:        • Diverse looks
               • Weary and worried
               • Suspicious of strangers

Drives:        • Prepare for the winter
               • Protect family

Tactics:       • Desperate defense
               • Stand together

Most of us in the Ironlands are common folk. We are farmers, laborers,
crafters, sailors, and traders. When trouble comes, we know which way the
pointy end goes, and we stand together to protect our homes and kin.
Quest Starter: Two prominent families are at odds. What is the source of the
conflict? What is your relationship to them? What danger threatens to destroy
their community if they can’t put aside their petty squabble?

HUNTER
Rank:          Dangerous (2 progress per harm; inflicts 2 harm)

Traits:        • Wearing hides and furs to ward away the cold
               • Steely gaze
               • At home in the woodlands

Drives:        • A clean kill
               • Survive the hunt

Tactics:       • Set traps
               • Keep to the shadows
               • Deadly shot

Hunters face brutal weather, difficult terrain, dangerous animals, and worse.
Many never return from their hunts. Others return, but are forever changed.
Quest Starter: A hunter returns to her village, panic-stricken and pleading for
help. The rest of her party is still out there. What happened to them?

IRONSWORN                                                                   139
MYSTIC
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Knowing eyes
              • Tattooed skin

Drives:       • Respect the old ways
              • Seek the paths of power

Tactics:      • Foresee the intent of my enemies
              • Prepare rituals
              • Use trickery

Some say you can tell a mystic by looking them in the eye. They walk in two
worlds, and their eyes shimmer with that dark reflection of realms beyond
our own. We call it the sight. Some hold that darkness in check. Others are
consumed by it.
Quest Starter: A mystic returns to their home after a years-long journey. They
are changed. What new power or knowledge do now they wield? What do they
seek to do with it? Why do you oppose them?

RAIDER
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Geared for war
              • Battle fervor

Drives:       • What is theirs will be ours
              • Stand with my kin
              • Die a glorious death

Tactics:      • Intimidate
              • Shield wall
              • Burn it down

Raiders survive by seizing what they need from others. Our grain. Our meat.
Our animals. Our iron. They’ll take it all, and leave us facing the long winter
with nothing to sustain us but prayers to indifferent gods.


140                    CHAPTER 5 | Foes and Encounters
Quest Starter: You were raised as a raider, born to battle, but long ago left
that life. Troubled by your past, you vow to wipe this powerful clan from the
Ironlands. How can you defeat them? What will happen when you must face
your former shield-kin?


   YOUR TRUTH
   A large raider clan is known and feared throughout the Ironlands.
   What is it called? Who leads it?



WARRIOR
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Traits:       • Battle-hardened
              • Scarred

Drives:       • The thrill of the fight
              • Protect those in my charge
              • Survive another day

Tactics:      • Maneuver for advantage
              • Find an opening

Some Ironlanders, through strength of arms, set themselves apart from the
common rabble. They are trained to fight, or simply born to it. For them, a
sword, spear, or axe is as natural a tool as any hammer or spade.
Quest Starter: A legendary warrior, now well past their prime, swears to face a
daunting foe in one final battle. What help do they ask of you and why? Who is
their enemy?



   YOUR TRUTH
   Warrior’s shields are often emblazoned with meaningful symbols.
   What are they? Family crests? Animal totems? Mystical sigils?
   Motifs honoring the nations of the Old World? If you carry a shield,
   what is painted on yours?




IRONSWORN                                                                 141
FIRSTBORN
The firstborn lived here long before the humans landed on these shores. The
humans, in their arrogance, named this peninsula the Ironlands and called
themselves Ironlanders—but the firstborn gave it names of their own in a
time beyond the reach of memory.
To determine the role of the firstborn in your setting, see page 128.

ELF
Rank:          Dangerous (2 progress per harm; inflicts 2 harm)

Features:      •   Large, luminous eyes seen through a wooden mask
               •   Gray-green skin the texture of dry leaves
               •   Sonorous voice
               •   Wielding bow and spear

Drives:        • Protect the wilds
               • Drive out trespassers, or see them pay

Tactics:       • Strike from shadow
               • Force their surrender
               • Turn the forest against them

Elves are strange beings of the forest, seldom seen beyond the ancient woods
of the Deep Wilds. They are fiercely protective of their lands and suspicious of
humans. Their scouts patrol the borderlands, riding the fearsome mounts we
call gaunts (page 148). Others of their kind watch us from the shadow of the
deep woods, spears and bow at the ready. Some say elven mystics can bind the
animals and beasts of the forest to aid in the defense of the Wilds.
A few warn that the elves are biding their time, readying the attack which will
drive us from these lands.
Quest Starter: The leader of an Ironlander community seeks an audience with
the elves. For what purpose? Why are you compelled to help?


   YOUR TRUTH
   Elves conceal their faces behind ornate wooden masks. What do
   these masks signify?



142                     CHAPTER 5 | Foes and Encounters
GIANT
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      •   Dark hair and ruddy skin
               •   Twice the size of a tall human, or more
               •   Wearing layers of wool, hide, and furs
               •   Stoic and observant

Drives:        • Survive the winter
               • Protect the herd

Tactics:       • Fight as a last resort
               • Sweeping strike
               • Make them flee

Giants dwell in the Tempest Hills and Veiled Mountains. They live a nomadic
life alone or in small family units, herding oxen, mountain goats, and sheep.
In their own language they are called the Jokul.
Many Ironlanders misinterpret their quiet nature for dullness, but giants are
keenly intelligent and observant. They have a great respect for life, even for
our kind, and use trickery and negotiation to avoid fights. When they are left
without other options, an enraged giant is a devastating, relentless force.
Quest Starter: A pair of giants are raiding human settlements, stealing supplies
and livestock. With winter coming, the survival of those settlements is threatened.
What is driving the giants down from the hills?



   YOUR TRUTH
   Every fifth spring, the giant clans meet for a gathering. There, the
   memory-keepers sing of a great giant hero, revered by all. Who is
   this hero?




IRONSWORN                                                                     143
PRIMORDIAL
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      • Personification of the natural world
               • Turbulent, changing visage
               • Vaguely human-like or animal-like form

Drives:        • Embody chaos
               • Cling to vestiges of power

Tactics:       • Control the elements
               • Destroy with primal rage


The primordials, said to be the vestigial spirits of long-forgotten gods, are the
most ancient of the firstborn. Each embodies some aspect of the natural world,
bound in a crude mimicry of a human or large animal. A river primordial is
a mass of rock, gravel, and flowing water. A forest primordial is formed of
wood, earth, rocks, and plants. A mountain primordial is a lumbering being
of glacier stone and ice. A fire primordial, depending on its mood, might take
form as embers, ash, and smoke—or as a raging pyre.
They range in size from the height of an Ironlander to half-again as tall as
a giant. Rumors persist of primordials who dwell in the deepest parts of the
Wilds, or high in the ranges of the Veiled Mountains, who are as tall as an
ancient tree. Beyond, some suggest, in the Shattered Wastes, live primordials
who tower into the clouds. Is the sound of distant thunder sometimes the
footfalls of mountain-sized primordials who dwell beyond the edge of the
known world?
Primordials are solitary beings as unpredictable as the natural forces they
personify. They might ignore you. They might lurk at a distance, as if
observing you. Or, they might attack. They do not speak in any language we
can understand. Some suggest they have no intelligence, and are merely a
manifestation of the natural world, no different than a winter storm.
How do you kill a primordial? Most scoff at the idea. You are just as likely
to kill the rain or the sea. A mystic might tell you to use a weapon imbued
with elemental power. Don’t trust them. If you see a primordial, keep your
distance. Better yet, run.
Quest Starter: In the dead of winter, a fire primordial is razing homes and
burning a nearby wood. At night, orange flames light the sky. What can be done
to stop this destruction?


144                     CHAPTER 5 | Foes and Encounters
TROLL
Rank:           Formidable (1 progress per harm; inflicts 3 harm)

Features:       •   Long limbs
                •   Sunken, beady eyes
                •   Translucent skin camouflaged to the environment
                •   Keen sense of smell
                •   Speaks in gibberish

Drives:         • Find pretty things
                • Keep it secret

Tactics:        • Be sneaky
                • Bite and claw
                • Run and hide

Trolls mostly live in the Flooded Land, but it’s not unusual to encounter one
in the Hinterlands or even in the southern reaches of the Havens. They are
solitary creatures, wary of contact with Ironlanders but likely to attack if
scared or provoked.
They move with their back hunched, often skulking on all four gangly limbs.
When they stand straight they are much taller than humans—nearly as tall as
a giant. Their skin is a sickly pale gray, but they can camouflage themselves by
changing it to match their environment.
Trolls collect objects of all sorts, and particularly value Ironlander trinkets.
They are tormented by the fear of others stealing their hoard, and are
constantly seeking out new, better hiding places. The items are mostly junk to
anyone but a troll, but occasionally an object of real value finds its way into
the dregs.
Quest Starter: The villagers tolerate the troll who lives nearby because its presence
serves to dissuade a greater threat. They even donate items for its hoard, and put
up with its occasional thievery. But now, the troll is missing. What is the looming
threat the troll helped avert?




IRONSWORN                                                                      145
VAROU
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Yellow eyes shining in moonlight
              • Pointed ears and snout-like face

Drives:       • Take their land
              • Defend my kin
              • Keep the bloodcall at bay

Tactics:      • Strike at night
              • Leap into combat
              • Let loose the bloodcall

The varou are humanoid beings who dwell within the Deep Wilds and in the
woods of the Hinterlands. Their features are fierce and wolf-like. They are
broad-shouldered and a head taller than the average Ironlander. Their long
hair is ornately groomed and decorated with beads and other trinkets.
The varou value territory above all things. They often war amongst themselves
and against the elves to gain or defend holdings. They mark their claims by
carving clan symbols into trees. Only the foolish ignore the warning of these
border signs. Several of our settlements—built too close to varou territory—
are now abandoned ruins bearing the mark of a victorious varou clan.
Quest Starter: A varou clan has carved their mark into the trees surrounding
an Ironlander community, claiming it as their territory. An attack is surely
imminent. What will you do to prevent it?


   YOUR TRUTH
   A young varou receives their keth—a curved dagger—before
   undergoing a rite of passage. What must they do to take their place
   among the adults of the clan?




146                    CHAPTER 5 | Foes and Encounters
ANIMALS
Animals are the mundane creatures which dwell in the Ironlands. Some
animals are native to these lands; others were also common in the Old World.
Most wild animals are skittish and do not pose a threat to humans. Those
creatures have no rank, and can be attacked or interacted with using
appropriate moves. For example, Resupply (page 63) can represent hunting
for deer or small game.
A few notable exceptions—predators, aggressive creatures, and animals
trained to fight—are noted here.

BEAR
Rank:          Formidable (1 progress per harm; inflicts 3 harm)

Features:      • Fearsome teeth and claws
               • Thick hide

Drives:        • Find food
               • Defend cubs

Tactics:       • Roar
               • Pin down
               • Maul with savage force

Most bears are not aggressive. They avoid Ironlanders and are unlikely to
attack unless they see you as a threat.
There are exceptions. The silver bears of the Veiled Mountains, which
sometimes range as far south as the Tempest Hills, are territorial, powerful,
and aggressive. Likewise, the ash bear, encountered in woodlands throughout
the Ironlands, is known for its ferocity and cunning. If either catch your scent,
they are likely to hunt you down and attack.
Quest Starter: A group of hunters felled a large ash bear with several arrows. It
tumbled into a river and was swept away. Unfortunately, the bear they thought
dead is now stalking the group as they make their way back home.




IRONSWORN                                                                   147
BOAR
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Wiry coat
              • Long tusks
              • Vicious

Drives:       • Forage
              • Protect territory
              • Defend sows

Tactics:      • Charge and gore
              • Circle and attack again

In the Old World, wild boars were belligerent and dangerous animals. Here in
the Ironlands? They are even bigger and meaner. They attack without warning
or provocation. They will run you down, gore you, bite you, and circle around
to do it all again. And again. And again.
Quest Starter: A boar hunt ends in tragedy when an Ironlander is gored and
grievously wounded. How do you know this person? What terrible truth do they
reveal as they lay dying?


GAUNT
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Horse-like creature with a lean, skeletal frame
              • Ghostly pale eyes
              • Black, scaled hide

Drives:       • Run like the wind

Tactics:      • Rear up
              • Charge
              • Trample




148                    CHAPTER 5 | Foes and Encounters
A gaunt is a creature unique to the Ironlands. They maneuver across the
rough, dense terrain of the Deep Wilds and Hinterlands with uncanny speed
and grace. This makes them ideal as mounts for the elves (page 142), who
breed and train them.
A gaunt will not usually act aggressively without provocation, but they are as
deadly as the fiercest warhorse under the command of a talented rider.
Quest Starter: Villages in the Hinterlands have fallen prey to a large band of
gaunt-riding elves. They attack with sudden and violent force, and are gone
before any sort of defense can be mustered. Their leader, a warrior of unmatched
skill, rides a distinctive white gaunt. What has driven these elves to strike out
against the Ironlanders?


   YOUR TRUTH
   Some gaunts live in wild herds. They once roamed the wilds in
   countless numbers, but few now remain. What has happened to thin
   these herds so dramatically?



MARSH RAT
Rank:          Troublesome (3 progress per harm; inflicts 1 harm)

Features:      • Beady eyes
               • Long tail

Drives:        • Eat everything
               • Breed

Tactics:       • Swarm and bite

The marsh rat is a rodent of unusual size. They are all-too-common in the
Flooded Lands or in wetlands within the Hinterlands and Deep Wilds.
They eat almost anything, including carrion and waste. Our grain stores and
pantries are an easy target for marsh rats, who dig tunnels or chew through
walls to get at the food. They will also try to make a meal out of living prey—
deer, cattle, or even an unlucky Ironlander. A pack of marsh rats can kill a
horse and reduce it to bone in a matter of hours.
Quest Starter: Marsh rats raided the stores of an isolated settlement. How will
you ensure the Ironlanders have enough food to survive the coming winter?


IRONSWORN                                                                   149
WOLF
Rank:          Dangerous (2 progress per harm; inflicts 2 harm)

Features:      • Keen senses

Drives:        • Fight rivals
               • Mark territory
               • Run with the pack

Tactics:       • Stalk
               • Pack rush
               • Drag to the ground

The Ironlands are home to several breeds of wolves. Most are not aggressive
and stay clear of settlements and travelers. Despite that, attacks against
Ironlanders are not unknown. A harsh winter and insufficient prey can drive
a pack to hunt livestock or even an unwary Ironlander. As night falls we hear
their howls, and hope they are well fed.
Quest Starter: You find the grisly remains of a pack of wolves. All are dead, even
the cubs. What caused this? Why is it a harbinger of a greater danger?




150                     CHAPTER 5 | Foes and Encounters
BEASTS
Beasts are monstrous creatures of great size and power. They are natural
beings—not supernatural entities—but were unknown in the Old World.
To determine the role of beasts in your version of the Ironlands, see page
128.

BASILISK
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      • Giant snake
               • Dull yellow-brown skin
               • Vibrant yellow eyes

Drives:        • Devour

Tactics:       •   Lay in wait
               •   Mesmerizing gaze
               •   Sudden bite
               •   Crush

Basilisks dwell in the Flooded Lands, lurking in the murky waters of the
swamps or within marshy thickets. There, they wait patiently for prey. They
regularly feed on marsh rats or deer, but will eagerly make a meal out of a
passing Ironlander.
Quest Starter: The adventurer set out to slay a basilisk, only to become its next
meal. Because the serpent digests its prey slowly, the remains of the adventurer
are still undoubtedly within the beast—along with the heirloom sword he
wielded. What is your relationship to this person? Why is recovering the sword
so important to you?


   YOUR TRUTH
   Some piece of a basilisk anatomy is prized by the Ironlanders. What
   is it? How is it used?




IRONSWORN                                                                   151
ELDER BEAST
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      • Twice the size of their common kin, or more

Drives:        • Dominate
               • Protect territory

Tactics:       • Intimidating display
               • Overwhelming attack

Elder beasts—including wolves, bears, and boars—are huge, monstrous
versions of their common kin. They are primarily solitary creatures, though
elder wolves have been known to lead a pack of normal wolves. Some call
them guardians, avatars of the land itself, and say they are as long-lived as the
oldest trees.
Quest Starter: An elder wolf, white as snow, appears to you in a dream. When
you wake, the memory of its piercing gaze lingers. Is the vision a dark portent or
a promise? Why are you compelled to seek this beast out?


   YOUR TRUTH
   What people of the Ironlands revere and protect the elder beasts?
   What group hunts them and why?




152                     CHAPTER 5 | Foes and Encounters
HARROW SPIDER
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Massive fangs
              • Long legs and bloated body
              • Eight iridescent black eyes

Drives:       • Lurk
              • Feed

Tactics:      • Drop atop prey
              • Bite with pincers
              • Trap in webbing

These gigantic creatures are a menace in woodlands throughout the Ironlands.
Despite their size, they move through high branches with uncanny grace,
dropping suddenly to grapple their prey and entomb them in webbing.
Quest Starter: A brood of harrow spiders attacked a contingent of Ironlanders.
The single survivor tells of the horrifying encounter and the monstrous brood
mother—a harrow spider larger and stronger than a warhorse. What was this
group’s mission? What important item are you sworn to recover from one of the
victims?




IRONSWORN                                                                153
LEVIATHAN
Rank:         Epic (1 tick per harm; inflicts 5 harm)

Features:     •   Massive bulk
              •   Flesh as tough as iron
              •   Cold black eyes
              •   Sinuous grace

Drives:       • Slumber in the depths
              • Destroy those who trespass

Tactics:      • Rise from the depths
              • Ram and swamp ships
              • Devour prey whole

These massive sea beasts lurk in the darkness of the deepest fjords and in the
abyssal depths beyond the Barrier Islands. They sometimes surface to hunt
within shallower waters. They will indiscriminately destroy any Ironlander
vessel which strays too close to their hunting grounds.
Watchful sailors might catch sight of a leviathan circling their boat, studying
them, in the moments before it attacks. Their dagger-shaped head is as tough
and destructive as any battering ram, able to shatter a ship in a single blow.
Quest Starter: A leviathan lurks off the coast, preying on fishing boats and
trade ships. Among the dead is someone important to you. Who is it? You have
vowed to send this beast back to the depths, but doing so will require a mythic
weapon—The Abyssal Harpoon, an Old World artifact said to be carved from
the bones of a long-dead sea god. Where is this weapon rumored to be held?



   YOUR TRUTH
   Some coastal people believe leviathans are a manifestation of an
   ancient spirit. What is it?




154                     CHAPTER 5 | Foes and Encounters
MAMMOTH
Rank:         Extreme (2 ticks per harm; inflicts 4 harm)

Features:     • Woolly fur
              • Large head and curved tusks
              • Prehensile trunk

Drives:       • Migrate to fertile ground
              • Forage for food
              • Protect the young of the herd

Tactics:      •   Form a protective circle
              •   Charge
              •   Trample
              •   Gore

These beasts resemble the elephants of the Old World’s southern realms, but
are larger and covered in a coat of thick fur. They travel in herds among the
Tempest Hills, migrating south with the winter and north with the spring.
They are not aggressive creatures, but are fearless and will fight to the death
to protect their young.
A herd of mammoths is an amazing and humbling sight, but smart Ironlanders
keep their distance and stay downwind.
Quest Starter: A mammoth calf wanders alone into an Ironlander settlement.
Why do you swear to reunite it with its herd?




IRONSWORN                                                                 155
WYVERN
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      •   Huge, bat-like wings
               •   Rows of knife-sized teeth
               •   Thick hide with a metallic sheen
               •   Long tail

Drives:        • Watch for prey from high above
               • Feed

Tactics:       •   Swoop down
               •   Snap up prey
               •   Fearsome roar
               •   Bash with tail

There are several breeds of wyverns in the Ironlands. To the west, tawny
wyverns nest in the cliffs of the Barrier Islands and Ragged Coast, diving for
fish in the surrounding waters. Inland, the verdant wyverns dwell in forested
regions. The largest and most fearsome breed, the iron wyverns, hunt among
the Tempest Hills and along the flanks of the Veiled Mountains.
All wyverns have wolfish heads with wide jaws, thick bodies, and sinuous
tails. They have short hind limbs and elongated forelimbs which extend along
their wings. In flight, they are a terrifying but awe-inspiring creature. On the
ground, they lumber heavily on all four limbs, their wings folded back, jaws
agape, gaze fixed on their prey. They are the grim cruelty of the Ironlands
given form. They are death.
Quest Starter: Ancient cave paintings in the Tempest Hills show humanoids
riding atop wyverns. Perhaps these beasts can be tamed. Why are you obsessed
with this possibility?


   YOUR TRUTH
   Rumors persist of a wyvern graveyard where wyverns instinctively
   go when their death is near. Where is this supposedly located? In
   what way do Ironlanders make use of wyvern bones?




156                      CHAPTER 5 | Foes and Encounters
HORRORS
Horrors are supernatural entities. In the Old World, they were superstition
and legend. Here, they are nightmares made real. The Ironlands is fertile
ground for darkness and evil to take hold, spawning these undead beings of
pure vengeance or mindless hate.
Many horrors can be temporarily defeated through physical attacks, but
cannot be killed. They are beyond death.
To determine the role of horrors in your setting, see page 129.

BONEWALKER
Rank:         Dangerous (2 progress per harm; inflicts 2 harm)

Features:     • Skeletal corpse
              • Yellowed bones
              • Tattered remains of clothing and armor

Drives:       • Destroy life

Tactics:      • Rush with unexpected speed
              • Attack with the weapons they bore in life
              • Grasp and claw

Bonewalkers are human remains given unnatural life. The source of the dark
energy animating them is a mystery. Some say it is the will of dark gods.
Others say an ancient evil permeates this land and seeps into porous bones of
the dead. Or, perhaps it is the work of corrupt mystics.
Bonewalkers usually roam the location of their final resting place—a burial
site, a cursed battlefield, or a settlement blighted by disease or violence.
Nothing remains of their previous selves. They are soulless monsters driven
only to destroy the living.
Quest Starter: A horde of bonewalkers marches relentlessly towards the Havens.
What dark force has gathered this army of the undead? How will you stop them?




IRONSWORN                                                                157
CHIMERA
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      • Shambling mass of dead creatures and offal
               • Rotting stench

Drives:        • Insatiable hunger

Tactics:       • Horrifying wail
               • Relentless assault
               • Claw, bite and rend

A chimera is the corrupted form of dead animal flesh given horrible life. Its
body is a collection of various creatures, fused together into a twisted, massive
entity which knows only pain and hunger. When a dozen blood-tinged eyes
focus on you, when its gibbering mouths open at once to scream, your only
hope is a quick death.
Quest Starter: Multiple chimera have spawned from the heart of a deep wood.
What evil is at work there?

FROSTBOUND
Rank:          Formidable (1 progress per harm; inflicts 3 harm)

Features:      • Mummified, desiccated flesh
               • Frozen blue eyes
               • A sorrowful, hollow scream

Drives:        • Absorb the warmth of the living

Tactics:       • Sense heat
               • Life-draining grasp

Some who fall prey to the long winters or the wild storms of the northern
regions are given a horrible new life as the frostbound. These animated
corpses are cursed to forever seek out the warmth their death took from them.
Quest Starter: A group of frostbound lurk along a mountain trail. This path is
the only safe route to the lowlands from a mining village.



158                     CHAPTER 5 | Foes and Encounters
   YOUR TRUTH
   Can creatures other than Ironlanders become frostbound? If so,
   undeath gives them uncanny strength. Make them one rank higher
   than their living form.



HAUNT
Rank:         Formidable (1 progress per harm; inflicts 3 harm)

Features:     •   Subtle, unsettling manifestations
              •   Appear as they did in life
              •   Lay bare the ravages of death
              •   Stench of the grave

Drives:       • Torment the living
              • Find rest

Tactics:      • Vanish and reappear
              • Horrifying visage
              • Unleash chaos

Haunts are restless spirits bound to this world by a traumatic or unjust death.
They may be tied to a location, an object, or even a person.
A haunt who manifests as a physical being can be dispelled by overcoming
them in a fight, but only temporarily. They will only be at peace when their
death is avenged or resolved. Some say a haunt can be banished through a
ritual, but few possess the knowledge.
Quest Starter: You are plagued by a haunt. Who is it? What do they want of
you?


   YOUR TRUTH
   When someone dies a violent death, or at the hand of another,
   they are often laid to rest using a specific, ceremonial rite. This, it
   is believed, prevents them from returning as a haunt. What is this
   ritual? What rare material is required?




IRONSWORN                                                                 159
HOLLOW
Rank:          Extreme (2 ticks per harm; inflicts 4 harm)

Features:      • Vaguely humanoid shape formed of earth, plants, and
                 insects
               • Empty black eyes behind an elven mask
               • Smells of wet soil and dead things

Drives:        • See justice done

Tactics:       • Bash with savage strength
               • Draw in a whirlwind of materials to reform and
                 enlarge
               • Envelop and suffocate

It is said that elves who die an unjust death or have cause to seek retribution
can rise as a hollow. Their form is a rippling mass of dead leaves, plants, soil,
carrion, and insects. They move with a nightmarish, shambling gait. Their
face is the wooden mask they wore in life. Their voice is the rattle of the wind
through dry leaves.
As with haunts, they can be temporarily defeated but cannot be killed by
physical means. They are a relentless force, bound to this world by a singular
motivation—vengeance.
Quest Starter: A hollow terrorizes an Ironlander village. What does it seek?
What will you do to stop it?


   YOUR TRUTH
   How do elven communities view a risen hollow? Are they seen as
   spirits of righteous vengeance or as dangerous aberrations?




160                     CHAPTER 5 | Foes and Encounters
IRON REVENANT
Rank:         Extreme (2 ticks per harm; inflicts 4 harm)

Features:     • Empty, patchwork shell of armor and other hunks of
                metal
              • Wielding iron weapons
              • A low, reverberating voice

Drives:       • Fulfill the vow
              • Destroy any who stand in their way

Tactics:      • Steadfast attacks
              • Pull in iron with an unyielding, magnetic force

Some vows are held so fiercely that they survive even after death. An iron
revenant is an incorporeal force of furious resolve, the unfinished vow of an
Ironsworn given horrible form as a construct of metal.
Attacks may slow them down or temporarily break apart their armored form,
but they have no flesh to pierce and cannot be killed. An iron revenant won’t
stop until their vow is fulfilled.
Quest Starter: Someone you knew
has taken form as an iron
revenant. Who is it?
What is their vow?




IRONSWORN                                                               161
SODDEN
Rank:         Formidable (1 progress per harm; inflicts 3 harm)

Features:     • Milky eyes
              • Mottled flesh

Drives:       • Drown the living

Tactics:      •   Draw victims to the water
              •   Grab and scratch with jagged claws
              •   Chilling embrace
              •   Drag into the depths

A sodden is the restless spirit of someone who drowned or was put to rest
in water. They can appear in seas, rivers, lakes, ponds, or marshes. Their
loneliness and grief compels them to draw living victims into their watery
lairs.
A sodden is not confined to its resting place. In fact, some believe that
surviving an encounter with a sodden leaves you vulnerable around any body
of water until the spirit finishes its work.
Quest Starter: Someone you know died and appears to you as a sodden. Who are
they? Can anything be done to put them to rest?


   YOUR TRUTH
   Many Ironlanders habitually perform a quick ritual when near a
   body of water, believing it keeps any lurking sodden at bay. What do
   they do? Is there any truth to this custom?




162                     CHAPTER 5 | Foes and Encounters
IRONSWORN   163
CHAPTER 6

ORACLES
SEEKING INSPIRATION
In Ironsworn, an oracle is anything which generates random results to help
determine the outcome of a move, a detail in your world, an NPC action, or
a narrative event.
Among the choices provided in the Ask the Oracle move is “spark an idea”
(page 108). You can use this option (instead of or in addition to the yes/no
table) to answer open-ended questions or inspire new situations.
Rolling a match on a move (page 9) can also trigger opportunities to
introduce narrative complications and surprises through random prompts.
This chapter includes a series of random prompts in the form of tables. You
can use these oracle tables to answer questions about your world, drive the
narrative, and inspire dramatic events and revelations. Some oracles are
for specific, mundane questions to streamline play (“What is the healer’s
name?”). Others provide more abstract results which you interpret based on
the current situation (“What happens next?”).

ORACLES IN SOLO AND CO-OP PLAY
Ironsworn oracles don’t function as a GM simulator. Instead, they leverage
the power of your creative interpretation. Ask your question, roll on a table,
and consider the answer in the context of your current situation and story.
What comes to mind first? Did you think of something which reinforces a
dramatic narrative or takes things in an interesting and surprising direction?
Does it feel right? If so, make it happen.
If you follow your instincts while staying open to twists and turns, you will
find your game offering many of the same narrative rewards as if you were
playing with a GM. In fact, you’ll be surprised how often a seemingly random
result seems to feed directly into your character’s story and the world you’ve
established through play. This is the power of creative interpretation at work.


   You score a miss on your Undertake a Journey move, and roll “A new
   danger or foe is revealed” on the Pay the Price table (page 105). You’re
   not sure what this means in the context of your current journey, and
   decide to spark an idea to see what happens. You roll on the Action and
   Theme tables (page 174), and the oracle answers, “Bolster vengeance.”
   Playing off this prompt, you decide it would be interesting to bring
   back a particular enemy, one who holds a grudge against you. They’ve
   gathered allies and are tracking you on your journey.




IRONSWORN                                                                 165
ORACLES IN GUIDED PLAY
GM’s can use oracles for support during play and to supplement their narrative
decision-making. Mundane oracles, such as names (page 184), are helpful to
quickly flesh out details. Interpretative oracles, such as the Action and Theme
tables (page 174), can be used to spark new ideas.


   When the characters Sojourn at a small settlement deep in the Flooded
   Lands, they roll a match. Everyone is interested in using that match to
   drive a new quest. The GM rolls on the Settlement Trouble table (page
   181). The oracle answers, “Production halts.”
   The GM interperts this result. “This settlement relies on a steady
   harvest of a rare medicinal plant found in the depths of the swamp”,
   she tells her players. “But, a huge basilisk they call ‘one-eye’ lurks there.
   A group of able hunters set out last week to kill the beast. They did not
   return.”


You can also use oracles as a prompt for sharing control of the narrative
with your players. Not sure what happens next? Not sure how to answer a
character’s question? Roll on an appropriate table, or have a player make the
roll, and talk it out with everyone at the table.




166                                             CHAPTER 6 | Oracles
IRONLAND ORACLES
HOW TO USE THE TABLES

        Ask your question and choose an appropriate oracle
        table.




        Roll your oracle dice (page 22) to generate a number
        from 1-100.




        Check your roll against the table. The oracle will reveal
        its answer.



        Consider the answer in the context of your question
        and the current situation. Is the result a good fit? Does
        it trigger a spark of inspiration?



        If the answer is difficult to interpret for your situation,
        you can check up or down one row from your original
        answer, or reverse the digits (37=73).



        If you’ve got your answer, you’re all set! Play to see
        what happens. If you want further detail, you can talk
        it out with other players or roll on another oracle table.



        If you’re having trouble, you can roll again, try a
        different table, or just fall back to your instincts and
        decide what happens next.




IRONSWORN                                                          167
WHEN ANSWERS LEAD TO MORE QUESTIONS
You aren’t limited to a single roll on a single oracle table when asking a question.
If you like, you can let the result from one table inform your interpretation of
the result on another. You can even refer back to the Ask the Oracle table (page
107) to clarify an answer with a yes/no question.
However, use caution with this technique. Too many questions and too many
rolls makes your session feel like an exercise in randomness. Lead with your
instincts. Leverage the oracles to fill in the gaps. Keep it moving.


   You use the Character Goal oracle (page 182) to identify an NPC’s
   primary motivation. The answer is “Avenge a wrong.” You don’t have
   any immediate ideas on how this relates to this character, so you roll
   on the Theme table (page 175) for more detail. “Land”, the oracle
   answers. You decide the NPC’s home and farm was taken by a rival.
   This is the wrong she seeks to put right.


ORACLE TABLES AND MATCHES
Matches don’t have special significance when rolling on these oracle tables.
They can be ignored.


INTRO TO THE ORACLES
This chapter includes a variety of oracle tables. Use them in whatever way
best fits your preferences and the needs of your story, but here’s some basic
recommendations.

ORACLE 1: ACTION (PAGE 174)
Use this table to inspire a discovery, event, character goal, or situation. A roll
on this table can be combined with a Theme (see below) to provide an action
and a subject. Then, interpret the result based on the context of the question
and your current situation.

ORACLE 2: THEME (PAGE 175)
As with the Action oracle, this is an interpretative table which you can use
to answer questions or generate new situations. Combined, the Action and
Theme tables provide creative prompts suitable for most situations and
questions. In fact, with some creative interpretations, it’s entirely possible to
play with only these two tables.




168                                             CHAPTER 6 | Oracles
   You are sworn to recover a stolen artifact which is sacred to a community.
   In your search for suspects, you make a Gather Information move as
   you question the village leader.
   You roll a strong hit, but where do the clues lead? You Ask the Oracle
   and, roll against the Action and Theme tables. “Leave mysticism,” the
   oracle responds.
   Interpreting this result, you decide the likely suspect is a traveling
   mystic who left shortly before the theft was discovered.


ORACLE 3: REGION (PAGE 176)
Use this oracle when you want to randomly select a region with the Ironlands.

ORACLE 4: LOCATION (PAGE 176)
Use this oracle when traveling to generate a point-of-interest or to answer a
question about a place where someone or something can be found.
Your roll may generate a place or geographical feature which doesn’t make
sense in the context of your current location. If so, follow the guidelines on
page 167 to generate a different result (look at adjacent rows or reverse the
digits). Or, play off the original answer to introduce something unexpected.


   You ask, “Where was the traveling mystic bound?”
   The Location oracle answers, “River.” You decide she traveled south
   from the village aboard a merchant’s boat.




IRONSWORN                                                                  169
ORACLE 5: COASTAL WATERS LOCATION (PAGE 176)
Use this oracle to identify a point-of-interest or destination when you are
traveling by ship or boat along the coast.

ORACLE 6: LOCATION DESCRIPTION (PAGE 177)
Use this oracle to add detail to the Location or Coastal Waters Location
oracles, or by itself to generate a description of a location. Roll more than
once for extra detail.


   You travel downriver on a hired boat. You want to add a bit of color
   to your journey, so you use the Location Description oracle for some
   detail. It answers, “Inaccessible.”
   You interpret this result to mean segments of the river are shallow,
   forcing the crew to portage the boat along the shore. This sounds like a
   perfect opportunity for an ambush...


ORACLE 7: SETTLEMENT NAME (PAGE 178)
Ask this oracle for a thematic name for an Ironlander settlement. Roll once for
the category, and again to pick from the examples. Alternatively, just roll for the
category and come up with a name that fits the theme. In either case, consider
the meaning of the name and how it impacts this settlement’s surroundings,
livelihood, culture, or history. This may, in turn, inspire narrative hooks and
opportunities for new quests.

ORACLE 8: QUICK SETTLEMENT NAME GENERATOR (PAGE
180)
Use this oracle as a simpler alternative for settlement names. Roll once for the
prefix, and once for the suffix. If the combination doesn’t quite work, look at
adjacent rows or reverse the digits. Once you have your answer, envision what
feature, person, or event inspired the name.




170                                             CHAPTER 6 | Oracles
ORACLE 9: SETTLEMENT TROUBLE (PAGE 181)
Use this table to generate a narrative hook for a problem faced by a community.
This oracle can help inspire a vow for your character or serve as a prompt for a
trouble you encounter when you interact with a settlement. Use other oracles,
as appropriate, to help flesh out the answer.


   You were attacked by raiders while portaging the boat around some
   shallows, and barely managed to fend off the attack. Now, you seek out
   healing, rest, and supplies at a nearby village.
   First, you generate a name for the settlement. You use the Ironlander
   Settlement Name oracle and roll “A historical event” as the category,
   and “Firstmeet” from the examples. You decide this village sits on the
   site of the first encounter between elves and humans.
   You roll a match on your Sojourn move, and opt to trigger a new
   narrative hook. You ask, “What’s the problem here?” and roll on the
   Settlement Trouble table.
   The oracle answers, “Debt comes due.”
   Perhaps the band of raiders you encountered along the river have also
   been making demands of Firstmeet to supply them with food. The
   raiders are due to return soon, but the villagers won’t survive the winter
   without the meager provisions they have left. You Swear an Iron Vow
   to help them.


ORACLE 10: CHARACTER ROLE (PAGE 182)
Use this oracle to define the background for a character, or to generate a
random encounter.

ORACLE 11: CHARACTER GOAL (PAGE 182)
Use this oracle to define the primary motivation of an NPC or a faction. It can
also be used to kick-off a personal quest for your own character.

ORACLE 12: CHARACTER DESCRIPTOR (PAGE 183)
Use this oracle to help flesh out a character’s personality or physical
characteristics. Roll more than once to add additional detail. You can combine
all three character oracles (10, 11 and 12), plus a roll on an appropriate name
table, to build an outline of an NPC.




IRONSWORN                                                                   171
ORACLE 13: IRONLANDER NAMES (PAGE 184)
Use this oracle to quickly generate a name for an Ironlander character. Roll
on either table. Surnames are not used in the Ironlands and names are often
gender-neutral. If a name doesn’t fit a character, or you don’t like the sound of
it, look up or down a row for your answer, or reverse the digits.
You can also ignore this oracle and use your own preferred naming conventions
or name generators for your Ironland characters.


   What do the villagers know of the raider chief? You roll on the
   character oracles to learn more about him. The Role oracle tells you
   his background is a “Leader.” The Character Goal oracle tells you his
   mission is to “Fulfill a duty.” Then, you ask what makes him distinctive
   by rolling on the Descriptor table, and the oracle answers, “Obsessed.”
   Putting these pieces together, you decide the bandit chief was once
   the leader of a settlement to the north. He and his allies were exiled
   following a coup. He is sworn to protect his followers and see them
   through their life as outcasts, but he is also obsessed with someday
   reclaiming his home.
   With a few rolls and a bit of interpretation, you’ve added a fair bit of
   texture and pathos to what might otherwise be a stock villain character.
   You roll for his name and the oracle tells you, “Khulan.”


ORACLE 14: ELF NAMES (PAGE 186)
Use this oracle to generate a name for an elf character. To learn more about
elves in the Ironlands, see page 142.

ORACLE 15: OTHER NAMES (PAGE 187)
Use this oracle for other firstborn characters, including giants, varou, and
trolls.

ORACLE 16: COMBAT ACTION (PAGE 188)
Use this oracle to help inspire an action for an NPC in combat. When you’re
not sure what your foe does next, particularly when they have initiative, roll on
this table and interpret the result as appropriate to your foe and the situation.




172                                           CHAPTER 6 | Oracles
   You face off against Khulan, the leader of the raiding party. You charge
   at him, sword swinging. He easily parries the blow, and takes initiative.
   What does he do next? You roll on the Combat Action table. The oracle
   answers, “Provoke a reckless response.”
   Khulan laughs at you, slamming the haft of his axe against his shield.
   “C’mon!” he yells, goading you into a hasty attack. “You can do better
   than that.”
   You Face Danger to try to resist the taunt...


ORACLE 17: MYSTIC BACKLASH (PAGE 189)
Those who deal in magic may find themselves at the mercy of chaos. This
oracle can supplement, or replace, the Pay the Price table (page 105) when
resolving the outcome of a failed ritual or other negative interaction with
mystical forces. Use this oracle in dramatic moments, or to introduce an
unexpected outcome triggered by a match.

ORACLE 18: MAJOR PLOT TWIST (PAGE 190)
Use this oracle to introduce a narrative surprise or revelation. Most of these
results have a negative implication, and can be used to resolve a match at a
crucial moment in your story. In particular, this is an effective tool to leverage
when you make a move with matched 10’s on the challenge dice.
This oracle offers similar results to the Pay the Price table (page 105), but is
more focused on dramatic events tied to your current quests.


   Khulan has been defeated, but you roll a miss with matched 10’s when
   you Fulfill Your Vow. Perhaps these raiders are part of a larger force?
   The village is still in danger, leaving your vow unfulfilled. To get some
   more detail and resolve the match, you check the Major Plot Twist
   oracle. The oracle responds, “Two seemingly unrelated situations are
   shown to be connected.”
   Based on that answer, you decide to connect this encounter to your
   original quest. The raider and his clan all bear branded scars in the
   shape of the stolen relic. What does it mean? Play to find out.


ORACLE 19: CHALLENGE RANK (PAGE 190)
Use this oracle when you want to randomly determine the challenge rank of
a quest, journey, or fight.


IRONSWORN                                                                    173
ORACLE 1: ACTION
1     Scheme        35   Falter         69   Advance
2     Clash         36   Suppress       70   Command
3     Weaken        37   Hunt           71   Refuse
4     Initiate      38   Share          72   Find
5     Create        39   Destroy        73   Deliver
6     Swear         40   Avoid          74   Hide
7     Avenge        41   Reject         75   Fortify
8     Guard         42   Demand         76   Betray
9     Defeat        43   Explore        77   Secure
10    Control       44   Bolster        78   Arrive
11    Break         45   Seize          79   Affect
12    Risk          46   Mourn          80   Change
13    Surrender     47   Reveal         81   Defend
14    Inspect       48   Gather         82   Debate
15    Raid          49   Defy           83   Support
16    Evade         50   Transform      84   Follow
17    Assault       51   Persevere      85   Construct
18    Deflect       52   Serve          86   Locate
19    Threaten      53   Begin          87   Endure
20    Attack        54   Move           88   Release
21    Leave         55   Coordinate     89   Lose
22    Preserve      56   Resist         90   Reduce
23    Manipulate    57   Await          91   Escalate
24    Remove        58   Impress        92   Distract
25    Eliminate     59   Take           93   Journey
26    Withdraw      60   Oppose         94   Escort
27    Abandon       61   Capture        95   Learn
28    Investigate   62   Overwhelm      96   Communicate
29    Hold          63   Challenge      97   Depart
30    Focus         64   Acquire        98   Search
31    Uncover       65   Protect        99   Charge
32    Breach        66   Finish         00   Summon
33    Aid           67   Strengthen
34    Uphold        68   Restore


174                                 CHAPTER 6 | Oracles
ORACLE 2: THEME
1    Risk           35   History       69   Prize
2    Ability        36   World         70   Destiny
3    Price          37   Vow           71   Momentum
4    Ally           38   Protection    72   Power
5    Battle         39   Nature        73   Memory
6    Safety         40   Opinion       74   Ruin
7    Survival       41   Burden        75   Mysticism
8    Weapon         42   Vengeance     76   Rival
9    Wound          43   Opportunity   77   Problem
10   Shelter        44   Faction       78   Idea
11   Leader         45   Danger        79   Revenge
12   Fear           46   Corruption    80   Health
13   Time           47   Freedom       81   Fellowship
14   Duty           48   Debt          82   Enemy
15   Secret         49   Hate          83   Religion
16   Innocence      50   Possession    84   Spirit
17   Renown         51   Stranger      85   Fame
18   Direction      52   Passage       86   Desolation
19   Death          53   Land          87   Strength
20   Honor          54   Creature      88   Knowledge
21   Labor          55   Disease       89   Truth
22   Solution       56   Advantage     90   Quest
23   Tool           57   Blood         91   Pride
24   Balance        58   Language      92   Loss
25   Love           59   Rumor         93   Law
26   Barrier        60   Weakness      94   Path
27   Creation       61   Greed         95   Warning
28   Decay          62   Family        96   Relationship
29   Trade          63   Resource      97   Wealth
30   Bond           64   Structure     98   Home
31   Hope           65   Dream         99   Strategy
32   Superstition   66   Community     00   Supply
33   Peace          67   War
34   Deception      68   Portent


IRONSWORN                                                175
ORACLE 3: REGION
1-12   Barrier Islands                 61-72 Hinterlands
13-24 Ragged Coast                     73-84 Tempest Hills
25-34 Deep Wilds                       85-94 Veiled Mountains
35-46 Flooded Lands                    95-99 Shattered Wastes
47-60 Havens                           00     Elsewhere


ORACLE 4: LOCATION
1      Hideout           19-20 Waterfall          53-54 Cliff
2      Ruin              21-22 Cave               55-56 Grove
3      Mine              23-24 Swamp              57-58 Village
4      Waste             25-26 Fen                59-60 Moor
5      Mystical Site     27-28 Ravine             61-62 Thicket
6      Path              29-30 Road               63-64 River Ford
7      Outpost           31-32 Tree               65-66 Valley
8      Wall              33-34 Pond               67-68 Bay/Fjord
9      Battlefield       35-36 Fields             69-70 Foothills
10     Hovel             37-38 Marsh              71-72 Lake
11     Spring            39-40 Steading           73-75 River
12     Lair              41-42 Rapids             76-79 Forest
13     Fort              43-44 Pass               80-83 Coast
14     Bridge            45-46 Trail              84-88 Hill
15     Camp              47-48 Glade              89-93 Mountain
16     Cairn/Grave       49-50 Plain              94-99 Woods
17-18 Caravan            51-52 Ridge              00       Anomaly


ORACLE 5: COASTAL WATERS LOCATION
1      Fleet             11-15 Harbor             55-62 Bay
2      Sargassum         16-23 Ship               63-70 Ice
3      Flotsam           24-30 Rocks              71-85 Island
4      Mystical Site     31-38 Fjord              86-99 Open Water
5      Lair              39-46 Estuary            00       Anomaly
6-10   Wreck             47-54 Cove


176                                         CHAPTER 6 | Oracles
ORACLE 6: LOCATION DESCRIPTOR
1-2    High       35-36 Occupied       69-70   Low
3-4    Remote     37-38 Rich           71-72   Beautiful
5-6    Exposed    39-40 Big            73-74   Abundant
7-8    Small      41-42 Savage         75-76   Lush
9-10   Broken     43-44 Defended       77-78   Flooded
11-12 Diverse     45-46 Withered       79-80   Empty
13-14 Rough       47-48 Mystical       81-82   Strange
15-16 Dark        49-50 Inaccessible   83-84   Corrupted
17-18 Shadowy     51-52 Protected      85-86   Peaceful
19-20 Contested   53-54 Abandoned      87-88   Forgotten
21-22 Grim        55-56 Wide           89-90   Expansive
23-24 Wild        57-58 Foul           91-92   Settled
                  59-60 Dead           93-94   Dense
25-26 Fertile
                  61-62 Ruined         95-96 Civilized
27-28 Blocked
                  63-64 Barren         97-98 Desolate
29-30 Ancient
                                       99-00 Isolated
31-32 Perilous    65-66 Cold
33-34 Hidden      67-68 Blighted




IRONSWORN                                                  177
ORACLE 7: SETTLEMENT NAME
01-15   A feature of the landscape. Envision what it is. What makes it
        unusual or distinctive?
        Examples:
         1-10     Highmount                 51-60    Stoneford
         11-20 Brackwater                   61-70    Deepwater
         21-30 Frostwood                    71-80    Whitefall
         31-40 Redcrest                     81-90    Graycliff
         41-50 Grimtree                     91-00    Three Rivers

16-30   A manmade edifice. What is it? Why is it important to this
        settlement’s history?
        Examples:
         1-10     Whitebridge               51-60    Timberwall
         11-20 Lonefort                     61-70    Stonetower
         21-30 Highcairn                    71-80    Thornhall
         31-40 Redhall                      81-90    Cinderhome
         41-50 Darkwell                     91-00    Fallowfield


31-45   A creature. Why have the people of this settlement chosen this
        creature as their totem? How is it represented in art or rituals?
        Examples:
         1-10     Ravencliff                51-60    Boarwood
         11-20 Bearmark                     61-70    Foxhollow
         21-30 Wolfcrag                     71-80    Elderwatch
         31-40 Eaglespire                   81-90    Elkfield
         41-50 Wyvern's Rest                91-00    Dragonshadow


46-60   A historical event. What happened here? What place or practice
        commemorates this event?
        Examples:
         1-10     Swordbreak                51-60    Olgar's Stand
         11-20 Fool's Fall                  61-70    Lostwater
         21-30 Firstmeet                    71-80    Rojirra's Lament
         31-40 Brokenhelm                   81-90    Lastmarch
         41-50 Mournhaunt                   91-00    Rockfall



178                                        CHAPTER 6 | Oracles
61-75   A word in an Old World language. What culture is represented
        by this word? What does it translate to?
        Examples:
         1-10     Abon                    51-60   Kazeera
         11-20 Daveza                     61-70   Khazu
         21-30 Damula                     71-80   Sova
         31-40 Essus                      81-90   Nabuma
         41-50 Sina                       91-00   Tiza

76-90   A season or environmental aspect. What influence does the
        weather have on this settlement?
        Examples:
         1-10     Winterhome              51-60   Duskmoor
         11-20 Windhaven                  61-70   Frostcrag
         21-30 Stormrest                  71-80   Springbrook
         31-40 Bleakfrost                 81-90   Icebreak
         41-50 Springtide                 91-00   Summersong


91-100 Something Else....
        Examples:
         1-10     A trade good (Ironhome)
         11-20 An Old World city (New Arkesh)
         21-30 A founder or famous settler (Kei's Hall)
         31-40 A god (Elisora)
         41-50 A historical item (Blackhelm)
         51-60   A firstborn race (Elfbrook)
         61-70   An elvish word or name (Nessana)
         71-80   A mythic belief or event (Ghostwalk)
         81-90   A positive term (Hope)
         91-00   A negative term (Forsaken)




IRONSWORN                                                           179
ORACLE 8: QUICK SETTLEMENT NAME
GENERATOR
          Prefix        Suffix
1-4       Bleak-        -moor
5-8       Green-        -ford
9-12      Wolf-         -crag
13-16     Raven-        -watch
17-20     Gray-         -hope
21-24     Red-          -wood
25-28     Axe-          -ridge
29-32     Great-        -stone
33-36     Wood-         -haven
37-40     Low-          -fall(s)
41-44     White-        -river
45-48     Storm-        -field
49-52     Black-        -hill
53-56     Mourn-        -bridge
57-60     New-          -mark
61-64     Stone-        -cairn
65-68     Grim-         -land
69-72     Lost-         -hall
73-76     High-         -mount
77-80     Rock-         -rock
81-84     Shield-       -brook
85-88     Sword-        -barrow
89-92     Frost-        -stead
93-96     Thorn-        -home
97-00     Long-         -wick




180                  CHAPTER 6 | Oracles
ORACLE 9: SETTLEMENT TROUBLE
1-2    Outsiders rejected          49-50 Provisions are scarce
3-4    Dangerous discovery         51-52 Sickness run amok
5-6    Dreadful omens              53-54 Allies become enemies
7-8    Natural disaster            55-56 Attack is imminent
9-10   Old wounds reopened         57-58 Lost caravan
11-12 Important object is lost     59-60 Dark secret revealed
13-14 Someone is captured          61-62 Urgent expedition
15-16 Mysterious phenomenon        63-64 A leader falls
17-18 Revolt against a leader      65-66 Families in conflict
19-20 Vengeful outcast             67-68 Incompetent leadership
21-22 Rival settlement             69-70 Reckless warmongering
23-24 Nature strikes back          71-72 Beast on the hunt
25-26 Someone is missing           73-74 Betrayed from within
27-28 Production halts             75-76 Broken truce
29-30 Mysterious murders           77-78 Wrathful haunt
31-32 Debt comes due               79-80 Conflict with firstborn
33-34 Unjust leadership            81-82 Trade route blocked
35-36 Disastrous accident          83-84 In the crossfire
37-38 In league with the enemy     85-86 Stranger causes discord
39-40 Raiders prey on the weak     87-88 Important event threatened
41-42 Cursed past                  89-90 Dangerous tradition
43-44 An innocent is accused       91-00 Roll twice
45-46 Corrupted by dark magic
47-48 Isolated by brutal weather




IRONSWORN                                                          181
ORACLE 10: CHARACTER ROLE
1-2    Criminal           28-30 Traveler         59-62 Artisan
3-4    Healer             31-33 Mystic           63-66 Scout
5-6    Bandit             34-36 Priest           67-70 Herder
7-9    Guide              37-39 Sailor           71-74 Fisher
10-12 Performer           40-42 Pilgrim          75-79 Warrior
13-15 Miner               43-45 Thief            80-84 Hunter
16-18 Mercenary           46-48 Adventurer       85-89 Raider
19-21 Outcast             49-51 Forager          90-94 Trader
22-24 Vagrant             52-54 Leader           95-99 Farmer
25-27 Forester            55-58 Guard            00         Unusual role



ORACLE 11: CHARACTER GOAL
1-3    Obtain an object              52-54 Collect a debt
4-6    Make an agreement             55-57 Protect a secret
7-9    Build a relationship          58-60 Spread faith
10-12 Undermine a relationship       61-63 Enrich themselves
13-15 Seek a truth                   64-66 Protect a person
16-18 Pay a debt                     67-69 Protect the status quo
19-21 Refute a falsehood             70-72 Advance status
22-24 Harm a rival                   73-75 Defend a place
25-27 Cure an ill                    76-78 Avenge a wrong
28-30 Find a person                  79-81 Fulfill a duty
31-33 Find a home                    82-84 Gain knowledge
34-36 Seize power                    85-87 Prove worthiness
37-39 Restore a relationship         88-90 Find redemption
40-42 Create an item                 91-92 Escape from something
43-45 Travel to a place              93-95 Resolve a dispute
46-48 Secure provisions              96-00 Roll twice
49-51 Rebel against power




182                                        CHAPTER 6 | Oracles
ORACLE 12: CHARACTER DESCRIPTOR
1    Stoic          35   Dangerous     69   Manipulative
2    Attractive     36   Quirky        70   Relaxed
3    Passive        37   Cheery        71   Stealthy
4    Aloof          38   Disfigured    72   Confident
5    Affectionate   39   Intolerant    73   Weak
6    Generous       40   Skilled       74   Friendly
7    Smug           41   Stingy        75   Wise
8    Armed          42   Timid         76   Influential
9    Clever         43   Insensitive   77   Young
10   Brave          44   Wild          78   Adventurous
11   Ugly           45   Bitter        79   Oppressed
12   Sociable       46   Cunning       80   Vengeful
13   Doomed         47   Remorseful    81   Cooperative
14   Connected      48   Kind          82   Armored
15   Bold           49   Charming      83   Apathetic
16   Jealous        50   Oblivious     84   Determined
17   Angry          51   Critical      85   Loyal
18   Active         52   Cautious      86   Sick
19   Suspicious     53   Resourceful   87   Religious
20   Hostile        54   Weary         88   Selfish
21   Hardhearted    55   Wounded       89   Old
22   Successful     56   Anxious       90   Fervent
23   Talented       57   Powerful      91   Violent
24   Experienced    58   Athletic      92   Agreeable
25   Deceitful      59   Driven        93   Hot-tempered
26   Ambitious      60   Cruel         94   Stubborn
27   Aggressive     61   Quiet         95   Incompetent
28   Conceited      62   Honest        96   Greedy
29   Proud          63   Infamous      97   Cowardly
30   Stern          64   Dying         98   Obsessed
31   Dependent      65   Reclusive     99   Careless
32   Wary           66   Artistic      00   Ironsworn
33   Strong         67   Disabled
34   Insightful     68   Confused


IRONSWORN                                                 183
ORACLE 13: IRONLANDER NAMES
1     Solana    35   Tessa          69   Masias
2     Keelan    36   Sibila         70   Kanno
3     Cadigan   37   Morien         71   Razeena
4     Sola      38   Mona           72   Mira
5     Kodroth   39   Padma          73   Perella
6     Kione     40   Avella         74   Myrick
7     Katja     41   Naila          75   Qamar
8     Tio       42   Lio            76   Kormak
9     Artiga    43   Cera           77   Zura
10    Eos       44   Ithela         78   Zanita
11    Bastien   45   Zhan           79   Brynn
12    Elli      46   Kaivan         80   Tegan
13    Maura     47   Valeri         81   Pendry
14    Haleema   48   Hirsham        82   Quinn
15    Abella    49   Pemba          83   Fanir
16    Morter    50   Edda           84   Glain
17    Wulan     51   Lestara        85   Emelyn
18    Mai       52   Lago           86   Kendi
19    Farina    53   Elstan         87   Althus
20    Pearce    54   Saskia         88   Leela
21    Wynne     55   Kabeera        89   Ishana
22    Haf       56   Caldas         90   Flint
23    Aeddon    57   Nisus          91   Delkash
24    Khinara   58   Serene         92   Nia
25    Milla     59   Chenda         93   Nan
26    Nakata    60   Themon         94   Keeara
27    Kynan     61   Erin           95   Katania
28    Kiah      62   Alban          96   Morell
29    Jaggar    63   Parcell        97   Temir
30    Beca      64   Jelma          98   Bas
31    Ikram     65   Willa          99   Sabine
32    Melia     66   Nadira         00   Tallus
33    Sidan     67   Gwen
34    Deshi     68   Amara


184                            CHAPTER 6 | Oracles
1    Segura    35   Vigo      69   Sarda
2    Gethin    36   Sadia     70   Shona
3    Bataar    37   Malik     71   Kalidas
4    Basira    38   Dag       72   Wena
5    Joa       39   Kuno      73   Sendra
6    Glynn     40   Reva      74   Kori
7    Toran     41   Kai       75   Setara
8    Arasen    42   Kalina    76   Lucia
9    Kuron     43   Jihan     77   Maya
10   Griff     44   Hennion   78   Reema
11   Owena     45   Abram     79   Yorath
12   Adda      46   Aida      80   Rhoddri
13   Euros     47   Myrtle    81   Shekhar
14   Kova      48   Nekun     82   Servan
15   Kara      49   Menna     83   Reese
16   Morgan    50   Tahir     84   Kenrick
17   Nanda     51   Sarria    85   Indirra
18   Tamara    52   Nakura    86   Giliana
19   Asha      53   Akiya     87   Jebran
20   Delos     54   Talan     88   Kotama
21   Torgan    55   Mattick   89   Fara
22   Makari    56   Okoth     90   Katrin
23   Selva     57   Khulan    91   Namba
24   Kimura    58   Verena    92   Lona
25   Rhian     59   Beltran   93   Taylah
26   Tristan   60   Del       94   Kato
27   Siorra    61   Ranna     95   Esra
28   Sayer     62   Alina     96   Eleri
29   Cortina   63   Muna      97   Irsia
30   Vesna     64   Mura      98   Kayu
31   Kataka    65   Torrens   99   Bevan
32   Keyshia   66   Yuda      00   Chandra
33   Mila      67   Nazmi
34   Lili      68   Ghalen




IRONSWORN                                    185
ORACLE 14: ELF NAMES
1-2    Arsula      35-36 Ukames          69-70 Anatu
3-4    Naidita     37-38 Ahmeshki        71-72 Aralu
5-6    Belesunna   39-40 Ilsit           73-74 Arakhi
7-8    Vidarna     41-42 Mayatanay       75-76 Ibrahem
9-10   Ninsunu     43-44 Etana           77-78 Sinosu
11-12 Balathu      45-46 Gamanna         79-80 Jemshida
13-14 Dorosi       47-48 Nessana         81-82 Visapni
15-16 Gezera       49-50 Uralar          83-84 Hullata
17-18 Zursan       51-52 Tishetu         85-86 Sidura
19-20 Seleeku      53-54 Leucia          87-88 Kerihu
21-22 Utamara      55-56 Sutahe          89-90 Ereshki
23-24 Nebakay      57-58 Dotani          91-92 Cybela
25-26 Dismashk     59-60 Uktannu         93-94 Anunna
27-28 Mitunu       61-62 Retenay         95-96 Otani
29-30 Atani        63-64 Kendalanu       97-98 Ditani
31-32 Kinzura      65-66 Tahuta          99-00 Faraza
33-34 Sumula       67-68 Mattissa




186                                 CHAPTER 6 | Oracles
ORACLE 15: OTHER NAMES
        Giants    Varou    Trolls
1-4     Chony     Vata     Rattle
5-8     Banda     Zora     Scratch
9-12    Jochu     Jasna    Wallow
13-16   Kira      Charna   Groak
17-20   Khatir    Tana     Gimble
21-24   Chaidu    Soveen   Scar
25-28   Atan      Radka    Cratch
29-32   Buandu    Zlata    Creech
33-36   Javyn     Leesla   Shush
37-40   Khashin   Byna     Glush
41-44   Bayara    Meeka    Slar
45-48   Temura    Iskra    Gnash
49-52   Kidha     Jarek    Stoad
53-56   Kathos    Darva    Grig
57-60   Tanua     Neda     Bleat
61-64   Bashtu    Keha     Chortle
65-68   Jaran     Zhivka   Cluck
69-72   Othos     Kvata    Slith
73-76   Khutan    Staysa   Mongo
77-80   Otaan     Evka     Creak
81-84   Martu     Vuksha   Burble
85-88   Baku      Muko     Vrusk
89-92   Tuban     Dreko    Snuffle
93-96   Qudan     Aleko    Leech
97-00   Denua     Vojan    Herk




IRONSWORN                            187
ORACLE 16: COMBAT ACTION
1-3     Compel a surrender.
4-6     Coordinate with allies.
7-9     Gather reinforcements.
10-13   Seize something or someone.
14-17   Provoke a reckless response.
18-21   Intimidate or frighten.
22-25   Reveal a surprising truth.
26-29   Shift focus to someone or something else.
30-33   Destroy something, or render it useless.
34-39   Take a decisive action.
40-45   Reinforce defenses.
46-52   Ready an action.
53-60   Use the terrain to gain advantage.
61-68   Leverage the advantage of a weapon or ability.
69-78   Create an opportunity.
79-89   Attack with precision.
90-99   Attack with power.
00      Take a completely unexpected action.




188                                      CHAPTER 6 | Oracles
ORACLE 17: MYSTIC BACKLASH
1-4     Your ritual has the opposite affect.
5-8     You are sapped of strength.
9-12    Your friend, ally, or companion is adversely affected.
13-16   You destroy an important object.
17-20   You inadvertently summon a horror.
21-24   You collapse, and drift into a troubled sleep.
25-28   You undergo a physical torment which leaves its mark upon
        you.
29-32   You hear ghostly voices whispering of dark portents.
33-36   You are lost in shadow, and find yourself in another place
        without memory of how you got there.
37-40   You alert someone or something to your presence.
41-44   You are not yourself, and act against a friend, ally, or
        companion.
45-48   You affect or damage your surroundings, causing a disturbance
        or potential harm.
49-52   You waste resources.
53-56   You suffer the loss of a sense for several hours.
57-60   You lose your connection to magic for a day or so, and cannot
        perform rituals.
61-64   Your ritual affects the target in an unexpected and problematic
        way.
65-68   Your ritual reveals a surprising and troubling truth.
69-72   You are tempted by dark powers.
73-76   You see a troubling vision of your future.
77-80   You can't perform this ritual again until you acquire an
        important component.
81-84   You develop a strange fear or compulsion.
85-88   Your ritual causes creatures to exhibit strange or aggressive
        behavior.
89-92   You are tormented by an apparition from your past.
93-96   You are wracked with sudden sickness.
97-00   Roll twice more on this table. Both results occur. If they are the
        same result, make it worse.




IRONSWORN                                                               189
ORACLE 18: MAJOR PLOT TWIST
1-5     It was all a diversion.
6-10    A dark secret is revealed.
11-15   A trap is sprung.
16-20   An assumption is revealed to be false.
21-25   A secret alliance is revealed.
26-30   Your actions benefit an enemy.
31-35   Someone returns unexpectedly.
36-40   A more dangerous foe is revealed.
41-45   You and an enemy share a common goal.
46-50   A true identity is revealed.
51-55   You are betrayed by someone who was trusted.
56-60   You are too late.
61-65   The true enemy is revealed.
66-70   The enemy gains new allies.
71-75   A new danger appears.
76-80   Someone or something goes missing.
81-85   The truth of a relationship is revealed.
86-90   Two seemingly unrelated situations are shown to be connected.
91-95   Unexpected powers or abilities are revealed.
96-00   Roll twice more on this table. Both results occur. If they are the
        same result, make it more dramatic.


ORACLE 19: CHALLENGE RANK
1-20    Troublesome
21-55   Dangerous
56-80   Formidable
81-93   Extreme
94-00   Epic




190                                       CHAPTER 6 | Oracles
MORE ORACLES
Roleplaying games have a long tradition of using random generators as a play
aid. If you’re an avid collector of RPG’s, you may wish to leverage oracles from
other systems. You can also find a limitless supply of random generators and
tables online—names, people, creatures, places, plot hooks, and much more.
Physical randomizers can also be helpful. You can purchase dice with various
icons that can be interpreted to resolve questions and trigger new situations.
Or, you can play with tarot cards or rune stones.
Whatever aids you use, don’t let randomness overwhelm your narrative. Your
own story instincts are the most powerful tool in your gaming kit.

CREATING YOUR OWN ORACLES
You will find a blank worksheet at ironswornrpg.com to create your own
oracle tables. You can make tables which better fit your preferences or support
the tone of your game.
You can also create specific tables for certain narrative situations. Heading
out for a dangerous journey into the mountains? Create a table of things
you might encounter. Then, roll on the table when you want to introduce an
encounter or event.




IRONSWORN                                                                  191
CHAPTER 7

GAMEPLAY IN
DEPTH
STARTING YOUR CAMPAIGN
An Ironsworn campaign is a series of connected game sessions. You will explore
your world and the life of your character as you swear vows and struggle to
see them fulfilled. You will journey across the Ironlands, run afoul of troubles,
fight fearsome foes, and form bonds with people and communities. Through
it all, you make decisions as your character and explore what it means to be
Ironsworn in a harsh land.
To get started on your campaign, follow the steps described in this section.

CREATE YOUR CHARACTER
Refer to the character creation summary on page 47. Envision your
character, considering their motivations, skills, background, appearance,
personality, and connections to the world. Set your stats and pick your assets
in whatever order you prefer. Give your character a name.
If you are playing co-op or guided, talk over your character with the other
players and establish your connections to each other. You can shorthand your
ideas for now, and flesh them out in play.
Feel free to intermix world creation and character creation. The choices
you make about your setting may determine the options available to your
character. Is magic unknown in this world? If so, you may want to ignore the
ritual assets.


   You envision your character. Your family was part of a raider clan.
   You were born to battle, but left that life behind long ago. Now, you
   live as a farmer. Your sword, long unused, hangs above the mantle in
   your modest home. Your armor is stored in a chest at the foot of your
   bed. Only those closest to you are aware of your former life among
   the raiders. Others know you for your loyalty to the village and your
   stubborn determination to help see them through the unforgiving
   winters. In quiet moments, your dark mood betrays the shadows of
   your past.
   You set your stats. Your iron is 3, representing your strength, prowess
   in battle, and fierce resolve. Then, 2 for heart and wits, and 1 for edge
   and shadow. For your assets, you choose Shield-Bearer and Veteran.
   You’re not sure about your third asset, so you decide to pick it once you
   are further along in creating your world and starting situation.
   Finally, you give your character a name: Saskia



IRONSWORN                                                                   193
CREATE YOUR WORLD
If you are playing in the Ironlands or a similar setting, work through the
‘Your Truths’ exercise starting on page 122. Review the options and make
selections. Keep an eye out for quest starters which trigger an idea for a
background vow (page 195) or an inciting incident (page 196).
Next, choose where your story begins. Have a look at the regions on page
112. Where are your characters located? Are they part of a community, or
wandering the wilderness? Talk it out with other players and envision the
setting. Mark the location on your map.


   You envision some basic characteristics of your home village. It
   is a small settlement along the southern fringes of the Havens. It is
   surrounded by fields and sits astride a wide river.
   You roll on the Settlement Name table (page 178), and the oracle
   answers, “Cinderhome.” You envision the burnt ruins of the former
   longhouse. It is a place haunted by a long-dead overseer who died in
   the fire.
   You mark Cinderhome on your map. This is where Saskia’s adventures
   begins.


If you prefer, you can just spend a few moments defining some basic facts for
your world. Jump in and discover the rest in play.
If you are using your own setting or one drawn from another source (such
as an RPG, book, or film), you can leverage the information on that setting
to determine your character’s situation and the troubles you may encounter.

COLLABORATING TO BUILD YOUR WORLD
If you are playing a co-op or guided campaign, you should work through the
initial process of worldbuilding with the other players. Depending on your
preferences, you can spend a few minutes quickly roughing out the basics of
your setting, or you can dive deep for an hour or two of collaborative creation.
Talk it over with the other players to ensure you have the same expectations
for your initial session. Even if you give this initial activity some focus, leave
open questions and blank spaces to fill in through play.
If you are the GM, you should facilitate discussion and contribute to the
worldbuilding. Take cues from the players and make suggestions to help
formulate potential quests and adversaries.




194                          CHAPTER 7 | Gameplay in Depth
MARK YOUR BACKGROUND BONDS
Give yourself up to three bonds (page 36). These bonds may be to a
community or an individual. You do not need to make the Forge a Bond move
for these starting bonds. Mark a tick for each bond on your character sheet (1
tick per bond), and make note of them.
If you are playing guided or co-op, you can use these starting bonds as your
connection to other player characters. Otherwise, you may establish bonds
with those characters though play.
If you’d rather jump right into play, you can flesh out the details of your
background bonds later. Consider these bonds held in reserve until you
decide to bring them into your narrative. If you later introduce a background
bond for a character or community, mark the bond. Then, envision how this
bond was previously established and how this relationship impacts your story.


   You mark one bond for your home village. You also envision an NPC,
   the clan overseer, who is a good and loyal friend. She is one of the few
   who knows of your former life as a raider, but does not hold it against
   you. “We can remake ourselves,” she once told you. “Like a broken
   sword reforged.” You give her a name and mark the bond.
   You don’t have any ideas for your third bond, so you keep it in reserve.
   You can allocate it as you explore your starting situation.
   You decide the background bond with the overseer fulfills the
   requirement of the Banner-Sworn asset (“When you mark a bond with
   a leader or faction”). You take it as your third and final asset.



WRITE YOUR BACKGROUND VOW
When you create your character, you give yourself a background vow to
represent a primary motivation or ultimate goal. This vow is part of your
character’s backstory. It may be a vow sworn years ago, or one which is a
reaction to some recent, major event.
Write down this vow and give it a rank of extreme or epic. You don’t need to
make the Swear an Iron Vow move for this quest.
Fulfilling this vow will not be easy. In story-time, it might require months,
years, or even decades to see this vow fulfilled or forsaken. You may even
decide your background vow isn’t something you make significant progress
on in your narrative. Instead, it just helps establish some roleplaying detail for
your character and fleshes out your world.

IRONSWORN                                                                    195
   Your backstory involves your former life as a raider. Haunted by your
   past, you have sworn to see this raider clan defeated. However, there are
   complications. The clan is powerful, and you couldn’t possibly hope to
   defeat them without an army at your back. Also, the clan is led by your
   own mother. It’ll take a special sort of courage to face her again.
   You envision the clan’s name: “Red Moon.” Their shields are decorated
   with a blood-red circle.
   For now, this vow is a glowing ember, a promise not yet sparked to
   flame. You mark the vow as “Defeat the Red Moon clan”, giving it a
   rank of extreme.



ENVISION YOUR INCITING INCIDENT
An inciting incident is the problem which arrives at the beginning of a
story, propelling the protagonist into action. Everything up to that point
is backstory—the normal world to which your character has become
accustomed. In Ironsworn, the inciting incident is the tipping point which
forces you to undertake a life of perilous quests and adventure.
To start your character’s story, envision an imminent threat or compelling
need. You can use a quest starter from this book (see chapters 4 and 5), talk
it out at the table, or Ask the Oracle (page 107). This problem dictates what
drives your first session and sets your character’s story in motion.
What makes a good inciting incident?
  • Make it personal. Why is this important to your character? Envision how
    this connects to your background and motivations. Also, consider how
    you can leverage story themes which are interesting to you as the player.
  • Make it a problem that won’t go away on its own. The threats or forces
    at the heart of this situation will see it through, even if you ignore them.
  • Give it a ticking clock. The problem won’t wait for you. If you don’t act
    or encounter delays, things will get worse.
  • Make it universal. If you are playing with allies, make this a shared vow—
    important to each of you. This creates an opportunity to work together.
    If you are playing solo, make it a threat which impacts other people you
    care about.




196                         CHAPTER 7 | Gameplay in Depth
  • Up the stakes. Envision complications which make your inciting incident
    even more dire for you, your family, or your community.
  • Limit the scope. Unlike your background vow, this is a problem which
    you can (and must!) deal with now. In gameplay turns, you Swear an Iron
    Vow and mark it as a troublesome, dangerous, or formidable quest. If all
    goes well, it might be resolved in a session or two. If you don’t act, things
    will get worse.
These suggestions can apply to any vow, but are especially relevant for an
inciting incident. Even if the details are not clear to you, envision how the
problem can lend itself to a rich narrative full of drama, conflict, and surprises.


   A mysterious sickness has struck Cinderhome’s overseer. The village
   healer brewed draughts, but none offered any relief. The priest prayed,
   but the gods did not listen. The mystic performed divinations, but the
   shadows did not divulge their secrets.
   The overseer, your friend, is fading. Without help, she will surely die.
   To add a bit more drama and stakes, the families in your community
   are now at each other’s throats as they start to position their preferred
   candidate to take up the iron circlet. If the overseer dies, open conflict
   may break out. The community will be weakened and may not survive
   the coming winter.
   You pile on the stakes until it feels like an imperative. You must take
   on this quest.




IRONSWORN                                                                     197
SET THE SCENE
You have two options for starting play: You can begin with the normal world,
or in media res.

THE NORMAL WORLD
Envision a prologue involving your character which helps to flesh out who
you are and how you interact with your world. If you have allies, this is an
opportunity to roleplay your relationships and introduce your personality
and backgrounds. Your inciting incident can then serve as an event or threat
which you encounter in play during your first session.


   You want to spend a bit of time exploring your character and your
   world before you kick things off with your overseer’s sudden illness.
   Your village is celebrating the spring festival, and you are taking part
   in a boar hunting competition. You roleplay scenes and make moves
   as you interact with other hunters, track your quarry, and attempt to
   bring down a particularly large and vicious boar. When you return to
   the village, you learn that the overseer has fallen ill.


If you are having trouble coming up with your initial quest, you can use the
prologue to jump in and discover a dramatic situation through play. Ask
questions about the characters, your world, and the current situation. Draw
conclusions to those questions or Ask the Oracle. Look for opportunities in
the fiction to trigger a vow.

IN MEDIA RES
In media res is a Latin term meaning “in the middle of things.” You start
your story at a crucial point. Your inciting incident is happening now, or is
something you are fully aware of and must react to. The raiders are attacking.
The usurper claims the iron circlet. The marauding beast appears.
You can begin with a tense, action-oriented scene as you encounter the
problem. Or, you might frame a scene where you Swear an Iron Vow, letting
the result of that move trigger what happens next.


   You envision a scene in the longhouse as you visit your stricken
   overseer. She lies in bed, her features as pale as death, her breathing
   ragged. There are others here: The village healer, the overseer’s wife,
   and a rival who feigns concern. Ignoring them, you stride forward. You
   draw your sword...



198                         CHAPTER 7 | Gameplay in Depth
SWEAR AN IRON VOW
To set your quest in motion, as a response to the inciting incident, make this
move (page 98). But first, start with the fiction. Envision the scene. Describe
what you say and how you perform the ceremony. This is an important
moment for your character.
What was the result of your move?
  • Did you score a strong hit? Envision your first steps. Do you Undertake a
    Journey? Do you Compel someone into action? Play to see what happens
    next, and make moves as appropriate.
  • Did you score a weak hit? Your next steps are unclear. This may typically
    lead to new scenes and new moves. Perhaps you Gather Information
    (page 62) as you try to identify a path forward.
  • Did you score a miss? An unexpected danger or obstacle stands in your
    way. Envision what it is, or Ask the Oracle (page 107). Then, play to see
    what happens as you attempt to overcome this stumbling block.
For an inciting incident, give your new vow a rank of troublesome, dangerous,
or formidable.


   You envision the scene as you kneel before your overseer. You curl your
   hands tight around the iron blade of your sword—so tight that you
   open a cut in your palm. You pay the wound no mind. The blood fuels
   the promise. “I will see you healed,” you say. “I swear it.”
   You roll the dice. Because you have the Banner-Sworn asset and
   serve the overseer, you may reroll any dice. It’s a strong hit. A good
   omen. You write your vow on your character sheet and give it a rank of
   dangerous. Per the move outcome, “you are emboldened and it is clear
   what you must do next.” What do you know about this disease? What’s
   your likely path forward? Envision the answer, talk it out, or Ask the
   Oracle (page 107).


SHARING YOUR VOW WITH ALLIES
If you are playing with allies, only one of you will make the Swear an Iron Vow
move. Other players can make the Aid your Ally move (page 76) as a way
of representing their own commitment to this vow. If you share this quest
with your allies, each of you write the vow and any progress is marked by all
players.




IRONSWORN                                                                 199
NEXT STEPS
Depending on the result of your Swear an Iron Vow move, your character may
have a clear path forward, may have more questions than answers, or may
need to overcome an immediate obstacle or threat before they can undertake
their quest. You, as the player or GM, interpret what this result means. Not
sure where to begin? Ask the Oracle.


   You’ve sworn your vow and scored a strong hit, which means the next
   steps—from your character’s perspective—are clear. As the player you
   don’t know where to begin. Are there any clues to the source of the
   sickness? You Ask the Oracle by rolling on the Action and Theme tables
   (page 174).
   The oracle answers, “Leave” and “Trade.” What does it mean? Your
   first instinct is to interpret this answer as having something to do
   with a trade caravan. Perhaps one left your village on the same day the
   overseer fell ill? There must be a connection.
   With your immediate goal in sight, you can roleplay your preparations
   and Undertake a Journey (page 65) to set off after the caravan.



CREATING A QUEST OUTLINE
If you find it helpful, you can envision and write down the main narrative
steps in your quest. What journeys must you undertake? Which enemies will
oppose you? What information must be found? Who do you need help from?
Your outline should give you ideas for the scenes and challenges which can
be part of your quest, with each major step an opportunity to make the Reach
a Milestone move (page 100). However, you should consider it a sketchy,
unreliable plan at best. It is like an ancient map with “here there be monsters”
written in blank spaces.
If you are a GM and have some ideas for challenges and events in the quest,
make note of them. However, don’t get locked into a specific path which
must be followed. Whether you are a GM or a player, leave yourself open to
surprises, new ideas, input from others at your table, and the whims of fate. Be
prepared to toss even the mostly loosely defined plan out the window.
Put simply, play to see what happens.




200                         CHAPTER 7 | Gameplay in Depth
  You consider the steps you’ll take to Fulfill Your Vow. You need to find
  the caravan, identify the cause of the illness, locate a cure, and return
  back to Cinderhome to heal the Overseer. You write the milestones
  down.
  In your outline, you include a note about a healer in the Tanglewood
  forest. You like the idea of a woodland adventure and a mysterious
  old herbalist who may want something in exchange for a cure. Your
  story might not lead in that direction, but it gives you an interesting
  potential narrative checkpoint.
  That’s four milestones, which is about right for a dangerous quest (two
  progress per milestone). But, these may change depending on where
  the story takes you. At the moment, much is unknown.


          Save the Overseer
         1) Find the trade caravan
         2) Discover what caused the sickness
         3) Find a cure
             (get help from the herbalist who
                lives deep in the Tanglewood ? )
         4) Return home and deliver the cure




201                       CHAPTER 7 | Gameplay in Depth
 IRONSWORN                                           201
CAMPAIGN SETUP SUMMARY
      Create your character (page 193). Envision your character.
 1    Choose your name, set your stats, and select your assets. Refer to
      chapter 2 (page 31) for details. If you prefer, you can start by
      creating your world (below).

      Create your world (page 194). If you are playing in the
 2    Ironlands, refer to chapter 4 (page 111) and the ‘Your Truths’
      exercise (page 122). Otherwise, establish the basic truths of your
      own world. Envision where your story will begin and mark it on
      your map.

      Create your background bonds (page 195). Mark up to three
 3    bonds to represent your connections to home, friends, family,
      or other loyalties. Make note of these bonds, and mark a tick for
      each.

      Write your background vow (page 195). Create a sworn quest
 4    as backstory for your character. Write down this vow and give it a
      rank of extreme or epic. You don’t need to make the Swear an Iron
      Vow move for this quest.


      Envision your inciting incident (page 196). Come up with the
 5    problem that drives your character into action.



      Set the Scene (page 198). Decide whether you want to start with
 6    a prologue (the normal world), or in the midst of the problem (in
      media res). Envision the scene and begin play.



      Swear an Iron Vow (page 199). Make the move and write down
 7    your vow. Give it a rank of troublesome, dangerous, or formidable.


      Take your next steps (page 200). Based on the outcome of your
 8    Swear an Iron Vow move, envision what you do or what happens
      next. If you like, you may outline the milestones of your adventure.
      Then, play to see what happens.



202                     CHAPTER 7 | Gameplay in Depth
THE MECHANICS AND THE
FICTION
Ironsworn is a game. As such, it uses various mechanics to resolve situations
and challenges. You make moves and roll dice. Your character uses stats, tracks,
and assets as a representation of their abilities and readiness. The outcome of
a move may have a mechanical impact, such as increasing your momentum
track or reducing your health track. Managing your resources and making
decisions based on a desired mechanical result is part of the challenge and
fun of the game.
The fiction helps you define and understand your setting and your character.
It guides your character’s background, personality, and motivations. It
provides a framework for the situations you face, the world you inhabit, and
the people and creatures you encounter. As you play, you take actions through
the imagined perspective of your character. The fiction helps inform what
happens next.


   The intersection of fiction and mechanics is what makes the
   roleplaying experience vibrant and compelling. Think of the
   mechanics as your needle and the fiction as your thread. Using them
   both, you will weave the tapestry of your Ironsworn story.



LEADING AND FOLLOWING WITH THE
FICTION
Without story, the game is an exercise in rolling dice. Without mechanics,
your story lacks choices, consequences and surprises. An ideal session of
Ironsworn leverages both the mechanics and the fiction, but leads and follows
with the fiction.
What does that mean? Consider the fiction as the bookends to your moves.
You start by picturing the situation. What is happening? What are you trying
to do? How are you doing it? What opposes you? What complications might
you face? If you are playing solo, envision it. If you are playing co-op, talk it
out. If you are the GM, set the scene for your players and work with them to
clarify any details.




IRONSWORN                                                                  203
Does the fiction trigger a move? If so, make it. Roll the dice. Deal with the
mechanical outcome within the context of the current situation. If one of your
status tracks—health, spirit, supply, or momentum—is adjusted as a result of
a move, envision how this looks in the fiction. Don’t just move the numbers
around. Picture what it means for your character’s readiness and well-being.
Then, translate the result of your move back to the fiction. How does the
situation change? What happens next?



       FICTION                  MECHANICS                   FICTION
     Envision the             Make the move                Apply the
  situation and your          and resolve the            outcome to the
         intent.                outcome.                current situation.




FINDING YOUR BALANCE
The level of emphasis you give to the fiction varies by the situation and the
desired pace of play. You can explore entire scenes—such as interactions
with your allies and other characters—entirely through the fiction without
engaging in moves. Other times, you may quickly gloss over the fiction to
get on with things. That’s fine. Use the mechanics of moves to portray the
inherent drama and uncertainty of character intent and obstacles, but always
look for opportunities to add texture and vibrancy to your world through the
fiction.


   You envision a quick scene as you return home and gather your gear.
   There’s no move triggered here. You pack your supplies and don your
   armor. The mail shirt is heavier than you remember, as if weighed
   down by dark memories.
   You stand at the door for a moment. Your hand rests on the hilt of your
   sword. “A blade never bloodied is a waste of iron,” your mother once
   told you. You remember her words now, and say a quick prayer that
   your sword will not be drawn. It has seen enough blood.
   Time is short. You must begin your quest.



204                         CHAPTER 7 | Gameplay in Depth
FICTIONAL FRAMING
Ironsworn does not emphasize situational mechanics. Instead, the details are
often abstracted within your moves and are reliant on fictional framing.
Think of it like moving a chess piece. Is it a pawn or a queen? What square is
it on? What other pieces are on the board? What is the state of the game? All
of these considerations impact the move you make and what happens next.
There are rules. You can’t simply decide to move a pawn three spaces or sweep
the enemy pieces off the board.
Gameplay within Ironsworn is much less constrained than in chess, but is still
framed by the rules of your narrative reality. Your actions and the events in
your story need to make sense for the characters, the setting, and the fiction
you have established through play. Your character’s background, skills, beliefs,
goals, and equipment all contribute to the actions you can take and how you
envision those actions—even when those elements aren’t defined by a stat or
asset. NPCs don’t have detailed mechanical attributes, but are portrayed as
appropriate to the characteristics and intent you’ve established through play.
Fictional framing is your polestar. It helps create a character, a world, and
situations which feel authentic and consequential.
How does fictional framing impact play?
  • It adds texture to your story. Adding detail enriches your narrative,
    creates opportunities for new challenges and quests, and helps you
    visualize your character and your world.
  • It determines the moves you cannot make. If you are not properly
    equipped or positioned to make a move, you can’t do it. Without a very
    strong incentive, you can’t Compel a hated enemy to help you.
  • It determines the moves you must make, or those you can avoid. If you
    are unarmed and want to Strike a spear-wielding foe, you should Face
    Danger or Secure an Advantage to get in close. If you need information
    from someone and already have their trust and cooperation, you won’t
    need to Compel them before you can Gather Information.
  • It guides the outcomes of your moves. Look to the fiction when you
    have a question about the outcome of a move, especially when you Pay
    the Price. Do you suffer a mechanical result such as harm? Do you face
    a new narrative complication? If in doubt, Ask the Oracle and apply the
    context of your fictional framing to interpret the answer.
  • It helps determine the rank of your challenges. The rank you give
    to your quests, journeys, and fights is influenced by the scope of the
    challenge within the fiction.


IRONSWORN                                                                 205
For example, imagine you are caught within a snow storm while traveling.
Winter in the Ironlands can be brutal. How does this storm and your
character’s readiness impact your story? Establishing facts through your
fiction, whether as an outcome of a move or simply as a narrative flourish,
helps frame the challenges you face.


  The narrative texture          If you encounter a harsh winter
  of your story.                 storm in your travels, the driving
                                 snow and biting wind adds evocative
                                 details to your journey.



  The moves you                  If you are exiled from a community,
  cannot make.                   you can’t Sojourn there to seek
                                 shelter from the storm.



  The moves you must             If you are caught in the storm without
  make (or can avoid).           a heavy cloak and furs, you’ll need to
                                 Face Danger to withstand the brutal
                                 cold.



  The outcome of your            If you score a miss as you Face Danger
  moves.                         to endure against the storm, you will
                                 likely suffer harm, stress, or a loss of
                                 supply. Or, perhaps you encounter a
                                 threat even greater than the storm.



  The rank of your               The frostbound emerges from
  challenges.                    the blinding snow, its dead eyes
                                 flaring with a cold light. You grip
                                 your sword, your hands shaking
                                 and numb, and Enter the Fray. You
                                 decide the frostbound would be
                                 mystically empowered by the winter
                                 storm, so you set its rank one higher.
                                 This makes it an extreme foe.




206                        CHAPTER 7 | Gameplay in Depth
In co-op and guided modes, you collaborate to create a shared understanding
of the current situation. If something is unclear or at odds with the
assumptions of another player, take a moment to talk it out until everyone
has a clear picture of the situation. When playing solo, you are the arbiter of
this fictional reality. Either way, find opportunities to increase the stakes and
introduce dramatic new challenges and conflicts. Bend the fiction, but don’t
break it. Push your characters. Subvert your expectations.


   You must set off in pursuit of the trade caravan, but traveling on foot
   doesn’t make sense within the established fiction. They have a lead of
   more than a day. Catching up with them requires a horse.
   The characteristics of a horse aren’t defined within the Ironsworn rules.
   We’re not concerned with how much a horse costs, its travel distance
   per day, how fast it can run, or how much it eats. The Horse companion
   would give Saskia a mechanical bonus in some situations, but you don’t
   have that asset as part of your character.
   The function of a horse, then, is to add narrative texture to your travels
   and influence the moves you can make and their outcome. For now,
   traveling on horseback gives you the fictional framing you need to
   Undertake a Journey in pursuit of the trade caravan.
   Does Saskia own a riding horse? You decide to Ask the Oracle, and give
   it 50/50 odds.
   “No,” the oracle answers. So, where do you go from here?
   It’s reasonable to assume the overseer’s wife would lend you a horse.
   This is part of the fictional framing you have established through your
   campaign setup and initial play. You are attempting to help the overseer,
   who is a friend. You have sworn an iron vow to do so. Borrowing a
   horse from her wife doesn’t sound like a situation which is uncertain
   or risky, and thus wouldn’t require a Compel move.
   You envision this horse, one of the overseer’s mares. It has a buckskin-
   colored hide and a black mane. You give it a name, Nakata, and write
   it down.
   To flesh out a bit of detail for this animal, you roll on the Character
   Descriptor table, and the oracle responds, “Wary.” You make note of
   that as well. This horse will be skittish. If you find yourself in a perilous
   situation, you may need to Face Danger to control it. A horse can also
   be injured or killed as part of the narrative outcome of a failed move.
   For now, you’ve got your horse. Time to go.



IRONSWORN                                                                     207
REPRESENTING DIFFICULTY
You might be familiar with roleplaying games that give various tasks a
difficulty rating or modifier. The flexibility to make each toss of the dice
contextual, to adjust the chance to succeed based on the situation, creates an
experience which helps simulate your imagined reality.
However, the Ironsworn rules do not utilize fine-grained mechanics for the
difficulty of a particular challenge or the abilities a foe can bring to bear.
Instead, the requirements to overcome challenges in your world are primarily
represented through your fictional framing.

FROM HELL’S HEART, I STAB AT THEE
A leviathan is an ancient sea beast (page 154). It’s tough to kill because of its
epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical
characteristics. If we look to the fiction of the leviathan’s, description, we see
“flesh as tough as iron.” But, rolling a Strike against a leviathan is the same as
against a common thug. In either case, it’s your action die, plus your stat and
adds compared to the challenge dice. Your chances to score a strong hit, weak
hit, or miss are the same.
So how do you give the leviathan its due as a terrifying, seemingly invulnerable
foe? You do it through the fiction.
If you have sworn a vow to defeat a leviathan, are you armed with a suitable
weapon? Punching it won’t work. Even a deadly weapon such as a spear would
barely get its attention. Perhaps you undertook a quest to find the Abyssal
Harpoon, an artifact from the Old World, carved from the bones of a long-
dead sea god. This mythic weapon gives you the fictional framing you need
to confront the monster, and finding it can count as a milestone on your vow
to destroy this beast.
Even with your weapon at the ready, can you overcome your fears as you stand
on the prow of your boat, the water surging beneath you, the gaping maw of
the beast just below the surface? Face Danger with +heart to find out.
The outcome of your move will incorporate the leviathan’s devastating power.
Did you score a miss? The beast smashes your boat to kindling. It tries to
drag you into the depths. Want to Face Danger by swimming away? You can’t
outswim a leviathan. You’ll have to try something else.
Remember the concepts behind fictional framing. Your readiness and the
nature of your challenge may force you to overcome greater dangers and make
additional moves. Once you’ve rolled the dice, your fictional framing provides
context for the outcome of those moves.




208                          CHAPTER 7 | Gameplay in Depth
ADJUSTING CHALLENGE RANKS
When you Undertake a Journey, Enter the Fray, or Swear an Iron Vow, consider
the fictional framing as you set the rank of the challenge. For example:
  • Does your voyage to the leviathan’s hunting ground take you over rough
    seas and near mist-shrouded rocks? That sounds like it’s worth notching
    up the rank when you Undertake a Journey.
  • Have you negotiated with a clan overseer to gain the aid of his fleet?
    When you Enter the Fray against the leviathan alongside these NPCs, you
    can reasonably reduce its rank by a step or two. This alliance might also
    allow you to Reach a Milestone and mark progress on your quest.
The rank can reflect your desired pace of play. Adjust the fiction and set the
rank as appropriate to the amount of focus you want to give this challenge in
your story. But, don’t go easy on your character. Prevailing or failing against
overwhelming odds is the stuff of great stories. Be epic. Or die trying.




IRONSWORN                                                                209
ZOOMING IN AND OUT
As the writer, director, and editor of your story (or collaborating as such with
others at your table), you have control over how you manage scenes within the
visualized fictional space you create.
Imagine you are in a desperate battle. Your opponent is one of the firstborn,
a giant, wielding a brutal-looking axe. He’s an outcast of his own clan, and is
warring against the Ironlanders. He’s nine feet tall. Scary as hell.
You fight with a spear and shield. You Face Danger, ducking under a wild
swing of the axe. A strong hit. You have initiative. Next, you Strike, lunging
with the spear, and roll a weak hit. You slam the spear into the giant’s leg.
That’s 2 harm. Mark the progress. Unfortunately, your foe has the initiative.
What happens next?
Imagine time frozen. Picture the scene. Morning mist hangs above the ground.
The sun is low, casting long shadows. Specks of blood are suspended in the air.
Your expression is a mix of determination and fear as your eyes focus on the
point of the spear, embedded in the giant’s massive leg. He is reacting to the
hit, head back, mouth agape. His massive axe is held high.
This is a moment of high drama. Linger on it for a moment. Imagine what the
giant does next. Does he attack with the axe? Does he kick at you? Does he try
to grab your spear and snap it in half? Look to the fiction. If you’re unsure, or
want to leave it open to fate, Ask the Oracle.
Time moves again. The frantic battle continues. The giant acts. You react. Roll
for it, and interpret the result. Remember: It’s fiction first, then the move, then
back to the fiction as you resolve the outcome. If it’s interesting, supports your
fictional framing, and compounds the tension, make it happen.
Even in a situation where seconds count, such as combat, you can shift the
focus and flow of time. A Strike might be a single, decisive blow. Or, it might
represent a flurry of attacks and blocks leading to a pivotal moment. Don’t
treat a fight as a series of discrete rounds. Mix it up. There’s even a special
move for combat, Battle (page 84), which lets you zoom out and abstract an
entire engagement in a single roll.
Later, after you’ve defeated the giant, you continue on your quest. You’re
making your way into the mountains. You roll to Undertake a Journey and
score a weak hit. You imagine it as a montage. You are moving from dense
forest into jagged hills. You rest only once, pausing to eat alongside the banks
of a surging river. Your eyes are narrowed and your expression wearied as you
scan the difficult terrain ahead.




210                          CHAPTER 7 | Gameplay in Depth
Time is compressed. An entire day passes. If your roll had failed, something
went wrong. What happened? Find out, then slow down and zoom in if
appropriate.
This is the ebb and flow of play. Time is fluid. The moves help dictate this
flow, but you also have control. If it’s interesting to you, if it impacts your
story, focus on it. If not, abstract it.


   You set off on your quest. You envision looking back one last time at
   your village, muttering a prayer to the old gods to keep the overseer
   alive until you return.
   You make the Undertake a Journey move, giving your journey a rank
   of dangerous, and roll a strong hit. You mark progress, and take the
   option to preserve your supply. You zoom out to envision a good first
   day of travel. You head south along the trade road, which is little more
   than a muddy path meandering through the low hills. The weather is
   fair. You catch a nice fat rabbit for dinner.
   You Ask the Oracle for guidance on your first waypoint by rolling on
   the Location (page 176) and Location Descriptor (page 177) tables.
   The oracle answers, “Mystic site” and “Beautiful.”
   You interpret this answer as a set of standing stones the locals call ‘The
   Three Maidens’. Looking for a bit more detail, you roll on the Action
   and Theme tables. The oracle responds, “Communicate Dreams.”
   That night, as you sleep, three spectral women appear and speak to you
   urgently in a language you don’t understand. Do these spirits offer a
   blessing or a curse? You make note of this enigmatic vision. It could be
   an interesting narrative hook to explore later.
   You Undertake a Journey three more times, rolling hits and marking
   progress. You mostly stay zoomed out, picturing Saskia keeping a
   resolute pace in pursuit of the caravan. Then, you Make Camp, but
   score a miss. You envision a troubled and anxious night, plagued by
   bad dreams, and Endure Stress.
   On the next segment of your journey, you also score a miss. Per the
   move, you are “waylaid by a perilous event.” Your roll is a match, which
   means you have an opportunity to introduce a dramatic twist.
   It’s time to zoom in...




IRONSWORN                                                                   211
MANAGING YOUR QUESTS
Sworn quests are the narrative engine of your Ironsworn adventures. When
you start your campaign, your character has two vows: Your background vow
(page 195), and a vow triggered by an inciting incident (page 196).
Making progress in these quests requires you to face and surmount obstacles.
You will undertake perilous journeys, uncover information, gain the support
of NPCs, recover important items, and defeat powerful foes. Your character
will struggle to overcome their own limitations and find their preconceptions
and loyalties challenged.
Putting these obstacles in your path isn’t just for dramatic purposes. Succeeding
against these trials, finding your way forward, enables you to reach milestones
and mark progress on your quests.


   In the fiction, an iron vow is a significant, deeply held promise. If a
   situation is not dramatic and relevant to your character’s goals and
   principles, it’s probably not worthy of a vow. It might be a milestone
   for a quest, or simply a narrative diversion as an opportunity for
   roleplaying or worldbuilding.

   If you want to take on an Ironsworn quest, but the problem in
   front of you doesn’t seem meaningful enough, punch it up. Give it
   context. Up the stakes.




212                          CHAPTER 7 | Gameplay in Depth
REACHING MILESTONES
Imagine your Ironsworn quest as a path of stones leading across the water.
Each stone marks a major step forward—a milestone—triggering the Reach
a Milestone move.
You might plan some of your quest milestones in advance (page 200). Others
will emerge naturally from the fiction. The outcome of your moves or creative
prompts may send your quest in unexpected directions, leading to new
milestones and perhaps even new vows.


                                            Swear an
                                            Iron Vow
           YOUR QUEST



          Each major step
          forward triggers
              the Reach a
          Milestone move.




                                                        Fulfill
                                                        Your Vow




IRONSWORN                                                               213
WHAT’S WORTHY OF A MILESTONE?
The text of the Reach a Milestone move states:


    When you make significant progress in your quest by overcoming
    a critical obstacle, completing a perilous journey, solving a complex
    mystery, defeating a powerful threat, gaining critical support, or
    acquiring a crucial item, you may mark progress.


The pace of your quest will be largely defined by what you decide is “significant
progress.” A milestone should accomplish two things:
  • It should relate directly to your quest. A milestone should be meaningful
    to your character and your vow. An unrelated challenge which you deal
    with as you undertake your quest is probably not a milestone.
  • It should represent a turning point or major step forward in your quest.
    Achieving a milestone requires effort and sacrifice for your character. A
    minor discovery or easy success is probably not a milestone, especially
    for a higher ranked quest. Not every step you take is a milestone.

MARKING PROGRESS
Your vows utilize a standard progress track (page 14) to measure how far you
have come in your quest. This progress track is a mechanical representation
of the likelihood of being successful when you Fulfill Your Vow (page 101).
More filled boxes means a better chance of a hit on that move. The progress
track also shows how much story potential you have fulfilled in your quest.
Higher ranked vows require more focus in your story and more effort and
sacrifice for your character.
When you Reach a Milestone (page 100), mark progress per the rank of your
vow.
  • Troublesome quest: Mark 3 progress.
  • Dangerous quest: Mark 2 progress.
  • Formidable quest: Mark 1 progress.
  • Extreme quest: Mark 2 ticks.
  • Epic quest: Mark 1 tick.




214                          CHAPTER 7 | Gameplay in Depth
 You’ve scored a miss for Saskia on Undertake a Journey, and the move
 outcome says you are “waylaid by a perilous event.” Plus, you’ve rolled
 a match, which gives you an opportunity to introduce an unexpected
 complication or twist.
 You Ask the Oracle for guidance, rolling on the Action and Theme
 tables (page 174). The oracle answers, “Surrender vow.”
 You consider the meaning of this response. “Surrender” makes you
 think of someone ambushing you and demanding your surrender.
 But what about “vow”? You currently have two vows: “Defeat the Red
 Moon Clan” and “Save the Overseer.” What if this is an opportunity to
 tie them together as a way to fulfill the match you’ve rolled?
 Perhaps you stumble across Blood Moon clan raiders, war-kin from
 your former life, and they have something to do with the plot against
 the overseeer.
 You set the scene. A band of raiders step out from the woods alongside
 the trail, blocking your path. They have spears and bows at the ready.
 You envision Saskia spotting their distinctive painted shields. Her
 breath catches in her throat.
 But, you have no interest in parlaying with these raiders. You step down
 from your horse. You walk toward them, hands raised. You Secure an
 Advantage by feigning compliance, putting them at ease, and roll a
 strong hit. The archers relax their aim.
 You Ask the Oracle: “Do any of them recognize me?” You were the clan
 leader’s daughter and were well known. You set the odds as likely.
 “No,” the oracle answers.
 Good. They are younger raiders. Inexperienced. Left here for some
 mundane task. Perhaps they are serving as some sort of rear guard to
 watch for anyone who might go after the trade caravan.
 An idea occurs to you. You want to weave together these seemingly
 unconnected narrative threads. You have eight progress marked on
 your journey. Perhaps catching up with the trade caravan doesn’t need
 to be your destination. What if the answers you need are right here?
 You make the Reach Your Destination move and score a strong hit. This
 perilous journey is at an end. You Reach a Milestone and mark progress.
 Back to the scene, you envision Saskia moving closer to the raiders,
 then drawing her sword in a flash. You Enter the Fray...



IRONSWORN                                                              215
UNDERTAKING NEW QUESTS
In the midst of a quest, you will encounter situations which introduce
opportunities for additional vows. These new vows may be related to existing
quests, or they can spring from unconnected problems.

SECONDARY QUESTS
As you undertake a quest, you may make a promise or work to overcome an
obstacle which is worthy of its own vow. Imagine this as a gap in your path,
bridged by a set of milestones. This shorter path is your secondary quest. You
will Swear an Iron Vow, give it a rank, and mark progress as you work to
resolve this new vow.
You won’t mark progress on your main quest until you Fulfill Your Vow on the
secondary quest. When the two paths converge, when your secondary quest is
complete, you can Reach a Milestone on your main quest and continue along
your path.
When is an obstacle its own quest instead of just a milestone? Look to the
fiction. Is it a significant, self-contained challenge? Is it meaningful to your
character? Does it create opportunities for new drama and conflict? If so, it’s
probably worthy of a vow.




                                              Swear an Iron Vow
       MAIN                                   and begin your
      QUEST                                   secondary quest.


                                                        SECONDARY
                                                        QUEST




                                                      As you Fulfill
                                                      Your Vow on your
                                                      secondary quest, you
                                                      can Reach a Milestone
                                                      on the main quest.




216                         CHAPTER 7 | Gameplay in Depth
 You defeat the raiders, but it’s a hard-won victory. You are wounded and
 your shield was shattered. Luckily, you are able to interrogate one of the
 surviving raiders. You play out the scene as you Gather Information to
 learn how the Blood Moon clan is involved in the overseer’s illness.
 Through a hit on that move and some questions to the oracle, you
 discover the raiders are indeed at the heart of this problem. An assassin
 traveling with the trade caravan is poisoning the leaders of Ironlander
 villages. The resulting strife will weaken those villages and make them
 ripe for the picking. Come winter, the raiders will sweep across this
 region like a dark tide.
 You also learn the nature of the poison. It is extracted from a rare plant
 found only in the heart of the Deep Wilds. Your mother’s schemes have
 grown more elaborate since you last fought beside her.
 These discoveries are worth another milestone. You Reach a Milestone
 and mark progress. This gives you a total of four progress on your
 dangerous vow.
 What next? You look back at your quest outline and are reminded of
 your story prompt: “Get help from the herbalist who lives deep in the
 Tanglewood.” Seeking out a reclusive herbalist—who can hopefully
 provide an antidote for the poison—sounds like a good fit for the story.
 You decide to gloss over the expedition into the Tanglewood and forgo
 the Undertake a Journey move. You’ll just put the forest nearby for the
 purposes of your narrative. You’re familiar with this herbalist, you
 decide, because she occasionally visits your village to trade.
 You roleplay a scene as you arrive at her ramshackle hut and try to
 convince her to concoct an antidote for the poison. You envision her as
 a cantankerous, eccentric woman, unconcerned with your quest. You
 try to Compel her. Unfortunately, you score a miss. Not willing to let
 your narrative hit a dead end, you decide she will—per the move—
 “make a demand which costs you greatly” Being forced to commit to
 a secondary quest sounds about right. For good measure, you Pay the
 Price and suffer -2 momentum to reflect the lost time.
 “A nest of harrow spiders is scuttling about,” she says. “Kill the brood
 mother, and bring me her fangs. I’ll need them for the antidote anyway.”
 She hands you an iron coin. “Swear it, or be gone. Your choice.”
 You Swear an Iron Vow. There is work to be done...




IRONSWORN                                                                217
UNRELATED QUESTS
You may encounter situations—unrelated to your current vows—which your
character is driven to set right. This may happen organically through the
fiction, via oracle prompts, or as introduced by your GM in guided play.
If you ever find yourself without a vow, are having difficulty envisioning the
next steps in a current quest, or you want to explore a new narrative, make
something happen. Introduce a problem. You can use quest starters in this
book, or Ask the Oracle and interpret the answer.
Several moves explicitly provide opportunities to undertake new quests as
part of their outcomes. For example, if you Sojourn and choose the option
to take a quest, you can introduce a trouble which this community is facing.
Or, when you Forge a Bond or Compel and roll a weak hit, the NPC demands
something of you. If appropriate to the fiction, this demand may require a
sworn vow.




                                                      Swear an
                                                      Iron Vow



       QUEST A                                      QUEST B




                                                          Fulfill or
                                                          Forsake
                                                          Your Vow




218                         CHAPTER 7 | Gameplay in Depth
DELAYED QUESTS
A quest may require you to gain something from an NPC. It might be
information, an item, or aid of some other sort. However, as the outcome of
a move or through the fiction, an NPC might have their own demands. They
may even want you to Swear an Iron Vow as your promise to see it done.
If you do so, and the NPC is satisfied with the promise itself (for now), you
can continue on your current quest. You will deal with this new vow later. If
the aid of the NPC is a significant step forward on your current quest, you
should Reach a Milestone.
Keep in mind that swearing an iron vow is a sacred promise. NPCs,
particularly powerful ones, will hold you to it. Ignoring it means you Forsake
Your Vow, which should have dramatic implications within your narrative.
You’ve made an enemy, or ruined your reputation. How will others take your
vows seriously in the future? How will you?




         CURRENT
           QUEST


                                 You Swear an Iron Vow as a
                                 commitment to undertake a
                                 new quest, allowing you to
                                 Reach a Milestone on your
                                 current quest.



                                 Fulfill or Forsake Your Vow
                                 to resolve your current quest.



                                                          DELAYED
                                                          QUEST
                 Now you can
                  devote your
             attention to your
                delayed quest.




IRONSWORN                                                                219
INTERSECTING QUESTS
If you have undertaken two related quests, you may encounter a situation
where a milestone allows you to mark progress on both vows at once. However,
this should be a rare event. The two quests are not overlapping paths, with
every step a milestone for each. Instead, imagine these paths intersecting at
key moments.




                            A significant success
                           or step forward might
                             allow you to Reach
   QUEST A                  a Milestone for both              QUEST B
                                   quests.




220                        CHAPTER 7 | Gameplay in Depth
FULFILLING YOUR VOW
The fiction driving your quest and the mechanical progress represented by
your progress track converges in the decisive moment when you believe your
quest is at an end. This is when you make the Fulfill Your Vow move (page
101).
Managing your mechanical progress and the fiction to reach this moment
requires a bit of stagecraft. It’s the end of the third act. Your actors need to be
in position. Your sets and props need to be in place. The lights come up for
the final scene...
Progress tracks can help you set the pace. If your progress track is filling up
well ahead of your story, slow down the pace and focus on key objectives and
turning points as milestones. If you find your story moving to a resolution
well ahead of your progress track, envision some complications or twists
which alter your path and create new opportunities for milestones.
However, keep in mind it’s not necessary to fill your vow’s progress track
before you Fulfill Your Vow. Has the fiction led you to a moment when your
quest seems complete, but your progress track is not even half full? Go with it.
A weak hit or miss on the Fulfill Your Vow move can create interesting stories
and reveal opportunities for new vows.


   Playing as Saskia, you have killed the harrow spiders at the behest of the
   herbalist. You Fulfill Your Vow for the “Kill the Brood Mother” quest.
   This also allows you to Reach a Milestone on your “Save the Overseer”
   quest as the herbalist concocts an antidote.
   You Undertake a Journey back to Cinderhome. Since this is a return
   trip, and you don’t want to give it much story focus, you set it as merely
   troublesome. You are waylaid by a tense encounter with a protective
   ash bear and her cub, but eventually Reach Your Destination. This final
   journey also serves as a milestone on your quest. You now have eight
   boxes marked on your progress track.
   You envision the scene as you rush to the overseer’s bedside. She is as
   pale as death, her breathing so shallow it can barely be detected. Are
   you too late? Was this all for nothing? You make the Fulfill Your Vow
   move to find out.
   You roll the challenge dice. It’s a strong hit. You envision the overseer
   slowly improving. The color returns to her face. After a time, she wakes.
   Your vow is fulfilled. You earn 2 experience for the dangerous quest,
   and 1 bonus experience because of your Banner-Sworn asset.



IRONSWORN                                                                     221
FORGING NEW BONDS
As you pursue your quests, the relationships you form and the hardships
you endure with other characters can be given fictional and mechanical
significance through the Forge a Bond move (page 74).
A new bond can be a natural outcome of a successful quest. When you
successfully Fulfill Your Vow in service to a person or community, you may
reroll any dice if you Forge a Bond with them.


   You envision the overseer’s wife cutting a braid from her hair and
   giving it to Saskia, a token of appreciation and respect. You kneel, and
   apologize that you have nothing to give but your continued service to
   Cinderhome and the overseer.
   You make the Forge a Bond move, and roll a miss. Luckily, your
   successful quest lets you reroll any dice. You roll again, score a strong
   hit, and mark the bond on your character sheet.



ADVANCING YOUR CHARACTER
When you successfully Fulfill Your Vow, you earn experience points. This
experience is spent to purchase or upgrade assets through the Advance move
(page 103).


    When you focus on your skills, receive training, find inspiration,
    earn a reward, or gain a companion, you may spend 3 experience
    to add a new asset, or 2 experience to upgrade an asset.


You can spend your experience points when they are earned, or save them up
for future use. Either way, you should look to the fiction to give context and
justification for your new abilities. You can guide your story toward an asset
you would like to purchase or upgrade, or let your selection of assets flow
naturally from your character’s goals and the situations you encounter.
Assets can even serve as the focus of a new vow, giving you a tangible objective
or reward for undertaking a quest. If you Swear an Iron Vow to become a skilled
Swordmaster, you can make progress in that quest by seeking out training,
demonstrating your prowess, and commissioning the crafting of a fine blade.
When you Fulfill Your Vow and spend experience on the Swordmaster asset,
it will be a satisfying and rewarding resolution of your quest.




222                         CHAPTER 7 | Gameplay in Depth
Some more examples of connecting assets to your story and vows:
  • You Swear an Iron Vow to guard a trading caravan. The trader promises
    you a fine set of armor in payment. When you Fulfill Your Vow, you take
    your reward and are Ironclad.
  • You find an abandoned village in your travels and discover a forgotten,
    malnourished Hound. You nurse it back to health and it becomes a loyal
    companion.
  • Each night at camp, you spar with your ally. When you Advance, you
    upgrade your Skirmisher asset.
  • You travel far in your quest, through deep woodland and over high hills,
    and become a Wayfinder.
  • After you Face Death, you return to the world to find a Raven perched in
    a branch above you. It looks at you with knowing eyes.
  • You witness a priest perform a miracle, and become a Devotant.
  • You paint your family’s emblem on your shield, singing the songs of your
    ancestors, and add a new Shield-Bearer ability.
  • You defeat a powerful warrior in ritual combat, and word spreads of your
    skill as a Duelist.
  • You have reoccurring dreams of flying high above the Ironlands, seeing
    the world through the sharp eyes of your hawk companion. These dreams
    grant you the insight to upgrade your Totem ritual.
  • You swear to recover your family’s ancestral sword from a notorious
    raider. When you do, you are Blade-Bound.
  • You were maimed in battle, but choose to persevere as one of the Battle-
    Scarred.
  • You have witnessed death and brought it upon others. You have stood
    at the edge of the shadow lands and seen what lies beyond. This dark
    knowledge allows you to perform the Communion ritual.
  • You swear loyalty to an ambitious overseer, and become Banner-Sworn.
  • You vow to become a master of the mystic arts, and undertake a quest to
    train under an elder mystic. When you complete your training, you are
    a Ritualist.
Envisioning how your new abilities connect to your sworn quests and
experiences gives them additional significance and context. They will be a
reminder of the paths taken and not taken, the challenges overcome, and the
bonds formed.


IRONSWORN                                                              223
 You earned 3 experience on your quest to save the overseer, enough to
 purchase a new asset. You Advance, and buy a Horse companion. You
 envision the overseer and her wife giving you Nakata, the horse who
 saw you through your perilous journeys.
 Nakata will serve you well. You would like to go back to your simple life
 as a farmer, but the raider’s plot must be stopped.
 It’s time to face your past.




224                        CHAPTER 7 | Gameplay in Depth
              QUEST FLOW CHART

                      Swear an Iron Vow



               Envision your next steps and the
                     challenges you face.
                  Play to see what happens.



                 You face a crucial challenge
                related to your quest. Do you
                         overcome it?


                     YES            NO



       Reach a Milestone and         Will this quest
          mark progress.              continue?         YES



                                          NO




        Is your vow ready            Forsake Your
  NO      to be fulfilled?               Vow



               YES




         Fulfill Your Vow         When you’re ready, Advance to
            and mark              spend your experience on new
           experience.                and upgraded assets.




IRONSWORN                                                     225
PRINCIPLES
These principles are your guideposts for managing your Ironsworn sessions.
Much of this is redundant to the best practices discussed elsewhere in this
rulebook. They are collected here to summarize core techniques, but you can
adjust to your liking. It’s your game. Start here, and find the path that leads
you to awesome stories.

GENERAL PRINCIPLES
SWEAR IRON VOWS, AND SEE THEM FULFILLED OR
FORSAKEN
Your sworn vows are the narrative framework of your Ironsworn stories. You
will introduce an urgent problem or personal quest, Swear an Iron Vow to set
things right, and play to see what happens. As you pursue your quest, you may
encounter situations which take your vow in surprising directions or inspire
new vows.

PORTRAY A HEROIC CHARACTER IN A HARSH LAND
The default tone of Ironsworn is heroic but grounded. Your character is
exceptional, but you aren’t a superhero or mythic figure. Add depth to your
character by portraying them as a complete and imperfect person. You are
flesh and blood. You will fail. You will get hurt. You will make mistakes.
You will lose faith. You will act against your better instincts. Make decisions
through the flawed perspective of this character.
You will also paint your world in shades of gray. The weather is hostile. Terrors
lurk in dark nights and deep forests. Too often, Ironlanders fight and scheme
amongst themselves instead of standing together against greater threats. But,
there is beauty here. There is love and kinship. The people persevere.
Most of all, there is hope. The act of swearing a vow is an expression of that
hope. Seeing it through—no matter the cost—is what makes you a hero.

BEGIN AND END WITH THE FICTION
Set every scene and action within the fiction. What is happening? What are
you doing? What does it look like? If a move is triggered, make it. Then, look
to the fiction to resolve the move and decide what happens next. Keep things
moving forward, bookending the mechanics of your moves with the fiction.
Ironsworn rules, moves, and assets often use the term “envision.” This word is
your reminder to visualize the scene or the action. Don’t rush through your
moves with a focus on the mechanical outcomes. Let your story breathe. Go


226                          CHAPTER 7 | Gameplay in Depth
beyond the surface details. Ask questions (or Ask the Oracle), and build on
the answers.
When playing with others, describing your character’s intent and actions is
part of the conversation you share at your table. When playing solo, take the
time to imagine the scene and take note of important details.
To learn more about the fiction and fictional framing, see page 205.

GROUP PLAY
FORGE A STORY THROUGH CONVERSATION
When you begin your campaign, your characters are actors on an empty stage.
At first, everything is hidden in shadow. Gradually, the stage is assembled.
The lights come up, showing texture and details. Your characters reveal
themselves through action and dialogue. Other characters—some important,
some unimportant—are introduced. Elements that seemed little more than
stage dressing become a focus of the story.
Because roleplaying doesn’t have the luxury of lights, sets, props, and actors,
you use the conversation at the table to build your story and your world. The
deeper the conversation, the more you reveal of what is happening onstage,
the more opportunities you will find to take your story in interesting new
directions. Ask questions of each other to help create a coherent, shared
picture of what is happening in the fiction. Deepen your setting and your
characters by adding evocative details. You’ll be surprised how often an
offhand suggestion can snowball into exciting story possibilities.
When something is uncertain, you can Ask the Oracle and work together to
interpret the answer. When playing with a GM, they are your oracle.

SHARE THE SPOTLIGHT
Be a generous, collaborative player. Within scenes, work to keep each character
visible and each player engaged. Remember to use the Aid your Ally move to
interact with the moves other players are making. Use the conversation to give
everyone input into the narrative.
For your broader campaign, don’t let one character’s vow drive your story
through every session. Mix it up. Give each character opportunities to explore
their own motivations and quests, and find ways to give everyone a personal
stake in your sworn vows.




IRONSWORN                                                                227
SOLO PLAY
CHRONICLE YOUR ADVENTURES
When you play Ironsworn with other players, the shared conversation helps
create a story that lives beyond the game table. As a solo player, your character
and your world exist only for you. This can make your story feel a bit fleeting
and unimportant.
To help ground your session, keep a record at whatever level of detail you
prefer. This can be a few bullet points in a text file, a journal filled with
sketches and notes, or even a detailed play report you share on a forum or
blog. There’s no wrong answer here. Use whatever approach works for you
and is an enjoyable aspect of your play.
Creating a record also makes it easier to pick up where you left off when you
return to the Ironlands.

ASK THE ORACLE, BUT TRUST YOUR INSTINCTS
Oracles are a valuable tool for solo play, but don’t let them replace your own
storytelling instincts. If it’s dramatic, fits the fiction, and pushes your story
forward, make it happen. Use oracles when you don’t have an immediate
answer to a question, or when triggered by a match.
The Pay the Price random table (page 105), in particular, isn’t something you
should roll on for every failure. Note the first option in this move: “Make the
most obvious negative outcome happen.” Let the result of your failed moves
flow from the fiction. Make the occasional oracle roll for added uncertainty
and surprise.

LET IT ALL FALL APART
As a solo player, you have control over the challenges you face and the
outcomes of your actions. Don’t let this control keep you from missing out
on dramatic opportunities. A great story requires adversity. Failure makes
success meaningful. When in doubt, err on the side of the dramatic, even
(and especially) when it turns your character’s life upside down or takes your
story in an unplanned direction.
When you fail in a critical moment, make it hurt. Consider ways to represent
this failure beyond shifting the value of one of your tracks. Take away
something you cherish. Find yourself betrayed by someone you trusted. See
your plans crumble. Narrative cost is a powerful storytelling tool.




228                          CHAPTER 7 | Gameplay in Depth
PLAYING AS THE GM
DELIVER ANSWERS, OR TURN QUESTIONS BACK TO THE
PLAYERS
If you are the GM, the players will look to you to answer questions about the
world and help determine the outcome of moves. When they do, you can
answer their question, keeping in mind the fictional framing you’ve established
through play. If you see a chance to surprise or delight your players, take it.
You should also look for opportunities to facilitate conversations at your table.
Encourage your players to add details and ground every move in the fiction.
Answer a question by asking questions. Work to create a shared world and
narrative which everyone has stake in. If a conversation hits a dead end or
drags on, take the question back, deliver an answer (or Ask the Oracle), and
move on.

FACILITATE, DON’T IMPOSE
You are the guide for your players as they explore the world and the story of
their characters. You set the scenes and portray the creatures and characters
they encounter. When the narrative hits a lull, you make something happen.
But, you are a guide with a vague map and an unreliable compass. Let the
players choose their path. Moderate the conversation without dominating it.
For campaign play, you facilitate character creation and worldbuilding to
create the framework for your shared story. For a one-shot session (page
231), you can come prepared with a quest outline (page 200) to make the
most of the limited time available. No matter what the format of your session,
don’t resist when everything goes completely and gloriously off-course.

EMBRACE CHAOS
Don’t overprepare for your session. Feel free to come to the table with
absolutely nothing planned. The character-driven quests help you and your
players build a story together. Anything that is not a player character or move
has very little mechanical detail, and can be introduced on the fly.
Letting go of your plans leaves you open to the unexpected. Cheer for
surprising successes. Seize the story possibilities of dramatic failures. Listen
to the players and let their suggestions inspire you.
You can also leverage the oracles for answers and inspiration. Ask a yes/
no question through the Ask the Oracle move (page 107), or interpret an
response from the oracle tables (page 167). You can even collaborate with
your players to interpret an oracle’s answer.



IRONSWORN                                                                  229
GAMEPLAY OPTIONS
NUMBER OF PLAYERS
Ironsworn is intended primary for small group play. One to four players (plus
a GM in guided play) is about right. The examples in this book primarily
default to solo play, but the rules are the same for more players and guided
play.
For combat scenes with three or more player characters, consider a couple of
factors:
  • Don’t rely on initiative to manage the spotlight. Even if a player is on
    a roll with strong hits, jump to someone else and keep it moving around
    the table. Use transitions from player to player at key moments as a way
    to heighten the drama and allow others to react to what just happened or
    is about to happen.
  • Since every character can inflict harm and mark progress on a shared
    progress track, enemies will be easier to take down. To offset this,
    increase the rank or number of your foes. You can divide multiple foes
    among the characters instead of grouping those foes into packs.




230                        CHAPTER 7 | Gameplay in Depth
ADJUSTING THE IMPACT OF MATCHES
More players tend to add more rolls to your session. This creates more
matches, which can be challenging to interpret or start to feel routine.
If you want to make matches feel more unusual and special, use this option:
Resolve the impact of a match only when your challenge dice come up as
an even number (2, 4, 6, 8, or 10).

ONE-SHOT PLAY
If you want to run a single, self-contained session of Ironsworn, here’s what to
do. This process is a simplification of the campaign setup on page 202.

          Introduce the world. If you are the GM or are facilitating the
  1       session, briefly describe the setting. You can play in the Ironlands
          (page 111), or introduce your own setting. Don’t worry about the
          details. You can flesh it out in play.

          Create characters. Each player creates their character by setting
  2       stats and picking assets. Give your character a name, and consider
          some basic aspects of their look and personality. You can ignore
          background vows and bonds. Work together to decide how your
          characters are connected.

          Introduce the inciting incident. If you are the GM or facilitator,
  3       you can come prepared with an inciting incident (page 196) and
          quest outline (page 200). Otherwise, you can work together to
          envision a story problem (or Ask the Oracle). You might consider
          introducing the inciting incident as part of character creation to
          help determine the relationship between the characters.

          Set the scene. Decide where your adventure starts, and begin play
  4       in media res (page 198).


          Swear an Iron Vow. Give your quest a rank of troublesome (for a
  5       session of an hour or two) or dangerous (for a session of three to
          four hours).

To give your story a satisfying conclusion, your target for the session is to
resolve the quest and see the vow fulfilled or forsaken. Adjust the pace of
your milestones and the detail of your scenes as appropriate for the time you
have available. Focus on what is interesting, and zoom out or abstract what is
unimportant. Use the Battle move to quickly resolve combat with secondary
NPCs, saving detailed combat for climactic fights.


IRONSWORN                                                                  231
OPPOSING AN ALLY
An ally is a character controlled by another player. Ironsworn moves are not
intended to provoke or reinforce conflict between allies. Instead, the focus
is on the drama and challenges of perilous quests in a harsh world. You and
your allies will stand together against the forces which would see your vows
unfulfilled. You are working towards shared (or at least complementary) goals.
That said, situations within the fiction may put you and an ally at odds. Your
characters are not perfect. They may try to act rashly in a tense situation. They
might stubbornly cling to a self-defeating approach or point of view. They
might pursue their own vows at the cost of their relationships. Making non-
optimal choices as your character, creating more trouble for yourself, is part
of dramatic storytelling.

CONFLICT WITHOUT MOVES
Disagreements between characters can often be handled through roleplaying
without engaging in moves. Talk it out, as your characters. Take care to not let
this fictional conflict carry over into the real world.
If things get heated or uncomfortable, take a break. Discuss your approaches
out-of-character, agree on next steps, and step back into the world to resolve
the situation.

CONFLICT USING MOVES
If you are taking an action in opposition to an ally and want to resolve this
conflict through a move, you can use this process:
  • You both describe what you are doing to act against or resist your ally,
    and Face Danger (page 60) using an appropriate stat.
  • If at least one of you scores a hit, determine who gains control of the
    outcome by comparing your level of success (strong hit > weak hit >
    miss). If you both have the same level of success, use your action score
    (you action die + stat + any adds) as a tie-breaker. If you are still tied,
    envision how your actions lead to a complete stalemate.
  • Whoever gains control of the outcome decides which of the two moves
    should be resolved. The result of the other move is ignored.
  • If neither of you scored a hit, resolve the miss for both moves. Each of you
    must Pay the Price.




232                          CHAPTER 7 | Gameplay in Depth
The opposed Face Danger move provides a simple, fast mechanic for resolving
conflicts between player characters. You can use a single exchange to decide
the outcome of a quick action or an entire scene.

Use this process sparingly, and be considerate of not taking away control of
another player’s character. Work together to interpret the outcome of the
scene, with each player describing their character’s intent and reaction.


   Having helped repel a raider attack, Tayla and Ash are attending
   a feast in the village longhouse. They sit across the table from each
   other, surrounded by drunken Ironlanders. Neither of them is feeling
   particularly celebratory.
   A man named Themon stands to make a toast. Ash and Tayla suspect
   he conspired with the raiders, but have little evidence. They grit their
   teeth as Themon raises his drink and praises the defenders of the
   village.
   Ash’s eyes narrow, and his expression grows hard as iron. “I can’t take
   any more of his lies. I’ll Draw the Circle and deal with this bastard.”
   “No,” Tayla says. “It’s not the right time. Themon has too many friends
   here. We need proof.”
   Ash is not convinced. “You see my hand going to my sword. Do you
   want to try to stop me?”
   “I want to try to calm you down,” Tayla says. “I’ll put my hand on your
   shoulder and see if I can talk some sense into you. Roll for it? I’ll Face
   Danger with heart.”
   “Let’s do it. I’ll roll iron as I try to shove your hand away. I want to stand
   up and challenge this guy.”
   They both make the move and roll the dice.
   Ash rolls a weak hit. Tayla rolls a strong hit, which gives her control of
   the outcome. She chooses to let her move stand. She is successful and
   takes +1 momentum.
   “I’ll take that strong hit,” Tayla says. “I’ve got my hand on your shoulder.
   I look you straight in the eyes and shake my head. I tell you that we’ll
   have our chance.”
   “My hand drifts away from my blade. I’ll let it be. For now.”




IRONSWORN                                                                      233
SCENE CHALLENGES
A scene challenge is an optional approach you can use to resolve an extended
challenge against an obstacle or NPCs. Examples of scene challenges include
a chase on horseback, an archery contest, a formal debate before a council of
elders, and leading an army into battle.

SETTING UP YOUR SCENE CHALLENGE
First, envision your goal for the scene and decide the rank of your challenge
using the standard rank system: Troublesome, dangerous, formidable,
extreme, or epic. A typical challenge is dangerous. Make it formidable if you
are at a disadvantage, or troublesome if you have clear advantage. An extreme
challenge is very tough to overcome, and an epic challenge is nearly hopeless.
Next, create a standard progress track with 10 boxes. When you mark
progress, you fill in a standard number of boxes or ticks based on the rank of
your challenge (page 14).




Then, create a separate track with only 4 boxes. This is your countdown track.
When you mark the countdown track, you completely fill in a single box.




MAKING MOVES
Envision your action, and Face Danger or Secure an Advantage using whatever
stat is most appropriate to the situation and your approach.
If you Face Danger:
  • On a strong hit, you are successful. Mark progress per the rank of your
    challenge.
  • On a weak hit, you are successful and mark progress. But, you also
    encounter a minor complication or delay. Envision what happens, and
    mark a countdown box to represent this setback.
  • On a miss, you fail, or encounter a dramatic turn of events. Mark a
    countdown box and Pay the Price.
If you Secure an Advantage:
  • On a strong hit or weak hit, apply the outcome as per the move.
  • On a miss, mark a countdown box and Pay the Price.


234                           CHAPTER 7 | Gameplay in Depth
RESOLVING THE SCENE CHALLENGE
Continue to make moves, each time envisioning your approach, until either
your countdown track is full (all 4 boxes are marked), or you decide you’re
ready to resolve the scene. In either case, roll the challenge dice and compare
to your progress track. As with standard progress moves, you may not burn
momentum on this roll, and you are not affected by negative momentum.
  • On a strong hit, you achieve your goal unconditionally.
  • On a weak hit, you succeed, but not without cost. You must Pay the Price.
    Make this a minor cost relative to the scope of the scene.
  • On a miss, you fail, or your progress is undermined by a dramatic and
    costly turn of events. Pay the Price. Make it hurt.

WORKING TOGETHER WITH ALLIES
Guided by the fiction, you can take turns making moves to give everyone a
chance to participate in the challenge. Any allies involved in the scene can
make the Face Danger or Secure an Advantage move. When they do, resolve
the outcome of their move and mark progress and countdown boxes as
appropriate. Any player can also make the Aid Your Ally move to contribute
to a move another character is about to make.

LET SLIP THE DOGS OF WAR
If you are leading a large force of NPCs into battle, you can use a scene
challenge to resolve the outcome. First, consider the makeup of the units on
the field and give the challenge a rank.
  • If you have a clear advantage, make it a troublesome challenge.
  • If the forces are evenly matched and positioned, make it a dangerous
    challenge.
  • If you are facing a superior force or are badly positioned, make it a
    formidable challenge.
  • If you are facing overwhelming odds, make it an extreme or epic
    challenge.
Then, envision your approach as you lead your warband into battle. Face
Danger or Secure an Advantage as appropriate, choosing a stat which
represents the current situation and your tactics. Resolve the outcome of each
move and mark the progress track and countdown track as normal.
During the battle, you can zoom in and resolve a fight against an important
NPC or pack using combat moves. If you defeat this foe, mark progress on
your scene progress track. If you lose the fight, mark a countdown box.


IRONSWORN                                                                235
SEMI-RANDOM CAMPAIGN SETUP
To give fate a heavier hand in your character and starting situation, do the
following:
          Roll on the following table, and assign the +3 value to the result.
  1       Then, distribute the remaining stats (+2, +2, +1, +1) as you like.

           1-20     You are nimble, fast, and precise: Edge
           21-40 You are willful, courageous, and sociable: Heart
           41-60 You are strong, forceful, and imposing: Iron
           61-80 You cunning, deceptive, and sneaky: Shadow
           81-00 You are smart, knowledgeable, and resourceful: Wits


          Gather the asset cards and organize them into decks by type
  2       (companion, path, combat talent, and ritual). Exclude any cards
          that don’t fit your vision for the setting (such as rituals if you aren’t
          including magic). Shuffle the individual decks and put them face
          down.

          Choose a card from any deck. Don’t look at it. Pass the draw to the
  3       next player. Continue taking turns drawing a single asset from any
          deck until you have five in your hand.

          Reveal your cards and choose two of them to discard. The remaining
  4       three cards are your character’s assets.

          Ask the Oracle: “What is my background vow?” Then, spark an idea
  5       using the Character Goal oracle (page 182). Interpret the result,
          or roll on additional oracle tables to clarify as you like. Mark your
          background vow and give it a rank of extreme or epic.

          Ask the Oracle: “Who do I share a bond with?” Then, roll once on
  6       the Character Role oracle (page 182) and twice on the Character
          Descriptor oracle (page 183). Envision this NPC, give them a
          name, and mark a bond. You may do this for your two remaining
          starting bonds, or come up with other bonds from scratch.

          Together with the other players, Ask the Oracle: “What is our
  7       inciting incident?” Then, roll on the Settlement Trouble oracle
          (page 181). Interpret this answer to define your starting situation.




236                          CHAPTER 7 | Gameplay in Depth
HACKING IRONSWORN
PLAYING IN OTHER WORLDS
If you want to play in a different setting—but one that is similar to the
Ironlands in tone—you can jump right in. Ironsworn characters, moves, and
assets can make the transition to similar gritty fantasy or historical settings
with very few changes, if any.
When you create your character, you can omit any assets which aren’t a good
fit for your setting. For example, rituals might be left out or limited if there is
no magic in your world.


   Ironsworn works best when portraying driven heroes undertaking
   perilous quests. Vows, milestones, and progress tracks are core to
   the game, and should not be left behind when you explore other
   settings and genres. If iron vows and sworn quests don’t fit your
   world, you can change how they are represented in the fiction. A
   solemn promise can take many forms.


HIGH-MAGIC SETTINGS
A bigger shift in tone may require more work. If you play in a setting where
mystic forces are more powerful, you’ll need to consider how to handle magic
for your character. The easiest option is to simply create a character without
magic capabilities and depict the magic of the setting and NPCs through the
fiction. Your story gains the potential advantage of showing your mundane
character standing against overwhelming supernatural forces.
For magic-wielding characters, ritual assets can be envisioned with overt
magical effects in high-magic settings. For example, instead of simply wearing
an animal pelt using the Bind ritual, you can actually shape-change into
the creature. The mechanical outcomes can stay the same, but the fictional
framing changes dramatically. Rituals might also be envisioned to require
less time to prepare or perform, functioning more like the quick-fire spells of
heroic fantasy roleplaying games.
If your setting or character concept don’t work within the confines of existing
assets, you have some options to consider on the next page.




IRONSWORN                                                                    237
EXPLORING OTHER GENRES
Ironsworn characters and moves are intentionally only lightly themed
for the default setting and tone, and they work just fine across a variety of
heroic fiction genres. Undertake a Journey can be envisioned as faster-than-
light travel aboard a spaceship, or as nitrous-fueled journeys on the ruined
highways of a post-apocalyptic wasteland.
Assets are designed to reflect Ironsworn’s default world, and require more
work to ignore, transition or replace for dramatically different settings and
genres. Some options follow.

TWEAKING ASSETS
PLAYING WITHOUT ASSETS
Playing without assets limits the options for your character, but simplifies
things if you prefer less mechanical detail. It also makes it much easier to
quickly reskin Ironsworn for other settings or genres.
If you do play without assets, you should give your character additional depth
through roleplaying and description. Envision your character’s background
and skills to help define the fictional framing of your actions.
For anything other than a very short campaign or one-shot, you need an
alternate reward when you spend experience. Here’s a suggestion:
When playing without assets, you may spend 6 experience to increase a
single stat by +1. No stat can exceed +4.

USING ROLES INSTEAD OF ASSETS
If you aren’t using assets but want to add a bit more detail to your character,
you can use a simplified representation of assets called a role. Here’s how it
works:
  • Name a role for your character based on their expertise or background.
    In the Ironlands or a similar setting, you might be a leader, scout, mystic,
    or healer. If you are hacking Ironsworn for a different setting or genre,
    use roles which fit the world. If you chose a combat-oriented role, make
    it narrow enough that it isn’t usable for every potential action in a fight.
  • Your role gives you the fictional framing to act using that role in your
    story. If you are a scout, you are skilled at finding your way in the wilds
    and observing the enemy from hiding. If you are a mystic, you can
    perform rituals. If you are a leader, you can command others. You make
    moves as normal, but the fictional framing might give you permission to
    make or avoid specific moves, and affect how you envision your actions.


238                         CHAPTER 7 | Gameplay in Depth
  • If you like, give your role greater story potential and specificity with an
    evocative label. You are not just a priest, you are a Wayward Disciple
    of the Forgotten One. You are not just a hunter, you are a Sharp-Eyed
    Hunter of the Hinterlands.
  • When you make a move (not a progress move) and envision how your
    role contributes to this action, choose one before rolling: Add +2, or add
    +1 and take +1 momentum on a hit.
  • For every 6 experience points, you may buy an additional role. Name
    it, and write it down. Bonuses from multiple roles may not be combined
    for a single move. If your roles overlap for a particular action, envision
    which role provides the most influence over your intent and outcome.

RESKINNING ASSETS
Because many of the assets represent the typical tropes of heroic characters,
they can often be reimagined for different settings and genres with minimal
changes. Use the existing assets as a starting place, and adjust the labels and
specific abilities to better fit your imagined world.

                                                 • Are you a 17th century
  COMBAT TALENT                                    pirate who is a crack
                                                   shot with your musket?
  ARCHER
                                                   Rename Archer to
  If you wield a bow....                           Marksman, and change
   When you Secure an Advantage +wits             the condition to “If you
      by taking a moment to aim, envision          wield a musket...”
      where you intend to land your shot.
      Then, add +1 and take +1 momentum          • Are you playing a cyborg
      on a hit.                                    in a future dystopia?
  { Once per fight, when you Strike or             Rename Archer to
      Clash, you may take extra shots and          Gunner, and change the
      suffer -1 supply. When you do, reroll        condition to “If you wield
      any dice. On a hit, inflict +2 harm and      a cybernetic blaster...”
      take +1 momentum.                            Then, swap out the last
  { When you Resupply by hunting, add              ability with something
      +1 and take +1 momentum on a hit.            that better fits the theme.




IRONSWORN                                                                239
CREATING ASSETS AND ABILITIES
If you want to create new assets or update an existing asset to better fit your
theme, look to the existing abilities as your model. Assets provide several
types of mechanical benefits, including:
  • They grant a moderate benefit, such as “add +1 and take +1 momentum
    on a hit”, for a relatively common action you expect to perform a few
    times each session.
  • They grant a strong benefit, such as “reroll any dice”, for less common
    actions or abilities which have a limit (“one time only”). You can also
    grant strong benefits for abilities which require setup moves or strict
    fictional framing. For example, to use the Slayer’s “reroll any dice” ability,
    you must first kill a formidable beast.
  • They give you an option to exchange one resource for another, such as
    “suffer -1 momentum and inflict +1 harm on a hit.”
  • They provide the fictional framing to make a move in unusual
    circumstances. For example, you can use the Communion ritual to
    Gather Information from the dead.
  • They allow you to use a different stat instead of the one normally required
    by a move.
You will find various permutations of these rewards across the default assets,
along with many other less common abilities and self-contained moves which
are specific to an asset.
One technique you can use when creating a new asset is to mix-and-match
abilities from other assets. Whatever you want to portray in the fiction can
probably be cobbled together, with some mild tweaking, from abilities which
already exist.
A final word: Ironsworn is not particularly concerned with strict mechanical
balance between assets. You aren’t going to break anything by experimenting.
If it adds to your fun, it’s working.


   Of course, the easiest way to play Ironsworn in different worlds is to
   let someone else do the work. Visit ironswornrpg.com for updates
   on official expansions and community-created content.




240                          CHAPTER 7 | Gameplay in Depth
EXTENDED EXAMPLE OF PLAY
This example demonstrates the use of moves, oracles, and storytelling within
a typical session of Ironsworn. This is a solo session, but the basic gameplay
concepts are applicable to guided and co-op play. It includes commentary as
I make decisions about my character’s moves, interpret oracles, and resolve
events and actions within the fiction of the scene.

KUNO TAKES THE STAGE
Kuno is a scout. She’s most comfortable by herself, stalking the untracked
wilderness well beyond the settled lands. At this moment, however, she’s
leading a group of Ironlanders who have fled their own village in the wake
of a raider attack. They are bound for a settlement called Mournwood to the
north, on the borders of the Hinterlands. There, they hope to find help and
shelter. Kuno has sworn a vow to see them safely to their new home.

        CHARACTER                                                          EXPERIENCE

         Kuno                                                              
                                                                           

         +10                   3             2               2           1            1
                                                                                                        HEALTH

                                                                                                         +5
                               EDGE        HEART            IRON      SHADOW         WITS
          +9
                                                                                                         +4
                                                            BONDS
          +8
                                            // //                                                        +3
                                           //
                                           //
                                           /




          +7
                                                            VOWS                                         +2
          +6                Avenge my brother
                                   TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                +1
          +5                                /
                                           /




                                                                                                          0
          +4                Find a new home for the refugees                                            SPIRIT
                                   TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
          +3                                                                                             +5
                                            // // // //
                                           //
                                           //
                                           //
                                           //




          +2                                                                                             +4
                                   TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                +3
          +1

          0                                                                                              +2

          -1                       TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC                +1

          -2                                                                                              0
                                                                                                        SUPPLY
          -3                       TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
                                                                                                         +5
          -4
                                                        DEBILITIES                                       +4
          -5                CONDITIONS                              BANES
                             WOUNDED         SHAKEN                MAIMED      CORRUPTED             +3
          -6                 UNPREPARED      ENCUMBERED
                                                                    BURDENS
                                                                                                         +2
          MAX                                                        CURSED      TORMENTED
          10                                                                                             +1
                 MOMENTUM




         RESET
                                                                                               STATUS




          2                                   IRONSWORN                                                   0




IRONSWORN                                                                                                        241
A JOURNEY INTERRUPTED
I envision Kuno riding ahead
of the pack of refugees,              COMPANION
keeping her eyes on the thick         HORSE
woods along their path. She
has a Horse companion, Etana,
                                      Name:   Etana
to aid her on the journey.            You and your horse ride as one.
                                      { Swift: When you Face Danger +edge
She ignores the nervous                  using your horse’s speed and grace, or
chatter of the refugees behind           when you Undertake a Journey, add +1.
her. These are dangerous lands,       { Fearless: When you Enter the Fray
and she’ll remain wary until             or Secure an Advantage +heart by
this band is safely within the           charging into combat, add +1 and take
walls of Mournwood. Once                 +1 momentum on a hit.
they’ve arrived, her vow will         { Mighty: When you Strike or Clash at
be fulfilled and she’ll be free of       close range while mounted, add +1
                                         and inflict +1 harm on a hit.
them.
She gives Etana an
encouraging click of the
                                        0      +1    +2     +3     +4     +5
tongue, and picks up her pace.

I make the Undertake a Journey move (page 65) for this segment of travel.
Leveraging my companion’s Swift ability gives me a +1 add.


                    WITS       ADDS
                                                        5            7
      3         + 1 + 1 = 5

That’s a miss. The outcome for Undertake a Journey tells me: “you are waylaid
by a perilous event.” I don’t have anything in mind, so let’s see what the oracles
have to say. I roll on the Action/Theme tables (page 174).
“Reveal creature,” the oracle says.
After a moment’s thought, I decide it would be exciting to encounter something
truly frightening and wild out here. A wyvern comes to mind. Kuno has never
fought one, but she’s heard stories and is eager to test her mettle against one
of the fearsome beasts.
However, I want to do a bit more than just bring a wyvern onto stage. I want
to ramp up the stakes and drive Kuno into action. I envision what happens.



242                           CHAPTER 7 | Gameplay in Depth
       Suddenly, Kuno hears frantic screams from up ahead.
       She spurs her horse on, and rides to the top of a low hill. Before her
       is a terrifying scene. A wyvern is pawing at an overturned wagon.
       A horse lies dead beside it. The screams are coming from beneath
       the wagon, where a woman and a young girl are cowering.
       The wyvern has a muscled body three times the size of a horse,
       covered in a leathery iron-gray hide. Its claws rend along the side
       of the wagon.

So, what now? The first order of business is to sort out whether my traveling
companions will be of any help. I haven’t established much detail for this
group of refugees, so I’ll leave it to chance. “Are there any able warriors with
them?” I ask. I give it a 50/50 chance and roll on the yes/no table.
The oracle answers, “Yes.”
But can I manage to put them to use? A wyvern is a horrific foe, and not
something this group has dealt with before. The first step is to order them to
join me in this fight.

       “To me!” Kuno yells, summoning the mounted warriors to her side.
       The men and women ride up, but stop short as they catch sight
       of the fearsome beast. Their eyes go wide, and they mutter quick
       prayers. Their horses neigh and stomp their hooves in distress.
       “Courage,” Kuno says. “These people need our help.”

I make the Compel move (page 69) to resolve what happens when I rally
these warriors to aid me. We’ll roll with heart for this action. Per the move, “If
you charm, pacify, barter, or convince: Roll +heart.”


                   HEART        ADDS
                                                          3             5
      5         + 2 + 0 = 7

A strong hit and a lucky break. A wyvern is normally an extreme foe. With the
help from the Ironlanders, I’ll rule that I can knock it down to a formidable
challenge. Still not an easy fight, but there’s hope.
Plus, Compel gives me +1 momentum on a strong hit. I started the scene with
my momentum track at +2, so it’s now at +3.




IRONSWORN                                                                       243
INTO THE FIGHT
I’ll make the Enter the Fray move (page 78) as Kuno rides toward the
wyvern. Since the beast is focused on its prey, and hasn’t taken note of Kuno,
we’ll be using shadow for this roll. Per the move, “If you are moving into
position against an unaware foe, or striking without warning: Roll +shadow.”


                SHADOW ADDS
                                                       3             6
      3        + 1 + 0 = 4

That’s a weak hit. According to Enter the Fray, I must choose between taking
initiative or +2 momentum. I choose initiative, which means I’ll put the focus
on Kuno taking proactive actions as I wade into the fight.
I’ll use the initiative to Secure an Advantage (page 61). I envision this as
an opportunity to leverage Kuno’s fierce determination and her bond with
the horse as they charge into battle together. My companion’s Fearless ability
will also help me here. Per the asset, “When you Enter the Fray or Secure
an Advantage with +heart by charging into combat, add +1 and take +1
momentum on a hit.”


                 HEART        ADDS
                                                       4             0
      4        + 2 + 1 = 7

The weak hit on Secure an Advantage gives me +1 momentum, and another
+1 for the Fearless bonus. My momentum is now +5. But, things turn against
me. I envision this as the wyvern spotting us and moving to attack.

      Kuno’s horse, heedless of the danger, charges toward the beast.
      Kuno leans low and draws her sword. She is vaguely aware of the
      others following behind, but her attention is focused on her target.
      If she can just manage to strike the wyvern before it’s aware of
      them…
      But the wyvern catches their scent and fixes its gaze on them.
      It roars, a crown of horns flaring on its thick, wolfish head. No
      longer concerned with the trapped Ironlanders, it clambers over
      the top of the wagon and moves fast to meet their charge. Its wings
      flex as it lunges.


244                         CHAPTER 7 | Gameplay in Depth
I think a moment about my options here. Kuno, despite her courage, would
be unnerved by the sight of this beast leaping towards them. Also, her first
concern is the safety of her horse. I could Clash (page 80), but I want to
play it a bit safe this early in the fight. If I Clash and score only a weak hit, I’d
have to suffer the full harm or some other dramatic result. Face Danger (page
60), on the other hand, gives me only a minor cost on a weak hit. Also, my
companion has the Swift ability, which allows me to make that move with a
bonus. Per the asset, “When you Face Danger with +edge using your horse’s
speed and grace, or when you Undertake a Journey, add +1.”
I won’t be able to inflict harm in the exchange, but hopefully I’ll build some
more momentum and get back initiative. I’ll envision this as Kuno and Etana
trying to evade the wyvern’s attack.


                    EDGE        ADDS
                                                          7             7
      2          + 3 + 1 = 6

It’s a miss. The Face Danger result tells me, “On a miss, you fail, or your
progress is undermined by a dramatic and costly turn of events. Pay the Price.”
I have also rolled a match on the challenge dice, which indicates something
unexpected (page 9). I’ll use some oracles to help resolve the match. First,
I roll on the Pay the Price table.
The answer is, “It is stressful.”
No surprise there. Facing off against a wyvern is stressful. I want more to go
on. I’ll roll on the Combat Action oracle (page 188) to see what the wyvern
does as part of this outcome.
The oracle responds, “Shift focus to someone or something else.”
This is an opportunity to bring the other warriors into the scene. They won’t
provide further mechanical benefit, but I should include their actions in the
fiction. In this case, they’ll also help me depict the wyvern as a fearsome,
deadly foe.
Weaving together the move outcome and the oracles, I envision what happens
next.

       The wyvern leaps. Kuno shouts a word of encouragement to her
       horse and pulls the reins hard to the right. The wyvern lands, jaws
       snapping, but Etana deftly avoids the bite as they circle to one side.




IRONSWORN                                                                       245
       Kuno rides away from the wyvern, readying another charge. An
       arrow, then another, lance into the side of the beast as mounted
       archers take up the fight. Other warriors, armed with spear and
       shield, move forward to harass it.
       As sudden as a lighting strike, the wyvern lunges at one of the
       fighters, bites down with a horrible crunch, and lifts him off his
       horse. Then, it whips its head around, opens its mouth, and sends
       the lifeless body flying. The mauled corpse lands in the dirt near
       the wagon with a splash of blood.
       The girl hiding beneath the wagon screams at the sight of the body.
       The wyvern, as if remembering its original intent, turns suddenly
       and clambers toward her.
       The mother, shakily, eases out from cover and raises a small knife
       in their defense.

That gives me what I need to resolve the original “It is stressful” outcome
of the Face Danger move. I Endure Stress (page 95) and suffer -2 spirit as
a result of seeing the warrior killed. Per the move, I “roll +heart or +spirit,
whichever is higher.” Since my heart is 2 and my spirit track is now at +3, I’ll
roll with spirit.


                  SPIRIT      ADDS
                                                        2            4
      5         + 3 + 0 = 8

That’s a strong hit, which means I can take back initiative. I choose the Endure
Stress option to “embrace the darkness”, and take +1 momentum (now +6).
Kuno is determined to wreak vengeance upon this beast.
She also wants to stop the wyvern from getting at the girl and her brave mother,
so I’ll leverage my initiative to Secure an Advantage with another charge.


                  HEART       ADDS
                                                        1            7
      1         + 2 + 1 = 4

The weak hit is bad enough, but I’ve also rolled a 1 on the action die while
leveraging one of my companion’s abilities. That means I need to involve my
horse in the move’s outcome (page 43).


246                          CHAPTER 7 | Gameplay in Depth
The good news is I’ve gained another bit of momentum (up to +7). I envision
what happens next.

       Kuno urges her horse back into a charge. She screams, partly out
       of determination, partly to get the wyvern’s attention away from
       the woman and girl. The beast turns to look at her, amber eyes
       narrowing. Its whip-like tail lashes out...

I’m framing this as a danger to my horse companion. Etana is quick and agile,
so we’ll try to dodge the wyvern’s attack. I’ll Face Danger to see what happens.
As before, I’ll leverage my companion’s Swift ability to gain a +1 add.


                    EDGE        ADDS
                                                           9            4
      6         + 3 + 1 = 10

A strong hit, which means I’ve overcome the danger, take +1 momentum
(now +8), and have initiative again.

       The wyvern’s tail lashes along the ground like a scythe. Kuno pulls
       up hard on the reins, and Etana jumps over the tail as quick and
       graceful as a cat.

I envision Kuno raising her sword and readying an attack. This seems like the
right time to Strike (page 79).


                    IRON        ADDS
                                                           5            2
      5         + 2 + 0 = 7

The strong hit with Strike allows me to inflict +1 harm. I mark 3 harm on
the wyvern’s progress track. For a formidable foe, that’s 3 progress.

       Leveraging the momentum of the charge, Kuno swings her sword
       as they pass by the beast’s neck. The blade digs deep, leaving a
       crimson gash in its wake.
       Kuno lets loose a fierce laugh. She’s bloodied it. Despite the stories,
       it can be killed. She draws back her sword, pulling on the reins
       with her other hand, bringing Etana around for another attack.




IRONSWORN                                                                        247
I roll to Strike again, hoping to build on my success and add more progress
against this foe.


                    IRON       ADDS
                                                         7            9
      2         + 2 + 0 = 4

That’s a miss. I could burn my +8 momentum to cancel one challenge die
and shift the result to a weak hit, but I’d prefer to save it for a more dramatic
opportunity.
Now I must Pay the Price (page 105). Suffering direct harm for me or my
horse is an obvious choice, but I’m interested in leaving it to fate. I roll on the
Pay the Price table to see what happens.
The answer is, “You are separated from something or someone.”
I interpret this as an attack which separates me from Etana.

       Kuno readies another slash, but too late. The wyvern’s massive
       head slams into her and Etana, sending them both sprawling.
       Kuno hits the ground hard. For a moment, blackness fills her
       vision.

It seems reasonable to also apply harm to this outcome. I’ll split the wyvern’s
3 harm between myself and my horse—2 for me, 1 for Etana. This requires
suffer moves for both of us.
First, I make the Endure Harm move (page 91), subtracting 2 from my
health track. Per the move, I “roll +health or +iron, whichever is higher.” My
health track is at +2, and my iron is 2, so it’s a wash.


                    IRON       ADDS
                                                         3            0
      3         + 2 + 0 = 5

That’s a weak hit. Kuno suffers her harm and presses on.

       Kuno stands. Pain flares through her ribs. She pushes the pain
       aside, concerned only with her horse.




248                          CHAPTER 7 | Gameplay in Depth
Now to check on how Etana has fared. I make the Companion Endure Harm
move (page 94). First, I lower her health track by 1. Then, per the move, I
“roll +heart or +your companion’s health, whichever is higher.” Etana’s health
track is at +3 and my heart is 2, so we’ll roll + her health.


                  HEALTH ADDS
                                                           4            7
      2         + 3 + 0 = 5

Another weak hit. Etana is still in the fight, but Kuno wants her out of harm’s
way. I’ll handle that in the fiction.

       Etana gets to her feet, shaken but okay.
       “Go!” Kuno yells at her, then scrambles to pick up her sword.
       Beside it lay the shield of the fallen warrior. She grabs that as well,
       and turns back to the Wyvern.
       The Ironlanders stab at the beast ineffectually with their spears,
       distracting it for a moment but not wounding it. Another arrow
       flies, landing true in the thing’s snout.
       Paying this fresh wound no mind, the wyvern refocuses its
       attention on Kuno. It lumbers forward, wings bent in a bat-like
       crawl.

Kuno’s instinct is to dodge, hoping to get in a better position to attack. I’ll Face
Danger with +edge instead of clashing. This uses my favored stat, improving
my chances.


                    EDGE        ADDS
                                                           7            6
      5         + 3 + 0 = 8

That’s a strong hit and another +1 momentum (+9 total).

       Kuno waits for the beast, then leaps aside at the last moment. The
       wyvern’s teeth clamp down on the space she stood only a moment
       before. Its great head spins around, powerful jaws opening for
       another bite...




IRONSWORN                                                                        249
Next, Kuno will Strike.


                     IRON        ADDS
                                                             7             8
      3          + 2 + 0 = 5

A miss. With my +9
momentum, this is a                       COMBAT TALENT
perfect opportunity to burn               SWORDMASTER
momentum (page 12). I do
                                          If you wield a sword...
so, and cancel both challenge
                                           When you Strike or Clash and burn
dice, elevating the outcome to                momentum to improve your result,
a strong hit.                                 inflict +2 harm.
I’ll also leverage my                     { When you Clash and score a
Swordmaster ability, which                    strong hit, you may add +1 if you
                                              immediately follow with a Strike.
lets me inflict +2 harm when
                                          { When you Swear an Iron Vow by
burning momentum on a
                                              kneeling and grasping your sword’s
Strike or Clash. That’s an                    blade, add +1 and take +1 momentum
impressive amount of harm on                  on a hit. If you let the edge draw blood
this attack.: +2 for the sword,               from your hands, Endure Harm (1
+1 for the strong hit, and +2                 harm) in exchange for an additional
for Swordmaster, giving me                    +1 momentum on a hit.
5 harm total. This takes the
wyvern to 8 filled progress.



       Kuno springs forward, stabbing with all her might through the
       roof of the beast’s mouth. The sword bites deep into the soft flesh.
       Warm blood spills over her arms.

This feels like the proper resolution of this battle. Time to End the Fight (page
82). I tally my progress (8), roll the challenge dice, and compare.


                    PROGRESS
                                             7             3
                          8

It’s a strong hit. This battle is done.



250                            CHAPTER 7 | Gameplay in Depth
       The great beast heaves a strangled sigh and collapses with an
       earth-shaking thud. Kuno sinks to one knee. She watches as the
       life fades from the wyvern’s eyes. She feels a moment of pity for it,
       and rests her bloodied hand on its snout.
       “Go easily into the shadow lands,” she whispers.

AFTERMATH
The defeat of the wyvern, while notable, isn’t relevant to my current quest
and doesn’t seem worthy of a milestone. However, it has introduced an
opportunity for a new narrative hook. Who is this woman and her child? Why
are they here? I envision the scene.

       Kuno wrests her sword from the beasts mouth, and surveys the
       cost of the battle. One of their band lies dead. The other warriors
       gather spent arrows and spears. None appear hurt.
       She moves to the wagon, hobbling a bit as pain flares through
       her ribs. The mother is standing there, knife raised in a trembling
       hand. She is looking past Kuno, at the wyvern.

“Are either of them obviously injured?” I Ask the Oracle, and set the odds as
unlikely.
“No,” the oracle answers.

       “Be easy,” Kuno says to the woman. “This beast is dead.”
       The mother blinks. Then, she gives Kuno and the others a quick,
       sharp glance. Kuno imagines her wondering, “Have I leapt from
       the frying pan into the fire?”
       “We mean you no harm,” Kuno says, “but these are dangerous
       lands. Where is your home?”

I don’t have the answer to that question, so it’s an opportunity to Ask the
Oracle. This time, I decide to leverage the Settlement Trouble oracle (page
181). It’s primarily intended for introducing a problem within a community,
but works here as a way of establishing what has driven this woman and her
child so far into the wilds.
I roll, and the oracle tells me, “Roll twice.” I do so, and am told, “Someone is
captured” and “Dangerous tradition.”
Looking for a bit more detail, I also roll on the Action oracle (page 174). It
tells me, “Hunt.”




IRONSWORN                                                                      251
“Who is captured”, I Ask the Oracle. “Another child?” I give it a 50/50 chance.
“Yes,” the Oracle responds.
Some Ironlanders cling to superstition and dark rites as protection against
these harsh lands. What if this woman’s child was taken as part of such a
ceremony? I envision how these prompts come together, and how they might
connect to my current quest.

      The woman kneels, and coaxes her child out from under the
      wagon. She gives the girl a hug and a few soft words. Then, she
      turns back to Kuno.
      “We live in a steading south of here,” she says. “Sova.”
      Kuno shrugs. She hasn’t heard of it.
      “They raided our home. Took my boy. Took the other men.”
      “Who?”
      “His name is Kenrick,” the woman says. She curses in an Old
      World tongue and spits on the ground. “It’s him that’s making
      them do it. He’s gone mad.”
      “Making them do what?”
      “They call it the hunt.” Tears well in the woman’s eyes, but she
      brushes them away with the back of her hand. Her expression
      hardens with determination. “They’ll kill my boy. I’ve got to stop
      them.”
      “Who is Kenrick?” Kuno asks.
      “The overseer of Mournwood.”
      Kuno sighs. Out of the frying pan and into the fire, indeed.
      “We are bound for Mournwood,” Kuno says.
      Snow begins to fall. It’s the first snow of winter, a portent of the
      grim, cold months ahead.
      Kuno brings her hand to the iron ring which hangs from a silver
      chain around her neck. The metal thrums with expectant energy.

      Such is the life of the Ironsworn.




252                           CHAPTER 7 | Gameplay in Depth
IRONSWORN   253
INDEX                            B
                                 Background Bonds 36, 195
                                 Background Vow 35, 195–196
A                                Banes 38
Abilities 42                     Barrier Islands 113
Action Die 8                     Basilisk 151
Action Roll 8–10, 49             Battle 84–85
Advance 103, 222–224             Bear 147
Adventure Moves 60–68            Beasts 128–129, 151–156
Aid Your Ally 76–77              Boar 148
    In Combat 88                 Bonds 24, 36
Allies 25                           Background Bonds 195
    Aid Your Ally 76–77             Forge a Bond 74–76, 222
    Allies and Journeys 66          Marking Progress 15–16
    Allies and Supply 34, 64        Test Your Bond 75–76
    Bonds and Allies 75–76       Bonewalker 157
    Initiative and Allies 53     Broken 124, 138
    Opposing an Ally 232–233     Burdens 38
    Sharing Progress Tracks 18   Burning Momentum 12
    Sharing Vows 99, 101, 199
                                 C
Animals 147–150
Armor 52. See also Equipment     Camp 64
Ask the Oracle 23, 107–109       Campaigns 193–202
    In Combat 89                 Challenge Dice 8
Assets 39–44                     Challenge Ranks 14–15
    Abilities 42                    Adjusting 209
    Acquiring 41                    NPC Ranks 134
    Asset Cards 44                  Rank Oracle 190
    Companions 39                   Travel 111
    Failing an Asset Move 44     Character 4–5, 31–47, 193
    Martial Talents 40           Character Sheet 5
    Paths 40                     Chimera 158
    Rituals 41                   Clash 80
    Tweaking 238–240             Combat Moves 78–89
                                    Initiative 53–55
                                 Combat Talents 40


255
Common Folk 139               Enter the Fray 78–79
Companion Endure Harm 94      Epilogue 77
Companions 25, 39             Equipment 25, 45, 52
   Companion Endure Harm 94   Experience 5, 44–45
   Using Abilities 43             Advance 103
Compel 69–70                      Fulfill Your Vow 101–102
   In Combat 88
Conditions 37
                              F
Co-Op (Cooperative Play) 1    Face a Setback 13, 97
   Principles 227             Face Danger 60
   Using Oracles 165              In Combat 85–86
Corrupted 38, 95–96           Face Death 93
Cursed 38, 93                 Face Desolation 96
                              Fate Moves 104–109
D                             Fiction 2, 203–207
Damage. See Harm              Fictional Framing 205–207
Death 93                      Firstborn 128, 142–146
Debilities 5, 36–38           Flooded Lands 116
Deep Wilds 115                Foes 133–163
Dice 2                        Forge a Bond 74–75, 222. See
    Action Roll 8–10                   also Bonds
    Oracle Roll 22            Forsake Your Vow 102
    Progress Roll 18          Frostbound 158
Difficulty 208–209            Fulfill Your Vow 101–102, 221
Draw the Circle 73
                              G
Drives 135
Duels 73                      Gamemaster. See GM
                              Gather Information 62
E                             Gaunt 142, 148–149
Edge 33                       Gear. See Equipment
Elder Beast 152               Giant 128, 143
Elf 128, 142                     Names 187
    Names 186                 GM 1. See also Guided Play
Encumbered 37                    Principles 229
End the Fight 82–83              Rolling Dice 10
Endure Harm 19, 33, 91–92     Group Moves 51
Endure Stress 20, 34, 95–96


                                                              256
Group Play 227. See also Co-Op      J
      (Cooperative Play); See
      also Guided Play              Journey. See Undertake a Journey
Guided Play 1
                                    L
   Principles 229
   Using Oracles 23, 109, 166       Leviathan 154
                                    Losing Momentum 11–12
H
                                    M
Hacking Ironsworn 237–240
Harm 19, 57–58, 58                  Magic. See Mysticism
   Companion Endure Harm 94         Maimed 38, 91–92
   Endure Harm 91–92                Make Camp 64
   NPC Ranks 134                    Mammoth 155
Harrow Spider 153                   Mapping 130–131
Haunt 159                           Marking Progress 15–16
Havens 117                          Marsh Rat 149
Heal 63                             Matches 9–10, 109
Health 33, 91–92                       Adjusting the Impact 231
Heart 33                            Max Momentum 14
Hinterlands 118                     Mechanics 2, 203–204
Hit 9, 49, 57                       Milestones 15–16, 100, 213–215
Hollow 160                          Minimum Momentum 13, 97
Horrors 129, 157–163                Miss 9, 49, 57
Hunter 139                          Momentum 5, 11–14, 35
                                       Burning 12
I                                      Face a Setback 97
Inciting Incident 35, 46, 196–198      Gaining 11
Inflicting Harm 19, 57                 Losing 11–12
Initiative 53–55                       Max 14
In Media Res 198                       Minimum 13
Iron 33                                Resetting 13
Ironlanders 138–141                    Suffering Negative 13
Ironlands 2–3, 111–131, 194         Mounts 67. See also Companions
Iron Revenant 161
Iron Vows. See Vows
Items. See Equipment




257
Moves 6–7, 49–109                 Princess Bride References 81, 149
   Best Practices 50–51           Principles 226–229
   Equipment and Moves 52         Progress. See Progress Tracks
   Glossary 56–58                 Progress Moves 17–18, 51
   Outcomes 49                        End the Fight 82–83
   Progress Moves 17–18, 51           Fulfill Your Vow 101–102
Mystic 140                            Reach Your Destination 68
Mysticism 127                         Write Your Epilogue 77
   Backlash Oracle 189            Progress Rolls 18
   Rituals 41                     Progress Score 18
                                  Progress Tracks 14–18
N
Name 33                           Q
Negative Momentum 13              Quest Moves 98–103
Non-Player Characters. See NPCs   Quests 4, 212–225
Normal World 198                     Flow Chart 225
NPCs 24–25, 133–163                  Moves 98–99
   Creating 137                      Outline 200–201
   Help From 136
   Ranks 134
                                  R
Number of Players 1, 230–231      Ragged Coast 114
                                  Raider 140–141
O                                 Ranks. See Challenge Ranks
Old World 2, 123                  Rat. See Marsh Rat
One-Shots 231                     Reach a Milestone 100, 213–215
Oracle Rolls 22                   Reach Your Destination 68
Oracles 22–24, 164–191            Regions 112–121
   Creating 191                   Relationship Moves 69–77
   Fate Moves 104–109             Religion 127–128
Out of Supply 97                  Reroll 58
                                  Resetting Momentum 13
P                                 Reskinning. See Hacking Ironsworn
Packs 78–79, 136                  Resupply 63–64
Paths 40                          Rituals 41
Pay the Price 57, 105–107             Failed Rituals 44
   In Combat 89                   Roles 238–239
Primordial 144


                                                                 258
S                                 Transport 67
                                  Travel 65–69, 111
Scene Challenges 234–235
                                     Reach Your Destination 68
Secure an Advantage 61
                                     Undertake a Journey 65–67
    In Combat 87–88
                                  Troll 145
Setback 97
                                     Names 187
Setting 2–3. See also Ironlands
                                  Truths 122–129
Shadow 33
                                  Turn the Tide 81
Shaken 37, 95–96
Shattered Wastes 121              U
Sodden 162
                                  Undertake a Journey 65–67, 111
Sojourn 71–72
                                  Unprepared 37, 97
Solo Play 1
    Extended Example 241–252      V
    Principles 228
                                  Varou 146
    Using Oracles 165
                                      Names 187
Spirit 34, 95–96
                                  Veiled Mountains 120
Stats 5, 33
                                  Vows 4, 35, 199–201, 221
Stress 20
                                      Background Vow 195–196
    Endure Stress 95–96
                                      Quest Moves 98–103
    NPC Ranks 134
Strike 79                         W
Strong Hit 9, 49, 57              Warrior 141
Suffer 58                         Waypoints 66
Suffer Moves 90–97                Weak Hit 9, 49, 57
    In Combat 89                  Weapons 19, 52, 57. See
Supply 34, 63–64, 97                     also Equipment
    Out of Supply 97              Wits 33
    Resupply 63                   Wolf 150
Swear an Iron Vow 98–99. See      World Building 110–131, 194
       also Vows                     Other Worlds 237–238
                                  Wounded 37, 91–92
T
                                  Write Your Epilogue 77
Tactics 135
                                  Wyvern 156
Take 59
Tempest Hills 119                 Z
Test Your Bond 75–76              Zooming In and Out 210–211
Tormented 38, 96

259