We are creating characters and world-building in Ironsworn by Shawn Tomkins. This will be a Guided session zero and campaign run by Will.

TRUTHS

The OLD WORLD  is the epicenter of Apocalypse. We have traveled to the fabled Ironlands to seek Hel’s Iron Bell to send the forces of evil away.

Most villages have a ceremonial IRON bell to swear oaths. These bells are believed to keep evil spirits at bay.

People of the Ironlands are a LEGACY of pilgrims and descendants they secured and hid Hel’S Iron bell for these End Times. Stories have turned to legend.

COMMUNITIES are fortified villages each one had a different idea of the true bell. Bellanders  

LEADERS are religious in nature, priests, Gothi, each believes theirs is the true form.

DEFENSE each fortified village has road wardens called bell wardens that protect. 

MYSTICISM sound of bells are magic and benevolent.

RELIGION old gods are true and sense of our purpose.

FIRSTBORN Night gaunts. Ill omens. Giants are mindless lumbering forces of nature. Jotnar.

BEASTS are dire animals dire bears and wolves and intelligence. 

HORRORS kept away by bells. Dead and lonely become thralls, Toneless, to the Night Gaunts. Night more dangerous. Villagers know risk.

#ironsworn #actualplay #fantasyrpg

YOU ARE IRONSWORN

In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands.Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.

Are you ready to swear iron vows and see them fulfilled—no matter the cost?

YOUR WORLD

The Ironlands setting is gritty fantasy on a rugged frontier. Generations ago, your people settled here in the wake of a cataclysm which drove them from the Old World. Now, you live in isolated villages of wood and thatch at the edge of dark forests, or as nomads among the northern hills, or as seafarers along the rugged coast. Your world is bounded by deep woods, violent seas, and imposing mountains where only the reckless or resolute venture.

However, the default assumptions are only a starting point. You are encouraged to make Ironsworn your own, and to bend the setting to your liking. Your version of the Ironlands will be unique because you’ll define aspects such as the history of your people, magic, mythic beasts, and much more. The choices you make will also help inspire the personal vows that drive your character. 

You can also ignore the default setting entirely and play in your own world, or in one inspired by media, history, or another RPG. The Ironsworn rules are flexible enough to accommodate many forms of fantasy and historical fiction.