Plaintext
A TABLETOP RPG OF IRONSWORN
PERILOUS QUESTS
BY SHAWN TOMKIN
A TABLETOP RPG
OF PERILOUS QUESTS
Copyright ©2018 Shawn Tomkin.
CONTENTS
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. CHAPTER 1: THE BASICS 1
Updated June 9, 2019. PLAYING IRONSWORN 1
What You Need 1
WRITING AND DESIGN Mechanics and the Fiction 2
Shawn Tomkin The Setting 2
Iron Vows 4
Your Character 4
ACKNOWLEDGEMENTS
MOVES 6
Ironsworn leverages mechanics and creative inspiration from several amazing
games. Thank you to their authors. THE ACTION ROLL 8
Matches 9
Apocalypse World, by D. Vincent Baker and Meguey Baker. GM’s and the Dice 10
City of Judas, by Davide Pignedoli. MOMENTUM 11
Gaining Momentum 11
Dungeon World, by Sage LaTorra and Adam Koebel. Losing Momentum 11
Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al. Burning Momentum 12
Resetting Momentum 13
Mythic, by Tana Pigeon. Suffering Negative Momentum 13
Minimum Momentum 13
PLAYTESTERS AND CONTRIBUTORS Max Momentum 14
Aaron Ferguson, Alice Southey, Allan Prewett, Andrea Parducci, PROGRESS TRACKS 14
Andrew Huffaker, Benny Tsai, Bjorsa Brimrsson, Bruce Curd, Challenge Ranks 14
Calvin Mark Davis, Charley Kottler, Chris Dion, Chuck Durfee, Dale Marking Progress 15
Mogford, Deathworks, Derek Cutsinger, Ethan Uhlig, Etienne Lefebvre, Freja Progress Moves 17
Nordsiek, Greg Gelder, Guy Sodin, Jacob DC Ross, Jeremy Epp, Joe Deckert, Progress Rolls 18
Karen Lauwers, Mark Brady, Michael Bauer, Mike Leavitt, Peter J. Ria, Samuel Sharing Progress Tracks with Allies 18
Rondón Acevedo, Todd Grotenhuis, Wesley Ramos, Zack MacDonald HARM 19
Inflicting Harm 19
SPECIAL THANKS Enduring Harm 19
Bernhard Lutz, Catalina Gerlein, Charles Picard, Chet Coleman, Evandro STRESS 20
Novel, Garrett Holthaus, Graham Spearing, Ian Stronach, Jim Alcala Sales, ASSETS 21
Jeremiah Wenneker, Josh McGraw, Justin Gordon, Lysa Clarke, Martin
ORACLES 22
Bentley, Matt Click, Nicolas Bourassin
Rolling Oracle Dice 22
Seeking Answers 23
IMAGE CREDITS More Randomness 24
Stock image elements from IStock, 123RF, and ShutterStock. Selected icons by Trust Your Instincts 24
Lorc and Delapouite under CC BY 3.0. BONDS 24
For Terrie, and the vows we have fulfilled together.
OTHER CHARACTERS 24 CHAPTER 3: MOVES 49
Allies and Companions 25
EQUIPMENT 25 MAKING MOVES 49
Move Outcomes 49
THE FLOW OF PLAY 26 Best Practices for Moves 50
WHAT’S NEXT 28 Making Group Moves 51
Making Progress Moves 51
Equipment and Moves 52
CHAPTER 2: YOUR CHARACTER 31
Initiative 53
YOU ARE IRONSWORN 31 Move Glossary 56
Envision Your Character 31 ADVENTURE MOVES 60
Where to Start? 31 Face Danger 60
CHARACTER BASICS 33 Secure an Advantage 61
Name 33 Gather Information 62
Stats 33 Heal 63
Health 33 Resupply 63
Spirit 34 Make Camp 64
Supply 34 Undertake a Journey 65
Momentum 35 Reach Your Destination 68
VOWS 35 RELATIONSHIP MOVES 69
BONDS 36 Compel 69
Sojourn 71
DEBILITIES 36
Draw the Circle 73
Conditions 37
Forge a Bond 74
Banes 38
Test Your Bond 75
Burdens 38
Aid Your Ally 76
ASSETS 39 Write Your Epilogue 77
Asset Types 39
COMBAT MOVES 78
Acquiring Assets 41
Enter the Fray 78
Upgrading Assets 42
Strike 79
Asset Abilities 42
Clash 80
Ability Requirements 42
Turn the Tide 81
Using Companion Abilities 43
End the Fight 82
Failing an Asset Move 44
Battle 84
Using Asset Cards 44
Other Moves in Combat 85
EXPERIENCE 44
SUFFER MOVES 90
EQUIPMENT 45 Endure Harm 91
BECOMING IRONSWORN 46 Face Death 93
CHARACTER CREATION SUMMARY 47 Companion Endure Harm 94
Endure Stress 95
Face Desolation 96
Out of Supply 97
Face a Setback 97
QUEST MOVES 98 CHAPTER 5: FOES AND ENCOUNTERS 133
Swear an Iron Vow 98
Reach a Milestone 100 NPCs IN THE IRONLANDS 133
Fulfill Your Vow 101 Components of an NPC 133
Forsake Your Vow 102 NPC Packs 136
Advance 103 Joining Forces with NPCs 136
FATE MOVES 104 Creating NPCs 137
Pay the Price 105 IRONLANDERS 138
Ask the Oracle 107 Broken 138
Common Folk 139
Hunter 139
CHAPTER 4: YOUR WORLD 111 Mystic 140
WELCOME TO THE IRONLANDS 111 Raider 140
Travel in the Ironlands 111 Warrior 141
REGIONS OF THE IRONLANDS 112 FIRSTBORN 142
Barrier Islands 113 Elf 142
Ragged Coast 114 Giant 143
Deep Wilds 115 Primordial 144
Flooded Lands 116 Troll 145
Havens 117 Varou 146
Hinterlands 118 ANIMALS 147
Tempest Hills 119 Bear 147
Veiled Mountains 120 Boar 148
Shattered Wastes 121 Gaunt 148
YOUR TRUTHS 122 Marsh Rat 149
The Old World 123 Wolf 150
Iron 124 BEASTS 151
Legacies 124 Basilisk 151
Communities 125 Elder Beast 152
Leaders 125 Harrow Spider 153
Defense 126 Leviathan 154
Mysticism 127 Mammoth 155
Religion 127 Wyvern 156
Firstborn 128 HORRORS 157
Beasts 128 Bonewalker 157
Horrors 129 Chimera 158
MAPPING YOUR JOURNEYS 130 FrostBound 158
Haunt 159
Hollow 160
Iron Revenant 161
Sodden 162
CHAPTER 6: ORACLES 165 THE MECHANICS AND THE FICTION 203
Leading and Following with the Fiction 203
SEEKING INSPIRATION 165 Fictional Framing 205
Oracles In Solo and Co-Op Play 165 Representing Difficulty 208
Oracles In Guided Play 166 Zooming In and Out 210
IRONLAND ORACLES 167 MANAGING YOUR QUESTS 212
How to Use the Tables 167 Reaching Milestones 213
Intro to the Oracles 168 Undertaking New Quests 216
Oracle 1: Action 174 Fulfilling Your Vow 221
Oracle 2: Theme 175 Forging New Bonds 222
Oracle 3: Region 176 Advancing Your Character 222
Oracle 4: Location 176 Quest Flow Chart 225
Oracle 5: Coastal Waters Location 176 PRINCIPLES 226
Oracle 6: Location Descriptor 177 General Principles 226
Oracle 7: Settlement Name 178 Group Play 227
Oracle 8: Quick Settlement Name Generator 180 Solo Play 228
Oracle 9: Settlement Trouble 181 Playing as the GM 229
Oracle 10: Character Role 182
Oracle 11: Character Goal 182 GAMEPLAY OPTIONS 230
Oracle 12: Character Descriptor 183 Number of Players 230
Oracle 13: Ironlander Names 184 One-Shot Play 231
Oracle 14: Elf Names 186 Opposing an Ally 232
Oracle 15: Other Names 187 Scene Challenges 234
Oracle 16: Combat Action 188 Semi-Random Campaign Setup 236
Oracle 17: Mystic Backlash 189 HACKING IRONSWORN 237
Oracle 18: Major Plot twist 190 Playing in Other Worlds 237
Oracle 19: Challenge Rank 190 Tweaking Assets 238
MORE ORACLES 191 EXTENDED EXAMPLE OF PLAY 241
Creating Your Own Oracles 191 Kuno Takes the Stage 241
A Journey Interrupted 242
Into the Fight 244
CHAPTER 7: GAMEPLAY IN DEPTH 193 Aftermath 251
STARTING YOUR CAMPAIGN 193
Create Your Character 193 INDEX 255
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
CHAPTER 1 PLAYING IRONSWORN
THE BASICS 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: • There are no thriving cities. Instead, Ironlanders live in isolated villages
or steadings. Their homes are modest buildings of wood, stone, and
• Two ten-sided dice (d10) for each player. These are your challenge dice.
thatch.
• One six-sided die (d6) for each player. This is your action die.
• Many areas of the Ironlands are unexplored and uninhabited except by
• Optionally, another pair of ten-sided dice to use as your oracle dice. the firstborn—beings such as elves, giants, and the wolf-like varou.
• A printed character sheet for each player and printed asset cards • Coins have little value here. Most commerce is made through barter and
(available at ironswornrpg.com). favors
• Some counters for marking status tracks on your character sheet. You can • Some communities remain isolated and independent, while others trade
use paper clips, beads, dice, coins, tokens from other games, or whatever in basic goods such as iron, grain, wood, livestock, wool, and coal.
is convenient.
• There is a diverse mix of peoples and cultures within the Ironlands,
even within a single community. You can envision your character and
Not required, but helpful: Printed reference sheets for moves, those you interact with however you like, unbound by considerations of
the blank Ironlands map, and other worksheets available at geography, lineage, sexual orientation, and gender.
ironswornrpg.com. • 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
MECHANICS AND THE FICTION between communities are a constant menace. Some communities subsist
Ironsworn uses various mechanics, such as rolling dice and managing the entirely on raiding.
stats and resources on your character sheet. As a player, you will often make • Spear, axe, shield, and bow are the dominant weapons. Swords are rare
decisions based on a desired mechanical outcome. For example, you might and highly prized. Some warriors choose to wade into battle clad in iron,
choose a particular action to get a bonus on your die roll. The basic mechanics while others trust in their prowess or in the strength of their shields.
of Ironsworn are introduced in this chapter.
• Magic is subtle and mysterious. Mystics seek to ward away the darkness
Ironsworn is also heavily reliant on the fiction, which is the imagined through the practice of magic, but often succumb to it. Rituals are
characters, situations, and places within your game. You will play from the performed as blessings and to gain insight.
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 • Supernatural creatures and beasts are rare, frightening, and dangerous.
story and your world. You are encouraged to make Ironsworn your own, and to bend the setting
To learn more about how the mechanics and fiction interact, see page 203. 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
THE SETTING character.
The default setting for your adventures is the Ironlands. It is a rugged
You can also ignore the Ironlands entirely and play in your own world, or
peninsula of isolated communities and untracked wilds on the frontier of the
explore a setting inspired by media, history, or another roleplaying game. The
known world. You can learn more about the setting starting on page 111. For
Ironsworn rules are flexible enough to accommodate many forms of gritty
now, here’s a summary of some default assumptions.
fantasy or historical fiction.
• Two generations ago, your people were driven to the Ironlands from their
With a bit of work, you can even adapt these rules to different genres. See page
former homes in the Old World.
237 for more on hacking Ironsworn.
• The weather here is harsh. Winters are brutal. The rugged terrain makes
travel and trade difficult and dangerous.
2 CHAPTER 1 | The Basics IRONSWORN 3
IRON VOWS Your vows (page 35) You have five stats (page As you fulfill
are your sacred oaths to 33) which represent vows, you earn
In the Ironlands, a vow is sacred. When you declare your solemn promise to complete perilous quests. the core aspects of your experience (page
serve or aid someone, or to complete a personal quest, your honor is bound to Each vow has a rank and character. These are 44). You spend
that vow. Abandoning or recanting an oath is the worst sort of failure. is managed through a often added as a bonus experience to gain
When you swear a vow, you touch a piece of iron. It can be an iron coin, a progress track. when you take action. new assets.
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.
CHARACTER EXPERIENCE
Vows are the core of playing Ironsworn. It is your vows that drive you. These +10
HEALTH
goals create the context for your adventures and challenges. As you complete +9
EDGE HEART IRON SHADOW WITS
+5
vows, you gain experience and new abilities. +8
BONDS
+4
+3
When you create your character, you start with a background vow. When you +7
VOWS +2
setup your campaign, you envision or encounter an inciting incident which +6
+1
triggers a new vow. There are several prompts for vows associated with the +5
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
0
details of the world in chapter 4 (page 111), and with foes and encounters in +4
SPIRIT
chapter 5 (page 133). You can select something which fits your vision for the +3
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
+5
world and your character’s goals, or just come up with something yourself. If +2 +4
you are playing in co-op mode, you and your fellow players may have shared +1
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +3
vows and personal vows. 0 +2
To learn more about your first vows and starting your campaign, see page -1 TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +1
193. -2 0
SUPPLY
-3 TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
+5
YOUR CHARACTER -4
DEBILITIES +4
-5
You use your character sheet to track your stats, overall condition, and
CONDITIONS BANES
WOUNDED SHAKEN MAIMED CORRUPTED +3
UNPREPARED ENCUMBERED
progress in your quests. You also have assets (page 21), which are abilities
-6 BURDENS
+2
MAX CURSED TORMENTED
you choose when you create your character and when you gain experience. +1
MOMENTUM
These components help you determine the outcome when things get RESET
STATUS
0
IRONSWORN
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, As you take action, you You suffer debilities You have status
but don’t sweat it. You’ll evolve it through play. At the start of your game, build or lose momentum (page 36) as you tracks for health,
put your character on stage to see what happens. Fill in the blanks—for your (page 11). Positive face harrowing spirit, and supply
character and your world—as you go. momentum can help challenges. Some (page 33).
improve the result of debilities are These represent
To learn more about creating your character and the components that make
an action. Negative temporary and easily your current
up your character, see page 31.
momentum can undermine mended; others are condition and
an otherwise successful permanent. readiness.
action.
4 CHAPTER 1 | The Basics IRONSWORN 5
MOVES This is the
Moves are self-contained systems to resolve a specific action, scene or move’s name.
Moves which require an
question. There is a move for most common situations you encounter in
This is the move’s trigger. action roll will tell you
Ironsworn. They have specific triggers, phrased as “When you [blank].” When
When you do this which stat to add to your
your character does that thing, or you encounter that situation, refer to the
thing, or encounter this roll, and may give you an
move to see what happens.
situation, make the move. option to include other
Moves are organized by activities. bonuses (called adds).
• 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 GATHER INFORMATION
something, building bonds with people and communities, resting and When you search an area, ask questions,
recuperating within a community, aiding your allies, and initiating duels. conduct an investigation, or follow
a track, roll +wits. If you act within a
• Combat moves (page 78) are used when fighting (but not exclusively;
community or ask questions of a person
other moves may come into play as well). with whom you share a bond, add +1.
• Suffer moves (page 90) occur when you endure hardship, such as On a strong hit, you discover something
suffering physical harm or facing a dispiriting challenge. helpful and specific. The path you must
follow or action you must take to make
• Quest moves (page 98) encompass iron vows, making progress in a progress is made clear. Envision what you
sworn quest, and improving your character. learn (Ask the Oracle if unsure), and take +2
momentum.
• 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. On a weak hit, the information complicates
your quest or introduces a new danger.
When a move’s name is referenced within these rules or by another move, Envision what you discover (Ask the Oracle
you’ll see it as italicized text. if unsure), and take +1 momentum.
On a miss, your investigation unearths a
Most moves are based on risky actions you are taking. You are attacking with dire threat or reveals an unwelcome truth
your sword, making a dangerous climb, or healing an ally. These moves use that undermines your quest. Pay the Price.
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 Moves with an action roll
When a move is
your character’s control. If you’re playing solo or co-op, you can use the Ask include three levels of
referenced within
the Oracle move (page 107) to answer questions about the world, resolve how possible results: A strong
another move, you’ll
other characters respond, or determine what happens next. hit, a weak hit, and a miss.
see it as italicized text.
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 IRONSWORN 7
There are three possible results for a move.
THE ACTION ROLL
When you make a move representing a risky or uncertain action, you roll
three dice at once.
Strong Hit Weak Hit Miss
• Challenge dice: Two ten-sided dice (D10)
Your action score is Your action score Your action score isn’t
• Action die: A six-sided die (D6) 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
4 8 are trying to do. succeeded, but with a
lesser effect or cost.
make some serious
concessions.
3 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.
CHALLENGE DICE ACTION DIE
When you score a miss on a move, you’ll usually see a prompt to Pay the Price.
Add your relevant stat to your action die. The move will tell you which stat to This is a special move that lets you pick a likely negative outcome or roll to see
add, or may give you a choice. Some moves will tell you to use one of your what happens. If you’re playing with a GM, they may consult with this move,
tracks, such as health or supply, in place of a stat. Based on the move or your or just tell you the price.
character’s assets, you may also have an opportunity to apply one or more
The main thing to remember on a miss: Something always happens. The
bonuses called adds. The total of your action die, your stat, and any adds is
situation gets more complex, dramatic, or dangerous. To learn more about
your action score. Your action score is never greater than 10—anything over
the Pay the Price move, see page 105.
that is ignored.
ACTION
SCORE Ties always go to the challenge dice. Your action score needs to
STAT ADDS
exceed—not equal—the challenge dice to count as a hit.
3 + 2 + 1 = 6
MATCHES
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
When you roll for a move, you
should be on the lookout for a
5 = 5
those dice.
match on the challenge dice. In
CHALLENGE DICE cooperative and solo play, this is
your trigger to add a twist, create
ACTION SCORE a new complication, or otherwise mix things up. Something interesting,
4 8 unexpected, or unusual happens. If you’re unsure, you Ask the Oracle, which
6 COMPARE TO 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.
Greater than NOT greater than
8 CHAPTER 1 | The Basics 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
MOMENTUM
interesting, or a new opportunity. 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
• Miss: The match should represent a heightened negative outcome, a in your quests. Move results may tell you to increase or decrease momentum.
complication, or new danger. Things get worse for you in an unexpected
way. 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.
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 When you have positive momentum, things are going your way. You have the
introduce a harrowing turn of events or a dire failure. It’s as bad as things get. advantage. You are in control. Your path is clear. You are properly positioned
for success.
GM’S AND THE DICE When you have negative momentum, the tide has turned against you. You
face tough odds. You are outmatched. Your next steps are uncertain.
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 Momentum persists through scenes and between gaming sessions.
D10’s available for oracle rolls (page 22). 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.
10 CHAPTER 1 | The Basics IRONSWORN 11
+9
+8
If you lose momentum as a result of a narrative outcome without a defined RESETTING MOMENTUM
+7
value, such as when you make the Pay the Price move (page 105), you should
suffer a reduction appropriate to the narrative circumstances. 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
• For a minor disadvantage or complication, suffer -1 momentum. when your character suffers from a debility (page 36). Debilities are
• For a major disadvantage or complication, suffer -2 momentum. 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.
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
+4 marked, your momentum reset is +1.
• If you have one debility
momentum track by the amount indicated. • 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
BURNING MOMENTUM momentum reset. +2
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, SUFFERING NEGATIVE MOMENTUM
+1
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. 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
If both challenge dice are less than your momentum value, you may cancel by comparing your stat plus your adds to the challenge dice, but you won’t
them both for a strong hit. If you burn momentum when only one of the have your action die to help
-1 you. TROUBLESOME DANGEROUS FORMIDABL
challenge dice is less than your momentum value, the result of the other die
stands—giving you a weak hit. ACTION DIE
+10 -2
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 -3 TROUBLESOME DANGEROUS FORMIDABL
4
the 5, but not the 8. This shifts your result from a miss to a weak hit.
BONDS
+8 -4
CHALLENGE DICE
DEBILITIES
+7 -5 CONDITIONS
VOWS
5 8
WOUNDED You must
cancel
SHAKEN
+6 -6 TRACK UNPREPARED this
die.
ENCUMBERED
MOMENTUM
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
+5
MINIMUM MOMENTUM
+4 You may cancel Your momentum cannot drop lower than -6. This is your minimum
MOMENTUM TRACK this
TROUBLESOME die.DANGEROUS FORMIDABLE EXTREME EPIC momentum. If a move tells you to lower your momentum, and your
+3
momentum is already at its minimum, you will instead make the Face a
Burning momentum is never required. Even if you score a miss on a move Setback move (page 97). As a result of this move, you reduce your health,
and have enough+2 momentum to cancel the challenge dice, you can choose to
spirit, or supply (or some combination thereof) by that amount, or undermine
suffer the failure and save your momentum for a more crucial moment. your progress in a current quest, journey, or fight.
+1
After you burn momentum, you must reset your momentum. See the next Make moves such as Secure an Advantage (page 61) to increase your
page for how that
0 works. momentum.
-1
12 -2 CHAPTER 1 | The Basics IRONSWORN 13
-3
MAX MOMENTUM 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.
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
MARKING PROGRESS
you an option to increase your momentum, you can’t take that benefit. 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
PROGRESS TRACKS when you successfully reach waypoints in your travel.
A progress track is used to measure your pace and determine the outcome of
a goal or challenge in specific situations. UNDERTAKE A JOURNEY
When you travel across hazardous or unfamiliar This move
• When you Swear an Iron Vow (page 98), a progress track represents lands, first determine the rank of your journey (Ask the
the challenges you overcome on your way to achieving your ultimate goal. lets you mark
Oracle if unsure). progress on
• When you Undertake a Journey (page 65), a progress track represents • Troublesome journey: 3 progress per waypoint. a strong or
how far you’ve gone and how favorable the travel has been. • Dangerous journey: 2 progress per waypoint. weak hit.
• Formidable journey: 1 progress per waypoint.
• When you Enter the Fray (page 78), a progress track represents your
advantage as you weaken or wound your foes in combat. • Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
• When you establish a new relationship with a character in your world
Then, for each segment of your journey, roll +wits. If
and Forge a Bond (page 74), you mark your bond on a progress track. you are setting off from a community with which you
Progress tracks are drawn as a row of ten boxes which you fill in—or mark— share a bond, add +1 to your initial roll.
as you make headway toward a goal. When you initiate a challenge, these On a strong hit, you reach a waypoint. If the waypoint
boxes are empty. 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
Since making progress on your quests may stretch over many sessions, your momentum, but suffer -1 supply.
character sheet includes progress tracks for vows. Your character sheet also On a weak hit, you reach a waypoint and mark
includes a progress track for your bonds. For journeys and fights, you can progress, but suffer -1 supply.
sketch out your progress tracks on whatever is convenient, or use the challenge On a miss, you are waylaid by a perilous event. Pay the
worksheets provided at ironswornrpg.com. Price.
CHALLENGE RANKS Similarly, when you fight, you Strike (page 79) or Clash (page 80) to
When you engage in a fight, initiate a journey, or swear a vow, you give your inflict harm on your foe. To move forward in your quest, you use the Reach
challenge a rank. In increasing order of difficulty, the ranks are troublesome, a Milestone move (page 100). These incremental moves let you amass
dangerous, formidable, extreme, and epic. You (or the GM) will choose advantages to have the best chance of success when you are ready to resolve
a rank appropriate to the situation and how quickly or easily it should be your challenge.
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 IRONSWORN 15
Whenever you successfully move toward your goal, you partially or fully fill PROGRESS MOVES
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 There are four moves, called progress moves, which utilize progress tracks to
a move tells you to mark progress, fill in the appropriate number of ticks or resolve the outcome of a goal or challenge.
progress boxes based on the rank of your challenge. • To resolve a quest, Fulfill Your Vow (page 101).
Troublesome Dangerous • To end your journey, Reach Your Destination (page 68).
mark 3 mark 2 • To decide the outcome of combat, End the Fight (page 82).
progress progress
• When you retire from your life as Ironsworn, Write Your Epilogue (page
Formidable Extreme Epic 77).
mark 1 mark 2 mark 1
progress ticks tick
This label identifies
this move as a
MARKING PROGRESS FOR BONDS progress move.
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.
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).
16 CHAPTER 1 | The Basics IRONSWORN 17
PROGRESS ROLLS HARM
You don’t make an action roll when you make a progress move. Instead, you
Harm represents physical damage and fatigue. You inflict harm on your foes
tally the number of fully filled progress boxes (those with four ticks). This
in combat, and you Endure Harm when you are attacked or fail to overcome a
is your progress score. Then, roll your challenge dice and compare your
physical hazard or ordeal.
progress score to the value of the dice.
As with an action roll, if your progress score is greater than both challenge INFLICTING HARM
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 When you successfully attack a foe using the Strike (page 79) or Clash (page
the challenge based on the outcome of your roll. Also, keep an eye out for a 80) moves, you inflict harm. If you are armed with a deadly weapon (such
match, which represents a surprising twist or unusual complication. 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),
In the example below, you would compare your +6 progress score to your you inflict 1 harm. You may have an option to inflict additional harm through
challenge dice when making your progress move. The seventh progress box is the choices you make in a move.
only partially filled in, and won’t count toward the progress score.
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
PROGRESS SCORE 6 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
CHALLENGE DICE
4 6 (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
When deciding whether to make your progress move, you need to weigh your
nasty injury, or a demanding effort.
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 • Formidable (3 harm): An attack by an exceptional foe or mighty creature,
making your progress move. In fact, a weak hit or miss on a progress roll can a serious injury, or an exhausting effort.
lead to exciting new story possibilities.
• Extreme (4 harm): An overwhelming attack by a monster or beast, a
MOMENTUM AND PROGRESS ROLLS grievous injury, or a debilitating effort.
Momentum is ignored when you make a progress move. You cannot burn • Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
momentum on a progress roll, and you do not suffer from negative momentum. injury, or a consuming effort.
When you are fighting a foe, they inflict harm based on their rank. Sample
SHARING PROGRESS TRACKS WITH ALLIES foes are in chapter 5 (page 133).
When you and your allies are working together to resolve a challenge—a If you are at 0 health, a miss on the Endure Harm move puts you at risk
quest, a journey, or a fight—you share a progress track and mark progress of suffering a debility or dying. You can recover health through rest and
together. When you make a progress move, only one of you rolls the dice. The recuperation, using moves such as Heal (page 63), Make Camp (page 64),
result will stand for the group. and Sojourn (page 71).
18 CHAPTER 1 | The Basics IRONSWORN 19
STRESS ASSETS
Stress represents mental burdens and trauma. When you face mental shock Assets are a key component of your character. They give you additional
or despair, make the Endure Stress move (page 95). As part of that move, options and bonuses when making a move, and may include their own special
you reduce your spirit track by the amount of stress suffered. There are five moves. When you create your character (page 31), you select your starting
ranks of stress. 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.
• Troublesome (1 stress): An unsettling incident or frustrating failure.
To learn more about assets, see page 39.
• Dangerous (2 stress): A distressing incident or upsetting failure.
• Formidable (3 stress): A horrifying incident or demoralizing failure.
You can mix-and-match assets however you like. There are no
• Extreme (4 stress): A heart-rending incident or traumatic failure. designated assets based on character classes or roles. However, you
• Epic (5 stress): A soul-shattering incident or the loss of all hope. should avoid picking the same asset as another player.
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
This is the asset type. When you pick
5 (page 133).
Most assets include a an asset, you choose from companions,
When you Endure Stress, you reduce default ability, represented paths, combat talents, and rituals.
your spirit track by the amount of by the filled-in circle. If
stress suffered. If you are at 0 it doesn’t have a starting
spirit, you are in danger of ability, you get to pick one.
suffering a debility or falling PATH
into desolation.
SLAYER
You can recover spirit by
relaxing when you Make When you Gather Information by
tracking a beast or horror, or when
Camp (page 64), finding
Assets usually modify you Secure an Advantage by readying
fellowship when you
moves by giving you yourself for a fight against them, add
Sojourn (page 71), or +1 and take +1 momentum on a hit.
a bonus or allow you
when you Forge a Bond { When you Swear an Iron Vow to slay
to use the move in a
(page 74). a beast or horror, you may reroll any
different way. Some
Unlike harm, you do not assets include their dice. When you Fulfill Your Vow and
inflict stress on others—at own unique moves. mark experience, take +1 experience.
least not mechanically. If you { When you slay a beast or horror (at
attempt to frighten or demoralize least formidable), you may take a
trophy and choose one.
another character, make an As you gain • Power a ritual: When you or an ally
appropriate move to see what experience, you can make a ritual move, reroll any dice
happens. 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.
20 CHAPTER 1 | The Basics IRONSWORN 21
ORACLES SEEKING ANSWERS
If you are playing solo or co-op, you can Ask the Oracle to help guide your
Some moves may prompt you to roll on a table to generate a result between
game session and trigger ideas when you need to know what happens next.
1 and 100. There are also a set of creative prompts in chapter 6 (page 165),
Its most basic function is to answer a “yes” or “no” question. Combined with
which you can use to reveal details, trigger events, and guide the actions of
your own instincts and creativity, this move—and other random prompts—
other characters in your world. These oracles help answer questions in solo or
can push your story in surprising and exciting directions. To learn more about
co-op games, or provide inspiration for the GM in guided play.
this move, see page 107.
ROLLING ORACLE DICE
Whenever you are prompted by a move or an oracle table to generate a result ASK THE ORACLE
between 1 and 100, roll two ten-sided dice. When you seek to resolve questions, discover
details in the world, determine how other
characters respond, or trigger encounters or events,
you may…
80 3 3 6 • 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
One of your oracle dice may You can also use two D10s of answer.
table using
include tens digits on its faces. If different colors, and decide • Pick two: Envision two options. Rate one as your oracle dice
so, you’d read this result as 83. before rolling which represents ‘likely’, and roll on the table below to see if it is
to generate a
true. If not, it is the other.
the tens digit and which is the result between
units. You’d read this result as 36. • Spark an idea: Brainstorm or use a random
1 and 100
prompt.
The answer is ‘yes’
You might want to use a special set of dice for your oracle rolls, Odds if you roll...
shared by everyone at the table. It’ll make those dice feel special and Almost Certain 11 or greater
unique.
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.
22 CHAPTER 1 | The Basics IRONSWORN 23
MORE RANDOMNESS 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
You’ll find a set of random tables in chapter 6 (page 165). These provide next, Ask the Oracle. To learn more, see page 133.
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.
ALLIES AND COMPANIONS
If you are playing a co-op or guided game with other players, their characters
TRUST YOUR INSTINCTS are referred to in these rules and in moves as your allies.
These random generators will never replace your own imagination and A companion is a special type of asset. Unlike normal NPCs, they can
intuition. If it’s interesting, dramatic, and pushes the story forward, make it provide mechanical benefits through their abilities, and they have a health
happen. Too much reliance on random generators to answer questions about track to record harm. If the text of a move refers to a companion, it means a
“what happens next” can kill the momentum of your game or make it feel companion asset. To learn more about companions, see page 39.
disconnected and incoherent.
Keep it moving. Ask a question. If an answer leaps to mind, go with it. If you’re EQUIPMENT
not sure, Ask the Oracle. Then, play. In Ironsworn, you won’t worry too much about equipment. Your supply track
(page 34) is an abstract representation of your general readiness, clothes,
BONDS ammo, food, water, and mundane gear.
As you explore your world and complete quests, you create bonds with people You are armed and armored as appropriate to your vision for your character.
and communities by making the Forge a Bond move (page 74). Bonds give If you wield a weapon, you can inflict harm with it. If you are armed with a
you advantages for specific moves when interacting with those you have deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you
bonded with. For example, if you attempt to Compel someone (page 69), are unarmed or using an improvised or simple weapon (such as a shield, stick,
and you share a bond with them, you add +1 to your action score. The moves club, staff, or rock), you inflict 1 harm.
tell you when having a bond provides this advantage. Other equipment provides narrative benefit. It enables you to make moves
Bonds also help determine your fate when you retire from your life as an where that gear is important, or perhaps allows you to avoid a move altogether.
adventurer. The more bonds you create, the more connections you have
with people and communities, the better your chance to live out your days
For example, you need to make your way down a steep rock face.
peacefully in the company of others.
Without assistance, you’d make a Face Danger move to see what
Your character sheet has a special progress track for bonds. When you happens. If you had rope, the climb is not particularly risky or
successfully Forge a Bond, mark 1 tick on this progress track. When your uncertain. In that case, you might skip the move and just narrate
adventures are complete and you Write Your Epilogue (page 77), tally your
the result.
bonds and make a progress roll (page 18) to wrap up your character’s story.
OTHER CHARACTERS Specific assets (page 39) can make equipment more important and relevant
to your character. For example, combat talent assets (page 40) represent
The mechanics of Ironsworn are almost entirely character-facing—meaning your expertise in a particular weapon or fighting style. When you wield an
they reference the capabilities and actions of your character. Other non-player appropriate weapon, you gain the benefit of the asset.
characters and creatures (NPCs) don’t have mechanical detail. In fact, they
Apart from assets, you can make note of equipment at whatever level of
may only have a single stat—their rank—for tracking progress against them
detail you like, but don’t fuss over it. If you’re wondering whether you have a
in a combat scene. Further, NPCs do not make moves. You won’t roll dice
particular mundane item, you can Ask the Oracle (page 107).
for them to determine the outcome of their actions. When you attempt to
24 CHAPTER 1 | The Basics IRONSWORN 25
THE FLOW OF PLAY START
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 Envision the Ask and answer questions about
situations you encounter, will guide the fiction and the choices you make. current situation the world, other characters, and
and what your what happens next
When you have questions about what you find, how other characters in your
character is doing. (or Ask the Oracle).
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 When your action or the
twists and new complications you might not have thought of on your own. current situation triggers a
Above all, if it’s interesting, dramatic and fits the fiction, make it happen.
move, make that move.
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
STRONG WEAK MISS
narrative. What do you do next? HIT HIT
You’ve failed,
A weak hit or a miss means you don’t have control of the situation. Instead You’ve You’ve made or encounter
of acting, you react. What happens next? If you’re playing with a GM, they’ll succeeded. progress, a costly turn
determine how the world responds. Otherwise, you rely on your intuition and
You are in but aren’t in of events.
occasional oracle rolls to drive the narrative.
control. control.
What do you What happens
do next? next?
26 CHAPTER 1 | The Basics 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
The mother asked the seer to divine her
1 assets, and consider your background and personality.
new baby’s fate. The old mystic came and
Build your world (page 111). Take a tour of the Ironlands, create looked at the sleeping child. She tilted her
2 your unique vision of the setting, and find inspirational prompts
for vows and quests. Or, start playing in your own world. head, closed her eyes. Then, she drew back,
frowning. No need to ask the gods. No need
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 to roll the stones.
actions and intent. You can start by printing out the move reference
sheets, available at ironswornrpg.com. Then, refer to chapter 3 “Ironsworn,” the seer said.
when you have a question or want further detail.
She took her price in silver and blood, and
Review the example of play (page 241). See Ironsworn in action
4 to help understand the basic die roll mechanics, how to interpret left the mother alone with the baby.
moves and outcomes, and how to use creative prompts to drive
your story forward. That night, the mother wept, for she knew
Swear an Iron Vow (page 98). Play to see what happens. When her child would grow to live apart from her.
5 you have questions about moves, see page 49. When you need a Whether consumed by duty or vengeance,
foe or encounter, see page 133. When you seek answers from an
oracle, see page 165. wanderlust or love, it was all the same. The
trackless wilds would call, the blade and
Dig deeper (page 193). When you’re ready to explore campaign
shadow would whisper their secrets, and her
6 setup guides, additional gameplay options, and best practices, see
chapter 7. child would leave.
She cried for the life her child would live, and
she cried for the knowing of it.
28 CHAPTER 1 | The Basics
CHAPTER 2 YOU ARE IRONSWORN
YOUR 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.
CHARACTER 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 CHARACTER BASICS
MOMENTUM EXPERIENCE
NAME STATS SPIRIT
NAME
SUPPLY
CHARACTER EXPERIENCE You have a name. Perhaps others will honor it someday in stories and songs.
Asha Shadiya
+10 3 1 2 1 2
HEALTH
+5 Give your character a name. For inspiration, you can roll on the
EDGE HEART IRON SHADOW WITS
Ironlander Names tables on page 184.
+9
+4
BONDS
+8
//// // BONDS
//
+3
+7 / VOWS +2
+6 Find my sister
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +1 STATS
+5 /
There are five stats. Each is given a value from 1 to 3. When you make a move
/
0
+4 Guide the caravan safely through the mournwood
and roll dice, you usually add one of your stats to your action die. The move
SPIRIT
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
+3 +5
//
will tell you which stat to add, or give you a choice.
//
+2 +4
Kill the wyvern VOWS
+1
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
// // // //
+3 • Edge: Quickness, agility, and prowess in ranged combat.
//
//
//
//
• Heart: Courage, willpower, empathy, sociability, and loyalty.
0 +2
-1 TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +1
-2 0 • Iron: Physical strength, endurance, aggressiveness, and prowess in close
-3 TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC SUPPLY combat.
+5
-4
+4
• Shadow: Sneakiness, deceptiveness, and cunning.
DEBILITIES
DEBILITIES
-5
• Wits: Expertise, knowledge, and observation.
CONDITIONS BANES
WOUNDED SHAKEN MAIMED CORRUPTED +3
-6 UNPREPARED ENCUMBERED
BURDENS
+2
MAX CURSED TORMENTED
9 +1
MOMENTUM
RESET To start, arrange these bonuses across your five stats in any order:
STATUS
1 IRONSWORN 0
3, 2, 2, 1, 1.
COMPANION PATH COMBAT TALENT
HAWK STORYWEAVER SHIELD-BEARER
Name:
Your hawk can aid you when it is aloft.
When you Secure an Advantage,
Compel, or Forge a Bond by sharing an
If you wield a shield...
When you Face Danger using your
HEALTH
inspiring or enlightening song, poem, shield as cover, add +1. When you
Health represents your current physical condition and stamina, ranked from
{ 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.
{ Fierce: When you Secure an Advantage
+edge using your hawk to harass and
{ When you Make Camp and choose the
{ When you bear a shield painted
with a meaningful symbol, and you 0 to +5. Health is reduced when you Endure Harm (page 91), and increased
option to relax, you may share a story Endure Stress as you face off against
distract your foes, add +1 and take +1
momentum on a hit.
with your allies or compose a new
story if alone. If you do, envision the
a fearsome foe, add +1 and take +1 when you rest or receive care through moves such as Heal (page 63) or
momentum on a hit.
{ Vigilant: When you Face Danger
+wits to detect an approaching threat,
story you tell and take +1 spirit or +1
momentum. Any allies who choose to
{ When forced to Endure Harm in a
fight, you may instead sacrifice your
Sojourn (page 71).
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.
{ When you Sojourn within a
your shield is destroyed or will require
extensive repair; suffer -2 momentum. If you are at 0 health, scoring a miss when you Endure Harm puts you at risk
community with which you share a
0 +1 +2 +3 bond, add +2 (instead of +1). of suffering a debility or dying.
To start, set your health track to +5.
ASSETS
32 CHAPTER 2 | Your Character IRONSWORN 33
SPIRIT MOMENTUM
Spirit is your current mental state, ranked from 0 to +5. Spirit is reduced Momentum represents how you are faring in your quests. It is gained and lost
when you Endure Stress (page 95). It is increased when you find comfort through moves. If you have positive momentum, you are building on your
in companionship, success, or relaxed moments through moves such as Make successes and ready to make decisive moves. If you have negative momentum,
Camp (page 64) or Forge a Bond (page 74). you have suffered setbacks and your quest is in jeopardy.
If you are at 0 spirit, scoring a miss when you Endure Stress puts you at risk of To learn more about momentum and how it helps and hinders your character,
suffering a debility or falling into desolation. see page 11.
Use the momentum track on the left side of your character sheet to record
To start, set your spirit track to +5. 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
SUPPLY marked debility.
Supply is an abstract representation of your preparedness, including ammo, • Your momentum reset starts at +2. If you have a one debility marked,
food, water, and general upkeep. It is ranked from 0 to +5. Instead of keeping your reset is +1. If you have more than one debility marked, your reset
track of a detailed inventory, you can consider most of your mundane gear as is 0.
covered under supply.
To learn more about debilities, see page 36.
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 To start, set your current momentum to +2, your max momentum
Danger move (page 60) to ford a wild river, you might lose some gear as a to +10, and your momentum reset to +2.
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 VOWS
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 When you Swear an Iron Vow (page 98), you give it a rank (troublesome,
supply, each of you adjust your supply track accordingly. 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
When your supply falls to 0, all characters make the Out of Supply move (page (page 100).
97). If you are at 0 supply and suffer additional -supply, you each must
reduce your health, spirit, or momentum tracks by that amount.
You should start your first session with two vows: A long term goal
(your background vow) and an immediate situation which must
To start, set your supply track to +5. You and your allies share the be dealt with (your inciting incident). You’ll find quest starters
same supply value while you adventure together. When one of you in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and
makes a move that raises or lowers the supply track, each of you Encounters’ (page 133).
should make the adjustment on your character sheet.
To learn more about your starting vows, see page 195.
34 CHAPTER 2 | Your Character IRONSWORN 35
BONDS CONDITIONS
• Wounded may be marked when you are at 0 health and fail to Endure
As you build relationships and complete quests in the service of others, you
Harm (page 91). You are severely injured and need treatment to
create bonds by making the Forge a Bond move (page 74).
recover.
Bonds provide narrative texture to your world by fleshing out other
• Shaken may be marked when you are at 0 spirit and fail to Endure Stress
characters and communities. They give you places to return to, and people
(page 95). You are despairing or distraught, and need comfort to
to reconnect with, when your life as Ironsworn has taken its toll. Bonds also
recover.
provide mechanical benefits when you act within a community or interact
with someone with whom you share a bond. For example, the Sojourn move • Unprepared is marked when you are at 0 supply and are Out of Supply
(page 71) gives you a bonus to your action roll if you have a bond with that (page 97). You and your allies share the same supply value, and will
community. mark unprepared together.
The bonds progress track on your character sheet represents the connections • Encumbered is marked as appropriate to the circumstances when you
you have made. When you successfully Forge a Bond, you mark progress (one are carrying excessive or cumbersome weight.
tick). When your time as Ironsworn is done, you Write Your Epilogue (page
As with all debilities, conditions impact your max momentum and momentum
77). When you make that move, you tally the number of filled boxes on
reset. In addition, if you are wounded, shaken, or unprepared, you cannot
your bonds progress track as your progress score. See page 14 to learn more
increase the associated track.
about progress tracks and progress moves.
• If you are wounded, you cannot increase health.
You should start your first session with up to three background • If you are shaken, you cannot increase spirit.
bonds. Make a note of the people or communities you share bonds • If you are unprepared, you cannot increase supply.
with, and mark up to three ticks on your bond progress track. To
If a move gives you an opportunity to raise your health, spirit, or supply while
learn more about your first session and your starting bonds, see
the associated condition is marked, you can’t take that option. You must clear
page 193. 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)
DEBILITIES can clear the wounded condition. The shaken and unprepared conditions
can generally only be cleared as you find fellowship and gather provisions
As you suffer hardships and setbacks in your quests, you may need to mark
in a community through the Sojourn move (page 71). Once you clear a
debilities as a result of moves or narrative events. Moves will tell you which
condition, you restore your max momentum and momentum reset, and you
debility to mark, or give you a choice. Debilities represent temporary, long-
can once again increase the associated track through moves.
term, and permanent disadvantages. Some can be easily cleared through an
appropriate move. Others will forever become a part of your character. Unlike other conditions, encumbered is not specifically triggered or
resolved by a move. Instead, it should be marked when appropriate to the
Debilities should have a narrative impact on how you envision your character’s
circumstances. For example, you would mark encumbered if you are carrying
actions and how others react to you. They also have a mechanical impact by
an unconscious ally to safety in a perilous situation. Encumbered can also be
reducing your momentum track.
triggered by the Ironclad asset, which allows you to gain an advantage for
• Each marked debility reduces your max momentum by 1. heavy armor in exchange for marking the condition. Encumbered is cleared
when you lighten your load.
• 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 IRONSWORN 37
BANES ASSETS
• Maimed may be marked when you are at 0 health and fail to Endure
Assets represent your background, skills, and traits. They give you additional
Harm (page 91). You have suffered a wound which causes you ongoing
options and bonuses when making a move—or sometimes act as their own
physical challenges, such as the loss of an eye or hand. Or, you bear
self-contained moves.
horrific scars which serve as a constant reminder of your failures.
Assets provide both mechanical and narrative benefits. For example, if you
• Corrupted may be marked when you are at 0 spirit and fail to Endure
are an Herbalist, you gain bonuses to your moves when treating injuries or
Stress (page 95). Your experiences have left you emotionally scarred.
sicknesses. You can envision your character identifying plants, diagnosing
You are at the threshold of losing yourself to darkness.
rare illnesses, and summoning up obscure facts about herbal remedies. Even
Banes are permanent. They forever impact your character through the when you aren’t making moves, your role colors the interests and manner of
momentum penalty and—more importantly—through the narrative impact your character. Also, your expertise might offer story possibilities and new
of being maimed or corrupted. You should factor this debility into how you quests as you interact with others in need of your services.
perform moves and how you interact with the world. You may have physical
Ironsworn assets are formatted as printable cards, available for download
or emotional limitations you must cope with. Your outlook may change. Your
at ironswornrpg.com. Put them alongside your character sheet for easy
goals and methods may change. How others behave toward you may change.
reference. Each asset card includes three abilities.
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 ASSET TYPES
your roleplaying and the narrative of your moves.
There are four types of assets: Companions, paths, combat talents, and
When you are corrupted, envision how this impacts your personality and rituals. You can mix-and-match assets as you like—whatever fits your vision
motivations. You might struggle with a new compulsion, quirk, or fear. You for your character and their experiences and goals.
might even bear a physical, supernatural sign of the corruption. If so, what is
it? COMPANIONS
COMPANION
Companions are your NPC
BURDENS HAWK helpers. When you acquire
• Cursed is marked when you Face Death (page 93) and return with a Name: a companion, give them a
soul-bound quest. This burden can only be cleared by completing the name and envision their
Your hawk can aid you when it is aloft. appearance and personality.
quest. { Far-seeing: When you Undertake If they don’t have a starting
• Tormented is marked when you Face Desolation (page 96) and a Journey, or when you Resupply by ability, choose one.
undertake a quest to prevent a dire future. hunting for small game, add +1.
Upgrading a companion
{ Fierce: When you Secure an Advantage
Burdens are a result of life-changing experiences that leave you bound to enables additional abilities.
+edge using your hawk to harass and
quests. Clearing a burden can only be accomplished by resolving the quest. distract your foes, add +1 and take +1 Companions utilize a
momentum on a hit. health track and may suffer
When you are cursed or tormented, you should consider the physical or
{ Vigilant: When you Face Danger harm as a result of one of
emotional manifestations of these conditions. You have walked the lands
+wits to detect an approaching threat, your moves. When your
beyond death or suffered visions of your greatest fears. What signs do you
or when you Enter the Fray +wits companion takes damage,
bear? How do these experiences affect your relationships? against an ambush, add +2. make the Companion
Endure Harm move (page
When you create your character, all debilities should be unmarked. 0 +1 +2 +3 94) to determine the
outcome. See page 43 to
learn more.
38 CHAPTER 2 | Your Character IRONSWORN 39
PATHS RITUALS
PATH RITUAL
Paths represent your Magic in Ironsworn is cast
background, interests, STORYWEAVER through rituals which help COMMUNION
training, and skills. They When you Secure an Advantage, support your actions or act When you surround the remains
provide mechanical and Compel, or Forge a Bond by sharing an as unique moves. Like all of a recently deceased intelligent
narrative advantages, but inspiring or enlightening song, poem, assets, rituals can be selected creature with lit candles, and summon
also reflect who you are or tale, envision the story you tell. as you gain experience and its spirit, roll +heart. Add +1 if you
and how you interact with Then, add +1 and take +1 momentum can be upgraded over time to share a bond. On a strong hit, the
the world. For example, on a hit. make them more flexible or spirit appears and you may converse
a Ritualist would likely { When you Make Camp and choose the powerful. for a few minutes. Make moves as
option to relax, you may share a story appropriate (add +1). On a weak hit,
have a different outlook
with your allies or compose a new All rituals utilize a move as as above, but the spirit also delivers
than a Veteran. Choosing
story if alone. If you do, envision the their default marked ability. troubling news unrelated to your
both those paths can purpose. Envision what it tells you
story you tell and take +1 spirit or +1 You must make this move
reflect an evolution of your momentum. Any allies who choose to (Ask the Oracle if unsure) and Endure
and the associated action
character or an interesting relax in your company may also take Stress (1 stress).
roll to trigger the effect. Any
background. +1 spirit or +1 momentum. { As above, and you may also commune
secondary abilities you gain
{ When you Sojourn within a by upgrading the asset are with the long-dead.
community with which you share a dependent on performing { When you perform this ritual, add +1
bond, add +2 (instead of +1). the ritual described as the and take +1 momentum on a hit.
default ability.
COMBAT TALENTS
COMBAT TALENT ACQUIRING ASSETS
Ironsworn characters are
SHIELD-BEARER assumed to be skilled You may select three assets when you create your character. Additional assets
fighters. Even without a can be acquired with experience points when you Advance (page 103).
If you wield a shield...
When you Face Danger using your combat talent, you can Some assets can only be obtained after you have fulfilled narrative or
shield as cover, add +1. When you wield weapons and perform mechanical requirements. This is in addition to the experience point cost.
Clash in close quarters, take +1 combat moves (page 78). The text of the assets will outline the requirements. For example:
momentum on a strong hit. A combat talent reflects a
particular area of expertise, • Banner-Sworn requires that you have marked a bond with a leader or
{ When you bear a shield painted
with a meaningful symbol, and you and gives you additional faction. If you have an appropriate background bond, or have made the
Endure Stress as you face off against options and bonuses. Forge a Bond move with a leader or faction, you may add the asset.
a fearsome foe, add +1 and take +1 • Battle-Scarred requires that you are maimed (page 38). If you have
momentum on a hit. Combat talent assets
typically require you to marked the debility, you may add the asset.
{ When forced to Endure Harm in a
fight, you may instead sacrifice your wield a specific weapon, as • Ritualist requires that you Fulfill Your Vow in service to an elder mystic,
shield and ignore all harm. If you do, noted in the asset text. For and Forge a Bond to train with them. Once you’ve done that, you may add
your shield is destroyed or will require example, if you are a Shield- the asset.
extensive repair; suffer -2 momentum. Bearer and don’t have a
For assets without a requirement, you should consider the narrative
shield at the ready, you can’t
justification when you add it to your character. What have you done to gain
use the asset’s abilities.
these abilities? How have your goals changed to support this new focus? Make
your selection meaningful in the context of your story.
40 CHAPTER 2 | Your Character IRONSWORN 41
UPGRADING ASSETS USING COMPANION ABILITIES
When you spend experience (page 44) to upgrade an asset, you fill in the If you have a companion, leveraging their abilities is an option, not a
dot on your asset card to show you’ve acquired the ability. All assets include requirement. Through the fiction, you can interact with your companion and
three abilities. The first will probably be filled in when you purchase the asset. have them perform tasks or assist you without using one of the asset abilities.
If not, you get to choose one of the three abilities to start. For example, a Horse companion can put you in position to travel at speed or
get away from danger.
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. 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
ASSET ABILITIES negative outcome of the move should involve your companion. Depending
on the circumstances, they might suffer harm, be put in danger, become
Assets provide one or more functions. separated from you, or refuse your commands.
• They provide bonuses (adds) for specific moves.
INFLICTING HARM ON COMPANIONS
• They allow you to alter the outcome of a move by rerolling dice.
When a companion suffers physical damage, you make the Companion
• They provide improved outcomes for successful moves, such as taking Endure Harm move (page 94). When their health is at 0, they are in danger
+1 momentum on a hit. of being killed. Some moves, such as Sojourn (page 71) and Make Camp
• They give you an option to exchange one resource for another, such as (page 64), offer options for your companion to recover health.
trading momentum for inflicting additional harm.
SLAIN COMPANIONS
• They allow you to use moves in unusual circumstances, such as using
If your companion is killed, give yourself 1 experience point for each marked
the Scrying ritual to Gather Information remotely.
ability. Then, remove the asset. If you acquire the same type of companion
• They allow you to use a different stat instead of the one normally through the narrative of your quest and journeys, you can rebuy the asset at
required by a move. the normal cost.
• 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 IRONSWORN 43
FAILING AN ASSET MOVE 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.
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 EXPERIENCE
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 Per the Advance move, you may:
Dabbling in the mystic arts is dangerous, and the results can be unpredictable. • Add a new asset by spending 3 experience.
If the ritual goes wrong, envision what sort of backlash might be possible, or • Upgrade an asset by spending 2 experience.
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) To start, your experience is unmarked.
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 EQUIPMENT
Booklets of asset cards are available for download at ironswornrpg.com. You Make note of any important equipment or items you start with. These are
can print and cut out individual cards, and each is sized for use with standard things that might impact the narrative and the moves you make, or provide
3.5x2.5 in (88x63mm) card protectors. 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
Or, you can purchase decks of preprinted asset cards. Visit ironswornrpg.com talent.
to learn more.
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
To start, select three assets. Since this is a key aspect of your mundane necessities.
character, feel free to choose assets as the first step in character
There are no limitations by the rules, but envision your character’s place
creation. You can let your assets guide your concept, or vice versa. 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
EXPERIENCE your game.
When you Fulfill Your Vow (page 101), you gain experience. The amount of If you want to begin your adventures as a typical Ironlander, envision yourself
experience is based on the rank of the quest, and ranges from 1 to 5 points. outfitted with cheap, mundane gear. A hand-me-down set of quilted armor.
Mark an ‘X’ on your character sheet for each point you’ve earned. 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.
EXPERIENCE
To start, make note of any items which have a narrative impact and
equipment which relates to your assets. Keep it simple.
44 CHAPTER 2 | Your Character IRONSWORN 45
BECOMING IRONSWORN CHARACTER CREATION
In your first session, envision your current situation. Something has SUMMARY
happened—or is about to happen—which puts you on the path of the
Work through the following steps in whatever order you prefer.
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.
1 Envision your character (page 31).
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 2 Choose a name (page 33).
the meaning of the answer.
To learn more about starting your campaign, see page 193. Then, Swear an Set your stats by arranging these bonuses across edge, heart, iron,
Iron Vow and play to see what happens. 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.
46 CHAPTER 2 | Your Character IRONSWORN 47
CHAPTER 3 MAKING MOVES
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 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
FICTION FIRST, THEN MOVE 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
What are you trying to do? How are you doing it? What complications might
this guideline: If you’ve made the same move three times in a row, switch
you face? Envision it. If you’re playing co-op or guided, talk it out. If—
things up. Make something happen.
after thinking through the fiction—you decide you are doing something or
encountering a situation that falls under a move, make the move.
MAKING GROUP MOVES
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 When you are adventuring with allies (other player characters), you will often
intense fight). Always think from the standpoint of the fiction—even if it’s make moves to resolve a challenge for the group. This represents your character
obvious what move you’ll make. Then, translate the fiction into the mechanics taking the lead in a particular scene. You might serve as the spokesperson as
of a move, and back to the fiction again as you play out the result. 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
To learn more about how fiction and mechanics interact, see page 203. 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
NOT EVERYTHING IS A MOVE your group as you Swear an Iron Vow (page 98) and score a strong hit, you
Don’t let your session jump from move to move without any roleplay, take the mechanical reward (per the move, “take +2 momentum”). Everyone
worldbuilding, or storytelling. If you’re doing something safe and certain, it’s else benefits from the narrative success.
probably not a move. If you’d rather gloss over something, do it. The exception are moves such as Make Camp and Sojourn, which provide
Many moves offer a potential benefit and cost, and it’s ultimately your specific options for your allies to improve their status tracks or clear debilities.
decision whether to risk the move to gain the reward. If you happen across a Also, your supply track is shared when you travel together, and any change
community in your travels, and decide to roleplay some low-key interactions (positive or negative) affects everyone in the group.
with the locals, that’s not necessarily a move. However, if you are wounded Allies can contribute to your action by making the Aid Your Ally move (page
and low on supplies, Sojourn (page 71) gives you an opportunity to recover. 76). On a hit, you gain a bonus you can leverage to improve your chance of
Moves are also used as a pacing mechanism. Moves leading immediately to success. If more than one ally makes this move, bonuses can be stacked.
other moves make the situation feel more intense and dangerous. 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
MAKE MOVES MATTER
situation.
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 MAKING PROGRESS MOVES
move trying to get your desired outcome. A move, hit or miss, should always
result in a change to the current situation. 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
For example, you are trying to Compel (page 69) a clan leader to agree to an 77). These moves represent your attempt to act decisively and resolve a
alliance. You roleplay how you attempt to reason with them. Then, you make challenge or complete a narrative arc. When you make these moves, you won’t
the roll, and fail. They refused. Why? What else do you learn or what do they roll your action die and add a stat. Instead, you tally your progress score by
do to make your situation more complex or dangerous? Whatever happens, adding +1 for each fully filled progress box. Then, roll your challenge dice,
something happens. You shouldn’t try to Compel them again unless you bring compare to your progress score, and resolve the move as directed. You cannot
a new approach or leverage to bear. burn momentum when making a progress move, and you are not affected by
However, there will be times when you make a move multiple times in negative momentum.
sequence. In combat, you’ll often Strike (page 79) or Clash (page 80) with To learn more about progress tracks and progress moves, see page 14.
50 CHAPTER 3 | Moves IRONSWORN 51
EQUIPMENT AND 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,
Equipment and items can contribute to the fiction of how you make or avoid you may use those abilities.
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.
INITIATIVE
Initiative is a special mechanic in combat. It reflects who is in control. When
WEAPONS AND ARMOR you have initiative, you make proactive moves and have more options. When
In combat, the weapons you wield and armor you wear mainly provide your foe has initiative against you, they are forcing you to react. Initiative
narrative detail for the scene. When you envision how you fight, take your shifts between you and your foes depending on the result of your moves.
equipment into account. 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
Weapons have implied characteristics. Light axes, knives, or spears can be foe has initiative.
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 Combat moves (page 78) usually specify when you make the move (with
at bay or attack with speed and precision. When you fight with a knife, you or without initiative) and whether you take or lose initiative as part of the
move inside your opponent’s guard and slash and cut. When you hold a shield, outcome. However, you will make moves which aren’t specifically combat
you deflect blows, bash or shove your foe, or even block arrows at range. 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):
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 • When you score a strong hit, you take or retain initiative.
down from your kin? Do you hide your face within a visored iron helm? How • When you score a weak hit or miss, you lose initiative.
does your armor affect your combat stance and tactics?
The ability to take initiative on a strong hit applies even to suffer moves (page
You can lose a weapon, run out of ammo, or see your 90). For example, if you score a miss when you Clash and your foe inflicts
armor damaged as a result of a failed move. harm, you can still take back initiative with a strong hit on Endure Harm. This
This can be represented mechanically is your character shrugging off the hit and roaring back into the fight. To learn
through a loss of momentum. Or, more about other moves in combat, see page 85.
you might Endure Stress if an item
of sentimental value is destroyed. NPCs do not make moves. When an NPC has initiative, they take actions in
Losing access to a weapon also the fiction of the scene which force you to react. When you have initiative,
limits your ability to inflict harm you are in control and taking proactive actions to achieve your objectives.
(1 harm instead of 2—see page
INITIATIVE AND ALLIES
19). Always start with the
fiction. What moves does this When you are playing with allies (other player characters), you each track
item allow you to make or your own initiative based on the outcome of your moves. You can shift the
avoid? What happens when focus between characters and make moves as appropriate to the situation. A
you no longer have it? 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.
52 CHAPTER 3 | Moves IRONSWORN 53
EXAMPLE: INITIATIVE IN ACTION “I’m going to try to evade the attack and get inside his guard,” Tayla
says.
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 “Clash?” Ash asks. This move (page 80) lets Tayla to try to inflict
across two raiders in the longhouse. harm on her foe.
Both of them make the Enter the Fray move (page 78). This is “No. I just want to defend.”
the move that triggers combat. Per the description of this move, the
“Sounds like Face Danger then. Roll for it.”
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 Tayla makes the Face Danger move (page 60). She gets a strong hit,
advantage and get a shot or two off with his bow. He’ll roll +shadow. and now has initiative.
Tayla, meanwhile, is eager to wade into the fight. She rolls with +heart,
“He thrusts with his spear,” Tayla says, describing the outcome of
caution be damned.
her move, “but I knock it aside with my shield. I’m inside his guard,
Ash rolls a strong hit, and gains initiative. Tayla rolls a weak hit. bringing back my sword for a swing...”
They think for a moment about how to manage the initial focus of “And at that moment,” Ash says, “thwack! An arrow slices right past
the fight. Ash suggests, “Tayla, you are charging into battle, but these you and into the guy’s shoulder. He reels.”
raiders are no greenhorns. They react quickly, readying their weapons,
“Nice,” Tayla tells Ash. “You probably don’t have another clear shot
and one of them lunges with a spear.”
now that I’m mixing it up with them. What do you do?”
This narration shows that Tayla does not have control of the situation.
“I’ll drop the bow, draw my axe, and join the fight.”
She’ll have to react to the raider and try to gain back initiative.
Ash doesn’t have initiative, so the fiction needs to show him not in
However, Tayla wants to put the focus on Ash, who has initiative. This
control of the situation. “As I move forward,” he adds, “the raider on
gives him an opportunity to intercede in the trouble Tayla is about to
the left suddenly charges at me.”
face.
“Let’s see what happens with me first,” Tayla says.
“You’ve got a second before I’m in the thick of it,” Tayla tells Ash. “What
do you do?” “Sure. You’re inside his guard. He’s reeling from that arrow shot. 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.” Tayla pantomimes a sword swing. “Right across his neck. Strike.”
Ash rolls +edge for the Strike (page 79), and scores a weak hit. He Tayla makes the roll. Another strong hit. She marks the harm as
can mark progress against the raider, but he has lost initiative. progress against the raider. He’s at ten progress.
“I was just a bit slow with that arrow shot,” Ash says. “Let’s inflict harm “I’ll try to End the Fight,” Tayla says, triggering the move that determines
for it in a second. First, though, the raider thrusts the spear at you. whether she’s defeated this raider (page 82).
What do you do?”
She makes the roll. A strong hit. The raider is out of this battle.
Ash and Tayla are essentially rewinding time for dramatic effect. The
“Meanwhile,” Tayla says, “you’ve got the other one bearing down on
result of Ash’s move, the arrow shot, hasn’t occurred in the fiction yet.
you. They’re holding their shield out like a battering ram. What do
They’ll use this as a technique to resolve the weak hit and give the
you do?”
raider an opportunity to act before getting hit with an arrow.
54 CHAPTER 3 | Moves IRONSWORN 55
MOVE GLOSSARY “INFLICT YOUR HARM”
There are several common phrases, terms, and prompts you’ll see as part of When you inflict your harm (page 19), you mark progress against your
moves and assets. They are summarized here (in alphabetical order). 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
“ADD +X” weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm.
Add this number to your action die. This is in addition to any other bonuses Each point of harm you inflict is marked as progress on your foe’s progress
you otherwise receive, such as your stat. Your action die + your stat + adds is track, as appropriate to their rank. For example, each point of harm equals 2
your final action score. See page 8 for details. ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.
“ALLIES / ALLY”
“INFLICT +X HARM”
An ally (page 25) is a character controlled by another player.
“Inflict +1 Harm” tells you to add 1 harm to your current attack. Some assets
“ASK THE ORACLE” increase your harm in particular circumstances, or a move might give you an
When you seek inspiration to decide the outcome of a move, resolve what option to increase your harm. You must inflict harm as a result of your move
happens next, or get details about your world, you can Ask the Oracle (page to gain the bonus. Always add your harm and any bonus harm together, then
107). This move lets you ask questions to get a yes/no result or use random apply it to your foe’s progress track.
prompts for brainstorming. When you are playing with a GM, they are the
“ON A HIT” / “IF YOU SCORE A HIT”
oracle. Ask them what happens, or talk it out.
Act on these instructions if you score a weak or strong hit on a move (your
“COMPANION” move score beats one or both of the challenge dice).
A companion (page 25) is an NPC asset.
“ON A WEAK HIT” / “IF YOU SCORE A WEAK HIT”
“CHOOSE” Act on these instructions if your move score is greater than one challenge die,
The move will provide a list of options and the number you may select. You but less than or equal to the other.
may not select a single option more than once.
“ON A STRONG HIT” / “IF YOU SCORE A STRONG HIT”
“ENDURE HARM (X HARM)” Act on these instructions if your move score is greater than both challenge
Make the Endure Harm move (page 91), reducing your health track by the dice.
indicated amount of harm.
“ON A MISS” / “IF YOU SCORE A MISS”
“ENDURE STRESS (X STRESS)” Act on these instructions if your move score does not beat either of the
Make the Endure Stress move (page 95), reducing your spirit track by the challenge dice.
indicated amount of stress.
“PAY THE PRICE”
“IN EXCHANGE FOR” When you roll a miss on a move, you’ll usually see a prompt to Pay the Price.
Adjust the appropriate tracks by the amount indicated in the move. Typically, This move (page 105) helps you resolve the outcome of failure. If you’re
you will trade +1 in one track for -1 in another. 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.
56 CHAPTER 3 | Moves IRONSWORN 57
“PROGRESS MOVE” “TAKE +X”
This is a special type of move to resolve the outcome of a goal or challenge. Add this number to the indicated track. For example, “Take +2 momentum”
When you make a progress move, tally the number of filled boxes on your tells you to add 2 to your current momentum track.
progress track as your progress score. Only add fully filled boxes (those with
Some assets may offer additional bonuses. Unless stated otherwise, this bonus
four ticks). Then, roll your challenge dice, compare to your progress score,
is added to anything else you gain as a result of your move. If you take +2
and resolve a strong hit, weak hit, or miss as normal. You may not burn
momentum as part of a move, and you are using an asset which gives you +1
momentum on this roll, and you are not affected by negative momentum.
momentum on the same move, you take +3 momentum total.
To learn more about progress tracks and progress moves, see page 14.
“WHEN YOU…”
“REROLL ANY DICE” This is the move trigger. When you do this thing, or encounter this situation,
After you roll your move, you may pick up and reroll your choice of any dice, make the move. Only you, the character, makes moves. You or the GM don’t
including either or both of the challenge dice and your action die. Set aside use moves for non-player characters or creatures. If you’re just checking to
the dice you intend to keep. You may only reroll once, using a single throw see if something happens or how someone acts, you can Ask the Oracle (page
for all dice you choose to reroll. Choose carefully, because the new result for 105).
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 IRONSWORN 59
ADVENTURE MOVES
SECURE AN ADVANTAGE
Adventure moves are used as you travel the Ironlands, investigate situations, When you assess a situation, make preparations, or attempt to
and deal with threats. gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
FACE DANGER
• With aggressive action, forceful defense, strength, or endurance:
When you attempt something risky or react to an imminent threat,
Roll +iron.
envision your action and roll. If you act...
• With deception, stealth, or trickery: Roll +shadow.
• With speed, agility, or precision: Roll +edge.
• With expertise, insight, or observation: Roll +wits.
• With charm, loyalty, or courage: Roll +heart.
On a strong hit, you gain advantage. Choose one.
• With aggressive action, forceful defense, strength, or endurance:
Roll +iron. • Take control: Make another move now (not a progress move);
when you do, add +1.
• With deception, stealth, or trickery: Roll +shadow.
• Prepare to act: Take +2 momentum.
• With expertise, insight, or observation: Roll +wits.
On a weak hit, your advantage is short-lived. Take +1 momentum.
On a strong hit, you are successful. Take +1 momentum.
On a miss, you fail or your assumptions betray you. Pay the Price.
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. The structure of Secure an Advantage is similar to Face Danger. You envision
• You are tired or hurt: Endure Harm (1 harm). your action and roll + your most relevant stat. This move, however, is proactive
• You are dispirited or afraid: Endure Stress (1 stress). rather than reactive. You’re evaluating the situation or strengthening your
position.
• You sacrifice resources: Suffer -1 supply.
On a miss, you fail, or your progress is undermined by a dramatic This move gives you an opportunity to build your momentum or improve
and costly turn of events. Pay the Price. 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
The Face Danger move is a catch-all for risky, dramatic, or complex actions foe with your shield to setup an attack. Or, it can represent preparation or
not covered by another move. If you’re trying to overcome an obstacle or evaluation spanning minutes, hours, or even days, depending on the narrative
resist a threat, make this move to see what happens. You select which stat to circumstances.
roll based on how you address the challenge.
A strong hit means you’ve identified an opportunity or gained the upper
A strong hit means you succeed. You are in control. What do you do next? 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.
A weak hit means you overcome the obstacle or avoid the threat, but not
Now it’s time to build on your success.
without cost. Choose an option and envision what happens next. You don’t
have complete control. Consider how the situation might escalate, perhaps A weak hit means your action has helped, but your advantage is fleeting or
forcing you to react with another move. a new danger or complication is revealed. You pushed, and the world pushes
back. What happens next?
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. 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.
60 CHAPTER 3 | Moves IRONSWORN 61
GATHER INFORMATION HEAL
When you search an area, ask questions, conduct an investigation, When you treat an injury or ailment, roll +wits. If you are mending
or follow a track, roll +wits. If you act within a community or ask your own wounds, roll +wits or +iron, whichever is lower.
questions of a person with whom you share a bond, add +1. On a strong hit, your care is helpful. If you (or the ally under your
On a strong hit, you discover something helpful and specific. The care) have the wounded condition, you may clear it. Then, take or
path you must follow or action you must take to make progress is give up to +2 health.
made clear. Envision what you learn (Ask the Oracle if unsure), and On a weak hit, as above, but you must suffer -1 supply or -1
take +2 momentum. momentum (your choice).
On a weak hit, the information complicates your quest or introduces On a miss, your aid is ineffective. Pay the Price.
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 When you tend to physical damage or sickness—for yourself, an ally, or
unwelcome truth that undermines your quest. Pay the Price. 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
Use this move when you’re not sure of your next steps, when the trail has gone even the most dire of injuries and illnesses.
cold, when you make a careful search, or when you do fact-finding.
Healing takes time. A few minutes for a quick treatment to get someone on
There’s some overlap with other moves using +wits and involving knowledge, their feet. Hours or perhaps days for more severe injuries. Use what seems
but each has their purpose. When you’re forced to react with awareness or appropriate to the circumstances, and consider how this downtime affects
insight to deal with an immediate threat, that’s Face Danger. When you size your quests and other things going on in your world.
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, A miss can mean you’ve caused harm rather than helping, or some perilous
asking questions—especially related to a quest—that’s when you Gather event interrupts your care.
Information. Use whichever move is most appropriate to the circumstances NPCs who are not companions do not have a health track. When you attempt
and your intent. to Heal them, make this move and apply the result through the fiction. They
A strong hit means you gain valuable new information. You know what you will improve, or not, as appropriate to the move’s outcome.
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
RESUPPLY
unwelcome news. To move forward, you need to overcome new obstacles and When you hunt, forage, or scavenge, roll +wits.
see where the clues leads. 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
On a miss, some event or person acts against you, a dangerous new threat is
each.
revealed, or you learn of something which contradicts previous information
or severely complicates your quest. 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.
62 CHAPTER 3 | Moves 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.
UNDERTAKE A JOURNEY
If you have the unprepared condition marked, you can’t resupply. Instead, you When you travel across hazardous or unfamiliar lands, first set the
need to find help in a community when you Sojourn. rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
MAKE CAMP
When you rest and recover for several hours in the wild, roll • Formidable journey: 1 progress per waypoint.
+supply. • Extreme journey: 2 ticks per waypoint.
On a strong hit, you and your allies may each choose two. On a weak • Epic journey: 1 tick per waypoint.
hit, choose one. Then, for each segment of your journey, roll +wits. If you are setting
• Recuperate: Take +1 health for you and any companions. off from a community with which you share a bond, add +1 to your
• Partake: Suffer -1 supply and take +1 health for you and any initial roll.
companions. 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.
• Relax: Take +1 spirit.
• You make good use of your resources: Mark progress.
• Focus: Take +1 momentum.
• You move at speed: Mark progress and take +1 momentum, but
• Prepare: When you break camp, add +1 if you Undertake a
suffer -1 supply.
Journey.
On a miss, you take no comfort. Pay the Price. 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.
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. This is Ironsworn’s travel move. When you set off or push on toward a
Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This destination, make this move.
represents your access to provisions and gear. Huddling in your cloak on the First, give your journey a rank. Decide how far—and how hazardous—it is
cold ground is a different experience than a warm fire, good food, and a dry based on the established fiction. If you’re unsure, Ask the Oracle. Most of
tent. your journeys should be troublesome or dangerous. Formidable or extreme
On a strong hit, choose two from the list. You may not select a single option journeys might require weeks within your narrative, with appropriate stops,
more than once. On a weak hit, choose one. If you recuperate or partake, side quests, and adventures along the way. An epic journey is one of months,
you can also apply those benefits to your companions (NPC assets—see page or even years. It is the journey of a lifetime.
39). If the journey is mundane—a relatively short distance through safe territory,
If you are traveling with allies, only one of you makes this roll for the group. —don’t make this move. Just narrate the trip and jump to what happens or
Each of you may then choose your own benefits on a strong or weak hit. what you do when you arrive.
On a miss, you gain no benefits of your downtime. Perhaps you suffered ALONG FOR THE RIDE?
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 If you are part of a caravan or party of NPCs, and aren’t an active participant
Price table or Ask the Oracle for inspiration. Depending on what you envision, in the planning or execution of the journey, you won’t make this move or
you can play to see what happens, or jump to the next day as you continue on track progress. The journey will be resolved in the fiction. You can Ask the
your journey the worse for wear. Oracle to determine what happens en route or when you arrive.
64 CHAPTER 3 | Moves IRONSWORN 65
ALLIES AND JOURNEYS (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
If you are traveling with allies, one of you makes the Undertake a Journey
towards your destination, make the Reach Your Destination move. For more
roll for each segment, and you share a progress track. The responsibility for
on progress tracks and progress moves, see page 14.
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 TRAVEL TIME
they are scouting ahead or sustaining you with a lively song. They can also Travel time can largely be abstracted. The time between waypoints might be
Resupply to represent foraging or hunting for supplies en route. Everyone hours or days, depending on the terrain and the distance. If it’s important,
should offer narrative color for what they do and see on the journey, even if make a judgment call based on what you know of your journey, or Ask the
they are not making moves. Oracle.
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 MOUNTS AND TRANSPORT
the acting character makes that choice on a strong hit or when they suffer a Horses, mules, and transport (such as boats) influence the fiction of your
weak hit. 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
WAYPOINTS a Horse companion).
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. MANAGING RESOURCES
Depending on the information you have or whether you have traveled this You can intersperse Resupply or Make Camp moves during your journey to
area before, a specific waypoint may be known to you. If it isn’t, envision what manage your health, spirit and supply, or to create new scenes as diversions.
you find. If you need inspiration, Ask the Oracle. Don’t be concerned with using the Make Camp move as an automatic capstone
You will find random tables for waypoint features on page 176, but do not to a day of travel. You can be assumed to rest and camp as appropriate without
rely too heavily on these generators. Seek inspiration from your fiction and making the move, and you can roleplay out those scenes or gloss over them
the landscape you envision around you. If it’s interesting, wondrous, or creates as you like. When you want the mechanical benefit of the Make Camp move,
new opportunities for drama and adventure, bring it to life. or you’re interested in playing the move out through the fiction, then do it.
Depending on the pace of your story and your current situation, you ON A MISS...
may choose to focus on this waypoint. A settlement can offer roleplay
You do not mark progress on a miss. Instead, you encounter a new danger. You
opportunities or provide a chance to recuperate and provision via the Sojourn
might face hazards through the weather, the terrain, encounters with creatures
move. In the wilds, you might make moves such as Make Camp, Resupply, or
or people, attacks from your enemies, strange discoveries, or supernatural
Secure an Advantage. Or, you can play out a scene not involving moves as you
events. Decide what happens based on your current circumstances and
interact with your allies or the world. Mix it up. Some waypoints will pass as
surroundings, roll on the Pay the Price table, or Ask the Oracle for inspiration.
a cinematic montage (doubtlessly depicted in a soaring helicopter shot as you
Depending on your desired narrative pace, you can then play out the event
trudge over jagged hills). Other waypoints offer opportunities to zoom in,
to see what happens, or summarize and apply the consequences immediately.
enriching your story and your world.
For example, you roll a miss and decide you encounter a broad, wild river
When you roll a match (page 9), take the opportunity to introduce
which must be crossed to continue on your journey. If you want to focus on
something unexpected. This could be an encounter, a surprising or dramatic
how you deal with the situation, play to see what happens by making moves.
feature of the landscape, or a turn of events in your current quest.
You might Secure an Advantage by exploring upriver for a ford and then Face
MARKING PROGRESS 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
When you score a hit and reach a waypoint, you mark progress per the rank crossing (suffer -supply). Mix things up, especially on long journeys.
of the journey. For example, on a dangerous journey you mark 2 progress
66 CHAPTER 3 | Moves IRONSWORN 67
RELATIONSHIP MOVES
REACH YOUR DESTINATION
Progress Move 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
When your journey comes to an end, roll the challenge dice and
your character.
compare to your progress. Momentum is ignored on this roll.
On a strong hit, the situation at your destination favors you. Choose
one.
COMPEL
• Make another move now (not a progress move), and add +1.
When you attempt to persuade someone to do something, envision
• Take +1 momentum. your approach and roll. If you...
On a weak hit, you arrive but face an unforeseen hazard or • Charm, pacify, barter, or convince: Roll +heart (add +1 if you
complication. Envision what you find (Ask the Oracle if unsure). share a bond).
On a miss, you have gone hopelessly astray, your objective is lost
• Threaten or incite: Roll +iron.
to you, or you were misled about your destination. If your journey
continues, clear all but one filled progress, and raise the journey’s • Lie or swindle: Roll +shadow.
rank by one (if not already epic). 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.
When you have made progress on your journey progress track and are ready On a weak hit, as above, but they ask something of you in return.
to complete your expedition, make this move. Since this is a progress move, Envision what they want (Ask the Oracle if unsure).
you tally the number of filled boxes on your progress track. This is your On a miss, they refuse or make a demand which costs you greatly.
progress score. Only add fully filled boxes (those with four ticks). Then, roll Pay the Price.
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 act to persuade someone to do as you ask, or give you something,
When you score a strong hit, you arrive at your destination and are well- make this move. It might be through bargaining, or intimidation, charm,
positioned for success. This should be reflected in the mechanical benefit diplomacy, or trickery. Use the appropriate stat based on your approach, and
offered by the move, but also in how you envision your arrival. If this has been roll to see what happens.
a long, arduous journey, make this moment feel rewarding. This move doesn’t give you free rein to control the actions of other characters
On a weak hit, something complicates your arrival or your next steps. Things in your world. Remember: Fiction first. Consider their motivations. What is
are not what you expected, or a new danger reveals itself. Perhaps the village your leverage over them? What do they stand to gain or avoid? Do you have
is occupied by a raiding party, or the mystic whose council you sought is an existing relationship? If your argument has no merit, or your threat or
initially hostile to you. Envision what you find and play to see what happens. 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
On a miss, something has gone horribly wrong. You realize you are off-course, barter when you have nothing of value to offer. If you are unsure, Ask the
you had bad information about your destination, or you face a turn of events Oracle, “Would they consider this?” If the answer is yes, make the move.
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 On the other hand, if their positive response is all but guaranteed—you are
but one of your filled progress and raising the journey’s rank. 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
If you are traveling with allies, one of you makes this move. Each of you situation is uncertain and dramatic.
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 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,
SOJOURN
you’ve encountered an obstacle in your quest and need to find another path When you spend time in a community seeking assistance, roll
forward. +heart. If you share a bond, add +1.
On strong hit, you and your allies may each choose two from within
If you promise them something as part of this move, but then fail to do as you the categories below. On a weak hit, choose one. If you share a bond,
promised, they should respond accordingly. Perhaps it means a rude welcome choose one more.
when next you return to this community. If they are powerful, they may even
On a hit, you and your allies may each focus on one of your chosen
act against you. If you share a bond, you would most certainly Test Your Bond.
recover actions and roll +heart again. If you share a bond, add +1.
Your actions, good or bad, should have ramifications for your story beyond On a strong hit, take +2 more for that action. On a weak hit, take
the scope of the move. +1 more. On a miss, it goes badly and you lose all benefits for that
On a miss, they are insulted, angered, inflexible, see through your lies, or action.
demand something of you which costs you dearly. Their response should Clear a Condition
introduce new dangers or complications.
• Mend: Clear a wounded debility and take +1 health.
Compel may also be used to bring combat to a non-violent conclusion. Your • Hearten: Clear a shaken debility and take +1 spirit.
approach dictates the stat you use—typically +iron when you threaten with
• Equip: Clear an unprepared debility and take +1 supply.
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 Recover
to your approach. If unsure, Ask the Oracle. To learn more, see page 88. • 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
70 CHAPTER 3 | Moves 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.
DRAW THE CIRCLE
Your Sojourn should require several hours or several days, depending on your When you challenge someone to a formal duel, or accept a
current circumstances and level of aid and recovery required. Make this move challenge, roll +heart. If you share a bond with this community, add
only once when visiting a community, unless the situation changes. +1.
On a hit, this move also includes an option to roll again for one of your selected On a strong hit, take +1 momentum. You may also choose up to
recover actions. The second roll either provides a bonus to that activity (on three boasts and take +1 momentum for each.
a hit), or causes you to lose all benefits for your recovery. For example, if you On a weak hit, you may choose one boast in exchange for +1
are suffering from low spirit, you might choose to focus on the consort action, momentum.
representing time in the mead hall or intimacy with a lover. Roll +heart again, • Grant first strike: Your foe has initiative.
and take the bonus if you score a hit.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm
You should envision what makes this community and its people unique. is +1.
Give every community at least one memorable characteristic. If you need • Hold no iron: Take no benefit of weapons; your harm is 1.
inspiration, Ask the Oracle. You will find creative prompts, along with • Bloody yourself: Endure Harm (1 harm).
generators for community names and troubles in chapter 6 (page 165).
• To the death: One way or another, this fight must end with
Narratively, you can imagine much of the time in this community passing death.
as a montage. If you choose to focus on a recovery action, zoom into that On a miss, you begin the duel at a disadvantage. Your foe has
scene and envision what happens. You might be in the healer’s house, at the initiative. Pay the Price.
market, dancing at a festival, or speaking with the clan leader and making
Then, make moves to resolve the fight. If you are the victor, you may
plans. Envision how this scene begins, make your roll, and then narrate the
make a lawful demand, and your opponent must comply or forfeit
conclusion of the scene—good or bad—based on the result of your focus roll. their honor and standing. If you refuse the challenge, surrender, or
You can also perform additional moves while in the community. If you need are defeated, they make a demand of you.
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 Ritualized duels are a common way of dealing with disputes among
of your recovery. It is not the only move you can make. 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
On a miss, something goes wrong. You are not welcomed. The citizens are iron blade. Then, you face each other in the center of the circle and fight.
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. 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.
72 CHAPTER 3 | Moves IRONSWORN 73
they may honor you in their own way. Envision what these ceremonies look
like to add color and texture to the setting.
FORGE A BOND
When you spend significant time with a person or community, Also, respect the narrative weight of a bond. Don’t declare a bond with
stand together to face hardships, or make sacrifices for their everyone in sight to add more ticks to your bond progress track. Your bonds
cause, you can attempt to create a bond. When you do, roll +heart. represent true, deep connections.
If you make this move after you successfully Fulfill Your Vow to their
benefit, you may reroll any dice. BONDS AND ALLIES
On a strong hit, make note of the bond, mark a tick on your bond If you and your allies act together to Forge a Bond with an NPC or community,
progress track, and choose one. only one of you makes the move. Others can Aid Your Ally to provide support.
• Take +1 spirit. If you are successful, each of you may mark a tick on your bond progress
• Take +2 momentum. track. Only the character making the move takes the mechanical benefits of a
strong hit (+1 spirit or +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 Bonds can also be made between allies. One of you makes the move, and both
the bond. If you decline or fail, Pay the Price. of you may mark the bond on a hit. If you score a weak hit, your ally may
On a miss, you are refused. Pay the Price. 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?
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 TEST YOUR BOND
of characters and familiar places. They also provide mechanical benefits by
When your bond is tested through conflict, betrayal, or
giving you adds when you make moves such as Sojourn or Compel. And,
circumstance, roll +heart.
perhaps most importantly, your bonds help determine your ultimate fate
when you retire from adventuring and Write Your Epilogue. On a strong hit, this test has strengthened your bond. Choose one.
• Take +1 spirit.
Bonds can be created through narrative circumstances or through sworn
vows. If you’ve established a strong relationship with a person or community, • Take +2 momentum.
you may Forge a Bond to give it significance. If you make this move after On a weak hit, your bond is fragile and you must prove your loyalty.
you successfully Fulfill Your Vow in service to them, you have proven yourself Envision what they ask of you (Ask the Oracle if unsure), and do it (or
worthy and may reroll any dice. Swear an Iron Vow). If you decline or fail, clear the bond and Pay the
Price.
When you Forge a Bond and score a strong hit, mark a tick on your bond
On a miss, or if you have no interest in maintaining this relationship,
progress track (page 36) and make note of your bond. clear the bond and Pay the Price.
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. 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
On a miss, they have refused you. Why? The answer should introduce new this bond, at what cost? When you are forced to act against a community or
complications or dangers. person you share a bond with, fail in a crucial task for them, or they break
faith with you, make this move.
BONDS AND THE FICTION
You should Test Your Bond within the community or in the company of the
In the fiction of your world, bonds can be ceremonial. If your bond is with a
person with whom you share the bond. If an incident forces this test, but you
person, perhaps you trade gifts. When you form a bond with a community,
aren’t in a position to resolve it, make a note. Then, make this move when you
74 CHAPTER 3 | Moves IRONSWORN 75
next come in contact. If extended time passes without making the test (days, On a weak hit when you Secure an Advantage, your ally takes +1 momentum.
weeks, or months, depending on the circumstance), clear the bond and be But, this advantage is fleeting or your situation becomes more complicated or
done with it. dangerous. If you are in combat, you both lose initiative.
If you and your allies share a bond with an NPC or community, and you act On a miss, one or both of you should Pay the Price as appropriate to the
together to Test Your Bond, only one of you makes this move. 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
AID YOUR ALLY an Advantage bonuses will stack. As long as someone scores a strong hit, the
When you Secure an Advantage in direct support of an ally, and target character can take or retain initiative.
score a hit, they (instead of you) can take the benefits of the move.
Don’t ping pong this move back and forth between two characters in an
If you are in combat and score a strong hit, you and your ally have
initiative. 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.
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 WRITE YOUR EPILOGUE
action. You might be distracting a foe in combat, scouting ahead on a journey, Progress Move
or giving them encouragement as you stand against a dire threat.
When you retire from your life as Ironsworn, envision two things:
If you score a strong hit when you Secure an Advantage, your ally makes the What you hope for, and what you fear. Then, roll the challenge dice
choice between +2 momentum or making an immediate move with a +1 add. and compare to your bonds. Momentum is ignored on this roll.
If you have an asset which gives you any additional benefits on the outcome On a strong hit, things come to pass as you hoped.
of a Secure an Advantage move, your ally also takes those benefits (instead of On a weak hit, your life takes an unexpected turn, but not necessarily
you). for the worse. You find yourself spending your days with someone or
In combat, this is a proactive move, made when you have initiative. If you in a place you did not foresee. Envision it (Ask the Oracle if unsure).
score a strong hit, you and your ally both take or retain initiative. 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.
76 CHAPTER 3 | Moves IRONSWORN 77
by one. For a large pack (about 6 to 10) increase the rank by two. If you are
COMBAT MOVES facing more than 10 troublesome or dangerous foes, group them into smaller
When there are no other options, when the sword slips free of its sheath, when packs and associated progress tracks as appropriate.
the arrow is nocked, when the shield is brought to bear, make these moves. For more about the foes you might face in the Ironlands, see page 133.
ENTER THE FRAY STRIKE
When you enter into combat, first set the rank of each of your foes. When you have initiative and attack in close quarters, roll +iron
• Troublesome foe: 3 progress per harm; inflicts 1 harm. When you have initiative and attack at range, roll +edge.
• Dangerous foe: 2 progress per harm; inflicts 2 harm. On a strong hit, inflict +1 harm. You retain initiative.
• Formidable foe: 1 progress per harm; inflicts 3 harm. On a weak hit, inflict your harm and lose initiative.
• Extreme foe: 2 ticks per harm; inflicts 4 harm. On a miss, your attack fails and you must Pay the Price. Your foe has
initiative.
• 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. Make this move when you have initiative and act to inflict harm on your foe.
• Moving into position against an unaware foe, or striking without Narratively, this move might represent a focused moment in time—a single
warning: Roll +shadow. 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.
• Ambushed: Roll +wits.
On a strong hit, take +2 momentum. You have initiative. On a strong hit, you strike true. By default you inflict 2 harm if you are armed
On a weak hit, choose one. 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
• Bolster your position: Take +2 momentum.
a deadly weapon). You may also have additional bonuses provided by assets.
• Prepare to act: Take initiative.
Each point of harm you inflict is marked as progress on your foe’s progress
On a miss, combat begins with you at a disadvantage. Pay the Price.
track, as appropriate to their rank. For example, each point of harm equals 2
Your foe has initiative.
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.
Make this move when combat is joined. Set up your progress tracks for your Narratively, a strong hit represents wounding your enemy or wearing them
foes and roll to see who is initially in control. Then, play to see what happens. down. You have initiative and can make your next move. If this attack was
If you are fighting with allies, each of you make your own move to Enter the intended as a decisive blow, you can attempt to End the Fight.
Fray. The outcome determines your initial positioning and readiness. You and On a weak hit, you’ve done some damage but have overextended or your foe
the other players then envision the scene and make moves as appropriate. If counters. You mark your harm, and your foe has initiative. What do they do
you have initiative, you are positioned to make proactive moves. If not, you next?
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 On a miss, you must Pay the Price. Your opponent strikes back and you Endure
mark the harm you each inflict. 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
If you are fighting a group of troublesome or dangerous foes, you can combine is dropped or broken. Let the outcome flow out of the fiction, or roll on the
them into a single progress track. This is called a pack. Managing your Pay the Price table to see what happens.
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 IRONSWORN 79
CLASH TURN THE TIDE
When your foe has initiative and you fight with them in close Once per fight, when you risk it all, you may steal initiative from
quarters, roll +iron. When you exchange a volley at range, or shoot your foe to make a move (not a progress move). When you do, add
at an advancing foe, roll +edge. +1 and take +1 momentum on a hit.
On a strong hit, inflict your harm and choose one. You have the If you fail to score a hit on that move, you must suffer a dire outcome.
initiative. Pay the Price.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm. This move represents a last ditch effort to recover control of the fight. It is that
On a weak hit, inflict your harm, but then Pay the Price. Your foe has moment when all seems lost, but the hero somehow rallies.
initiative.
Turn the Tide lets you take initiative and make a move. The move can be
On a miss, you are outmatched and must Pay the Price. Your foe has
whatever is appropriate under the circumstance—likely Strike or Secure an
initiative.
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
When your foe has initiative and attacks, and you choose to fight back, make happens. Hopefully this bold action is a turning point for the fight.
this move. Here’s the catch: If you score a miss when you make your move, you should
First, envision your action and the fiction of the exchange. Is this a focused, add extra severity to the consequences. You might face additional harm. Your
dramatic moment where you each seek an opening? Or is it a flurry of attacks weapon is broken. Your companion is grievously wounded. Consider the
and parries, advances and retreats? The outcome of the Clash determines if result of your failure and give it teeth. If in doubt, Ask the Oracle.
your foe presses their advantage, or if you take control of the fight. Narratively, this is a dramatic moment. Focus on it. Envision your character’s
On a strong hit, you inflict your harm and steal back initiative. On a weak action. You struggle to your feet and raise your sword, your eyes hardening
hit, you manage to inflict harm, but your foe retains initiative and you must with determination. You spur your mount into a desperate charge. You grab
Pay the Price. The price might be that you Endure Harm as your foe counters. your opponent’s blade in your bare hand. You pull the dagger from your boot
Or, you may face some other dramatic outcome as appropriate to the current and lunge. Or, perhaps you state your name,
situation and your foe’s intent. lament the killing of your father, and tell
your foe to prepare for death.
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 IRONSWORN 81
Fight represents the conclusion of a bloody, desperate combat, with both sides
committed to see it through.
END THE FIGHT
Progress Move 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.
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 If you score a weak hit, your victory comes at a cost. Choose a listed outcome
challenge dice and compare to your progress. Momentum is ignored as appropriate to the circumstances. Then, consider the narrative implications
on this roll. of your choice and how it impacts what happens next.
On a strong hit, this foe is no longer in the fight. They are killed, out
On a miss, you should face a dramatic and dire consequence. Are you
of action, flee, or surrender as appropriate to the situation and your
captured? Mortally wounded and left for dead? Is someone under your
intent (Ask the Oracle if unsure).
protection killed? Is an important objective or vow now lost to you? Make a
On a weak hit, as above, but you must also choose one. choice as appropriate to the situation and the intent of your foe, or roll on the
• It’s worse than you thought: Endure Harm. Pay the Price table and interpret the result as severe. Make it hurt.
• You are overcome: Endure Stress.
When you and your allies are fighting against a common foe, you share a
• Your victory is short-lived: A new danger or foe appears, or an progress track. Any of you may attempt to End the Fight. If you then score
existing danger worsens. a weak hit or miss, consider how your choice impacts the group and who
• You suffer collateral damage: Something of value is lost or suffers the cost as appropriate to the situation.
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 IRONSWORN 83
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
BATTLE exclusively. You can also drop it into some portion of a larger scene. Perhaps
When you fight a battle, and it happens in a blur, envision your you Battle to quickly deal with lesser foes, then handle the fight against their
objective and roll. If you primarily… leader with standard combat moves. The mix of Battle moves and more
• Fight at range, or using your speed and the terrain to your detailed fight scenes can help you pace your gaming sessions and let you focus
advantage: Roll +edge. on what is interesting or important.
• Fight depending on your courage, allies, or companions: Roll
+heart. BATTLING ALONGSIDE ALLIES
• Fight in close to overpower your opponents: Roll +iron. When you and your allies fight together, only one of you makes the move.
• Fight using trickery to befuddle your opponents: Roll +shadow. Others can make the Aid Your Ally move, using stats as detailed in Battle.
Resolve those moves first, and then Battle.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
On a strong hit, you achieve your objective unconditionally. Take +2 On a strong hit, all of you benefit from the narrative success, but only the
momentum. character making the move gains the momentum bonus. On a weak hit or
On a weak hit, you achieve your objective, but not without cost. Pay miss, all of you suffer an outcome as appropriate to the situation. When in
the Price. doubt, Ask the Oracle.
On a miss, you are defeated and the objective is lost to you. Pay the
Price. 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.
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. FACE DANGER (PAGE 60)
First, consider your objective. Are you trying to defeat your foes? Hold them Make this move when you seek to avoid or overcome an obstacle in combat,
off until reinforcements arrive? Defend a person or place? Reach a position? or when you choose to focus on defense.
Envision the situation, your strategy, and what you intend to gain or avoid.
• You leap over a gully as you ride into battle. Face Danger +edge.
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 • The massive elder bear roars, spittle flying. Will you muster your courage
to the situation and your goals for the fight. against this terrifying beast? Face Danger +heart.
A weak hit means you’ve achieved your overall objective, but at some cost. • You bring up your shield as the raider presses their attack, standing your
Since this is the resolution of an extended scene, the price you pay should be ground against the withering axe blows. Face Danger +iron.
dramatic and meaningful. This can include suffering a significant amount of If this is a proactive move—you are overcoming an obstacle—make it when
harm, failing to achieve a secondary goal, or encountering a new danger or you have initiative. If this is a reactive move—you are trying to avoid an
complication. If in doubt, roll on the Pay the Price table, or you may pick from immediate threat—your foe likely has the initiative.
the weak hit options in the End the Fight move.
When would you Face Danger instead of Clash against an attack? If you are
A miss on the Battle move should have dire ramifications on your character fighting back, that’s probably Clash. If you focusing on defense, getting out
and your quest. This objective is lost to you. What does that mean? Are you of the way, ducking behind your shield, or taking cover, that’s Face Danger.
captured? Gravely wounded? Have you failed to save a loved one? Is the It’s less risky, since you can leverage a favored stat and the penalty on a weak
settlement overrun by raiders? Must you Forsake Your Vow? Consider the hit is relatively mild. Unlike Clash, you won’t have an opportunity to inflict
situation and the intent of your foe, and Pay the Price. Make it hurt. immediate harm on a hit, but a strong hit with Face Danger can put you in
good position for a follow-up move.
84 CHAPTER 3 | Moves IRONSWORN 85
You’ll also likely Face Danger if your foe is trying to gain advantage through SECURE AN ADVANTAGE (PAGE 61)
an action other than a direct attack. They move to the trees to get a shot at you
This move is made in combat when you try to gain some leverage, improve
from cover. Or they taunt you, trying to provoke you into a reckless response.
your position, or setup another move. For example:
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 take careful aim before shooting. Secure an Advantage +wits.
you likely suffer a loss of momentum to represent this setback. Your foe has
• You perform a sly feint, trying to put your opponent off balance and
initiative and will try to press their advantage.
create an opening. Secure an Advantage +shadow.
Face Danger might also be used to flee combat altogether. If you have a path
• You attempt to dishearten your foe with an intimidating
and means to escape, make this move to see if you get away.
roar as you charge. Secure an Advantage +iron.
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 IRONSWORN 87
Secure an Advantage can be used whenever you have initiative, or as a means SUFFER MOVES (PAGE 90)
of establishing a favorable position prior to the fight. Mechanically, it’s a
Make Suffer moves as appropriate when you face the outcome of your actions
powerful move for building your momentum track toward a decisive action.
within a combat scene.
Narratively, it’s a great way to bring cinematic action into the scene.
If you make a suffer move and score a strong hit, you may take or retain
When you want to Secure an Advantage, picture the situation. Consider the
initiative—even if you scored a weak hit or miss on the preceding move.
terrain, your weapons, your position, and your fighting style and approach.
However, this opportunity does not overrule the fiction of the moment. If you
Consider your enemy, and their tactics and readiness. Where is there an
are out of action and Face Death, you aren’t likely to come springing back into
opportunity? Envision your action, then make the move.
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.
COMPEL (PAGE 69)
Compel can be used as a shortcut to ending a combat. You don’t have to make PAY THE PRICE (PAGE 105)
the End the Fight move to surrender or negotiate a truce. End the Fight is the
Being forced to make the Endure Harm move is the obvious result when you
outcome of a desperate, probably bloody, skirmish. If you or your foe have
must Pay the Price in a fight, but there’s much more that can happen in a
other objectives, give Compel a try.
dynamic combat situation. You lose your footing. You drop your weapon.
• You attempt to force your foe to surrender. Compel +iron. 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.
• You try to surrender, reason or negotiate. Compel +heart.
Mix it up. Make combat exciting and cinematic. Whatever happens, make the
• You trick your foe into giving up the fight. Compel +shadow.
outcome one you wish you had avoided. If in doubt, roll on the Pay the Price
Compel needs to be supported by the fiction. What is your foe’s intent? How table or Ask the Oracle.
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 ASK THE ORACLE (PAGE 107)
them? What leverage do you have? If there’s no upside for them, you can’t In solo and co-op play, you can Ask the Oracle about your foe’s objectives,
make this move. If you aren’t sure, Ask the Oracle before you Compel. tactics, and specific actions. The oracle can also help determine the outcome
Compel might be used proactively (when you have initiative) or reactively of events or introduce new twists.
(when your foe has it) depending on the circumstances. Offering to surrender Use this move sparingly. For the most part, trust your instincts. Your actions
is a reactive response, and can be done when you don’t have initiative. trigger reactions. Who are you fighting? What do they want? What do they do
Attempting to Compel your foe to give up the fight is a proactive move made next? Your first impulse is often the right one.
when you are in control.
Chapter 6 includes the Combat Action oracle (page 188) which you can
AID YOUR ALLY (PAGE 76) 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
This move is an obvious choice when you want to bolster your ally’s actions.
behavior.
Envision what you do to help them, make the Secure an Advantage move, and
let them take the benefits of the outcome. 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
You should have initiative before you attempt to Aid Your Ally. On a strong
flee?” Consider your foe’s actions and your opportunities in the context of the
hit, both of you then take or retain initiative. This is a huge advantage for your
environment.
ally if they were having a difficult time making progress against their foe. On
a weak hit or miss, you both lose initiative. 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.
88 CHAPTER 3 | Moves IRONSWORN 89
SUFFER MOVES
ENDURE HARM
These moves are made as a result of a perilous event or bad outcome on other When you face physical damage, suffer -health equal to your foe’s
moves. They represent what happens to you, and how you hold up against the rank or as appropriate to the situation. If your health is 0, suffer
trauma. -momentum equal to any remaining -health.
• When you face physical damage, make the Endure Harm move (page Then, roll +health or +iron, whichever is higher.
91). On a strong hit, choose one.
• When you score a miss on the Endure Harm move, and your health is • Shake it off: If your health is greater than 0, suffer -1 momentum
at 0, you may need to Face Death (page 93). in exchange for +1 health.
• When your companion is exposed to harm, make the Companion • Embrace the pain: Take +1 momentum.
Endure Harm move (page 94). On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 health, you must
• When you are demoralized, afraid, or acting against your best
mark wounded or maimed (if currently unmarked) or roll on the
intentions, make the Endure Stress move (page 95).
following table.
• When you score a miss on the Endure Stress move, and your spirit is at
0, you may need to Face Desolation (page 96). Roll Result
1-10 The harm is mortal. Face Death.
• 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 11-20 You are dying. You need to Heal within an hour or
two, or Face Death.
need to reduce your health, spirit, or momentum tracks by that amount.
21-35 You are unconscious and out of action. If left alone,
• When your momentum track is at its minimum (-6), and you suffer you come back to your senses in an hour or two.
additional -momentum, make the Face a Setback (page 97) move. If you are vulnerable to a foe not inclined to show
Making a suffer move is not, however, mercy, Face Death.
the only possible outcome of a 36-50 You are reeling and fighting to stay conscious. If you
failure. You might face story engage in any vigorous activity (such as running or
complications or new dangers. fighting) before taking a breather for a few minutes,
You might lose an item. Your roll on this table again (before resolving the other
relationship with another move).
character might be tested. 51-00 You are battered but still standing.
Keep it fresh and interesting.
When in doubt, Ask the
Oracle. 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.
90 CHAPTER 3 | Moves IRONSWORN 91
• Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
tiring effort.
FACE DEATH
• Dangerous (2 harm): An attack by a skilled foe or deadly creature, a When you are brought to the brink of death, and glimpse the world
nasty injury, or a demanding effort. beyond, roll +heart.
• Formidable (3 harm): An attack by an exceptional foe or mighty creature, On a strong hit, death rejects you. You are cast back into the mortal
a serious injury, or an exhausting effort. world.
On a weak hit, choose one.
• Extreme (4 harm): An overwhelming attack by a monster or beast, a
grievous injury, or a debilitating effort. • You die, but not before making a noble sacrifice. Envision your
final moments.
• Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
• Death desires something of you in exchange for your life.
injury, or a consuming effort.
Envision what it wants (Ask the Oracle if unsure), and Swear an
If in doubt, make it dangerous (2 harm). 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
Next, reduce your health track by the amount suffered. If your health is at 0,
quest, you are dead. Otherwise, you return to the mortal world
apply any remaining -health to your momentum track. Then, roll.
and are now cursed. You may only clear the cursed debility by
On a strong hit, you are undaunted. You can regain 1 health or take +1 completing the quest.
momentum. On a weak hit, you are battered but manage to persevere. On a miss, you are dead.
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
You make this move when forced to Face Death as a result of a miss on the
debility? The wounded debility (page 37) is temporary and can be dealt
Endure Harm move, or when you face a physical trauma so horrific that death
with through the Heal or Sojourn moves, but becoming maimed (page 38)
is the only reasonable outcome. This move is (hopefully) rarely made and a
is a permanent, life-altering event.
chance for storytelling and for enriching your world and its myths. Make it
If you score a miss and your debilities are dramatic and personal.
already marked, you have no choice. Roll
When you first make this move, you should envision how the afterlife is
the dice and hope for the best.
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?
92 CHAPTER 3 | Moves IRONSWORN 93
COMPANION ENDURE HARM ENDURE STRESS
When your companion faces physical damage, they suffer -health When you face mental shock or despair, suffer -spirit equal to your
equal to the amount of harm inflicted. If your companion’s health is foe’s rank or as appropriate to the situation. If your spirit is 0, suffer
0, exchange any leftover -health for -momentum. -momentum equal to any remaining -spirit.
Then, roll +heart or +your companion’s health, whichever is higher. Then, roll +heart or +spirit, whichever is higher.
On a strong hit, your companion rallies. Give them +1 health. On a strong hit, choose one.
On a weak hit, your companion is battered. If their health is 0, they • Shake it off: If your spirit is greater than 0, suffer -1 momentum
cannot assist you until they gain at least +1 health. in exchange for +1 spirit
On a miss, also suffer -1 momentum. If your companion’s health is 0, • Embrace the darkness: Take +1 momentum
they are gravely wounded and out of action. Without aid, they die in On a weak hit, you press on.
an hour or two.
On a miss, also suffer -1 momentum. If you are at 0 spirit, you must
If you roll a miss with a 1 on your action die, and your companion’s mark shaken or corrupted (if currently unmarked) or roll on the
health is 0, they are now dead. Take 1 experience for each marked following table.
ability on your companion asset, and remove it.
Roll Result
1-10 You are overwhelmed. Face Desolation.
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 11-25 You give up. Forsake Your Vow (if possible, one
relevant to your current crisis).
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 26-50 You give in to a fear or compulsion, and act against
any negative outcome for that move. Depending on the fiction of the current your better instincts.
situation, this might include harm. 51-00 You persevere.
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.
Make this move when your courage fails you, when you are unnerved or
Your companion asset has a health track which functions the same as your disheartened, or when you act against your best intentions.
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. When you are forced to Pay the Price, you should Endure Stress if mental
Then, roll this move. 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,
When your companion’s health is at 0 and you score a weak hit or miss, and may indicate a specific amount of stress to suffer.
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 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
If your companion is killed, give yourself 1 experience point for each marked stress is not provided or obvious, use the following guidelines.
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 • Troublesome (1 stress): An unsettling incident or a frustrating failure.
asset at the normal cost. • Dangerous (2 stress): A distressing incident or an upsetting failure.
You should also Endure Stress and suffer -spirit as appropriate to the fiction • Formidable (3 stress): A horrifying incident or a demoralizing failure.
when your companion is wounded or dies.
• Extreme (4 stress): A heart-rending incident or traumatic failure.
• Epic (5 stress): A soul-shattering incident or the loss of all hope.
94 CHAPTER 3 | Moves 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, OUT OF SUPPLY
apply any remaining -spirit to your momentum track. Then, roll. When your supply is exhausted (reduced to 0), mark unprepared. If
On a strong hit, you are unfazed. You can suffer 1 less spirit or take +1 you suffer additional -supply while unprepared, you must exchange
momentum. On a weak hit, you are rattled but carry on. each additional -supply for any combination of -health, -spirit or
-momentum as appropriate to the circumstances.
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 When you and your allies reduce your supply to 0 (through a choice or result
with through the Sojourn move, but becoming corrupted (page 38) is a of another move), you each mark unprepared. The unprepared debility (page
permanent, life-altering event. 37) can be cleared when you score a hit on the Sojourn move and choose
the equip option.
If you’ve scored a miss and your debilities are both marked, you must roll on
the table to determine your fate. 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
FACE DESOLATION option appropriate to the situation. A lack of provisions can have an obvious
impact on your fitness, morale, and readiness for challenges.
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.
FACE A SETBACK
• Your spirit or sanity breaks, but not before you make a noble
When your momentum is at its minimum (-6), and you suffer
sacrifice. Envision your final moments. additional -momentum, choose one.
• You see a vision of a dreaded event coming to pass. Envision that • Exchange each additional -momentum for any combination of
dark future (Ask the Oracle if unsure), and Swear an Iron Vow -health, -spirit, or -supply as appropriate to the circumstances.
(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. • Envision an event or discovery (Ask the Oracle if unsure) which
Otherwise, you return to your senses and are now tormented. undermines your progress in a current quest, journey, or fight.
You may only clear the tormented debility by completing the Then, for each additional -momentum, clear 1 unit of progress
quest. on that track per its rank (troublesome=clear 3 progress;
dangerous=clear 2 progress; formidable=clear 1 progress;
On a miss, you succumb to despair or horror and are lost.
extreme=clear 2 ticks; epic=clear 1 tick).
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 When you suffer -momentum while your momentum track is already at
character. Do you push on in spite of all you have seen, all you have done, or its lowest possible point (-6), the leftover -momentum must be traded for
do you fall into darkness? 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
Choosing the option to become tormented (page 38) on a weak hit creates character’s status and the current situation. Don’t just shift points around.
interesting story possibilities. What is your greatest fear? Preventing that dire Envision how your choice is reflected in the fiction.
outcome can steer your story in a compelling new direction.
If your health, spirit, and supply are all at 0, you have no choice. You must
On a miss, you are broken. There is no recovery possible. This is the end of clear progress on a related progress track. You should use the quest, journey,
your character’s story. or fight which is most relevant to the current situation.
96 CHAPTER 3 | Moves IRONSWORN 97
Based on the results of this move, your path may be clear (a strong hit), or
QUEST MOVES more investigation may be required to identify your next steps (a weak hit).
Making and fulfilling vows is central to your character’s motivations. These On a miss, you face a serious obstacle at the very start which prevents you
oaths drive your story and give you the means to gain experience and acquire from undertaking this quest. It might be a sudden event, someone working
new abilities. When you embark upon a quest, manage your progress on a against you or refusing your aid, or a personal conviction which must be
quest, seek to complete a quest, or gain the rewards of a quest, make these overcome. When in doubt about what happens, Ask the Oracle. It should be
moves. 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.
SWEAR AN IRON VOW You also have the option, on a miss, to come to the realization that your vow
When you swear upon iron to complete a quest, write your vow and was made impulsively or without support, and you may simply give up. If you
give the quest a rank. Then, roll +heart. If you make this vow to a do, Forsake Your Vow.
person or community with whom you share a bond, add +1.
When allies join together to Swear an Iron Vow, one of you speaks for the
On a strong hit, you are emboldened and it is clear what you must do
group and makes the move. The others can commit to the cause with the Aid
next (Ask the Oracle if unsure). Take +2 momentum.
Your Ally move. If you score a hit and take +momentum, or score a miss and
On a weak hit, you are determined but begin your quest with more choose to suffer -momentum, only the character making the move adjusts
questions than answers. Take +1 momentum, and envision what you
their momentum track. Once your quest is underway, you share a progress
do to find a path forward.
track and mark progress together.
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 IRONSWORN 99
REACH A MILESTONE FULFILL YOUR VOW
When you make significant progress in your quest by overcoming Progress Move
a critical obstacle, completing a perilous journey, solving a complex When you achieve what you believe to be the fulfillment of
mystery, defeating a powerful threat, gaining vital support, or acquiring your vow, roll the challenge dice and compare to your progress.
a crucial item, you may mark progress. Momentum is ignored on this roll.
• Troublesome quest: Mark 3 progress. On a strong hit, your quest is complete. Mark experience
• Dangerous quest: Mark 2 progress. (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
• Formidable quest: Mark 1 progress. On a weak hit, there is more to be done or you realize the truth of
• Extreme quest: Mark 2 ticks. your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience (troublesome=0; dangerous=1; formidable=2;
• Epic quest: Mark 1 tick. extreme=3; epic=4). You may Swear an Iron Vow to set things right. If
you do, add +1.
You will face obstacles as you strive to complete quests. Some of these obstacles On a miss, your quest is undone. Envision what happens (Ask the
arise naturally out of the fiction of the situation. Overcoming one challenge Oracle if unsure), and choose one.
leads naturally to the next. Others represent narrative twists introduced when • You recommit: Clear all but one filled progress, and raise the
you interpret the result of a move, or when you Ask the Oracle for inspiration. quest’s rank by one (if not already epic).
When you overcome one of these obstacles, and it was a notable challenge, • You give up: Forsake Your Vow
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 Your path leads here. Your foe is defeated. The relic is found. Your training
web of clues and motivations? Was it dramatic and narratively interesting? is complete. The village is saved. The beast is killed. The murder is avenged.
Most importantly, was it directly related to your quest, and not a random or Your family’s honor is restored. You are triumphant.
unconnected event? Or are you? Make this move to find out.
How you define milestones determines the pace of your game. You need Since this is a progress move, you tally the number of filled boxes on your
to overcome challenges to Reach a Milestone and mark progress. You can’t progress track for this quest. This is your progress score. Only add fully filled
(with confidence) Fulfill Your Vow unless you’ve marked progress. You don’t boxes (those with four ticks). Then, roll your challenge dice, compare to your
gain experience unless you Fulfill Your Vow. You can’t add new assets to your progress score, and resolve a strong hit, weak hit, or miss as normal. You
character unless you gain experience. That’s the broad flow of how quests may not burn momentum on this roll, and you are not affected by negative
drive gameplay and character improvement, the tempo of which is determined momentum.
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 When you and your allies are working to fulfill a common vow, you share a
toward completing the quest. But, if you do, you’ll miss out on storytelling progress track. When it is time to see the vow done, one of you represents
opportunities and the satisfaction earned when you prevail against a worthy the group and make the Fulfill a Vow move. The outcome affects everyone
challenge. involved.
Not sure if something is worthy as a milestone? If you’re playing co-op or On a strong hit, your vow is fulfilled. Mark your experience, clear the vow,
guided, talk it out at the table. If you’re playing solo, trust your instincts and and decide what you do next. Do other quests call you into the wilds? Or, do
the type of play experience you want to create. In the end, it’s your game. you Write Your Epilogue, never again to return to your life as Ironsworn?
To learn more about milestones, see page 213. 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
100 CHAPTER 3 | Moves 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
ADVANCE
use their dying breath to say your true enemy still lives? You might Swear an When you focus on your skills, receive training, find inspiration,
Iron Vow to hunt them down. Have you helped return the clan chief to power, earn a reward, or gain a companion, you may spend 3 experience to
only to learn their promises were lies? You can Swear an Iron Vow to usurp add a new asset, or 2 experience to upgrade an asset.
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 Make this move when you spend experience to add an asset or upgrade an
beyond reach. The band of raiders were a diversion, and a more dangerous existing asset.
force has stolen away with the winter stores. The crown of kings is found, but
Narratively, you should consider how your recent experiences and fulfilled
it is a forgery. You’ve hunted and defeated the wyvern, but discover it was only
vows have led to these new abilities. Was your horse a reward from the
one of a large flock of beasts. If you choose to press on, the nature of your
thankful chief of a highland clan? Did you train under a powerful mystic?
quest remains the same—protect the village, find the crown, stop the ravages
Has your time spent trekking across the wilds made you adept at woodcraft or
of the wyverns—but most of your progress is undone through this dramatic
navigation? Let your choice of assets flow naturally from the fiction.
realization.
To learn more about spending experience and gaining assets, see page 222.
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 IRONSWORN 103
FATE MOVES
PAY THE PRICE
In solo and co-op play, the fate moves mediate the result of other moves or When you suffer the outcome of a move, choose one.
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, • Make the most obvious negative outcome happen.
places and events external to your character, the fate moves help you discover • Envision two negative outcomes. Rate one as ‘likely’, and Ask
an answer. the Oracle using the yes/no table. On a ‘yes’, make that outcome
happen. Otherwise, make it the other.
In guided mode, your GM represents the whims of fate. They can reference
• Roll on the following table. If you have difficulty interpreting the
these moves as they like, but they can also decide the outcome or direct the
result to fit the current situation, roll again.
question back to you.
There are three key aspects of using the fate moves: Roll Result
1-2 Roll again and apply that result but make it worse. If you
• Instinct: If an answer to a question or the result of a situation is obvious,
roll this result yet again, think of something dreadful
interesting and dramatic, make it happen.
that changes the course of your quest (Ask the Oracle if
• Randomness: You can roll on random tables to generate a result or unsure) and make it happen.
answer a question. 3-5 A person or community you trusted loses faith in you,
• Inspiration: You can use creative prompts, such as those included in the or acts against you.
oracles chapter (page 165) to guide your story. 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.
104 CHAPTER 3 | Moves IRONSWORN 105
First, choose an option as described in the move. You may determine the a result on the table might represent (for example, “a new danger or foe is
outcome yourself, Ask the Oracle to decide between two options, or roll on revealed”), you can Ask the Oracle. However, rolling a match on the Pay the
the table. In guided play, you look to your GM for a ruling. Whatever choice Price table itself doesn’t have any special significance.
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 ASK THE ORACLE
situation and your character? Apply the outcome to the fiction of your scene When you seek to resolve questions, discover details in the world,
before you determine any mechanical impact. Focusing on the narrative cost determine how other characters respond, or trigger encounters or
leads to deeper, more dramatic stories. events, you may…
Finally, apply any appropriate mechanical penalty: • Draw a conclusion: Decide the answer based on the most
interesting and obvious result.
• If you face a physical hardship or injury, Endure Harm and suffer -health.
• Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the
• If you are disheartened or frightened, Endure Stress and suffer -spirit. table below to check the answer.
• If you lose equipment or exhaust resources, suffer -supply. • 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.
• If you waste precious moments or are put in an unfavorable position,
• Spark an idea: Brainstorm or use a random prompt.
suffer -momentum.
• If an ally or companion is put in harm’s way, apply the cost to them. Odds The answer is ‘yes’ if you roll...
Almost Certain 11 or greater
See page 58 for guidelines on mechanical costs. When in doubt, suffer -2
Likely 26 or greater
from the appropriate track.
50/50 51 or greater
Most situations can impact both the narrative situation and your mechanical Unlikely 76 or greater
status. But, a result might also be purely narrative without an immediate
Small Chance 91 or greater
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 On a match, an extreme result or twist has occurred.
introduce a mechanical penalty. In this way, failures build on each other, and
the situation gets riskier and more intense.
In solo or co-op play, use this move when you have a question or want to
The narrative and mechanical costs you endure should be appropriate to the
reveal details about your world. In guided play, the GM may use this move to
circumstances and the move you are making. Scoring a miss on End the Fight
answer their own questions or inspire the story of your game session.
implies a greater cost than if you fail to Clash within that scene. For dramatic
moments and decisive moves, up the stakes. DRAW A CONCLUSION
Once you’ve resolved the outcome, envision what happens next and how you The most basic use of this move is to simply decide the answer. Think it over
react. You are not in control. The situation is more complex and dangerous. for a moment (or talk it out with others at your table), and go with what seems
You may need to respond with another move to restore your advantage and most appropriate to the current situation and introduces the most potential
avoid further cost. for drama and excitement.
ROLLING MATCHES 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
If you rolled a match on a move (page 9), and the outcome of that move
interest you, give it more thought. Wait for an “aha” moment.
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 If you’re still not sure of the answer, or want to put things in the hand of fate,
result you might otherwise not have considered. When in doubt about what you have some other options...
106 CHAPTER 3 | Moves IRONSWORN 107
ASK A YES/NO QUESTION 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
You can ask a binary yes/no question and leave the answer open to fate.
tools, such as an online generator for interesting names, or a set of tarot cards
• “Is this steading inhabited?” 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.
• “Do I drop my sword?”
Your creative mind will lead you naturally from an abstract concept to a
• “Is there somewhere I can hide?” relevant answer, adding exciting and surprising dimension to your story.
• “Do I know the way?” 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
• “Would they consider this trade?”
journey, you might fill a table with things you expect to encounter. When you
Decide the likeliness of a ‘yes’ answer, and roll your oracle dice to get the want to trigger an event, roll on that table.
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. QUESTIONS UPON QUESTIONS
You can come back to the yes/no table and ask a follow-up question to clarify
PICK TWO
or affirm a result. However, you should avoid leaning too heavily on asking
The next option is to ask a question and pick two viable results. 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
• “Do I drop my sword or my shield?”
the spice of your game, not the main course. Ask a question or two, decide
• “Is it in the forest or the hills?” what it means, and move on. When in doubt, follow your gut. Your first
instinct is probably the right one. Go with it.
• “Does the elder bear try to pin me down, or does it bite?”
• “Am I attacked by a horror, or a beast?” ROLLING A MATCH
• “Is this a formidable foe, or a dangerous one?” 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
You rate one of those as ‘likely’, and roll on the table. If it’s a ‘yes’, the answer
“HELL NO!”, or a yes or no but with an interesting or dramatic complication.
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. 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
SPARK AN IDEA move on. Resolving a match is not a requirement. It’s just a way to introduce
The final option is to seek inspiration through an open-ended question. narrative turning points that lead you along unexpected paths. Head down
the rabbit hole, but don’t get stuck in it.
• “What happens next?”
ORACLES AND GUIDED PLAY
• “What do they want?”
In guided play, your GM is the oracle. You won’t make this move unless you
• “What’s this place look like?”
are talking things out and need a random result or a bit of inspiration. Your
• “What do I find?” GM can use this move (or ask you to make it) to help guide the story.
• “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 IRONSWORN 109
CHAPTER 4 WELCOME TO THE IRONLANDS
YOUR WORLD 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 BARRIER ISLANDS
1 - Barrier Islands 6 - Hinterlands Features:
9
2 - Ragged Coast 7 - Tempest Hills • Crashing waves and • Gliding seabirds
treacherous currents • Decaying wrecks of wooden
3 - Deep Wilds 8 - Veiled Mountains 8
• Jagged rocks hidden just ships
4 - Flooded Lands 9 - Shattered Wastes 7 beneath the surface • Fisher-folk braving the wild
6 • Snow-dappled cliffs jutting sea
5 - Havens
out of the sea • Lurking seaborne raiders
3 • Low clouds and curling mists
5
• Ferocious winds
2
4
1
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?
112 CHAPTER 4 | Your World IRONSWORN 113
RAGGED COAST DEEP WILDS
Features: Features:
• Narrow fjords • Raiders sounding the drums • Unbroken woodland • Ancient trees hung with
• Settlements built on rocky of war • A thick canopy casts the moss
shores • Schools of orca gliding forest floor in shadow • Streams winding their way
• Trade ships flying colorful through the waves • Lingering fog through rough terrain
sails • Monstrous serpents rising • Constant rains • Skittering and growls from
• Shipbuilders hammering at from unfathomable depths • Elves, ever watchful out of the mist
wooden hulls
The Deep Wilds are a vast swath of ancient forest. The ground is a lush carpet
This coast is marked by massive fjords. It is a rugged land of snow-capped of ferns and lichens. The gnarled branches are cloaked in hanging moss. The
cliffs overlooking blue waters. air is almost perpetually misty and wet. Unlike the bordering regions, heavy
Ironlander settlements are located at the head of the fjords in the shelter of snow is rare here. Instead, there is the ceaseless patter of rain dripping from
narrow valleys. From there, both fisher-folk and raiders set sail. Their kin high boughs and the rush of river over rock. The air carries the earthy smells
gather to see them off, laying wreaths of spruce in their wake. of damp and decay.
In the center of each settlement, at the front of the longhouse, a stack of rune- A few Ironlanders live along the fringes of the Deep Wilds, taking advantage
marked river stones memorialize those who did not return—one stone for of the relatively temperate climate and abundant game. However, most avoid
each of the lost. 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: 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. Quest Starter: An Ironlander has sided with an enemy in the heart of the Wilds,
What was it, and why do you swear to recover it? 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?
114 CHAPTER 4 | Your World IRONSWORN 115
FLOODED LANDS HAVENS
Features: Features:
• Fetid wetlands • Beguiling ghostlights, drawn • Rolling hills and rocky bluffs • Verdant heaths
• Dead trees poisoned by salt to the warmth of the living • Pockets of dense wood, thick • Wide rivers navigated by
water • Biting insects with shadow wary boatmen
• Networks of sluggish rivers • Creatures, just beneath the • Walled settlements • Long, harsh winters
• Ponds and lakes shrouded in surface, laying in wait
clinging mist
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
This is a low-lying region of bogs, swamps, lakes, and slow-moving rivers. the Havens as a fresh start—a relative oasis in a fierce, uncaring land. It gave
Near the coast, the water is salty and riddled with dead trees. Further north, them hope.
the morass of forested wetlands and bogs is interspersed with rare patches Years later, that hope is fading. Even within the Havens, there is little rest or
of higher ground. Through it all, twisting rivers make their sluggish journey safety. The winters are long. The harvests are never enough. Raiders strike
to the sea. The smell of these lands is rotten and dank. It is the smell of slow without mercy. The thick woods, deep rivers and dark nights hold secrets and
death. lurking horrors. Some say the Ironlands is a living thing, a malevolent spirit,
A few hardy Ironlanders live here in small settlements built atop hillocks, or intent on ridding itself of the human invaders. Slowly, season by season, year
in homes standing on stilts over the wetlands. Most fish and forage, making by year, it is succeeding.
their way among the waterways on flat-bottomed boats propelled by long The Ironlander settlements in this region typically stand on hills or at the
poles. Some dig through peat for bog iron—a cold, wet, grueling task. confluence of rivers. The buildings are made of wood, or sometimes stone,
Travel is precarious here. One step has you on solid ground. The next sends with roofs covered in turf. The central homes and communal structures are
you plunging through a thin layer of peat into a murky bog. Then, bony hands protected by an outer palisade fashioned from earth and wood. Outside these
reach out to you, grasping, pulling. “Stay with me,” a voice whispers. “Stay walls, from spring through autumn, farmers work the meager fields. In winter,
with me here in the dark.” the settlements are smothered by deep snow and oppressive gray clouds.
Quest Starter: Rising flood waters threaten to overwhelm an Ironlander Quest Starter: A settlement has fallen under the unjust rule of a cruel leader.
settlement. Escape by boat is the only option, but there are few What leverage do they hold over these people? What is your connection to the
boats and many people. What’s more, there is something community? What can be done to overthrow this tyrant?
hungry in the water, waiting to feed.
116 CHAPTER 4 | Your World IRONSWORN 117
HINTERLANDS TEMPEST HILLS
Features: Features:
• Dense forests nestled against • Ironlanders, foraging and • Stunted forests • Ironlander caravans hauling
rugged terrain hunting game • Howling winds bounties of ore
• Hunter camps and remote • Hungry beasts, stalking • Mist-shrouded waterfalls • Wary giants keeping their
settlements • Varou bands, howling their • Mining settlements distance
• Birdsong interspersed with war song • Nomad encampments on • Mammoths grazing in alpine
sudden, unsettling stillness high plateaus meadows
This high terrain consists of a long string of forested hills. These highlands are defined by rugged hills and low mountains, thin conifer
Isolated Ironlander settlements in this region serve primarily as bases for woods, and wide, grassy plateaus, leading up to the heights of the Veiled
hunters and trappers. A few farmers do the best they can with the rocky Mountains. Through most seasons, the constant ill-winds break against the
soil, but the people depend mostly on meat, mushrooms, berries, and other sides of the hills, screeching and moaning. In the dead of winter, some say
bounties from the forest to sustain them during the long winters. these winds carry the names of those fated to die during the long cold season.
Those winters are bitter and harsh. Snow gathers as deep as an Ironlander Nomadic Ironlanders live among the hills, herding livestock. In the spring
is tall, or more. Hunters, cloaked in heavy furs, wear snowshoes to navigate and summer they move among high pastures. In the winter, they find some
across the rough terrain. At night, they make camp. They drink and tell relief from the brutal weather in sheltered valleys.
stories. They try to ward away the encroaching darkness with a blazing fire. Others live in mining settlements, drawing iron ore from riverbeds and
They cast nervous glances at sounds just beyond the light. shallow digs. Their furnaces, sending up plumes of black smoke, convert the
In the spring and summer, the melting snow feeds tumultuous rivers. The ore into wrought iron, which is sent south for trade with the Havens.
forests burst with rich life. But, always there is a chill in the air. Always there Quest Starter: You have come across or learned of a rich source of unclaimed iron
is a reminder of the coming winter. and silver among these hills. What hazards must be overcome before a mine can
Quest Starter: A group of Ironlanders have been forced out of their Hinterland be established? What force opposes you or attempts to establish its own claim?
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 IRONSWORN 119
VEILED MOUNTAINS SHATTERED WASTES
Features: Features:
• Massive peaks shrouded in • Stone cairns, marking the • Vast fields of broken ice • Piercing cold
roiling clouds dead • Discomforting stillness • Unnatural horrors breaking
• Howling beasts • Abandoned settlements • Deep crevasses, plunging through the ice
• Endless snows • Circling wyverns into darkness
• Precarious mountain trails
To the north of the Veiled Mountains lies the Shattered Wastes, a plain of
Commonly referred to as the Veils, these great mountains mark the northern jagged, broken ice.
bounds of the settled lands. They are almost perpetually shrouded in cloud, No one knows the bounds of this land or what lies beyond. No Ironlanders
snow, and mist. On the rare day they are visible to those Ironlanders far south dwell here, and only a handful have explored the passage into the Wastes
in the Havens, the sight of the towering peaks is enough to inspire a mix of through the Veils. Those who survived the journey returned with stories of
fear and awe. unimaginable cold and things moving beneath the ice.
For a few, that feeling is a call rather than a warning. The Ironlanders who Quest Starter: The traveler returned from his journey into the Shattered Wastes
dwell here are mostly members of small mining communities. They seek with dead, frostbitten hands and extraordinary stories. The others scoff at him,
fortunes in iron or silver, but often find only death in the endless, brutal cold. but you believe. Why? What does he tell you? What compels you to see for
Even those who manage to eke out some sort of life among the Veils are sure yourself?
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 IRONSWORN 121
YOUR TRUTHS THE OLD WORLD
{{ The savage clans called the Skulde invaded the kingdoms of the Old
For each category in this section, choose one of the three options and make it
World. Our armies fell. Most were killed or taken into slavery. Those
true for your version of the Ironlands. Your choices set the background and
who escaped set sail aboard anything that would float. After an arduous
tone of your campaign, and may inspire vows through the quest starters listed
months-long voyage, the survivors made landfall upon the Ironlands.
with each option.
Quest Starter: You are a descendant of the Skulde. Because of your heritage,
Not happy with any of the choices? You can also make your own truth. your family has long borne the distrust of your fellow Ironlanders. Now, a
Some choices in one category may contradict a choice you make in another, small force of Skulde have landed on our shores. Are they the harbinger of
but you’re free to bend and twist these options to fit your unique version of an invasion? Where do your loyalties lie?
the Ironlands. If you find a particular choice to be evocative or interesting, {{ The sickness moved like a horrible wave across the Old World, killing all
make it work in the setting implied by your other choices. You can even select in its path. Thousands fled aboard ships. However, the plague could not
multiple choices within a single category. There are no rules here. Seeming be outrun. On many ships, the disease was contained through ruthless
contradictions can be the foundation of interesting stories. measures—tossing overboard any who exhibited the slightest symptom.
Your choices may impact your characters and the assets you might reasonably Other ships were forever lost. In the end, those who survived found
select. For example, if magic is rare or unknown in your world, rituals can be the Ironlands and made it their new home. Some say we will forever be
ignored or themed in such a way as to make them more about superstition cursed by those we left behind.
and subtlety. Feel free to build your world around your characters, or let the Quest Starter: A settlement is stricken by disease. Though this sickness bears
world influence or limit your options. some similarities to the Old World plague, it doesn’t kill its victims. Instead,
Don’t get mired in building the detail of your setting before you start playing. it changes them. How does this disease manifest? Why do you swear to seek
Leave room for inspiration and surprises. As you play, fill in the blanks to out a cure?
further deepen your narrative and world. You may even discover that some {{ The Old World could no longer sustain us. We were too large in number.
of the choices you make here—which reflect the common knowledge of the We had felled the forests. Our crops withered in the barren ground. The
people—aren’t the actual truth after all. 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.
The following section is available as a separate workbook at
Quest Starter: Decades ago, the exodus ended. Since then, no ships have
ironswornrpg.com, making it easy to print and mark your choices. sailed here from the Old World. Until now. Word comes of a single ship,
If you are playing co-op or guided, do this as a group as part of your newly arrived across the vast ocean, grounded on the rocks of the Barrier
first session to give everyone input into your setting. See page 193 Islands. When you hear the name of this ship, you swear to uncover the fate
for more on starting your campaign. of its passengers. Why is it so important to you?
122 CHAPTER 4 | Your World IRONSWORN 123
IRON Quest starter: Miners uncovered an underground ruin. Thereafter, the
people of the settlement are haunted by strange dreams. The ruins call
{{ The imposing hills and mountains of the Ironlands are rich in iron ore. to them, they say. Several have disappeared in that dark, ancient place—
Most prized of all is the star-forged black iron. including someone important to you.
Quest Starter: The caravan, bound for the distant southlands, left the
mining settlement last season but never arrived at its destination. It carried COMMUNITIES
a bounty of black iron. Why is finding this lost caravan so important to you?
{{ We are few in number in this accursed land. Most rarely have contact
{{ The weather is bleak. Rain and wind sweep in from the ocean. The winters with anyone outside our own small steading or village, and strangers are
are long and bitter. One of the first settlers complained, “Only those made viewed with deep suspicion.
of iron dare live in this foul place”—and thus our land was named.
Quest Starter: In the dead of winter, a desperate man arrives at a snowbound
Quest Starter: The harvest fell short. The unrelenting snows left the village steading. He is wounded, hungry, and nearly frozen to death. His family has
isolated. The food is running out. What will you do to see these people been taken. By whom? Will you brave the merciless winter to save them?
through this harsh season?
{{ We live in communities called circles. These are settlements ranging in
{{ Inscrutable metal pillars are found throughout the land. They are iron size from a steading with a few families to a village of several hundred.
gray, and smooth as river stone. No one knows their purpose. Some say Some circles belong to nomadic folk. Some powerful circles might
they are as old as the world. Some, such as the Iron Priests, worship them include a cluster of settlements. We trade (and sometimes feud) with
and swear vows upon them. Most make the warding sign and hurry along other circles.
their way when they happen across one. The pillars do not tarnish, and
Quest Starter: A decades-long feud between two circles has flared into open
even the sharpest blade cannot mark them.
conflict. What is the cause of this dispute? Do you join in the fight, or swear
Quest Starter: Your dreams are haunted by visions of a pillar which stands to put a stop to it?
in an unfamiliar landscape. What do you see? Why are you sworn to seek
it out? {{ 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
LEGACIES is untamed.
{{ We are the first humans to walk these lands. Quest Starter: Caravans are forced to pay for passage along a trade road.
Quest Starter: In the writings of one of the first settlers, there is a description This payment, one-quarter of the goods carried, leaves several communities
of a glade in the heart of the Deep Wilds. The spirits of this place are said to without sufficient winter stores. Who is making these demands? How will
grant a miraculous blessing. What boon does it bestow? you set things right?
{{ 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 LEADERS
to become our own? {{ Leadership is as varied as the people. Some communities are governed by
Quest Starter: You find a child—one of the broken. It is wounded, and the head of a powerful family. Or, they have a council of elders who make
hunted by others of its kind. Do you protect it, even at the risk of inviting decisions and settle disputes. In others, the priests hold sway. For some, it
the wrath of the broken tribes? is duels in the circle that decide.
Quest Starter: You have vivid reoccurring dreams of an Ironlands city. It
{{ Before the Ironlanders, before even the firstborn, another people lived
has strong stone walls, bustling markets, and a keep on a high hill. And
here. Their ancient ruins are found throughout the Ironlands.
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.
124 CHAPTER 4 | Your World IRONSWORN 125
{{ Each of our communities has its own leader, called an overseer. Every Quest Starter: A warband was wiped out in a battle against an overwhelming
seventh spring, the people affirm their current overseer or choose a new enemy. What is your connection to this band? Who defeated them? Will
one. Some overseers wear the iron circlet reluctantly, while others thirst you carry their banner on a quest for vengeance, or do you vow to see it
for power and gain it through schemes or threats. brought home to a place of honor?
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 MYSTICISM
magic, is suspected. The families in the community are now at each other’s {{ Some still find comfort in the old ways. They call on mystics to divine
throats as they position their preferred candidates to take up the iron circlet. the fortune of their newborn, or ask them to perform rituals to invoke a
Will you discover the truth of the overseer’s illness and restore her to health? bountiful harvest. Others act out of fear against those who they suspect of
{{ Numerous clan-chiefs rule over petty domains. Most are intent on having power. However, most folk believe true magic—if it ever existed—
becoming the one true king. Their squabbles will be our undoing. is lost to us now.
Quest Starter: You secretly possess one-half of the True Crown, an Old Quest Starter: Someone close to you is accused of cursing a settlement,
World relic. Centuries ago, this crown was broken in two when an assassin’s causing fields to go fallow and cattle to become sick. What is the evidence
axe split the head of the supreme ruler. You are descended from that lineage. of this? Will you defend this person and uncover the true cause of the
Who gave you this relic? Will you find the other half of the broken crown settlement’s troubles?
and attempt to unite the clans under your rule? Or, do you see another use {{ Magic is rare and dangerous, but those few who wield the power are truly
for it? gifted.
Quest Starter: You have heard stories of someone who wields true power.
DEFENSE They live in an isolated settlement far away. Who told you of this mystic?
{{ Here in the Ironlands, supplies are too precious, and the lands are Are they feared or respected? Why do you swear to seek them out?
too sparsely populated, to support organized fighting forces. When a
{{ Magic courses through this land as the rivers flow through the hills. The
community is threatened, the people stand together to protect their own.
power is there for those who choose to harness it, and even the common
Quest Starter: A settlement is unable, or unwilling, to defend itself against folk often know a helpful ritual or two.
an imminent threat. Why? What peril do they face? What will you do to
Quest Starter: Someone you love walked the paths of power, and succumbed
protect them?
to it. Who are they? Why did they fall into darkness? Where are they now?
{{ The wardens are our soldiers, guards, and militia. They serve their Do you seek to save them or defeat them?
communities by standing sentry, patrolling surrounding lands, and
organizing defenses in times of crisis. Most have strong ties to their RELIGION
community. Others, called free wardens, are wandering mercenaries who
{{ A few Ironlanders still make signs or mumble prayers out of habit or
hire on to serve a community or protect caravans.
tradition, but most believe the gods long ago abandoned us.
Quest Starter: You come upon a dying warden. She tells you of an important
Quest Starter: A charismatic Ironlander, encouraging her followers to
mission, and charges you with its completion. “Swear to me,” she says,
renounce the vestiges of Old World religions, proposes a new path for this
reaching out with a bloodied hand to give you an object crucial to the quest.
new world. What doctrine does she teach? What does she seek to achieve?
What is it?
Are you sworn to aid or stop her?
{{ Our warbands are rallied to strike at our enemies or defend our holdings.
{{ The people honor old gods and new. In this harsh land, a prayer is a
Though not nearly as impressive as the armies that once marched across
simple but powerful comfort.
the Old World, these forces are as well-trained and equipped as their
communities can manage. The banners of the warbands are adorned Quest Starter: An Ironlander is determined to make a pilgrimage into
with depictions of their Old World history and Ironland victories. 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?
126 CHAPTER 4 | Your World IRONSWORN 127
{{ Our gods are many. They make themselves known through manifestations {{ Monstrous beasts stalk the wild areas of the Ironlands.
and miracles. Some say they even secretly walk among us. The priests Quest Starter: A prominent Ironlander is consumed with the need to bring
convey the will of the gods and hold sway over many communities. vengeance upon a specific beast. What makes this creature distinctive? How
Quest Starter: You bear the mark of a god. What is it? The priests declare did it earn the wrath of this Ironlander? Do you aid this person in their
this as a sign you are chosen to fulfill a destiny. Do you accept this fate, and quest, or act to prevent their blind hate from destroying more than just the
swear to see it through, or are you determined to see it undone? What force beast?
opposes you?
{{ 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
FIRSTBORN on cattle, but attacks on travelers, caravans, or even settlements are not
{{ The firstborn have passed into legend. Some say the remnants of the old uncommon.
tribes still dwell in deep forests or high mountains. Most believe they Quest Starter: Professional slayers earn their keep by killing beasts. This
were never anything more than myth. particular slayer, famed throughout the Ironlands for her numerous kills,
Quest Starter: Someone obsessed with the firstborn wants to find evidence has gone missing on a hunt. Did she finally meet her match, or is something
of their existence. This will require an expedition into the far reaches of the more nefarious at play. What is your connection to her?
Ironlands. What is your role in this mission?
{{ The firstborn live in isolation and are fiercely protective of their own
HORRORS
lands. {{ Nothing but stories to frighten children.
Quest Starter: The elf, outcast from his kind, lives with Ironlanders. Over Quest Starter: The murders began last season. Local gossip suggests they
time, he became a part of the community. Now, he is dying. He yearns to are the work of a vengeful horror, but there may be more mundane forces at
return to his people before he passes. Does he seek absolution or justice? work. What is your connection to these killings? What will you do to stop
Why do you swear to help him? What force opposes his return? them?
{{ The firstborn hold sway in the Ironlands. The elves of the deep forests {{ We are wary of dark forests and deep waterways, for monsters lurk in
and the giants of the hills tolerate us and even trade with us—for now. those places. In the depths of the long-night, when all is wreathed in
Ironlanders fear the day they decide we are no longer welcome here. darkness, only fools venture beyond their homes.
Quest Starter: Humans and giants are on the brink of war. What has Quest Starter: You bear the scars of an attack by a horror. What was it? Are
happened? Who do you side with? Can anything be done to defuse the those scars physical, emotional, or both? How do you seek to make yourself
situation? whole again?
{{ The dead do not rest in the Ironlands. At night we light torches, scatter
BEASTS salt, and post sentries at the gate. It is not enough. They are coming.
{{ The beasts of old are nothing but legend. A few who travel into the deep Quest Starter: A group of Ironlanders establish a settlement in a territory
forests and high mountains return with wild tales of monstrous creatures, cursed by a malevolent horror. What evil plagues this land? Why are the
but they are obviously delusional. No such things exist. Ironlanders so intent on settling here? Will you aid them, or attempt to force
Quest Starter: You were witness to an attack by what you thought was an them to give up this foolish undertaking?
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 IRONSWORN 129
When you record the details of a community, include a note for any bonds
MAPPING YOUR JOURNEYS you share. In the example below, (B) is used to signify a bond. The index cards
To keep track of the details of your world, download the blank Ironlands map can also be used to keep track of related quests.
at ironswornrpg.com. Then, use a separate sheet, index cards, or a journal to
create a key for the locations on your map. (B)
1. Raven’s Bluff dge
t on a rocky ri
Index cards work great. They give you space for a reasonable amount of Large settlemen
ious
information for a region or location, and it’s quick and easy to dig through g winds; precar
them to find details on-demand. Just mark the index card with a number, Features: Stron
rope bridge
and mark that same number in the proper location on your Ironlands map. )
e Overseer (B
If you store your index cards in order, clipped to your map, it’ll take all of a People: Jilan th IRONSWORN
nt
couple of seconds to remind yourself, “What was the name of that village in e vengeful Hau
Vow: Banish th
THE IRONLANDS
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 6
you.
If you’re using your own map for the Ironlands or playing in a different setting 7
altogether, you can manage the details however you like.
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)
130 CHAPTER 4 | Your World IRONSWORN 131
CHAPTER 5 NPCs IN THE IRONLANDS
FOES AND 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
ENCOUNTERS 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 FEATURES
NPCs have a single mechanical attribute, their rank. From this, their ability to These are the typical characteristics of appearance and personality for an
resist and inflict harm (page 19) in combat is derived, as follows: NPC. They are not universally true, especially within diverse societies such
as Ironlanders and the firstborn, but can provide some common impressions
Rank Type Progress Harm as a starting point.
Troublesome Common enemies 3 progress Inflicts 1
per harm harm DRIVES
Dangerous Capable fighters and 2 progress Inflicts 2 Drives reflect the motivations and instincts of an NPC. For creatures, these are
deadly creatures per harm harm relatively simple: Hunt, eat, defend territory. For intelligent beings, drives are
Formidable Exceptional fighters and 1 progress Inflicts 3 the typical goals and beliefs of their society, but do not represent the complex
mighty creatures per harm harm range of motivations you will encounter. Drives are a starting place, giving
Extreme Foes of overwhelming skill 2 ticks per Inflicts 4 you the rough outline of a typical NPC to be fleshed out (or contradicted)
or power harm harm appropriate to their role in the fiction.
Epic Legendary foes of 1 tick per Inflicts 5 NPCs who are prominent in your campaign will have more detail. Depending
mythic power harm harm 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
When you engage a foe in combat, give them a standard progress track (10 it. Look for opportunities to introduce interesting and surprising backstories
boxes). When you Strike or Clash and inflict harm, mark progress for each and motivations for these characters.
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 TACTICS
each point of harm against a dangerous foe.
Tactics provide a reference for how an NPC might act in combat. These give
When you fail to defend against a foe’s attack and face physical harm, you you a sense of typical maneuvers, but do not represent the possibilities of a
make the Endure Harm move (page 91). As part of that move, you reduce complex and dramatic combat scene. You should let NPC actions flow out
your health track by the amount of harm your foe inflicts, per their rank. of the fiction. What is the situation? What is their goal? What will add to the
If appropriate to the NPC, they can also inflict stress (page 20) equal to excitement and danger of this moment? Make it happen. When in doubt, Ask
their rank when you fail to resist an action which frightens, demoralizes, or the Oracle.
rattles you. Your foes should do more than simply try to inflict harm. A fearsome roar
Use the End the Fight move (page 82), adding your progress against this or demoralizing boast might cause you to Endure Stress. Tactical maneuvers
foe, when you attempt to resolve the combat. To learn more about progress, reduce your momentum. Fictional complications—the appearance of new
see page 14. foes, putting companions or allies at risk, or a realization that undermines
your quest—will heighten the drama of the scene.
The ranks for the sample NPCs in this chapter represent a typical QUEST STARTER
individual of that type. For unusually powerful NPCs, increase All NPCs include a quest starter, which can serve as inspiration for one of
their rank by one (to a maximum of epic). For less powerful foes, your vows.
decrease their rank by one (to a minimum of troublesome). You can
also adjust the rank of a foe when circumstances give you significant YOUR TRUTH
narrative disadvantage or advantage before the fight. See page 208 Some NPCs include a question for you to answer. This is an opportunity to
for more on adjusting challenge ranks. 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.
134 CHAPTER 5 | Foes and Encounters IRONSWORN 135
NPC PACKS • If an NPC leader agrees to support your quest by allowing passage through
contested lands, you might Reach a Milestone and mark progress.
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 As with any NPC, you can Ask the Oracle to see how a helper NPC responds,
than tracking progress for each individual foe, and the scene will move faster. 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
When you group foes into a pack, increase their rank to represent their your story, or if you Fulfill Your Vow in their service, you can choose to Forge
combined ability to inflict and resist harm. For a small pack (about 3 to 5), a Bond.
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 In short, make them characters, not numbers. Give them personalities. Give
dangerous foe. If you are facing more than 10 troublesome or dangerous foes, them quirks and motivations. Let them impact your story and your quests, for
you can group them into smaller packs and associated progress tracks. better or worse, but always keep the focus on your character and your allies.
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
CREATING NPCs
drive some back. When you successfully End the Fight, you have defeated the You should create NPCs that fit your version of the Ironlands, enhance your
last of them, or broken their fighting spirit. 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.
Formidable, extreme, and epic foes may not be grouped into a pack.
Each must have its own progress track. 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.
JOINING FORCES WITH NPCs Springboard off those moves with new details and complications to flesh out
If your story leads you to cooperating with helper NPCs to overcome these characters.
challenges, you need to consider how they impact the fiction and your moves. For reoccurring NPCs, make note of what you learn of them over time. If you
NPCs—unless they are a companion asset (page 39)—won’t give you share a bond, mark it down.
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 IRONSWORN 137
IRONLANDERS COMMON FOLK
Ironlanders are the human inhabitants of these lands. Unless your story Rank: Troublesome (3 progress per harm; inflicts 1 harm)
emphasizes adventures well outside of the settled regions, the majority of your
interactions will be with fellow Ironlanders. Traits: • Diverse looks
This section covers a few broad categories of Ironlanders. They are not • Weary and worried
representative of the variety of people and cultures in these lands. When you • Suspicious of strangers
are forced to fight an Ironlander and need to determine their rank, you can
Ask the Oracle, or follow these guidelines: Drives: • Prepare for the winter
• A common citizen or brute is troublesome. • Protect family
• A trained warrior is dangerous. Tactics: • Desperate defense
• A powerful or veteran warrior is formidable. • Stand together
BROKEN 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.
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Quest Starter: Two prominent families are at odds. What is the source of the
Features: • Crazed eyes conflict? What is your relationship to them? What danger threatens to destroy
• Painted skin their community if they can’t put aside their petty squabble?
• Feral screams
• Scavenged clothing and weapons HUNTER
Drives: • Show my power Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Share my pain
Traits: • Wearing hides and furs to ward away the cold
Tactics: • Spring from hiding • Steely gaze
• Ferocious attacks • At home in the woodlands
Another people sailed to the Ironlands from the Old World long before our Drives: • A clean kill
kin settled here. Something happened. Something changed them. Whether it • Survive the hunt
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 Tactics: • Set traps
broken. Now, they exist only to kill, to destroy. • Keep to the shadows
We fear the broken for their savagery. But, more than this, we fear them as a • Deadly shot
dark portent of what we might one day become.
Hunters face brutal weather, difficult terrain, dangerous animals, and worse.
Quest Starter: Years ago, an Ironlander child was taken by a broken tribe. Now
Many never return from their hunts. Others return, but are forever changed.
they are seen living among them. What is your connection to this person? Can
they be brought home, or are they forever lost? 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?
138 CHAPTER 5 | Foes and Encounters IRONSWORN 139
MYSTIC 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
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
your former shield-kin?
Features: • Knowing eyes
• Tattooed skin YOUR TRUTH
A large raider clan is known and feared throughout the Ironlands.
Drives: • Respect the old ways
What is it called? Who leads it?
• Seek the paths of power
Tactics: • Foresee the intent of my enemies
• Prepare rituals
WARRIOR
• Use trickery
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Some say you can tell a mystic by looking them in the eye. They walk in two
Traits: • Battle-hardened
worlds, and their eyes shimmer with that dark reflection of realms beyond
• Scarred
our own. We call it the sight. Some hold that darkness in check. Others are
consumed by it.
Drives: • The thrill of the fight
Quest Starter: A mystic returns to their home after a years-long journey. They • Protect those in my charge
are changed. What new power or knowledge do now they wield? What do they • Survive another day
seek to do with it? Why do you oppose them?
Tactics: • Maneuver for advantage
RAIDER • Find an opening
Rank: Dangerous (2 progress per harm; inflicts 2 harm) 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
Features: • Geared for war sword, spear, or axe is as natural a tool as any hammer or spade.
• Battle fervor
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
Drives: • What is theirs will be ours
their enemy?
• Stand with my kin
• Die a glorious death
YOUR TRUTH
Tactics: • Intimidate
• Shield wall Warrior’s shields are often emblazoned with meaningful symbols.
• Burn it down What are they? Family crests? Animal totems? Mystical sigils?
Motifs honoring the nations of the Old World? If you carry a shield,
Raiders survive by seizing what they need from others. Our grain. Our meat. what is painted on yours?
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 IRONSWORN 141
FIRSTBORN GIANT
The firstborn lived here long before the humans landed on these shores. The Rank: Extreme (2 ticks per harm; inflicts 4 harm)
humans, in their arrogance, named this peninsula the Ironlands and called
themselves Ironlanders—but the firstborn gave it names of their own in a Features: • Dark hair and ruddy skin
time beyond the reach of memory. • Twice the size of a tall human, or more
To determine the role of the firstborn in your setting, see page 128. • Wearing layers of wool, hide, and furs
• Stoic and observant
ELF
Drives: • Survive the winter
Rank: Dangerous (2 progress per harm; inflicts 2 harm) • Protect the herd
Features: • Large, luminous eyes seen through a wooden mask Tactics: • Fight as a last resort
• Gray-green skin the texture of dry leaves • Sweeping strike
• Sonorous voice • Make them flee
• Wielding bow and spear
Giants dwell in the Tempest Hills and Veiled Mountains. They live a nomadic
Drives: • Protect the wilds life alone or in small family units, herding oxen, mountain goats, and sheep.
• Drive out trespassers, or see them pay In their own language they are called the Jokul.
Many Ironlanders misinterpret their quiet nature for dullness, but giants are
Tactics: • Strike from shadow keenly intelligent and observant. They have a great respect for life, even for
• Force their surrender our kind, and use trickery and negotiation to avoid fights. When they are left
• Turn the forest against them without other options, an enraged giant is a devastating, relentless force.
Quest Starter: A pair of giants are raiding human settlements, stealing supplies
Elves are strange beings of the forest, seldom seen beyond the ancient woods and livestock. With winter coming, the survival of those settlements is threatened.
of the Deep Wilds. They are fiercely protective of their lands and suspicious of What is driving the giants down from the hills?
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
YOUR TRUTH
animals and beasts of the forest to aid in the defense of the Wilds.
Every fifth spring, the giant clans meet for a gathering. There, the
A few warn that the elves are biding their time, readying the attack which will memory-keepers sing of a great giant hero, revered by all. Who is
drive us from these lands.
this hero?
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 IRONSWORN 143
PRIMORDIAL TROLL
Rank: Extreme (2 ticks per harm; inflicts 4 harm) Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Personification of the natural world Features: • Long limbs
• Turbulent, changing visage • Sunken, beady eyes
• Vaguely human-like or animal-like form • Translucent skin camouflaged to the environment
• Keen sense of smell
Drives: • Embody chaos • Speaks in gibberish
• Cling to vestiges of power
Drives: • Find pretty things
Tactics: • Control the elements • Keep it secret
• Destroy with primal rage
Tactics: • Be sneaky
The primordials, said to be the vestigial spirits of long-forgotten gods, are the • Bite and claw
most ancient of the firstborn. Each embodies some aspect of the natural world, • Run and hide
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 Trolls mostly live in the Flooded Land, but it’s not unusual to encounter one
wood, earth, rocks, and plants. A mountain primordial is a lumbering being in the Hinterlands or even in the southern reaches of the Havens. They are
of glacier stone and ice. A fire primordial, depending on its mood, might take solitary creatures, wary of contact with Ironlanders but likely to attack if
form as embers, ash, and smoke—or as a raging pyre. scared or provoked.
They range in size from the height of an Ironlander to half-again as tall as They move with their back hunched, often skulking on all four gangly limbs.
a giant. Rumors persist of primordials who dwell in the deepest parts of the When they stand straight they are much taller than humans—nearly as tall as
Wilds, or high in the ranges of the Veiled Mountains, who are as tall as an a giant. Their skin is a sickly pale gray, but they can camouflage themselves by
ancient tree. Beyond, some suggest, in the Shattered Wastes, live primordials changing it to match their environment.
who tower into the clouds. Is the sound of distant thunder sometimes the
Trolls collect objects of all sorts, and particularly value Ironlander trinkets.
footfalls of mountain-sized primordials who dwell beyond the edge of the
They are tormented by the fear of others stealing their hoard, and are
known world?
constantly seeking out new, better hiding places. The items are mostly junk to
Primordials are solitary beings as unpredictable as the natural forces they anyone but a troll, but occasionally an object of real value finds its way into
personify. They might ignore you. They might lurk at a distance, as if the dregs.
observing you. Or, they might attack. They do not speak in any language we
Quest Starter: The villagers tolerate the troll who lives nearby because its presence
can understand. Some suggest they have no intelligence, and are merely a
serves to dissuade a greater threat. They even donate items for its hoard, and put
manifestation of the natural world, no different than a winter storm.
up with its occasional thievery. But now, the troll is missing. What is the looming
How do you kill a primordial? Most scoff at the idea. You are just as likely threat the troll helped avert?
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 IRONSWORN 145
VAROU ANIMALS
Rank: Dangerous (2 progress per harm; inflicts 2 harm) 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.
Features: • Yellow eyes shining in moonlight Most wild animals are skittish and do not pose a threat to humans. Those
• Pointed ears and snout-like face creatures have no rank, and can be attacked or interacted with using
appropriate moves. For example, Resupply (page 63) can represent hunting
Drives: • Take their land for deer or small game.
• Defend my kin
A few notable exceptions—predators, aggressive creatures, and animals
• Keep the bloodcall at bay trained to fight—are noted here.
Tactics: • Strike at night
• Leap into combat
BEAR
• Let loose the bloodcall
Rank: Formidable (1 progress per harm; inflicts 3 harm)
The varou are humanoid beings who dwell within the Deep Wilds and in the Features: • Fearsome teeth and claws
woods of the Hinterlands. Their features are fierce and wolf-like. They are
• Thick hide
broad-shouldered and a head taller than the average Ironlander. Their long
hair is ornately groomed and decorated with beads and other trinkets.
Drives: • Find food
The varou value territory above all things. They often war amongst themselves • Defend cubs
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 Tactics: • Roar
border signs. Several of our settlements—built too close to varou territory— • Pin down
are now abandoned ruins bearing the mark of a victorious varou clan.
• Maul with savage force
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 Most bears are not aggressive. They avoid Ironlanders and are unlikely to
imminent. What will you do to prevent it? attack unless they see you as a threat.
There are exceptions. The silver bears of the Veiled Mountains, which
YOUR TRUTH sometimes range as far south as the Tempest Hills, are territorial, powerful,
and aggressive. Likewise, the ash bear, encountered in woodlands throughout
A young varou receives their keth—a curved dagger—before the Ironlands, is known for its ferocity and cunning. If either catch your scent,
undergoing a rite of passage. What must they do to take their place they are likely to hunt you down and attack.
among the adults of the clan?
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.
146 CHAPTER 5 | Foes and Encounters IRONSWORN 147
BOAR 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
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
breed and train them.
Features: • Wiry coat A gaunt will not usually act aggressively without provocation, but they are as
• Long tusks deadly as the fiercest warhorse under the command of a talented rider.
• Vicious 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
Drives: • Forage before any sort of defense can be mustered. Their leader, a warrior of unmatched
• Protect territory skill, rides a distinctive white gaunt. What has driven these elves to strike out
• Defend sows against the Ironlanders?
Tactics: • Charge and gore
YOUR TRUTH
• Circle and attack again
Some gaunts live in wild herds. They once roamed the wilds in
In the Old World, wild boars were belligerent and dangerous animals. Here in countless numbers, but few now remain. What has happened to thin
the Ironlands? They are even bigger and meaner. They attack without warning these herds so dramatically?
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 MARSH RAT
grievously wounded. How do you know this person? What terrible truth do they
reveal as they lay dying? Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Features: • Beady eyes
GAUNT • Long tail
Rank: Dangerous (2 progress per harm; inflicts 2 harm) Drives: • Eat everything
• Breed
Features: • Horse-like creature with a lean, skeletal frame
• Ghostly pale eyes Tactics: • Swarm and bite
• Black, scaled hide
The marsh rat is a rodent of unusual size. They are all-too-common in the
Drives: • Run like the wind Flooded Lands or in wetlands within the Hinterlands and Deep Wilds.
They eat almost anything, including carrion and waste. Our grain stores and
Tactics: • Rear up
pantries are an easy target for marsh rats, who dig tunnels or chew through
• Charge
walls to get at the food. They will also try to make a meal out of living prey—
• Trample 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?
148 CHAPTER 5 | Foes and Encounters IRONSWORN 149
WOLF BEASTS
Rank: Dangerous (2 progress per harm; inflicts 2 harm) Beasts are monstrous creatures of great size and power. They are natural
beings—not supernatural entities—but were unknown in the Old World.
Features: • Keen senses To determine the role of beasts in your version of the Ironlands, see page
128.
Drives: • Fight rivals
• Mark territory BASILISK
• Run with the pack
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Tactics: • Stalk
• Pack rush Features: • Giant snake
• Drag to the ground • Dull yellow-brown skin
• Vibrant yellow eyes
The Ironlands are home to several breeds of wolves. Most are not aggressive
and stay clear of settlements and travelers. Despite that, attacks against Drives: • Devour
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 Tactics: • Lay in wait
their howls, and hope they are well fed.
• Mesmerizing gaze
Quest Starter: You find the grisly remains of a pack of wolves. All are dead, even • Sudden bite
the cubs. What caused this? Why is it a harbinger of a greater danger? • 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?
150 CHAPTER 5 | Foes and Encounters IRONSWORN 151
ELDER BEAST HARROW SPIDER
Rank: Extreme (2 ticks per harm; inflicts 4 harm) Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Twice the size of their common kin, or more Features: • Massive fangs
• Long legs and bloated body
Drives: • Dominate • Eight iridescent black eyes
• Protect territory
Drives: • Lurk
Tactics: • Intimidating display • Feed
• Overwhelming attack
Tactics: • Drop atop prey
Elder beasts—including wolves, bears, and boars—are huge, monstrous • Bite with pincers
versions of their common kin. They are primarily solitary creatures, though • Trap in webbing
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 These gigantic creatures are a menace in woodlands throughout the Ironlands.
oldest trees. Despite their size, they move through high branches with uncanny grace,
Quest Starter: An elder wolf, white as snow, appears to you in a dream. When dropping suddenly to grapple their prey and entomb them in webbing.
you wake, the memory of its piercing gaze lingers. Is the vision a dark portent or Quest Starter: A brood of harrow spiders attacked a contingent of Ironlanders.
a promise? Why are you compelled to seek this beast out? 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
YOUR TRUTH
victims?
What people of the Ironlands revere and protect the elder beasts?
What group hunts them and why?
152 CHAPTER 5 | Foes and Encounters IRONSWORN 153
LEVIATHAN MAMMOTH
Rank: Epic (1 tick per harm; inflicts 5 harm) Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Massive bulk Features: • Woolly fur
• Flesh as tough as iron • Large head and curved tusks
• Cold black eyes • Prehensile trunk
• Sinuous grace
Drives: • Migrate to fertile ground
Drives: • Slumber in the depths • Forage for food
• Destroy those who trespass • Protect the young of the herd
Tactics: • Rise from the depths Tactics: • Form a protective circle
• Ram and swamp ships • Charge
• Devour prey whole • Trample
• Gore
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 These beasts resemble the elephants of the Old World’s southern realms, but
within shallower waters. They will indiscriminately destroy any Ironlander are larger and covered in a coat of thick fur. They travel in herds among the
vessel which strays too close to their hunting grounds. Tempest Hills, migrating south with the winter and north with the spring.
Watchful sailors might catch sight of a leviathan circling their boat, studying They are not aggressive creatures, but are fearless and will fight to the death
them, in the moments before it attacks. Their dagger-shaped head is as tough to protect their young.
and destructive as any battering ram, able to shatter a ship in a single blow. A herd of mammoths is an amazing and humbling sight, but smart Ironlanders
Quest Starter: A leviathan lurks off the coast, preying on fishing boats and keep their distance and stay downwind.
trade ships. Among the dead is someone important to you. Who is it? You have Quest Starter: A mammoth calf wanders alone into an Ironlander settlement.
vowed to send this beast back to the depths, but doing so will require a mythic Why do you swear to reunite it with its herd?
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 IRONSWORN 155
WYVERN HORRORS
Rank: Extreme (2 ticks per harm; inflicts 4 harm) Horrors are supernatural entities. In the Old World, they were superstition
and legend. Here, they are nightmares made real. The Ironlands is fertile
Features: • Huge, bat-like wings ground for darkness and evil to take hold, spawning these undead beings of
• Rows of knife-sized teeth pure vengeance or mindless hate.
• Thick hide with a metallic sheen Many horrors can be temporarily defeated through physical attacks, but
• Long tail cannot be killed. They are beyond death.
To determine the role of horrors in your setting, see page 129.
Drives: • Watch for prey from high above
• Feed
BONEWALKER
Tactics: • Swoop down
• Snap up prey
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Fearsome roar
Features: • Skeletal corpse
• Bash with tail
• Yellowed bones
• Tattered remains of clothing and armor
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
Drives: • Destroy life
fish in the surrounding waters. Inland, the verdant wyverns dwell in forested
regions. The largest and most fearsome breed, the iron wyverns, hunt among
Tactics: • Rush with unexpected speed
the Tempest Hills and along the flanks of the Veiled Mountains.
• Attack with the weapons they bore in life
All wyverns have wolfish heads with wide jaws, thick bodies, and sinuous • Grasp and claw
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
Bonewalkers are human remains given unnatural life. The source of the dark
ground, they lumber heavily on all four limbs, their wings folded back, jaws
energy animating them is a mystery. Some say it is the will of dark gods.
agape, gaze fixed on their prey. They are the grim cruelty of the Ironlands
Others say an ancient evil permeates this land and seeps into porous bones of
given form. They are death.
the dead. Or, perhaps it is the work of corrupt mystics.
Quest Starter: Ancient cave paintings in the Tempest Hills show humanoids
Bonewalkers usually roam the location of their final resting place—a burial
riding atop wyverns. Perhaps these beasts can be tamed. Why are you obsessed
site, a cursed battlefield, or a settlement blighted by disease or violence.
with this possibility?
Nothing remains of their previous selves. They are soulless monsters driven
only to destroy the living.
YOUR TRUTH Quest Starter: A horde of bonewalkers marches relentlessly towards the Havens.
Rumors persist of a wyvern graveyard where wyverns instinctively What dark force has gathered this army of the undead? How will you stop them?
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 IRONSWORN 157
CHIMERA
YOUR TRUTH
Rank: Extreme (2 ticks per harm; inflicts 4 harm) Can creatures other than Ironlanders become frostbound? If so,
undeath gives them uncanny strength. Make them one rank higher
Features: • Shambling mass of dead creatures and offal than their living form.
• Rotting stench
Drives: • Insatiable hunger HAUNT
Tactics: • Horrifying wail
Rank: Formidable (1 progress per harm; inflicts 3 harm)
• Relentless assault
• Claw, bite and rend Features: • Subtle, unsettling manifestations
• Appear as they did in life
A chimera is the corrupted form of dead animal flesh given horrible life. Its • Lay bare the ravages of death
body is a collection of various creatures, fused together into a twisted, massive • Stench of the grave
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
Drives: • Torment the living
hope is a quick death.
• Find rest
Quest Starter: Multiple chimera have spawned from the heart of a deep wood.
What evil is at work there? Tactics: • Vanish and reappear
• Horrifying visage
FROSTBOUND • Unleash chaos
Rank: Formidable (1 progress per harm; inflicts 3 harm) 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.
Features: • Mummified, desiccated flesh
A haunt who manifests as a physical being can be dispelled by overcoming
• Frozen blue eyes
them in a fight, but only temporarily. They will only be at peace when their
• A sorrowful, hollow scream death is avenged or resolved. Some say a haunt can be banished through a
ritual, but few possess the knowledge.
Drives: • Absorb the warmth of the living
Quest Starter: You are plagued by a haunt. Who is it? What do they want of
Tactics: • Sense heat you?
• Life-draining grasp
YOUR TRUTH
Some who fall prey to the long winters or the wild storms of the northern When someone dies a violent death, or at the hand of another,
regions are given a horrible new life as the frostbound. These animated they are often laid to rest using a specific, ceremonial rite. This, it
corpses are cursed to forever seek out the warmth their death took from them.
is believed, prevents them from returning as a haunt. What is this
Quest Starter: A group of frostbound lurk along a mountain trail. This path is ritual? What rare material is required?
the only safe route to the lowlands from a mining village.
158 CHAPTER 5 | Foes and Encounters IRONSWORN 159
HOLLOW IRON REVENANT
Rank: Extreme (2 ticks per harm; inflicts 4 harm) Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Vaguely humanoid shape formed of earth, plants, and Features: • Empty, patchwork shell of armor and other hunks of
insects metal
• Empty black eyes behind an elven mask • Wielding iron weapons
• Smells of wet soil and dead things • A low, reverberating voice
Drives: • See justice done Drives: • Fulfill the vow
• Destroy any who stand in their way
Tactics: • Bash with savage strength
• Draw in a whirlwind of materials to reform and Tactics: • Steadfast attacks
enlarge • Pull in iron with an unyielding, magnetic force
• Envelop and suffocate
Some vows are held so fiercely that they survive even after death. An iron
It is said that elves who die an unjust death or have cause to seek retribution revenant is an incorporeal force of furious resolve, the unfinished vow of an
can rise as a hollow. Their form is a rippling mass of dead leaves, plants, soil, Ironsworn given horrible form as a construct of metal.
carrion, and insects. They move with a nightmarish, shambling gait. Their
Attacks may slow them down or temporarily break apart their armored form,
face is the wooden mask they wore in life. Their voice is the rattle of the wind
but they have no flesh to pierce and cannot be killed. An iron revenant won’t
through dry leaves.
stop until their vow is fulfilled.
As with haunts, they can be temporarily defeated but cannot be killed by
Quest Starter: Someone you knew
physical means. They are a relentless force, bound to this world by a singular
has taken form as an iron
motivation—vengeance.
revenant. Who is it?
Quest Starter: A hollow terrorizes an Ironlander village. What does it seek? What is their vow?
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 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 SEEKING INSPIRATION
ORACLES 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 IRONLAND ORACLES
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 HOW TO USE THE TABLES
quickly flesh out details. Interpretative oracles, such as the Action and Theme
tables (page 174), can be used to spark new ideas.
Ask your question and choose an appropriate oracle
When the characters Sojourn at a small settlement deep in the Flooded table.
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.”
Roll your oracle dice (page 22) to generate a number
The GM interperts this result. “This settlement relies on a steady
from 1-100.
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.”
Check your roll against the table. The oracle will reveal
its answer.
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. 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.
166 CHAPTER 6 | Oracles IRONSWORN 167
WHEN ANSWERS LEAD TO MORE QUESTIONS
You are sworn to recover a stolen artifact which is sacred to a community.
You aren’t limited to a single roll on a single oracle table when asking a question.
In your search for suspects, you make a Gather Information move as
If you like, you can let the result from one table inform your interpretation of
you question the village leader.
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. 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
However, use caution with this technique. Too many questions and too many
oracle responds.
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. Interpreting this result, you decide the likely suspect is a traveling
mystic who left shortly before the theft was discovered.
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 ORACLE 3: REGION (PAGE 176)
any immediate ideas on how this relates to this character, so you roll
Use this oracle when you want to randomly select a region with the Ironlands.
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 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.
ORACLE TABLES AND MATCHES
Your roll may generate a place or geographical feature which doesn’t make
Matches don’t have special significance when rolling on these oracle tables. sense in the context of your current location. If so, follow the guidelines on
They can be ignored. 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.
INTRO TO THE ORACLES
This chapter includes a variety of oracle tables. Use them in whatever way You ask, “Where was the traveling mystic bound?”
best fits your preferences and the needs of your story, but here’s some basic
recommendations. The Location oracle answers, “River.” You decide she traveled south
from the village aboard a merchant’s boat.
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 IRONSWORN 169
ORACLE 5: COASTAL WATERS LOCATION (PAGE 176) ORACLE 9: SETTLEMENT TROUBLE (PAGE 181)
Use this oracle to identify a point-of-interest or destination when you are Use this table to generate a narrative hook for a problem faced by a community.
traveling by ship or boat along the coast. 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,
ORACLE 6: LOCATION DESCRIPTION (PAGE 177) as appropriate, to help flesh out the answer.
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 You were attacked by raiders while portaging the boat around some
once for extra detail. shallows, and barely managed to fend off the attack. Now, you seek out
healing, rest, and supplies at a nearby village.
You travel downriver on a hired boat. You want to add a bit of color First, you generate a name for the settlement. You use the Ironlander
to your journey, so you use the Location Description oracle for some Settlement Name oracle and roll “A historical event” as the category,
detail. It answers, “Inaccessible.” and “Firstmeet” from the examples. You decide this village sits on the
You interpret this result to mean segments of the river are shallow, site of the first encounter between elves and humans.
forcing the crew to portage the boat along the shore. This sounds like a You roll a match on your Sojourn move, and opt to trigger a new
perfect opportunity for an ambush... narrative hook. You ask, “What’s the problem here?” and roll on the
Settlement Trouble table.
ORACLE 7: SETTLEMENT NAME (PAGE 178) The oracle answers, “Debt comes due.”
Ask this oracle for a thematic name for an Ironlander settlement. Roll once for Perhaps the band of raiders you encountered along the river have also
the category, and again to pick from the examples. Alternatively, just roll for the been making demands of Firstmeet to supply them with food. The
category and come up with a name that fits the theme. In either case, consider raiders are due to return soon, but the villagers won’t survive the winter
the meaning of the name and how it impacts this settlement’s surroundings, without the meager provisions they have left. You Swear an Iron Vow
livelihood, culture, or history. This may, in turn, inspire narrative hooks and to help them.
opportunities for new quests.
ORACLE 8: QUICK SETTLEMENT NAME GENERATOR (PAGE ORACLE 10: CHARACTER ROLE (PAGE 182)
180) Use this oracle to define the background for a character, or to generate a
Use this oracle as a simpler alternative for settlement names. Roll once for the random encounter.
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 ORACLE 11: CHARACTER GOAL (PAGE 182)
feature, person, or event inspired the name. 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.
170 CHAPTER 6 | Oracles IRONSWORN 171
ORACLE 13: IRONLANDER NAMES (PAGE 184)
Use this oracle to quickly generate a name for an Ironlander character. Roll You face off against Khulan, the leader of the raiding party. You charge
on either table. Surnames are not used in the Ironlands and names are often at him, sword swinging. He easily parries the blow, and takes initiative.
gender-neutral. If a name doesn’t fit a character, or you don’t like the sound of What does he do next? You roll on the Combat Action table. The oracle
it, look up or down a row for your answer, or reverse the digits. answers, “Provoke a reckless response.”
You can also ignore this oracle and use your own preferred naming conventions Khulan laughs at you, slamming the haft of his axe against his shield.
or name generators for your Ironland characters. “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...
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 ORACLE 17: MYSTIC BACKLASH (PAGE 189)
mission is to “Fulfill a duty.” Then, you ask what makes him distinctive Those who deal in magic may find themselves at the mercy of chaos. This
by rolling on the Descriptor table, and the oracle answers, “Obsessed.” oracle can supplement, or replace, the Pay the Price table (page 105) when
Putting these pieces together, you decide the bandit chief was once resolving the outcome of a failed ritual or other negative interaction with
the leader of a settlement to the north. He and his allies were exiled mystical forces. Use this oracle in dramatic moments, or to introduce an
following a coup. He is sworn to protect his followers and see them unexpected outcome triggered by a match.
through their life as outcasts, but he is also obsessed with someday
reclaiming his home. ORACLE 18: MAJOR PLOT TWIST (PAGE 190)
With a few rolls and a bit of interpretation, you’ve added a fair bit of Use this oracle to introduce a narrative surprise or revelation. Most of these
texture and pathos to what might otherwise be a stock villain character. results have a negative implication, and can be used to resolve a match at a
You roll for his name and the oracle tells you, “Khulan.” 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
ORACLE 14: ELF NAMES (PAGE 186) more focused on dramatic events tied to your current quests.
Use this oracle to generate a name for an elf character. To learn more about
elves in the Ironlands, see page 142. 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?
ORACLE 15: OTHER NAMES (PAGE 187) The village is still in danger, leaving your vow unfulfilled. To get some
Use this oracle for other firstborn characters, including giants, varou, and more detail and resolve the match, you check the Major Plot Twist
trolls. oracle. The oracle responds, “Two seemingly unrelated situations are
shown to be connected.”
ORACLE 16: COMBAT ACTION (PAGE 188)
Based on that answer, you decide to connect this encounter to your
Use this oracle to help inspire an action for an NPC in combat. When you’re original quest. The raider and his clan all bear branded scars in the
not sure what your foe does next, particularly when they have initiative, roll on shape of the stolen relic. What does it mean? Play to find out.
this table and interpret the result as appropriate to your foe and the situation.
ORACLE 19: CHALLENGE RANK (PAGE 190)
Use this oracle when you want to randomly determine the challenge rank of
a quest, journey, or fight.
172 CHAPTER 6 | Oracles IRONSWORN 173
ORACLE 1: ACTION ORACLE 2: THEME
1 Scheme 35 Falter 69 Advance 1 Risk 35 History 69 Prize
2 Clash 36 Suppress 70 Command 2 Ability 36 World 70 Destiny
3 Weaken 37 Hunt 71 Refuse 3 Price 37 Vow 71 Momentum
4 Initiate 38 Share 72 Find 4 Ally 38 Protection 72 Power
5 Create 39 Destroy 73 Deliver 5 Battle 39 Nature 73 Memory
6 Swear 40 Avoid 74 Hide 6 Safety 40 Opinion 74 Ruin
7 Avenge 41 Reject 75 Fortify 7 Survival 41 Burden 75 Mysticism
8 Guard 42 Demand 76 Betray 8 Weapon 42 Vengeance 76 Rival
9 Defeat 43 Explore 77 Secure 9 Wound 43 Opportunity 77 Problem
10 Control 44 Bolster 78 Arrive 10 Shelter 44 Faction 78 Idea
11 Break 45 Seize 79 Affect 11 Leader 45 Danger 79 Revenge
12 Risk 46 Mourn 80 Change 12 Fear 46 Corruption 80 Health
13 Surrender 47 Reveal 81 Defend 13 Time 47 Freedom 81 Fellowship
14 Inspect 48 Gather 82 Debate 14 Duty 48 Debt 82 Enemy
15 Raid 49 Defy 83 Support 15 Secret 49 Hate 83 Religion
16 Evade 50 Transform 84 Follow 16 Innocence 50 Possession 84 Spirit
17 Assault 51 Persevere 85 Construct 17 Renown 51 Stranger 85 Fame
18 Deflect 52 Serve 86 Locate 18 Direction 52 Passage 86 Desolation
19 Threaten 53 Begin 87 Endure 19 Death 53 Land 87 Strength
20 Attack 54 Move 88 Release 20 Honor 54 Creature 88 Knowledge
21 Leave 55 Coordinate 89 Lose 21 Labor 55 Disease 89 Truth
22 Preserve 56 Resist 90 Reduce 22 Solution 56 Advantage 90 Quest
23 Manipulate 57 Await 91 Escalate 23 Tool 57 Blood 91 Pride
24 Remove 58 Impress 92 Distract 24 Balance 58 Language 92 Loss
25 Eliminate 59 Take 93 Journey 25 Love 59 Rumor 93 Law
26 Withdraw 60 Oppose 94 Escort 26 Barrier 60 Weakness 94 Path
27 Abandon 61 Capture 95 Learn 27 Creation 61 Greed 95 Warning
28 Investigate 62 Overwhelm 96 Communicate 28 Decay 62 Family 96 Relationship
29 Hold 63 Challenge 97 Depart 29 Trade 63 Resource 97 Wealth
30 Focus 64 Acquire 98 Search 30 Bond 64 Structure 98 Home
31 Uncover 65 Protect 99 Charge 31 Hope 65 Dream 99 Strategy
32 Breach 66 Finish 00 Summon 32 Superstition 66 Community 00 Supply
33 Aid 67 Strengthen 33 Peace 67 War
34 Uphold 68 Restore 34 Deception 68 Portent
174 CHAPTER 6 | Oracles IRONSWORN 175
ORACLE 3: REGION ORACLE 6: LOCATION DESCRIPTOR
1-12 Barrier Islands 61-72 Hinterlands 1-2 High 35-36 Occupied 69-70 Low
13-24 Ragged Coast 73-84 Tempest Hills 3-4 Remote 37-38 Rich 71-72 Beautiful
25-34 Deep Wilds 85-94 Veiled Mountains 5-6 Exposed 39-40 Big 73-74 Abundant
35-46 Flooded Lands 95-99 Shattered Wastes 7-8 Small 41-42 Savage 75-76 Lush
47-60 Havens 00 Elsewhere 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
ORACLE 4: LOCATION 83-84 Corrupted
15-16 Dark 49-50 Inaccessible
1 Hideout 19-20 Waterfall 53-54 Cliff 17-18 Shadowy 51-52 Protected 85-86 Peaceful
2 Ruin 21-22 Cave 55-56 Grove 19-20 Contested 53-54 Abandoned 87-88 Forgotten
3 Mine 23-24 Swamp 57-58 Village 21-22 Grim 55-56 Wide 89-90 Expansive
4 Waste 25-26 Fen 59-60 Moor 23-24 Wild 57-58 Foul 91-92 Settled
5 Mystical Site 27-28 Ravine 61-62 Thicket 59-60 Dead 93-94 Dense
25-26 Fertile
6 Path 29-30 Road 63-64 River Ford 61-62 Ruined 95-96 Civilized
27-28 Blocked
7 Outpost 31-32 Tree 65-66 Valley 63-64 Barren 97-98 Desolate
29-30 Ancient
8 Wall 33-34 Pond 67-68 Bay/Fjord 99-00 Isolated
31-32 Perilous 65-66 Cold
9 Battlefield 35-36 Fields 69-70 Foothills 33-34 Hidden 67-68 Blighted
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 IRONSWORN 177
ORACLE 7: SETTLEMENT NAME 61-75 A word in an Old World language. What culture is represented
by this word? What does it translate to?
01-15 A feature of the landscape. Envision what it is. What makes it
Examples:
unusual or distinctive?
1-10 Abon 51-60 Kazeera
Examples: 11-20 Daveza 61-70 Khazu
1-10 Highmount 51-60 Stoneford 21-30 Damula 71-80 Sova
11-20 Brackwater 61-70 Deepwater 31-40 Essus 81-90 Nabuma
21-30 Frostwood 71-80 Whitefall 41-50 Sina 91-00 Tiza
31-40 Redcrest 81-90 Graycliff
41-50 Grimtree 91-00 Three Rivers
76-90 A season or environmental aspect. What influence does the
weather have on this settlement?
16-30 A manmade edifice. What is it? Why is it important to this
Examples:
settlement’s history?
1-10 Winterhome 51-60 Duskmoor
Examples: 11-20 Windhaven 61-70 Frostcrag
1-10 Whitebridge 51-60 Timberwall 21-30 Stormrest 71-80 Springbrook
11-20 Lonefort 61-70 Stonetower 31-40 Bleakfrost 81-90 Icebreak
21-30 Highcairn 71-80 Thornhall 41-50 Springtide 91-00 Summersong
31-40 Redhall 81-90 Cinderhome
41-50 Darkwell 91-00 Fallowfield
91-100 Something Else....
Examples:
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? 1-10 A trade good (Ironhome)
11-20 An Old World city (New Arkesh)
Examples:
21-30 A founder or famous settler (Kei's Hall)
1-10 Ravencliff 51-60 Boarwood 31-40 A god (Elisora)
11-20 Bearmark 61-70 Foxhollow 41-50 A historical item (Blackhelm)
21-30 Wolfcrag 71-80 Elderwatch
51-60 A firstborn race (Elfbrook)
31-40 Eaglespire 81-90 Elkfield
41-50 Wyvern's Rest 91-00 Dragonshadow 61-70 An elvish word or name (Nessana)
71-80 A mythic belief or event (Ghostwalk)
81-90 A positive term (Hope)
46-60 A historical event. What happened here? What place or practice
commemorates this event? 91-00 A negative term (Forsaken)
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 IRONSWORN 179
ORACLE 8: QUICK SETTLEMENT NAME ORACLE 9: SETTLEMENT TROUBLE
GENERATOR 1-2 Outsiders rejected 49-50 Provisions are scarce
Prefix Suffix 3-4 Dangerous discovery 51-52 Sickness run amok
1-4 Bleak- -moor 5-6 Dreadful omens 53-54 Allies become enemies
5-8 Green- -ford 7-8 Natural disaster 55-56 Attack is imminent
9-12 Wolf- -crag 9-10 Old wounds reopened 57-58 Lost caravan
13-16 Raven- -watch 11-12 Important object is lost 59-60 Dark secret revealed
17-20 Gray- -hope 13-14 Someone is captured 61-62 Urgent expedition
21-24 Red- -wood 15-16 Mysterious phenomenon 63-64 A leader falls
25-28 Axe- -ridge 17-18 Revolt against a leader 65-66 Families in conflict
29-32 Great- -stone 19-20 Vengeful outcast 67-68 Incompetent leadership
33-36 Wood- -haven 21-22 Rival settlement 69-70 Reckless warmongering
37-40 Low- -fall(s) 23-24 Nature strikes back 71-72 Beast on the hunt
41-44 White- -river 25-26 Someone is missing 73-74 Betrayed from within
45-48 Storm- -field 27-28 Production halts 75-76 Broken truce
49-52 Black- -hill 29-30 Mysterious murders 77-78 Wrathful haunt
53-56 Mourn- -bridge 31-32 Debt comes due 79-80 Conflict with firstborn
57-60 New- -mark 33-34 Unjust leadership 81-82 Trade route blocked
61-64 Stone- -cairn 35-36 Disastrous accident 83-84 In the crossfire
65-68 Grim- -land 37-38 In league with the enemy 85-86 Stranger causes discord
69-72 Lost- -hall 39-40 Raiders prey on the weak 87-88 Important event threatened
73-76 High- -mount 41-42 Cursed past 89-90 Dangerous tradition
77-80 Rock- -rock 43-44 An innocent is accused 91-00 Roll twice
81-84 Shield- -brook 45-46 Corrupted by dark magic
85-88 Sword- -barrow 47-48 Isolated by brutal weather
89-92 Frost- -stead
93-96 Thorn- -home
97-00 Long- -wick
180 CHAPTER 6 | Oracles IRONSWORN 181
ORACLE 10: CHARACTER ROLE ORACLE 12: CHARACTER DESCRIPTOR
1-2 Criminal 28-30 Traveler 59-62 Artisan 1 Stoic 35 Dangerous 69 Manipulative
3-4 Healer 31-33 Mystic 63-66 Scout 2 Attractive 36 Quirky 70 Relaxed
5-6 Bandit 34-36 Priest 67-70 Herder 3 Passive 37 Cheery 71 Stealthy
7-9 Guide 37-39 Sailor 71-74 Fisher 4 Aloof 38 Disfigured 72 Confident
10-12 Performer 40-42 Pilgrim 75-79 Warrior 5 Affectionate 39 Intolerant 73 Weak
13-15 Miner 43-45 Thief 80-84 Hunter 6 Generous 40 Skilled 74 Friendly
16-18 Mercenary 46-48 Adventurer 85-89 Raider 7 Smug 41 Stingy 75 Wise
19-21 Outcast 49-51 Forager 90-94 Trader 8 Armed 42 Timid 76 Influential
22-24 Vagrant 52-54 Leader 95-99 Farmer 9 Clever 43 Insensitive 77 Young
25-27 Forester 55-58 Guard 00 Unusual role 10 Brave 44 Wild 78 Adventurous
11 Ugly 45 Bitter 79 Oppressed
12 Sociable 46 Cunning 80 Vengeful
ORACLE 11: CHARACTER GOAL 13 Doomed 47 Remorseful 81 Cooperative
1-3 Obtain an object 52-54 Collect a debt 14 Connected 48 Kind 82 Armored
4-6 Make an agreement 15 Bold 49 Charming 83 Apathetic
55-57 Protect a secret
7-9 Build a relationship 16 Jealous 50 Oblivious 84 Determined
58-60 Spread faith
10-12 Undermine a relationship 17 Angry 51 Critical 85 Loyal
61-63 Enrich themselves
13-15 Seek a truth 18 Active 52 Cautious 86 Sick
64-66 Protect a person
16-18 Pay a debt 19 Suspicious 53 Resourceful 87 Religious
67-69 Protect the status quo
19-21 Refute a falsehood 20 Hostile 54 Weary 88 Selfish
70-72 Advance status
22-24 Harm a rival 21 Hardhearted 55 Wounded 89 Old
73-75 Defend a place
25-27 Cure an ill 22 Successful 56 Anxious 90 Fervent
76-78 Avenge a wrong
28-30 Find a person 23 Talented 57 Powerful 91 Violent
79-81 Fulfill a duty
31-33 Find a home 24 Experienced 58 Athletic 92 Agreeable
82-84 Gain knowledge
34-36 Seize power 25 Deceitful 59 Driven 93 Hot-tempered
85-87 Prove worthiness
37-39 Restore a relationship 26 Ambitious 60 Cruel 94 Stubborn
88-90 Find redemption
40-42 Create an item 27 Aggressive 61 Quiet 95 Incompetent
91-92 Escape from something
43-45 Travel to a place 28 Conceited 62 Honest 96 Greedy
93-95 Resolve a dispute
46-48 Secure provisions 29 Proud 63 Infamous 97 Cowardly
96-00 Roll twice
49-51 Rebel against power 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
182 CHAPTER 6 | Oracles IRONSWORN 183
ORACLE 13: IRONLANDER NAMES 1 Segura 35 Vigo 69 Sarda
2 Gethin 36 Sadia 70 Shona
1 Solana 35 Tessa 69 Masias
3 Bataar 37 Malik 71 Kalidas
2 Keelan 36 Sibila 70 Kanno
4 Basira 38 Dag 72 Wena
3 Cadigan 37 Morien 71 Razeena
5 Joa 39 Kuno 73 Sendra
4 Sola 38 Mona 72 Mira
6 Glynn 40 Reva 74 Kori
5 Kodroth 39 Padma 73 Perella
7 Toran 41 Kai 75 Setara
6 Kione 40 Avella 74 Myrick
8 Arasen 42 Kalina 76 Lucia
7 Katja 41 Naila 75 Qamar
9 Kuron 43 Jihan 77 Maya
8 Tio 42 Lio 76 Kormak
10 Griff 44 Hennion 78 Reema
9 Artiga 43 Cera 77 Zura
11 Owena 45 Abram 79 Yorath
10 Eos 44 Ithela 78 Zanita
12 Adda 46 Aida 80 Rhoddri
11 Bastien 45 Zhan 79 Brynn
13 Euros 47 Myrtle 81 Shekhar
12 Elli 46 Kaivan 80 Tegan
14 Kova 48 Nekun 82 Servan
13 Maura 47 Valeri 81 Pendry
15 Kara 49 Menna 83 Reese
14 Haleema 48 Hirsham 82 Quinn
16 Morgan 50 Tahir 84 Kenrick
15 Abella 49 Pemba 83 Fanir
17 Nanda 51 Sarria 85 Indirra
16 Morter 50 Edda 84 Glain
18 Tamara 52 Nakura 86 Giliana
17 Wulan 51 Lestara 85 Emelyn
19 Asha 53 Akiya 87 Jebran
18 Mai 52 Lago 86 Kendi
20 Delos 54 Talan 88 Kotama
19 Farina 53 Elstan 87 Althus
21 Torgan 55 Mattick 89 Fara
20 Pearce 54 Saskia 88 Leela
22 Makari 56 Okoth 90 Katrin
21 Wynne 55 Kabeera 89 Ishana
23 Selva 57 Khulan 91 Namba
22 Haf 56 Caldas 90 Flint
24 Kimura 58 Verena 92 Lona
23 Aeddon 57 Nisus 91 Delkash
25 Rhian 59 Beltran 93 Taylah
24 Khinara 58 Serene 92 Nia
26 Tristan 60 Del 94 Kato
25 Milla 59 Chenda 93 Nan
27 Siorra 61 Ranna 95 Esra
26 Nakata 60 Themon 94 Keeara
28 Sayer 62 Alina 96 Eleri
27 Kynan 61 Erin 95 Katania
29 Cortina 63 Muna 97 Irsia
28 Kiah 62 Alban 96 Morell
30 Vesna 64 Mura 98 Kayu
29 Jaggar 63 Parcell 97 Temir
31 Kataka 65 Torrens 99 Bevan
30 Beca 64 Jelma 98 Bas
32 Keyshia 66 Yuda 00 Chandra
31 Ikram 65 Willa 99 Sabine
33 Mila 67 Nazmi
32 Melia 66 Nadira 00 Tallus
34 Lili 68 Ghalen
33 Sidan 67 Gwen
34 Deshi 68 Amara
184 CHAPTER 6 | Oracles IRONSWORN 185
ORACLE 14: ELF NAMES ORACLE 15: OTHER NAMES
1-2 Arsula 35-36 Ukames 69-70 Anatu Giants Varou Trolls
3-4 Naidita 37-38 Ahmeshki 71-72 Aralu 1-4 Chony Vata Rattle
5-6 Belesunna 39-40 Ilsit 73-74 Arakhi 5-8 Banda Zora Scratch
7-8 Vidarna 41-42 Mayatanay 75-76 Ibrahem 9-12 Jochu Jasna Wallow
9-10 Ninsunu 43-44 Etana 77-78 Sinosu 13-16 Kira Charna Groak
11-12 Balathu 45-46 Gamanna 79-80 Jemshida 17-20 Khatir Tana Gimble
13-14 Dorosi 47-48 Nessana 81-82 Visapni 21-24 Chaidu Soveen Scar
15-16 Gezera 49-50 Uralar 83-84 Hullata 25-28 Atan Radka Cratch
17-18 Zursan 51-52 Tishetu 85-86 Sidura 29-32 Buandu Zlata Creech
19-20 Seleeku 53-54 Leucia 87-88 Kerihu 33-36 Javyn Leesla Shush
21-22 Utamara 55-56 Sutahe 89-90 Ereshki 37-40 Khashin Byna Glush
23-24 Nebakay 57-58 Dotani 91-92 Cybela 41-44 Bayara Meeka Slar
25-26 Dismashk 59-60 Uktannu 93-94 Anunna 45-48 Temura Iskra Gnash
27-28 Mitunu 61-62 Retenay 95-96 Otani 49-52 Kidha Jarek Stoad
29-30 Atani 63-64 Kendalanu 97-98 Ditani 53-56 Kathos Darva Grig
31-32 Kinzura 65-66 Tahuta 99-00 Faraza 57-60 Tanua Neda Bleat
33-34 Sumula 67-68 Mattissa 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
186 CHAPTER 6 | Oracles IRONSWORN 187
ORACLE 16: COMBAT ACTION ORACLE 17: MYSTIC BACKLASH
1-3 Compel a surrender. 1-4 Your ritual has the opposite affect.
4-6 Coordinate with allies. 5-8 You are sapped of strength.
7-9 Gather reinforcements. 9-12 Your friend, ally, or companion is adversely affected.
10-13 Seize something or someone. 13-16 You destroy an important object.
14-17 Provoke a reckless response. 17-20 You inadvertently summon a horror.
18-21 Intimidate or frighten. 21-24 You collapse, and drift into a troubled sleep.
22-25 Reveal a surprising truth. 25-28 You undergo a physical torment which leaves its mark upon
26-29 Shift focus to someone or something else. you.
30-33 Destroy something, or render it useless. 29-32 You hear ghostly voices whispering of dark portents.
34-39 Take a decisive action. 33-36 You are lost in shadow, and find yourself in another place
without memory of how you got there.
40-45 Reinforce defenses.
37-40 You alert someone or something to your presence.
46-52 Ready an action.
41-44 You are not yourself, and act against a friend, ally, or
53-60 Use the terrain to gain advantage.
companion.
61-68 Leverage the advantage of a weapon or ability.
45-48 You affect or damage your surroundings, causing a disturbance
69-78 Create an opportunity. or potential harm.
79-89 Attack with precision. 49-52 You waste resources.
90-99 Attack with power. 53-56 You suffer the loss of a sense for several hours.
00 Take a completely unexpected action. 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.
188 CHAPTER 6 | Oracles IRONSWORN 189
ORACLE 18: MAJOR PLOT TWIST MORE ORACLES
1-5 It was all a diversion. Roleplaying games have a long tradition of using random generators as a play
6-10 A dark secret is revealed. aid. If you’re an avid collector of RPG’s, you may wish to leverage oracles from
11-15 A trap is sprung. other systems. You can also find a limitless supply of random generators and
tables online—names, people, creatures, places, plot hooks, and much more.
16-20 An assumption is revealed to be false.
21-25 A secret alliance is revealed. Physical randomizers can also be helpful. You can purchase dice with various
icons that can be interpreted to resolve questions and trigger new situations.
26-30 Your actions benefit an enemy.
Or, you can play with tarot cards or rune stones.
31-35 Someone returns unexpectedly.
Whatever aids you use, don’t let randomness overwhelm your narrative. Your
36-40 A more dangerous foe is revealed.
own story instincts are the most powerful tool in your gaming kit.
41-45 You and an enemy share a common goal.
46-50 A true identity is revealed.
CREATING YOUR OWN ORACLES
51-55 You are betrayed by someone who was trusted.
You will find a blank worksheet at ironswornrpg.com to create your own
56-60 You are too late.
oracle tables. You can make tables which better fit your preferences or support
61-65 The true enemy is revealed. the tone of your game.
66-70 The enemy gains new allies.
You can also create specific tables for certain narrative situations. Heading
71-75 A new danger appears. out for a dangerous journey into the mountains? Create a table of things
76-80 Someone or something goes missing. you might encounter. Then, roll on the table when you want to introduce an
81-85 The truth of a relationship is revealed. encounter or event.
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 IRONSWORN 191
CHAPTER 7 STARTING YOUR CAMPAIGN
GAMEPLAY IN 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,
DEPTH 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 MARK YOUR BACKGROUND BONDS
If you are playing in the Ironlands or a similar setting, work through the Give yourself up to three bonds (page 36). These bonds may be to a
‘Your Truths’ exercise starting on page 122. Review the options and make community or an individual. You do not need to make the Forge a Bond move
selections. Keep an eye out for quest starters which trigger an idea for a for these starting bonds. Mark a tick for each bond on your character sheet (1
background vow (page 195) or an inciting incident (page 196). tick per bond), and make note of them.
Next, choose where your story begins. Have a look at the regions on page If you are playing guided or co-op, you can use these starting bonds as your
112. Where are your characters located? Are they part of a community, or connection to other player characters. Otherwise, you may establish bonds
wandering the wilderness? Talk it out with other players and envision the with those characters though play.
setting. Mark the location on your map.
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
You envision some basic characteristics of your home village. It decide to bring them into your narrative. If you later introduce a background
is a small settlement along the southern fringes of the Havens. It is bond for a character or community, mark the bond. Then, envision how this
surrounded by fields and sits astride a wide river. bond was previously established and how this relationship impacts your story.
You roll on the Settlement Name table (page 178), and the oracle
answers, “Cinderhome.” You envision the burnt ruins of the former You mark one bond for your home village. You also envision an NPC,
longhouse. It is a place haunted by a long-dead overseer who died in the clan overseer, who is a good and loyal friend. She is one of the few
the fire. who knows of your former life as a raider, but does not hold it against
You mark Cinderhome on your map. This is where Saskia’s adventures you. “We can remake ourselves,” she once told you. “Like a broken
begins. 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.
If you prefer, you can just spend a few moments defining some basic facts for You can allocate it as you explore your starting situation.
your world. Jump in and discover the rest in play. You decide the background bond with the overseer fulfills the
If you are using your own setting or one drawn from another source (such requirement of the Banner-Sworn asset (“When you mark a bond with
as an RPG, book, or film), you can leverage the information on that setting a leader or faction”). You take it as your third and final asset.
to determine your character’s situation and the troubles you may encounter.
COLLABORATING TO BUILD YOUR WORLD WRITE YOUR BACKGROUND VOW
If you are playing a co-op or guided campaign, you should work through the
When you create your character, you give yourself a background vow to
initial process of worldbuilding with the other players. Depending on your
represent a primary motivation or ultimate goal. This vow is part of your
preferences, you can spend a few minutes quickly roughing out the basics of
character’s backstory. It may be a vow sworn years ago, or one which is a
your setting, or you can dive deep for an hour or two of collaborative creation.
reaction to some recent, major event.
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 Write down this vow and give it a rank of extreme or epic. You don’t need to
open questions and blank spaces to fill in through play. make the Swear an Iron Vow move for this quest.
If you are the GM, you should facilitate discussion and contribute to the Fulfilling this vow will not be easy. In story-time, it might require months,
worldbuilding. Take cues from the players and make suggestions to help years, or even decades to see this vow fulfilled or forsaken. You may even
formulate potential quests and adversaries. 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.
194 CHAPTER 7 | Gameplay in Depth IRONSWORN 195
• Up the stakes. Envision complications which make your inciting incident
Your backstory involves your former life as a raider. Haunted by your even more dire for you, your family, or your community.
past, you have sworn to see this raider clan defeated. However, there are • Limit the scope. Unlike your background vow, this is a problem which
complications. The clan is powerful, and you couldn’t possibly hope to you can (and must!) deal with now. In gameplay turns, you Swear an Iron
defeat them without an army at your back. Also, the clan is led by your Vow and mark it as a troublesome, dangerous, or formidable quest. If all
own mother. It’ll take a special sort of courage to face her again. goes well, it might be resolved in a session or two. If you don’t act, things
You envision the clan’s name: “Red Moon.” Their shields are decorated will get worse.
with a blood-red circle. These suggestions can apply to any vow, but are especially relevant for an
For now, this vow is a glowing ember, a promise not yet sparked to inciting incident. Even if the details are not clear to you, envision how the
flame. You mark the vow as “Defeat the Red Moon clan”, giving it a problem can lend itself to a rich narrative full of drama, conflict, and surprises.
rank of extreme.
A mysterious sickness has struck Cinderhome’s overseer. The village
ENVISION YOUR INCITING INCIDENT healer brewed draughts, but none offered any relief. The priest prayed,
but the gods did not listen. The mystic performed divinations, but the
An inciting incident is the problem which arrives at the beginning of a shadows did not divulge their secrets.
story, propelling the protagonist into action. Everything up to that point
is backstory—the normal world to which your character has become The overseer, your friend, is fading. Without help, she will surely die.
accustomed. In Ironsworn, the inciting incident is the tipping point which To add a bit more drama and stakes, the families in your community
forces you to undertake a life of perilous quests and adventure. are now at each other’s throats as they start to position their preferred
To start your character’s story, envision an imminent threat or compelling candidate to take up the iron circlet. If the overseer dies, open conflict
need. You can use a quest starter from this book (see chapters 4 and 5), talk may break out. The community will be weakened and may not survive
it out at the table, or Ask the Oracle (page 107). This problem dictates what the coming winter.
drives your first session and sets your character’s story in motion. You pile on the stakes until it feels like an imperative. You must take
What makes a good inciting incident? on this quest.
• 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 IRONSWORN 197
SET THE SCENE SWEAR AN IRON VOW
You have two options for starting play: You can begin with the normal world, To set your quest in motion, as a response to the inciting incident, make this
or in media res. 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
THE NORMAL WORLD moment for your character.
Envision a prologue involving your character which helps to flesh out who What was the result of your move?
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 • Did you score a strong hit? Envision your first steps. Do you Undertake a
and backgrounds. Your inciting incident can then serve as an event or threat Journey? Do you Compel someone into action? Play to see what happens
which you encounter in play during your first session. 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
You want to spend a bit of time exploring your character and your
(page 62) as you try to identify a path forward.
world before you kick things off with your overseer’s sudden illness.
Your village is celebrating the spring festival, and you are taking part • Did you score a miss? An unexpected danger or obstacle stands in your
in a boar hunting competition. You roleplay scenes and make moves way. Envision what it is, or Ask the Oracle (page 107). Then, play to see
as you interact with other hunters, track your quarry, and attempt to what happens as you attempt to overcome this stumbling block.
bring down a particularly large and vicious boar. When you return to
For an inciting incident, give your new vow a rank of troublesome, dangerous,
the village, you learn that the overseer has fallen ill.
or formidable.
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 You envision the scene as you kneel before your overseer. You curl your
questions about the characters, your world, and the current situation. Draw hands tight around the iron blade of your sword—so tight that you
conclusions to those questions or Ask the Oracle. Look for opportunities in open a cut in your palm. You pay the wound no mind. The blood fuels
the fiction to trigger a vow. the promise. “I will see you healed,” you say. “I swear it.”
You roll the dice. Because you have the Banner-Sworn asset and
IN MEDIA RES serve the overseer, you may reroll any dice. It’s a strong hit. A good
In media res is a Latin term meaning “in the middle of things.” You start omen. You write your vow on your character sheet and give it a rank of
your story at a crucial point. Your inciting incident is happening now, or is dangerous. Per the move outcome, “you are emboldened and it is clear
something you are fully aware of and must react to. The raiders are attacking. what you must do next.” What do you know about this disease? What’s
The usurper claims the iron circlet. The marauding beast appears. your likely path forward? Envision the answer, talk it out, or Ask the
Oracle (page 107).
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. SHARING YOUR VOW WITH ALLIES
If you are playing with allies, only one of you will make the Swear an Iron Vow
You envision a scene in the longhouse as you visit your stricken move. Other players can make the Aid your Ally move (page 76) as a way
overseer. She lies in bed, her features as pale as death, her breathing of representing their own commitment to this vow. If you share this quest
ragged. There are others here: The village healer, the overseer’s wife, with your allies, each of you write the vow and any progress is marked by all
and a rival who feigns concern. Ignoring them, you stride forward. You players.
draw your sword...
198 CHAPTER 7 | Gameplay in Depth IRONSWORN 199
NEXT STEPS
You consider the steps you’ll take to Fulfill Your Vow. You need to find
Depending on the result of your Swear an Iron Vow move, your character may the caravan, identify the cause of the illness, locate a cure, and return
have a clear path forward, may have more questions than answers, or may back to Cinderhome to heal the Overseer. You write the milestones
need to overcome an immediate obstacle or threat before they can undertake down.
their quest. You, as the player or GM, interpret what this result means. Not
sure where to begin? Ask the Oracle. 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
You’ve sworn your vow and scored a strong hit, which means the next story might not lead in that direction, but it gives you an interesting
steps—from your character’s perspective—are clear. As the player you potential narrative checkpoint.
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 That’s four milestones, which is about right for a dangerous quest (two
(page 174). progress per milestone). But, these may change depending on where
the story takes you. At the moment, much is unknown.
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 Save the Overseer
overseer fell ill? There must be a connection.
With your immediate goal in sight, you can roleplay your preparations 1) Find the trade caravan
and Undertake a Journey (page 65) to set off after the caravan.
2) Discover what caused the sickness
3) Find a cure
CREATING A QUEST OUTLINE (get help from the herbalist who
lives deep in the Tanglewood ? )
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 4) Return home and deliver the cure
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.
201 CHAPTER 7 | Gameplay in Depth
200 CHAPTER 7 | Gameplay in Depth IRONSWORN 201
CAMPAIGN SETUP SUMMARY THE MECHANICS AND THE
Create your character (page 193). Envision your character. FICTION
1 Choose your name, set your stats, and select your assets. Refer to Ironsworn is a game. As such, it uses various mechanics to resolve situations
chapter 2 (page 31) for details. If you prefer, you can start by and challenges. You make moves and roll dice. Your character uses stats, tracks,
creating your world (below). 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
Create your world (page 194). If you are playing in the
track or reducing your health track. Managing your resources and making
2 Ironlands, refer to chapter 4 (page 111) and the ‘Your Truths’
decisions based on a desired mechanical result is part of the challenge and
exercise (page 122). Otherwise, establish the basic truths of your
fun of the game.
own world. Envision where your story will begin and mark it on
your map. The fiction helps you define and understand your setting and your character.
It guides your character’s background, personality, and motivations. It
Create your background bonds (page 195). Mark up to three provides a framework for the situations you face, the world you inhabit, and
3 bonds to represent your connections to home, friends, family, the people and creatures you encounter. As you play, you take actions through
or other loyalties. Make note of these bonds, and mark a tick for the imagined perspective of your character. The fiction helps inform what
each. happens next.
Write your background vow (page 195). Create a sworn quest
4 as backstory for your character. Write down this vow and give it a The intersection of fiction and mechanics is what makes the
rank of extreme or epic. You don’t need to make the Swear an Iron roleplaying experience vibrant and compelling. Think of the
Vow move for this quest. mechanics as your needle and the fiction as your thread. Using them
both, you will weave the tapestry of your Ironsworn story.
Envision your inciting incident (page 196). Come up with the
5 problem that drives your character into action.
LEADING AND FOLLOWING WITH THE
FICTION
Set the Scene (page 198). Decide whether you want to start with Without story, the game is an exercise in rolling dice. Without mechanics,
6 a prologue (the normal world), or in the midst of the problem (in your story lacks choices, consequences and surprises. An ideal session of
media res). Envision the scene and begin play. 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.
Swear an Iron Vow (page 199). Make the move and write down You start by picturing the situation. What is happening? What are you trying
7 your vow. Give it a rank of troublesome, dangerous, or formidable. 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
Take your next steps (page 200). Based on the outcome of your clarify any details.
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 IRONSWORN 203
Does the fiction trigger a move? If so, make it. Roll the dice. Deal with the FICTIONAL FRAMING
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 Ironsworn does not emphasize situational mechanics. Instead, the details are
a move, envision how this looks in the fiction. Don’t just move the numbers often abstracted within your moves and are reliant on fictional framing.
around. Picture what it means for your character’s readiness and well-being. Think of it like moving a chess piece. Is it a pawn or a queen? What square is
Then, translate the result of your move back to the fiction. How does the it on? What other pieces are on the board? What is the state of the game? All
situation change? What happens next? 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.
FICTION MECHANICS FICTION Gameplay within Ironsworn is much less constrained than in chess, but is still
Envision the Make the move Apply the framed by the rules of your narrative reality. Your actions and the events in
situation and your and resolve the outcome to the your story need to make sense for the characters, the setting, and the fiction
intent. outcome. current situation. 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.
FINDING YOUR BALANCE How does fictional framing impact play?
The level of emphasis you give to the fiction varies by the situation and the • It adds texture to your story. Adding detail enriches your narrative,
desired pace of play. You can explore entire scenes—such as interactions creates opportunities for new challenges and quests, and helps you
with your allies and other characters—entirely through the fiction without visualize your character and your world.
engaging in moves. Other times, you may quickly gloss over the fiction to • It determines the moves you cannot make. If you are not properly
get on with things. That’s fine. Use the mechanics of moves to portray the equipped or positioned to make a move, you can’t do it. Without a very
inherent drama and uncertainty of character intent and obstacles, but always strong incentive, you can’t Compel a hated enemy to help you.
look for opportunities to add texture and vibrancy to your world through the
fiction. • 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
You envision a quick scene as you return home and gather your gear. from someone and already have their trust and cooperation, you won’t
There’s no move triggered here. You pack your supplies and don your need to Compel them before you can Gather Information.
armor. The mail shirt is heavier than you remember, as if weighed • It guides the outcomes of your moves. Look to the fiction when you
down by dark memories. have a question about the outcome of a move, especially when you Pay
You stand at the door for a moment. Your hand rests on the hilt of your the Price. Do you suffer a mechanical result such as harm? Do you face
sword. “A blade never bloodied is a waste of iron,” your mother once a new narrative complication? If in doubt, Ask the Oracle and apply the
told you. You remember her words now, and say a quick prayer that context of your fictional framing to interpret the answer.
your sword will not be drawn. It has seen enough blood. • It helps determine the rank of your challenges. The rank you give
Time is short. You must begin your quest. to your quests, journeys, and fights is influenced by the scope of the
challenge within the fiction.
204 CHAPTER 7 | Gameplay in Depth IRONSWORN 205
For example, imagine you are caught within a snow storm while traveling. In co-op and guided modes, you collaborate to create a shared understanding
Winter in the Ironlands can be brutal. How does this storm and your of the current situation. If something is unclear or at odds with the
character’s readiness impact your story? Establishing facts through your assumptions of another player, take a moment to talk it out until everyone
fiction, whether as an outcome of a move or simply as a narrative flourish, has a clear picture of the situation. When playing solo, you are the arbiter of
helps frame the challenges you face. 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.
The narrative texture If you encounter a harsh winter
of your story. storm in your travels, the driving
snow and biting wind adds evocative You must set off in pursuit of the trade caravan, but traveling on foot
details to your journey. 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.
The moves you If you are exiled from a community, We’re not concerned with how much a horse costs, its travel distance
cannot make. you can’t Sojourn there to seek per day, how fast it can run, or how much it eats. The Horse companion
shelter from the storm. 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
The moves you must If you are caught in the storm without and influence the moves you can make and their outcome. For now,
make (or can avoid). a heavy cloak and furs, you’ll need to traveling on horseback gives you the fictional framing you need to
Face Danger to withstand the brutal Undertake a Journey in pursuit of the trade caravan.
cold. 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?
The outcome of your If you score a miss as you Face Danger
moves. to endure against the storm, you will It’s reasonable to assume the overseer’s wife would lend you a horse.
likely suffer harm, stress, or a loss of This is part of the fictional framing you have established through your
supply. Or, perhaps you encounter a campaign setup and initial play. You are attempting to help the overseer,
threat even greater than the storm. 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.
The rank of your The frostbound emerges from You envision this horse, one of the overseer’s mares. It has a buckskin-
challenges. the blinding snow, its dead eyes colored hide and a black mane. You give it a name, Nakata, and write
flaring with a cold light. You grip it down.
your sword, your hands shaking To flesh out a bit of detail for this animal, you roll on the Character
and numb, and Enter the Fray. You Descriptor table, and the oracle responds, “Wary.” You make note of
decide the frostbound would be that as well. This horse will be skittish. If you find yourself in a perilous
mystically empowered by the winter situation, you may need to Face Danger to control it. A horse can also
storm, so you set its rank one higher. be injured or killed as part of the narrative outcome of a failed move.
This makes it an extreme foe.
For now, you’ve got your horse. Time to go.
206 CHAPTER 7 | Gameplay in Depth IRONSWORN 207
REPRESENTING DIFFICULTY ADJUSTING CHALLENGE RANKS
You might be familiar with roleplaying games that give various tasks a When you Undertake a Journey, Enter the Fray, or Swear an Iron Vow, consider
difficulty rating or modifier. The flexibility to make each toss of the dice the fictional framing as you set the rank of the challenge. For example:
contextual, to adjust the chance to succeed based on the situation, creates an • Does your voyage to the leviathan’s hunting ground take you over rough
experience which helps simulate your imagined reality. seas and near mist-shrouded rocks? That sounds like it’s worth notching
However, the Ironsworn rules do not utilize fine-grained mechanics for the up the rank when you Undertake a Journey.
difficulty of a particular challenge or the abilities a foe can bring to bear. • Have you negotiated with a clan overseer to gain the aid of his fleet?
Instead, the requirements to overcome challenges in your world are primarily When you Enter the Fray against the leviathan alongside these NPCs, you
represented through your fictional framing. 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.
FROM HELL’S HEART, I STAB AT THEE
The rank can reflect your desired pace of play. Adjust the fiction and set the
A leviathan is an ancient sea beast (page 154). It’s tough to kill because of its
rank as appropriate to the amount of focus you want to give this challenge in
epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical
your story. But, don’t go easy on your character. Prevailing or failing against
characteristics. If we look to the fiction of the leviathan’s, description, we see
overwhelming odds is the stuff of great stories. Be epic. Or die trying.
“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 IRONSWORN 209
ZOOMING IN AND OUT 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
As the writer, director, and editor of your story (or collaborating as such with appropriate.
others at your table), you have control over how you manage scenes within the
visualized fictional space you create. 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
Imagine you are in a desperate battle. Your opponent is one of the firstborn, story, focus on it. If not, abstract it.
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 You set off on your quest. You envision looking back one last time at
swing of the axe. A strong hit. You have initiative. Next, you Strike, lunging your village, muttering a prayer to the old gods to keep the overseer
with the spear, and roll a weak hit. You slam the spear into the giant’s leg. alive until you return.
That’s 2 harm. Mark the progress. Unfortunately, your foe has the initiative. You make the Undertake a Journey move, giving your journey a rank
What happens next? 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
Imagine time frozen. Picture the scene. Morning mist hangs above the ground. day of travel. You head south along the trade road, which is little more
The sun is low, casting long shadows. Specks of blood are suspended in the air. than a muddy path meandering through the low hills. The weather is
Your expression is a mix of determination and fear as your eyes focus on the fair. You catch a nice fat rabbit for dinner.
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. You Ask the Oracle for guidance on your first waypoint by rolling on
the Location (page 176) and Location Descriptor (page 177) tables.
This is a moment of high drama. Linger on it for a moment. Imagine what the The oracle answers, “Mystic site” and “Beautiful.”
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 You interpret this answer as a set of standing stones the locals call ‘The
want to leave it open to fate, Ask the Oracle. Three Maidens’. Looking for a bit more detail, you roll on the Action
and Theme tables. The oracle responds, “Communicate Dreams.”
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 That night, as you sleep, three spectral women appear and speak to you
back to the fiction as you resolve the outcome. If it’s interesting, supports your urgently in a language you don’t understand. Do these spirits offer a
fictional framing, and compounds the tension, make it happen. blessing or a curse? You make note of this enigmatic vision. It could be
an interesting narrative hook to explore later.
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 You Undertake a Journey three more times, rolling hits and marking
represent a flurry of attacks and blocks leading to a pivotal moment. Don’t progress. You mostly stay zoomed out, picturing Saskia keeping a
treat a fight as a series of discrete rounds. Mix it up. There’s even a special resolute pace in pursuit of the caravan. Then, you Make Camp, but
move for combat, Battle (page 84), which lets you zoom out and abstract an score a miss. You envision a troubled and anxious night, plagued by
entire engagement in a single roll. bad dreams, and Endure Stress.
Later, after you’ve defeated the giant, you continue on your quest. You’re On the next segment of your journey, you also score a miss. Per the
making your way into the mountains. You roll to Undertake a Journey and move, you are “waylaid by a perilous event.” Your roll is a match, which
score a weak hit. You imagine it as a montage. You are moving from dense means you have an opportunity to introduce a dramatic twist.
forest into jagged hills. You rest only once, pausing to eat alongside the banks It’s time to zoom in...
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 IRONSWORN 211
MANAGING YOUR QUESTS REACHING MILESTONES
Imagine your Ironsworn quest as a path of stones leading across the water.
Sworn quests are the narrative engine of your Ironsworn adventures. When
Each stone marks a major step forward—a milestone—triggering the Reach
you start your campaign, your character has two vows: Your background vow
a Milestone move.
(page 195), and a vow triggered by an inciting incident (page 196).
You might plan some of your quest milestones in advance (page 200). Others
Making progress in these quests requires you to face and surmount obstacles.
will emerge naturally from the fiction. The outcome of your moves or creative
You will undertake perilous journeys, uncover information, gain the support
prompts may send your quest in unexpected directions, leading to new
of NPCs, recover important items, and defeat powerful foes. Your character
milestones and perhaps even new vows.
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 Swear an
against these trials, finding your way forward, enables you to reach milestones Iron Vow
and mark progress on your quests. YOUR QUEST
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 Each major step
principles, it’s probably not worthy of a vow. It might be a milestone forward triggers
for a quest, or simply a narrative diversion as an opportunity for the Reach a
roleplaying or worldbuilding. Milestone move.
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. Fulfill
Your Vow
212 CHAPTER 7 | Gameplay in Depth IRONSWORN 213
WHAT’S WORTHY OF A MILESTONE?
You’ve scored a miss for Saskia on Undertake a Journey, and the move
The text of the Reach a Milestone move states:
outcome says you are “waylaid by a perilous event.” Plus, you’ve rolled
a match, which gives you an opportunity to introduce an unexpected
When you make significant progress in your quest by overcoming complication or twist.
a critical obstacle, completing a perilous journey, solving a complex
You Ask the Oracle for guidance, rolling on the Action and Theme
mystery, defeating a powerful threat, gaining critical support, or
tables (page 174). The oracle answers, “Surrender vow.”
acquiring a crucial item, you may mark progress.
You consider the meaning of this response. “Surrender” makes you
think of someone ambushing you and demanding your surrender.
The pace of your quest will be largely defined by what you decide is “significant
But what about “vow”? You currently have two vows: “Defeat the Red
progress.” A milestone should accomplish two things:
Moon Clan” and “Save the Overseer.” What if this is an opportunity to
• It should relate directly to your quest. A milestone should be meaningful tie them together as a way to fulfill the match you’ve rolled?
to your character and your vow. An unrelated challenge which you deal
Perhaps you stumble across Blood Moon clan raiders, war-kin from
with as you undertake your quest is probably not a milestone.
your former life, and they have something to do with the plot against
• It should represent a turning point or major step forward in your quest. the overseeer.
Achieving a milestone requires effort and sacrifice for your character. A
You set the scene. A band of raiders step out from the woods alongside
minor discovery or easy success is probably not a milestone, especially
the trail, blocking your path. They have spears and bows at the ready.
for a higher ranked quest. Not every step you take is a milestone.
You envision Saskia spotting their distinctive painted shields. Her
breath catches in her throat.
MARKING PROGRESS
Your vows utilize a standard progress track (page 14) to measure how far you But, you have no interest in parlaying with these raiders. You step down
have come in your quest. This progress track is a mechanical representation from your horse. You walk toward them, hands raised. You Secure an
of the likelihood of being successful when you Fulfill Your Vow (page 101). Advantage by feigning compliance, putting them at ease, and roll a
More filled boxes means a better chance of a hit on that move. The progress strong hit. The archers relax their aim.
track also shows how much story potential you have fulfilled in your quest. You Ask the Oracle: “Do any of them recognize me?” You were the clan
Higher ranked vows require more focus in your story and more effort and leader’s daughter and were well known. You set the odds as likely.
sacrifice for your character.
“No,” the oracle answers.
When you Reach a Milestone (page 100), mark progress per the rank of your
vow. Good. They are younger raiders. Inexperienced. Left here for some
mundane task. Perhaps they are serving as some sort of rear guard to
• Troublesome quest: Mark 3 progress. watch for anyone who might go after the trade caravan.
• Dangerous quest: Mark 2 progress. An idea occurs to you. You want to weave together these seemingly
• Formidable quest: Mark 1 progress. unconnected narrative threads. You have eight progress marked on
your journey. Perhaps catching up with the trade caravan doesn’t need
• Extreme quest: Mark 2 ticks. to be your destination. What if the answers you need are right here?
• Epic quest: Mark 1 tick. 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...
214 CHAPTER 7 | Gameplay in Depth IRONSWORN 215
UNDERTAKING NEW QUESTS
You defeat the raiders, but it’s a hard-won victory. You are wounded and
In the midst of a quest, you will encounter situations which introduce your shield was shattered. Luckily, you are able to interrogate one of the
opportunities for additional vows. These new vows may be related to existing surviving raiders. You play out the scene as you Gather Information to
quests, or they can spring from unconnected problems. learn how the Blood Moon clan is involved in the overseer’s illness.
SECONDARY QUESTS 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
As you undertake a quest, you may make a promise or work to overcome an
traveling with the trade caravan is poisoning the leaders of Ironlander
obstacle which is worthy of its own vow. Imagine this as a gap in your path,
villages. The resulting strife will weaken those villages and make them
bridged by a set of milestones. This shorter path is your secondary quest. You
ripe for the picking. Come winter, the raiders will sweep across this
will Swear an Iron Vow, give it a rank, and mark progress as you work to
region like a dark tide.
resolve this new vow.
You also learn the nature of the poison. It is extracted from a rare plant
You won’t mark progress on your main quest until you Fulfill Your Vow on the
found only in the heart of the Deep Wilds. Your mother’s schemes have
secondary quest. When the two paths converge, when your secondary quest is
grown more elaborate since you last fought beside her.
complete, you can Reach a Milestone on your main quest and continue along
your path. These discoveries are worth another milestone. You Reach a Milestone
and mark progress. This gives you a total of four progress on your
When is an obstacle its own quest instead of just a milestone? Look to the
dangerous vow.
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 What next? You look back at your quest outline and are reminded of
probably worthy of a vow. 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
Swear an Iron Vow
MAIN purposes of your narrative. You’re familiar with this herbalist, you
and begin your
QUEST decide, because she occasionally visits your village to trade.
secondary quest.
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
SECONDARY
a cantankerous, eccentric woman, unconcerned with your quest. You
QUEST
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
As you Fulfill
mother, and bring me her fangs. I’ll need them for the antidote anyway.”
Your Vow on your
secondary quest, you She hands you an iron coin. “Swear it, or be gone. Your choice.”
can Reach a Milestone
You Swear an Iron Vow. There is work to be done...
on the main quest.
216 CHAPTER 7 | Gameplay in Depth IRONSWORN 217
UNRELATED QUESTS DELAYED QUESTS
You may encounter situations—unrelated to your current vows—which your A quest may require you to gain something from an NPC. It might be
character is driven to set right. This may happen organically through the information, an item, or aid of some other sort. However, as the outcome of
fiction, via oracle prompts, or as introduced by your GM in guided play. 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 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 If you do so, and the NPC is satisfied with the promise itself (for now), you
something happen. Introduce a problem. You can use quest starters in this can continue on your current quest. You will deal with this new vow later. If
book, or Ask the Oracle and interpret the answer. the aid of the NPC is a significant step forward on your current quest, you
should Reach a Milestone.
Several moves explicitly provide opportunities to undertake new quests as
part of their outcomes. For example, if you Sojourn and choose the option Keep in mind that swearing an iron vow is a sacred promise. NPCs,
to take a quest, you can introduce a trouble which this community is facing. particularly powerful ones, will hold you to it. Ignoring it means you Forsake
Or, when you Forge a Bond or Compel and roll a weak hit, the NPC demands Your Vow, which should have dramatic implications within your narrative.
something of you. If appropriate to the fiction, this demand may require a You’ve made an enemy, or ruined your reputation. How will others take your
sworn vow. vows seriously in the future? How will you?
CURRENT
Swear an QUEST
Iron Vow
You Swear an Iron Vow as a
commitment to undertake a
QUEST A QUEST B new quest, allowing you to
Reach a Milestone on your
current quest.
Fulfill or Forsake Your Vow
to resolve your current quest.
Fulfill or
Forsake
Your Vow DELAYED
QUEST
Now you can
devote your
attention to your
delayed quest.
218 CHAPTER 7 | Gameplay in Depth IRONSWORN 219
INTERSECTING QUESTS FULFILLING YOUR VOW
If you have undertaken two related quests, you may encounter a situation The fiction driving your quest and the mechanical progress represented by
where a milestone allows you to mark progress on both vows at once. However, your progress track converges in the decisive moment when you believe your
this should be a rare event. The two quests are not overlapping paths, with quest is at an end. This is when you make the Fulfill Your Vow move (page
every step a milestone for each. Instead, imagine these paths intersecting at 101).
key moments.
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
A significant success well ahead of your story, slow down the pace and focus on key objectives and
or step forward might turning points as milestones. If you find your story moving to a resolution
allow you to Reach well ahead of your progress track, envision some complications or twists
QUEST A a Milestone for both QUEST B which alter your path and create new opportunities for milestones.
quests. 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.
220 CHAPTER 7 | Gameplay in Depth IRONSWORN 221
FORGING NEW BONDS Some more examples of connecting assets to your story and vows:
As you pursue your quests, the relationships you form and the hardships • You Swear an Iron Vow to guard a trading caravan. The trader promises
you endure with other characters can be given fictional and mechanical you a fine set of armor in payment. When you Fulfill Your Vow, you take
significance through the Forge a Bond move (page 74). your reward and are Ironclad.
A new bond can be a natural outcome of a successful quest. When you • You find an abandoned village in your travels and discover a forgotten,
successfully Fulfill Your Vow in service to a person or community, you may malnourished Hound. You nurse it back to health and it becomes a loyal
reroll any dice if you Forge a Bond with them. companion.
• Each night at camp, you spar with your ally. When you Advance, you
upgrade your Skirmisher asset.
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 • You travel far in your quest, through deep woodland and over high hills,
apologize that you have nothing to give but your continued service to and become a Wayfinder.
Cinderhome and the overseer.
• After you Face Death, you return to the world to find a Raven perched in
You make the Forge a Bond move, and roll a miss. Luckily, your a branch above you. It looks at you with knowing eyes.
successful quest lets you reroll any dice. You roll again, score a strong
• You witness a priest perform a miracle, and become a Devotant.
hit, and mark the bond on your character sheet.
• You paint your family’s emblem on your shield, singing the songs of your
ancestors, and add a new Shield-Bearer ability.
ADVANCING YOUR CHARACTER • You defeat a powerful warrior in ritual combat, and word spreads of your
When you successfully Fulfill Your Vow, you earn experience points. This skill as a Duelist.
experience is spent to purchase or upgrade assets through the Advance move • You have reoccurring dreams of flying high above the Ironlands, seeing
(page 103). the world through the sharp eyes of your hawk companion. These dreams
grant you the insight to upgrade your Totem ritual.
When you focus on your skills, receive training, find inspiration, • You swear to recover your family’s ancestral sword from a notorious
earn a reward, or gain a companion, you may spend 3 experience raider. When you do, you are Blade-Bound.
to add a new asset, or 2 experience to upgrade an asset.
• You were maimed in battle, but choose to persevere as one of the Battle-
Scarred.
You can spend your experience points when they are earned, or save them up • You have witnessed death and brought it upon others. You have stood
for future use. Either way, you should look to the fiction to give context and at the edge of the shadow lands and seen what lies beyond. This dark
justification for your new abilities. You can guide your story toward an asset knowledge allows you to perform the Communion ritual.
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. • You swear loyalty to an ambitious overseer, and become Banner-Sworn.
Assets can even serve as the focus of a new vow, giving you a tangible objective • You vow to become a master of the mystic arts, and undertake a quest to
or reward for undertaking a quest. If you Swear an Iron Vow to become a skilled train under an elder mystic. When you complete your training, you are
Swordmaster, you can make progress in that quest by seeking out training, a Ritualist.
demonstrating your prowess, and commissioning the crafting of a fine blade. Envisioning how your new abilities connect to your sworn quests and
When you Fulfill Your Vow and spend experience on the Swordmaster asset, experiences gives them additional significance and context. They will be a
it will be a satisfying and rewarding resolution of your quest. reminder of the paths taken and not taken, the challenges overcome, and the
bonds formed.
222 CHAPTER 7 | Gameplay in Depth IRONSWORN 223
QUEST FLOW CHART
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 Swear an Iron Vow
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. Envision your next steps and the
challenges you face.
It’s time to face your past.
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.
224 CHAPTER 7 | Gameplay in Depth IRONSWORN 225
beyond the surface details. Ask questions (or Ask the Oracle), and build on
PRINCIPLES the answers.
These principles are your guideposts for managing your Ironsworn sessions. When playing with others, describing your character’s intent and actions is
Much of this is redundant to the best practices discussed elsewhere in this part of the conversation you share at your table. When playing solo, take the
rulebook. They are collected here to summarize core techniques, but you can time to imagine the scene and take note of important details.
adjust to your liking. It’s your game. Start here, and find the path that leads
you to awesome stories. To learn more about the fiction and fictional framing, see page 205.
GENERAL PRINCIPLES GROUP PLAY
SWEAR IRON VOWS, AND SEE THEM FULFILLED OR FORGE A STORY THROUGH CONVERSATION
FORSAKEN When you begin your campaign, your characters are actors on an empty stage.
Your sworn vows are the narrative framework of your Ironsworn stories. You At first, everything is hidden in shadow. Gradually, the stage is assembled.
will introduce an urgent problem or personal quest, Swear an Iron Vow to set The lights come up, showing texture and details. Your characters reveal
things right, and play to see what happens. As you pursue your quest, you may themselves through action and dialogue. Other characters—some important,
encounter situations which take your vow in surprising directions or inspire some unimportant—are introduced. Elements that seemed little more than
new vows. stage dressing become a focus of the story.
Because roleplaying doesn’t have the luxury of lights, sets, props, and actors,
PORTRAY A HEROIC CHARACTER IN A HARSH LAND you use the conversation at the table to build your story and your world. The
The default tone of Ironsworn is heroic but grounded. Your character is deeper the conversation, the more you reveal of what is happening onstage,
exceptional, but you aren’t a superhero or mythic figure. Add depth to your the more opportunities you will find to take your story in interesting new
character by portraying them as a complete and imperfect person. You are directions. Ask questions of each other to help create a coherent, shared
flesh and blood. You will fail. You will get hurt. You will make mistakes. picture of what is happening in the fiction. Deepen your setting and your
You will lose faith. You will act against your better instincts. Make decisions characters by adding evocative details. You’ll be surprised how often an
through the flawed perspective of this character. offhand suggestion can snowball into exciting story possibilities.
You will also paint your world in shades of gray. The weather is hostile. Terrors When something is uncertain, you can Ask the Oracle and work together to
lurk in dark nights and deep forests. Too often, Ironlanders fight and scheme interpret the answer. When playing with a GM, they are your oracle.
amongst themselves instead of standing together against greater threats. But,
there is beauty here. There is love and kinship. The people persevere. SHARE THE SPOTLIGHT
Most of all, there is hope. The act of swearing a vow is an expression of that Be a generous, collaborative player. Within scenes, work to keep each character
hope. Seeing it through—no matter the cost—is what makes you a hero. 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
BEGIN AND END WITH THE FICTION everyone input into the narrative.
Set every scene and action within the fiction. What is happening? What are For your broader campaign, don’t let one character’s vow drive your story
you doing? What does it look like? If a move is triggered, make it. Then, look through every session. Mix it up. Give each character opportunities to explore
to the fiction to resolve the move and decide what happens next. Keep things their own motivations and quests, and find ways to give everyone a personal
moving forward, bookending the mechanics of your moves with the fiction. stake in your sworn vows.
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 IRONSWORN 227
SOLO PLAY PLAYING AS THE GM
CHRONICLE YOUR ADVENTURES DELIVER ANSWERS, OR TURN QUESTIONS BACK TO THE
When you play Ironsworn with other players, the shared conversation helps PLAYERS
create a story that lives beyond the game table. As a solo player, your character If you are the GM, the players will look to you to answer questions about the
and your world exist only for you. This can make your story feel a bit fleeting world and help determine the outcome of moves. When they do, you can
and unimportant. 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.
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 You should also look for opportunities to facilitate conversations at your table.
sketches and notes, or even a detailed play report you share on a forum or Encourage your players to add details and ground every move in the fiction.
blog. There’s no wrong answer here. Use whatever approach works for you Answer a question by asking questions. Work to create a shared world and
and is an enjoyable aspect of your play. 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
Creating a record also makes it easier to pick up where you left off when you
move on.
return to the Ironlands.
ASK THE ORACLE, BUT TRUST YOUR INSTINCTS FACILITATE, DON’T IMPOSE
You are the guide for your players as they explore the world and the story of
Oracles are a valuable tool for solo play, but don’t let them replace your own
their characters. You set the scenes and portray the creatures and characters
storytelling instincts. If it’s dramatic, fits the fiction, and pushes your story
they encounter. When the narrative hits a lull, you make something happen.
forward, make it happen. Use oracles when you don’t have an immediate
But, you are a guide with a vague map and an unreliable compass. Let the
answer to a question, or when triggered by a match.
players choose their path. Moderate the conversation without dominating it.
The Pay the Price random table (page 105), in particular, isn’t something you
For campaign play, you facilitate character creation and worldbuilding to
should roll on for every failure. Note the first option in this move: “Make the
create the framework for your shared story. For a one-shot session (page
most obvious negative outcome happen.” Let the result of your failed moves
231), you can come prepared with a quest outline (page 200) to make the
flow from the fiction. Make the occasional oracle roll for added uncertainty
most of the limited time available. No matter what the format of your session,
and surprise.
don’t resist when everything goes completely and gloriously off-course.
LET IT ALL FALL APART
EMBRACE CHAOS
As a solo player, you have control over the challenges you face and the
Don’t overprepare for your session. Feel free to come to the table with
outcomes of your actions. Don’t let this control keep you from missing out
absolutely nothing planned. The character-driven quests help you and your
on dramatic opportunities. A great story requires adversity. Failure makes
players build a story together. Anything that is not a player character or move
success meaningful. When in doubt, err on the side of the dramatic, even
has very little mechanical detail, and can be introduced on the fly.
(and especially) when it turns your character’s life upside down or takes your
story in an unplanned direction. Letting go of your plans leaves you open to the unexpected. Cheer for
surprising successes. Seize the story possibilities of dramatic failures. Listen
When you fail in a critical moment, make it hurt. Consider ways to represent
to the players and let their suggestions inspire you.
this failure beyond shifting the value of one of your tracks. Take away
something you cherish. Find yourself betrayed by someone you trusted. See You can also leverage the oracles for answers and inspiration. Ask a yes/
your plans crumble. Narrative cost is a powerful storytelling tool. 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.
228 CHAPTER 7 | Gameplay in Depth IRONSWORN 229
ADJUSTING THE IMPACT OF MATCHES
GAMEPLAY OPTIONS 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.
NUMBER OF PLAYERS
If you want to make matches feel more unusual and special, use this option:
Ironsworn is intended primary for small group play. One to four players (plus
Resolve the impact of a match only when your challenge dice come up as
a GM in guided play) is about right. The examples in this book primarily
an even number (2, 4, 6, 8, or 10).
default to solo play, but the rules are the same for more players and guided
play.
ONE-SHOT PLAY
For combat scenes with three or more player characters, consider a couple of
factors: 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.
• 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 Introduce the world. If you are the GM or are facilitating the
the table. Use transitions from player to player at key moments as a way 1 session, briefly describe the setting. You can play in the Ironlands
to heighten the drama and allow others to react to what just happened or (page 111), or introduce your own setting. Don’t worry about the
is about to happen. details. You can flesh it out in play.
• Since every character can inflict harm and mark progress on a shared Create characters. Each player creates their character by setting
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
2 stats and picking assets. Give your character a name, and consider
some basic aspects of their look and personality. You can ignore
among the characters instead of grouping those foes into packs. 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.
230 CHAPTER 7 | Gameplay in Depth IRONSWORN 231
OPPOSING AN ALLY The opposed Face Danger move provides a simple, fast mechanic for resolving
conflicts between player characters. You can use a single exchange to decide
An ally is a character controlled by another player. Ironsworn moves are not the outcome of a quick action or an entire scene.
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 Use this process sparingly, and be considerate of not taking away control of
your allies will stand together against the forces which would see your vows another player’s character. Work together to interpret the outcome of the
unfulfilled. You are working towards shared (or at least complementary) goals. scene, with each player describing their character’s intent and reaction.
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 Having helped repel a raider attack, Tayla and Ash are attending
might stubbornly cling to a self-defeating approach or point of view. They a feast in the village longhouse. They sit across the table from each
might pursue their own vows at the cost of their relationships. Making non- other, surrounded by drunken Ironlanders. Neither of them is feeling
optimal choices as your character, creating more trouble for yourself, is part particularly celebratory.
of dramatic storytelling.
A man named Themon stands to make a toast. Ash and Tayla suspect
CONFLICT WITHOUT MOVES he conspired with the raiders, but have little evidence. They grit their
teeth as Themon raises his drink and praises the defenders of the
Disagreements between characters can often be handled through roleplaying village.
without engaging in moves. Talk it out, as your characters. Take care to not let
this fictional conflict carry over into the real world. 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.”
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 “No,” Tayla says. “It’s not the right time. Themon has too many friends
the situation. here. We need proof.”
Ash is not convinced. “You see my hand going to my sword. Do you
CONFLICT USING MOVES want to try to stop me?”
If you are taking an action in opposition to an ally and want to resolve this
“I want to try to calm you down,” Tayla says. “I’ll put my hand on your
conflict through a move, you can use this process:
shoulder and see if I can talk some sense into you. Roll for it? I’ll Face
• You both describe what you are doing to act against or resist your ally, Danger with heart.”
and Face Danger (page 60) using an appropriate stat.
“Let’s do it. I’ll roll iron as I try to shove your hand away. I want to stand
• If at least one of you scores a hit, determine who gains control of the up and challenge this guy.”
outcome by comparing your level of success (strong hit > weak hit >
They both make the move and roll the dice.
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, Ash rolls a weak hit. Tayla rolls a strong hit, which gives her control of
envision how your actions lead to a complete stalemate. the outcome. She chooses to let her move stand. She is successful and
takes +1 momentum.
• Whoever gains control of the outcome decides which of the two moves
should be resolved. The result of the other move is ignored. “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
• If neither of you scored a hit, resolve the miss for both moves. Each of you
have our chance.”
must Pay the Price.
“My hand drifts away from my blade. I’ll let it be. For now.”
232 CHAPTER 7 | Gameplay in Depth IRONSWORN 233
SCENE CHALLENGES RESOLVING THE SCENE CHALLENGE
A scene challenge is an optional approach you can use to resolve an extended Continue to make moves, each time envisioning your approach, until either
challenge against an obstacle or NPCs. Examples of scene challenges include your countdown track is full (all 4 boxes are marked), or you decide you’re
a chase on horseback, an archery contest, a formal debate before a council of ready to resolve the scene. In either case, roll the challenge dice and compare
elders, and leading an army into battle. 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.
SETTING UP YOUR SCENE CHALLENGE • On a strong hit, you achieve your goal unconditionally.
First, envision your goal for the scene and decide the rank of your challenge
• On a weak hit, you succeed, but not without cost. You must Pay the Price.
using the standard rank system: Troublesome, dangerous, formidable,
Make this a minor cost relative to the scope of the scene.
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 • On a miss, you fail, or your progress is undermined by a dramatic and
challenge is very tough to overcome, and an epic challenge is nearly hopeless. costly turn of events. Pay the Price. Make it hurt.
Next, create a standard progress track with 10 boxes. When you mark WORKING TOGETHER WITH ALLIES
progress, you fill in a standard number of boxes or ticks based on the rank of
your challenge (page 14). 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
Then, create a separate track with only 4 boxes. This is your countdown track. appropriate. Any player can also make the Aid Your Ally move to contribute
When you mark the countdown track, you completely fill in a single box. 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
MAKING MOVES the field and give the challenge a rank.
Envision your action, and Face Danger or Secure an Advantage using whatever
• If you have a clear advantage, make it a troublesome challenge.
stat is most appropriate to the situation and your approach.
• If the forces are evenly matched and positioned, make it a dangerous
If you Face Danger:
challenge.
• On a strong hit, you are successful. Mark progress per the rank of your
• If you are facing a superior force or are badly positioned, make it a
challenge.
formidable challenge.
• On a weak hit, you are successful and mark progress. But, you also
• If you are facing overwhelming odds, make it an extreme or epic
encounter a minor complication or delay. Envision what happens, and
challenge.
mark a countdown box to represent this setback.
Then, envision your approach as you lead your warband into battle. Face
• On a miss, you fail, or encounter a dramatic turn of events. Mark a
Danger or Secure an Advantage as appropriate, choosing a stat which
countdown box and Pay the Price.
represents the current situation and your tactics. Resolve the outcome of each
If you Secure an Advantage: move and mark the progress track and countdown track as normal.
• On a strong hit or weak hit, apply the outcome as per the move. 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
• On a miss, mark a countdown box and Pay the Price.
your scene progress track. If you lose the fight, mark a countdown box.
234 CHAPTER 7 | Gameplay in Depth IRONSWORN 235
SEMI-RANDOM CAMPAIGN SETUP HACKING IRONSWORN
To give fate a heavier hand in your character and starting situation, do the
following: PLAYING IN OTHER WORLDS
Roll on the following table, and assign the +3 value to the result. If you want to play in a different setting—but one that is similar to the
1 Then, distribute the remaining stats (+2, +2, +1, +1) as you like. Ironlands in tone—you can jump right in. Ironsworn characters, moves, and
assets can make the transition to similar gritty fantasy or historical settings
1-20 You are nimble, fast, and precise: Edge with very few changes, if any.
21-40 You are willful, courageous, and sociable: Heart
When you create your character, you can omit any assets which aren’t a good
41-60 You are strong, forceful, and imposing: Iron
fit for your setting. For example, rituals might be left out or limited if there is
61-80 You cunning, deceptive, and sneaky: Shadow no magic in your world.
81-00 You are smart, knowledgeable, and resourceful: Wits
Ironsworn works best when portraying driven heroes undertaking
Gather the asset cards and organize them into decks by type perilous quests. Vows, milestones, and progress tracks are core to
2 (companion, path, combat talent, and ritual). Exclude any cards the game, and should not be left behind when you explore other
that don’t fit your vision for the setting (such as rituals if you aren’t
settings and genres. If iron vows and sworn quests don’t fit your
including magic). Shuffle the individual decks and put them face
down. world, you can change how they are represented in the fiction. A
solemn promise can take many forms.
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
HIGH-MAGIC SETTINGS
deck until you have five in your hand.
A bigger shift in tone may require more work. If you play in a setting where
Reveal your cards and choose two of them to discard. The remaining mystic forces are more powerful, you’ll need to consider how to handle magic
4 three cards are your character’s assets. 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
Ask the Oracle: “What is my background vow?” Then, spark an idea fiction. Your story gains the potential advantage of showing your mundane
5 using the Character Goal oracle (page 182). Interpret the result, character standing against overwhelming supernatural forces.
or roll on additional oracle tables to clarify as you like. Mark your
For magic-wielding characters, ritual assets can be envisioned with overt
background vow and give it a rank of extreme or epic.
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
Ask the Oracle: “Who do I share a bond with?” Then, roll once on
the creature. The mechanical outcomes can stay the same, but the fictional
6 the Character Role oracle (page 182) and twice on the Character
framing changes dramatically. Rituals might also be envisioned to require
Descriptor oracle (page 183). Envision this NPC, give them a
less time to prepare or perform, functioning more like the quick-fire spells of
name, and mark a bond. You may do this for your two remaining
heroic fantasy roleplaying games.
starting bonds, or come up with other bonds from scratch.
If your setting or character concept don’t work within the confines of existing
Together with the other players, Ask the Oracle: “What is our assets, you have some options to consider on the next page.
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 IRONSWORN 237
EXPLORING OTHER GENRES • 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
Ironsworn characters and moves are intentionally only lightly themed
of the Forgotten One. You are not just a hunter, you are a Sharp-Eyed
for the default setting and tone, and they work just fine across a variety of
Hunter of the Hinterlands.
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 • When you make a move (not a progress move) and envision how your
highways of a post-apocalyptic wasteland. role contributes to this action, choose one before rolling: Add +2, or add
+1 and take +1 momentum on a hit.
Assets are designed to reflect Ironsworn’s default world, and require more
work to ignore, transition or replace for dramatically different settings and • For every 6 experience points, you may buy an additional role. Name
genres. Some options follow. 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
TWEAKING ASSETS which role provides the most influence over your intent and outcome.
PLAYING WITHOUT ASSETS RESKINNING ASSETS
Playing without assets limits the options for your character, but simplifies Because many of the assets represent the typical tropes of heroic characters,
things if you prefer less mechanical detail. It also makes it much easier to they can often be reimagined for different settings and genres with minimal
quickly reskin Ironsworn for other settings or genres. changes. Use the existing assets as a starting place, and adjust the labels and
specific abilities to better fit your imagined world.
If you do play without assets, you should give your character additional depth
through roleplaying and description. Envision your character’s background
• Are you a 17th century
and skills to help define the fictional framing of your actions. COMBAT TALENT pirate who is a crack
For anything other than a very short campaign or one-shot, you need an shot with your musket?
ARCHER
alternate reward when you spend experience. Here’s a suggestion: Rename Archer to
If you wield a bow.... Marksman, and change
When playing without assets, you may spend 6 experience to increase a When you Secure an Advantage +wits the condition to “If you
single stat by +1. No stat can exceed +4. by taking a moment to aim, envision wield a musket...”
where you intend to land your shot.
USING ROLES INSTEAD OF ASSETS Then, add +1 and take +1 momentum • Are you playing a cyborg
If you aren’t using assets but want to add a bit more detail to your character, on a hit. in a future dystopia?
you can use a simplified representation of assets called a role. Here’s how it { Once per fight, when you Strike or Rename Archer to
Clash, you may take extra shots and Gunner, and change the
works:
suffer -1 supply. When you do, reroll condition to “If you wield
• Name a role for your character based on their expertise or background. any dice. On a hit, inflict +2 harm and a cybernetic blaster...”
In the Ironlands or a similar setting, you might be a leader, scout, mystic, take +1 momentum. Then, swap out the last
or healer. If you are hacking Ironsworn for a different setting or genre, { When you Resupply by hunting, add ability with something
use roles which fit the world. If you chose a combat-oriented role, make +1 and take +1 momentum on a hit. that better fits the theme.
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 IRONSWORN 239
CREATING ASSETS AND ABILITIES
If you want to create new assets or update an existing asset to better fit your
EXTENDED EXAMPLE OF PLAY
theme, look to the existing abilities as your model. Assets provide several This example demonstrates the use of moves, oracles, and storytelling within
types of mechanical benefits, including: 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
• They grant a moderate benefit, such as “add +1 and take +1 momentum I make decisions about my character’s moves, interpret oracles, and resolve
on a hit”, for a relatively common action you expect to perform a few events and actions within the fiction of the scene.
times each session.
• They grant a strong benefit, such as “reroll any dice”, for less common KUNO TAKES THE STAGE
actions or abilities which have a limit (“one time only”). You can also
Kuno is a scout. She’s most comfortable by herself, stalking the untracked
grant strong benefits for abilities which require setup moves or strict
wilderness well beyond the settled lands. At this moment, however, she’s
fictional framing. For example, to use the Slayer’s “reroll any dice” ability,
leading a group of Ironlanders who have fled their own village in the wake
you must first kill a formidable beast.
of a raider attack. They are bound for a settlement called Mournwood to the
• They give you an option to exchange one resource for another, such as north, on the borders of the Hinterlands. There, they hope to find help and
“suffer -1 momentum and inflict +1 harm on a hit.” shelter. Kuno has sworn a vow to see them safely to their new home.
• They provide the fictional framing to make a move in unusual
circumstances. For example, you can use the Communion ritual to CHARACTER EXPERIENCE
Gather Information from the dead. Kuno
• They allow you to use a different stat instead of the one normally required +10 3 2 2 1 1
HEALTH
+5
EDGE HEART IRON SHADOW WITS
by a move. +9
+4
BONDS
+8
You will find various permutations of these rewards across the default assets, // // +3
//
//
/
+7
along with many other less common abilities and self-contained moves which VOWS +2
are specific to an asset. +6 Avenge my brother
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +1
+5 /
One technique you can use when creating a new asset is to mix-and-match
/
0
abilities from other assets. Whatever you want to portray in the fiction can
+4 Find a new home for the refugees SPIRIT
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
probably be cobbled together, with some mild tweaking, from abilities which +3
// // // //
+5
//
//
//
//
already exist. +2 +4
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +3
+1
A final word: Ironsworn is not particularly concerned with strict mechanical
+2
balance between assets. You aren’t going to break anything by experimenting. 0
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
If it adds to your fun, it’s working. -1 +1
-2 0
SUPPLY
-3 TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
Of course, the easiest way to play Ironsworn in different worlds is to +5
-4
let someone else do the work. Visit ironswornrpg.com for updates DEBILITIES +4
-5 CONDITIONS BANES
on official expansions and community-created content. WOUNDED SHAKEN MAIMED CORRUPTED +3
-6 UNPREPARED ENCUMBERED
BURDENS
+2
MAX CURSED TORMENTED
10 +1
MOMENTUM
RESET
STATUS
2 IRONSWORN 0
240 CHAPTER 7 | Gameplay in Depth IRONSWORN 241
A JOURNEY INTERRUPTED Suddenly, Kuno hears frantic screams from up ahead.
She spurs her horse on, and rides to the top of a low hill. Before her
I envision Kuno riding ahead is a terrifying scene. A wyvern is pawing at an overturned wagon.
of the pack of refugees, COMPANION
A horse lies dead beside it. The screams are coming from beneath
keeping her eyes on the thick HORSE the wagon, where a woman and a young girl are cowering.
woods along their path. She
has a Horse companion, Etana,
Name: Etana The wyvern has a muscled body three times the size of a horse,
to aid her on the journey. You and your horse ride as one. covered in a leathery iron-gray hide. Its claws rend along the side
{ Swift: When you Face Danger +edge of the wagon.
She ignores the nervous using your horse’s speed and grace, or
chatter of the refugees behind when you Undertake a Journey, add +1. So, what now? The first order of business is to sort out whether my traveling
her. These are dangerous lands, { Fearless: When you Enter the Fray companions will be of any help. I haven’t established much detail for this
and she’ll remain wary until or Secure an Advantage +heart by group of refugees, so I’ll leave it to chance. “Are there any able warriors with
this band is safely within the charging into combat, add +1 and take them?” I ask. I give it a 50/50 chance and roll on the yes/no table.
walls of Mournwood. Once +1 momentum on a hit.
The oracle answers, “Yes.”
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 But can I manage to put them to use? A wyvern is a horrific foe, and not
and inflict +1 harm on a hit. something this group has dealt with before. The first step is to order them to
them.
join me in this fight.
She gives Etana an
encouraging click of the “To me!” Kuno yells, summoning the mounted warriors to her side.
0 +1 +2 +3 +4 +5
tongue, and picks up her pace. 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
I make the Undertake a Journey move (page 65) for this segment of travel. prayers. Their horses neigh and stomp their hooves in distress.
Leveraging my companion’s Swift ability gives me a +1 add. “Courage,” Kuno says. “These people need our help.”
I make the Compel move (page 69) to resolve what happens when I rally
WITS ADDS
5 7 these warriors to aid me. We’ll roll with heart for this action. Per the move, “If
3 + 1 + 1 = 5 you charm, pacify, barter, or convince: Roll +heart.”
HEART ADDS
3 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
5 + 2 + 0 = 7
have to say. I roll on the Action/Theme tables (page 174).
“Reveal creature,” the oracle says.
A strong hit and a lucky break. A wyvern is normally an extreme foe. With the
After a moment’s thought, I decide it would be exciting to encounter something help from the Ironlanders, I’ll rule that I can knock it down to a formidable
truly frightening and wild out here. A wyvern comes to mind. Kuno has never challenge. Still not an easy fight, but there’s hope.
fought one, but she’s heard stories and is eager to test her mettle against one
Plus, Compel gives me +1 momentum on a strong hit. I started the scene with
of the fearsome beasts.
my momentum track at +2, so it’s now at +3.
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 IRONSWORN 243
INTO THE FIGHT 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
I’ll make the Enter the Fray move (page 78) as Kuno rides toward the concern is the safety of her horse. I could Clash (page 80), but I want to
wyvern. Since the beast is focused on its prey, and hasn’t taken note of Kuno, play it a bit safe this early in the fight. If I Clash and score only a weak hit, I’d
we’ll be using shadow for this roll. Per the move, “If you are moving into have to suffer the full harm or some other dramatic result. Face Danger (page
position against an unaware foe, or striking without warning: Roll +shadow.” 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
SHADOW ADDS
3 6 speed and grace, or when you Undertake a Journey, add +1.”
3 + 1 + 0 = 4 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.
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.
EDGE ADDS
7 7
I’ll use the initiative to Secure an Advantage (page 61). I envision this as
2 + 3 + 1 = 6
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 It’s a miss. The Face Danger result tells me, “On a miss, you fail, or your
an Advantage with +heart by charging into combat, add +1 and take +1 progress is undermined by a dramatic and costly turn of events. Pay the Price.”
momentum on a hit.”
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.
HEART ADDS
4 0
4 + 2 + 1 = 7 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
The weak hit on Secure an Advantage gives me +1 momentum, and another does as part of this outcome.
+1 for the Fearless bonus. My momentum is now +5. But, things turn against The oracle responds, “Shift focus to someone or something else.”
me. I envision this as the wyvern spotting us and moving to attack.
This is an opportunity to bring the other warriors into the scene. They won’t
Kuno’s horse, heedless of the danger, charges toward the beast. provide further mechanical benefit, but I should include their actions in the
Kuno leans low and draws her sword. She is vaguely aware of the fiction. In this case, they’ll also help me depict the wyvern as a fearsome,
others following behind, but her attention is focused on her target. deadly foe.
If she can just manage to strike the wyvern before it’s aware of
Weaving together the move outcome and the oracles, I envision what happens
them…
next.
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 The wyvern leaps. Kuno shouts a word of encouragement to her
longer concerned with the trapped Ironlanders, it clambers over horse and pulls the reins hard to the right. The wyvern lands, jaws
the top of the wagon and moves fast to meet their charge. Its wings snapping, but Etana deftly avoids the bite as they circle to one side.
flex as it lunges.
244 CHAPTER 7 | Gameplay in Depth IRONSWORN 245
Kuno rides away from the wyvern, readying another charge. An The good news is I’ve gained another bit of momentum (up to +7). I envision
arrow, then another, lance into the side of the beast as mounted what happens next.
archers take up the fight. Other warriors, armed with spear and
shield, move forward to harass it. Kuno urges her horse back into a charge. She screams, partly out
of determination, partly to get the wyvern’s attention away from
As sudden as a lighting strike, the wyvern lunges at one of the the woman and girl. The beast turns to look at her, amber eyes
fighters, bites down with a horrible crunch, and lifts him off his narrowing. Its whip-like tail lashes out...
horse. Then, it whips its head around, opens its mouth, and sends
the lifeless body flying. The mauled corpse lands in the dirt near I’m framing this as a danger to my horse companion. Etana is quick and agile,
the wagon with a splash of blood. so we’ll try to dodge the wyvern’s attack. I’ll Face Danger to see what happens.
The girl hiding beneath the wagon screams at the sight of the body. As before, I’ll leverage my companion’s Swift ability to gain a +1 add.
The wyvern, as if remembering its original intent, turns suddenly
and clambers toward her.
EDGE ADDS
9 4
The mother, shakily, eases out from cover and raises a small knife
in their defense.
6 + 3 + 1 = 10
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 strong hit, which means I’ve overcome the danger, take +1 momentum
a result of seeing the warrior killed. Per the move, I “roll +heart or +spirit, (now +8), and have initiative again.
whichever is higher.” Since my heart is 2 and my spirit track is now at +3, I’ll
roll with spirit. 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.
SPIRIT ADDS
2 4 I envision Kuno raising her sword and readying an attack. This seems like the
5 + 3 + 0 = 8 right time to Strike (page 79).
That’s a strong hit, which means I can take back initiative. I choose the Endure
IRON ADDS
5 2
Stress option to “embrace the darkness”, and take +1 momentum (now +6). 5 + 2 + 0 = 7
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. 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
HEART ADDS
1 7
1 + 2 + 1 = 4 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
The weak hit is bad enough, but I’ve also rolled a 1 on the action die while
with her other hand, bringing Etana around for another attack.
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 IRONSWORN 247
I roll to Strike again, hoping to build on my success and add more progress Now to check on how Etana has fared. I make the Companion Endure Harm
against this foe. 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.
IRON ADDS
7 9
2 + 2 + 0 = 4 HEALTH ADDS
4 7
2 + 3 + 0 = 5
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. 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.
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 Etana gets to her feet, shaken but okay.
Pay the Price table to see what happens.
“Go!” Kuno yells at her, then scrambles to pick up her sword.
The answer is, “You are separated from something or someone.” Beside it lay the shield of the fallen warrior. She grabs that as well,
and turns back to the Wyvern.
I interpret this as an attack which separates me from Etana.
The Ironlanders stab at the beast ineffectually with their spears,
Kuno readies another slash, but too late. The wyvern’s massive
distracting it for a moment but not wounding it. Another arrow
head slams into her and Etana, sending them both sprawling.
flies, landing true in the thing’s snout.
Kuno hits the ground hard. For a moment, blackness fills her
vision. Paying this fresh wound no mind, the wyvern refocuses its
attention on Kuno. It lumbers forward, wings bent in a bat-like
It seems reasonable to also apply harm to this outcome. I’ll split the wyvern’s crawl.
3 harm between myself and my horse—2 for me, 1 for Etana. This requires
suffer moves for both of us. 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
First, I make the Endure Harm move (page 91), subtracting 2 from my
my chances.
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.
EDGE ADDS
7 6
5 + 3 + 0 = 8
IRON ADDS
3 0
3 + 2 + 0 = 5
That’s a strong hit and another +1 momentum (+9 total).
That’s a weak hit. Kuno suffers her harm and presses on. 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
Kuno stands. Pain flares through her ribs. She pushes the pain before. Its great head spins around, powerful jaws opening for
aside, concerned only with her horse. another bite...
248 CHAPTER 7 | Gameplay in Depth IRONSWORN 249
Next, Kuno will Strike. 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,
IRON ADDS
7 8 and rests her bloodied hand on its snout.
3 + 2 + 0 = 5 “Go easily into the shadow lands,” she whispers.
AFTERMATH
A miss. With my +9 The defeat of the wyvern, while notable, isn’t relevant to my current quest
momentum, this is a COMBAT TALENT
and doesn’t seem worthy of a milestone. However, it has introduced an
perfect opportunity to burn SWORDMASTER opportunity for a new narrative hook. Who is this woman and her child? Why
momentum (page 12). I do are they here? I envision the scene.
If you wield a sword...
so, and cancel both challenge
When you Strike or Clash and burn Kuno wrests her sword from the beasts mouth, and surveys the
dice, elevating the outcome to momentum to improve your result,
a strong hit. cost of the battle. One of their band lies dead. The other warriors
inflict +2 harm.
gather spent arrows and spears. None appear hurt.
I’ll also leverage my { When you Clash and score a
Swordmaster ability, which strong hit, you may add +1 if you She moves to the wagon, hobbling a bit as pain flares through
immediately follow with a Strike. her ribs. The mother is standing there, knife raised in a trembling
lets me inflict +2 harm when
{ When you Swear an Iron Vow by hand. She is looking past Kuno, at the wyvern.
burning momentum on a
kneeling and grasping your sword’s
Strike or Clash. That’s an blade, add +1 and take +1 momentum “Are either of them obviously injured?” I Ask the Oracle, and set the odds as
impressive amount of harm on on a hit. If you let the edge draw blood unlikely.
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 “No,” the oracle answers.
for Swordmaster, giving me +1 momentum on a hit.
“Be easy,” Kuno says to the woman. “This beast is dead.”
5 harm total. This takes the
wyvern to 8 filled progress. 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?”
Kuno springs forward, stabbing with all her might through the “We mean you no harm,” Kuno says, “but these are dangerous
roof of the beast’s mouth. The sword bites deep into the soft flesh. lands. Where is your home?”
Warm blood spills over her arms.
I don’t have the answer to that question, so it’s an opportunity to Ask the
This feels like the proper resolution of this battle. Time to End the Fight (page Oracle. This time, I decide to leverage the Settlement Trouble oracle (page
82). I tally my progress (8), roll the challenge dice, and compare. 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.
PROGRESS
7 3 I roll, and the oracle tells me, “Roll twice.” I do so, and am told, “Someone is
8 captured” and “Dangerous tradition.”
Looking for a bit more detail, I also roll on the Action oracle (page 174). It
tells me, “Hunt.”
It’s a strong hit. This battle is done.
250 CHAPTER 7 | Gameplay in Depth 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
Common Folk 139 Enter the Fray 78–79
INDEX B
Companion Endure Harm 94 Epilogue 77
Background Bonds 36, 195
Companions 25, 39 Equipment 25, 45, 52
Background Vow 35, 195–196
Companion Endure Harm 94 Experience 5, 44–45
A Banes 38
Using Abilities 43 Advance 103
Abilities 42 Barrier Islands 113
Compel 69–70 Fulfill Your Vow 101–102
Action Die 8 Basilisk 151
In Combat 88
Action Roll 8–10, 49 Battle 84–85 F
Conditions 37
Advance 103, 222–224 Bear 147
Co-Op (Cooperative Play) 1 Face a Setback 13, 97
Adventure Moves 60–68 Beasts 128–129, 151–156
Principles 227 Face Danger 60
Aid Your Ally 76–77 Boar 148
Using Oracles 165 In Combat 85–86
In Combat 88 Bonds 24, 36
Corrupted 38, 95–96 Face Death 93
Allies 25 Background Bonds 195
Cursed 38, 93 Face Desolation 96
Aid Your Ally 76–77 Forge a Bond 74–76, 222
Fate Moves 104–109
Allies and Journeys 66 Marking Progress 15–16 D Fiction 2, 203–207
Allies and Supply 34, 64 Test Your Bond 75–76
Damage. See Harm Fictional Framing 205–207
Bonds and Allies 75–76 Bonewalker 157
Death 93 Firstborn 128, 142–146
Initiative and Allies 53 Broken 124, 138
Debilities 5, 36–38 Flooded Lands 116
Opposing an Ally 232–233 Burdens 38
Deep Wilds 115 Foes 133–163
Sharing Progress Tracks 18 Burning Momentum 12
Dice 2 Forge a Bond 74–75, 222. See
Sharing Vows 99, 101, 199 Action Roll 8–10 also Bonds
C
Animals 147–150 Oracle Roll 22 Forsake Your Vow 102
Armor 52. See also Equipment Camp 64
Progress Roll 18 Frostbound 158
Ask the Oracle 23, 107–109 Campaigns 193–202
Difficulty 208–209 Fulfill Your Vow 101–102, 221
In Combat 89 Challenge Dice 8
Draw the Circle 73
Assets 39–44 Challenge Ranks 14–15 G
Drives 135
Abilities 42 Adjusting 209 Gamemaster. See GM
Duels 73
Acquiring 41 NPC Ranks 134 Gather Information 62
Asset Cards 44 Rank Oracle 190 E Gaunt 142, 148–149
Companions 39 Travel 111 Gear. See Equipment
Edge 33
Failing an Asset Move 44 Character 4–5, 31–47, 193 Giant 128, 143
Elder Beast 152
Martial Talents 40 Character Sheet 5 Names 187
Elf 128, 142
Paths 40 Chimera 158 GM 1. See also Guided Play
Names 186
Rituals 41 Clash 80 Principles 229
Encumbered 37
Tweaking 238–240 Combat Moves 78–89 Rolling Dice 10
End the Fight 82–83
Initiative 53–55 Group Moves 51
Endure Harm 19, 33, 91–92
Combat Talents 40
Endure Stress 20, 34, 95–96
255 256
Group Play 227. See also Co-Op J Moves 6–7, 49–109 Princess Bride References 81, 149
(Cooperative Play); See Best Practices 50–51 Principles 226–229
also Guided Play Journey. See Undertake a Journey
Equipment and Moves 52 Progress. See Progress Tracks
Guided Play 1
L Glossary 56–58 Progress Moves 17–18, 51
Principles 229
Leviathan 154 Outcomes 49 End the Fight 82–83
Using Oracles 23, 109, 166
Losing Momentum 11–12 Progress Moves 17–18, 51 Fulfill Your Vow 101–102
H Mystic 140 Reach Your Destination 68
M Mysticism 127 Write Your Epilogue 77
Hacking Ironsworn 237–240
Magic. See Mysticism Backlash Oracle 189 Progress Rolls 18
Harm 19, 57–58, 58
Maimed 38, 91–92 Rituals 41 Progress Score 18
Companion Endure Harm 94
Make Camp 64 Progress Tracks 14–18
Endure Harm 91–92 N
NPC Ranks 134 Mammoth 155
Name 33 Q
Harrow Spider 153 Mapping 130–131
Marking Progress 15–16 Negative Momentum 13 Quest Moves 98–103
Haunt 159
Marsh Rat 149 Non-Player Characters. See NPCs Quests 4, 212–225
Havens 117
Matches 9–10, 109 Normal World 198 Flow Chart 225
Heal 63
Adjusting the Impact 231 NPCs 24–25, 133–163 Moves 98–99
Health 33, 91–92
Max Momentum 14 Creating 137 Outline 200–201
Heart 33
Mechanics 2, 203–204 Help From 136
Hinterlands 118 R
Milestones 15–16, 100, 213–215 Ranks 134
Hit 9, 49, 57 Ragged Coast 114
Minimum Momentum 13, 97 Number of Players 1, 230–231
Hollow 160 Raider 140–141
Horrors 129, 157–163 Miss 9, 49, 57
O Ranks. See Challenge Ranks
Hunter 139 Momentum 5, 11–14, 35
Old World 2, 123 Rat. See Marsh Rat
Burning 12
One-Shots 231 Reach a Milestone 100, 213–215
I Face a Setback 97
Oracle Rolls 22 Reach Your Destination 68
Inciting Incident 35, 46, 196–198 Gaining 11
Oracles 22–24, 164–191 Regions 112–121
Inflicting Harm 19, 57 Losing 11–12
Creating 191 Relationship Moves 69–77
Initiative 53–55 Max 14
Fate Moves 104–109 Religion 127–128
In Media Res 198 Minimum 13
Out of Supply 97 Reroll 58
Iron 33 Resetting 13
Resetting Momentum 13
Ironlanders 138–141 Suffering Negative 13 P Reskinning. See Hacking Ironsworn
Ironlands 2–3, 111–131, 194 Mounts 67. See also Companions
Packs 78–79, 136 Resupply 63–64
Iron Revenant 161 Paths 40 Rituals 41
Iron Vows. See Vows Pay the Price 57, 105–107 Failed Rituals 44
Items. See Equipment In Combat 89 Roles 238–239
Primordial 144
257 258
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