Ironsworn Combined (Core + Delve + Lodestar)

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Ironsworn Core Rulebook

A Tabletop Rpg Of Perilous Quests By Shawn Tomkin

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Ironsworn A Tabletop Rpg Of Perilous Quests

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Copyright ©2018 Shawn Tomkin.
The text of this work is licensed under the Creative Commons AttributionNonCommercial-ShareAlike 4.0 International license. For details on licenses
and the Ironsworn System Reference Document, visit ironswornrpg.com.
Updated June 9, 2019.
WRITING AND DESIGN
Shawn Tomkin
ACKNOWLEDGEMENTS
Ironsworn leverages mechanics and creative inspiration from several amazing
games. Thank you to their authors.
Apocalypse World, by D. Vincent Baker and Meguey Baker.
City of Judas, by Davide Pignedoli.
Dungeon World, by Sage LaTorra and Adam Koebel.
Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al.
Mythic, by Tana Pigeon.
PLA YTESTERS AND CONTRIBUTORS
Aaron Ferguson, Alice Southey, Allan Prewett, Andrea Parducci,
Andrew Huffaker, Benny Tsai, Bjorsa Brimrsson, Bruce Curd,
Calvin Mark Davis, Charley Kottler, Chris Dion, Chuck Durfee, Dale
Mogford, Deathworks, Derek Cutsinger, Ethan Uhlig, Etienne Lefebvre, Freja
Nordsiek, Greg Gelder, Guy Sodin, Jacob DC Ross, Jeremy Epp, Joe Deckert,
Karen Lauwers, Mark Brady, Michael Bauer, Mike Leavitt, Peter J. Ria, Samuel
Rondón Acevedo, Todd Grotenhuis, Wesley Ramos, Zack MacDonald
SPECIAL THANKS
Bernhard Lutz, Catalina Gerlein, Charles Picard, Chet Coleman, Evandro
Novel, Garrett Holthaus, Graham Spearing, Ian Stronach, Jim Alcala Sales,
Jeremiah Wenneker, Josh McGraw, Justin Gordon, Lysa Clarke, Martin
Bentley, Matt Click, Nicolas Bourassin
IMAGE CREDITS
Stock image elements from IStock, 123RF , and ShutterStock. Selected icons by
Lorc and Delapouite under CC BY 3.0.
For Terrie, and the vows we have fulfilled together.

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CONTENTS
CHAPTER 1: THE BASICS 1
PLAYING IRONSWORN 1
What Y ou Need 1
Mechanics and the Fiction 2
The Setting 2
Iron Vows 4
Y our Character 4
MOVES 6
THE ACTION ROLL 8
Matches 9
GM’s and the Dice 10
MOMENTUM 11
Gaining Momentum 11
Losing Momentum 11
Burning Momentum 12
Resetting Momentum 13
Suffering Negative Momentum 13
Minimum Momentum 13
Max Momentum 14
PROGRESS TRACKS 14
Challenge Ranks 14
Marking Progress 15
Progress Moves 17
Progress Rolls 18
Sharing Progress Tracks with Allies 18
HARM 19
Inflicting Harm 19
Enduring Harm 19
STRESS 20
ASSETS 21
ORACLES 22
Rolling Oracle Dice 22
Seeking Answers 23
More Randomness 24
Trust Y our Instincts 24
BONDS 24

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OTHER CHARACTERS 24
Allies and Companions 25
EQUIPMENT 25
THE FLOW OF PLAY 26
WHAT’S NEXT 28
CHAPTER 2: YOUR CHARACTER 31
YOU ARE IRONSWORN 31
Envision Y our Character 31
Where to Start? 31
CHARACTER BASICS 33
Name 33
Stats 33
Health 33
Spirit 34
Supply 34
Momentum 35
VOWS 35
BONDS 36
DEBILITIES 36
Conditions 37
Banes 38
Burdens 38
ASSETS 39
Asset Types 39
Acquiring Assets 41
Upgrading Assets 42
Asset Abilities 42
Ability Requirements 42
Using Companion Abilities 43
Failing an Asset Move 44
Using Asset Cards 44
EXPERIENCE 44
EQUIPMENT 45
BECOMING IRONSWORN 46
CHARACTER CREATION SUMMARY 47

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CHAPTER 3: MOVES 49
MAKING MOVES 49
Move Outcomes 49
Best Practices for Moves 50
Making Group Moves 51
Making Progress Moves 51
Equipment and Moves 52
Initiative 53
Move Glossary 56
ADVENTURE MOVES 60
Face Danger 60
Secure an Advantage 61
Gather Information 62
Heal 63
Resupply 63
Make Camp 64
Undertake a Journey 65
Reach Y our Destination 68
RELATIONSHIP MOVES 69
Compel 69
Sojourn 71
Draw the Circle 73
Forge a Bond 74
Test Y our Bond 75
Aid Y our Ally 76
Write Y our Epilogue 77
COMBAT MOVES 78
Enter the Fray 78
Strike 79
Clash 80
Turn the Tide 81
End the Fight 82
Battle 84
Other Moves in Combat 85
SUFFER MOVES 90
Endure Harm 91
Face Death 93
Companion Endure Harm 94
Endure Stress 95
Face Desolation 96
Out of Supply 97
Face a Setback 97

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QUEST MOVES 98
Swear an Iron Vow 98
Reach a Milestone 100
Fulfill Y our Vow 101
Forsake Y our Vow 102
Advance 103
FATE MOVES 104
Pay the Price 105
Ask the Oracle 107
CHAPTER 4: YOUR WORLD 111
WELCOME TO THE IRONLANDS 111
Travel in the Ironlands 111
REGIONS OF THE IRONLANDS 112
Barrier Islands 113
Ragged Coast 114
Deep Wilds 115
Flooded Lands 116
Havens 117
Hinterlands 118
Tempest Hills 119
Veiled Mountains 120
Shattered Wastes 121
YOUR TRUTHS 122
The Old World 123
Iron 124
Legacies 124
Communities 125
Leaders 125
Defense 126
Mysticism 127
Religion 127
Firstborn 128
Beasts 128
Horrors 129
MAPPING YOUR JOURNEYS 130

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CHAPTER 5: FOES AND ENCOUNTERS 133
NPCs IN THE IRONLANDS 133
Components of an NPC 133
NPC Packs 136
Joining Forces with NPCs 136
Creating NPCs 137
IRONLANDERS 138
Broken 138
Common Folk 139
Hunter 139
Mystic 140
Raider 140
Warrior 141
FIRSTBORN 142
Elf 142
Giant 143
Primordial 144
Troll 145
Varou 146
ANIMALS 147
Bear 147
Boar 148
Gaunt 148
Marsh Rat 149
Wolf 150
BEASTS 151
Basilisk 151
Elder Beast 152
Harrow Spider 153
Leviathan 154
Mammoth 155
Wyvern 156
HORRORS 157
Bonewalker 157
Chimera 158
FrostBound 158
Haunt 159
Hollow 160
Iron Revenant 161
Sodden 162

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CHAPTER 6: ORACLES 165
SEEKING INSPIRATION 165
Oracles In Solo and Co-Op Play 165
Oracles In Guided Play 166
IRONLAND ORACLES 167
How to Use the Tables 167
Intro to the Oracles 168
Oracle 1: Action 174
Oracle 2: Theme 175
Oracle 3: Region 176
Oracle 4: Location 176
Oracle 5: Coastal Waters Location 176
Oracle 6: Location Descriptor 177
Oracle 7: Settlement Name 178
Oracle 8: Quick Settlement Name Generator 180
Oracle 9: Settlement Trouble 181
Oracle 10: Character Role 182
Oracle 11: Character Goal 182
Oracle 12: Character Descriptor 183
Oracle 13: Ironlander Names 184
Oracle 14: Elf Names 186
Oracle 15: Other Names 187
Oracle 16: Combat Action 188
Oracle 17: Mystic Backlash 189
Oracle 18: Major Plot twist 190
Oracle 19: Challenge Rank 190
MORE ORACLES 191
Creating Y our Own Oracles 191
CHAPTER 7: GAMEPLA Y IN DEPTH 193
STARTING YOUR CAMP AIGN 193
Create Y our Character 193
Create Y our World 194
Mark Y our Background Bonds 195
Write Y our Background Vow 195
Envision Y our Inciting Incident 196
Set the Scene 198
Swear an Iron Vow 199
Next Steps 200
Creating a Quest Outline 200
Campaign Setup Summary 202

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THE MECHANICS AND THE FICTION 203
Leading and Following with the Fiction 203
Fictional Framing 205
Representing Difficulty 208
Zooming In and Out 210
MANAGING YOUR QUESTS 212
Reaching Milestones 213
Undertaking New Quests 216
Fulfilling Y our Vow 221
Forging New Bonds 222
Advancing Y our Character 222
Quest Flow Chart 225
PRINCIPLES 226
General Principles 226
Group Play 227
Solo Play 228
Playing as the GM 229
GAMEPLAY OPTIONS 230
Number of Players 230
One-Shot Play 231
Opposing an Ally 232
Scene Challenges 234
Semi-Random Campaign Setup 236
HACKING IRONSWORN 237
Playing in Other Worlds 237
Tweaking Assets 238
EXTENDED EXAMPLE OF PLAY 241
Kuno Takes the Stage 241
A Journey Interrupted 242
Into the Fight 244
Aftermath 251
INDEX 255

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Chapter 1 The Basics

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PLA YING IRONSWORN
In the Ironsworn tabletop roleplaying game, you are a hero sworn to
undertake perilous quests in the dark fantasy setting of the Ironlands. Y ou
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): Y ou 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. Y ou 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.
1
IRONSWORN

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Make sure you have:
• Two ten-sided dice (d10) for each player. These are your challenge dice.
• One six-sided die (d6) for each player. This is your action die.
• Optionally, another pair of ten-sided dice to use as your oracle dice.
• A printed character sheet for each player and printed asset cards
(available at ironswornrpg.com).
• Some counters for marking status tracks on your character sheet. Y ou can
use paper clips, beads, dice, coins, tokens from other games, or whatever
is convenient.
Not required, but helpful: Printed reference sheets for moves,
the blank Ironlands map, and other worksheets available at
ironswornrpg.com.
MECHANICS AND THE FICTION
Ironsworn uses various mechanics, such as rolling dice and managing the
stats and resources on your character sheet. As a player, you will often make
decisions based on a desired mechanical outcome. For example, you might
choose a particular action to get a bonus on your die roll. The basic mechanics
of Ironsworn are introduced in this chapter.
Ironsworn is also heavily reliant on the fiction, which is the imagined
characters, situations, and places within your game. Y ou will play from the
perspective of your character. Y ou will interpret actions and events in a way
that is consistent with the dramatic, fictional reality you have forged for your
story and your world.
To learn more about how the mechanics and fiction interact, see page 203.
THE SETTING
The default setting for your adventures is the Ironlands. It is a rugged
peninsula of isolated communities and untracked wilds on the frontier of the
known world. Y ou can learn more about the setting starting on page 111. For
now, here’s a summary of some default assumptions.
• Two generations ago, your people were driven to the Ironlands from their
former homes in the Old World.
• The weather here is harsh. Winters are brutal. The rugged terrain makes
travel and trade difficult and dangerous.
CHAPTER 1 | THE B ASICS2

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• There are no thriving cities. Instead, Ironlanders live in isolated villages
or steadings. Their homes are modest buildings of wood, stone, and
thatch.
• Many areas of the Ironlands are unexplored and uninhabited except by
the firstborn—beings such as elves, giants, and the wolf-like varou.
• Coins have little value here. Most commerce is made through barter and
favors
• Some communities remain isolated and independent, while others trade
in basic goods such as iron, grain, wood, livestock, wool, and coal.
• There is a diverse mix of peoples and cultures within the Ironlands,
even within a single community. Y ou can envision your character and
those you interact with however you like, unbound by considerations of
geography, lineage, sexual orientation, and gender.
• Communities sometimes band together under a powerful leader, but
there are no kingdoms. Territorial lines are sketchily drawn, if at all.
• Large-scale warfare is unheard of, but raiding parties and skirmishes
between communities are a constant menace. Some communities subsist
entirely on raiding.
• Spear, axe, shield, and bow are the dominant weapons. Swords are rare
and highly prized. Some warriors choose to wade into battle clad in iron,
while others trust in their prowess or in the strength of their shields.
• Magic is subtle and mysterious. Mystics seek to ward away the darkness
through the practice of magic, but often succumb to it. Rituals are
performed as blessings and to gain insight.
• Supernatural creatures and beasts are rare, frightening, and dangerous.
Y ou are encouraged to make Ironsworn your own, and to bend the setting
to your liking. Y our version of the Ironlands will be unique because you’ll
define aspects such as the history of your people, magic, mythic beasts, and
more. The choices you make will help inspire the personal vows driving your
character.
Y ou can also ignore the Ironlands entirely and play in your own world, or
explore a setting inspired by media, history, or another roleplaying game. The
Ironsworn rules are flexible enough to accommodate many forms of gritty
fantasy or historical fiction.
With a bit of work, you can even adapt these rules to different genres. See page
237 for more on hacking Ironsworn.
3
IRONSWORN

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IRON VOWS
In the Ironlands, a vow is sacred. When you declare your solemn promise to
serve or aid someone, or to complete a personal quest, your honor is bound to
that vow. Abandoning or recanting an oath is the worst sort of failure.
When you swear a vow, you touch a piece of iron. It can be an iron coin, a
weapon, or your armor. It’s an old tradition. Some say the iron, a piece of the
primal world, serves as a conduit to the old gods—so they may better hear
your promise.
Vows are the core of playing Ironsworn. It is your vows that drive you. These
goals create the context for your adventures and challenges. As you complete
vows, you gain experience and new abilities.
When you create your character, you start with a background vow. When you
setup your campaign, you envision or encounter an inciting incident which
triggers a new vow. There are several prompts for vows associated with the
details of the world in chapter 4 (page 111), and with foes and encounters in
chapter 5 (page 133). Y ou can select something which fits your vision for the
world and your character’s goals, or just come up with something yourself. If
you are playing in co-op mode, you and your fellow players may have shared
vows and personal vows.
To learn more about your first vows and starting your campaign, see page
193.
YOUR CHARACTER
Y ou use your character sheet to track your stats, overall condition, and
progress in your quests. Y ou also have assets (page 21), which are abilities
you choose when you create your character and when you gain experience.
These components help you determine the outcome when things get
dangerous or uncertain.
However, your character is more than these mechanical bits. Y ou are the
protagonist in a rich story. Y ou have hopes and fears, virtues and failings. Y ou
have a history. Y ou are, or were, part of a community. This is the fiction of
your character. Consider a few of these details as you create your character,
but don’t sweat it. Y ou’ll evolve it through play. At the start of your game,
put your character on stage to see what happens. Fill in the blanks—for your
character and your world—as you go.
To learn more about creating your character and the components that make
up your character, see page 31.
CHAPTER 1 | THE B ASICS4

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IRONSWORN
SUPPLY
HEALTH
SPIRIT
+5
+4
+3
+2
+1
0
+5
+4
+3
+2
+1
0
MOMENTUM
STATUS
+5
+4
+3
+2
+1
0
CHARACTER


EXPERIENCE
IRON SHADOW WITSHEARTEDGE
MAX
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
RESET
CONDITIONS
WOUNDED SHAKEN
UNPREPARED ENCUMBERED
BANES
MAIMED CORRUPTED
BURDENS
CURSED TORMENTED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
As you fulfill
vows, you earn
experience (page
44). Y ou spend
experience to gain
new assets.
Y ou have five stats (page
33) which represent
the core aspects of your
character. These are
often added as a bonus
when you take action.
Y ou have status
tracks for health,
spirit, and supply
(page 33).
These represent
your current
condition and
readiness.
As you take action, you
build or lose momentum
(page 11). Positive
momentum can help
improve the result of
an action. Negative
momentum can undermine
an otherwise successful
action.
Y our vows (page 35)
are your sacred oaths to
complete perilous quests.
Each vow has a rank and
is managed through a
progress track.
Y ou suffer debilities
(page 36) as you
face harrowing
challenges. Some
debilities are
temporary and easily
mended; others are
permanent.
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IRONSWORN

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MOVES
Moves are self-contained systems to resolve a specific action, scene or
question. There is a move for most common situations you encounter in
Ironsworn. They have specific triggers, phrased as “When you [blank]. ” When
your character does that thing, or you encounter that situation, refer to the
move to see what happens.
Moves are organized by activities.
• Adventure moves ( page 60 ) cover a variety of dangers, conducting
investigations, traveling, making camp, and healing.
• Relationship moves ( page 69 ) involve persuading others to do
something, building bonds with people and communities, resting and
recuperating within a community, aiding your allies, and initiating duels.
• Combat moves ( page 78) are used when fighting (but not exclusively;
other moves may come into play as well).
• Suffer moves ( page 90 ) occur when you endure hardship, such as
suffering physical harm or facing a dispiriting challenge.
• Quest moves ( page 98 ) encompass iron vows, making progress in a
sworn quest, and improving your character.
• Fate moves (page 104) help you decide what happens in solo and co-op
play, or support the GM’s decisions and brainstorming in guided play.
When a move’s name is referenced within these rules or by another move,
you’ll see it as italicized text.
Most moves are based on risky actions you are taking. Y ou are attacking with
your sword, making a dangerous climb, or healing an ally. These moves use
dice to determine the outcome. This is called an action roll (page 8).
Some moves measure your headway against an extended challenge, such as a
journey or fight, using a progress track ( page 14). When you are ready to
resolve the challenge, you make a progress roll (page 18).
Other moves utilize a different kind of dice roll, called an oracle roll (page
22). These moves help determine the outcome of uncertain events out of
your character’s control. If you’re playing solo or co-op, you can use the Ask
the Oracle move (page 107) to answer questions about the world, resolve how
other characters respond, or determine what happens next.
Some moves don’t require a roll. They might support or reference a separate
move, or simply help you resolve a mechanical or narrative situation. Don’t
roll dice unless a move tells you to. To learn more about moves, see page 49.
CHAPTER 1 | THE B ASICS6

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GATHER INFORMATION
When you search an area, ask questions,
conduct an investigation, or follow
a track, roll +wits. If you act within a
community or ask questions of a person
with whom you share a bond, add +1.
On a strong hit, you discover something
helpful and specific. The path you must
follow or action you must take to make
progress is made clear. Envision what you
learn (Ask the Oracle if unsure), and take +2
momentum.
On a weak hit, the information complicates
your quest or introduces a new danger.
Envision what you discover (Ask the Oracle
if unsure), and take +1 momentum.
On a miss, your investigation unearths a
dire threat or reveals an unwelcome truth
that undermines your quest. Pay the Price.
This is the move’s trigger.
When you do this
thing, or encounter this
situation, make the move.
Moves with an action roll
include three levels of
possible results: A strong
hit, a weak hit, and a miss.
When a move is
referenced within
another move, you’ll
see it as italicized text.
Moves which require an
action roll will tell you
which stat to add to your
roll, and may give you an
option to include other
bonuses (called adds).
This is the
move’s name.
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IRONSWORN

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THE ACTION ROLL
When you make a move representing a risky or uncertain action, you roll
three dice at once.
• Challenge dice: Two ten-sided dice (D10)
• Action die: A six-sided die (D6)
33
44 88
ACTION DIECHALLENGE DICE
Add your relevant stat to your action die. The move will tell you which stat to
add, or may give you a choice. Some moves will tell you to use one of your
tracks, such as health or supply, in place of a stat. Based on the move or your
character’s assets, you may also have an opportunity to apply one or more
bonuses called adds. The total of your action die, your stat, and any adds is
your action score. Y our action score is never greater than 10—anything over
that is ignored.
To determine the outcome of your move, compare the action score to each
of the challenge dice. Y ou want it to be greater than the individual value of
those dice.
6 44 88
ACTION SCORE
COMPARE TO
CHALLENGE DICE
+ 2 + 1 = + 2 + 1 =
STAT ADDS
ACTION
SCORE
33 6
Greater than NOT greater than
CHAPTER 1 | THE B ASICS8

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There are three possible results for a move.
Strong Hit
Y our action score is
greater than both the
challenge dice. Y ou
succeed at what you
are trying to do.
Weak Hit
Y our action score
is greater than only
one of the challenge
dice. Y ou probably
succeeded, but with a
lesser effect or cost.
Miss
Y our action score isn’t
greater than either
of the challenge dice.
Y ou failed, or need to
make some serious
concessions.
The move will tell you how to interpret the outcome of your action, or offer a
choice. The result may include mechanical changes to your character’s status
and narrative changes to the current situation.
When you score a miss on a move, you’ll usually see a prompt to Pay the Price.
This is a special move that lets you pick a likely negative outcome or roll to see
what happens. If you’re playing with a GM, they may consult with this move,
or just tell you the price.
The main thing to remember on a miss: Something always happens. The
situation gets more complex, dramatic, or dangerous. To learn more about
the Pay the Price move, see page 105.
Ties always go to the challenge dice. Y our action score needs to
exceed—not equal—the challenge dice to count as a hit.
55 55=
MATCHES
When you roll for a move, you
should be on the lookout for a
match on the challenge dice. In
cooperative and solo play, this is
your trigger to add a twist, create
a new complication, or otherwise mix things up. Something interesting,
unexpected, or unusual happens. If you’re unsure, you Ask the Oracle, which
is a move you use to ask questions or check for inspiration. If you’re playing
with a GM, a match on the challenge dice can be their prompt to introduce a
surprising turn of events.
9
IRONSWORN

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The outcome of a match should be evaluated based on the result of your move.
• Strong hit: The match should represent a twist in the narrative, something
interesting, or a new opportunity.
• Miss: The match should represent a heightened negative outcome, a
complication, or new danger. Things get worse for you in an unexpected
way.
Y ou can also let the intensity of your success or failure frame how you interpret
a match. Rolling matched 10’s on your challenge dice should prompt you to
introduce a harrowing turn of events or a dire failure. It’s as bad as things get.
GM’S AND THE DICE
If you are playing as a GM, you can focus on guiding the game and responding
to your player’s questions and actions. Since NPCs don’t make moves, you
won’t need to make action rolls. However, you might want to have a pair of
D10’s available for oracle rolls (page 22).
10 CHAPTER 1 | THE B ASICS

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MOMENTUM
Momentum is a special mechanic which is central to playing Ironsworn. Y our
momentum value ranges from a -6 to +10 and represents how you are faring
in your quests. Move results may tell you to increase or decrease momentum.
The momentum track is on the left side of your character sheet. Y ou can use
a paper clip or token to mark the current value.
When you have positive momentum, things are going your way. Y ou have the
advantage. Y ou are in control. Y our path is clear. Y ou are properly positioned
for success.
When you have negative momentum, the tide has turned against you. Y ou
face tough odds. Y ou are outmatched. Y our next steps are uncertain.
Momentum persists through scenes and between gaming sessions.
When you finish a session, write down your current momentum
value. Then, pick up where you left off when you return to the game.
GAINING MOMENTUM
Y ou 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
Y ou 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.
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If you lose momentum as a result of a narrative outcome without a defined
value, such as when you make the Pay the Price move (page 105), you should
suffer a reduction appropriate to the narrative circumstances.
• For a minor disadvantage or complication, suffer -1 momentum.
• For a major disadvantage or complication, suffer -2 momentum.
Some moves and assets give you the option to suffer a loss of momentum
in exchange for temporary advantages. If you take this option, adjust your
momentum track by the amount indicated.
BURNING MOMENTUM
Burning momentum is a powerful option to build on your success and deliver
a decisive result or avoid dire failure. When you have positive momentum,
after you roll your move, you may cancel any challenge dice that are less than
your current momentum value. This gives you an automatic hit.
If both challenge dice are less than your momentum value, you may cancel
them both for a strong hit. If you burn momentum when only one of the
challenge dice is less than your momentum value, the result of the other die
stands—giving you a weak hit.
For example, your momentum track is at +6 and your action score is 4. Y ou
roll a 5 and an 8 on your challenge dice. Y ou may burn momentum to cancel
the 5, but not the 8. This shifts your result from a miss to a weak hit.
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
88
CHALLENGE DICE
55
MOMENTUM TRACK
Burning momentum is never required. Even if you score a miss on a move
and have enough momentum to cancel the challenge dice, you can choose to
suffer the failure and save your momentum for a more crucial moment.
After you burn momentum, you must reset your momentum. See the next
page for how that works.
Yo u may cancel
this die.
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RESETTING MOMENTUM
After you burn momentum, you must adjust your momentum track to your
momentum reset value. The default reset is +2. This value may be lowered
when your character suffers from a debility ( page 36 ). Debilities are
conditions such as wounded, shaken, or unprepared. They are marked on
your character sheet as a result of a move or a narrative event.
• If you have one debility marked, your momentum reset is +1.
• If you have more than one debility marked, your momentum reset is 0.
There is a box below the momentum track where you can record your current
momentum reset.
SUFFERING NEGATIVE MOMENTUM
When your momentum is less than 0, and it matches the value of your action
die, you must cancel your action die. Y ou still check the success of your move
by comparing your stat plus your adds to the challenge dice, but you won’t
have your action die to help you.
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
CONDITIONS
WOUNDED SHAKEN
UNPREPARED ENCUMBERED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
MOMENTUM TRACK
44
ACTION DIE
MINIMUM MOMENTUM
Y our momentum cannot drop lower than -6. This is your minimum
momentum. If a move tells you to lower your momentum, and your
momentum is already at its minimum, you will instead make the Face a
Setback move ( page 97 ). As a result of this move, you reduce your health,
spirit, or supply (or some combination thereof) by that amount, or undermine
your progress in a current quest, journey, or fight.
Make moves such as Secure an Advantage ( page 61 ) to increase your
momentum.
Yo u must cancel
this die.
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MAX MOMENTUM
Y our 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. Y ou can’t
increase momentum over your max. If you are at your max and a move gives
you an option to increase your momentum, you can’t take that benefit.
PROGRESS TRACKS
A progress track is used to measure your pace and determine the outcome of
a goal or challenge in specific situations.
• When you Swear an Iron Vow ( page 98 ), a progress track represents
the challenges you overcome on your way to achieving your ultimate goal.
• When you Undertake a Journey (page 65), a progress track represents
how far you’ve gone and how favorable the travel has been.
• When you Enter the Fray ( page 78 ), a progress track represents your
advantage as you weaken or wound your foes in combat.
• When you establish a new relationship with a character in your world
and Forge a Bond (page 74), you mark your bond on a progress track.
Progress tracks are drawn as a row of ten boxes which you fill in—or mark—
as you make headway toward a goal. When you initiate a challenge, these
boxes are empty.
Since making progress on your quests may stretch over many sessions, your
character sheet includes progress tracks for vows. Y our character sheet also
includes a progress track for your bonds. For journeys and fights, you can
sketch out your progress tracks on whatever is convenient, or use the challenge
worksheets provided at ironswornrpg.com.
CHALLENGE RANKS
When you engage in a fight, initiate a journey, or swear a vow, you give your
challenge a rank. In increasing order of difficulty, the ranks are troublesome,
dangerous, formidable, extreme, and epic. Y ou (or the GM) will choose
a rank appropriate to the situation and how quickly or easily it should be
resolved. Troublesome is used for simple challenges. A typical challenge is
dangerous or formidable. Epic and extreme challenges require great effort and
luck to overcome. Guidelines for foes are on page 134, and for journeys on
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page 111. Give your vows a rank appropriate to the complexity of your quest
and the amount of emphasis you want to give the vow in your story.
MARKING PROGRESS
Y ou will perform specific moves to advance toward your goal. For example, as
you travel across perilous lands, you Undertake a Journey and mark progress
when you successfully reach waypoints in your travel.
UNDERTAKE A JOURNEY
When you travel across hazardous or unfamiliar
lands, first determine the rank of your journey (Ask the
Oracle if unsure).
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If
you are setting off from a community with which you
share a bond, add +1 to your initial roll.
On a strong hit, you reach a waypoint. If the waypoint
is unknown to you, envision it (Ask the Oracle if
unsure). Then, choose one.
• Y ou make good use of your resources: Mark
progress.
• Y ou move at speed: Mark progress and take +1
momentum, but suffer -1 supply.
On a weak hit, you reach a waypoint and mark
progress, but suffer -1 supply.
On a miss, you are waylaid by a perilous event. Pay the
Price.
This move
lets you mark
progress on
a strong or
weak hit.
Similarly, when you fight, you Strike ( page 79 ) or Clash ( page 80 ) to
inflict harm on your foe. To move forward in your quest, you use the Reach
a Milestone move ( page 100 ). These incremental moves let you amass
advantages to have the best chance of success when you are ready to resolve
your challenge.
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Whenever you successfully move toward your goal, you partially or fully fill
in a box on your progress track. Y ou fill progress boxes with lines—called
ticks. A full progress box consists of four ticks in a star-shaped pattern. When
a move tells you to mark progress, fill in the appropriate number of ticks or
progress boxes based on the rank of your challenge.
Troublesome
mark 3
progress
Dangerous
mark 2
progress
Epic
mark 1
tick
Formidable
mark 1
progress
Extreme
mark 2
ticks
MARKING PROGRESS FOR BONDS
If you are marking progress on your bonds progress track, you always mark 1
tick unless a move tells you otherwise. Bonds are not given a challenge rank.
To learn more about bonds, see page 24.
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PROGRESS MOVES
There are four moves, called progress moves, which utilize progress tracks to
resolve the outcome of a goal or challenge.
• To resolve a quest, Fulfill Y our Vow (page 101).
• To end your journey, Reach Y our Destination (page 68).
• To decide the outcome of combat, End the Fight (page 82).
• When you retire from your life as Ironsworn, Write Y our Epilogue (page
77).
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.
• Take +1 momentum.
On a weak hit, you arrive but face an
unforeseen hazard or complication. Envision
what you find (Ask the Oracle if unsure).
On a miss, you have gone hopelessly astray,
your objective is lost to you, or you were
misled about your destination. If your journey
continues, clear all but one filled progress, and
raise the journey’s rank by one (if not already
epic).
This label identifies
this move as a
progress move.
A progress move
uses a progress
roll instead of an
action roll (see
the next page for
how it works).
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PROGRESS ROLLS
Y ou don’t make an action roll when you make a progress move. Instead, you
tally the number of fully filled progress boxes (those with four ticks). This
is your progress score . Then, roll your challenge dice and compare your
progress score to the value of the dice.
As with an action roll, if your progress score is greater than both challenge
dice, it’s a strong hit. If you beat one of the challenge dice, it’s a weak hit. If you
fail to beat either die, it’s a miss. The progress move will tell you how to resolve
the challenge based on the outcome of your roll. Also, keep an eye out for a
match, which represents a surprising twist or unusual complication.
In the example below, you would compare your +6 progress score to your
challenge dice when making your progress move. The seventh progress box is
only partially filled in, and won’t count toward the progress score.
6PROGRESS SCORE
44 66CHALLENGE DICE
When deciding whether to make your progress move, you need to weigh your
chance of success against the risk of continuing to make preparatory moves.
One thing to remember: It’s not necessary to fill your progress track before
making your progress move. In fact, a weak hit or miss on a progress roll can
lead to exciting new story possibilities.
MOMENTUM AND PROGRESS ROLLS
Momentum is ignored when you make a progress move. Y ou cannot burn
momentum on a progress roll, and you do not suffer from negative momentum.
SHARING PROGRESS TRACKS WITH ALLIES
When you and your allies are working together to resolve a challenge—a
quest, a journey, or a fight—you share a progress track and mark progress
together. When you make a progress move, only one of you rolls the dice. The
result will stand for the group.
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HARM
Harm represents physical damage and fatigue. Y ou inflict harm on your foes
in combat, and you Endure Harm when you are attacked or fail to overcome a
physical hazard or ordeal.
INFLICTING HARM
When you successfully attack a foe using the Strike (page 79) or Clash (page
80) moves, you inflict harm. If you are armed with a deadly weapon (such
as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using
an improvised or simple weapon (such as a shield, stick, club, staff, or rock),
you inflict 1 harm. Y ou may have an option to inflict additional harm through
the choices you make in a move.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.
ENDURING HARM
When you face physical injury or hardship, make the Endure Harm move
(page 91). As part of that move, you reduce your health track by the amount
of harm suffered. There are five ranks of harm.
• Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
tiring effort.
• Dangerous (2 harm): An attack by a skilled foe or deadly creature, a
nasty injury, or a demanding effort.
• Formidable (3 harm): An attack by an exceptional foe or mighty creature,
a serious injury, or an exhausting effort.
• Extreme (4 harm) : An overwhelming attack by a monster or beast, a
grievous injury, or a debilitating effort.
• Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
injury, or a consuming effort.
When you are fighting a foe, they inflict harm based on their rank. Sample
foes are in chapter 5 (page 133).
If you are at 0 health, a miss on the Endure Harm move puts you at risk
of suffering a debility or dying. Y ou can recover health through rest and
recuperation, using moves such as Heal ( page 63 ), Make Camp ( page 64 ),
and Sojourn (page 71).
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STRESS
Stress represents mental burdens and trauma. When you face mental shock
or despair, make the Endure Stress move ( page 95 ). As part of that move,
you reduce your spirit track by the amount of stress suffered. There are five
ranks of stress.
• Troublesome (1 stress): An unsettling incident or frustrating failure.
• Dangerous (2 stress): A distressing incident or upsetting failure.
• Formidable (3 stress): A horrifying incident or demoralizing failure.
• Extreme (4 stress): A heart-rending incident or traumatic failure.
• Epic (5 stress): A soul-shattering incident or the loss of all hope.
When you are opposing a foe, they can inflict stress (such as a terrifying
visage or demoralizing taunt) based on their rank. Sample foes are in chapter
5 (page 133).
When you Endure Stress, you reduce
your spirit track by the amount of
stress suffered. If you are at 0
spirit, you are in danger of
suffering a debility or falling
into desolation.
Y ou can recover spirit by
relaxing when you Make
Camp (page 64), finding
fellowship when you
Sojourn (page 71), or
when you Forge a Bond
(page 74).
Unlike harm, you do not
inflict stress on others—at
least not mechanically. If you
attempt to frighten or demoralize
another character, make an
appropriate move to see what
happens.
20 CHAPTER 1 | THE B ASICS

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ASSETS
Assets are a key component of your character. They give you additional
options and bonuses when making a move, and may include their own special
moves. When you create your character ( page 31), you select your starting
assets. When you Fulfill Your Vow and gain experience ( page 44), you can
Advance to spend your experience on new assets or upgrade current assets.
To learn more about assets, see page 39.
Y ou can mix-and-match assets however you like. There are no
designated assets based on character classes or roles. However, you
should avoid picking the same asset as another player.
PATH
SLA YER
 When you Gather Information by
tracking a beast or horror, or when
you Secure an Advantage by readying
yourself for a fight against them, add
+1 and take +1 momentum on a hit.
{ When you Swear an Iron Vow to slay
a beast or horror, you may reroll any
dice. When you Fulfill Your Vow and
mark experience, take +1 experience.
{ When you slay a beast or horror (at
least formidable), you may take a
trophy and choose one.
• Power a ritual: When you or an ally
make a ritual move, reroll any dice
(
one time only).
• Prove your worth: When you Sojourn,
reroll any dice (one time only).
This is the asset type. When you pick
an asset, you choose from companions,
paths, combat talents, and rituals.
Most assets include a
default ability, represented
by the filled-in circle. If
it doesn’t have a starting
ability, you get to pick one.
As you gain
experience, you can
purchase upgrades for
your assets. When you
purchase an upgrade,
you fill in the circle
to show that you now
have that ability.
Assets usually modify
moves by giving you
a bonus or allow you
to use the move in a
different way. Some
assets include their
own unique moves.
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ORACLES
Some moves may prompt you to roll on a table to generate a result between
1 and 100. There are also a set of creative prompts in chapter 6 ( page 165),
which you can use to reveal details, trigger events, and guide the actions of
other characters in your world. These oracles help answer questions in solo or
co-op games, or provide inspiration for the GM in guided play.
ROLLING ORACLE DICE
Whenever you are prompted by a move or an oracle table to generate a result
between 1 and 100, roll two ten-sided dice.
33 66
One of your oracle dice may
include tens digits on its faces. If
so, you’ d read this result as 83.
Y ou can also use two D10s of
different colors, and decide
before rolling which represents
the tens digit and which is the
units. Y ou’ d read this result as 36.
8080 33
Y ou might want to use a special set of dice for your oracle rolls,
shared by everyone at the table. It’ll make those dice feel special and
unique.
22 CHAPTER 1 | THE B ASICS

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SEEKING ANSWERS
If you are playing solo or co-op, you can Ask the Oracle to help guide your
game session and trigger ideas when you need to know what happens next.
Its most basic function is to answer a “yes” or “no” question. Combined with
your own instincts and creativity, this move—and other random prompts—
can push your story in surprising and exciting directions. To learn more about
this move, see page 107.
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.
ASK THE ORACLE
When you seek to resolve questions, discover
details in the world, determine how other
characters respond, or trigger encounters or events,
you may…
• Draw a conclusion: Decide the answer based on
the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a
‘yes’ , and roll on the table below to check the
answer.
• Pick two: Envision two options. Rate one as
‘likely’ , and roll on the table below to see if it is
true. If not, it is the other.
• Spark an idea: Brainstorm or use a random
prompt.
Odds
The answer is ‘yes’
if you roll...
Almost Certain 11 or greater
Likely 26 or greater
50/50 51 or greater
Unlikely 76 or greater
Small Chance 91 or greater
On a match, an extreme result or twist has occurred.
Roll on this
table using
your oracle dice
to generate a
result between
1 and 100
23
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MORE RANDOMNESS
Y ou’ll find a set of random tables in chapter 6 ( page 165 ). These provide
inspirational prompts and random results for common situations. Y ou can
also use whatever random generators you prefer, including those drawn from
another game, online generators, or visual tools such as tarot cards.
TRUST YOUR INSTINCTS
These random generators will never replace your own imagination and
intuition. If it’s interesting, dramatic, and pushes the story forward, make it
happen. Too much reliance on random generators to answer questions about
“what happens next” can kill the momentum of your game or make it feel
disconnected and incoherent.
Keep it moving. Ask a question. If an answer leaps to mind, go with it. If you’re
not sure, Ask the Oracle. Then, play.
BONDS
As you explore your world and complete quests, you create bonds with people
and communities by making the Forge a Bond move (page 74). Bonds give
you advantages for specific moves when interacting with those you have
bonded with. For example, if you attempt to Compel someone ( page 69 ),
and you share a bond with them, you add +1 to your action score. The moves
tell you when having a bond provides this advantage.
Bonds also help determine your fate when you retire from your life as an
adventurer. The more bonds you create, the more connections you have
with people and communities, the better your chance to live out your days
peacefully in the company of others.
Y our character sheet has a special progress track for bonds. When you
successfully Forge a Bond , mark 1 tick on this progress track. When your
adventures are complete and you Write Your Epilogue (page 77), tally your
bonds and make a progress roll (page 18) to wrap up your character’s story.
OTHER CHARACTERS
The mechanics of Ironsworn are almost entirely character-facing—meaning
they reference the capabilities and actions of your character. Other non-player
characters and creatures ( NPCs) don’t have mechanical detail. In fact, they
may only have a single stat—their rank—for tracking progress against them
in a combat scene. Further, NPCs do not make moves. Y ou won’t roll dice
for them to determine the outcome of their actions. When you attempt to
CHAPTER 1 | THE B ASICS24

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influence them, oppose them, resist them, or aid them, make moves as your
character. If you have questions about an NPC’s motivations or what they do
next, Ask the Oracle. To learn more, see page 133.
ALLIES AND COMPANIONS
If you are playing a co-op or guided game with other players, their characters
are referred to in these rules and in moves as your allies.
A companion is a special type of asset. Unlike normal NPCs, they can
provide mechanical benefits through their abilities, and they have a health
track to record harm. If the text of a move refers to a companion, it means a
companion asset. To learn more about companions, see page 39.
EQUIPMENT
In Ironsworn, you won’t worry too much about equipment. Y our supply track
(page 34 ) is an abstract representation of your general readiness, clothes,
ammo, food, water, and mundane gear.
Y ou are armed and armored as appropriate to your vision for your character.
If you wield a weapon, you can inflict harm with it. If you are armed with a
deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you
are unarmed or using an improvised or simple weapon (such as a shield, stick,
club, staff, or rock), you inflict 1 harm.
Other equipment provides narrative benefit. It enables you to make moves
where that gear is important, or perhaps allows you to avoid a move altogether.
For example, you need to make your way down a steep rock face.
Without assistance, you’ d make a Face Danger move to see what
happens. If you had rope, the climb is not particularly risky or
uncertain. In that case, you might skip the move and just narrate
the result.
Specific assets ( page 39) can make equipment more important and relevant
to your character. For example, combat talent assets ( page 40 ) represent
your expertise in a particular weapon or fighting style. When you wield an
appropriate weapon, you gain the benefit of the asset.
Apart from assets, you can make note of equipment at whatever level of
detail you like, but don’t fuss over it. If you’re wondering whether you have a
particular mundane item, you can Ask the Oracle (page 107).
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THE FLOW OF PLA Y
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? Y our quests, and the characters and
situations you encounter, will guide the fiction and the choices you make.
When you have questions about what you find, how other characters in your
world respond, or what happens next, you can go with what feels right (if you’re
playing solo or co-op), or ask your GM. When you are seeking inspiration or
want to put it in the hands of fate, you make the Ask the Oracle move (page
107). Use the yes/no questions and random prompts to generate interesting
twists and new complications you might not have thought of on your own.
Above all, if it’s interesting, dramatic and fits the fiction, make it happen.
If you are doing something covered by a move, refer to the move to resolve
your action. If it tells you to roll dice, do it.
Scoring a strong hit on a move means you are in control. Y ou’re driving the
narrative. What do you do next?
A weak hit or a miss means you don’t have control of the situation. Instead
of acting, you react. What happens next? If you’re playing with a GM, they’ll
determine how the world responds. Otherwise, you rely on your intuition and
occasional oracle rolls to drive the narrative.
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IRONSWORN 27IRONSWORN 27
Envision the
current situation
and what your
character is doing.
Ask and answer questions about
the world, other characters, and
what happens next
(or Ask the Oracle).
When your action or the
current situation triggers a
move, make that move.
STRONG
HIT
You’ v e
succeeded.
Y ou are in
control.
WEAK
HIT
Y ou’ve made
progress,
but aren’t in
control.
MISS
Y ou’ve failed,
or encounter
a costly turn
of events.
What happens
next?
What do you
do next?
START

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WHAT’S NEXT
That’s the basics of playing Ironsworn. Y ou’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
assets, and consider your background and personality.
Build your world ( page 111). Take a tour of the Ironlands, create
your unique vision of the setting, and find inspirational prompts
for vows and quests. Or, start playing in your own world.
Review the moves ( page 49 ). It’ll be helpful to get a basic
understanding of the moves and how you resolve your character’s
actions and intent. Y ou can start by printing out the move reference
sheets, available at ironswornrpg.com. Then, refer to chapter 3
when you have a question or want further detail.
Review the example of play ( page 241). See Ironsworn in action
to help understand the basic die roll mechanics, how to interpret
moves and outcomes, and how to use creative prompts to drive
your story forward.
Swear an Iron Vow (page 98 ). Play to see what happens. When
you have questions about moves, see page 49. When you need a
foe or encounter, see page 133. When you seek answers from an
oracle, see page 165.
Dig deeper ( page 193 ). When you’re ready to explore campaign
setup guides, additional gameplay options, and best practices, see
chapter 7.
1
2
3
4
5
6
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The mother asked the seer to divine her
new baby’s fate. The old mystic came and
looked at the sleeping child. She tilted her
head, closed her eyes. Then, she drew back,
frowning. No need to ask the gods. No need
to roll the stones.
“Ironsworn, ” the seer said.
She took her price in silver and blood, and
left the mother alone with the baby.
That night, the mother wept, for she knew
her child would grow to live apart from her.
Whether consumed by duty or vengeance,
wanderlust or love, it was all the same. The
trackless wilds would call, the blade and
shadow would whisper their secrets, and her
child would leave.
She cried for the life her child would live, and
she cried for the knowing of it.

[Source: Ironsworn Core Rulebook --- PDF page 40]{.small}

Chapter 2 Your Character

[Source: Ironsworn Core Rulebook --- PDF page 41]{.small}

YOU ARE IRONSWORN
Others live out their lives hardly venturing beyond the walls of their village or
steading, but you are different. Y our sworn vows will lead to a life of danger,
heroism, and sacrifice at the edge of the known world.
ENVISION YOUR CHARACTER
Before you jump into the mechanics of your character, consider their
motivations, interests, skills, personality, and weaknesses. It’s fine to start with
one or two ideas about your background and goals. Y ou can flesh out your
character as you play.
BE AWESOME
Y our character is highly competent. Y ou’re smart, brave, and driven. Y ou can
hold your own in a fight. When you Swear an Iron Vow, you mean it.
Y ou are not without your limitations. Y ou’ll face hardship. Y ou’ll make bad
decisions. Y ou will fail. Overcoming those failures, pushing on, is what makes
you heroic.
BE WHO YOU W ANT
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.
Y ou can envision your character however you like—unbound by geography,
lineage, sexual orientation, and gender. Y our 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?
Y ou 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.
31
IRONSWORN

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IRONSWORN
SUPPLY
HEALTH
SPIRIT
+5
+4
+3
+2
+1
0
+5
+4
+3
+2
+1
0
MOMENTUM
STATUS
+5
+4
+3
+2
+1
0
CHARACTER


EXPERIENCE
IRON SHADOW WITSHEARTEDGE
MAX
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
RESET
CONDITIONS
WOUNDED SHAKEN
UNPREPARED ENCUMBERED
BANES
MAIMED CORRUPTED
BURDENS
CURSED TORMENTED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
Asha Shadiya
9
3 1 2 1 2
1
Find my sister
Kill the wyvern
//
////
Guide the caravan safely through the mournwood
////////////
////
//////// /
NAME
EXPERIENCE
STATS
HEAL TH
MOMENTUM
SPIRIT
ASSETS
SUPPL Y
DEBILITIES
VOWS
BONDS
COMPANION
HAWK
Name:
Y our hawk can aid you when it is aloft.
{ Far-seeing: When you Undertake
a Journey, or when you Resupply by
hunting for small game, add +1.
{ Fierce: When you Secure an Advantage
+edge using your hawk to harass and
distract your foes, add +1 and take +1
momentum on a hit.
{ Vigilant: When you Face Danger
+wits to detect an approaching threat,
or when you Enter the Fray +wits
against an ambush, add +2.
0 +1 +2 +3
PATH
STORYWEA VER
 When you Secure an Advantage,
Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem,
or tale, envision the story you tell.
Then, add +1 and take +1 momentum
on a hit.
{ When you Make Camp and choose the
option to relax, you may share a story
with your allies or compose a new
story if alone. If you do, envision the
story you tell and take +1 spirit or +1
momentum. Any allies who choose to
relax in your company may also take
+1 spirit or +1 momentum.
{ When you Sojourn within a
community with which you share a
bond, add +2 (instead of +1).
COMBAT TALENT
SHIELD-BEARER
If you wield a shield...
 When you Face Danger using your
shield as cover, add +1. When you
Clash in close quarters, take +1
momentum on a strong hit.
{ When you bear a shield painted
with a meaningful symbol, and you
Endure Stress as you face off against
a fearsome foe, add +1 and take +1
momentum on a hit.
{ When forced to Endure Harm in a
fight, you may instead sacrifice your
shield and ignore all harm. If you do,
your shield is destroyed or will require
extensive repair; suffer -2 momentum.
CHAPTER 2 | Y OuR CHARACTER32

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CHARACTER BASICS
NAME
Y ou have a name. Perhaps others will honor it someday in stories and songs.
Give your character a name. For inspiration, you can roll on the
Ironlander Names tables on page 184.
STATS
There are five stats. Each is given a value from 1 to 3. When you make a move
and roll dice, you usually add one of your stats to your action die. The move
will tell you which stat to add, or give you a choice.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close
combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
To start, arrange these bonuses across your five stats in any order:
3, 2, 2, 1, 1.
HEAL TH
Health represents your current physical condition and stamina, ranked from
0 to +5. Health is reduced when you Endure Harm (page 91), and increased
when you rest or receive care through moves such as Heal ( page 63 ) or
Sojourn (page 71).
If you are at 0 health, scoring a miss when you Endure Harm puts you at risk
of suffering a debility or dying.
To start, set your health track to +5.
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IRONSWORN

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SPIRIT
Spirit is your current mental state, ranked from 0 to +5. Spirit is reduced
when you Endure Stress ( page 95 ). It is increased when you find comfort
in companionship, success, or relaxed moments through moves such as Make
Camp (page 64) or Forge a Bond (page 74).
If you are at 0 spirit, scoring a miss when you Endure Stress puts you at risk of
suffering a debility or falling into desolation.
To start, set your spirit track to +5.
SUPPL Y
Supply is an abstract representation of your preparedness, including ammo,
food, water, and general upkeep. It is ranked from 0 to +5. Instead of keeping
track of a detailed inventory, you can consider most of your mundane gear as
covered under supply.
Supply is decreased when you make the Undertake a Journey move ( page
65). Y ou might also reduce supply as a narrative cost when you face
hardships as an outcome of other moves. For example, if you make the Face
Danger move ( page 60) to ford a wild river, you might lose some gear as a
result of a weak hit or miss. Supply is increased when you gather provisions
through moves such as Resupply (page 63).
The supply track represents the shared assets among your party. Y ou and your
allies use the same supply value while you travel together. If any of you make
a move to increase supply, or suffer the result of a move that reduces your
supply, each of you adjust your supply track accordingly.
When your supply falls to 0, all characters make the Out of Supply move (page
97). If you are at 0 supply and suffer additional -supply, you each must
reduce your health, spirit, or momentum tracks by that amount.
To start, set your supply track to +5. Y ou and your allies share the
same supply value while you adventure together. When one of you
makes a move that raises or lowers the supply track, each of you
should make the adjustment on your character sheet.
CHAPTER 2 | Y OuR CHARACTER34

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MOMENTUM
Momentum represents how you are faring in your quests. It is gained and lost
through moves. If you have positive momentum, you are building on your
successes and ready to make decisive moves. If you have negative momentum,
you have suffered setbacks and your quest is in jeopardy.
To learn more about momentum and how it helps and hinders your character,
see page 11.
Use the momentum track on the left side of your character sheet to record
your current momentum. Y our character sheet also includes boxes to mark
your max momentum and momentum reset.
• Y our max momentum starts at +10, and is reduced by one for every
marked debility.
• Y our momentum reset starts at +2. If you have a one debility marked,
your reset is +1. If you have more than one debility marked, your reset
is 0.
To learn more about debilities, see page 36.
To start, set your current momentum to +2, your max momentum
to +10, and your momentum reset to +2.
VOWS
When you Swear an Iron Vow ( page 98 ), you give it a rank (troublesome,
dangerous, formidable, extreme, or epic), and record it on your character
sheet. Y ou then use a vow progress track to mark when you Reach a Milestone
(page 100).
Y ou should start your first session with two vows: A long term goal
(your background vow) and an immediate situation which must
be dealt with (your inciting incident). Y ou’ll find quest starters
in chapter 4 - ‘Y our World’ ( page 111 ) and chapter 5 - ‘Foes and
Encounters’ (page 133).
To learn more about your starting vows, see page 195.
35
IRONSWORN

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BONDS
As you build relationships and complete quests in the service of others, you
create bonds by making the Forge a Bond move (page 74).
Bonds provide narrative texture to your world by fleshing out other
characters and communities. They give you places to return to, and people
to reconnect with, when your life as Ironsworn has taken its toll. Bonds also
provide mechanical benefits when you act within a community or interact
with someone with whom you share a bond. For example, the Sojourn move
(page 71) gives you a bonus to your action roll if you have a bond with that
community.
The bonds progress track on your character sheet represents the connections
you have made. When you successfully Forge a Bond, you mark progress (one
tick). When your time as Ironsworn is done, you Write Your Epilogue (page
77). When you make that move, you tally the number of filled boxes on
your bonds progress track as your progress score. See page 14 to learn more
about progress tracks and progress moves.
Y ou should start your first session with up to three background
bonds. Make a note of the people or communities you share bonds
with, and mark up to three ticks on your bond progress track. To
learn more about your first session and your starting bonds, see
page 193.
DEBILITIES
As you suffer hardships and setbacks in your quests, you may need to mark
debilities as a result of moves or narrative events. Moves will tell you which
debility to mark, or give you a choice. Debilities represent temporary, longterm, and permanent disadvantages. Some can be easily cleared through an
appropriate move. Others will forever become a part of your character.
Debilities should have a narrative impact on how you envision your character’s
actions and how others react to you. They also have a mechanical impact by
reducing your momentum track.
• Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of
+2.
• If you have more than one marked debility, your momentum reset is 0.
CHAPTER 2 | Y OuR CHARACTER36

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CONDITIONS
• Wounded may be marked when you are at 0 health and fail to Endure
Harm ( page 91 ). Y ou are severely injured and need treatment to
recover.
• Shaken may be marked when you are at 0 spirit and fail to Endure Stress
(page 95 ). Y ou are despairing or distraught, and need comfort to
recover.
• Unprepared is marked when you are at 0 supply and are Out of Supply
(page 97 ). Y ou and your allies share the same supply value, and will
mark unprepared together.
• Encumbered is marked as appropriate to the circumstances when you
are carrying excessive or cumbersome weight.
As with all debilities, conditions impact your max momentum and momentum
reset. In addition, if you are wounded, shaken, or unprepared, you cannot
increase the associated track.
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
If a move gives you an opportunity to raise your health, spirit, or supply while
the associated condition is marked, you can’t take that option. Y ou must clear
the condition before improving the related status track.
Wounded, shaken, and unprepared can be cleared when you succeed on
appropriate moves. For example, scoring a hit on the Heal move ( page 63)
can clear the wounded condition. The shaken and unprepared conditions
can generally only be cleared as you find fellowship and gather provisions
in a community through the Sojourn move ( page 71 ). Once you clear a
condition, you restore your max momentum and momentum reset, and you
can once again increase the associated track through moves.
Unlike other conditions, encumbered is not specifically triggered or
resolved by a move. Instead, it should be marked when appropriate to the
circumstances. For example, you would mark encumbered if you are carrying
an unconscious ally to safety in a perilous situation. Encumbered can also be
triggered by the Ironclad asset, which allows you to gain an advantage for
heavy armor in exchange for marking the condition. Encumbered is cleared
when you lighten your load.
37
IRONSWORN

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BANES
• Maimed may be marked when you are at 0 health and fail to Endure
Harm (page 91). Y ou have suffered a wound which causes you ongoing
physical challenges, such as the loss of an eye or hand. Or, you bear
horrific scars which serve as a constant reminder of your failures.
• Corrupted may be marked when you are at 0 spirit and fail to Endure
Stress (page 95 ). Y our experiences have left you emotionally scarred.
Y ou are at the threshold of losing yourself to darkness.
Banes are permanent. They forever impact your character through the
momentum penalty and—more importantly—through the narrative impact
of being maimed or corrupted. Y ou should factor this debility into how you
perform moves and how you interact with the world. Y ou may have physical
or emotional limitations you must cope with. Y our outlook may change. Y our
goals and methods may change. How others behave toward you may change.
If you are maimed, envision the injury and make note of it. Consider how this
impacts your approach when facing physical challenges, and weave it into
your roleplaying and the narrative of your moves.
When you are corrupted, envision how this impacts your personality and
motivations. Y ou might struggle with a new compulsion, quirk, or fear. Y ou
might even bear a physical, supernatural sign of the corruption. If so, what is
it?
BURDENS
• Cursed is marked when you Face Death ( page 93 ) and return with a
soul-bound quest. This burden can only be cleared by completing the
quest.
• Tormented is marked when you Face Desolation ( page 96 ) and
undertake a quest to prevent a dire future.
Burdens are a result of life-changing experiences that leave you bound to
quests. Clearing a burden can only be accomplished by resolving the quest.
When you are cursed or tormented, you should consider the physical or
emotional manifestations of these conditions. Y ou have walked the lands
beyond death or suffered visions of your greatest fears. What signs do you
bear? How do these experiences affect your relationships?
When you create your character, all debilities should be unmarked.
CHAPTER 2 | Y OuR CHARACTER38

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ASSETS
Assets represent your background, skills, and traits. They give you additional
options and bonuses when making a move—or sometimes act as their own
self-contained moves.
Assets provide both mechanical and narrative benefits. For example, if you
are an Herbalist, you gain bonuses to your moves when treating injuries or
sicknesses. Y ou can envision your character identifying plants, diagnosing
rare illnesses, and summoning up obscure facts about herbal remedies. Even
when you aren’t making moves, your role colors the interests and manner of
your character. Also, your expertise might offer story possibilities and new
quests as you interact with others in need of your services.
Ironsworn assets are formatted as printable cards, available for download
at ironswornrpg.com. Put them alongside your character sheet for easy
reference. Each asset card includes three abilities.
ASSET TYPES
There are four types of assets: Companions, paths, combat talents , and
rituals. Y ou can mix-and-match assets as you like—whatever fits your vision
for your character and their experiences and goals.
COMP ANIONS
Companions are your NPC
helpers. When you acquire
a companion, give them a
name and envision their
appearance and personality.
If they don’t have a starting
ability, choose one.
Upgrading a companion
enables additional abilities.
Companions utilize a
health track and may suffer
harm as a result of one of
your moves. When your
companion takes damage,
make the Companion
Endure Harm move (page
94) to determine the
outcome. See page 43 to
learn more.
COMPANION
HAWK
Name:
Y our hawk can aid you when it is aloft.
{ Far-seeing: When you Undertake
a Journey, or when you Resupply by
hunting for small game, add +1.
{ Fierce: When you Secure an Advantage
+edge using your hawk to harass and
distract your foes, add +1 and take +1
momentum on a hit.
{ Vigilant: When you Face Danger
+wits to detect an approaching threat,
or when you Enter the Fray +wits
against an ambush, add +2.
0 +1 +2 +3
39
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[Source: Ironsworn Core Rulebook --- PDF page 50]{.small}

COMBAT TALENTS
Ironsworn characters are
assumed to be skilled
fighters. Even without a
combat talent, you can
wield weapons and perform
combat moves (page 78).
A combat talent reflects a
particular area of expertise,
and gives you additional
options and bonuses.
Combat talent assets
typically require you to
wield a specific weapon, as
noted in the asset text. For
example, if you are a ShieldBearer and don’t have a
shield at the ready, you can’t
use the asset’s abilities.
P ATHS
Paths represent your
background, interests,
training, and skills. They
provide mechanical and
narrative advantages, but
also reflect who you are
and how you interact with
the world. For example,
a Ritualist would likely
have a different outlook
than a Veteran. Choosing
both those paths can
reflect an evolution of your
character or an interesting
background.
PATH
STORYWEA VER
 When you Secure an Advantage,
Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem,
or tale, envision the story you tell.
Then, add +1 and take +1 momentum
on a hit.
{ When you Make Camp and choose the
option to relax, you may share a story
with your allies or compose a new
story if alone. If you do, envision the
story you tell and take +1 spirit or +1
momentum. Any allies who choose to
relax in your company may also take
+1 spirit or +1 momentum.
{ When you Sojourn within a
community with which you share a
bond, add +2 (instead of +1).
COMBAT TALENT
SHIELD-BEARER
If you wield a shield...
 When you Face Danger using your
shield as cover, add +1. When you
Clash in close quarters, take +1
momentum on a strong hit.
{ When you bear a shield painted
with a meaningful symbol, and you
Endure Stress as you face off against
a fearsome foe, add +1 and take +1
momentum on a hit.
{ When forced to Endure Harm in a
fight, you may instead sacrifice your
shield and ignore all harm. If you do,
your shield is destroyed or will require
extensive repair; suffer -2 momentum.
CHAPTER 2 | Y OuR CHARACTER40

[Source: Ironsworn Core Rulebook --- PDF page 51]{.small}

RITUALS
Magic in Ironsworn is cast
through rituals which help
support your actions or act
as unique moves. Like all
assets, rituals can be selected
as you gain experience and
can be upgraded over time to
make them more flexible or
powerful.
All rituals utilize a move as
their default marked ability.
Y ou must make this move
and the associated action
roll to trigger the effect. Any
secondary abilities you gain
by upgrading the asset are
dependent on performing
the ritual described as the
default ability.
ACQUIRING ASSETS
Y ou may select three assets when you create your character. Additional assets
can be acquired with experience points when you Advance (page 103).
Some assets can only be obtained after you have fulfilled narrative or
mechanical requirements. This is in addition to the experience point cost.
The text of the assets will outline the requirements. For example:
• Banner-Sworn requires that you have marked a bond with a leader or
faction. If you have an appropriate background bond, or have made the
Forge a Bond move with a leader or faction, you may add the asset.
• Battle-Scarred requires that you are maimed ( page 38 ). If you have
marked the debility, you may add the asset.
• Ritualist requires that you Fulfill Your Vow in service to an elder mystic,
and Forge a Bond to train with them. Once you’ve done that, you may add
the asset.
For assets without a requirement, you should consider the narrative
justification when you add it to your character. What have you done to gain
these abilities? How have your goals changed to support this new focus? Make
your selection meaningful in the context of your story.
RITUAL
COMMUNION
 When you surround the remains
of a recently deceased intelligent
creature with lit candles, and summon
its spirit, roll +heart. Add +1 if you
share a bond. On a strong hit, the
spirit appears and you may converse
for a few minutes. Make moves as
appropriate (add +1). On a weak hit,
as above, but the spirit also delivers
troubling news unrelated to your
purpose. Envision what it tells you
(Ask the Oracle if unsure) and Endure
Stress (1 stress).
{ As above, and you may also commune
with the long-dead.
{ When you perform this ritual, add +1
and take +1 momentum on a hit.
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UPGRADING ASSETS
When you spend experience ( page 44 ) to upgrade an asset, you fill in the
dot on your asset card to show you’ve acquired the ability. All assets include
three abilities. The first will probably be filled in when you purchase the asset.
If not, you get to choose one of the three abilities to start.
Upgrading an asset costs 2 experience. Abilities may be selected in any order.
Y ou don’t have to activate the second ability to upgrade the third one.
ASSET ABILITIES
Assets provide one or more functions.
• They provide bonuses (adds) for specific moves.
• They allow you to alter the outcome of a move by rerolling dice.
• They provide improved outcomes for successful moves, such as taking
+1 momentum on a hit.
• They give you an option to exchange one resource for another, such as
trading momentum for inflicting additional harm.
• They allow you to use moves in unusual circumstances , such as using
the Scrying ritual to Gather Information remotely.
• They allow you to use a different stat instead of the one normally
required by a move.
• They provide unique self-contained moves.
• They add narrative detail and create situations where you can reveal
more about your character or your world.
Follow the directions on the asset to apply its abilities to your current situation.
ABILITY REQUIREMENTS
Narrative circumstances and the outcome of failed moves may force you into
situations where you can’t leverage a key asset, making your adventure more
challenging and dramatic.
For example, if you don’t have a animal pelt, you can’t perform the Bind ritual.
If you Undertake a Journey without your Horse companion, you won’t gain
the bonus. If you are an Archer who’s run out of arrows, you’ll have to try
something else. Before you make a move using an asset, take a moment to
ensure you are properly positioned and equipped to use those abilities.
CHAPTER 2 | Y OuR CHARACTER42

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USING COMPANION ABILITIES
If you have a companion, leveraging their abilities is an option, not a
requirement. Through the fiction, you can interact with your companion and
have them perform tasks or assist you without using one of the asset abilities.
For example, a Horse companion can put you in position to travel at speed or
get away from danger.
When you leverage a companion’s ability, you are inherently putting them
at risk. If you roll a 1 on your action die when aided by a companion, any
negative outcome of the move should involve your companion. Depending
on the circumstances, they might suffer harm, be put in danger, become
separated from you, or refuse your commands.
INFLICTING HARM ON COMP ANIONS
When a companion suffers physical damage, you make the Companion
Endure Harm move (page 94). When their health is at 0, they are in danger
of being killed. Some moves, such as Sojourn ( page 71 ) and Make Camp
(page 64), offer options for your companion to recover health.
SLAIN COMP ANIONS
If your companion is killed, give yourself 1 experience point for each marked
ability. Then, remove the asset. If you acquire the same type of companion
through the narrative of your quest and journeys, you can rebuy the asset at
the normal cost.
IRONSWORN 43

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FAILING AN ASSET MOVE
For the sake of brevity, moves within an asset do not usually describe the
result of a miss. If an asset offers a self-contained move, and doesn’t provide
a specific consequence for a miss, you can leverage the miss result of the
Face Danger move ( page 60 ): “On a miss, you fail, or your progress is
undermined by a dramatic and costly turn of events. Pay the Price.” In short,
make something negative happen as appropriate to the circumstances.
FAILED RITUALS
Dabbling in the mystic arts is dangerous, and the results can be unpredictable.
If the ritual goes wrong, envision what sort of backlash might be possible, or
Ask the Oracle. Y ou’ll also find a Mystic Backlash table on page 189.
Failing a ritual might also lead to an entirely mundane result. Perhaps you were
ambushed in the midst of the ritual. Or, you waste time (suffer -momentum)
or resources (suffer -supply). Y ou might choose to save any overt supernatural
backlash for special circumstances, such as when you roll a match.
USING ASSET CARDS
Booklets of asset cards are available for download at ironswornrpg.com. Y ou
can print and cut out individual cards, and each is sized for use with standard
3.5x2.5 in (88x63mm) card protectors.
Or, you can purchase decks of preprinted asset cards. Visit ironswornrpg.com
to learn more.
To start, select three assets. Since this is a key aspect of your
character, feel free to choose assets as the first step in character
creation. Y ou can let your assets guide your concept, or vice versa.
EXPERIENCE
When you Fulfill Your Vow (page 101), you gain experience. The amount of
experience is based on the rank of the quest, and ranges from 1 to 5 points.
Mark an ‘X’ on your character sheet for each point you’ve earned.


EXPERIENCE
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When you Advance (page 103), you spend experience to purchase assets or
upgrade an asset. Replace the ‘X’ for each point spent with a filled-in dot.


EXPERIENCE
Per the Advance move, you may:
• Add a new asset by spending 3 experience.
• Upgrade an asset by spending 2 experience.

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To start, your experience is unmarked.
EQUIPMENT
Make note of any important equipment or items you start with. These are
things that might impact the narrative and the moves you make, or provide
texture to your character’s background. They don’t offer mechanical bonuses
unless they are represented by an asset, such as a weapon used in a combat
talent.
Y ou can assume you are equipped for travel and adventure as represented by
your supply track. Don’t worry about managing rations or ammo or other
mundane necessities.
There are no limitations by the rules, but envision your character’s place
in society and consider the availability of resources in your version of the
Ironlands. By default, a fine sword or a set of quality armor is rare, and marks
you as someone of note. It influences how others react to you in the fiction of
your game.
If you want to begin your adventures as a typical Ironlander, envision yourself
outfitted with cheap, mundane gear. A hand-me-down set of quilted armor.
A ratty traveling cloak. A battered wooden shield. A spear and a worn knife.
Improving your lot in life can be part of your narrative journey.
To start, make note of any items which have a narrative impact and
equipment which relates to your assets. Keep it simple.
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BECOMING IRONSWORN
In your first session, envision your current situation. Something has
happened—or is about to happen—which puts you on the path of the
Ironsworn. This is your inciting incident. Make it personal. Give it teeth. It’s
not a situation you can just walk away from. Y ou must set things right.
If you need inspiration for this starting situation, have a look at the prompts
for vows in chapter 4 - ‘Y our World’ ( page 111) and chapter 5 - ‘Foes and
Encounters’ (page 133). Or, you can Ask the Oracle (page 107) and interpret
the meaning of the answer.
To learn more about starting your campaign, see page 193. Then, Swear an
Iron Vow and play to see what happens.
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IRONSWORN 47
CHARACTER CREATION
SUMMARY
Work through the following steps in whatever order you prefer.
Envision your character (page 31).
Choose a name (page 33).
Set your stats by arranging these bonuses across edge, heart, iron,
shadow, and wits in any order: 3, 2, 2, 1, 1 (page 33).
Set your health, spirit, and supply to +5 (page 33).
Set your momentum to +2, your max momentum to +10, and your
momentum reset to +2 (page 35).
Mark up to three background bonds (page 36).
Pick three assets (page 39).
Make note of any important equipment or items (page 45).
Set a background vow, and give it a rank of extreme or epic. Then,
envision your inciting incident and Swear an Iron Vow. For details
on setting up your campaign, see page 193.
1
2
3
4
5
6
7
8
9

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Chapter 3 Moves

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MAKING MOVES
Moves help you decide what happens when you do something risky or
uncertain, and they resolve various fictional and mechanical situations. There
is a move for most common actions and scenes you will portray in Ironsworn.
When you do something or encounter a situation within the scope of a move,
refer to the move and follow its instructions to see what happens.
When a move is referenced within this rulebook or within another move, the
move’s name will be italicized. When you see italicized text, it’s your prompt
to make that move.
The Ironsworn moves are also available as a printable reference at
ironswornrpg.com. Refer to that handout during your session, and come back
to this chapter when you need guidance or want more detail.
MOVE OUTCOMES
Most moves use an action roll ( page 8 ) to resolve the outcome. Roll your
action die and challenge dice, add the relevant stat to your action die along
with any adds provided by the move or your assets, and check the result.
• Strong hit: When your action score is greater than both of the challenge
dice, you succeed at what you are trying to do. Take any benefits as
defined by the move. Y ou 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. Y ou’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). Y ou’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.
Y ou’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.
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BEST PRACTICES FOR MOVES
FICTION FIRST, THEN MOVE
What are you trying to do? How are you doing it? What complications might
you face? Envision it. If you’re playing co-op or guided, talk it out. If—
after thinking through the fiction—you decide you are doing something or
encountering a situation that falls under a move, make the move.
Depending on the scale of the current action, you might be visualizing a
montage of days (a journey, for example) or the passing of a mere second (an
intense fight). Always think from the standpoint of the fiction—even if it’s
obvious what move you’ll make. Then, translate the fiction into the mechanics
of a move, and back to the fiction again as you play out the result.
To learn more about how fiction and mechanics interact, see page 203.
NOT EVERYTHING IS A MOVE
Don’t let your session jump from move to move without any roleplay,
worldbuilding, or storytelling. If you’re doing something safe and certain, it’s
probably not a move. If you’ d rather gloss over something, do it.
Many moves offer a potential benefit and cost, and it’s ultimately your
decision whether to risk the move to gain the reward. If you happen across a
community in your travels, and decide to roleplay some low-key interactions
with the locals, that’s not necessarily a move. However, if you are wounded
and low on supplies, Sojourn (page 71) gives you an opportunity to recover.
Moves are also used as a pacing mechanism. Moves leading immediately to
other moves make the situation feel more intense and dangerous.
MAKE MOVES MATTER
Let your moves flow organically out of the narrative. Don’t make moves purely
for a mechanical benefit without some support in the fiction. Don’t repeat a
move trying to get your desired outcome. A move, hit or miss, should always
result in a change to the current situation.
For example, you are trying to Compel (page 69) a clan leader to agree to an
alliance. Y ou roleplay how you attempt to reason with them. Then, you make
the roll, and fail. They refused. Why? What else do you learn or what do they
do to make your situation more complex or dangerous? Whatever happens,
something happens. Y ou shouldn’t try to Compel them again unless you bring
a new approach or leverage to bear.
However, there will be times when you make a move multiple times in
sequence. In combat, you’ll often Strike ( page 79 ) or Clash ( page 80 ) with
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consecutive rolls. When you Undertake a Journey (page 65), you may make
the roll several times to gain progress. That’s fine as long as the rolls don’t get
too mechanical. Break up the flow of play with other actions, narrative beats,
and events that cause you to rethink your approach. When in doubt, follow
this guideline: If you’ve made the same move three times in a row, switch
things up. Make something happen.
MAKING GROUP MOVES
When you are adventuring with allies (other player characters), you will often
make moves to resolve a challenge for the group. This represents your character
taking the lead in a particular scene. Y ou might serve as the spokesperson as
you Compel an enemy to negotiate a surrender. Or, you might guide your party
through a dense wood as you Undertake a Journey. Unless a move specifically
offers benefits for your allies, any mechanical bonus you gain from a hit is
applied only to the character making the move. For example, if you represent
your group as you Swear an Iron Vow (page 98) and score a strong hit, you
take the mechanical reward (per the move, “take +2 momentum”). Everyone
else benefits from the narrative success.
The exception are moves such as Make Camp and Sojourn, which provide
specific options for your allies to improve their status tracks or clear debilities.
Also, your supply track is shared when you travel together, and any change
(positive or negative) affects everyone in the group.
Allies can contribute to your action by making the Aid Your Ally move (page
76). On a hit, you gain a bonus you can leverage to improve your chance of
success. If more than one ally makes this move, bonuses can be stacked.
When you make a move for your group and face a negative outcome, you
should apply mechanical and narrative costs as appropriate to the current
situation.
MAKING PROGRESS MOVES
There are four progress moves: Reach Your Destination (page 68 ), End the
Fight (page 82), Fulfill Your Vow (page 101), and Write Your Epilogue (page
77). These moves represent your attempt to act decisively and resolve a
challenge or complete a narrative arc. When you make these moves, you won’t
roll your action die and add a stat. Instead, you tally your progress score by
adding +1 for each fully filled progress box. Then, roll your challenge dice,
compare to your progress score, and resolve the move as directed. Y ou cannot
burn momentum when making a progress move, and you are not affected by
negative momentum.
To learn more about progress tracks and progress moves, see page 14.
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EQUIPMENT AND MOVES
Equipment and items can contribute to the fiction of how you make or avoid
a move. What you wear or the items you carry might also affect how you
envision your character. Otherwise, equipment is not especially important. To
learn more about equipment for your character, see page 25 and page 45.
WEAPONS AND ARMOR
In combat, the weapons you wield and armor you wear mainly provide
narrative detail for the scene. When you envision how you fight, take your
equipment into account.
Weapons have implied characteristics. Light axes, knives, or spears can be
thrown. A bow is fired. A sword is a fine weapon balanced for attack and
defense. When you wield a spear, you leverage its reach to hold your opponent
at bay or attack with speed and precision. When you fight with a knife, you
move inside your opponent’s guard and slash and cut. When you hold a shield,
you deflect blows, bash or shove your foe, or even block arrows at range.
Similarly, you can envision yourself relying on armor as you like. Do you wear
crudely stitched hides for protection? Perhaps a fine shirt of mail handed
down from your kin? Do you hide your face within a visored iron helm? How
does your armor affect your combat stance and tactics?
Y ou can lose a weapon, run out of ammo, or see your
armor damaged as a result of a failed move.
This can be represented mechanically
through a loss of momentum. Or,
you might Endure Stress if an item
of sentimental value is destroyed.
Losing access to a weapon also
limits your ability to inflict harm
(1 harm instead of 2—see page
19). Always start with the
fiction. What moves does this
item allow you to make or
avoid? What happens when
you no longer have it?
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If you have a combat talent asset (page 40), your weapon and armor may
provide additional benefit through abilities. As long as you carry the item,
you may use those abilities.
INITIATIVE
Initiative is a special mechanic in combat. It reflects who is in control. When
you have initiative, you make proactive moves and have more options. When
your foe has initiative against you, they are forcing you to react. Initiative
shifts between you and your foes depending on the result of your moves.
Some moves are inherently proactive or offensive and can only be made when
you have initiative. Others are reactive or defensive and are made when your
foe has initiative.
Combat moves ( page 78 ) usually specify when you make the move (with
or without initiative) and whether you take or lose initiative as part of the
outcome. However, you will make moves which aren’t specifically combat
moves to take action or avoid dangers in a fight. To determine whether you
have initiative, follow these guidelines (unless a move tells you otherwise):
• When you score a strong hit, you take or retain initiative.
• When you score a weak hit or miss, you lose initiative.
The ability to take initiative on a strong hit applies even to suffer moves (page
90). For example, if you score a miss when you Clash and your foe inflicts
harm, you can still take back initiative with a strong hit on Endure Harm. This
is your character shrugging off the hit and roaring back into the fight. To learn
more about other moves in combat, see page 85.
NPCs do not make moves. When an NPC has initiative, they take actions in
the fiction of the scene which force you to react. When you have initiative,
you are in control and taking proactive actions to achieve your objectives.
INITIATIVE AND ALLIES
When you are playing with allies (other player characters), you each track
your own initiative based on the outcome of your moves. Y ou can shift the
focus between characters and make moves as appropriate to the situation. A
character with initiative makes proactive moves to inflict harm or setup an
advantage. A character without initiative defends against attacks or tries to
get back into the fight.
Keep in mind that initiative doesn’t represent who goes next. Talk out what
happens as if moving a virtual camera around your imagined scene. Bring
the chaos of a melee to life. Use a dramatic moment to jump to a different
character and leave everyone in suspense. Keep things moving to give
everyone a chance in the spotlight.
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EXAMPLE: INITIATIVE IN ACTION
Ash and Tayla are playing Ironsworn in co-op mode without a GM.
They are helping defend a village against a raider attack. They come
across two raiders in the longhouse.
Both of them make the Enter the Fray move ( page 78 ). This is
the move that triggers combat. Per the description of this move, the
situation and their intent determines what stat to use for the roll. The
raiders aren’t aware of them yet, and Ash wants to use this to their
advantage and get a shot or two off with his bow. He’ll roll +shadow.
Tayla, meanwhile, is eager to wade into the fight. She rolls with +heart,
caution be damned.
Ash rolls a strong hit, and gains initiative. Tayla rolls a weak hit.
They think for a moment about how to manage the initial focus of
the fight. Ash suggests, “Tayla, you are charging into battle, but these
raiders are no greenhorns. They react quickly, readying their weapons,
and one of them lunges with a spear. ”
This narration shows that Tayla does not have control of the situation.
She’ll have to react to the raider and try to gain back initiative.
However, Tayla wants to put the focus on Ash, who has initiative. This
gives him an opportunity to intercede in the trouble Tayla is about to
face.
“Y ou’ve got a second before I’m in the thick of it, ” Tayla tells Ash. “What
do you do?”
“Quick as I can, nock an arrow, pull back, and send it flying towards the
guy with the spear. That’s a Strike.”
Ash rolls +edge for the Strike (page 79 ), and scores a weak hit. He
can mark progress against the raider, but he has lost initiative.
“I was just a bit slow with that arrow shot, ” Ash says. “Let’s inflict harm
for it in a second. First, though, the raider thrusts the spear at you.
What do you do?”
Ash and Tayla are essentially rewinding time for dramatic effect. The
result of Ash’s move, the arrow shot, hasn’t occurred in the fiction yet.
They’ll use this as a technique to resolve the weak hit and give the
raider an opportunity to act before getting hit with an arrow.
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“I’m going to try to evade the attack and get inside his guard, ” Tayla
says.
“Clash?” Ash asks. This move ( page 80 ) lets Tayla to try to inflict
harm on her foe.
“No. I just want to defend. ”
“Sounds like Face Danger then. Roll for it. ”
Tayla makes the Face Danger move (page 60). She gets a strong hit,
and now has initiative.
“He thrusts with his spear, ” Tayla says, describing the outcome of
her move, “but I knock it aside with my shield. I’m inside his guard,
bringing back my sword for a swing... ”
“ And at that moment, ” Ash says, “thwack! An arrow slices right past
you and into the guy’s shoulder. He reels. ”
“Nice, ” Tayla tells Ash. “Y ou probably don’t have another clear shot
now that I’m mixing it up with them. What do you do?”
“I’ll drop the bow, draw my axe, and join the fight. ”
Ash doesn’t have initiative, so the fiction needs to show him not in
control of the situation. “ As I move forward, ” he adds, “the raider on
the left suddenly charges at me. ”
“Let’s see what happens with me first, ” Tayla says.
“Sure. Y ou’re inside his guard. He’s reeling from that arrow shot. What
do you do?”
Tayla pantomimes a sword swing. “Right across his neck. Strike.”
Tayla makes the roll. Another strong hit. She marks the harm as
progress against the raider. He’s at ten progress.
“I’ll try to End the Fight, ” Tayla says, triggering the move that determines
whether she’s defeated this raider (page 82).
She makes the roll. A strong hit. The raider is out of this battle.
“Meanwhile, ” Tayla says, “you’ve got the other one bearing down on
you. They’re holding their shield out like a battering ram. What do
you do?”
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MOVE GLOSSARY
There are several common phrases, terms, and prompts you’ll see as part of
moves and assets. They are summarized here (in alphabetical order).
“ ADD +X”
Add this number to your action die. This is in addition to any other bonuses
you otherwise receive, such as your stat. Y our action die + your stat + adds is
your final action score. See page 8 for details.
“ ALLIES / ALLY”
An ally (page 25) is a character controlled by another player.
“ ASK THE ORACLE”
When you seek inspiration to decide the outcome of a move, resolve what
happens next, or get details about your world, you can Ask the Oracle (page
107). This move lets you ask questions to get a yes/no result or use random
prompts for brainstorming. When you are playing with a GM, they are the
oracle. Ask them what happens, or talk it out.
“COMP ANION”
A companion (page 25) is an NPC asset.
“CHOOSE”
The move will provide a list of options and the number you may select. Y ou
may not select a single option more than once.
“ENDURE HARM (X HARM)”
Make the Endure Harm move ( page 91), reducing your health track by the
indicated amount of harm.
“ENDURE STRESS (X STRESS)”
Make the Endure Stress move ( page 95 ), reducing your spirit track by the
indicated amount of stress.
“IN EXCHANGE FOR”
Adjust the appropriate tracks by the amount indicated in the move. Typically,
you will trade +1 in one track for -1 in another.
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“INFLICT YOUR HARM”
When you inflict your harm ( page 19 ), you mark progress against your
foe. If you are armed with a deadly weapon (such as a sword, axe, spear, or
bow), you inflict 2 harm. If you are unarmed or using an improvised or simple
weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.
“INFLICT +X HARM”
“Inflict +1 Harm” tells you to add 1 harm to your current attack. Some assets
increase your harm in particular circumstances, or a move might give you an
option to increase your harm. Y ou must inflict harm as a result of your move
to gain the bonus. Always add your harm and any bonus harm together, then
apply it to your foe’s progress track.
“ON A HIT” / “IF YOU SCORE A HIT”
Act on these instructions if you score a weak or strong hit on a move (your
move score beats one or both of the challenge dice).
“ON A WEAK HIT” / “IF YOU SCORE A WEAK HIT”
Act on these instructions if your move score is greater than one challenge die,
but less than or equal to the other.
“ON A STRONG HIT” / “IF YOU SCORE A STRONG HIT”
Act on these instructions if your move score is greater than both challenge
dice.
“ON A MISS” / “IF YOU SCORE A MISS”
Act on these instructions if your move score does not beat either of the
challenge dice.
“PAY THE PRICE”
When you roll a miss on a move, you’ll usually see a prompt to Pay the Price.
This move ( page 105 ) helps you resolve the outcome of failure. If you’re
playing without a GM, you make the most obvious or interesting bad outcome
happen based on the current circumstances, roll on the Pay the Price table to
see what happens, or Ask the Oracle (page 107). If you’re playing with a GM,
they can decide what happens, ask you to roll on the table, or talk it with the
group.
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“PROGRESS MOVE”
This is a special type of move to resolve the outcome of a goal or challenge.
When you make a progress move, tally the number of filled boxes on your
progress track as your progress score. Only add fully filled boxes (those with
four ticks). Then, roll your challenge dice, compare to your progress score,
and resolve a strong hit, weak hit, or miss as normal. Y ou may not burn
momentum on this roll, and you are not affected by negative momentum.
To learn more about progress tracks and progress moves, see page 14.
“REROLL ANY DICE”
After you roll your move, you may pick up and reroll your choice of any dice,
including either or both of the challenge dice and your action die. Set aside
the dice you intend to keep. Y ou may only reroll once, using a single throw
for all dice you choose to reroll. Choose carefully, because the new result for
all dice must stand.
“ROLL +[STAT]”
Add the value of the indicated stat to your action die. This is the basic action
roll ( page 8 ). Most moves indicate the stat you should use, such as “roll
+iron” . If it doesn’t, or gives you a choice, use the most appropriate stat.
“SUFFER -X”
Subtract this number from the indicated track. For example, “Suffer -1 supply”
tells you to subtract 1 from your supply track. If a specific amount is open to
interpretation, reduce the track as appropriate to the challenge faced.
Rank Amount
Troublesome -1
Dangerous -2
Formidable -3
Extreme -4
Epic -5
When you are fighting a foe, they inflict harm and stress based on their rank.
For example, a formidable foe inflicts 3 harm or stress.
When in doubt about the amount you suffer, just assume it is a dangerous
result and adjust the associated track by -2.
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“TAKE +X”
Add this number to the indicated track. For example, “Take +2 momentum”
tells you to add 2 to your current momentum track.
Some assets may offer additional bonuses. Unless stated otherwise, this bonus
is added to anything else you gain as a result of your move. If you take +2
momentum as part of a move, and you are using an asset which gives you +1
momentum on the same move, you take +3 momentum total.
“WHEN YOU… ”
This is the move trigger. When you do this thing, or encounter this situation,
make the move. Only you, the character, makes moves. Y ou or the GM don’t
use moves for non-player characters or creatures. If you’re just checking to
see if something happens or how someone acts, you can Ask the Oracle (page
105).
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ADVENTURE MOVES
Adventure moves are used as you travel the Ironlands, investigate situations,
and deal with threats.
FACE DANGER
When you attempt something risky or react to an imminent threat,
envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance:
Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but face a troublesome cost. Choose one.
• Y ou are delayed, lose advantage, or face a new danger: Suffer -1
momentum.
• Y ou are tired or hurt: Endure Harm (1 harm).
• Y ou are dispirited or afraid: Endure Stress (1 stress).
• Y ou sacrifice resources: Suffer -1 supply.
On a miss, you fail, or your progress is undermined by a dramatic
and costly turn of events. Pay the Price.
The Face Danger move is a catch-all for risky, dramatic, or complex actions
not covered by another move. If you’re trying to overcome an obstacle or
resist a threat, make this move to see what happens. Y ou select which stat to
roll based on how you address the challenge.
A strong hit means you succeed. Y ou are in control. What do you do next?
A weak hit means you overcome the obstacle or avoid the threat, but not
without cost. Choose an option and envision what happens next. Y ou don’t
have complete control. Consider how the situation might escalate, perhaps
forcing you to react with another move.
A miss means you are thwarted in your action, fail to oppose the threat, or
make some progress but at great cost. Y ou must Pay the Price.
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SECURE AN ADV ANTAGE
When you assess a situation, make preparations, or attempt to
gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance:
Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
On a strong hit, you gain advantage. Choose one.
• Take control: Make another move now (not a progress move);
when you do, add +1.
• Prepare to act: Take +2 momentum.
On a weak hit, your advantage is short-lived. Take +1 momentum.
On a miss, you fail or your assumptions betray you. Pay the Price.
The structure of Secure an Advantage is similar to Face Danger. Y ou envision
your action and roll + your most relevant stat. This move, however, is proactive
rather than reactive. Y ou’re evaluating the situation or strengthening your
position.
This move gives you an opportunity to build your momentum or improve
your chance of success on a subsequent move. It’s a good move to make if
you want to take a moment to size up the situation, or if you’re acting to gain
control. It will often encompass a moment in time—such as shoving your
foe with your shield to setup an attack. Or, it can represent preparation or
evaluation spanning minutes, hours, or even days, depending on the narrative
circumstances.
A strong hit means you’ve identified an opportunity or gained the upper
hand. Y ou knocked your enemy down. Y ou moved into position for an arrow
shot. Y ou built your trap. Y ou scouted the best path through the mountains.
Now it’s time to build on your success.
A weak hit means your action has helped, but your advantage is fleeting or
a new danger or complication is revealed. Y ou pushed, and the world pushes
back. What happens next?
A miss means your attempt to gain advantage has backfired. Y ou acted too
slowly, presumed too much, or were outwitted or outmatched. Pay the Price.
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GATHER INFORMATION
When you search an area, ask questions, conduct an investigation,
or follow a track, roll +wits. If you act within a community or ask
questions of a person with whom you share a bond, add +1.
On a strong hit, you discover something helpful and specific. The
path you must follow or action you must take to make progress is
made clear. Envision what you learn (Ask the Oracle if unsure), and
take +2 momentum.
On a weak hit, the information complicates your quest or introduces
a new danger. Envision what you discover (Ask the Oracle if unsure),
and take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an
unwelcome truth that undermines your quest. Pay the Price.
Use this move when you’re not sure of your next steps, when the trail has gone
cold, when you make a careful search, or when you do fact-finding.
There’s some overlap with other moves using +wits and involving knowledge,
but each has their purpose. When you’re forced to react with awareness or
insight to deal with an immediate threat, that’s Face Danger. When you size
up your options or leverage your expertise and prepare to make a move, that’s
Secure an Advantage . When you’re spending time searching, investigating,
asking questions—especially related to a quest—that’s when you Gather
Information. Use whichever move is most appropriate to the circumstances
and your intent.
A strong hit means you gain valuable new information. Y ou know what you
need to do next. Envision what you learn, or Ask the Oracle.
With a weak hit, you’ve learned something that makes your quest more
complicated or dangerous. Y ou know more about the situation, but it’s
unwelcome news. To move forward, you need to overcome new obstacles and
see where the clues leads.
On a miss, some event or person acts against you, a dangerous new threat is
revealed, or you learn of something which contradicts previous information
or severely complicates your quest.
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HEAL
When you treat an injury or ailment, roll +wits. If you are mending
your own wounds, roll +wits or +iron, whichever is lower.
On a strong hit, your care is helpful. If you (or the ally under your
care) have the wounded condition, you may clear it. Then, take or
give up to +2 health.
On a weak hit, as above, but you must suffer -1 supply or -1
momentum (your choice).
On a miss, your aid is ineffective. Pay the Price.
When you tend to physical damage or sickness—for yourself, an ally, or
an NPC—make this move. Healing might be represented by staunching
bleeding, binding wounds, applying salves, or using herbs to brew a tonic. In
the Ironlands, healing is not overtly magical, but some folk know how to treat
even the most dire of injuries and illnesses.
Healing takes time. A few minutes for a quick treatment to get someone on
their feet. Hours or perhaps days for more severe injuries. Use what seems
appropriate to the circumstances, and consider how this downtime affects
your quests and other things going on in your world.
A miss can mean you’ve caused harm rather than helping, or some perilous
event interrupts your care.
NPCs who are not companions do not have a health track. When you attempt
to Heal them, make this move and apply the result through the fiction. They
will improve, or not, as appropriate to the move’s outcome.
RESUPPL Y
When you hunt, forage, or scavenge, roll +wits.
On a strong hit, you bolster your resources. Take +2 supply.
On a weak hit, take up to +2 supply, but suffer -1 momentum for
each.
On a miss, you find nothing helpful. Pay the Price.
When you’re in the field and need to bolster your supply track, make this
move. Fictionally, this represents hunting and gathering. Y ou might also
search an area where supplies might be found, such as an abandoned camp
or field of battle.
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If you’re adventuring with allies, you share the same supply value. When one
of you makes this move, each of you adjust your supply track.
If you have the unprepared condition marked, you can’t resupply. Instead, you
need to find help in a community when you Sojourn.
MAKE CAMP
When you rest and recover for several hours in the wild, roll
+supply.
On a strong hit, you and your allies may each choose two. On a weak
hit, choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any
companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a
Journey.
On a miss, you take no comfort. Pay the Price.
Making camp can be a purely narrative activity and can be abstracted or
roleplayed as you like. However, if you need to recover from the struggle of
your adventures while traveling through the wilds, make this move.
Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This
represents your access to provisions and gear. Huddling in your cloak on the
cold ground is a different experience than a warm fire, good food, and a dry
tent.
On a strong hit, choose two from the list. Y ou may not select a single option
more than once. On a weak hit, choose one. If you recuperate or partake,
you can also apply those benefits to your companions (NPC assets—see page
39).
If you are traveling with allies, only one of you makes this roll for the group.
Each of you may then choose your own benefits on a strong or weak hit.
On a miss, you gain no benefits of your downtime. Perhaps you suffered
troubling dreams (Endure Stress). Poor weather may have left you weary and
cold (Endure Harm). Or, you were attacked. If in doubt, roll on the Pay the
Price table or Ask the Oracle for inspiration. Depending on what you envision,
you can play to see what happens, or jump to the next day as you continue on
your journey the worse for wear.
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UNDERTAKE A JOURNEY
When you travel across hazardous or unfamiliar lands, first set the
rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting
off from a community with which you share a bond, add +1 to your
initial roll.
On a strong hit, you reach a waypoint. If the waypoint is unknown to
you, envision it (Ask the Oracle if unsure). Then, choose one.
• Y ou make good use of your resources: Mark progress.
• Y ou move at speed: Mark progress and take +1 momentum, but
suffer -1 supply.
On a weak hit, you reach a waypoint and mark progress, but suffer -1
supply.
On a miss, you are waylaid by a perilous event. Pay the Price.
This is Ironsworn’s travel move. When you set off or push on toward a
destination, make this move.
First, give your journey a rank. Decide how far—and how hazardous—it is
based on the established fiction. If you’re unsure, Ask the Oracle . Most of
your journeys should be troublesome or dangerous. Formidable or extreme
journeys might require weeks within your narrative, with appropriate stops,
side quests, and adventures along the way. An epic journey is one of months,
or even years. It is the journey of a lifetime.
If the journey is mundane—a relatively short distance through safe territory,
—don’t make this move. Just narrate the trip and jump to what happens or
what you do when you arrive.
ALONG FOR THE RIDE?
If you are part of a caravan or party of NPCs, and aren’t an active participant
in the planning or execution of the journey, you won’t make this move or
track progress. The journey will be resolved in the fiction. Y ou can Ask the
Oracle to determine what happens en route or when you arrive.
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ALLIES AND JOURNEYS
If you are traveling with allies, one of you makes the Undertake a Journey
roll for each segment, and you share a progress track. The responsibility for
leading the journey can switch from segment to segment as you like.
Y our fellow travelers can assist by making the Aid Your Ally move. Perhaps
they are scouting ahead or sustaining you with a lively song. They can also
Resupply to represent foraging or hunting for supplies en route. Everyone
should offer narrative color for what they do and see on the journey, even if
they are not making moves.
Only the character making the move takes the momentum bonus on a strong
hit. But, because your supply track is shared, each of you mark -1 supply when
the acting character makes that choice on a strong hit or when they suffer a
weak hit.
W AYPOINTS
If you score a strong or weak hit on this move, you reach a waypoint. A
waypoint is a feature of the landscape, a settlement, or a point-of-interest.
Depending on the information you have or whether you have traveled this
area before, a specific waypoint may be known to you. If it isn’t, envision what
you find. If you need inspiration, Ask the Oracle.
Y ou will find random tables for waypoint features on page 176, but do not
rely too heavily on these generators. Seek inspiration from your fiction and
the landscape you envision around you. If it’s interesting, wondrous, or creates
new opportunities for drama and adventure, bring it to life.
Depending on the pace of your story and your current situation, you
may choose to focus on this waypoint. A settlement can offer roleplay
opportunities or provide a chance to recuperate and provision via the Sojourn
move. In the wilds, you might make moves such as Make Camp, Resupply, or
Secure an Advantage. Or, you can play out a scene not involving moves as you
interact with your allies or the world. Mix it up. Some waypoints will pass as
a cinematic montage (doubtlessly depicted in a soaring helicopter shot as you
trudge over jagged hills). Other waypoints offer opportunities to zoom in,
enriching your story and your world.
When you roll a match ( page 9 ), take the opportunity to introduce
something unexpected. This could be an encounter, a surprising or dramatic
feature of the landscape, or a turn of events in your current quest.
MARKING PROGRESS
When you score a hit and reach a waypoint, you mark progress per the rank
of the journey. For example, on a dangerous journey you mark 2 progress
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(filling two boxes on your progress track) for each waypoint. When you feel
you have accumulated enough progress and are ready to make a final push
towards your destination, make the Reach Your Destination move. For more
on progress tracks and progress moves, see page 14.
TRAVEL TIME
Travel time can largely be abstracted. The time between waypoints might be
hours or days, depending on the terrain and the distance. If it’s important,
make a judgment call based on what you know of your journey, or Ask the
Oracle.
MOUNTS AND TRANSPORT
Horses, mules, and transport (such as boats) influence the fiction of your
journey—the logistics of travel and how long it takes. They do not provide a
mechanical benefit unless you have an asset which gives you a bonus (such as
a Horse companion).
MANAGING RESOURCES
Y ou can intersperse Resupply or Make Camp moves during your journey to
manage your health, spirit and supply, or to create new scenes as diversions.
Don’t be concerned with using the Make Camp move as an automatic capstone
to a day of travel. Y ou can be assumed to rest and camp as appropriate without
making the move, and you can roleplay out those scenes or gloss over them
as you like. When you want the mechanical benefit of the Make Camp move,
or you’re interested in playing the move out through the fiction, then do it.
ON A MISS...
Y ou do not mark progress on a miss. Instead, you encounter a new danger. Y ou
might face hazards through the weather, the terrain, encounters with creatures
or people, attacks from your enemies, strange discoveries, or supernatural
events. Decide what happens based on your current circumstances and
surroundings, roll on the Pay the Price table, or Ask the Oracle for inspiration.
Depending on your desired narrative pace, you can then play out the event
to see what happens, or summarize and apply the consequences immediately.
For example, you roll a miss and decide you encounter a broad, wild river
which must be crossed to continue on your journey. If you want to focus on
how you deal with the situation, play to see what happens by making moves.
Y ou might Secure an Advantage by exploring upriver for a ford and then Face
Danger to cross. Or, if want to quickly push the story forward, you could fastforward to a perilous outcome such as losing some provisions during the
crossing (suffer -supply). Mix things up, especially on long journeys.
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REACH YOUR DESTINATION
Progress Move
When your journey comes to an end, roll the challenge dice and
compare to your progress. Momentum is ignored on this roll.
On a strong hit, the situation at your destination favors you. Choose
one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
On a weak hit, you arrive but face an unforeseen hazard or
complication. Envision what you find (Ask the Oracle if unsure).
On a miss, you have gone hopelessly astray, your objective is lost
to you, or you were misled about your destination. If your journey
continues, clear all but one filled progress, and raise the journey’s
rank by one (if not already epic).
When you have made progress on your journey progress track and are ready
to complete your expedition, make this move. Since this is a progress move,
you tally the number of filled boxes on your progress track. This is your
progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit,
weak hit, or miss as normal. Y ou may not burn momentum on this roll, and
you are not affected by negative momentum.
When you score a strong hit, you arrive at your destination and are wellpositioned for success. This should be reflected in the mechanical benefit
offered by the move, but also in how you envision your arrival. If this has been
a long, arduous journey, make this moment feel rewarding.
On a weak hit, something complicates your arrival or your next steps. Things
are not what you expected, or a new danger reveals itself. Perhaps the village
is occupied by a raiding party, or the mystic whose council you sought is
initially hostile to you. Envision what you find and play to see what happens.
On a miss, something has gone horribly wrong. Y ou realize you are off-course,
you had bad information about your destination, or you face a turn of events
undermining your purpose here. Depending on the circumstances, this might
mean your journey ends in failure, or that you must push on while clearing all
but one of your filled progress and raising the journey’s rank.
If you are traveling with allies, one of you makes this move. Each of you
benefit (or suffer) from the narrative outcome of the roll. Only the character
making the move gets the mechanical benefit of a strong hit.
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RELATIONSHIP MOVES
Relationship moves are made as you interact with others in the world, fight
duels, form bonds, support your allies, and determine the ultimate fate of
your character.
COMPEL
When you attempt to persuade someone to do something, envision
your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you
share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow.
On a strong hit, they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information,
make that move now and add +1.
On a weak hit, as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure).
On a miss, they refuse or make a demand which costs you greatly.
Pay the Price.
When you act to persuade someone to do as you ask, or give you something,
make this move. It might be through bargaining, or intimidation, charm,
diplomacy, or trickery. Use the appropriate stat based on your approach, and
roll to see what happens.
This move doesn’t give you free rein to control the actions of other characters
in your world. Remember: Fiction first. Consider their motivations. What is
your leverage over them? What do they stand to gain or avoid? Do you have
an existing relationship? If your argument has no merit, or your threat or
promise carries no weight, you can’t make this move. Y ou can’t intimidate
your way out of a situation where you are at a clear disadvantage. Y ou can’t
barter when you have nothing of value to offer. If you are unsure, Ask the
Oracle, “Would they consider this?” If the answer is yes, make the move.
On the other hand, if their positive response is all but guaranteed—you are
acting obviously in their best interest or offering a trade of fair value—don’t
make this move. Just make it happen. Save the move for times when the
situation is uncertain and dramatic.
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On a weak hit, success is hinged on their counter-proposal. Again, look to
the fiction. What would they want? What would satisfy their concerns or
motivate them to comply? If you accept their offer, you gain ground. If not,
you’ve encountered an obstacle in your quest and need to find another path
forward.
If you promise them something as part of this move, but then fail to do as you
promised, they should respond accordingly. Perhaps it means a rude welcome
when next you return to this community. If they are powerful, they may even
act against you. If you share a bond, you would most certainly Test Your Bond.
Y our actions, good or bad, should have ramifications for your story beyond
the scope of the move.
On a miss, they are insulted, angered, inflexible, see through your lies, or
demand something of you which costs you dearly. Their response should
introduce new dangers or complications.
Compel may also be used to bring combat to a non-violent conclusion. Y our
approach dictates the stat you use—typically +iron when you threaten with
further violence, +heart when you attempt to surrender or reason with them,
and +shadow when you use trickery. Y our foe must have a reason to be open
to your approach. If unsure, Ask the Oracle. To learn more, see page 88.
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SOJOURN
When you spend time in a community seeking assistance, roll
+heart. If you share a bond, add +1.
On strong hit, you and your allies may each choose two from within
the categories below. On a weak hit, choose one. If you share a bond,
choose one more.
On a hit, you and your allies may each focus on one of your chosen
recover actions and roll +heart again. If you share a bond, add +1.
On a strong hit, take +2 more for that action. On a weak hit, take
+1 more. On a miss, it goes badly and you lose all benefits for that
action.
Clear a Condition
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
Recover
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
Provide Aid
• Take a quest: Envision what this community needs, or what
trouble it is facing (Ask the Oracle if unsure). If you chose to
help, Swear an Iron Vow and add +1.
On a miss, you find no help here. Pay the Price.
Communities stand as an oasis within the perilous wilds of the Ironlands.
They are a source of protection, trade, and fellowship. However, there are no
grand cities like those that stood in the Old World. Life here is too harsh.
Resources too few.
When you rest, replenish, and share fellowship within a community, make this
move. Depending on your level of success, you can choose one or more debilities
to clear or tracks to increase. If you share a bond with this community and score
a hit, you may select one more.
Y ou 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
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allies, only one of you makes this move, but all of you can make your own choices
on a strong or weak hit.
Y our Sojourn should require several hours or several days, depending on your
current circumstances and level of aid and recovery required. Make this move
only once when visiting a community, unless the situation changes.
On a hit, this move also includes an option to roll again for one of your selected
recover actions. The second roll either provides a bonus to that activity (on
a hit), or causes you to lose all benefits for your recovery. For example, if you
are suffering from low spirit, you might choose to focus on the consort action,
representing time in the mead hall or intimacy with a lover. Roll +heart again,
and take the bonus if you score a hit.
Y ou should envision what makes this community and its people unique.
Give every community at least one memorable characteristic. If you need
inspiration, Ask the Oracle . Y ou will find creative prompts, along with
generators for community names and troubles in chapter 6 (page 165).
Narratively, you can imagine much of the time in this community passing
as a montage. If you choose to focus on a recovery action, zoom into that
scene and envision what happens. Y ou might be in the healer’s house, at the
market, dancing at a festival, or speaking with the clan leader and making
plans. Envision how this scene begins, make your roll, and then narrate the
conclusion of the scene—good or bad—based on the result of your focus roll.
Y ou can also perform additional moves while in the community. If you need
to Gather Information, Compel someone, or Draw the Circle to resolve a
feud, zoom into those scenes and play to see what happens. Sojourn is an
overarching move that sets the tone for your stay and defines the mechanics
of your recovery. It is not the only move you can make.
On a miss, something goes wrong. Y ou are not welcomed. The citizens are
hostile to you. Y our dark mood alienates you. A perilous event threatens you all.
Envision what happens based on your current circumstances, or Ask the Oracle.
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DRAW THE CIRCLE
When you challenge someone to a formal duel, or accept a
challenge, roll +heart. If you share a bond with this community, add
+1.
On a strong hit, take +1 momentum. Y ou may also choose up to
three boasts and take +1 momentum for each.
On a weak hit, you may choose one boast in exchange for +1
momentum.
• Grant first strike: Y our foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm
is +1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with
death.
On a miss, you begin the duel at a disadvantage. Y our foe has
initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may
make a lawful demand, and your opponent must comply or forfeit
their honor and standing. If you refuse the challenge, surrender, or
are defeated, they make a demand of you.
Ritualized duels are a common way of dealing with disputes among
Ironlanders. When you challenge someone or accept a challenge, you each
trace one-half of the outline of a circle into the ground with the point of an
iron blade. Then, you face each other in the center of the circle and fight.
Y ou 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. Y ou 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.
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FORGE A BOND
When you spend significant time with a person or community,
stand together to face hardships, or make sacrifices for their
cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their
benefit, you may reroll any dice.
On a strong hit, make note of the bond, mark a tick on your bond
progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
On a weak hit, they ask something more of you first. Envision what it
is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark
the bond. If you decline or fail, Pay the Price.
On a miss, you are refused. Pay the Price.
Bonds connect you to the people of the Ironlands. They provide a story benefit
by enriching your interactions and creating connections with a recurring cast
of characters and familiar places. They also provide mechanical benefits by
giving you adds when you make moves such as Sojourn or Compel. And,
perhaps most importantly, your bonds help determine your ultimate fate
when you retire from adventuring and Write Your Epilogue.
Bonds can be created through narrative circumstances or through sworn
vows. If you’ve established a strong relationship with a person or community,
you may Forge a Bond to give it significance. If you make this move after
you successfully Fulfill Your Vow in service to them, you have proven yourself
worthy and may reroll any dice.
When you Forge a Bond and score a strong hit, mark a tick on your bond
progress track (page 36) and make note of your bond.
On a weak hit, they ask more of you. It might be a task, an item, a concession,
or even a vow. Envision what they need, or Ask the Oracle . If you do it, or
Swear an Iron Vow, you can mark the bond.
On a miss, they have refused you. Why? The answer should introduce new
complications or dangers.
BONDS AND THE FICTION
In the fiction of your world, bonds can be ceremonial. If your bond is with a
person, perhaps you trade gifts. When you form a bond with a community,
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they may honor you in their own way. Envision what these ceremonies look
like to add color and texture to the setting.
Also, respect the narrative weight of a bond. Don’t declare a bond with
everyone in sight to add more ticks to your bond progress track. Y our bonds
represent true, deep connections.
BONDS AND ALLIES
If you and your allies act together to Forge a Bond with an NPC or community,
only one of you makes the move. Others can Aid Your Ally to provide support.
If you are successful, each of you may mark a tick on your bond progress
track. Only the character making the move takes the mechanical benefits of a
strong hit (+1 spirit or +2 momentum).
Bonds can also be made between allies. One of you makes the move, and both
of you may mark the bond on a hit. If you score a weak hit, your ally may
decide what they ask of you. On a miss, something still stands between you.
What is it? What must you do to form a deeper connection?
TEST YOUR BOND
When your bond is tested through conflict, betrayal, or
circumstance, roll +heart.
On a strong hit, this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum.
On a weak hit, your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or
Swear an Iron Vow). If you decline or fail, clear the bond and Pay the
Price.
On a miss, or if you have no interest in maintaining this relationship,
clear the bond and Pay the Price.
Bonds are not necessarily everlasting. Events in your story may cause your
bond to be tested. How strong is your commitment? If you seek to maintain
this bond, at what cost? When you are forced to act against a community or
person you share a bond with, fail in a crucial task for them, or they break
faith with you, make this move.
Y ou should Test Your Bond within the community or in the company of the
person with whom you share the bond. If an incident forces this test, but you
aren’t in a position to resolve it, make a note. Then, make this move when you
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next come in contact. If extended time passes without making the test (days,
weeks, or months, depending on the circumstance), clear the bond and be
done with it.
If you and your allies share a bond with an NPC or community, and you act
together to Test Your Bond, only one of you makes this move.
AID YOUR ALL Y
When you Secure an Advantage in direct support of an ally, and
score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have
initiative.
When you take an action to aid an ally (another player’s character) through
the Secure an Advantage move, you can hand over the benefits of that move to
your ally. This represents setting your ally up for success through a supporting
action. Y ou might be distracting a foe in combat, scouting ahead on a journey,
or giving them encouragement as you stand against a dire threat.
If you score a strong hit when you Secure an Advantage, your ally makes the
choice between +2 momentum or making an immediate move with a +1 add.
If you have an asset which gives you any additional benefits on the outcome
of a Secure an Advantage move, your ally also takes those benefits (instead of
you).
In combat, this is a proactive move, made when you have initiative. If you
score a strong hit, you and your ally both take or retain initiative.
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On a weak hit when you Secure an Advantage, your ally takes +1 momentum.
But, this advantage is fleeting or your situation becomes more complicated or
dangerous. If you are in combat, you both lose initiative.
On a miss, one or both of you should Pay the Price as appropriate to the
circumstances and your intent when making the move. If in doubt, Ask the
Oracle. As with a weak hit, you both lose initiative when in combat.
If multiple characters make this move to contribute to an ally action, all Secure
an Advantage bonuses will stack. As long as someone scores a strong hit, the
target character can take or retain initiative.
Don’t ping pong this move back and forth between two characters in an
attempt to build momentum. Envision what you are doing to Aid Your Ally,
make the Secure an Advantage move, resolve it, and hand the reins over to
your ally as they leverage the advantage. Keep it moving. Make things happen.
WRITE YOUR EPILOGUE
Progress Move
When you retire from your life as Ironsworn, envision two things:
What you hope for, and what you fear. Then, roll the challenge dice
and compare to your bonds. Momentum is ignored on this roll.
On a strong hit, things come to pass as you hoped.
On a weak hit, your life takes an unexpected turn, but not necessarily
for the worse. Y ou find yourself spending your days with someone or
in a place you did not foresee. Envision it (Ask the Oracle if unsure).
On a miss, your fears are realized.
Y ou 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. Y ou 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.
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COMBAT MOVES
When there are no other options, when the sword slips free of its sheath, when
the arrow is nocked, when the shield is brought to bear, make these moves.
ENTER THE FRA Y
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without
warning: Roll +shadow.
• Ambushed: Roll +wits.
On a strong hit, take +2 momentum. Y ou have initiative.
On a weak hit, choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative.
On a miss, combat begins with you at a disadvantage. Pay the Price.
Y our foe has initiative.
Make this move when combat is joined. Set up your progress tracks for your
foes and roll to see who is initially in control. Then, play to see what happens.
If you are fighting with allies, each of you make your own move to Enter the
Fray. The outcome determines your initial positioning and readiness. Y ou and
the other players then envision the scene and make moves as appropriate. If
you have initiative, you are positioned to make proactive moves. If not, you
make moves to defend against attacks or get into position. If you and your
allies are fighting against common enemies, you share progress tracks and
mark the harm you each inflict.
If you are fighting a group of troublesome or dangerous foes, you can combine
them into a single progress track. This is called a pack. Managing your
progress against a pack is easier than tracking them as individuals, and will
make combat go a bit faster. For a small pack (about 3 to 5), increase the rank
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by one. For a large pack (about 6 to 10) increase the rank by two. If you are
facing more than 10 troublesome or dangerous foes, group them into smaller
packs and associated progress tracks as appropriate.
For more about the foes you might face in the Ironlands, see page 133.
STRIKE
When you have initiative and attack in close quarters, roll +iron
When you have initiative and attack at range, roll +edge.
On a strong hit, inflict +1 harm. Y ou retain initiative.
On a weak hit, inflict your harm and lose initiative.
On a miss, your attack fails and you must Pay the Price. Y our foe has
initiative.
Make this move when you have initiative and act to inflict harm on your foe.
Narratively, this move might represent a focused moment in time—a single
sweep of your axe or the flight of an arrow. Or, it can depict a flurry of attacks
as you put your opponent on the defensive.
On a strong hit, you strike true. By default you inflict 2 harm if you are armed
with a deadly weapon (such as a sword, axe, spear, or bow), and 1 harm if not.
A strong hit on this move gives you an additional +1 harm (so, 3 harm with
a deadly weapon). Y ou may also have additional bonuses provided by assets.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a
dangerous enemy. See page 134 for more on NPC ranks and inflicting harm.
Narratively, a strong hit represents wounding your enemy or wearing them
down. Y ou have initiative and can make your next move. If this attack was
intended as a decisive blow, you can attempt to End the Fight.
On a weak hit, you’ve done some damage but have overextended or your foe
counters. Y ou mark your harm, and your foe has initiative. What do they do
next?
On a miss, you must Pay the Price. Y our opponent strikes back and you Endure
Harm. Y ou lose position or advantage and suffer -momentum. Y ou face a new
or intensified danger. A companion or ally is put in harm’s way. Y our weapon
is dropped or broken. Let the outcome flow out of the fiction, or roll on the
Pay the Price table to see what happens.
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CLASH
When your foe has initiative and you fight with them in close
quarters, roll +iron. When you exchange a volley at range, or shoot
at an advancing foe, roll +edge.
On a strong hit, inflict your harm and choose one. Y ou have the
initiative.
• Y ou bolster your position: Take +1 momentum.
• Y ou find an opening: Inflict +1 harm.
On a weak hit, inflict your harm, but then Pay the Price. Y our foe has
initiative.
On a miss, you are outmatched and must Pay the Price. Y our foe has
initiative.
When your foe has initiative and attacks, and you choose to fight back, make
this move.
First, envision your action and the fiction of the exchange. Is this a focused,
dramatic moment where you each seek an opening? Or is it a flurry of attacks
and parries, advances and retreats? The outcome of the Clash determines if
your foe presses their advantage, or if you take control of the fight.
On a strong hit, you inflict your harm and steal back initiative. On a weak
hit, you manage to inflict harm, but your foe retains initiative and you must
Pay the Price. The price might be that you Endure Harm as your foe counters.
Or, you may face some other dramatic outcome as appropriate to the current
situation and your foe’s intent.
On a miss, you fail to inflict harm and must Pay the Price. This fight is turning
against you.
As with the Strike move, each point of harm you inflict is marked on your foe’s
progress track, as appropriate to their rank (page 134).
If you aren’t actively fighting back—you’re just trying to avoid the attack or
seeking cover—you should Face Danger instead of Clash. Using that move
gives you more flexibility to bring a favored stat into play, and you suffer
a relatively minor cost on a weak hit. Unfortunately, you also give up the
opportunity to inflict harm on your foe. See page 85 for more about using
Face Danger in a fight.
If you ever respond to an attack by just taking the hit, that’s not a move. The
outcome isn’t in much doubt. Pay the Price.
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TURN THE TIDE
Once per fight, when you risk it all, you may steal initiative from
your foe to make a move (not a progress move). When you do, add
+1 and take +1 momentum on a hit.
If you fail to score a hit on that move, you must suffer a dire outcome.
Pay the Price.
This move represents a last ditch effort to recover control of the fight. It is that
moment when all seems lost, but the hero somehow rallies.
Turn the Tide lets you take initiative and make a move. The move can be
whatever is appropriate under the circumstance—likely Strike or Secure an
Advantage. Roll the move (add +1), and act on the results. If you’ve scored
a hit, you may take an additional +1 momentum. Then, play to see what
happens. Hopefully this bold action is a turning point for the fight.
Here’s the catch: If you score a miss when you make your move, you should
add extra severity to the consequences. Y ou might face additional harm. Y our
weapon is broken. Y our companion is grievously wounded. Consider the
result of your failure and give it teeth. If in doubt, Ask the Oracle.
Narratively, this is a dramatic moment. Focus on it. Envision your character’s
action. Y ou struggle to your feet and raise your sword, your eyes hardening
with determination. Y ou spur your mount into a desperate charge. Y ou grab
your opponent’s blade in your bare hand. Y ou pull the dagger from your boot
and lunge. Or, perhaps you state your name,
lament the killing of your father, and tell
your foe to prepare for death.
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END THE FIGHT
Progress Move
When you make a move to take decisive action, and score a strong
hit, you may resolve the outcome of this fight. If you do, roll the
challenge dice and compare to your progress. Momentum is ignored
on this roll.
On a strong hit, this foe is no longer in the fight. They are killed, out
of action, flee, or surrender as appropriate to the situation and your
intent (Ask the Oracle if unsure).
On a weak hit, as above, but you must also choose one.
• It’s worse than you thought: Endure Harm.
• Y ou are overcome: Endure Stress.
• Y our victory is short-lived: A new danger or foe appears, or an
existing danger worsens.
• Y ou suffer collateral damage: Something of value is lost or
broken, or someone important must pay the cost.
• Y ou’ll pay for it: An objective falls out of reach.
• Others won’t forget: Y ou 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. Y ou may not burn momentum on this roll, and
you are not affected by negative momentum.
Y ou can End the Fight only after you score a strong hit on a preceding move.
Y our 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.
Y ou can flee. Y ou can give up. Y ou can negotiate or force a surrender. End the
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Fight represents the conclusion of a bloody, desperate combat, with both sides
committed to see it through.
On a strong hit, envision how this foe is defeated. If you still face other foes
(using separate progress tracks), you have initiative and the fight continues.
If you score a weak hit, your victory comes at a cost. Choose a listed outcome
as appropriate to the circumstances. Then, consider the narrative implications
of your choice and how it impacts what happens next.
On a miss, you should face a dramatic and dire consequence. Are you
captured? Mortally wounded and left for dead? Is someone under your
protection killed? Is an important objective or vow now lost to you? Make a
choice as appropriate to the situation and the intent of your foe, or roll on the
Pay the Price table and interpret the result as severe. Make it hurt.
When you and your allies are fighting against a common foe, you share a
progress track. Any of you may attempt to End the Fight. If you then score
a weak hit or miss, consider how your choice impacts the group and who
suffers the cost as appropriate to the situation.
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BATTLE
When you fight a battle, and it happens in a blur, envision your
objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your
advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll
+heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
On a strong hit, you achieve your objective unconditionally. Take +2
momentum.
On a weak hit, you achieve your objective, but not without cost. Pay
the Price.
On a miss, you are defeated and the objective is lost to you. Pay the
Price.
This move is used as an alternative to a detailed combat scene. When you
want to zoom out and resolve a fight in a single roll, make this move.
First, consider your objective. Are you trying to defeat your foes? Hold them
off until reinforcements arrive? Defend a person or place? Reach a position?
Envision the situation, your strategy, and what you intend to gain or avoid.
Then, roll and envision the outcome. A strong hit is unconditional success.
Y our foes are defeated, surrender, flee, or give up their objectives as appropriate
to the situation and your goals for the fight.
A weak hit means you’ve achieved your overall objective, but at some cost.
Since this is the resolution of an extended scene, the price you pay should be
dramatic and meaningful. This can include suffering a significant amount of
harm, failing to achieve a secondary goal, or encountering a new danger or
complication. If in doubt, roll on the Pay the Price table, or you may pick from
the weak hit options in the End the Fight move.
A miss on the Battle move should have dire ramifications on your character
and your quest. This objective is lost to you. What does that mean? Are you
captured? Gravely wounded? Have you failed to save a loved one? Is the
settlement overrun by raiders? Must you Forsake Your Vow? Consider the
situation and the intent of your foe, and Pay the Price. Make it hurt.
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Use the Battle move as you like. If your story doesn’t emphasize fighting, or
you’ d rather generally abstract combat encounters, you can use this move
exclusively. Y ou can also drop it into some portion of a larger scene. Perhaps
you Battle to quickly deal with lesser foes, then handle the fight against their
leader with standard combat moves. The mix of Battle moves and more
detailed fight scenes can help you pace your gaming sessions and let you focus
on what is interesting or important.
BATTLING ALONGSIDE ALLIES
When you and your allies fight together, only one of you makes the move.
Others can make the Aid Your Ally move, using stats as detailed in Battle.
Resolve those moves first, and then Battle.
On a strong hit, all of you benefit from the narrative success, but only the
character making the move gains the momentum bonus. On a weak hit or
miss, all of you suffer an outcome as appropriate to the situation. When in
doubt, Ask the Oracle.
OTHER MOVES IN COMBAT
Y ou won’t rely solely on combat moves in a fight. Make other moves as
appropriate to the situation, your intent, and the actions of your foes.
FACE DANGER (P AGE 60)
Make this move when you seek to avoid or overcome an obstacle in combat,
or when you choose to focus on defense.
• Y ou leap over a gully as you ride into battle. Face Danger +edge.
• The massive elder bear roars, spittle flying. Will you muster your courage
against this terrifying beast? Face Danger +heart.
• Y ou bring up your shield as the raider presses their attack, standing your
ground against the withering axe blows. Face Danger +iron.
If this is a proactive move—you are overcoming an obstacle—make it when
you have initiative. If this is a reactive move—you are trying to avoid an
immediate threat—your foe likely has the initiative.
When would you Face Danger instead of Clash against an attack? If you are
fighting back, that’s probably Clash. If you focusing on defense, getting out
of the way, ducking behind your shield, or taking cover, that’s Face Danger.
It’s less risky, since you can leverage a favored stat and the penalty on a weak
hit is relatively mild. Unlike Clash, you won’t have an opportunity to inflict
immediate harm on a hit, but a strong hit with Face Danger can put you in
good position for a follow-up move.
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Y ou’ll also likely Face Danger if your foe is trying to gain advantage through
an action other than a direct attack. They move to the trees to get a shot at you
from cover. Or they taunt you, trying to provoke you into a reckless response.
Perhaps they shove at you, putting you off-balance for a follow-up attack.
What do you do? Envision it, then make the move. If you fail to score a hit,
you likely suffer a loss of momentum to represent this setback. Y our foe has
initiative and will try to press their advantage.
Face Danger might also be used to flee combat altogether. If you have a path
and means to escape, make this move to see if you get away.
Finally, in cases where an enemy represents a minor obstacle, Face Danger
can be used to avoid combat or as a means of resolving your action against a
mundane foe. For example, you can Face Danger to sneak past an enemy or
run away from a potential fight. If you are dealing with a minor foe from a
position of clear advantage, such as firing an arrow from hiding,
you can Face Danger to see what happens. In either case, a miss
on this move might force you to Enter the Fray.
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SECURE AN ADVANTAGE (P AGE 61)
This move is made in combat when you try to gain some leverage, improve
your position, or setup another move. For example:
• Y ou take careful aim before shooting. Secure an Advantage +wits.
• Y ou perform a sly feint, trying to put your opponent off balance and
create an opening. Secure an Advantage +shadow.
• Y ou attempt to dishearten your foe with an intimidating
roar as you charge. Secure an Advantage +iron.
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Secure an Advantage can be used whenever you have initiative, or as a means
of establishing a favorable position prior to the fight. Mechanically, it’s a
powerful move for building your momentum track toward a decisive action.
Narratively, it’s a great way to bring cinematic action into the scene.
When you want to Secure an Advantage, picture the situation. Consider the
terrain, your weapons, your position, and your fighting style and approach.
Consider your enemy, and their tactics and readiness. Where is there an
opportunity? Envision your action, then make the move.
COMPEL (P AGE 69)
Compel can be used as a shortcut to ending a combat. Y ou don’t have to make
the End the Fight move to surrender or negotiate a truce. End the Fight is the
outcome of a desperate, probably bloody, skirmish. If you or your foe have
other objectives, give Compel a try.
• Y ou attempt to force your foe to surrender. Compel +iron.
• Y ou try to surrender, reason or negotiate. Compel +heart.
• Y ou trick your foe into giving up the fight. Compel +shadow.
Compel needs to be supported by the fiction. What is your foe’s intent? How
do they feel about you? Are you a hated enemy? A potential meal? What are
they willing to risk to end you? Has the fight gone in their favor or against
them? What leverage do you have? If there’s no upside for them, you can’t
make this move. If you aren’t sure, Ask the Oracle before you Compel.
Compel might be used proactively (when you have initiative) or reactively
(when your foe has it) depending on the circumstances. Offering to surrender
is a reactive response, and can be done when you don’t have initiative.
Attempting to Compel your foe to give up the fight is a proactive move made
when you are in control.
AID YOUR ALLY (P AGE 76)
This move is an obvious choice when you want to bolster your ally’s actions.
Envision what you do to help them, make the Secure an Advantage move, and
let them take the benefits of the outcome.
Y ou should have initiative before you attempt to Aid Your Ally. On a strong
hit, both of you then take or retain initiative. This is a huge advantage for your
ally if they were having a difficult time making progress against their foe. On
a weak hit or miss, you both lose initiative.
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SUFFER MOVES (P AGE 90)
Make Suffer moves as appropriate when you face the outcome of your actions
within a combat scene.
If you make a suffer move and score a strong hit, you may take or retain
initiative—even if you scored a weak hit or miss on the preceding move.
However, this opportunity does not overrule the fiction of the moment. If you
are out of action and Face Death, you aren’t likely to come springing back into
the fight. If you do score a strong hit on a suffer move, consider what happens
next and the moves you may make in the context of the situation.
PAY THE PRICE (P AGE 105)
Being forced to make the Endure Harm move is the obvious result when you
must Pay the Price in a fight, but there’s much more that can happen in a
dynamic combat situation. Y ou lose your footing. Y ou drop your weapon.
Y our shield is shattered. A goal is lost to you. A companion or ally is injured.
Y ou are put in a perilous position. A new threat reveals itself.
Mix it up. Make combat exciting and cinematic. Whatever happens, make the
outcome one you wish you had avoided. If in doubt, roll on the Pay the Price
table or Ask the Oracle.
ASK THE ORACLE (P AGE 107)
In solo and co-op play, you can Ask the Oracle about your foe’s objectives,
tactics, and specific actions. The oracle can also help determine the outcome
of events or introduce new twists.
Use this move sparingly. For the most part, trust your instincts. Y our actions
trigger reactions. Who are you fighting? What do they want? What do they do
next? Y our first impulse is often the right one.
Chapter 6 includes the Combat Action oracle ( page 188 ) which you can
use to prompt an NPC action or response in a fight. Y ou can also leverage
the description of your foe’s tactics in chapter 5 ( page 133 ) to guide their
behavior.
Be mindful of your surroundings and other characters. Ask questions. “Can
I take cover here?” , “Is the river shallow enough to cross?” , “Do the villagers
flee?” Consider your foe’s actions and your opportunities in the context of the
environment.
In guided play, the GM is your oracle. When you have questions about what
happens next, look to them, or talk it out at the table. Y our GM is free to use
the Ask the Oracle move to answer questions.
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SUFFER MOVES
These moves are made as a result of a perilous event or bad outcome on other
moves. They represent what happens to you, and how you hold up against the
trauma.
• When you face physical damage, make the Endure Harm move ( page
91).
• When you score a miss on the Endure Harm move, and your health is
at 0, you may need to Face Death (page 93).
• When your companion is exposed to harm, make the Companion
Endure Harm move (page 94).
• When you are demoralized, afraid, or acting against your best
intentions, make the Endure Stress move (page 95).
• When you score a miss on the Endure Stress move, and your spirit is at
0, you may need to Face Desolation (page 96).
• When your supply falls to 0, all characters make the Out of Supply move
(page 97). If you are at 0 supply and suffer additional -supply, you each
need to reduce your health, spirit, or momentum tracks by that amount.
• When your momentum track is at its minimum (-6), and you suffer
additional -momentum, make the Face a Setback (page 97) move.
Making a suffer move is not, however,
the only possible outcome of a
failure. Y ou might face story
complications or new dangers.
Y ou might lose an item. Y our
relationship with another
character might be tested.
Keep it fresh and interesting.
When in doubt, Ask the
Oracle.
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ENDURE HARM
When you face physical damage, suffer -health equal to your foe’s
rank or as appropriate to the situation. If your health is 0, suffer
-momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum
in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 health, you must
mark wounded or maimed (if currently unmarked) or roll on the
following table.
Roll Result
1-10 The harm is mortal. Face Death.
11-20 Y ou are dying. Y ou need to Heal within an hour or
two, or Face Death.
21-35 Y ou are unconscious and out of action. If left alone,
you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show
mercy, Face Death.
36-50 Y ou are reeling and fighting to stay conscious. If you
engage in any vigorous activity (such as running or
fighting) before taking a breather for a few minutes,
roll on this table again (before resolving the other
move).
51-00 Y ou are battered but still standing.
If you fail to defend against an attack, suffer an injury, are stricken with disease
or sickness, or bear the brunt of an arduous action, make this move.
When you are forced to Pay the Price, you should Endure Harm if physical
damage is an obvious and dramatic outcome of the current situation. Also,
some moves and assets will direct you to Endure Harm as a cost or concession,
and may indicate a specific amount of harm to suffer.
If you face an attack by an NPC foe, you use their rank ( page 134 ) to
determine the amount of harm dealt. If the amount of harm is not indicated
or obvious, use the following guidelines.
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• Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
tiring effort.
• Dangerous (2 harm): An attack by a skilled foe or deadly creature, a
nasty injury, or a demanding effort.
• Formidable (3 harm): An attack by an exceptional foe or mighty creature,
a serious injury, or an exhausting effort.
• Extreme (4 harm) : An overwhelming attack by a monster or beast, a
grievous injury, or a debilitating effort.
• Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
injury, or a consuming effort.
If in doubt, make it dangerous (2 harm).
Next, reduce your health track by the amount suffered. If your health is at 0,
apply any remaining -health to your momentum track. Then, roll.
On a strong hit, you are undaunted. Y ou can regain 1 health or take +1
momentum. On a weak hit, you are battered but manage to persevere.
When you score a miss with 0 health, you need to make an important decision.
Do you risk the potential for death by rolling on the oracle table, or mark a
debility? The wounded debility ( page 37 ) is temporary and can be dealt
with through the Heal or Sojourn moves, but becoming maimed ( page 38)
is a permanent, life-altering event.
If you score a miss and your debilities are
already marked, you have no choice. Roll
the dice and hope for the best.
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FACE DEATH
When you are brought to the brink of death, and glimpse the world
beyond, roll +heart.
On a strong hit, death rejects you. Y ou are cast back into the mortal
world.
On a weak hit, choose one.
• Y ou die, but not before making a noble sacrifice. Envision your
final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an
Iron Vow (formidable or extreme) to complete that quest. If you
fail to score a hit when you Swear an Iron Vow, or refuse the
quest, you are dead. Otherwise, you return to the mortal world
and are now cursed. Y ou may only clear the cursed debility by
completing the quest.
On a miss, you are dead.
Y ou make this move when forced to Face Death as a result of a miss on the
Endure Harm move, or when you face a physical trauma so horrific that death
is the only reasonable outcome. This move is (hopefully) rarely made and a
chance for storytelling and for enriching your world and its myths. Make it
dramatic and personal.
When you first make this move, you should envision how the afterlife is
represented in your version of the Ironlands, or specifically to your character.
What do you see and experience? Is it only blackness and void? Do you see
iron gates parting before you? Does a ferryman guide you across a blood-red
river? Do you hear the songs of your kin calling you to the feast hall? On
a strong hit, you might only catch glimpses of what lay beyond. Does your
experience support your beliefs or call them into question? If in doubt, A sk
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. Y ou 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?
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COMPANION ENDURE HARM
When your companion faces physical damage, they suffer -health
equal to the amount of harm inflicted. If your companion’s health is
0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher.
On a strong hit, your companion rallies. Give them +1 health.
On a weak hit, your companion is battered. If their health is 0, they
cannot assist you until they gain at least +1 health.
On a miss, also suffer -1 momentum. If your companion’s health is 0,
they are gravely wounded and out of action. Without aid, they die in
an hour or two.
If you roll a miss with a 1 on your action die, and your companion’s
health is 0, they are now dead. Take 1 experience for each marked
ability on your companion asset, and remove it.
A companion ( page 39) is an NPC asset which complements your abilities
and can help support your actions. When you leverage a companion on a
move, you are inherently putting them at risk. If you roll a 1 on your action die
when using a companion ability, you should make the companion the focus of
any negative outcome for that move. Depending on the fiction of the current
situation, this might include harm.
Inflicting harm on your companion might also happen as a reasonable
outcome of any move, or through a roll on the Pay the Price table.
Y our companion asset has a health track which functions the same as your
own. If they face physical damage, reduce the health track as appropriate to the
circumstances or the rank of your foe, and take any leftover as -momentum.
Then, roll this move.
When your companion’s health is at 0 and you score a weak hit or miss,
you cannot use their abilities until they gain at least +1 health. To aid your
companion, make an appropriate move, such as Heal, Make Camp, or Sojourn.
If your companion is killed, give yourself 1 experience point for each marked
ability. Then, remove the asset. If you acquire the same type of companion
through the narrative of your quest and journeys, you are free to rebuy the
asset at the normal cost.
Y ou should also Endure Stress and suffer -spirit as appropriate to the fiction
when your companion is wounded or dies.
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ENDURE STRESS
When you face mental shock or despair, suffer -spirit equal to your
foe’s rank or as appropriate to the situation. If your spirit is 0, suffer
-momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
On a strong hit, choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum
in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 spirit, you must
mark shaken or corrupted (if currently unmarked) or roll on the
following table.
Roll Result
1-10 Y ou are overwhelmed. Face Desolation.
11-25 Y ou give up. Forsake Your Vow (if possible, one
relevant to your current crisis).
26-50 Y ou give in to a fear or compulsion, and act against
your better instincts.
51-00 Y ou persevere.
Make this move when your courage fails you, when you are unnerved or
disheartened, or when you act against your best intentions.
When you are forced to Pay the Price , you should Endure Stress if mental
hardship is an obvious and dramatic outcome of the current situation. Also,
some moves and assets will direct you to Endure Stress as a cost or concession,
and may indicate a specific amount of stress to suffer.
If you are demoralized or frightened by an NPC foe, you can use their rank
(page 134) to determine amount of stress you must suffer. If the amount of
stress is not provided or obvious, use the following guidelines.
• Troublesome (1 stress): An unsettling incident or a frustrating failure.
• Dangerous (2 stress): A distressing incident or an upsetting failure.
• Formidable (3 stress): A horrifying incident or a demoralizing failure.
• Extreme (4 stress): A heart-rending incident or traumatic failure.
• Epic (5 stress): A soul-shattering incident or the loss of all hope.
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If in doubt, make it dangerous (2 stress).
Next, reduce your spirit track by the amount suffered. If your spirit is at 0,
apply any remaining -spirit to your momentum track. Then, roll.
On a strong hit, you are unfazed. Y ou can suffer 1 less spirit or take +1
momentum. On a weak hit, you are rattled but carry on.
When you score a miss with 0 spirit, you need to make an important decision.
Do you risk the potential for desolation by rolling on the oracle table, or mark
a debility? The shaken debility ( page 37 ) is temporary and can be dealt
with through the Sojourn move, but becoming corrupted ( page 38 ) is a
permanent, life-altering event.
If you’ve scored a miss and your debilities are both marked, you must roll on
the table to determine your fate.
FACE DESOLATION
When you are brought to the brink of desolation, roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
• Y our spirit or sanity breaks, but not before you make a noble
sacrifice. Envision your final moments.
• Y ou see a vision of a dreaded event coming to pass. Envision that
dark future (Ask the Oracle if unsure), and Swear an Iron Vow
(formidable or extreme) to prevent it. If you fail to score a hit
when you Swear an Iron Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses and are now tormented.
Y ou may only clear the tormented debility by completing the
quest.
On a miss, you succumb to despair or horror and are lost.
Make this move when forced to Face Desolation as a result of a miss on the
Endure Stress move. This represents the potential breaking point for your
character. Do you push on in spite of all you have seen, all you have done, or
do you fall into darkness?
Choosing the option to become tormented ( page 38) on a weak hit creates
interesting story possibilities. What is your greatest fear? Preventing that dire
outcome can steer your story in a compelling new direction.
On a miss, you are broken. There is no recovery possible. This is the end of
your character’s story.
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OUT OF SUPPL Y
When your supply is exhausted (reduced to 0), mark unprepared. If
you suffer additional -supply while unprepared, you must exchange
each additional -supply for any combination of -health, -spirit or
-momentum as appropriate to the circumstances.
When you and your allies reduce your supply to 0 (through a choice or result
of another move), you each mark unprepared. The unprepared debility (page
37) can be cleared when you score a hit on the Sojourn move and choose
the equip option.
While you are unprepared, you cannot increase your supply track. If you suffer
additional -supply while unprepared, you and your allies must exchange each
-supply for some combination of -momentum, -health, or -spirit. Select an
option appropriate to the situation. A lack of provisions can have an obvious
impact on your fitness, morale, and readiness for challenges.
FACE A SETBACK
When your momentum is at its minimum (-6), and you suffer
additional -momentum, choose one.
• Exchange each additional -momentum for any combination of
-health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which
undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress
on that track per its rank (troublesome=clear 3 progress;
dangerous=clear 2 progress; formidable=clear 1 progress;
extreme=clear 2 ticks; epic=clear 1 tick).
When you suffer -momentum while your momentum track is already at
its lowest possible point (-6), the leftover -momentum must be traded for
an equal value in -health, -spirit or -supply, or it must be accounted for as
lost progress in a relevant progress track. Make a choice appropriate to your
character’s status and the current situation. Don’t just shift points around.
Envision how your choice is reflected in the fiction.
If your health, spirit, and supply are all at 0, you have no choice. Y ou must
clear progress on a related progress track. Y ou should use the quest, journey,
or fight which is most relevant to the current situation.
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QUEST MOVES
Making and fulfilling vows is central to your character’s motivations. These
oaths drive your story and give you the means to gain experience and acquire
new abilities. When you embark upon a quest, manage your progress on a
quest, seek to complete a quest, or gain the rewards of a quest, make these
moves.
SWEAR AN IRON VOW
When you swear upon iron to complete a quest, write your vow and
give the quest a rank. Then, roll +heart. If you make this vow to a
person or community with whom you share a bond, add +1.
On a strong hit, you are emboldened and it is clear what you must do
next (Ask the Oracle if unsure). Take +2 momentum.
On a weak hit, you are determined but begin your quest with more
questions than answers. Take +1 momentum, and envision what you
do to find a path forward.
On a miss, you face a significant obstacle before you can begin your
quest. Envision what stands in your way (Ask the Oracle if unsure),
and choose one.
• Y ou press on: Suffer -2 momentum, and do what you must to
overcome this obstacle.
• Y ou 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. Y ou 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.
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Based on the results of this move, your path may be clear (a strong hit), or
more investigation may be required to identify your next steps (a weak hit).
On a miss, you face a serious obstacle at the very start which prevents you
from undertaking this quest. It might be a sudden event, someone working
against you or refusing your aid, or a personal conviction which must be
overcome. When in doubt about what happens, Ask the Oracle. It should be
significant and not easily dealt with. Also, when you resolve this obstacle,
you won’t Reach a Milestone for your quest. Y ou aren’t actually able to make
progress on the vow until you overcome this initial challenge.
Y ou also have the option, on a miss, to come to the realization that your vow
was made impulsively or without support, and you may simply give up. If you
do, Forsake Your Vow.
When allies join together to Swear an Iron Vow, one of you speaks for the
group and makes the move. The others can commit to the cause with the Aid
Your Ally move. If you score a hit and take +momentum, or score a miss and
choose to suffer -momentum, only the character making the move adjusts
their momentum track. Once your quest is underway, you share a progress
track and mark progress together.
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REACH A MILESTONE
When you make significant progress in your quest by overcoming
a critical obstacle, completing a perilous journey, solving a complex
mystery, defeating a powerful threat, gaining vital support, or acquiring
a crucial item, you may mark progress.
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
Y ou will face obstacles as you strive to complete quests. Some of these obstacles
arise naturally out of the fiction of the situation. Overcoming one challenge
leads naturally to the next. Others represent narrative twists introduced when
you interpret the result of a move, or when you Ask the Oracle for inspiration.
When you overcome one of these obstacles, and it was a notable challenge,
make this move and mark progress on your quest.
Not every step on this path is worthy of a milestone. Did it put you in great
danger? Did it cost you something significant? Did you unravel a complex
web of clues and motivations? Was it dramatic and narratively interesting?
Most importantly, was it directly related to your quest, and not a random or
unconnected event?
How you define milestones determines the pace of your game. Y ou need
to overcome challenges to Reach a Milestone and mark progress. Y ou can’t
(with confidence) Fulfill Your Vow unless you’ve marked progress. Y ou don’t
gain experience unless you Fulfill Your Vow. Y ou can’t add new assets to your
character unless you gain experience. That’s the broad flow of how quests
drive gameplay and character improvement, the tempo of which is determined
by you and others at your table. If you come up against relatively simple
obstacles and call them milestones, you’ll mark progress and move quickly
toward completing the quest. But, if you do, you’ll miss out on storytelling
opportunities and the satisfaction earned when you prevail against a worthy
challenge.
Not sure if something is worthy as a milestone? If you’re playing co-op or
guided, talk it out at the table. If you’re playing solo, trust your instincts and
the type of play experience you want to create. In the end, it’s your game.
To learn more about milestones, see page 213.
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FULFILL YOUR VOW
Progress Move
When you achieve what you believe to be the fulfillment of
your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll.
On a strong hit, your quest is complete. Mark experience
(troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
On a weak hit, there is more to be done or you realize the truth of
your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience (troublesome=0; dangerous=1; formidable=2;
extreme=3; epic=4). Y ou may Swear an Iron Vow to set things right. If
you do, add +1.
On a miss, your quest is undone. Envision what happens ( Ask the
Oracle if unsure), and choose one.
• Y ou recommit: Clear all but one filled progress, and raise the
quest’s rank by one (if not already epic).
• Y ou give up: Forsake Your Vow
Y our path leads here. Y our foe is defeated. The relic is found. Y our training
is complete. The village is saved. The beast is killed. The murder is avenged.
Y our family’s honor is restored. Y ou are triumphant.
Or are you? Make this move to find out.
Since this is a progress move, you tally the number of filled boxes on your
progress track for this quest. This is your progress score. Only add fully filled
boxes (those with four ticks). Then, roll your challenge dice, compare to your
progress score, and resolve a strong hit, weak hit, or miss as normal. Y ou
may not burn momentum on this roll, and you are not affected by negative
momentum.
When you and your allies are working to fulfill a common vow, you share a
progress track. When it is time to see the vow done, one of you represents
the group and make the Fulfill a Vow move. The outcome affects everyone
involved.
On a strong hit, your vow is fulfilled. Mark your experience, clear the vow,
and decide what you do next. Do other quests call you into the wilds? Or, do
you Write Your Epilogue, never again to return to your life as Ironsworn?
On a weak hit, you discover or realize something which leaves your quest
unfinished or undermines your success. Envision what you learn (or Ask the
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Oracle), make your choice, and play to see what happens. Whether you leave
this behind or take on a new quest should be driven by the fiction and your
choices as the character. Have you defeated your foe in a bloody fight, but they
use their dying breath to say your true enemy still lives? Y ou might Swear an
Iron Vow to hunt them down. Have you helped return the clan chief to power,
only to learn their promises were lies? Y ou can Swear an Iron Vow to usurp
this deceiver, or simply leave this place, promising never to return.
On a miss, a turn of events finds you defeated or your true goal is suddenly
beyond reach. The band of raiders were a diversion, and a more dangerous
force has stolen away with the winter stores. The crown of kings is found, but
it is a forgery. Y ou’ve hunted and defeated the wyvern, but discover it was only
one of a large flock of beasts. If you choose to press on, the nature of your
quest remains the same—protect the village, find the crown, stop the ravages
of the wyverns—but most of your progress is undone through this dramatic
realization.
FORSAKE YOUR VOW
When you renounce your quest, betray your promise, or the goal
is lost to you, clear the vow and Endure Stress. Y ou 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.
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ADV ANCE
When you focus on your skills, receive training, find inspiration,
earn a reward, or gain a companion, you may spend 3 experience to
add a new asset, or 2 experience to upgrade an asset.
Make this move when you spend experience to add an asset or upgrade an
existing asset.
Narratively, you should consider how your recent experiences and fulfilled
vows have led to these new abilities. Was your horse a reward from the
thankful chief of a highland clan? Did you train under a powerful mystic?
Has your time spent trekking across the wilds made you adept at woodcraft or
navigation? Let your choice of assets flow naturally from the fiction.
To learn more about spending experience and gaining assets, see page 222.
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FATE MOVES
In solo and co-op play, the fate moves mediate the result of other moves or
serve as inspirational prompts for your story. When you face the outcome of
a move, want to know what happens next, or have a question about people,
places and events external to your character, the fate moves help you discover
an answer.
In guided mode, your GM represents the whims of fate. They can reference
these moves as they like, but they can also decide the outcome or direct the
question back to you.
There are three key aspects of using the fate moves:
• Instinct: If an answer to a question or the result of a situation is obvious,
interesting and dramatic, make it happen.
• Randomness: Y ou can roll on random tables to generate a result or
answer a question.
• Inspiration: Y ou can use creative prompts, such as those included in the
oracles chapter (page 165) to guide your story.
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PA Y THE PRICE
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask
the Oracle using the yes/no table. On a ‘yes’ , make that outcome
happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the
result to fit the current situation, roll again.
Roll Result
1-2 Roll again and apply that result but make it worse. If you
roll this result yet again, think of something dreadful
that changes the course of your quest (Ask the Oracle if
unsure) and make it happen.
3-5 A person or community you trusted loses faith in you,
or acts against you.
6-9 A person or community you care about is exposed to
danger.
10-16 Y ou are separated from something or someone.
17-23 Y our 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.
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First, choose an option as described in the move. Y ou may determine the
outcome yourself, Ask the Oracle to decide between two options, or roll on
the table. In guided play, you look to your GM for a ruling. Whatever choice
you make, always follow the fiction. If a dramatic outcome springs to mind
immediately, go with it.
Next, envision the outcome. What happens? How does it impact the current
situation and your character? Apply the outcome to the fiction of your scene
before you determine any mechanical impact. Focusing on the narrative cost
leads to deeper, more dramatic stories.
Finally, apply any appropriate mechanical penalty:
• If you face a physical hardship or injury, Endure Harm and suffer -health.
• If you are disheartened or frightened, Endure Stress and suffer -spirit.
• If you lose equipment or exhaust resources, suffer -supply.
• If you waste precious moments or are put in an unfavorable position,
suffer -momentum.
• If an ally or companion is put in harm’s way, apply the cost to them.
See page 58 for guidelines on mechanical costs. When in doubt, suffer -2
from the appropriate track.
Most situations can impact both the narrative situation and your mechanical
status. But, a result might also be purely narrative without an immediate
mechanical cost. An initial failure might introduce a complication or force a
reactive move (such as Face Danger). A failure on a subsequent move can then
introduce a mechanical penalty. In this way, failures build on each other, and
the situation gets riskier and more intense.
The narrative and mechanical costs you endure should be appropriate to the
circumstances and the move you are making. Scoring a miss on End the Fight
implies a greater cost than if you fail to Clash within that scene. For dramatic
moments and decisive moves, up the stakes.
Once you’ve resolved the outcome, envision what happens next and how you
react. Y ou are not in control. The situation is more complex and dangerous.
Y ou may need to respond with another move to restore your advantage and
avoid further cost.
ROLLING MATCHES
If you rolled a match on a move ( page 9 ), and the outcome of that move
tells you to Pay the Price, you can consider rolling on the table instead of just
choosing an outcome. This fulfills the promise of the match by introducing a
result you might otherwise not have considered. When in doubt about what
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a result on the table might represent (for example, “a new danger or foe is
revealed”), you can Ask the Oracle. However, rolling a match on the Pay the
Price table itself doesn’t have any special significance.
ASK THE ORACLE
When you seek to resolve questions, discover details in the world,
determine how other characters respond, or trigger encounters or
events, you may…
• Draw a conclusion: Decide the answer based on the most
interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the
table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on
the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
Odds The answer is ‘yes’ if you roll...
Almost Certain 11 or greater
Likely 26 or greater
50/50 51 or greater
Unlikely 76 or greater
Small Chance 91 or greater
On a match, an extreme result or twist has occurred.
In solo or co-op play, use this move when you have a question or want to
reveal details about your world. In guided play, the GM may use this move to
answer their own questions or inspire the story of your game session.
DRAW A CONCLUSION
The most basic use of this move is to simply decide the answer. Think it over
for a moment (or talk it out with others at your table), and go with what seems
most appropriate to the current situation and introduces the most potential
for drama and excitement.
Y our first instinct is often the right one. If it leapt to mind, it’s probably a good
fit for the current situation. But, if your initial impulse doesn’t really excite or
interest you, give it more thought. Wait for an “aha” moment.
If you’re still not sure of the answer, or want to put things in the hand of fate,
you have some other options...
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ASK A YES/NO QUESTION
Y ou can ask a binary yes/no question and leave the answer open to fate.
• “Is this steading inhabited?”
• “Do I drop my sword?”
• “Is there somewhere I can hide?”
• “Do I know the way?”
• “Would they consider this trade?”
Decide the likeliness of a ‘yes’ answer, and roll your oracle dice to get the
result. For example, if you rate the chance of a ‘yes’ as ‘unlikely’ , you must roll
76-100 for a yes. Otherwise, the answer is no.
PICK TWO
The next option is to ask a question and pick two viable results.
• “Do I drop my sword or my shield?”
• “Is it in the forest or the hills?”
• “Does the elder bear try to pin me down, or does it bite?”
• “ Am I attacked by a horror, or a beast?”
• “Is this a formidable foe, or a dangerous one?”
Y ou rate one of those as ‘likely’ , and roll on the table. If it’s a ‘yes’ , the answer
is your likely pick. If not, it’s the other. Use this approach when the answer is
more open-ended, but you have a couple of options in mind.
SP ARK AN IDEA
The final option is to seek inspiration through an open-ended question.
• “What happens next?”
• “What do they want?”
• “What’s this place look like?”
• “What do I find?”
• “Who or what attacks?”
If you’re in a game with other players, you can talk it out. Brainstorming
together will lead you to interesting answers you might not have thought of
on your own.
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Y ou can also use random generators to help inspire an answer. See chapter 6
(page 165) for creative prompts and random results. Or, use your preferred
tools, such as an online generator for interesting names, or a set of tarot cards
or rune stones for visual inspiration. When asking an open-ended question,
use tools which offer a spark of inspiration instead of a definitive response.
Y our creative mind will lead you naturally from an abstract concept to a
relevant answer, adding exciting and surprising dimension to your story.
Within the oracles worksheet (available at ironswornrpg.com) you will find
a set of blank tables to create your own oracles. If you are setting off on a
journey, you might fill a table with things you expect to encounter. When you
want to trigger an event, roll on that table.
QUESTIONS UPON QUESTIONS
Y ou can come back to the yes/no table and ask a follow-up question to clarify
or affirm a result. However, you should avoid leaning too heavily on asking
questions (or this move in general). Don’t let one question snowball into a
series of more specific questions. Even when playing solo, oracles should be
the spice of your game, not the main course. Ask a question or two, decide
what it means, and move on. When in doubt, follow your gut. Y our first
instinct is probably the right one. Go with it.
ROLLING A MATCH
A match on your oracle dice when rolling on the yes/no table should trigger an
extreme result or narrative twist. This can mean an all-caps “HELL YES!” or
“HELL NO!” , or a yes or no but with an interesting or dramatic complication.
When you’re unsure what a match might mean, you can roll on another oracle
table (page 167) for inspiration. If you’re still left scratching your head, just
move on. Resolving a match is not a requirement. It’s just a way to introduce
narrative turning points that lead you along unexpected paths. Head down
the rabbit hole, but don’t get stuck in it.
ORACLES AND GUIDED PLAY
In guided play, your GM is the oracle. Y ou won’t make this move unless you
are talking things out and need a random result or a bit of inspiration. Y our
GM can use this move (or ask you to make it) to help guide the story.
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Chapter 4 Your World

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WELCOME TO THE IRONLANDS
The Ironlands is a vast peninsula in the northern ocean. The people who
now refer to themselves as Ironlanders settled here two generations ago, cast
out of their homelands by a catastrophic event. Since that time, they have
survived but not prospered. The Ironlands are a harsh, dangerous place. The
winters are long and brutal. Harvests are uncertain. Depending on the choices
you make as you create your version of the Ironlands, monstrous beasts and
dreaded horrors may be a constant threat.
This chapter includes a brief summary for each major region of the Ironlands.
It also includes a section where you define the characteristics, dangers, and
mythology of your own Ironlands, creating a setting customized to your
vision and preferences.
The detail here is intentionally light. Consider it a sketch on a canvas, ready to
be adorned with the vibrant colors and details of your story.
TRA VEL IN THE IRONLANDS
When traveling through dangerous or unknown areas, make the Undertake a
Journey move (page 65). Y ou will set the rank of the journey as appropriate
to the fictional circumstances—the distance, region, terrain, threats, and
your character’s readiness. Y ou 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.
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REGIONS OF THE IRONLANDS
1 - Barrier Islands
2 - Ragged Coast
3 - Deep Wilds
4 - Flooded Lands
5 - Havens
6 - Hinterlands
7 - Tempest Hills
8 - Veiled Mountains
9 - Shattered Wastes
9
8
7
6
5
4
3
2
1
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BARRIER ISLANDS
Features:
• Crashing waves and
treacherous currents
• Jagged rocks hidden just
beneath the surface
• Snow-dappled cliffs jutting
out of the sea
• Low clouds and curling mists
• Ferocious winds
• Gliding seabirds
• Decaying wrecks of wooden
ships
• Fisher-folk braving the wild
sea
• Lurking seaborne raiders
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?
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RAGGED COAST
Features:
• Narrow fjords
• Settlements built on rocky
shores
• Trade ships flying colorful
sails
• Shipbuilders hammering at
wooden hulls
• Raiders sounding the drums
of war
• Schools of orca gliding
through the waves
• Monstrous serpents rising
from unfathomable depths
This coast is marked by massive fjords. It is a rugged land of snow-capped
cliffs overlooking blue waters.
Ironlander settlements are located at the head of the fjords in the shelter of
narrow valleys. From there, both fisher-folk and raiders set sail. Their kin
gather to see them off, laying wreaths of spruce in their wake.
In the center of each settlement, at the front of the longhouse, a stack of runemarked river stones memorialize those who did not return—one stone for
each of the lost.
Quest Starter: A ship which set off from a coastal settlement is found washed up
on shore. It is empty. This ship carried something of great importance, now lost.
What was it, and why do you swear to recover it?
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DEEP WILDS
Features:
• Unbroken woodland
• A thick canopy casts the
forest floor in shadow
• Lingering fog
• Constant rains
• Elves, ever watchful
• Ancient trees hung with
moss
• Streams winding their way
through rough terrain
• Skittering and growls from
out of the mist
The Deep Wilds are a vast swath of ancient forest. The ground is a lush carpet
of ferns and lichens. The gnarled branches are cloaked in hanging moss. The
air is almost perpetually misty and wet. Unlike the bordering regions, heavy
snow is rare here. Instead, there is the ceaseless patter of rain dripping from
high boughs and the rush of river over rock. The air carries the earthy smells
of damp and decay.
A few Ironlanders live along the fringes of the Deep Wilds, taking advantage
of the relatively temperate climate and abundant game. However, most avoid
this region. This is a land of the firstborn, of monstrous beasts, of horrors that
defy description. This is the world before humans.
Quest Starter: An Ironlander has sided with an enemy in the heart of the Wilds,
and is leading attacks against Ironlander settlements. Who is this person? Who
have they joined forces with? What will you do to stop these attacks?
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FLOODED LANDS
Features:
• Fetid wetlands
• Dead trees poisoned by salt
water
• Networks of sluggish rivers
• Ponds and lakes shrouded in
clinging mist
• Beguiling ghostlights, drawn
to the warmth of the living
• Biting insects
• Creatures, just beneath the
surface, laying in wait
This is a low-lying region of bogs, swamps, lakes, and slow-moving rivers.
Near the coast, the water is salty and riddled with dead trees. Further north,
the morass of forested wetlands and bogs is interspersed with rare patches
of higher ground. Through it all, twisting rivers make their sluggish journey
to the sea. The smell of these lands is rotten and dank. It is the smell of slow
death.
A few hardy Ironlanders live here in small settlements built atop hillocks, or
in homes standing on stilts over the wetlands. Most fish and forage, making
their way among the waterways on flat-bottomed boats propelled by long
poles. Some dig through peat for bog iron—a cold, wet, grueling task.
Travel is precarious here. One step has you on solid ground. The next sends
you plunging through a thin layer of peat into a murky bog. Then, bony hands
reach out to you, grasping, pulling. “Stay with me, ” a voice whispers. “Stay
with me here in the dark. ”
Quest Starter: Rising flood waters threaten to overwhelm an Ironlander
settlement. Escape by boat is the only option, but there are few
boats and many people. What’s more, there is something
hungry in the water, waiting to feed.
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HA VENS
Features:
• Rolling hills and rocky bluffs
• Pockets of dense wood, thick
with shadow
• Walled settlements
• Verdant heaths
• Wide rivers navigated by
wary boatmen
• Long, harsh winters
This is an expansive region of forests, rivers, shrubland, and low hills. After an
arduous journey, after untold losses, the first Ironlander settlers looked upon
the Havens as a fresh start—a relative oasis in a fierce, uncaring land. It gave
them hope.
Y ears later, that hope is fading. Even within the Havens, there is little rest or
safety. The winters are long. The harvests are never enough. Raiders strike
without mercy. The thick woods, deep rivers and dark nights hold secrets and
lurking horrors. Some say the Ironlands is a living thing, a malevolent spirit,
intent on ridding itself of the human invaders. Slowly, season by season, year
by year, it is succeeding.
The Ironlander settlements in this region typically stand on hills or at the
confluence of rivers. The buildings are made of wood, or sometimes stone,
with roofs covered in turf. The central homes and communal structures are
protected by an outer palisade fashioned from earth and wood. Outside these
walls, from spring through autumn, farmers work the meager fields. In winter,
the settlements are smothered by deep snow and oppressive gray clouds.
Quest Starter: A settlement has fallen under the unjust rule of a cruel leader.
What leverage do they hold over these people? What is your connection to the
community? What can be done to overthrow this tyrant?
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HINTERLANDS
Features:
• Dense forests nestled against
rugged terrain
• Hunter camps and remote
settlements
• Birdsong interspersed with
sudden, unsettling stillness
• Ironlanders, foraging and
hunting game
• Hungry beasts, stalking
• Varou bands, howling their
war song
This high terrain consists of a long string of forested hills.
Isolated Ironlander settlements in this region serve primarily as bases for
hunters and trappers. A few farmers do the best they can with the rocky
soil, but the people depend mostly on meat, mushrooms, berries, and other
bounties from the forest to sustain them during the long winters.
Those winters are bitter and harsh. Snow gathers as deep as an Ironlander
is tall, or more. Hunters, cloaked in heavy furs, wear snowshoes to navigate
across the rough terrain. At night, they make camp. They drink and tell
stories. They try to ward away the encroaching darkness with a blazing fire.
They cast nervous glances at sounds just beyond the light.
In the spring and summer, the melting snow feeds tumultuous rivers. The
forests burst with rich life. But, always there is a chill in the air. Always there
is a reminder of the coming winter.
Quest Starter: A group of Ironlanders have been forced out of their Hinterland
settlement. What caused them to leave? With winter coming, and food in short
supply, will you attempt to reclaim their settlement or convince someone to take
them in?
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TEMPEST HILLS
Features:
• Stunted forests
• Howling winds
• Mist-shrouded waterfalls
• Mining settlements
• Nomad encampments on
high plateaus
• Ironlander caravans hauling
bounties of ore
• Wary giants keeping their
distance
• Mammoths grazing in alpine
meadows
These highlands are defined by rugged hills and low mountains, thin conifer
woods, and wide, grassy plateaus, leading up to the heights of the Veiled
Mountains. Through most seasons, the constant ill-winds break against the
sides of the hills, screeching and moaning. In the dead of winter, some say
these winds carry the names of those fated to die during the long cold season.
Nomadic Ironlanders live among the hills, herding livestock. In the spring
and summer they move among high pastures. In the winter, they find some
relief from the brutal weather in sheltered valleys.
Others live in mining settlements, drawing iron ore from riverbeds and
shallow digs. Their furnaces, sending up plumes of black smoke, convert the
ore into wrought iron, which is sent south for trade with the Havens.
Quest Starter: You have come across or learned of a rich source of unclaimed iron
and silver among these hills. What hazards must be overcome before a mine can
be established? What force opposes you or attempts to establish its own claim?
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VEILED MOUNTAINS
Features:
• Massive peaks shrouded in
roiling clouds
• Howling beasts
• Endless snows
• Precarious mountain trails
• Stone cairns, marking the
dead
• Abandoned settlements
• Circling wyverns
Commonly referred to as the Veils, these great mountains mark the northern
bounds of the settled lands. They are almost perpetually shrouded in cloud,
snow, and mist. On the rare day they are visible to those Ironlanders far south
in the Havens, the sight of the towering peaks is enough to inspire a mix of
fear and awe.
For a few, that feeling is a call rather than a warning. The Ironlanders who
dwell here are mostly members of small mining communities. They seek
fortunes in iron or silver, but often find only death in the endless, brutal cold.
Even those who manage to eke out some sort of life among the Veils are sure
to head south before the onset of winter. Before the long dark takes hold.
Quest Starter: As winter fast approaches, there is no sign of the Ironlanders who
live in a small mining community on the flanks of the Veils. They should have
been off the mountain weeks ago. Time is running out.
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SHATTERED WASTES
Features:
• Vast fields of broken ice
• Discomforting stillness
• Deep crevasses, plunging
into darkness
• Piercing cold
• Unnatural horrors breaking
through the ice
To the north of the Veiled Mountains lies the Shattered Wastes, a plain of
jagged, broken ice.
No one knows the bounds of this land or what lies beyond. No Ironlanders
dwell here, and only a handful have explored the passage into the Wastes
through the Veils. Those who survived the journey returned with stories of
unimaginable cold and things moving beneath the ice.
Quest Starter: The traveler returned from his journey into the Shattered Wastes
with dead, frostbitten hands and extraordinary stories. The others scoff at him,
but you believe. Why? What does he tell you? What compels you to see for
yourself?
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YOUR TRUTHS
For each category in this section, choose one of the three options and make it
true for your version of the Ironlands. Y our choices set the background and
tone of your campaign, and may inspire vows through the quest starters listed
with each option.
Not happy with any of the choices? Y ou can also make your own truth.
Some choices in one category may contradict a choice you make in another,
but you’re free to bend and twist these options to fit your unique version of
the Ironlands. If you find a particular choice to be evocative or interesting,
make it work in the setting implied by your other choices. Y ou can even select
multiple choices within a single category. There are no rules here. Seeming
contradictions can be the foundation of interesting stories.
Y our choices may impact your characters and the assets you might reasonably
select. For example, if magic is rare or unknown in your world, rituals can be
ignored or themed in such a way as to make them more about superstition
and subtlety. Feel free to build your world around your characters, or let the
world influence or limit your options.
Don’t get mired in building the detail of your setting before you start playing.
Leave room for inspiration and surprises. As you play, fill in the blanks to
further deepen your narrative and world. Y ou may even discover that some
of the choices you make here—which reflect the common knowledge of the
people—aren’t the actual truth after all.
The following section is available as a separate workbook at
ironswornrpg.com, making it easy to print and mark your choices.
If you are playing co-op or guided, do this as a group as part of your
first session to give everyone input into your setting. See page 193
for more on starting your campaign.
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THE OLD WORLD
{ The savage clans called the Skulde invaded the kingdoms of the Old
World. Our armies fell. Most were killed or taken into slavery. Those
who escaped set sail aboard anything that would float. After an arduous
months-long voyage, the survivors made landfall upon the Ironlands.
Quest Starter: You are a descendant of the Skulde. Because of your heritage,
your family has long borne the distrust of your fellow Ironlanders. Now, a
small force of Skulde have landed on our shores. Are they the harbinger of
an invasion? Where do your loyalties lie?
{ The sickness moved like a horrible wave across the Old World, killing all
in its path. Thousands fled aboard ships. However, the plague could not
be outrun. On many ships, the disease was contained through ruthless
measures—tossing overboard any who exhibited the slightest symptom.
Other ships were forever lost. In the end, those who survived found
the Ironlands and made it their new home. Some say we will forever be
cursed by those we left behind.
Quest Starter: A settlement is stricken by disease. Though this sickness bears
some similarities to the Old World plague, it doesn’t kill its victims. Instead,
it changes them. How does this disease manifest? Why do you swear to seek
out a cure?
{ The Old World could no longer sustain us. We were too large in number.
We had felled the forests. Our crops withered in the barren ground. The
cities and villages overflowed with desperate, hungry people. Petty kings
battled for scraps. We cast our fate to the sea and found the Ironlands. A
new world. A fresh start.
Quest Starter: Decades ago, the exodus ended. Since then, no ships have
sailed here from the Old World. Until now. Word comes of a single ship,
newly arrived across the vast ocean, grounded on the rocks of the Barrier
Islands. When you hear the name of this ship, you swear to uncover the fate
of its passengers. Why is it so important to you?
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IRON
{ The imposing hills and mountains of the Ironlands are rich in iron ore.
Most prized of all is the star-forged black iron.
Quest Starter: The caravan, bound for the distant southlands, left the
mining settlement last season but never arrived at its destination. It carried
a bounty of black iron. Why is finding this lost caravan so important to you?
{ The weather is bleak. Rain and wind sweep in from the ocean. The winters
are long and bitter. One of the first settlers complained, “Only those made
of iron dare live in this foul place”—and thus our land was named.
Quest Starter: The harvest fell short. The unrelenting snows left the village
isolated. The food is running out. What will you do to see these people
through this harsh season?
{ Inscrutable metal pillars are found throughout the land. They are iron
gray, and smooth as river stone. No one knows their purpose. Some say
they are as old as the world. Some, such as the Iron Priests, worship them
and swear vows upon them. Most make the warding sign and hurry along
their way when they happen across one. The pillars do not tarnish, and
even the sharpest blade cannot mark them.
Quest Starter: Your dreams are haunted by visions of a pillar which stands
in an unfamiliar landscape. What do you see? Why are you sworn to seek
it out?
LEGACIES
{ We are the first humans to walk these lands.
Quest Starter: In the writings of one of the first settlers, there is a description
of a glade in the heart of the Deep Wilds. The spirits of this place are said to
grant a miraculous blessing. What boon does it bestow?
{ Other humans sailed here from the Old World untold years ago, but all
that is left of them is a savage, feral people we call the broken. Is their fate
to become our own?
Quest Starter: You find a child—one of the broken. It is wounded, and
hunted by others of its kind. Do you protect it, even at the risk of inviting
the wrath of the broken tribes?
{ Before the Ironlanders, before even the firstborn, another people lived
here. Their ancient ruins are found throughout the Ironlands.
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Quest starter: Miners uncovered an underground ruin. Thereafter, the
people of the settlement are haunted by strange dreams. The ruins call
to them, they say. Several have disappeared in that dark, ancient place—
including someone important to you.
COMMUNITIES
{ We are few in number in this accursed land. Most rarely have contact
with anyone outside our own small steading or village, and strangers are
viewed with deep suspicion.
Quest Starter: In the dead of winter, a desperate man arrives at a snowbound
steading. He is wounded, hungry, and nearly frozen to death. His family has
been taken. By whom? Will you brave the merciless winter to save them?
{ We live in communities called circles. These are settlements ranging in
size from a steading with a few families to a village of several hundred.
Some circles belong to nomadic folk. Some powerful circles might
include a cluster of settlements. We trade (and sometimes feud) with
other circles.
Quest Starter: A decades-long feud between two circles has flared into open
conflict. What is the cause of this dispute? Do you join in the fight, or swear
to put a stop to it?
{ We have forged the Ironlands into a home. Villages within the Havens are
connected by well-trod roads. Trade caravans travel between settlements
in the Havens and those in outlying regions. Even so, much of this land
is untamed.
Quest Starter: Caravans are forced to pay for passage along a trade road.
This payment, one-quarter of the goods carried, leaves several communities
without sufficient winter stores. Who is making these demands? How will
you set things right?
LEADERS
{ Leadership is as varied as the people. Some communities are governed by
the head of a powerful family. Or, they have a council of elders who make
decisions and settle disputes. In others, the priests hold sway. For some, it
is duels in the circle that decide.
Quest Starter: You have vivid reoccurring dreams of an Ironlands city. It
has strong stone walls, bustling markets, and a keep on a high hill. And
so many people! Nowhere in the Ironlands does such a city exist. In your
dreams, you are the ruler of this city. Somehow, no matter how long it takes,
you must make this vision a reality.
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{ Each of our communities has its own leader, called an overseer. Every
seventh spring, the people affirm their current overseer or choose a new
one. Some overseers wear the iron circlet reluctantly, while others thirst
for power and gain it through schemes or threats.
Quest Starter: An overseer has fallen ill. She is sure to die without help, and
the illness is unknown to the village healer. Poison, or perhaps even foul
magic, is suspected. The families in the community are now at each other’s
throats as they position their preferred candidates to take up the iron circlet.
Will you discover the truth of the overseer’s illness and restore her to health?
{ Numerous clan-chiefs rule over petty domains. Most are intent on
becoming the one true king. Their squabbles will be our undoing.
Quest Starter: You secretly possess one-half of the True Crown, an Old
World relic. Centuries ago, this crown was broken in two when an assassin’s
axe split the head of the supreme ruler. You are descended from that lineage.
Who gave you this relic? Will you find the other half of the broken crown
and attempt to unite the clans under your rule? Or, do you see another use
for it?
DEFENSE
{ Here in the Ironlands, supplies are too precious, and the lands are
too sparsely populated, to support organized fighting forces. When a
community is threatened, the people stand together to protect their own.
Quest Starter: A settlement is unable, or unwilling, to defend itself against
an imminent threat. Why? What peril do they face? What will you do to
protect them?
{ The wardens are our soldiers, guards, and militia. They serve their
communities by standing sentry, patrolling surrounding lands, and
organizing defenses in times of crisis. Most have strong ties to their
community. Others, called free wardens, are wandering mercenaries who
hire on to serve a community or protect caravans.
Quest Starter: You come upon a dying warden. She tells you of an important
mission, and charges you with its completion. “Swear to me, ” she says,
reaching out with a bloodied hand to give you an object crucial to the quest.
What is it?
{ Our warbands are rallied to strike at our enemies or defend our holdings.
Though not nearly as impressive as the armies that once marched across
the Old World, these forces are as well-trained and equipped as their
communities can manage. The banners of the warbands are adorned
with depictions of their Old World history and Ironland victories.
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Quest Starter: A warband was wiped out in a battle against an overwhelming
enemy. What is your connection to this band? Who defeated them? Will
you carry their banner on a quest for vengeance, or do you vow to see it
brought home to a place of honor?
MYSTICISM
{ Some still find comfort in the old ways. They call on mystics to divine
the fortune of their newborn, or ask them to perform rituals to invoke a
bountiful harvest. Others act out of fear against those who they suspect of
having power. However, most folk believe true magic—if it ever existed—
is lost to us now.
Quest Starter: Someone close to you is accused of cursing a settlement,
causing fields to go fallow and cattle to become sick. What is the evidence
of this? Will you defend this person and uncover the true cause of the
settlement’s troubles?
{ Magic is rare and dangerous, but those few who wield the power are truly
gifted.
Quest Starter: You have heard stories of someone who wields true power.
They live in an isolated settlement far away. Who told you of this mystic?
Are they feared or respected? Why do you swear to seek them out?
{ Magic courses through this land as the rivers flow through the hills. The
power is there for those who choose to harness it, and even the common
folk often know a helpful ritual or two.
Quest Starter: Someone you love walked the paths of power, and succumbed
to it. Who are they? Why did they fall into darkness? Where are they now?
Do you seek to save them or defeat them?
RELIGION
{ A few Ironlanders still make signs or mumble prayers out of habit or
tradition, but most believe the gods long ago abandoned us.
Quest Starter: A charismatic Ironlander, encouraging her followers to
renounce the vestiges of Old World religions, proposes a new path for this
new world. What doctrine does she teach? What does she seek to achieve?
Are you sworn to aid or stop her?
{ The people honor old gods and new. In this harsh land, a prayer is a
simple but powerful comfort.
Quest Starter: An Ironlander is determined to make a pilgrimage into
dangerous lands. What holy place do they seek? Why do you swear to aid
them on this journey? Who seeks to stop them and why?
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{ Our gods are many. They make themselves known through manifestations
and miracles. Some say they even secretly walk among us. The priests
convey the will of the gods and hold sway over many communities.
Quest Starter: You bear the mark of a god. What is it? The priests declare
this as a sign you are chosen to fulfill a destiny. Do you accept this fate, and
swear to see it through, or are you determined to see it undone? What force
opposes you?
FIRSTBORN
{ The firstborn have passed into legend. Some say the remnants of the old
tribes still dwell in deep forests or high mountains. Most believe they
were never anything more than myth.
Quest Starter: Someone obsessed with the firstborn wants to find evidence
of their existence. This will require an expedition into the far reaches of the
Ironlands. What is your role in this mission?
{ The firstborn live in isolation and are fiercely protective of their own
lands.
Quest Starter: The elf, outcast from his kind, lives with Ironlanders. Over
time, he became a part of the community. Now, he is dying. He yearns to
return to his people before he passes. Does he seek absolution or justice?
Why do you swear to help him? What force opposes his return?
{ The firstborn hold sway in the Ironlands. The elves of the deep forests
and the giants of the hills tolerate us and even trade with us—for now.
Ironlanders fear the day they decide we are no longer welcome here.
Quest Starter: Humans and giants are on the brink of war. What has
happened? Who do you side with? Can anything be done to defuse the
situation?
BEASTS
{ The beasts of old are nothing but legend. A few who travel into the deep
forests and high mountains return with wild tales of monstrous creatures,
but they are obviously delusional. No such things exist.
Quest Starter: You were witness to an attack by what you thought was an
animal of monstrous proportions. No one believes you. In fact, you are
accused of the murder you blame on this beast. How can you prove your
innocence? Can you even trust your own memories of the event?
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{ Monstrous beasts stalk the wild areas of the Ironlands.
Quest Starter: A prominent Ironlander is consumed with the need to bring
vengeance upon a specific beast. What makes this creature distinctive? How
did it earn the wrath of this Ironlander? Do you aid this person in their
quest, or act to prevent their blind hate from destroying more than just the
beast?
{ Beasts of all sorts roam the Ironlands. They dwell primarily in the
reaches, but range into the settled lands to hunt. There, they often prey
on cattle, but attacks on travelers, caravans, or even settlements are not
uncommon.
Quest Starter: Professional slayers earn their keep by killing beasts. This
particular slayer, famed throughout the Ironlands for her numerous kills,
has gone missing on a hunt. Did she finally meet her match, or is something
more nefarious at play. What is your connection to her?
HORRORS
{ Nothing but stories to frighten children.
Quest Starter: The murders began last season. Local gossip suggests they
are the work of a vengeful horror, but there may be more mundane forces at
work. What is your connection to these killings? What will you do to stop
them?
{ We are wary of dark forests and deep waterways, for monsters lurk in
those places. In the depths of the long-night, when all is wreathed in
darkness, only fools venture beyond their homes.
Quest Starter: You bear the scars of an attack by a horror. What was it? Are
those scars physical, emotional, or both? How do you seek to make yourself
whole again?
{ The dead do not rest in the Ironlands. At night we light torches, scatter
salt, and post sentries at the gate. It is not enough. They are coming.
Quest Starter: A group of Ironlanders establish a settlement in a territory
cursed by a malevolent horror. What evil plagues this land? Why are the
Ironlanders so intent on settling here? Will you aid them, or attempt to force
them to give up this foolish undertaking?
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MAPPING YOUR JOURNEYS
To keep track of the details of your world, download the blank Ironlands map
at ironswornrpg.com. Then, use a separate sheet, index cards, or a journal to
create a key for the locations on your map.
Index cards work great. They give you space for a reasonable amount of
information for a region or location, and it’s quick and easy to dig through
them to find details on-demand. Just mark the index card with a number,
and mark that same number in the proper location on your Ironlands map.
If you store your index cards in order, clipped to your map, it’ll take all of a
couple of seconds to remind yourself, “What was the name of that village in
the Hinterlands?”
Y ou can even use these index cards for random events. Need to know where
the raiders are headed? Shuffle your index cards, turn them face down, and
draw one.
Don’t worry about the details here. Not everything you encounter needs to be
marked on the map or recorded. Focus on the people and places important to
your story. Don’t fuss with distances or exact positioning. There are no extra
points awarded for neatness. That said, if you really enjoy detailed maps and
recording your journeys, feel free to do so in whatever form works best for
you.
If you’re using your own map for the Ironlands or playing in a different setting
altogether, you can manage the details however you like.
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N
IRONSWORN
THE IRONLANDS
1
2
3 -
4 -
5
6
7
8
9
1. Raven’ s Bluff (B)
Large settlement on a rocky ridge
F eatures: Strong winds; precarious
rope bridge
P eople: Jilan the Overseer (B)
Vow: Banish the vengeful Haunt
3. Cairnhome
Lonely /f_ishing village
F eatures: Rot/t_ing shipwrecks; stacked
stones for each of the lost
P eople:
Thorsten the sea captain (B)
Val the Raider (enemy)
When you record the details of a community, include a note for any bonds
you share. In the example below, (B) is used to signify a bond. The index cards
can also be used to keep track of related quests.
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Chapter 5 Foes And Encounters

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NPCs IN THE IRONLANDS
An NPC (non-player character/creature) is anyone who inhabits your version
of the Ironlands other than your character and those portrayed by your
fellow players. They can be a person, being or creature. Y ou will roleplay your
interactions with NPCs, and make moves when you attempt to influence
them, aid them, gain their help, or act against them.
This chapter includes a variety of sample NPCs, organized by category.
• The Ironlanders are the humans who have settled these lands.
• The Firstborn are beings who walked the Ironlands uncountable years
before humans arrived.
• Animals are common creatures.
• Beasts are monstrous creatures of unusual size and cunning.
• Horrors are supernatural beings.
These NPCs are a starting place. Use what fits your version of the Ironlands,
keeping in mind the choices you made when you defined the characteristics
of your setting in the previous chapter. If your world is entirely humancentric, 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.
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RANK
NPCs have a single mechanical attribute, their rank. From this, their ability to
resist and inflict harm (page 19) in combat is derived, as follows:
Rank Type Progress Harm
Troublesome Common enemies 3 progress
per harm
Inflicts 1
harm
Dangerous Capable fighters and
deadly creatures
2 progress
per harm
Inflicts 2
harm
Formidable Exceptional fighters and
mighty creatures
1 progress
per harm
Inflicts 3
harm
Extreme Foes of overwhelming skill
or power
2 ticks per
harm
Inflicts 4
harm
Epic Legendary foes of
mythic power
1 tick per
harm
Inflicts 5
harm
When you engage a foe in combat, give them a standard progress track (10
boxes). When you Strike or Clash and inflict harm, mark progress for each
point of harm based on the foe’s rank. For example, you mark 2 ticks for each
point of harm inflicted on an extreme foe, and 2 progress (2 full boxes) for
each point of harm against a dangerous foe.
When you fail to defend against a foe’s attack and face physical harm, you
make the Endure Harm move ( page 91). As part of that move, you reduce
your health track by the amount of harm your foe inflicts, per their rank.
If appropriate to the NPC, they can also inflict stress ( page 20 ) equal to
their rank when you fail to resist an action which frightens, demoralizes, or
rattles you.
Use the End the Fight move ( page 82 ), adding your progress against this
foe, when you attempt to resolve the combat. To learn more about progress,
see page 14.
The ranks for the sample NPCs in this chapter represent a typical
individual of that type. For unusually powerful NPCs, increase
their rank by one (to a maximum of epic). For less powerful foes,
decrease their rank by one (to a minimum of troublesome). Y ou can
also adjust the rank of a foe when circumstances give you significant
narrative disadvantage or advantage before the fight. See page 208
for more on adjusting challenge ranks.
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FEATURES
These are the typical characteristics of appearance and personality for an
NPC. They are not universally true, especially within diverse societies such
as Ironlanders and the firstborn, but can provide some common impressions
as a starting point.
DRIVES
Drives reflect the motivations and instincts of an NPC. For creatures, these are
relatively simple: Hunt, eat, defend territory. For intelligent beings, drives are
the typical goals and beliefs of their society, but do not represent the complex
range of motivations you will encounter. Drives are a starting place, giving
you the rough outline of a typical NPC to be fleshed out (or contradicted)
appropriate to their role in the fiction.
NPCs who are prominent in your campaign will have more detail. Depending
on their role in your story, their drives may support—or conflict with—your
own goals. As you discover details about an important NPC, make note of
it. Look for opportunities to introduce interesting and surprising backstories
and motivations for these characters.
TACTICS
Tactics provide a reference for how an NPC might act in combat. These give
you a sense of typical maneuvers, but do not represent the possibilities of a
complex and dramatic combat scene. Y ou should let NPC actions flow out
of the fiction. What is the situation? What is their goal? What will add to the
excitement and danger of this moment? Make it happen. When in doubt, Ask
the Oracle.
Y our foes should do more than simply try to inflict harm. A fearsome roar
or demoralizing boast might cause you to Endure Stress. Tactical maneuvers
reduce your momentum. Fictional complications—the appearance of new
foes, putting companions or allies at risk, or a realization that undermines
your quest—will heighten the drama of the scene.
QUEST STARTER
All NPCs include a quest starter, which can serve as inspiration for one of
your vows.
YOUR TRUTH
Some NPCs include a question for you to answer. This is an opportunity to
customize the NPC to your vision of the Ironlands. Y ou 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.
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NPC PACKS
When you fight a group of troublesome or dangerous foes, you may combine
them into a single progress track. This is called a pack. It’s more convenient
than tracking progress for each individual foe, and the scene will move faster.
When you group foes into a pack, increase their rank to represent their
combined ability to inflict and resist harm. For a small pack (about 3 to 5),
increase the rank by one. For a large pack (about 6 to 10) increase the rank
by two. For example, a pack of 4 troublesome foes are treated as a single
dangerous foe. If you are facing more than 10 troublesome or dangerous foes,
you can group them into smaller packs and associated progress tracks.
When you inflict harm on the pack, you can envision it as appropriate to the
fiction. Y ou might wound them, put one or more of them out of action, or
drive some back. When you successfully End the Fight, you have defeated the
last of them, or broken their fighting spirit.
Formidable, extreme, and epic foes may not be grouped into a pack.
Each must have its own progress track.
JOINING FORCES WITH NPCs
If your story leads you to cooperating with helper NPCs to overcome
challenges, you need to consider how they impact the fiction and your moves.
NPCs—unless they are a companion asset ( page 39 )—won’t give you
mechanical bonuses on your moves. They also won’t make moves of their
own. They are simply a part of your story, perhaps impacting the moves you
make, the results of those moves, and the rank of your challenges. Gaining
the aid of an important NPC might also allow you to Reach a Milestone (page
100).
For example:
• If you are charged with protecting NPCs, they might be placed in danger
or suffer losses as a result of your failures on moves.
• If you are fighting alongside NPCs, you can reduce the rank of your foes.
For example, battling alone against a large pack of raiders might be an
extreme challenge. If you are aided by a stalwart band of villagers, you
could shift the enemies’ rank to formidable.
• If you are being led by an experienced scout, you might choose to skip the
Undertake a Journey move, or reduce the rank of the journey.
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• If an NPC leader agrees to support your quest by allowing passage through
contested lands, you might Reach a Milestone and mark progress.
As with any NPC, you can Ask the Oracle to see how a helper NPC responds,
how they fare in a challenge, or what they do next. Y ou can make moves to
influence them, such as Compel. If you develop a strong relationship through
your story, or if you Fulfill Your Vow in their service, you can choose to Forge
a Bond.
In short, make them characters, not numbers. Give them personalities. Give
them quirks and motivations. Let them impact your story and your quests, for
better or worse, but always keep the focus on your character and your allies.
CREATING NPCs
Y ou should create NPCs that fit your version of the Ironlands, enhance your
story, and enrich your character’s adventures. Use the sample NPCs as a
starting place, or start from scratch. Because NPCs don’t have mechanical
detail, it’s easy to bring them to life without advance preparation.
If you face an NPC in combat, give them a rank. If you like, you can also
make note of their drives and tactics. Otherwise, their motivations, abilities,
and actions are entirely part of your fiction. They may ignore you, aid you, or
oppose you. Make moves to resolve your intentions with them as appropriate.
Springboard off those moves with new details and complications to flesh out
these characters.
For reoccurring NPCs, make note of what you learn of them over time. If you
share a bond, mark it down.
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IRONLANDERS
Ironlanders are the human inhabitants of these lands. Unless your story
emphasizes adventures well outside of the settled regions, the majority of your
interactions will be with fellow Ironlanders.
This section covers a few broad categories of Ironlanders. They are not
representative of the variety of people and cultures in these lands. When you
are forced to fight an Ironlander and need to determine their rank, you can
Ask the Oracle, or follow these guidelines:
• A common citizen or brute is troublesome.
• A trained warrior is dangerous.
• A powerful or veteran warrior is formidable.
BROKEN
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Features: • Crazed eyes
• Painted skin
• Feral screams
• Scavenged clothing and weapons
Drives: • Show my power
• Share my pain
Tactics: • Spring from hiding
• Ferocious attacks
Another people sailed to the Ironlands from the Old World long before our
kin settled here. Something happened. Something changed them. Whether it
was the long struggle in a harsh land, the ravages of war, or the corruption of
some dark force, they left their humanity behind and became what we call the
broken. Now, they exist only to kill, to destroy.
We fear the broken for their savagery. But, more than this, we fear them as a
dark portent of what we might one day become.
Quest Starter: Years ago, an Ironlander child was taken by a broken tribe. Now
they are seen living among them. What is your connection to this person? Can
they be brought home, or are they forever lost?
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COMMON FOLK
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Traits: • Diverse looks
• Weary and worried
• Suspicious of strangers
Drives: • Prepare for the winter
• Protect family
Tactics: • Desperate defense
• Stand together
Most of us in the Ironlands are common folk. We are farmers, laborers,
crafters, sailors, and traders. When trouble comes, we know which way the
pointy end goes, and we stand together to protect our homes and kin.
Quest Starter: Two prominent families are at odds. What is the source of the
conflict? What is your relationship to them? What danger threatens to destroy
their community if they can’t put aside their petty squabble?
HUNTER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Traits: • Wearing hides and furs to ward away the cold
• Steely gaze
• At home in the woodlands
Drives: • A clean kill
• Survive the hunt
Tactics: • Set traps
• Keep to the shadows
• Deadly shot
Hunters face brutal weather, difficult terrain, dangerous animals, and worse.
Many never return from their hunts. Others return, but are forever changed.
Quest Starter: A hunter returns to her village, panic-stricken and pleading for
help. The rest of her party is still out there. What happened to them?
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MYSTIC
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Knowing eyes
• Tattooed skin
Drives: • Respect the old ways
• Seek the paths of power
Tactics: • Foresee the intent of my enemies
• Prepare rituals
• Use trickery
Some say you can tell a mystic by looking them in the eye. They walk in two
worlds, and their eyes shimmer with that dark reflection of realms beyond
our own. We call it the sight. Some hold that darkness in check. Others are
consumed by it.
Quest Starter: A mystic returns to their home after a years-long journey. They
are changed. What new power or knowledge do now they wield? What do they
seek to do with it? Why do you oppose them?
RAIDER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Geared for war
• Battle fervor
Drives: • What is theirs will be ours
• Stand with my kin
• Die a glorious death
Tactics: • Intimidate
• Shield wall
• Burn it down
Raiders survive by seizing what they need from others. Our grain. Our meat.
Our animals. Our iron. They’ll take it all, and leave us facing the long winter
with nothing to sustain us but prayers to indifferent gods.
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Quest Starter: You were raised as a raider, born to battle, but long ago left
that life. Troubled by your past, you vow to wipe this powerful clan from the
Ironlands. How can you defeat them? What will happen when you must face
your former shield-kin?
YOUR TRUTH
A large raider clan is known and feared throughout the Ironlands.
What is it called? Who leads it?
WARRIOR
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Traits: • Battle-hardened
• Scarred
Drives: • The thrill of the fight
• Protect those in my charge
• Survive another day
Tactics: • Maneuver for advantage
• Find an opening
Some Ironlanders, through strength of arms, set themselves apart from the
common rabble. They are trained to fight, or simply born to it. For them, a
sword, spear, or axe is as natural a tool as any hammer or spade.
Quest Starter: A legendary warrior, now well past their prime, swears to face a
daunting foe in one final battle. What help do they ask of you and why? Who is
their enemy?
YOUR TRUTH
Warrior’s shields are often emblazoned with meaningful symbols.
What are they? Family crests? Animal totems? Mystical sigils?
Motifs honoring the nations of the Old World? If you carry a shield,
what is painted on yours?
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FIRSTBORN
The firstborn lived here long before the humans landed on these shores. The
humans, in their arrogance, named this peninsula the Ironlands and called
themselves Ironlanders—but the firstborn gave it names of their own in a
time beyond the reach of memory.
To determine the role of the firstborn in your setting, see page 128.
ELF
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Large, luminous eyes seen through a wooden mask
• Gray-green skin the texture of dry leaves
• Sonorous voice
• Wielding bow and spear
Drives: • Protect the wilds
• Drive out trespassers, or see them pay
Tactics: • Strike from shadow
• Force their surrender
• Turn the forest against them
Elves are strange beings of the forest, seldom seen beyond the ancient woods
of the Deep Wilds. They are fiercely protective of their lands and suspicious of
humans. Their scouts patrol the borderlands, riding the fearsome mounts we
call gaunts (page 148). Others of their kind watch us from the shadow of the
deep woods, spears and bow at the ready. Some say elven mystics can bind the
animals and beasts of the forest to aid in the defense of the Wilds.
A few warn that the elves are biding their time, readying the attack which will
drive us from these lands.
Quest Starter: The leader of an Ironlander community seeks an audience with
the elves. For what purpose? Why are you compelled to help?
YOUR TRUTH
Elves conceal their faces behind ornate wooden masks. What do
these masks signify?
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GIANT
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Dark hair and ruddy skin
• Twice the size of a tall human, or more
• Wearing layers of wool, hide, and furs
• Stoic and observant
Drives: • Survive the winter
• Protect the herd
Tactics: • Fight as a last resort
• Sweeping strike
• Make them flee
Giants dwell in the Tempest Hills and Veiled Mountains. They live a nomadic
life alone or in small family units, herding oxen, mountain goats, and sheep.
In their own language they are called the Jokul.
Many Ironlanders misinterpret their quiet nature for dullness, but giants are
keenly intelligent and observant. They have a great respect for life, even for
our kind, and use trickery and negotiation to avoid fights. When they are left
without other options, an enraged giant is a devastating, relentless force.
Quest Starter: A pair of giants are raiding human settlements, stealing supplies
and livestock. With winter coming, the survival of those settlements is threatened.
What is driving the giants down from the hills?
YOUR TRUTH
Every fifth spring, the giant clans meet for a gathering. There, the
memory-keepers sing of a great giant hero, revered by all. Who is
this hero?
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PRIMORDIAL
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Personification of the natural world
• Turbulent, changing visage
• Vaguely human-like or animal-like form
Drives: • Embody chaos
• Cling to vestiges of power
Tactics: • Control the elements
• Destroy with primal rage
The primordials, said to be the vestigial spirits of long-forgotten gods, are the
most ancient of the firstborn. Each embodies some aspect of the natural world,
bound in a crude mimicry of a human or large animal. A river primordial is
a mass of rock, gravel, and flowing water. A forest primordial is formed of
wood, earth, rocks, and plants. A mountain primordial is a lumbering being
of glacier stone and ice. A fire primordial, depending on its mood, might take
form as embers, ash, and smoke—or as a raging pyre.
They range in size from the height of an Ironlander to half-again as tall as
a giant. Rumors persist of primordials who dwell in the deepest parts of the
Wilds, or high in the ranges of the Veiled Mountains, who are as tall as an
ancient tree. Beyond, some suggest, in the Shattered Wastes, live primordials
who tower into the clouds. Is the sound of distant thunder sometimes the
footfalls of mountain-sized primordials who dwell beyond the edge of the
known world?
Primordials are solitary beings as unpredictable as the natural forces they
personify. They might ignore you. They might lurk at a distance, as if
observing you. Or, they might attack. They do not speak in any language we
can understand. Some suggest they have no intelligence, and are merely a
manifestation of the natural world, no different than a winter storm.
How do you kill a primordial? Most scoff at the idea. Y ou are just as likely
to kill the rain or the sea. A mystic might tell you to use a weapon imbued
with elemental power. Don’t trust them. If you see a primordial, keep your
distance. Better yet, run.
Quest Starter: In the dead of winter, a fire primordial is razing homes and
burning a nearby wood. At night, orange flames light the sky. What can be done
to stop this destruction?
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TROLL
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Long limbs
• Sunken, beady eyes
• Translucent skin camouflaged to the environment
• Keen sense of smell
• Speaks in gibberish
Drives: • Find pretty things
• Keep it secret
Tactics: • Be sneaky
• Bite and claw
• Run and hide
Trolls mostly live in the Flooded Land, but it’s not unusual to encounter one
in the Hinterlands or even in the southern reaches of the Havens. They are
solitary creatures, wary of contact with Ironlanders but likely to attack if
scared or provoked.
They move with their back hunched, often skulking on all four gangly limbs.
When they stand straight they are much taller than humans—nearly as tall as
a giant. Their skin is a sickly pale gray, but they can camouflage themselves by
changing it to match their environment.
Trolls collect objects of all sorts, and particularly value Ironlander trinkets.
They are tormented by the fear of others stealing their hoard, and are
constantly seeking out new, better hiding places. The items are mostly junk to
anyone but a troll, but occasionally an object of real value finds its way into
the dregs.
Quest Starter: The villagers tolerate the troll who lives nearby because its presence
serves to dissuade a greater threat. They even donate items for its hoard, and put
up with its occasional thievery. But now, the troll is missing. What is the looming
threat the troll helped avert?
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V AROU
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Y ellow eyes shining in moonlight
• Pointed ears and snout-like face
Drives: • Take their land
• Defend my kin
• Keep the bloodcall at bay
Tactics: • Strike at night
• Leap into combat
• Let loose the bloodcall
The varou are humanoid beings who dwell within the Deep Wilds and in the
woods of the Hinterlands. Their features are fierce and wolf-like. They are
broad-shouldered and a head taller than the average Ironlander. Their long
hair is ornately groomed and decorated with beads and other trinkets.
The varou value territory above all things. They often war amongst themselves
and against the elves to gain or defend holdings. They mark their claims by
carving clan symbols into trees. Only the foolish ignore the warning of these
border signs. Several of our settlements—built too close to varou territory—
are now abandoned ruins bearing the mark of a victorious varou clan.
Quest Starter: A varou clan has carved their mark into the trees surrounding
an Ironlander community, claiming it as their territory. An attack is surely
imminent. What will you do to prevent it?
YOUR TRUTH
A young varou receives their keth—a curved dagger—before
undergoing a rite of passage. What must they do to take their place
among the adults of the clan?
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ANIMALS
Animals are the mundane creatures which dwell in the Ironlands. Some
animals are native to these lands; others were also common in the Old World.
Most wild animals are skittish and do not pose a threat to humans. Those
creatures have no rank, and can be attacked or interacted with using
appropriate moves. For example, Resupply (page 63) can represent hunting
for deer or small game.
A few notable exceptions—predators, aggressive creatures, and animals
trained to fight—are noted here.
BEAR
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Fearsome teeth and claws
• Thick hide
Drives: • Find food
• Defend cubs
Tactics: • Roar
• Pin down
• Maul with savage force
Most bears are not aggressive. They avoid Ironlanders and are unlikely to
attack unless they see you as a threat.
There are exceptions. The silver bears of the Veiled Mountains, which
sometimes range as far south as the Tempest Hills, are territorial, powerful,
and aggressive. Likewise, the ash bear, encountered in woodlands throughout
the Ironlands, is known for its ferocity and cunning. If either catch your scent,
they are likely to hunt you down and attack.
Quest Starter: A group of hunters felled a large ash bear with several arrows. It
tumbled into a river and was swept away. Unfortunately, the bear they thought
dead is now stalking the group as they make their way back home.
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BOAR
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Wiry coat
• Long tusks
• Vicious
Drives: • Forage
• Protect territory
• Defend sows
Tactics: • Charge and gore
• Circle and attack again
In the Old World, wild boars were belligerent and dangerous animals. Here in
the Ironlands? They are even bigger and meaner. They attack without warning
or provocation. They will run you down, gore you, bite you, and circle around
to do it all again. And again. And again.
Quest Starter: A boar hunt ends in tragedy when an Ironlander is gored and
grievously wounded. How do you know this person? What terrible truth do they
reveal as they lay dying?
GAUNT
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Horse-like creature with a lean, skeletal frame
• Ghostly pale eyes
• Black, scaled hide
Drives: • Run like the wind
Tactics: • Rear up
• Charge
• Trample
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A gaunt is a creature unique to the Ironlands. They maneuver across the
rough, dense terrain of the Deep Wilds and Hinterlands with uncanny speed
and grace. This makes them ideal as mounts for the elves ( page 142), who
breed and train them.
A gaunt will not usually act aggressively without provocation, but they are as
deadly as the fiercest warhorse under the command of a talented rider.
Quest Starter: Villages in the Hinterlands have fallen prey to a large band of
gaunt-riding elves. They attack with sudden and violent force, and are gone
before any sort of defense can be mustered. Their leader, a warrior of unmatched
skill, rides a distinctive white gaunt. What has driven these elves to strike out
against the Ironlanders?
YOUR TRUTH
Some gaunts live in wild herds. They once roamed the wilds in
countless numbers, but few now remain. What has happened to thin
these herds so dramatically?
MARSH RAT
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Features: • Beady eyes
• Long tail
Drives: • Eat everything
• Breed
Tactics: • Swarm and bite
The marsh rat is a rodent of unusual size. They are all-too-common in the
Flooded Lands or in wetlands within the Hinterlands and Deep Wilds.
They eat almost anything, including carrion and waste. Our grain stores and
pantries are an easy target for marsh rats, who dig tunnels or chew through
walls to get at the food. They will also try to make a meal out of living prey—
deer, cattle, or even an unlucky Ironlander. A pack of marsh rats can kill a
horse and reduce it to bone in a matter of hours.
Quest Starter: Marsh rats raided the stores of an isolated settlement. How will
you ensure the Ironlanders have enough food to survive the coming winter?
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WOLF
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Keen senses
Drives: • Fight rivals
• Mark territory
• Run with the pack
Tactics: • Stalk
• Pack rush
• Drag to the ground
The Ironlands are home to several breeds of wolves. Most are not aggressive
and stay clear of settlements and travelers. Despite that, attacks against
Ironlanders are not unknown. A harsh winter and insufficient prey can drive
a pack to hunt livestock or even an unwary Ironlander. As night falls we hear
their howls, and hope they are well fed.
Quest Starter: You find the grisly remains of a pack of wolves. All are dead, even
the cubs. What caused this? Why is it a harbinger of a greater danger?
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BEASTS
Beasts are monstrous creatures of great size and power. They are natural
beings—not supernatural entities—but were unknown in the Old World.
To determine the role of beasts in your version of the Ironlands, see page
128.
BASILISK
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Giant snake
• Dull yellow-brown skin
• Vibrant yellow eyes
Drives: • Devour
Tactics: • Lay in wait
• Mesmerizing gaze
• Sudden bite
• Crush
Basilisks dwell in the Flooded Lands, lurking in the murky waters of the
swamps or within marshy thickets. There, they wait patiently for prey. They
regularly feed on marsh rats or deer, but will eagerly make a meal out of a
passing Ironlander.
Quest Starter: The adventurer set out to slay a basilisk, only to become its next
meal. Because the serpent digests its prey slowly, the remains of the adventurer
are still undoubtedly within the beast—along with the heirloom sword he
wielded. What is your relationship to this person? Why is recovering the sword
so important to you?
YOUR TRUTH
Some piece of a basilisk anatomy is prized by the Ironlanders. What
is it? How is it used?
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ELDER BEAST
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Twice the size of their common kin, or more
Drives: • Dominate
• Protect territory
Tactics: • Intimidating display
• Overwhelming attack
Elder beasts—including wolves, bears, and boars—are huge, monstrous
versions of their common kin. They are primarily solitary creatures, though
elder wolves have been known to lead a pack of normal wolves. Some call
them guardians, avatars of the land itself, and say they are as long-lived as the
oldest trees.
Quest Starter: An elder wolf, white as snow, appears to you in a dream. When
you wake, the memory of its piercing gaze lingers. Is the vision a dark portent or
a promise? Why are you compelled to seek this beast out?
YOUR TRUTH
What people of the Ironlands revere and protect the elder beasts?
What group hunts them and why?
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HARROW SPIDER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Massive fangs
• Long legs and bloated body
• Eight iridescent black eyes
Drives: • Lurk
• Feed
Tactics: • Drop atop prey
• Bite with pincers
• Trap in webbing
These gigantic creatures are a menace in woodlands throughout the Ironlands.
Despite their size, they move through high branches with uncanny grace,
dropping suddenly to grapple their prey and entomb them in webbing.
Quest Starter: A brood of harrow spiders attacked a contingent of Ironlanders.
The single survivor tells of the horrifying encounter and the monstrous brood
mother—a harrow spider larger and stronger than a warhorse. What was this
group’s mission? What important item are you sworn to recover from one of the
victims?
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LEVIATHAN
Rank: Epic (1 tick per harm; inflicts 5 harm)
Features: • Massive bulk
• Flesh as tough as iron
• Cold black eyes
• Sinuous grace
Drives: • Slumber in the depths
• Destroy those who trespass
Tactics: • Rise from the depths
• Ram and swamp ships
• Devour prey whole
These massive sea beasts lurk in the darkness of the deepest fjords and in the
abyssal depths beyond the Barrier Islands. They sometimes surface to hunt
within shallower waters. They will indiscriminately destroy any Ironlander
vessel which strays too close to their hunting grounds.
Watchful sailors might catch sight of a leviathan circling their boat, studying
them, in the moments before it attacks. Their dagger-shaped head is as tough
and destructive as any battering ram, able to shatter a ship in a single blow.
Quest Starter: A leviathan lurks off the coast, preying on fishing boats and
trade ships. Among the dead is someone important to you. Who is it? You have
vowed to send this beast back to the depths, but doing so will require a mythic
weapon—The Abyssal Harpoon, an Old World artifact said to be carved from
the bones of a long-dead sea god. Where is this weapon rumored to be held?
YOUR TRUTH
Some coastal people believe leviathans are a manifestation of an
ancient spirit. What is it?
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MAMMOTH
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Woolly fur
• Large head and curved tusks
• Prehensile trunk
Drives: • Migrate to fertile ground
• Forage for food
• Protect the young of the herd
Tactics: • Form a protective circle
• Charge
• Trample
• Gore
These beasts resemble the elephants of the Old World’s southern realms, but
are larger and covered in a coat of thick fur. They travel in herds among the
Tempest Hills, migrating south with the winter and north with the spring.
They are not aggressive creatures, but are fearless and will fight to the death
to protect their young.
A herd of mammoths is an amazing and humbling sight, but smart Ironlanders
keep their distance and stay downwind.
Quest Starter: A mammoth calf wanders alone into an Ironlander settlement.
Why do you swear to reunite it with its herd?
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WYVERN
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Huge, bat-like wings
• Rows of knife-sized teeth
• Thick hide with a metallic sheen
• Long tail
Drives: • Watch for prey from high above
• Feed
Tactics: • Swoop down
• Snap up prey
• Fearsome roar
• Bash with tail
There are several breeds of wyverns in the Ironlands. To the west, tawny
wyverns nest in the cliffs of the Barrier Islands and Ragged Coast, diving for
fish in the surrounding waters. Inland, the verdant wyverns dwell in forested
regions. The largest and most fearsome breed, the iron wyverns, hunt among
the Tempest Hills and along the flanks of the Veiled Mountains.
All wyverns have wolfish heads with wide jaws, thick bodies, and sinuous
tails. They have short hind limbs and elongated forelimbs which extend along
their wings. In flight, they are a terrifying but awe-inspiring creature. On the
ground, they lumber heavily on all four limbs, their wings folded back, jaws
agape, gaze fixed on their prey. They are the grim cruelty of the Ironlands
given form. They are death.
Quest Starter: Ancient cave paintings in the Tempest Hills show humanoids
riding atop wyverns. Perhaps these beasts can be tamed. Why are you obsessed
with this possibility?
YOUR TRUTH
Rumors persist of a wyvern graveyard where wyverns instinctively
go when their death is near. Where is this supposedly located? In
what way do Ironlanders make use of wyvern bones?
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HORRORS
Horrors are supernatural entities. In the Old World, they were superstition
and legend. Here, they are nightmares made real. The Ironlands is fertile
ground for darkness and evil to take hold, spawning these undead beings of
pure vengeance or mindless hate.
Many horrors can be temporarily defeated through physical attacks, but
cannot be killed. They are beyond death.
To determine the role of horrors in your setting, see page 129.
BONEWALKER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Skeletal corpse
• Y ellowed bones
• Tattered remains of clothing and armor
Drives: • Destroy life
Tactics: • Rush with unexpected speed
• Attack with the weapons they bore in life
• Grasp and claw
Bonewalkers are human remains given unnatural life. The source of the dark
energy animating them is a mystery. Some say it is the will of dark gods.
Others say an ancient evil permeates this land and seeps into porous bones of
the dead. Or, perhaps it is the work of corrupt mystics.
Bonewalkers usually roam the location of their final resting place—a burial
site, a cursed battlefield, or a settlement blighted by disease or violence.
Nothing remains of their previous selves. They are soulless monsters driven
only to destroy the living.
Quest Starter: A horde of bonewalkers marches relentlessly towards the Havens.
What dark force has gathered this army of the undead? How will you stop them?
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CHIMERA
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Shambling mass of dead creatures and offal
• Rotting stench
Drives: • Insatiable hunger
Tactics: • Horrifying wail
• Relentless assault
• Claw, bite and rend
A chimera is the corrupted form of dead animal flesh given horrible life. Its
body is a collection of various creatures, fused together into a twisted, massive
entity which knows only pain and hunger. When a dozen blood-tinged eyes
focus on you, when its gibbering mouths open at once to scream, your only
hope is a quick death.
Quest Starter: Multiple chimera have spawned from the heart of a deep wood.
What evil is at work there?
FROSTBOUND
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Mummified, desiccated flesh
• Frozen blue eyes
• A sorrowful, hollow scream
Drives: • Absorb the warmth of the living
Tactics: • Sense heat
• Life-draining grasp
Some who fall prey to the long winters or the wild storms of the northern
regions are given a horrible new life as the frostbound. These animated
corpses are cursed to forever seek out the warmth their death took from them.
Quest Starter: A group of frostbound lurk along a mountain trail. This path is
the only safe route to the lowlands from a mining village.
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YOUR TRUTH
Can creatures other than Ironlanders become frostbound? If so,
undeath gives them uncanny strength. Make them one rank higher
than their living form.
HAUNT
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Subtle, unsettling manifestations
• Appear as they did in life
• Lay bare the ravages of death
• Stench of the grave
Drives: • Torment the living
• Find rest
Tactics: • Vanish and reappear
• Horrifying visage
• Unleash chaos
Haunts are restless spirits bound to this world by a traumatic or unjust death.
They may be tied to a location, an object, or even a person.
A haunt who manifests as a physical being can be dispelled by overcoming
them in a fight, but only temporarily. They will only be at peace when their
death is avenged or resolved. Some say a haunt can be banished through a
ritual, but few possess the knowledge.
Quest Starter: You are plagued by a haunt. Who is it? What do they want of
you?
YOUR TRUTH
When someone dies a violent death, or at the hand of another,
they are often laid to rest using a specific, ceremonial rite. This, it
is believed, prevents them from returning as a haunt. What is this
ritual? What rare material is required?
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HOLLOW
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Vaguely humanoid shape formed of earth, plants, and
insects
• Empty black eyes behind an elven mask
• Smells of wet soil and dead things
Drives: • See justice done
Tactics: • Bash with savage strength
• Draw in a whirlwind of materials to reform and
enlarge
• Envelop and suffocate
It is said that elves who die an unjust death or have cause to seek retribution
can rise as a hollow. Their form is a rippling mass of dead leaves, plants, soil,
carrion, and insects. They move with a nightmarish, shambling gait. Their
face is the wooden mask they wore in life. Their voice is the rattle of the wind
through dry leaves.
As with haunts, they can be temporarily defeated but cannot be killed by
physical means. They are a relentless force, bound to this world by a singular
motivation—vengeance.
Quest Starter: A hollow terrorizes an Ironlander village. What does it seek?
What will you do to stop it?
YOUR TRUTH
How do elven communities view a risen hollow? Are they seen as
spirits of righteous vengeance or as dangerous aberrations?
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IRON REVENANT
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Empty, patchwork shell of armor and other hunks of
metal
• Wielding iron weapons
• A low, reverberating voice
Drives: • Fulfill the vow
• Destroy any who stand in their way
Tactics: • Steadfast attacks
• Pull in iron with an unyielding, magnetic force
Some vows are held so fiercely that they survive even after death. An iron
revenant is an incorporeal force of furious resolve, the unfinished vow of an
Ironsworn given horrible form as a construct of metal.
Attacks may slow them down or temporarily break apart their armored form,
but they have no flesh to pierce and cannot be killed. An iron revenant won’t
stop until their vow is fulfilled.
Quest Starter: Someone you knew
has taken form as an iron
revenant. Who is it?
What is their vow?
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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?
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Chapter 6 Oracles

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SEEKING INSPIRATION
In Ironsworn, an oracle is anything which generates random results to help
determine the outcome of a move, a detail in your world, an NPC action, or
a narrative event.
Among the choices provided in the Ask the Oracle move is “spark an idea”
(page 108). Y ou 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. Y ou
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 PLA Y
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.
Y ou 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). Y ou’re
not sure what this means in the context of your current journey, and
decide to spark an idea to see what happens. Y ou 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.
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ORACLES IN GUIDED PLA Y
GM’s can use oracles for support during play and to supplement their narrative
decision-making. Mundane oracles, such as names (page 184), are helpful to
quickly flesh out details. Interpretative oracles, such as the Action and Theme
tables (page 174), can be used to spark new ideas.
When the characters Sojourn at a small settlement deep in the Flooded
Lands, they roll a match. Everyone is interested in using that match to
drive a new quest. The GM rolls on the Settlement Trouble table (page
181). The oracle answers, “Production halts. ”
The GM interperts this result. “This settlement relies on a steady
harvest of a rare medicinal plant found in the depths of the swamp” ,
she tells her players. “But, a huge basilisk they call ‘one-eye’ lurks there.
A group of able hunters set out last week to kill the beast. They did not
return. ”
Y ou 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.
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IRONLAND ORACLES
HOW TO USE THE TABLES
Ask your question and choose an appropriate oracle
table.
Roll your oracle dice (page 22) to generate a number
from 1-100.
Check your roll against the table. The oracle will reveal
its answer.
Consider the answer in the context of your question
and the current situation. Is the result a good fit? Does
it trigger a spark of inspiration?
If the answer is difficult to interpret for your situation,
you can check up or down one row from your original
answer, or reverse the digits (37=73).
If you’ve got your answer, you’re all set! Play to see
what happens. If you want further detail, you can talk
it out with other players or roll on another oracle table.
If you’re having trouble, you can roll again, try a
different table, or just fall back to your instincts and
decide what happens next.
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WHEN ANSWERS LEAD TO MORE QUESTIONS
Y ou aren’t limited to a single roll on a single oracle table when asking a question.
If you like, you can let the result from one table inform your interpretation of
the result on another. Y ou can even refer back to the Ask the Oracle table (page
107) to clarify an answer with a yes/no question.
However, use caution with this technique. Too many questions and too many
rolls makes your session feel like an exercise in randomness. Lead with your
instincts. Leverage the oracles to fill in the gaps. Keep it moving.
Y ou use the Character Goal oracle ( page 182 ) to identify an NPC’s
primary motivation. The answer is “ Avenge a wrong. ” Y ou don’t have
any immediate ideas on how this relates to this character, so you roll
on the Theme table ( page 175 ) for more detail. “Land” , the oracle
answers. Y ou decide the NPC’s home and farm was taken by a rival.
This is the wrong she seeks to put right.
ORACLE TABLES AND MATCHES
Matches don’t have special significance when rolling on these oracle tables.
They can be ignored.
INTRO TO THE ORACLES
This chapter includes a variety of oracle tables. Use them in whatever way
best fits your preferences and the needs of your story, but here’s some basic
recommendations.
ORACLE 1: ACTION (P AGE 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 (P AGE 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.
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Y ou are sworn to recover a stolen artifact which is sacred to a community.
In your search for suspects, you make a Gather Information move as
you question the village leader.
Y ou roll a strong hit, but where do the clues lead? Y ou Ask the Oracle
and, roll against the Action and Theme tables. “Leave mysticism, ” the
oracle responds.
Interpreting this result, you decide the likely suspect is a traveling
mystic who left shortly before the theft was discovered.
ORACLE 3: REGION (P AGE 176)
Use this oracle when you want to randomly select a region with the Ironlands.
ORACLE 4: LOCATION (P AGE 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.
Y our roll may generate a place or geographical feature which doesn’t make
sense in the context of your current location. If so, follow the guidelines on
page 167 to generate a different result (look at adjacent rows or reverse the
digits). Or, play off the original answer to introduce something unexpected.
Y ou ask, “Where was the traveling mystic bound?”
The Location oracle answers, “River. ” Y ou decide she traveled south
from the village aboard a merchant’s boat.
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ORACLE 5: COASTAL W ATERS LOCATION (P AGE 176)
Use this oracle to identify a point-of-interest or destination when you are
traveling by ship or boat along the coast.
ORACLE 6: LOCATION DESCRIPTION ( P AGE 177)
Use this oracle to add detail to the Location or Coastal Waters Location
oracles, or by itself to generate a description of a location. Roll more than
once for extra detail.
Y ou travel downriver on a hired boat. Y ou want to add a bit of color
to your journey, so you use the Location Description oracle for some
detail. It answers, “Inaccessible. ”
Y ou interpret this result to mean segments of the river are shallow,
forcing the crew to portage the boat along the shore. This sounds like a
perfect opportunity for an ambush...
ORACLE 7: SETTLEMENT NAME ( P AGE 178)
Ask this oracle for a thematic name for an Ironlander settlement. Roll once for
the category, and again to pick from the examples. Alternatively, just roll for the
category and come up with a name that fits the theme. In either case, consider
the meaning of the name and how it impacts this settlement’s surroundings,
livelihood, culture, or history. This may, in turn, inspire narrative hooks and
opportunities for new quests.
ORACLE 8: QUICK SETTLEMENT NAME GENERATOR ( PAG E
180)
Use this oracle as a simpler alternative for settlement names. Roll once for the
prefix, and once for the suffix. If the combination doesn’t quite work, look at
adjacent rows or reverse the digits. Once you have your answer, envision what
feature, person, or event inspired the name.
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ORACLE 9: SETTLEMENT TROUBLE ( P AGE 181)
Use this table to generate a narrative hook for a problem faced by a community.
This oracle can help inspire a vow for your character or serve as a prompt for a
trouble you encounter when you interact with a settlement. Use other oracles,
as appropriate, to help flesh out the answer.
Y ou were attacked by raiders while portaging the boat around some
shallows, and barely managed to fend off the attack. Now, you seek out
healing, rest, and supplies at a nearby village.
First, you generate a name for the settlement. Y ou use the Ironlander
Settlement Name oracle and roll “ A historical event” as the category,
and “Firstmeet” from the examples. Y ou decide this village sits on the
site of the first encounter between elves and humans.
Y ou roll a match on your Sojourn move, and opt to trigger a new
narrative hook. Y ou ask, “What’s the problem here?” and roll on the
Settlement Trouble table.
The oracle answers, “Debt comes due. ”
Perhaps the band of raiders you encountered along the river have also
been making demands of Firstmeet to supply them with food. The
raiders are due to return soon, but the villagers won’t survive the winter
without the meager provisions they have left. Y ou Swear an Iron Vow
to help them.
ORACLE 10: CHARACTER ROLE ( P AGE 182)
Use this oracle to define the background for a character, or to generate a
random encounter.
ORACLE 11: CHARACTER GOAL (P AGE 182)
Use this oracle to define the primary motivation of an NPC or a faction. It can
also be used to kick-off a personal quest for your own character.
ORACLE 12: CHARACTER DESCRIPTOR ( P AGE 183)
Use this oracle to help flesh out a character’s personality or physical
characteristics. Roll more than once to add additional detail. Y ou 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.
171
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[Source: Ironsworn Core Rulebook --- PDF page 182]{.small}

ORACLE 13: IRONLANDER NAMES ( P AGE 184)
Use this oracle to quickly generate a name for an Ironlander character. Roll
on either table. Surnames are not used in the Ironlands and names are often
gender-neutral. If a name doesn’t fit a character, or you don’t like the sound of
it, look up or down a row for your answer, or reverse the digits.
Y ou can also ignore this oracle and use your own preferred naming conventions
or name generators for your Ironland characters.
What do the villagers know of the raider chief? Y ou roll on the
character oracles to learn more about him. The Role oracle tells you
his background is a “Leader. ” The Character Goal oracle tells you his
mission is to “Fulfill a duty. ” Then, you ask what makes him distinctive
by rolling on the Descriptor table, and the oracle answers, “Obsessed. ”
Putting these pieces together, you decide the bandit chief was once
the leader of a settlement to the north. He and his allies were exiled
following a coup. He is sworn to protect his followers and see them
through their life as outcasts, but he is also obsessed with someday
reclaiming his home.
With a few rolls and a bit of interpretation, you’ve added a fair bit of
texture and pathos to what might otherwise be a stock villain character.
Y ou roll for his name and the oracle tells you, “Khulan. ”
ORACLE 14: ELF NAMES (P AGE 186)
Use this oracle to generate a name for an elf character. To learn more about
elves in the Ironlands, see page 142.
ORACLE 15: OTHER NAMES (P AGE 187)
Use this oracle for other firstborn characters, including giants, varou, and
trolls.
ORACLE 16: COMBAT ACTION (P AGE 188)
Use this oracle to help inspire an action for an NPC in combat. When you’re
not sure what your foe does next, particularly when they have initiative, roll on
this table and interpret the result as appropriate to your foe and the situation.
CHAPTER 6 | ORAClES172

[Source: Ironsworn Core Rulebook --- PDF page 183]{.small}

Y ou face off against Khulan, the leader of the raiding party. Y ou charge
at him, sword swinging. He easily parries the blow, and takes initiative.
What does he do next? Y ou roll on the Combat Action table. The oracle
answers, “Provoke a reckless response. ”
Khulan laughs at you, slamming the haft of his axe against his shield.
“C’mon!” he yells, goading you into a hasty attack. “Y ou can do better
than that. ”
Yo u Face Danger to try to resist the taunt...
ORACLE 17: MYSTIC BACKLASH (P AGE 189)
Those who deal in magic may find themselves at the mercy of chaos. This
oracle can supplement, or replace, the Pay the Price table ( page 105) when
resolving the outcome of a failed ritual or other negative interaction with
mystical forces. Use this oracle in dramatic moments, or to introduce an
unexpected outcome triggered by a match.
ORACLE 18: MAJOR PLOT TWIST ( P AGE 190)
Use this oracle to introduce a narrative surprise or revelation. Most of these
results have a negative implication, and can be used to resolve a match at a
crucial moment in your story. In particular, this is an effective tool to leverage
when you make a move with matched 10’s on the challenge dice.
This oracle offers similar results to the Pay the Price table (page 105), but is
more focused on dramatic events tied to your current quests.
Khulan has been defeated, but you roll a miss with matched 10’s when
you Fulfill Your Vow. Perhaps these raiders are part of a larger force?
The village is still in danger, leaving your vow unfulfilled. To get some
more detail and resolve the match, you check the Major Plot Twist
oracle. The oracle responds, “Two seemingly unrelated situations are
shown to be connected. ”
Based on that answer, you decide to connect this encounter to your
original quest. The raider and his clan all bear branded scars in the
shape of the stolen relic. What does it mean? Play to find out.
ORACLE 19: CHALLENGE RANK ( P AGE 190)
Use this oracle when you want to randomly determine the challenge rank of
a quest, journey, or fight.
173
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[Source: Ironsworn Core Rulebook --- PDF page 184]{.small}

ORACLE 1: ACTION
1 Scheme
2 Clash
3 Weaken
4 Initiate
5 Create
6 Swear
7 Avenge
8 Guard
9 Defeat
10 Control
11 Break
12 Risk
13 Surrender
14 Inspect
15 Raid
16 Evade
17 Assault
18 Deflect
19 Threaten
20 Attack
21 Leave
22 Preserve
23 Manipulate
24 Remove
25 Eliminate
26 Withdraw
27 Abandon
28 Investigate
29 Hold
30 Focus
31 Uncover
32 Breach
33 Aid
34 Uphold
35 Falter
36 Suppress
37 Hunt
38 Share
39 Destroy
40 Avoid
41 Reject
42 Demand
43 Explore
44 Bolster
45 Seize
46 Mourn
47 Reveal
48 Gather
49 Defy
50 Transform
51 Persevere
52 Serve
53 Begin
54 Move
55 Coordinate
56 Resist
57 Await
58 Impress
59 Take
60 Oppose
61 Capture
62 Overwhelm
63 Challenge
64 Acquire
65 Protect
66 Finish
67 Strengthen
68 Restore
69 Advance
70 Command
71 Refuse
72 Find
73 Deliver
74 Hide
75 Fortify
76 Betray
77 Secure
78 Arrive
79 Affect
80 Change
81 Defend
82 Debate
83 Support
84 Follow
85 Construct
86 Locate
87 Endure
88 Release
89 Lose
90 Reduce
91 Escalate
92 Distract
93 Journey
94 Escort
95 Learn
96 Communicate
97 Depart
98 Search
99 Charge
00 Summon
CHAPTER 6 | ORAClES174

[Source: Ironsworn Core Rulebook --- PDF page 185]{.small}

ORACLE 2: THEME
1 Risk
2 Ability
3 Price
4 Ally
5 Battle
6 Safety
7 Survival
8 Weapon
9 Wound
10 Shelter
11 Leader
12 Fear
13 Time
14 Duty
15 Secret
16 Innocence
17 Renown
18 Direction
19 Death
20 Honor
21 Labor
22 Solution
23 Tool
24 Balance
25 Love
26 Barrier
27 Creation
28 Decay
29 Trade
30 Bond
31 Hope
32 Superstition
33 Peace
34 Deception
35 History
36 World
37 Vow
38 Protection
39 Nature
40 Opinion
41 Burden
42 Vengeance
43 Opportunity
44 Faction
45 Danger
46 Corruption
47 Freedom
48 Debt
49 Hate
50 Possession
51 Stranger
52 Passage
53 Land
54 Creature
55 Disease
56 Advantage
57 Blood
58 Language
59 Rumor
60 Weakness
61 Greed
62 Family
63 Resource
64 Structure
65 Dream
66 Community
67 War
68 Portent
69 Prize
70 Destiny
71 Momentum
72 Power
73 Memory
74 Ruin
75 Mysticism
76 Rival
77 Problem
78 Idea
79 Revenge
80 Health
81 Fellowship
82 Enemy
83 Religion
84 Spirit
85 Fame
86 Desolation
87 Strength
88 Knowledge
89 Truth
90 Quest
91 Pride
92 Loss
93 Law
94 Path
95 Warning
96 Relationship
97 Wealth
98 Home
99 Strategy
00 Supply
175
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[Source: Ironsworn Core Rulebook --- PDF page 186]{.small}

ORACLE 4: LOCATION
1 Hideout
2 Ruin
3 Mine
4 Waste
5 Mystical Site
6 Path
7 Outpost
8 Wall
9 Battlefield
10 Hovel
11 Spring
12 Lair
13 Fort
14 Bridge
15 Camp
16 Cairn/Grave
17-18 Caravan
19-20 Waterfall
21-22 Cave
23-24 Swamp
25-26 Fen
27-28 Ravine
29-30 Road
31-32 Tree
33-34 Pond
35-36 Fields
37-38 Marsh
39-40 Steading
41-42 Rapids
43-44 Pass
45-46 Trail
47-48 Glade
49-50 Plain
51-52 Ridge
53-54 Cliff
55-56 Grove
57-58 Village
59-60 Moor
61-62 Thicket
63-64 River Ford
65-66 Valley
67-68 Bay/Fjord
69-70 Foothills
71-72 Lake
73-75 River
76-79 Forest
80-83 Coast
84-88 Hill
89-93 Mountain
94-99 Woods
00 Anomaly
ORACLE 3: REGION
1-12 Barrier Islands
13-24 Ragged Coast
25-34 Deep Wilds
35-46 Flooded Lands
47-60 Havens
61-72 Hinterlands
73-84 Tempest Hills
85-94 Veiled Mountains
95-99 Shattered Wastes
00 Elsewhere
ORACLE 5: COASTAL WATERS LOCATION
1 Fleet
2 Sargassum
3 Flotsam
4 Mystical Site
5 Lair
6-10 Wreck
11-15 Harbor
16-23 Ship
24-30 Rocks
31-38 Fjord
39-46 Estuary
47-54 Cove
55-62 Bay
63-70 Ice
71-85 Island
86-99 Open Water
00 Anomaly
CHAPTER 6 | ORAClES176

[Source: Ironsworn Core Rulebook --- PDF page 187]{.small}

ORACLE 6: LOCATION DESCRIPTOR
1-2 High
3-4 Remote
5-6 Exposed
7-8 Small
9-10 Broken
11-12 Diverse
13-14 Rough
15-16 Dark
17-18 Shadowy
19-20 Contested
21-22 Grim
23-24 Wild
25-26 Fertile
27-28 Blocked
29-30 Ancient
31-32 Perilous
33-34 Hidden
35-36 Occupied
37-38 Rich
39-40 Big
41-42 Savage
43-44 Defended
45-46 Withered
47-48 Mystical
49-50 Inaccessible
51-52 Protected
53-54 Abandoned
55-56 Wide
57-58 Foul
59-60 Dead
61-62 Ruined
63-64 Barren
65-66 Cold
67-68 Blighted
69-70 Low
71-72 Beautiful
73-74 Abundant
75-76 Lush
77-78 Flooded
79-80 Empty
81-82 Strange
83-84 Corrupted
85-86 Peaceful
87-88 Forgotten
89-90 Expansive
91-92 Settled
93-94 Dense
95-96 Civilized
97-98 Desolate
99-00 Isolated
IRONSWORN 177

[Source: Ironsworn Core Rulebook --- PDF page 188]{.small}

ORACLE 7: SETTLEMENT NAME
01-15 A feature of the landscape. Envision what it is. What makes it
unusual or distinctive?
Examples:
1-10 Highmount 51-60 Stoneford
11-20 Brackwater 61-70 Deepwater
21-30 Frostwood 71-80 Whitefall
31-40 Redcrest 81-90 Graycliff
41-50 Grimtree 91-00 Three Rivers
16-30 A manmade edifice. What is it? Why is it important to this
settlement’s history?
Examples:
1-10 Whitebridge 51-60 Timberwall
11-20 Lonefort 61-70 Stonetower
21-30 Highcairn 71-80 Thornhall
31-40 Redhall 81-90 Cinderhome
41-50 Darkwell 91-00 Fallowfield
31-45 A creature. Why have the people of this settlement chosen this
creature as their totem? How is it represented in art or rituals?
Examples:
1-10 Ravencliff 51-60 Boarwood
11-20 Bearmark 61-70 Foxhollow
21-30 Wolfcrag 71-80 Elderwatch
31-40 Eaglespire 81-90 Elkfield
41-50 Wyvern's Rest 91-00 Dragonshadow
46-60 A historical event. What happened here? What place or practice
commemorates this event?
Examples:
1-10 Swordbreak 51-60 Olgar's Stand
11-20 Fool's Fall 61-70 Lostwater
21-30 Firstmeet 71-80 Rojirra's Lament
31-40 Brokenhelm 81-90 Lastmarch
41-50 Mournhaunt 91-00 Rockfall
CHAPTER 6 | ORAClES178

[Source: Ironsworn Core Rulebook --- PDF page 189]{.small}

61-75 A word in an Old World language. What culture is represented
by this word? What does it translate to?
Examples:
1-10 Abon 51-60 Kazeera
11-20 Daveza 61-70 Khazu
21-30 Damula 71-80 Sova
31-40 Essus 81-90 Nabuma
41-50 Sina 91-00 Tiza
76-90 A season or environmental aspect. What influence does the
weather have on this settlement?
Examples:
1-10 Winterhome 51-60 Duskmoor
11-20 Windhaven 61-70 Frostcrag
21-30 Stormrest 71-80 Springbrook
31-40 Bleakfrost 81-90 Icebreak
41-50 Springtide 91-00 Summersong
91-100 Something Else....
Examples:
1-10 A trade good (Ironhome)
11-20 An Old World city (New Arkesh)
21-30 A founder or famous settler (Kei's Hall)
31-40 A god (Elisora)
41-50 A historical item (Blackhelm)
51-60 A firstborn race (Elfbrook)
61-70 An elvish word or name (Nessana)
71-80 A mythic belief or event (Ghostwalk)
81-90 A positive term (Hope)
91-00 A negative term (Forsaken)
179
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[Source: Ironsworn Core Rulebook --- PDF page 190]{.small}

ORACLE 8: QUICK SETTLEMENT NAME
GENERATOR
Prefix Suffix
1-4 Bleak- -moor
5-8 Green- -ford
9-12 Wolf- -crag
13-16 Raven- -watch
17-20 Gray- -hope
21-24 Red- -wood
25-28 Axe- -ridge
29-32 Great- -stone
33-36 Wood- -haven
37-40 Low- -fall(s)
41-44 White- -river
45-48 Storm- -field
49-52 Black- -hill
53-56 Mourn- -bridge
57-60 New- -mark
61-64 Stone- -cairn
65-68 Grim- -land
69-72 Lost- -hall
73-76 High- -mount
77-80 Rock- -rock
81-84 Shield- -brook
85-88 Sword- -barrow
89-92 Frost- -stead
93-96 Thorn- -home
97-00 Long- -wick
CHAPTER 6 | ORAClES180

[Source: Ironsworn Core Rulebook --- PDF page 191]{.small}

1-2 Outsiders rejected
3-4 Dangerous discovery
5-6 Dreadful omens
7-8 Natural disaster
9-10 Old wounds reopened
11-12 Important object is lost
13-14 Someone is captured
15-16 Mysterious phenomenon
17-18 Revolt against a leader
19-20 Vengeful outcast
21-22 Rival settlement
23-24 Nature strikes back
25-26 Someone is missing
27-28 Production halts
29-30 Mysterious murders
31-32 Debt comes due
33-34 Unjust leadership
35-36 Disastrous accident
37-38 In league with the enemy
39-40 Raiders prey on the weak
41-42 Cursed past
43-44 An innocent is accused
45-46 Corrupted by dark magic
47-48 Isolated by brutal weather
49-50 Provisions are scarce
51-52 Sickness run amok
53-54 Allies become enemies
55-56 Attack is imminent
57-58 Lost caravan
59-60 Dark secret revealed
61-62 Urgent expedition
63-64 A leader falls
65-66 Families in conflict
67-68 Incompetent leadership
69-70 Reckless warmongering
71-72 Beast on the hunt
73-74 Betrayed from within
75-76 Broken truce
77-78 Wrathful haunt
79-80 Conflict with firstborn
81-82 Trade route blocked
83-84 In the crossfire
85-86 Stranger causes discord
87-88 Important event threatened
89-90 Dangerous tradition
91-00 Roll twice
ORACLE 9: SETTLEMENT TROUBLE
181
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[Source: Ironsworn Core Rulebook --- PDF page 192]{.small}

ORACLE 10: CHARACTER ROLE
ORACLE 11: CHARACTER GOAL
1-2 Criminal
3-4 Healer
5-6 Bandit
7-9 Guide
10-12 Performer
13-15 Miner
16-18 Mercenary
19-21 Outcast
22-24 Vagrant
25-27 Forester
28-30 Traveler
31-33 Mystic
34-36 Priest
37-39 Sailor
40-42 Pilgrim
43-45 Thief
46-48 Adventurer
49-51 Forager
52-54 Leader
55-58 Guard
59-62 Artisan
63-66 Scout
67-70 Herder
71-74 Fisher
75-79 Warrior
80-84 Hunter
85-89 Raider
90-94 Trader
95-99 Farmer
00 Unusual role
1-3 Obtain an object
4-6 Make an agreement
7-9 Build a relationship
10-12 Undermine a relationship
13-15 Seek a truth
16-18 Pay a debt
19-21 Refute a falsehood
22-24 Harm a rival
25-27 Cure an ill
28-30 Find a person
31-33 Find a home
34-36 Seize power
37-39 Restore a relationship
40-42 Create an item
43-45 Travel to a place
46-48 Secure provisions
49-51 Rebel against power
52-54 Collect a debt
55-57 Protect a secret
58-60 Spread faith
61-63 Enrich themselves
64-66 Protect a person
67-69 Protect the status quo
70-72 Advance status
73-75 Defend a place
76-78 Avenge a wrong
79-81 Fulfill a duty
82-84 Gain knowledge
85-87 Prove worthiness
88-90 Find redemption
91-92 Escape from something
93-95 Resolve a dispute
96-00 Roll twice
CHAPTER 6 | ORAClES182

[Source: Ironsworn Core Rulebook --- PDF page 193]{.small}

ORACLE 12: CHARACTER DESCRIPTOR
1 Stoic
2 Attractive
3 Passive
4 Aloof
5 Affectionate
6 Generous
7 Smug
8 Armed
9 Clever
10 Brave
11 Ugly
12 Sociable
13 Doomed
14 Connected
15 Bold
16 Jealous
17 Angry
18 Active
19 Suspicious
20 Hostile
21 Hardhearted
22 Successful
23 Talented
24 Experienced
25 Deceitful
26 Ambitious
27 Aggressive
28 Conceited
29 Proud
30 Stern
31 Dependent
32 War y
33 Strong
34 Insightful
35 Dangerous
36 Quirky
37 Cheery
38 Disfigured
39 Intolerant
40 Skilled
41 Stingy
42 Timid
43 Insensitive
44 Wild
45 Bitter
46 Cunning
47 Remorseful
48 Kind
49 Charming
50 Oblivious
51 Critical
52 Cautious
53 Resourceful
54 Wear y
55 Wounded
56 Anxious
57 Powerful
58 Athletic
59 Driven
60 Cruel
61 Quiet
62 Honest
63 Infamous
64 Dying
65 Reclusive
66 Artistic
67 Disabled
68 Confused
69 Manipulative
70 Relaxed
71 Stealthy
72 Confident
73 Weak
74 Friendly
75 Wise
76 Influential
77 Yo u n g
78 Adventurous
79 Oppressed
80 Vengeful
81 Cooperative
82 Armored
83 Apathetic
84 Determined
85 Loyal
86 Sick
87 Religious
88 Selfish
89 Old
90 Fervent
91 Violent
92 Agreeable
93 Hot-tempered
94 Stubborn
95 Incompetent
96 Greedy
97 Cowardly
98 Obsessed
99 Careless
00 Ironsworn
183
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[Source: Ironsworn Core Rulebook --- PDF page 194]{.small}

ORACLE 13: IRONLANDER NAMES
1 Solana
2 Keelan
3 Cadigan
4 Sola
5 Kodroth
6 Kione
7 Katja
8 Tio
9 Artiga
10 Eos
11 Bastien
12 Elli
13 Maura
14 Haleema
15 Abella
16 Morter
17 Wulan
18 Mai
19 Farina
20 Pearce
21 Wynne
22 Haf
23 Aeddon
24 Khinara
25 Milla
26 Nakata
27 Kynan
28 Kiah
29 Jaggar
30 Beca
31 Ikram
32 Melia
33 Sidan
34 Deshi
35 Tessa
36 Sibila
37 Morien
38 Mona
39 Padma
40 Avella
41 Naila
42 Lio
43 Cera
44 Ithela
45 Zhan
46 Kaivan
47 Valeri
48 Hirsham
49 Pemba
50 Edda
51 Lestara
52 Lago
53 Elstan
54 Saskia
55 Kabeera
56 Caldas
57 Nisus
58 Serene
59 Chenda
60 Themon
61 Erin
62 Alban
63 Parcell
64 Jelma
65 Willa
66 Nadira
67 Gwen
68 Amara
69 Masias
70 Kanno
71 Razeena
72 Mira
73 Perella
74 Myrick
75 Qamar
76 Kormak
77 Zura
78 Zanita
79 Brynn
80 Tegan
81 Pendry
82 Quinn
83 Fanir
84 Glain
85 Emelyn
86 Kendi
87 Althus
88 Leela
89 Ishana
90 Flint
91 Delkash
92 Nia
93 Nan
94 Keeara
95 Katania
96 Morell
97 Temir
98 Bas
99 Sabine
00 Tallus
CHAPTER 6 | ORAClES184

[Source: Ironsworn Core Rulebook --- PDF page 195]{.small}

1 Segura
2 Gethin
3 Bataar
4 Basira
5 Joa
6 Glynn
7 Toran
8 Arasen
9 Kuron
10 Griff
11 Owena
12 Adda
13 Euros
14 Kova
15 Kara
16 Morgan
17 Nanda
18 Tamara
19 Asha
20 Delos
21 Torgan
22 Makari
23 Selva
24 Kimura
25 Rhian
26 Tristan
27 Siorra
28 Sayer
29 Cortina
30 Vesna
31 Kataka
32 Keyshia
33 Mila
34 Lili
35 Vigo
36 Sadia
37 Malik
38 Dag
39 Kuno
40 Reva
41 Kai
42 Kalina
43 Jihan
44 Hennion
45 Abram
46 Aida
47 Myrtle
48 Nekun
49 Menna
50 Tahir
51 Sarria
52 Nakura
53 Akiya
54 Talan
55 Mattick
56 Okoth
57 Khulan
58 Verena
59 Beltran
60 Del
61 Ranna
62 Alina
63 Muna
64 Mura
65 Torrens
66 Yuda
67 Nazmi
68 Ghalen
69 Sarda
70 Shona
71 Kalidas
72 Wena
73 Sendra
74 Kori
75 Setara
76 Lucia
77 Maya
78 Reema
79 Yo r at h
80 Rhoddri
81 Shekhar
82 Servan
83 Reese
84 Kenrick
85 Indirra
86 Giliana
87 Jebran
88 Kotama
89 Fara
90 Katrin
91 Namba
92 Lona
93 Taylah
94 Kato
95 Esra
96 Eleri
97 Irsia
98 Kayu
99 Bevan
00 Chandra
185
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[Source: Ironsworn Core Rulebook --- PDF page 196]{.small}

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

[Source: Ironsworn Core Rulebook --- PDF page 197]{.small}

ORACLE 15: OTHER NAMES
Giants Varou Trolls
1-4 Chony Vata Rattle
5-8 Banda Zora Scratch
9-12 Jochu Jasna Wallow
13-16 Kira Charna Groak
17-20 Khatir Tana Gimble
21-24 Chaidu Soveen Scar
25-28 Atan Radka Cratch
29-32 Buandu Zlata Creech
33-36 Javyn Leesla Shush
37-40 Khashin Byna Glush
41-44 Bayara Meeka Slar
45-48 Temura Iskra Gnash
49-52 Kidha Jarek Stoad
53-56 Kathos Darva Grig
57-60 Tanua Neda Bleat
61-64 Bashtu Keha Chortle
65-68 Jaran Zhivka Cluck
69-72 Othos Kvata Slith
73-76 Khutan Staysa Mongo
77-80 Otaan Evka Creak
81-84 Martu Vuksha Burble
85-88 Baku Muko Vrusk
89-92 Tuban Dreko Snuffle
93-96 Qudan Aleko Leech
97-00 Denua Vojan Herk
187
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[Source: Ironsworn Core Rulebook --- PDF page 198]{.small}

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

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ORACLE 17: MYSTIC BACKLASH
1-4 Y our ritual has the opposite affect.
5-8 Y ou are sapped of strength.
9-12 Y our friend, ally, or companion is adversely affected.
13-16 Y ou destroy an important object.
17-20 Y ou inadvertently summon a horror.
21-24 Y ou collapse, and drift into a troubled sleep.
25-28 Y ou undergo a physical torment which leaves its mark upon
you.
29-32 Y ou hear ghostly voices whispering of dark portents.
33-36 Y ou are lost in shadow, and find yourself in another place
without memory of how you got there.
37-40 Y ou alert someone or something to your presence.
41-44 Y ou are not yourself, and act against a friend, ally, or
companion.
45-48 Y ou affect or damage your surroundings, causing a disturbance
or potential harm.
49-52 Y ou waste resources.
53-56 Y ou suffer the loss of a sense for several hours.
57-60 Y ou lose your connection to magic for a day or so, and cannot
perform rituals.
61-64 Y our ritual affects the target in an unexpected and problematic
way.
65-68 Y our ritual reveals a surprising and troubling truth.
69-72 Y ou are tempted by dark powers.
73-76 Y ou see a troubling vision of your future.
77-80 Y ou can't perform this ritual again until you acquire an
important component.
81-84 Y ou develop a strange fear or compulsion.
85-88 Y our ritual causes creatures to exhibit strange or aggressive
behavior.
89-92 Y ou are tormented by an apparition from your past.
93-96 Y ou 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.
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1-5 It was all a diversion.
6-10 A dark secret is revealed.
11-15 A trap is sprung.
16-20 An assumption is revealed to be false.
21-25 A secret alliance is revealed.
26-30 Y our actions benefit an enemy.
31-35 Someone returns unexpectedly.
36-40 A more dangerous foe is revealed.
41-45 Y ou and an enemy share a common goal.
46-50 A true identity is revealed.
51-55 Y ou are betrayed by someone who was trusted.
56-60 Y ou are too late.
61-65 The true enemy is revealed.
66-70 The enemy gains new allies.
71-75 A new danger appears.
76-80 Someone or something goes missing.
81-85 The truth of a relationship is revealed.
86-90 Two seemingly unrelated situations are shown to be connected.
91-95 Unexpected powers or abilities are revealed.
96-00 Roll twice more on this table. Both results occur. If they are the
same result, make it more dramatic.
ORACLE 18: MAJOR PLOT TWIST
ORACLE 19: CHALLENGE RANK
1-20 Troublesome
21-55 Dangerous
56-80 Formidable
81-93 Extreme
94-00 Epic
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MORE ORACLES
Roleplaying games have a long tradition of using random generators as a play
aid. If you’re an avid collector of RPG’s, you may wish to leverage oracles from
other systems. Y ou can also find a limitless supply of random generators and
tables online—names, people, creatures, places, plot hooks, and much more.
Physical randomizers can also be helpful. Y ou can purchase dice with various
icons that can be interpreted to resolve questions and trigger new situations.
Or, you can play with tarot cards or rune stones.
Whatever aids you use, don’t let randomness overwhelm your narrative. Y our
own story instincts are the most powerful tool in your gaming kit.
CREATING YOUR OWN ORACLES
Y ou will find a blank worksheet at ironswornrpg.com to create your own
oracle tables. Y ou can make tables which better fit your preferences or support
the tone of your game.
Y ou can also create specific tables for certain narrative situations. Heading
out for a dangerous journey into the mountains? Create a table of things
you might encounter. Then, roll on the table when you want to introduce an
encounter or event.
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Chapter 7 Gamepla Y In Depth

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STARTING YOUR CAMPAIGN
An Ironsworn campaign is a series of connected game sessions. Y ou will explore
your world and the life of your character as you swear vows and struggle to
see them fulfilled. Y ou will journey across the Ironlands, run afoul of troubles,
fight fearsome foes, and form bonds with people and communities. Through
it all, you make decisions as your character and explore what it means to be
Ironsworn in a harsh land.
To get started on your campaign, follow the steps described in this section.
CREATE YOUR CHARACTER
Refer to the character creation summary on page 47 . Envision your
character, considering their motivations, skills, background, appearance,
personality, and connections to the world. Set your stats and pick your assets
in whatever order you prefer. Give your character a name.
If you are playing co-op or guided, talk over your character with the other
players and establish your connections to each other. Y ou 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.
Y ou envision your character. Y our family was part of a raider clan.
Y ou were born to battle, but left that life behind long ago. Now, you
live as a farmer. Y our sword, long unused, hangs above the mantle in
your modest home. Y our 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.
Y ou set your stats. Y our 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.
Y ou’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

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CREATE YOUR WORLD
If you are playing in the Ironlands or a similar setting, work through the
‘Y our Truths’ exercise starting on page 122 . Review the options and make
selections. Keep an eye out for quest starters which trigger an idea for a
background vow (page 195) or an inciting incident (page 196).
Next, choose where your story begins. Have a look at the regions on page
112. Where are your characters located? Are they part of a community, or
wandering the wilderness? Talk it out with other players and envision the
setting. Mark the location on your map.
Y ou envision some basic characteristics of your home village. It
is a small settlement along the southern fringes of the Havens. It is
surrounded by fields and sits astride a wide river.
Y ou roll on the Settlement Name table ( page 178 ), and the oracle
answers, “Cinderhome. ” Y ou envision the burnt ruins of the former
longhouse. It is a place haunted by a long-dead overseer who died in
the fire.
Y ou mark Cinderhome on your map. This is where Saskia’s adventures
begins.
If you prefer, you can just spend a few moments defining some basic facts for
your world. Jump in and discover the rest in play.
If you are using your own setting or one drawn from another source (such
as an RPG, book, or film), you can leverage the information on that setting
to determine your character’s situation and the troubles you may encounter.
COLLABORATING TO BUILD YOUR WORLD
If you are playing a co-op or guided campaign, you should work through the
initial process of worldbuilding with the other players. Depending on your
preferences, you can spend a few minutes quickly roughing out the basics of
your setting, or you can dive deep for an hour or two of collaborative creation.
Talk it over with the other players to ensure you have the same expectations
for your initial session. Even if you give this initial activity some focus, leave
open questions and blank spaces to fill in through play.
If you are the GM, you should facilitate discussion and contribute to the
worldbuilding. Take cues from the players and make suggestions to help
formulate potential quests and adversaries.
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MARK YOUR BACKGROUND BONDS
Give yourself up to three bonds ( page 36 ). These bonds may be to a
community or an individual. Y ou do not need to make the Forge a Bond move
for these starting bonds. Mark a tick for each bond on your character sheet (1
tick per bond), and make note of them.
If you are playing guided or co-op, you can use these starting bonds as your
connection to other player characters. Otherwise, you may establish bonds
with those characters though play.
If you’ d rather jump right into play, you can flesh out the details of your
background bonds later. Consider these bonds held in reserve until you
decide to bring them into your narrative. If you later introduce a background
bond for a character or community, mark the bond. Then, envision how this
bond was previously established and how this relationship impacts your story.
Y ou mark one bond for your home village. Y ou also envision an NPC,
the clan overseer, who is a good and loyal friend. She is one of the few
who knows of your former life as a raider, but does not hold it against
you. “We can remake ourselves, ” she once told you. “Like a broken
sword reforged. ” Y ou give her a name and mark the bond.
Y ou don’t have any ideas for your third bond, so you keep it in reserve.
Y ou can allocate it as you explore your starting situation.
Y ou decide the background bond with the overseer fulfills the
requirement of the Banner-Sworn asset (“When you mark a bond with
a leader or faction”). Y ou take it as your third and final asset.
WRITE YOUR BACKGROUND VOW
When you create your character, you give yourself a background vow to
represent a primary motivation or ultimate goal. This vow is part of your
character’s backstory. It may be a vow sworn years ago, or one which is a
reaction to some recent, major event.
Write down this vow and give it a rank of extreme or epic. Y ou don’t need to
make the Swear an Iron Vow move for this quest.
Fulfilling this vow will not be easy. In story-time, it might require months,
years, or even decades to see this vow fulfilled or forsaken. Y ou may even
decide your background vow isn’t something you make significant progress
on in your narrative. Instead, it just helps establish some roleplaying detail for
your character and fleshes out your world.
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Y our backstory involves your former life as a raider. Haunted by your
past, you have sworn to see this raider clan defeated. However, there are
complications. The clan is powerful, and you couldn’t possibly hope to
defeat them without an army at your back. Also, the clan is led by your
own mother. It’ll take a special sort of courage to face her again.
Y ou envision the clan’s name: “Red Moon. ” Their shields are decorated
with a blood-red circle.
For now, this vow is a glowing ember, a promise not yet sparked to
flame. Y ou mark the vow as “Defeat the Red Moon clan” , giving it a
rank of extreme.
ENVISION YOUR INCITING INCIDENT
An inciting incident is the problem which arrives at the beginning of a
story, propelling the protagonist into action. Everything up to that point
is backstory—the normal world to which your character has become
accustomed. In Ironsworn, the inciting incident is the tipping point which
forces you to undertake a life of perilous quests and adventure.
To start your character’s story, envision an imminent threat or compelling
need. Y ou can use a quest starter from this book (see chapters 4 and 5), talk
it out at the table, or Ask the Oracle (page 107). This problem dictates what
drives your first session and sets your character’s story in motion.
What makes a good inciting incident?
• Make it personal. Why is this important to your character? Envision how
this connects to your background and motivations. Also, consider how
you can leverage story themes which are interesting to you as the player.
• Make it a problem that won’t go away on its own. The threats or forces
at the heart of this situation will see it through, even if you ignore them.
• Give it a ticking clock. The problem won’t wait for you. If you don’t act
or encounter delays, things will get worse.
• Make it universal. If you are playing with allies, make this a shared vow—
important to each of you. This creates an opportunity to work together.
If you are playing solo, make it a threat which impacts other people you
care about.
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• Up the stakes. Envision complications which make your inciting incident
even more dire for you, your family, or your community.
• Limit the scope. Unlike your background vow, this is a problem which
you can (and must!) deal with now. In gameplay turns, you Swear an Iron
Vow and mark it as a troublesome, dangerous, or formidable quest. If all
goes well, it might be resolved in a session or two. If you don’t act, things
will get worse.
These suggestions can apply to any vow, but are especially relevant for an
inciting incident. Even if the details are not clear to you, envision how the
problem can lend itself to a rich narrative full of drama, conflict, and surprises.
A mysterious sickness has struck Cinderhome’s overseer. The village
healer brewed draughts, but none offered any relief. The priest prayed,
but the gods did not listen. The mystic performed divinations, but the
shadows did not divulge their secrets.
The overseer, your friend, is fading. Without help, she will surely die.
To add a bit more drama and stakes, the families in your community
are now at each other’s throats as they start to position their preferred
candidate to take up the iron circlet. If the overseer dies, open conflict
may break out. The community will be weakened and may not survive
the coming winter.
Y ou pile on the stakes until it feels like an imperative. Y ou must take
on this quest.
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SET THE SCENE
Y ou have two options for starting play: Y ou can begin with the normal world,
or in media res.
THE NORMAL WORLD
Envision a prologue involving your character which helps to flesh out who
you are and how you interact with your world. If you have allies, this is an
opportunity to roleplay your relationships and introduce your personality
and backgrounds. Y our inciting incident can then serve as an event or threat
which you encounter in play during your first session.
Y ou want to spend a bit of time exploring your character and your
world before you kick things off with your overseer’s sudden illness.
Y our village is celebrating the spring festival, and you are taking part
in a boar hunting competition. Y ou roleplay scenes and make moves
as you interact with other hunters, track your quarry, and attempt to
bring down a particularly large and vicious boar. When you return to
the village, you learn that the overseer has fallen ill.
If you are having trouble coming up with your initial quest, you can use the
prologue to jump in and discover a dramatic situation through play. Ask
questions about the characters, your world, and the current situation. Draw
conclusions to those questions or Ask the Oracle. Look for opportunities in
the fiction to trigger a vow.
IN MEDIA RES
In media res is a Latin term meaning “in the middle of things. ” Y ou start
your story at a crucial point. Y our inciting incident is happening now, or is
something you are fully aware of and must react to. The raiders are attacking.
The usurper claims the iron circlet. The marauding beast appears.
Y ou 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.
Y ou envision a scene in the longhouse as you visit your stricken
overseer. She lies in bed, her features as pale as death, her breathing
ragged. There are others here: The village healer, the overseer’s wife,
and a rival who feigns concern. Ignoring them, you stride forward. Y ou
draw your sword...
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SWEAR AN IRON VOW
To set your quest in motion, as a response to the inciting incident, make this
move (page 98). But first, start with the fiction. Envision the scene. Describe
what you say and how you perform the ceremony. This is an important
moment for your character.
What was the result of your move?
• Did you score a strong hit? Envision your first steps. Do you Undertake a
Journey? Do you Compel someone into action? Play to see what happens
next, and make moves as appropriate.
• Did you score a weak hit? Y our next steps are unclear. This may typically
lead to new scenes and new moves. Perhaps you Gather Information
(page 62) as you try to identify a path forward.
• Did you score a miss? An unexpected danger or obstacle stands in your
way. Envision what it is, or Ask the Oracle (page 107). Then, play to see
what happens as you attempt to overcome this stumbling block.
For an inciting incident, give your new vow a rank of troublesome, dangerous,
or formidable.
Y ou envision the scene as you kneel before your overseer. Y ou curl your
hands tight around the iron blade of your sword—so tight that you
open a cut in your palm. Y ou pay the wound no mind. The blood fuels
the promise. “I will see you healed, ” you say. “I swear it. ”
Y ou roll the dice. Because you have the Banner-Sworn asset and
serve the overseer, you may reroll any dice. It’s a strong hit. A good
omen. Y ou write your vow on your character sheet and give it a rank of
dangerous. Per the move outcome, “you are emboldened and it is clear
what you must do next. ” What do you know about this disease? What’s
your likely path forward? Envision the answer, talk it out, or Ask the
Oracle (page 107).
SHARING YOUR VOW WITH ALLIES
If you are playing with allies, only one of you will make the Swear an Iron Vow
move. Other players can make the Aid your Ally move ( page 76 ) as a way
of representing their own commitment to this vow. If you share this quest
with your allies, each of you write the vow and any progress is marked by all
players.
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NEXT STEPS
Depending on the result of your Swear an Iron Vow move, your character may
have a clear path forward, may have more questions than answers, or may
need to overcome an immediate obstacle or threat before they can undertake
their quest. Y ou, as the player or GM, interpret what this result means. Not
sure where to begin? Ask the Oracle.
Y ou’ve sworn your vow and scored a strong hit, which means the next
steps—from your character’s perspective—are clear. As the player you
don’t know where to begin. Are there any clues to the source of the
sickness? Y ou Ask the Oracle by rolling on the Action and Theme tables
(page 174).
The oracle answers, “Leave” and “Trade. ” What does it mean? Y our
first instinct is to interpret this answer as having something to do
with a trade caravan. Perhaps one left your village on the same day the
overseer fell ill? There must be a connection.
With your immediate goal in sight, you can roleplay your preparations
and Undertake a Journey (page 65) to set off after the caravan.
CREATING A QUEST OUTLINE
If you find it helpful, you can envision and write down the main narrative
steps in your quest. What journeys must you undertake? Which enemies will
oppose you? What information must be found? Who do you need help from?
Y our 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.

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201 CHAPTER 7 | G AMEPlA Y IN dEPTH
Y ou consider the steps you’ll take to Fulfill Your Vow. Y ou need to find
the caravan, identify the cause of the illness, locate a cure, and return
back to Cinderhome to heal the Overseer. Y ou write the milestones
down.
In your outline, you include a note about a healer in the Tanglewood
forest. Y ou like the idea of a woodland adventure and a mysterious
old herbalist who may want something in exchange for a cure. Y our
story might not lead in that direction, but it gives you an interesting
potential narrative checkpoint.
That’s four milestones, which is about right for a dangerous quest (two
progress per milestone). But, these may change depending on where
the story takes you. At the moment, much is unknown.
Save the Overseer
1) Find the trade caravan
2) Discover what caused the sickness
3) Find a cure
(get help /f_rom the herbalist who
lives deep in the T anglewoo d ? )
4) Return home and deliver the cure
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CAMPAIGN SETUP SUMMARY
Create your character (page 193). Envision your character.
Choose your name, set your stats, and select your assets. Refer to
chapter 2 (page 31) for details. If you prefer, you can start by
creating your world (below).
Create your world (page 194). If you are playing in the
Ironlands, refer to chapter 4 (page 111) and the ‘Y our Truths’
exercise (page 122). Otherwise, establish the basic truths of your
own world. Envision where your story will begin and mark it on
your map.
Create your background bonds (page 195). Mark up to three
bonds to represent your connections to home, friends, family,
or other loyalties. Make note of these bonds, and mark a tick for
each.
Write your background vow (page 195). Create a sworn quest
as backstory for your character. Write down this vow and give it a
rank of extreme or epic. Y ou don’t need to make the Swear an Iron
Vow move for this quest.
Envision your inciting incident (page 196). Come up with the
problem that drives your character into action.
Set the Scene (page 198). Decide whether you want to start with
a prologue (the normal world), or in the midst of the problem (in
media res). Envision the scene and begin play.
Swear an Iron Vow (page 199). Make the move and write down
your vow. Give it a rank of troublesome, dangerous, or formidable.
Take your next steps (page 200). Based on the outcome of your
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.
1
2
3
4
5
6
7
8
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THE MECHANICS AND THE
FICTION
Ironsworn is a game. As such, it uses various mechanics to resolve situations
and challenges. Y ou make moves and roll dice. Y our character uses stats, tracks,
and assets as a representation of their abilities and readiness. The outcome of
a move may have a mechanical impact, such as increasing your momentum
track or reducing your health track. Managing your resources and making
decisions based on a desired mechanical result is part of the challenge and
fun of the game.
The fiction helps you define and understand your setting and your character.
It guides your character’s background, personality, and motivations. It
provides a framework for the situations you face, the world you inhabit, and
the people and creatures you encounter. As you play, you take actions through
the imagined perspective of your character. The fiction helps inform what
happens next.
The intersection of fiction and mechanics is what makes the
roleplaying experience vibrant and compelling. Think of the
mechanics as your needle and the fiction as your thread. Using them
both, you will weave the tapestry of your Ironsworn stor y.
LEADING AND FOLLOWING WITH THE
FICTION
Without story, the game is an exercise in rolling dice. Without mechanics,
your story lacks choices, consequences and surprises. An ideal session of
Ironsworn leverages both the mechanics and the fiction, but leads and follows
with the fiction.
What does that mean? Consider the fiction as the bookends to your moves.
Y ou start by picturing the situation. What is happening? What are you trying
to do? How are you doing it? What opposes you? What complications might
you face? If you are playing solo, envision it. If you are playing co-op, talk it
out. If you are the GM, set the scene for your players and work with them to
clarify any details.
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Does the fiction trigger a move? If so, make it. Roll the dice. Deal with the
mechanical outcome within the context of the current situation. If one of your
status tracks—health, spirit, supply, or momentum—is adjusted as a result of
a move, envision how this looks in the fiction. Don’t just move the numbers
around. Picture what it means for your character’s readiness and well-being.
Then, translate the result of your move back to the fiction. How does the
situation change? What happens next?
FICTION
Envision the
situation and your
intent.
MECHANICS
Make the move
and resolve the
outcome.
FICTION
Apply the
outcome to the
current situation.
FINDING YOUR BALANCE
The level of emphasis you give to the fiction varies by the situation and the
desired pace of play. Y ou can explore entire scenes—such as interactions
with your allies and other characters—entirely through the fiction without
engaging in moves. Other times, you may quickly gloss over the fiction to
get on with things. That’s fine. Use the mechanics of moves to portray the
inherent drama and uncertainty of character intent and obstacles, but always
look for opportunities to add texture and vibrancy to your world through the
fiction.
Y ou envision a quick scene as you return home and gather your gear.
There’s no move triggered here. Y ou pack your supplies and don your
armor. The mail shirt is heavier than you remember, as if weighed
down by dark memories.
Y ou stand at the door for a moment. Y our hand rests on the hilt of your
sword. “ A blade never bloodied is a waste of iron, ” your mother once
told you. Y ou remember her words now, and say a quick prayer that
your sword will not be drawn. It has seen enough blood.
Time is short. Y ou must begin your quest.
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FICTIONAL FRAMING
Ironsworn does not emphasize situational mechanics. Instead, the details are
often abstracted within your moves and are reliant on fictional framing.
Think of it like moving a chess piece. Is it a pawn or a queen? What square is
it on? What other pieces are on the board? What is the state of the game? All
of these considerations impact the move you make and what happens next.
There are rules. Y ou can’t simply decide to move a pawn three spaces or sweep
the enemy pieces off the board.
Gameplay within Ironsworn is much less constrained than in chess, but is still
framed by the rules of your narrative reality. Y our actions and the events in
your story need to make sense for the characters, the setting, and the fiction
you have established through play. Y our character’s background, skills, beliefs,
goals, and equipment all contribute to the actions you can take and how you
envision those actions—even when those elements aren’t defined by a stat or
asset. NPCs don’t have detailed mechanical attributes, but are portrayed as
appropriate to the characteristics and intent you’ve established through play.
Fictional framing is your polestar. It helps create a character, a world, and
situations which feel authentic and consequential.
How does fictional framing impact play?
• It adds texture to your story. Adding detail enriches your narrative,
creates opportunities for new challenges and quests, and helps you
visualize your character and your world.
• It determines the moves you cannot make. If you are not properly
equipped or positioned to make a move, you can’t do it. Without a very
strong incentive, you can’t Compel a hated enemy to help you.
• It determines the moves you must make, or those you can avoid. If you
are unarmed and want to Strike a spear-wielding foe, you should Face
Danger or Secure an Advantage to get in close. If you need information
from someone and already have their trust and cooperation, you won’t
need to Compel them before you can Gather Information.
• It guides the outcomes of your moves. Look to the fiction when you
have a question about the outcome of a move, especially when you Pay
the Price. Do you suffer a mechanical result such as harm? Do you face
a new narrative complication? If in doubt, Ask the Oracle and apply the
context of your fictional framing to interpret the answer.
• It helps determine the rank of your challenges. The rank you give
to your quests, journeys, and fights is influenced by the scope of the
challenge within the fiction.
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For example, imagine you are caught within a snow storm while traveling.
Winter in the Ironlands can be brutal. How does this storm and your
character’s readiness impact your story? Establishing facts through your
fiction, whether as an outcome of a move or simply as a narrative flourish,
helps frame the challenges you face.
If you encounter a harsh winter
storm in your travels, the driving
snow and biting wind adds evocative
details to your journey.
The narrative texture
of your story.
If you are exiled from a community,
you can’t Sojourn there to seek
shelter from the storm.
The moves you
cannot make.
If you are caught in the storm without
a heavy cloak and furs, you’ll need to
Face Danger to withstand the brutal
cold.
The moves you must
make (or can avoid).
If you score a miss as you Face Danger
to endure against the storm, you will
likely suffer harm, stress, or a loss of
supply. Or, perhaps you encounter a
threat even greater than the storm.
The outcome of your
moves.
The frostbound emerges from
the blinding snow, its dead eyes
flaring with a cold light. Y ou grip
your sword, your hands shaking
and numb, and Enter the Fray. Y ou
decide the frostbound would be
mystically empowered by the winter
storm, so you set its rank one higher.
This makes it an extreme foe.
The rank of your
challenges.
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In co-op and guided modes, you collaborate to create a shared understanding
of the current situation. If something is unclear or at odds with the
assumptions of another player, take a moment to talk it out until everyone
has a clear picture of the situation. When playing solo, you are the arbiter of
this fictional reality. Either way, find opportunities to increase the stakes and
introduce dramatic new challenges and conflicts. Bend the fiction, but don’t
break it. Push your characters. Subvert your expectations.
Y ou must set off in pursuit of the trade caravan, but traveling on foot
doesn’t make sense within the established fiction. They have a lead of
more than a day. Catching up with them requires a horse.
The characteristics of a horse aren’t defined within the Ironsworn rules.
We’re not concerned with how much a horse costs, its travel distance
per day, how fast it can run, or how much it eats. The Horse companion
would give Saskia a mechanical bonus in some situations, but you don’t
have that asset as part of your character.
The function of a horse, then, is to add narrative texture to your travels
and influence the moves you can make and their outcome. For now,
traveling on horseback gives you the fictional framing you need to
Undertake a Journey in pursuit of the trade caravan.
Does Saskia own a riding horse? Y ou decide to Ask the Oracle, and give
it 50/50 odds.
“No, ” the oracle answers. So, where do you go from here?
It’s reasonable to assume the overseer’s wife would lend you a horse.
This is part of the fictional framing you have established through your
campaign setup and initial play. Y ou are attempting to help the overseer,
who is a friend. Y ou 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.
Y ou envision this horse, one of the overseer’s mares. It has a buckskincolored hide and a black mane. Y ou give it a name, Nakata, and write
it down.
To flesh out a bit of detail for this animal, you roll on the Character
Descriptor table, and the oracle responds, “Wary. ” Y ou make note of
that as well. This horse will be skittish. If you find yourself in a perilous
situation, you may need to Face Danger to control it. A horse can also
be injured or killed as part of the narrative outcome of a failed move.
For now, you’ve got your horse. Time to go.
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REPRESENTING DIFFICUL TY
Y ou might be familiar with roleplaying games that give various tasks a
difficulty rating or modifier. The flexibility to make each toss of the dice
contextual, to adjust the chance to succeed based on the situation, creates an
experience which helps simulate your imagined reality.
However, the Ironsworn rules do not utilize fine-grained mechanics for the
difficulty of a particular challenge or the abilities a foe can bring to bear.
Instead, the requirements to overcome challenges in your world are primarily
represented through your fictional framing.
FROM HELL ’S HEART, I STAB AT THEE
A leviathan is an ancient sea beast ( page 154). It’s tough to kill because of its
epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical
characteristics. If we look to the fiction of the leviathan’s, description, we see
“flesh as tough as iron. ” But, rolling a Strike against a leviathan is the same as
against a common thug. In either case, it’s your action die, plus your stat and
adds compared to the challenge dice. Y our 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? Y ou 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 longdead 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? Y ou can’t
outswim a leviathan. Y ou’ll have to try something else.
Remember the concepts behind fictional framing. Y our 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.
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ADJUSTING CHALLENGE RANKS
When you Undertake a Journey, Enter the Fray, or Swear an Iron Vow, consider
the fictional framing as you set the rank of the challenge. For example:
• Does your voyage to the leviathan’s hunting ground take you over rough
seas and near mist-shrouded rocks? That sounds like it’s worth notching
up the rank when you Undertake a Journey.
• Have you negotiated with a clan overseer to gain the aid of his fleet?
When you Enter the Fray against the leviathan alongside these NPCs, you
can reasonably reduce its rank by a step or two. This alliance might also
allow you to Reach a Milestone and mark progress on your quest.
The rank can reflect your desired pace of play. Adjust the fiction and set the
rank as appropriate to the amount of focus you want to give this challenge in
your story. But, don’t go easy on your character. Prevailing or failing against
overwhelming odds is the stuff of great stories. Be epic. Or die trying.
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ZOOMING IN AND OUT
As the writer, director, and editor of your story (or collaborating as such with
others at your table), you have control over how you manage scenes within the
visualized fictional space you create.
Imagine you are in a desperate battle. Y our opponent is one of the firstborn,
a giant, wielding a brutal-looking axe. He’s an outcast of his own clan, and is
warring against the Ironlanders. He’s nine feet tall. Scary as hell.
Y ou fight with a spear and shield. Y ou Face Danger, ducking under a wild
swing of the axe. A strong hit. Y ou have initiative. Next, you Strike, lunging
with the spear, and roll a weak hit. Y ou slam the spear into the giant’s leg.
That’s 2 harm. Mark the progress. Unfortunately, your foe has the initiative.
What happens next?
Imagine time frozen. Picture the scene. Morning mist hangs above the ground.
The sun is low, casting long shadows. Specks of blood are suspended in the air.
Y our expression is a mix of determination and fear as your eyes focus on the
point of the spear, embedded in the giant’s massive leg. He is reacting to the
hit, head back, mouth agape. His massive axe is held high.
This is a moment of high drama. Linger on it for a moment. Imagine what the
giant does next. Does he attack with the axe? Does he kick at you? Does he try
to grab your spear and snap it in half? Look to the fiction. If you’re unsure, or
want to leave it open to fate, Ask the Oracle.
Time moves again. The frantic battle continues. The giant acts. Y ou react. Roll
for it, and interpret the result. Remember: It’s fiction first, then the move, then
back to the fiction as you resolve the outcome. If it’s interesting, supports your
fictional framing, and compounds the tension, make it happen.
Even in a situation where seconds count, such as combat, you can shift the
focus and flow of time. A Strike might be a single, decisive blow. Or, it might
represent a flurry of attacks and blocks leading to a pivotal moment. Don’t
treat a fight as a series of discrete rounds. Mix it up. There’s even a special
move for combat, Battle (page 84), which lets you zoom out and abstract an
entire engagement in a single roll.
Later, after you’ve defeated the giant, you continue on your quest. Y ou’re
making your way into the mountains. Y ou roll to Undertake a Journey and
score a weak hit. Y ou imagine it as a montage. Y ou are moving from dense
forest into jagged hills. Y ou rest only once, pausing to eat alongside the banks
of a surging river. Y our eyes are narrowed and your expression wearied as you
scan the difficult terrain ahead.
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Time is compressed. An entire day passes. If your roll had failed, something
went wrong. What happened? Find out, then slow down and zoom in if
appropriate.
This is the ebb and flow of play. Time is fluid. The moves help dictate this
flow, but you also have control. If it’s interesting to you, if it impacts your
story, focus on it. If not, abstract it.
Y ou set off on your quest. Y ou envision looking back one last time at
your village, muttering a prayer to the old gods to keep the overseer
alive until you return.
Y ou make the Undertake a Journey move, giving your journey a rank
of dangerous, and roll a strong hit. Y ou mark progress, and take the
option to preserve your supply. Y ou zoom out to envision a good first
day of travel. Y ou head south along the trade road, which is little more
than a muddy path meandering through the low hills. The weather is
fair. Y ou catch a nice fat rabbit for dinner.
Yo u Ask the Oracle for guidance on your first waypoint by rolling on
the Location ( page 176 ) and Location Descriptor ( page 177 ) tables.
The oracle answers, “Mystic site” and “Beautiful. ”
Y ou interpret this answer as a set of standing stones the locals call ‘The
Three Maidens’ . Looking for a bit more detail, you roll on the Action
and Theme tables. The oracle responds, “Communicate Dreams. ”
That night, as you sleep, three spectral women appear and speak to you
urgently in a language you don’t understand. Do these spirits offer a
blessing or a curse? Y ou make note of this enigmatic vision. It could be
an interesting narrative hook to explore later.
Yo u Undertake a Journey three more times, rolling hits and marking
progress. Y ou mostly stay zoomed out, picturing Saskia keeping a
resolute pace in pursuit of the caravan. Then, you Make Camp, but
score a miss. Y ou envision a troubled and anxious night, plagued by
bad dreams, and Endure Stress.
On the next segment of your journey, you also score a miss. Per the
move, you are “waylaid by a perilous event. ” Y our roll is a match, which
means you have an opportunity to introduce a dramatic twist.
It’s time to zoom in...
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MANAGING YOUR QUESTS
Sworn quests are the narrative engine of your Ironsworn adventures. When
you start your campaign, your character has two vows: Y our background vow
(page 195), and a vow triggered by an inciting incident (page 196).
Making progress in these quests requires you to face and surmount obstacles.
Y ou will undertake perilous journeys, uncover information, gain the support
of NPCs, recover important items, and defeat powerful foes. Y our character
will struggle to overcome their own limitations and find their preconceptions
and loyalties challenged.
Putting these obstacles in your path isn’t just for dramatic purposes. Succeeding
against these trials, finding your way forward, enables you to reach milestones
and mark progress on your quests.
In the fiction, an iron vow is a significant, deeply held promise. If a
situation is not dramatic and relevant to your character’s goals and
principles, it’s probably not worthy of a vow. It might be a milestone
for a quest, or simply a narrative diversion as an opportunity for
roleplaying or worldbuilding.
If you want to take on an Ironsworn quest, but the problem in
front of you doesn’t seem meaningful enough, punch it up. Give it
context. Up the stakes.
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REACHING MILESTONES
Imagine your Ironsworn quest as a path of stones leading across the water.
Each stone marks a major step forward—a milestone—triggering the Reach
a Milestone move.
Y ou might plan some of your quest milestones in advance (page 200). Others
will emerge naturally from the fiction. The outcome of your moves or creative
prompts may send your quest in unexpected directions, leading to new
milestones and perhaps even new vows.
IRONSWORN 213
YOUR QUEST
Each major step
forward triggers
the Reach a
Milestone move.
Swear an
Iron Vow
Fulfill
Your Vow

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WHAT’S WORTHY OF A MILESTONE?
The text of the Reach a Milestone move states:
When you make significant progress in your quest by overcoming
a critical obstacle, completing a perilous journey, solving a complex
mystery, defeating a powerful threat, gaining critical support, or
acquiring a crucial item, you may mark progress.
The pace of your quest will be largely defined by what you decide is “significant
progress. ” A milestone should accomplish two things:
• It should relate directly to your quest. A milestone should be meaningful
to your character and your vow. An unrelated challenge which you deal
with as you undertake your quest is probably not a milestone.
• It should represent a turning point or major step forward in your quest.
Achieving a milestone requires effort and sacrifice for your character. A
minor discovery or easy success is probably not a milestone, especially
for a higher ranked quest. Not every step you take is a milestone.
MARKING PROGRESS
Y our vows utilize a standard progress track (page 14) to measure how far you
have come in your quest. This progress track is a mechanical representation
of the likelihood of being successful when you Fulfill Your Vow (page 101).
More filled boxes means a better chance of a hit on that move. The progress
track also shows how much story potential you have fulfilled in your quest.
Higher ranked vows require more focus in your story and more effort and
sacrifice for your character.
When you Reach a Milestone (page 100), mark progress per the rank of your
vow.
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
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Y ou’ve scored a miss for Saskia on Undertake a Journey, and the move
outcome says you are “waylaid by a perilous event. ” Plus, you’ve rolled
a match, which gives you an opportunity to introduce an unexpected
complication or twist.
Yo u Ask the Oracle for guidance, rolling on the Action and Theme
tables (page 174). The oracle answers, “Surrender vow. ”
Y ou consider the meaning of this response. “Surrender” makes you
think of someone ambushing you and demanding your surrender.
But what about “vow”? Y ou currently have two vows: “Defeat the Red
Moon Clan” and “Save the Overseer. ” What if this is an opportunity to
tie them together as a way to fulfill the match you’ve rolled?
Perhaps you stumble across Blood Moon clan raiders, war-kin from
your former life, and they have something to do with the plot against
the overseeer.
Y ou set the scene. A band of raiders step out from the woods alongside
the trail, blocking your path. They have spears and bows at the ready.
Y ou envision Saskia spotting their distinctive painted shields. Her
breath catches in her throat.
But, you have no interest in parlaying with these raiders. Y ou step down
from your horse. Y ou walk toward them, hands raised. Y ou Secure an
Advantage by feigning compliance, putting them at ease, and roll a
strong hit. The archers relax their aim.
Yo u Ask the Oracle: “Do any of them recognize me?” Y ou were the clan
leader’s daughter and were well known. Y ou set the odds as likely.
“No, ” the oracle answers.
Good. They are younger raiders. Inexperienced. Left here for some
mundane task. Perhaps they are serving as some sort of rear guard to
watch for anyone who might go after the trade caravan.
An idea occurs to you. Y ou want to weave together these seemingly
unconnected narrative threads. Y ou have eight progress marked on
your journey. Perhaps catching up with the trade caravan doesn’t need
to be your destination. What if the answers you need are right here?
Y ou make the Reach Your Destination move and score a strong hit. This
perilous journey is at an end. Y ou 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. Y ou Enter the Fray...
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UNDERTAKING NEW QUESTS
In the midst of a quest, you will encounter situations which introduce
opportunities for additional vows. These new vows may be related to existing
quests, or they can spring from unconnected problems.
SECONDARY QUESTS
As you undertake a quest, you may make a promise or work to overcome an
obstacle which is worthy of its own vow. Imagine this as a gap in your path,
bridged by a set of milestones. This shorter path is your secondary quest. Y ou
will Swear an Iron Vow , give it a rank, and mark progress as you work to
resolve this new vow.
Y ou won’t mark progress on your main quest until you Fulfill Your Vow on the
secondary quest. When the two paths converge, when your secondary quest is
complete, you can Reach a Milestone on your main quest and continue along
your path.
When is an obstacle its own quest instead of just a milestone? Look to the
fiction. Is it a significant, self-contained challenge? Is it meaningful to your
character? Does it create opportunities for new drama and conflict? If so, it’s
probably worthy of a vow.
Swear an Iron Vow
and begin your
secondary quest.
As you Fulfill
Your Vow on your
secondary quest, you
can Reach a Milestone
on the main quest.
MAIN
QUEST
SECONDARY
QUEST
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Y ou defeat the raiders, but it’s a hard-won victory. Y ou are wounded and
your shield was shattered. Luckily, you are able to interrogate one of the
surviving raiders. Y ou play out the scene as you Gather Information to
learn how the Blood Moon clan is involved in the overseer’s illness.
Through a hit on that move and some questions to the oracle, you
discover the raiders are indeed at the heart of this problem. An assassin
traveling with the trade caravan is poisoning the leaders of Ironlander
villages. The resulting strife will weaken those villages and make them
ripe for the picking. Come winter, the raiders will sweep across this
region like a dark tide.
Y ou also learn the nature of the poison. It is extracted from a rare plant
found only in the heart of the Deep Wilds. Y our mother’s schemes have
grown more elaborate since you last fought beside her.
These discoveries are worth another milestone. Y ou Reach a Milestone
and mark progress. This gives you a total of four progress on your
dangerous vow.
What next? Y ou look back at your quest outline and are reminded of
your story prompt: “Get help from the herbalist who lives deep in the
Tanglewood. ” Seeking out a reclusive herbalist—who can hopefully
provide an antidote for the poison—sounds like a good fit for the story.
Y ou decide to gloss over the expedition into the Tanglewood and forgo
the Undertake a Journey move. Y ou’ll just put the forest nearby for the
purposes of your narrative. Y ou’re familiar with this herbalist, you
decide, because she occasionally visits your village to trade.
Y ou roleplay a scene as you arrive at her ramshackle hut and try to
convince her to concoct an antidote for the poison. Y ou envision her as
a cantankerous, eccentric woman, unconcerned with your quest. Y ou
try to Compel her. Unfortunately, you score a miss. Not willing to let
your narrative hit a dead end, you decide she will—per the move—
“make a demand which costs you greatly” Being forced to commit to
a secondary quest sounds about right. For good measure, you Pay the
Price and suffer -2 momentum to reflect the lost time.
“ A nest of harrow spiders is scuttling about, ” she says. “Kill the brood
mother, and bring me her fangs. I’ll need them for the antidote anyway. ”
She hands you an iron coin. “Swear it, or be gone. Y our choice. ”
Yo u Swear an Iron Vow. There is work to be done...
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UNRELATED QUESTS
Y ou may encounter situations—unrelated to your current vows—which your
character is driven to set right. This may happen organically through the
fiction, via oracle prompts, or as introduced by your GM in guided play.
If you ever find yourself without a vow, are having difficulty envisioning the
next steps in a current quest, or you want to explore a new narrative, make
something happen. Introduce a problem. Y ou can use quest starters in this
book, or Ask the Oracle and interpret the answer.
Several moves explicitly provide opportunities to undertake new quests as
part of their outcomes. For example, if you Sojourn and choose the option
to take a quest, you can introduce a trouble which this community is facing.
Or, when you Forge a Bond or Compel and roll a weak hit, the NPC demands
something of you. If appropriate to the fiction, this demand may require a
sworn vow.
Swear an
Iron Vow
QUEST A QUEST B
Fulfill or
Forsake
Your Vow
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DELAYED QUESTS
A quest may require you to gain something from an NPC. It might be
information, an item, or aid of some other sort. However, as the outcome of
a move or through the fiction, an NPC might have their own demands. They
may even want you to Swear an Iron Vow as your promise to see it done.
If you do so, and the NPC is satisfied with the promise itself (for now), you
can continue on your current quest. Y ou will deal with this new vow later. If
the aid of the NPC is a significant step forward on your current quest, you
should Reach a Milestone.
Keep in mind that swearing an iron vow is a sacred promise. NPCs,
particularly powerful ones, will hold you to it. Ignoring it means you Forsake
Your Vow, which should have dramatic implications within your narrative.
Y ou’ve made an enemy, or ruined your reputation. How will others take your
vows seriously in the future? How will you?
You Swear an Iron Vow as a
commitment to undertake a
new quest, allowing you to
Reach a Milestone on your
current quest.
DELA YED
QUEST
CURRENT
QUEST
Fulfill or Forsake Your Vow
to resolve your current quest.
Now you can
devote your
attention to your
delayed quest.
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INTERSECTING QUESTS
If you have undertaken two related quests, you may encounter a situation
where a milestone allows you to mark progress on both vows at once. However,
this should be a rare event. The two quests are not overlapping paths, with
every step a milestone for each. Instead, imagine these paths intersecting at
key moments.
A significant success
or step forward might
allow you to Reach
a Milestone for both
quests.
QUEST A QUEST B
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FULFILLING YOUR VOW
The fiction driving your quest and the mechanical progress represented by
your progress track converges in the decisive moment when you believe your
quest is at an end. This is when you make the Fulfill Your Vow move (page
101).
Managing your mechanical progress and the fiction to reach this moment
requires a bit of stagecraft. It’s the end of the third act. Y our actors need to be
in position. Y our sets and props need to be in place. The lights come up for
the final scene...
Progress tracks can help you set the pace. If your progress track is filling up
well ahead of your story, slow down the pace and focus on key objectives and
turning points as milestones. If you find your story moving to a resolution
well ahead of your progress track, envision some complications or twists
which alter your path and create new opportunities for milestones.
However, keep in mind it’s not necessary to fill your vow’s progress track
before you Fulfill Your Vow. Has the fiction led you to a moment when your
quest seems complete, but your progress track is not even half full? Go with it.
A weak hit or miss on the Fulfill Your Vow move can create interesting stories
and reveal opportunities for new vows.
Playing as Saskia, you have killed the harrow spiders at the behest of the
herbalist. Y ou 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.
Yo u 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. Y ou 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. Y ou now have eight
boxes marked on your progress track.
Y ou 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? Y ou make the Fulfill Your Vow
move to find out.
Y ou roll the challenge dice. It’s a strong hit. Y ou envision the overseer
slowly improving. The color returns to her face. After a time, she wakes.
Y our vow is fulfilled. Y ou earn 2 experience for the dangerous quest,
and 1 bonus experience because of your Banner-Sworn asset.
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FORGING NEW BONDS
As you pursue your quests, the relationships you form and the hardships
you endure with other characters can be given fictional and mechanical
significance through the Forge a Bond move (page 74).
A new bond can be a natural outcome of a successful quest. When you
successfully Fulfill Your Vow in service to a person or community, you may
reroll any dice if you Forge a Bond with them.
Y ou envision the overseer’s wife cutting a braid from her hair and
giving it to Saskia, a token of appreciation and respect. Y ou kneel, and
apologize that you have nothing to give but your continued service to
Cinderhome and the overseer.
Y ou make the Forge a Bond move, and roll a miss. Luckily, your
successful quest lets you reroll any dice. Y ou roll again, score a strong
hit, and mark the bond on your character sheet.
ADV ANCING YOUR CHARACTER
When you successfully Fulfill Your Vow, you earn experience points. This
experience is spent to purchase or upgrade assets through the Advance move
(page 103).
When you focus on your skills, receive training, find inspiration,
earn a reward, or gain a companion, you may spend 3 experience
to add a new asset, or 2 experience to upgrade an asset.
Y ou can spend your experience points when they are earned, or save them up
for future use. Either way, you should look to the fiction to give context and
justification for your new abilities. Y ou can guide your story toward an asset
you would like to purchase or upgrade, or let your selection of assets flow
naturally from your character’s goals and the situations you encounter.
Assets can even serve as the focus of a new vow, giving you a tangible objective
or reward for undertaking a quest. If you Swear an Iron Vow to become a skilled
Swordmaster, you can make progress in that quest by seeking out training,
demonstrating your prowess, and commissioning the crafting of a fine blade.
When you Fulfill Your Vow and spend experience on the Swordmaster asset,
it will be a satisfying and rewarding resolution of your quest.
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Some more examples of connecting assets to your story and vows:
• Yo u Swear an Iron Vow to guard a trading caravan. The trader promises
you a fine set of armor in payment. When you Fulfill Your Vow, you take
your reward and are Ironclad.
• Y ou find an abandoned village in your travels and discover a forgotten,
malnourished Hound. Y ou nurse it back to health and it becomes a loyal
companion.
• Each night at camp, you spar with your ally. When you Advance, you
upgrade your Skirmisher asset.
• Y ou travel far in your quest, through deep woodland and over high hills,
and become a Wayfinder.
• After you Face Death, you return to the world to find a Raven perched in
a branch above you. It looks at you with knowing eyes.
• Y ou witness a priest perform a miracle, and become a Devotant.
• Y ou paint your family’s emblem on your shield, singing the songs of your
ancestors, and add a new Shield-Bearer ability.
• Y ou defeat a powerful warrior in ritual combat, and word spreads of your
skill as a Duelist.
• Y ou have reoccurring dreams of flying high above the Ironlands, seeing
the world through the sharp eyes of your hawk companion. These dreams
grant you the insight to upgrade your Totem ritual.
• Y ou swear to recover your family’s ancestral sword from a notorious
raider. When you do, you are Blade-Bound.
• Y ou were maimed in battle, but choose to persevere as one of the BattleScarred.
• Y ou have witnessed death and brought it upon others. Y ou have stood
at the edge of the shadow lands and seen what lies beyond. This dark
knowledge allows you to perform the Communion ritual.
• Y ou swear loyalty to an ambitious overseer, and become Banner-Sworn.
• Y ou vow to become a master of the mystic arts, and undertake a quest to
train under an elder mystic. When you complete your training, you are
a Ritualist.
Envisioning how your new abilities connect to your sworn quests and
experiences gives them additional significance and context. They will be a
reminder of the paths taken and not taken, the challenges overcome, and the
bonds formed.
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Y ou earned 3 experience on your quest to save the overseer, enough to
purchase a new asset. Y ou Advance, and buy a Horse companion. Y ou
envision the overseer and her wife giving you Nakata, the horse who
saw you through your perilous journeys.
Nakata will serve you well. Y ou would like to go back to your simple life
as a farmer, but the raider’s plot must be stopped.
It’s time to face your past.
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Quest Flow Chart

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When you’re ready, Advance to
spend your experience on new
and upgraded assets.
Envision your next steps and the
challenges you face.
Play to see what happens.
Forsake Y our
Vow
Swear an Iron Vow
Y ou face a crucial challenge
related to your quest. Do you
overcome it?
Is your vow ready
to be fulfilled?
Will this quest
continue?
NO
NO
YES
NO
Reach a Milestone and
mark progress.
Fulfill Y our Vow
and mark
experience.
YES
YES
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PRINCIPLES
These principles are your guideposts for managing your Ironsworn sessions.
Much of this is redundant to the best practices discussed elsewhere in this
rulebook. They are collected here to summarize core techniques, but you can
adjust to your liking. It’s your game. Start here, and find the path that leads
you to awesome stories.
GENERAL PRINCIPLES
SWEAR IRON VOWS, AND SEE THEM FULFILLED OR
FORSAKEN
Y our sworn vows are the narrative framework of your Ironsworn stories. Y ou
will introduce an urgent problem or personal quest, Swear an Iron Vow to set
things right, and play to see what happens. As you pursue your quest, you may
encounter situations which take your vow in surprising directions or inspire
new vows.
PORTRAY A HEROIC CHARACTER IN A HARSH LAND
The default tone of Ironsworn is heroic but grounded. Y our character is
exceptional, but you aren’t a superhero or mythic figure. Add depth to your
character by portraying them as a complete and imperfect person. Y ou are
flesh and blood. Y ou will fail. Y ou will get hurt. Y ou will make mistakes.
Y ou will lose faith. Y ou will act against your better instincts. Make decisions
through the flawed perspective of this character.
Y ou will also paint your world in shades of gray. The weather is hostile. Terrors
lurk in dark nights and deep forests. Too often, Ironlanders fight and scheme
amongst themselves instead of standing together against greater threats. But,
there is beauty here. There is love and kinship. The people persevere.
Most of all, there is hope. The act of swearing a vow is an expression of that
hope. Seeing it through—no matter the cost—is what makes you a hero.
BEGIN AND END WITH THE FICTION
Set every scene and action within the fiction. What is happening? What are
you doing? What does it look like? If a move is triggered, make it. Then, look
to the fiction to resolve the move and decide what happens next. Keep things
moving forward, bookending the mechanics of your moves with the fiction.
Ironsworn rules, moves, and assets often use the term “envision. ” This word is
your reminder to visualize the scene or the action. Don’t rush through your
moves with a focus on the mechanical outcomes. Let your story breathe. Go
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beyond the surface details. Ask questions (or Ask the Oracle), and build on
the answers.
When playing with others, describing your character’s intent and actions is
part of the conversation you share at your table. When playing solo, take the
time to imagine the scene and take note of important details.
To learn more about the fiction and fictional framing, see page 205.
GROUP PLA Y
FORGE A STORY THROUGH CONVERSATION
When you begin your campaign, your characters are actors on an empty stage.
At first, everything is hidden in shadow. Gradually, the stage is assembled.
The lights come up, showing texture and details. Y our characters reveal
themselves through action and dialogue. Other characters—some important,
some unimportant—are introduced. Elements that seemed little more than
stage dressing become a focus of the story.
Because roleplaying doesn’t have the luxury of lights, sets, props, and actors,
you use the conversation at the table to build your story and your world. The
deeper the conversation, the more you reveal of what is happening onstage,
the more opportunities you will find to take your story in interesting new
directions. Ask questions of each other to help create a coherent, shared
picture of what is happening in the fiction. Deepen your setting and your
characters by adding evocative details. Y ou’ll be surprised how often an
offhand suggestion can snowball into exciting story possibilities.
When something is uncertain, you can Ask the Oracle and work together to
interpret the answer. When playing with a GM, they are your oracle.
SHARE THE SPOTLIGHT
Be a generous, collaborative player. Within scenes, work to keep each character
visible and each player engaged. Remember to use the Aid your Ally move to
interact with the moves other players are making. Use the conversation to give
everyone input into the narrative.
For your broader campaign, don’t let one character’s vow drive your story
through every session. Mix it up. Give each character opportunities to explore
their own motivations and quests, and find ways to give everyone a personal
stake in your sworn vows.
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SOLO PLA Y
CHRONICLE YOUR ADVENTURES
When you play Ironsworn with other players, the shared conversation helps
create a story that lives beyond the game table. As a solo player, your character
and your world exist only for you. This can make your story feel a bit fleeting
and unimportant.
To help ground your session, keep a record at whatever level of detail you
prefer. This can be a few bullet points in a text file, a journal filled with
sketches and notes, or even a detailed play report you share on a forum or
blog. There’s no wrong answer here. Use whatever approach works for you
and is an enjoyable aspect of your play.
Creating a record also makes it easier to pick up where you left off when you
return to the Ironlands.
ASK THE ORACLE, BUT TRUST YOUR INSTINCTS
Oracles are a valuable tool for solo play, but don’t let them replace your own
storytelling instincts. If it’s dramatic, fits the fiction, and pushes your story
forward, make it happen. Use oracles when you don’t have an immediate
answer to a question, or when triggered by a match.
The Pay the Price random table (page 105), in particular, isn’t something you
should roll on for every failure. Note the first option in this move: “Make the
most obvious negative outcome happen. ” Let the result of your failed moves
flow from the fiction. Make the occasional oracle roll for added uncertainty
and surprise.
LET IT ALL FALL AP ART
As a solo player, you have control over the challenges you face and the
outcomes of your actions. Don’t let this control keep you from missing out
on dramatic opportunities. A great story requires adversity. Failure makes
success meaningful. When in doubt, err on the side of the dramatic, even
(and especially) when it turns your character’s life upside down or takes your
story in an unplanned direction.
When you fail in a critical moment, make it hurt. Consider ways to represent
this failure beyond shifting the value of one of your tracks. Take away
something you cherish. Find yourself betrayed by someone you trusted. See
your plans crumble. Narrative cost is a powerful storytelling tool.
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PLA YING AS THE GM
DELIVER ANSWERS, OR TURN QUESTIONS BACK TO THE
PLAYERS
If you are the GM, the players will look to you to answer questions about the
world and help determine the outcome of moves. When they do, you can
answer their question, keeping in mind the fictional framing you’ve established
through play. If you see a chance to surprise or delight your players, take it.
Y ou should also look for opportunities to facilitate conversations at your table.
Encourage your players to add details and ground every move in the fiction.
Answer a question by asking questions. Work to create a shared world and
narrative which everyone has stake in. If a conversation hits a dead end or
drags on, take the question back, deliver an answer (or Ask the Oracle), and
move on.
FACILITATE, DON’T IMPOSE
Y ou are the guide for your players as they explore the world and the story of
their characters. Y ou set the scenes and portray the creatures and characters
they encounter. When the narrative hits a lull, you make something happen.
But, you are a guide with a vague map and an unreliable compass. Let the
players choose their path. Moderate the conversation without dominating it.
For campaign play, you facilitate character creation and worldbuilding to
create the framework for your shared story. For a one-shot session ( page
231), you can come prepared with a quest outline ( page 200 ) to make the
most of the limited time available. No matter what the format of your session,
don’t resist when everything goes completely and gloriously off-course.
EMBRACE CHAOS
Don’t overprepare for your session. Feel free to come to the table with
absolutely nothing planned. The character-driven quests help you and your
players build a story together. Anything that is not a player character or move
has very little mechanical detail, and can be introduced on the fly.
Letting go of your plans leaves you open to the unexpected. Cheer for
surprising successes. Seize the story possibilities of dramatic failures. Listen
to the players and let their suggestions inspire you.
Y ou can also leverage the oracles for answers and inspiration. Ask a yes/
no question through the Ask the Oracle move ( page 107 ), or interpret an
response from the oracle tables ( page 167 ). Y ou can even collaborate with
your players to interpret an oracle’s answer.
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GAMEPLA Y OPTIONS
NUMBER OF PLA YERS
Ironsworn is intended primary for small group play. One to four players (plus
a GM in guided play) is about right. The examples in this book primarily
default to solo play, but the rules are the same for more players and guided
play.
For combat scenes with three or more player characters, consider a couple of
factors:
• Don’t rely on initiative to manage the spotlight. Even if a player is on
a roll with strong hits, jump to someone else and keep it moving around
the table. Use transitions from player to player at key moments as a way
to heighten the drama and allow others to react to what just happened or
is about to happen.
• Since every character can inflict harm and mark progress on a shared
progress track, enemies will be easier to take down. To offset this,
increase the rank or number of your foes. Y ou can divide multiple foes
among the characters instead of grouping those foes into packs.
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ADJUSTING THE IMP ACT OF MATCHES
More players tend to add more rolls to your session. This creates more
matches, which can be challenging to interpret or start to feel routine.
If you want to make matches feel more unusual and special, use this option:
Resolve the impact of a match only when your challenge dice come up as
an even number (2, 4, 6, 8, or 10).
ONE-SHOT PLA Y
If you want to run a single, self-contained session of Ironsworn, here’s what to
do. This process is a simplification of the campaign setup on page 202.
Introduce the world. If you are the GM or are facilitating the
session, briefly describe the setting. Y ou can play in the Ironlands
(page 111), or introduce your own setting. Don’t worry about the
details. Y ou can flesh it out in play.
Create characters. Each player creates their character by setting
stats and picking assets. Give your character a name, and consider
some basic aspects of their look and personality. Y ou can ignore
background vows and bonds. Work together to decide how your
characters are connected.
Introduce the inciting incident. If you are the GM or facilitator,
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). Y ou 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
in media res (page 198).
Swear an Iron Vow. Give your quest a rank of troublesome (for a
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.
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2
3
4
5
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OPPOSING AN ALL Y
An ally is a character controlled by another player. Ironsworn moves are not
intended to provoke or reinforce conflict between allies. Instead, the focus
is on the drama and challenges of perilous quests in a harsh world. Y ou and
your allies will stand together against the forces which would see your vows
unfulfilled. Y ou are working towards shared (or at least complementary) goals.
That said, situations within the fiction may put you and an ally at odds. Y our
characters are not perfect. They may try to act rashly in a tense situation. They
might stubbornly cling to a self-defeating approach or point of view. They
might pursue their own vows at the cost of their relationships. Making nonoptimal choices as your character, creating more trouble for yourself, is part
of dramatic storytelling.
CONFLICT WITHOUT MOVES
Disagreements between characters can often be handled through roleplaying
without engaging in moves. Talk it out, as your characters. Take care to not let
this fictional conflict carry over into the real world.
If things get heated or uncomfortable, take a break. Discuss your approaches
out-of-character, agree on next steps, and step back into the world to resolve
the situation.
CONFLICT USING MOVES
If you are taking an action in opposition to an ally and want to resolve this
conflict through a move, you can use this process:
• Y ou both describe what you are doing to act against or resist your ally,
and Face Danger (page 60) using an appropriate stat.
• If at least one of you scores a hit, determine who gains control of the
outcome by comparing your level of success (strong hit > weak hit >
miss). If you both have the same level of success, use your action score
(you action die + stat + any adds) as a tie-breaker. If you are still tied,
envision how your actions lead to a complete stalemate.
• Whoever gains control of the outcome decides which of the two moves
should be resolved. The result of the other move is ignored.
• If neither of you scored a hit, resolve the miss for both moves. Each of you
must Pay the Price.
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The opposed Face Danger move provides a simple, fast mechanic for resolving
conflicts between player characters. Y ou can use a single exchange to decide
the outcome of a quick action or an entire scene.
Use this process sparingly, and be considerate of not taking away control of
another player’s character. Work together to interpret the outcome of the
scene, with each player describing their character’s intent and reaction.
Having helped repel a raider attack, Tayla and Ash are attending
a feast in the village longhouse. They sit across the table from each
other, surrounded by drunken Ironlanders. Neither of them is feeling
particularly celebratory.
A man named Themon stands to make a toast. Ash and Tayla suspect
he conspired with the raiders, but have little evidence. They grit their
teeth as Themon raises his drink and praises the defenders of the
village.
Ash’s eyes narrow, and his expression grows hard as iron. “I can’t take
any more of his lies. I’ll Draw the Circle and deal with this bastard. ”
“No, ” Tayla says. “It’s not the right time. Themon has too many friends
here. We need proof. ”
Ash is not convinced. “Y ou see my hand going to my sword. Do you
want to try to stop me?”
“I want to try to calm you down, ” Tayla says. “I’ll put my hand on your
shoulder and see if I can talk some sense into you. Roll for it? I’ll Face
Danger with heart. ”
“Let’s do it. I’ll roll iron as I try to shove your hand away. I want to stand
up and challenge this guy. ”
They both make the move and roll the dice.
Ash rolls a weak hit. Tayla rolls a strong hit, which gives her control of
the outcome. She chooses to let her move stand. She is successful and
takes +1 momentum.
“I’ll take that strong hit, ” Tayla says. “I’ve got my hand on your shoulder.
I look you straight in the eyes and shake my head. I tell you that we’ll
have our chance. ”
“My hand drifts away from my blade. I’ll let it be. For now. ”
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SCENE CHALLENGES
A scene challenge is an optional approach you can use to resolve an extended
challenge against an obstacle or NPCs. Examples of scene challenges include
a chase on horseback, an archery contest, a formal debate before a council of
elders, and leading an army into battle.
SETTING UP YOUR SCENE CHALLENGE
First, envision your goal for the scene and decide the rank of your challenge
using the standard rank system: Troublesome, dangerous, formidable,
extreme, or epic. A typical challenge is dangerous. Make it formidable if you
are at a disadvantage, or troublesome if you have clear advantage. An extreme
challenge is very tough to overcome, and an epic challenge is nearly hopeless.
Next, create a standard progress track with 10 boxes. When you mark
progress, you fill in a standard number of boxes or ticks based on the rank of
your challenge (page 14).
Then, create a separate track with only 4 boxes. This is your countdown track.
When you mark the countdown track, you completely fill in a single box.
MAKING MOVES
Envision your action, and Face Danger or Secure an Advantage using whatever
stat is most appropriate to the situation and your approach.
If you Face Danger:
• On a strong hit, you are successful. Mark progress per the rank of your
challenge.
• On a weak hit , you are successful and mark progress. But, you also
encounter a minor complication or delay. Envision what happens, and
mark a countdown box to represent this setback.
• On a miss, you fail, or encounter a dramatic turn of events. Mark a
countdown box and Pay the Price.
If you Secure an Advantage:
• On a strong hit or weak hit, apply the outcome as per the move.
• On a miss, mark a countdown box and Pay the Price.
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RESOLVING THE SCENE CHALLENGE
Continue to make moves, each time envisioning your approach, until either
your countdown track is full (all 4 boxes are marked), or you decide you’re
ready to resolve the scene. In either case, roll the challenge dice and compare
to your progress track. As with standard progress moves, you may not burn
momentum on this roll, and you are not affected by negative momentum.
• On a strong hit, you achieve your goal unconditionally.
• On a weak hit, you succeed, but not without cost. Y ou must Pay the Price.
Make this a minor cost relative to the scope of the scene.
• On a miss, you fail, or your progress is undermined by a dramatic and
costly turn of events. Pay the Price. Make it hurt.
WORKING TOGETHER WITH ALLIES
Guided by the fiction, you can take turns making moves to give everyone a
chance to participate in the challenge. Any allies involved in the scene can
make the Face Danger or Secure an Advantage move. When they do, resolve
the outcome of their move and mark progress and countdown boxes as
appropriate. Any player can also make the Aid Your Ally move to contribute
to a move another character is about to make.
LET SLIP THE DOGS OF W AR
If you are leading a large force of NPCs into battle, you can use a scene
challenge to resolve the outcome. First, consider the makeup of the units on
the field and give the challenge a rank.
• If you have a clear advantage, make it a troublesome challenge.
• If the forces are evenly matched and positioned, make it a dangerous
challenge.
• If you are facing a superior force or are badly positioned , make it a
formidable challenge.
• If you are facing overwhelming odds , make it an extreme or epic
challenge.
Then, envision your approach as you lead your warband into battle. Face
Danger or Secure an Advantage as appropriate, choosing a stat which
represents the current situation and your tactics. Resolve the outcome of each
move and mark the progress track and countdown track as normal.
During the battle, you can zoom in and resolve a fight against an important
NPC or pack using combat moves. If you defeat this foe, mark progress on
your scene progress track. If you lose the fight, mark a countdown box.
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SEMI-RANDOM CAMPAIGN SETUP
To give fate a heavier hand in your character and starting situation, do the
following:
Roll on the following table, and assign the +3 value to the result.
Then, distribute the remaining stats (+2, +2, +1, +1) as you like.
1-20 Y ou are nimble, fast, and precise: Edge
21-40 Y ou are willful, courageous, and sociable: Heart
41-60 Y ou are strong, forceful, and imposing: Iron
61-80 Y ou cunning, deceptive, and sneaky: Shadow
81-00 Y ou are smart, knowledgeable, and resourceful: Wits
Gather the asset cards and organize them into decks by type
(companion, path, combat talent, and ritual). Exclude any cards
that don’t fit your vision for the setting (such as rituals if you aren’t
including magic). Shuffle the individual decks and put them face
down.
Choose a card from any deck. Don’t look at it. Pass the draw to the
next player. Continue taking turns drawing a single asset from any
deck until you have five in your hand.
Reveal your cards and choose two of them to discard. The remaining
three cards are your character’s assets.
Ask the Oracle: “What is my background vow?” Then, spark an idea
using the Character Goal oracle ( page 182 ). Interpret the result,
or roll on additional oracle tables to clarify as you like. Mark your
background vow and give it a rank of extreme or epic.
Ask the Oracle: “Who do I share a bond with?” Then, roll once on
the Character Role oracle ( page 182) and twice on the Character
Descriptor oracle ( page 183 ). Envision this NPC, give them a
name, and mark a bond. Y ou may do this for your two remaining
starting bonds, or come up with other bonds from scratch.
Together with the other players, Ask the Oracle: “What is our
inciting incident?” Then, roll on the Settlement Trouble oracle
(page 181). Interpret this answer to define your starting situation.
1
2
3
4
5
6
7
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HACKING IRONSWORN
PLA YING IN OTHER WORLDS
If you want to play in a different setting—but one that is similar to the
Ironlands in tone—you can jump right in. Ironsworn characters, moves, and
assets can make the transition to similar gritty fantasy or historical settings
with very few changes, if any.
When you create your character, you can omit any assets which aren’t a good
fit for your setting. For example, rituals might be left out or limited if there is
no magic in your world.
Ironsworn works best when portraying driven heroes undertaking
perilous quests. Vows, milestones, and progress tracks are core to
the game, and should not be left behind when you explore other
settings and genres. If iron vows and sworn quests don’t fit your
world, you can change how they are represented in the fiction. A
solemn promise can take many forms.
HIGH-MAGIC SETTINGS
A bigger shift in tone may require more work. If you play in a setting where
mystic forces are more powerful, you’ll need to consider how to handle magic
for your character. The easiest option is to simply create a character without
magic capabilities and depict the magic of the setting and NPCs through the
fiction. Y our story gains the potential advantage of showing your mundane
character standing against overwhelming supernatural forces.
For magic-wielding characters, ritual assets can be envisioned with overt
magical effects in high-magic settings. For example, instead of simply wearing
an animal pelt using the Bind ritual, you can actually shape-change into
the creature. The mechanical outcomes can stay the same, but the fictional
framing changes dramatically. Rituals might also be envisioned to require
less time to prepare or perform, functioning more like the quick-fire spells of
heroic fantasy roleplaying games.
If your setting or character concept don’t work within the confines of existing
assets, you have some options to consider on the next page.
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EXPLORING OTHER GENRES
Ironsworn characters and moves are intentionally only lightly themed
for the default setting and tone, and they work just fine across a variety of
heroic fiction genres. Undertake a Journey can be envisioned as faster-thanlight travel aboard a spaceship, or as nitrous-fueled journeys on the ruined
highways of a post-apocalyptic wasteland.
Assets are designed to reflect Ironsworn’s default world, and require more
work to ignore, transition or replace for dramatically different settings and
genres. Some options follow.
TWEAKING ASSETS
PLAYING WITHOUT ASSETS
Playing without assets limits the options for your character, but simplifies
things if you prefer less mechanical detail. It also makes it much easier to
quickly reskin Ironsworn for other settings or genres.
If you do play without assets, you should give your character additional depth
through roleplaying and description. Envision your character’s background
and skills to help define the fictional framing of your actions.
For anything other than a very short campaign or one-shot, you need an
alternate reward when you spend experience. Here’s a suggestion:
When playing without assets, you may spend 6 experience to increase a
single stat by +1. No stat can exceed +4.
USING ROLES INSTEAD OF ASSETS
If you aren’t using assets but want to add a bit more detail to your character,
you can use a simplified representation of assets called a role. Here’s how it
works:
• Name a role for your character based on their expertise or background.
In the Ironlands or a similar setting, you might be a leader, scout, mystic,
or healer. If you are hacking Ironsworn for a different setting or genre,
use roles which fit the world. If you chose a combat-oriented role, make
it narrow enough that it isn’t usable for every potential action in a fight.
• Y our 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. Y ou 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.
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• If you like, give your role greater story potential and specificity with an
evocative label. Y ou are not just a priest, you are a Wayward Disciple
of the Forgotten One. Y ou are not just a hunter, you are a Sharp-Eyed
Hunter of the Hinterlands.
• When you make a move (not a progress move) and envision how your
role contributes to this action, choose one before rolling: Add +2, or add
+1 and take +1 momentum on a hit.
• For every 6 experience points, you may buy an additional role. Name
it, and write it down. Bonuses from multiple roles may not be combined
for a single move. If your roles overlap for a particular action, envision
which role provides the most influence over your intent and outcome.
RESKINNING ASSETS
Because many of the assets represent the typical tropes of heroic characters,
they can often be reimagined for different settings and genres with minimal
changes. Use the existing assets as a starting place, and adjust the labels and
specific abilities to better fit your imagined world.
• Are you a 17th century
pirate who is a crack
shot with your musket?
Rename Archer to
Marksman, and change
the condition to “If you
wield a musket... ”
• Are you playing a cyborg
in a future dystopia?
Rename Archer to
Gunner, and change the
condition to “If you wield
a cybernetic blaster... ”
Then, swap out the last
ability with something
that better fits the theme.
COMBAT TALENT
ARCHER
If you wield a bow....
 When you Secure an Advantage +wits
by taking a moment to aim, envision
where you intend to land your shot.
Then, add +1 and take +1 momentum
on a hit.
{ Once per fight, when you Strike or
Clash, you may take extra shots and
suffer -1 supply. When you do, reroll
any dice. On a hit, inflict +2 harm and
take +1 momentum.
{ When you Resupply by hunting, add
+1 and take +1 momentum on a hit.
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CREATING ASSETS AND ABILITIES
If you want to create new assets or update an existing asset to better fit your
theme, look to the existing abilities as your model. Assets provide several
types of mechanical benefits, including:
• They grant a moderate benefit, such as “add +1 and take +1 momentum
on a hit” , for a relatively common action you expect to perform a few
times each session.
• They grant a strong benefit, such as “reroll any dice” , for less common
actions or abilities which have a limit (“one time only”). Y ou can also
grant strong benefits for abilities which require setup moves or strict
fictional framing. For example, to use the Slayer’s “reroll any dice” ability,
you must first kill a formidable beast.
• They give you an option to exchange one resource for another, such as
“suffer -1 momentum and inflict +1 harm on a hit. ”
• They provide the fictional framing to make a move in unusual
circumstances. For example, you can use the Communion ritual to
Gather Information from the dead.
• They allow you to use a different stat instead of the one normally required
by a move.
Y ou will find various permutations of these rewards across the default assets,
along with many other less common abilities and self-contained moves which
are specific to an asset.
One technique you can use when creating a new asset is to mix-and-match
abilities from other assets. Whatever you want to portray in the fiction can
probably be cobbled together, with some mild tweaking, from abilities which
already exist.
A final word: Ironsworn is not particularly concerned with strict mechanical
balance between assets. Y ou aren’t going to break anything by experimenting.
If it adds to your fun, it’s working.
Of course, the easiest way to play Ironsworn in different worlds is to
let someone else do the work. Visit ironswornrpg.com for updates
on official expansions and community-created content.
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EXTENDED EXAMPLE OF PLA Y
This example demonstrates the use of moves, oracles, and storytelling within
a typical session of Ironsworn. This is a solo session, but the basic gameplay
concepts are applicable to guided and co-op play. It includes commentary as
I make decisions about my character’s moves, interpret oracles, and resolve
events and actions within the fiction of the scene.
KUNO TAKES THE STAGE
Kuno is a scout. She’s most comfortable by herself, stalking the untracked
wilderness well beyond the settled lands. At this moment, however, she’s
leading a group of Ironlanders who have fled their own village in the wake
of a raider attack. They are bound for a settlement called Mournwood to the
north, on the borders of the Hinterlands. There, they hope to find help and
shelter. Kuno has sworn a vow to see them safely to their new home.
IRONSWORN
SUPPLY
HEALTH
SPIRIT
+5
+4
+3
+2
+1
0
+5
+4
+3
+2
+1
0
MOMENTUM
STATUS
+5
+4
+3
+2
+1
0
CHARACTER


EXPERIENCE
IRON SHADOW WITSHEARTEDGE
MAX
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
RESET
CONDITIONS
WOUNDED SHAKEN
UNPREPARED ENCUMBERED
BANES
MAIMED CORRUPTED
BURDENS
CURSED TORMENTED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
Kuno
10
2
3 2 2 1 1
Avenge my brother
//
Find a new home for the refugees
//////// ////////
//// /////
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A JOURNEY INTERRUPTED
I envision Kuno riding ahead
of the pack of refugees,
keeping her eyes on the thick
woods along their path. She
has a Horse companion, Etana,
to aid her on the journey.
She ignores the nervous
chatter of the refugees behind
her. These are dangerous lands,
and she’ll remain wary until
this band is safely within the
walls of Mournwood. Once
they’ve arrived, her vow will
be fulfilled and she’ll be free of
them.
She gives Etana an
encouraging click of the
tongue, and picks up her pace.
I make the Undertake a Journey move (page 65) for this segment of travel.
Leveraging my companion’s Swift ability gives me a +1 add.
+ 1 + 1 = + 1 + 1 =
WITS
33 5
ADDS
55 77
That’s a miss. The outcome for Undertake a Journey tells me: “you are waylaid
by a perilous event. ” I don’t have anything in mind, so let’s see what the oracles
have to say. I roll on the Action/Theme tables (page 174).
“Reveal creature, ” the oracle says.
After a moment’s thought, I decide it would be exciting to encounter something
truly frightening and wild out here. A wyvern comes to mind. Kuno has never
fought one, but she’s heard stories and is eager to test her mettle against one
of the fearsome beasts.
However, I want to do a bit more than just bring a wyvern onto stage. I want
to ramp up the stakes and drive Kuno into action. I envision what happens.
COMPANION
HORSE
Name:
Y ou and your horse ride as one.
{ Swift: When you Face Danger +edge
using your horse’s speed and grace, or
when you Undertake a Journey, add +1.
{ Fearless: When you Enter the Fray
or Secure an Advantage +heart by
charging into combat, add +1 and take
+1 momentum on a hit.
{ Mighty: When you Strike or Clash at
close range while mounted, add +1
and inflict +1 harm on a hit.
0 +1 +2 +3 +4 +5
Etana
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Suddenly, Kuno hears frantic screams from up ahead.
She spurs her horse on, and rides to the top of a low hill. Before her
is a terrifying scene. A wyvern is pawing at an overturned wagon.
A horse lies dead beside it. The screams are coming from beneath
the wagon, where a woman and a young girl are cowering.
The wyvern has a muscled body three times the size of a horse,
covered in a leathery iron-gray hide. Its claws rend along the side
of the wagon.
So, what now? The first order of business is to sort out whether my traveling
companions will be of any help. I haven’t established much detail for this
group of refugees, so I’ll leave it to chance. “ Are there any able warriors with
them?” I ask. I give it a 50/50 chance and roll on the yes/no table.
The oracle answers, “Y es. ”
But can I manage to put them to use? A wyvern is a horrific foe, and not
something this group has dealt with before. The first step is to order them to
join me in this fight.
“To me!” Kuno yells, summoning the mounted warriors to her side.
The men and women ride up, but stop short as they catch sight
of the fearsome beast. Their eyes go wide, and they mutter quick
prayers. Their horses neigh and stomp their hooves in distress.
“Courage, ” Kuno says. “These people need our help. ”
I make the Compel move ( page 69 ) to resolve what happens when I rally
these warriors to aid me. We’ll roll with heart for this action. Per the move, “If
you charm, pacify, barter, or convince: Roll +heart. ”
+ 2 + 0 = + 2 + 0 =
HEART
55 7
ADDS
33 55
A strong hit and a lucky break. A wyvern is normally an extreme foe. With the
help from the Ironlanders, I’ll rule that I can knock it down to a formidable
challenge. Still not an easy fight, but there’s hope.
Plus, Compel gives me +1 momentum on a strong hit. I started the scene with
my momentum track at +2, so it’s now at +3.
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INTO THE FIGHT
I’ll make the Enter the Fray move ( page 78 ) as Kuno rides toward the
wyvern. Since the beast is focused on its prey, and hasn’t taken note of Kuno,
we’ll be using shadow for this roll. Per the move, “If you are moving into
position against an unaware foe, or striking without warning: Roll +shadow. ”
+ 1 + 0 = + 1 + 0 =
SHADOW
33 4
ADDS
33 66
That’s a weak hit. According to Enter the Fray, I must choose between taking
initiative or +2 momentum. I choose initiative, which means I’ll put the focus
on Kuno taking proactive actions as I wade into the fight.
I’ll use the initiative to Secure an Advantage ( page 61 ). I envision this as
an opportunity to leverage Kuno’s fierce determination and her bond with
the horse as they charge into battle together. My companion’s Fearless ability
will also help me here. Per the asset, “When you Enter the Fray or Secure
an Advantage with +heart by charging into combat, add +1 and take +1
momentum on a hit. ”
+ 2 + 1 = + 2 + 1 =
HEART
44 7
ADDS
44 00
The weak hit on Secure an Advantage gives me +1 momentum, and another
+1 for the Fearless bonus. My momentum is now +5. But, things turn against
me. I envision this as the wyvern spotting us and moving to attack.
Kuno’s horse, heedless of the danger, charges toward the beast.
Kuno leans low and draws her sword. She is vaguely aware of the
others following behind, but her attention is focused on her target.
If she can just manage to strike the wyvern before it’s aware of
them…
But the wyvern catches their scent and fixes its gaze on them.
It roars, a crown of horns flaring on its thick, wolfish head. No
longer concerned with the trapped Ironlanders, it clambers over
the top of the wagon and moves fast to meet their charge. Its wings
flex as it lunges.
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I think a moment about my options here. Kuno, despite her courage, would
be unnerved by the sight of this beast leaping towards them. Also, her first
concern is the safety of her horse. I could Clash (page 80 ), but I want to
play it a bit safe this early in the fight. If I Clash and score only a weak hit, I’ d
have to suffer the full harm or some other dramatic result. Face Danger (page
60), on the other hand, gives me only a minor cost on a weak hit. Also, my
companion has the Swift ability, which allows me to make that move with a
bonus. Per the asset, “When you Face Danger with +edge using your horse’s
speed and grace, or when you Undertake a Journey, add +1. ”
I won’t be able to inflict harm in the exchange, but hopefully I’ll build some
more momentum and get back initiative. I’ll envision this as Kuno and Etana
trying to evade the wyvern’s attack.
+ 3 + 1 = + 3 + 1 =
EDGE
22 6
ADDS
77 77
It’s a miss. The Face Danger result tells me, “On a miss, you fail, or your
progress is undermined by a dramatic and costly turn of events. Pay the Price.”
I have also rolled a match on the challenge dice, which indicates something
unexpected ( page 9). I’ll use some oracles to help resolve the match. First,
I roll on the Pay the Price table.
The answer is, “It is stressful. ”
No surprise there. Facing off against a wyvern is stressful. I want more to go
on. I’ll roll on the Combat Action oracle ( page 188) to see what the wyvern
does as part of this outcome.
The oracle responds, “Shift focus to someone or something else. ”
This is an opportunity to bring the other warriors into the scene. They won’t
provide further mechanical benefit, but I should include their actions in the
fiction. In this case, they’ll also help me depict the wyvern as a fearsome,
deadly foe.
Weaving together the move outcome and the oracles, I envision what happens
next.
The wyvern leaps. Kuno shouts a word of encouragement to her
horse and pulls the reins hard to the right. The wyvern lands, jaws
snapping, but Etana deftly avoids the bite as they circle to one side.
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Kuno rides away from the wyvern, readying another charge. An
arrow, then another, lance into the side of the beast as mounted
archers take up the fight. Other warriors, armed with spear and
shield, move forward to harass it.
As sudden as a lighting strike, the wyvern lunges at one of the
fighters, bites down with a horrible crunch, and lifts him off his
horse. Then, it whips its head around, opens its mouth, and sends
the lifeless body flying. The mauled corpse lands in the dirt near
the wagon with a splash of blood.
The girl hiding beneath the wagon screams at the sight of the body.
The wyvern, as if remembering its original intent, turns suddenly
and clambers toward her.
The mother, shakily, eases out from cover and raises a small knife
in their defense.
That gives me what I need to resolve the original “It is stressful” outcome
of the Face Danger move. I Endure Stress ( page 95 ) and suffer -2 spirit as
a result of seeing the warrior killed. Per the move, I “roll +heart or +spirit,
whichever is higher. ” Since my heart is 2 and my spirit track is now at +3, I’ll
roll with spirit.
+ 3 + 0 = + 3 + 0 =
SPIRIT
55 8
ADDS
22 44
That’s a strong hit, which means I can take back initiative. I choose the Endure
Stress option to “embrace the darkness” , and take +1 momentum (now +6).
Kuno is determined to wreak vengeance upon this beast.
She also wants to stop the wyvern from getting at the girl and her brave mother,
so I’ll leverage my initiative to Secure an Advantage with another charge.

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+ 2 + 1 = + 2 + 1 =
HEART
11 4
ADDS
11 77
The weak hit is bad enough, but I’ve also rolled a 1 on the action die while
leveraging one of my companion’s abilities. That means I need to involve my
horse in the move’s outcome (page 43).
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The good news is I’ve gained another bit of momentum (up to +7). I envision
what happens next.
Kuno urges her horse back into a charge. She screams, partly out
of determination, partly to get the wyvern’s attention away from
the woman and girl. The beast turns to look at her, amber eyes
narrowing. Its whip-like tail lashes out...
I’m framing this as a danger to my horse companion. Etana is quick and agile,
so we’ll try to dodge the wyvern’s attack. I’ll Face Danger to see what happens.
As before, I’ll leverage my companion’s Swift ability to gain a +1 add.
+ 3 + 1 = + 3 + 1 =
EDGE
66 10
ADDS
99 44
A strong hit, which means I’ve overcome the danger, take +1 momentum
(now +8), and have initiative again.
The wyvern’s tail lashes along the ground like a scythe. Kuno pulls
up hard on the reins, and Etana jumps over the tail as quick and
graceful as a cat.
I envision Kuno raising her sword and readying an attack. This seems like the
right time to Strike (page 79).
+ 2 + 0 = + 2 + 0 =
IRON
55 7
ADDS
55 22
The strong hit with Strike allows me to inflict +1 harm. I mark 3 harm on
the wyvern’s progress track. For a formidable foe, that’s 3 progress.
Leveraging the momentum of the charge, Kuno swings her sword
as they pass by the beast’s neck. The blade digs deep, leaving a
crimson gash in its wake.
Kuno lets loose a fierce laugh. She’s bloodied it. Despite the stories,
it can be killed. She draws back her sword, pulling on the reins
with her other hand, bringing Etana around for another attack.
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I roll to Strike again, hoping to build on my success and add more progress
against this foe.

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+ 2 + 0 = + 2 + 0 =
IRON
22 4
ADDS
77 99
That’s a miss. I could burn my +8 momentum to cancel one challenge die
and shift the result to a weak hit, but I’ d prefer to save it for a more dramatic
opportunity.
Now I must Pay the Price ( page 105 ). Suffering direct harm for me or my
horse is an obvious choice, but I’m interested in leaving it to fate. I roll on the
Pay the Price table to see what happens.
The answer is, “Y ou are separated from something or someone. ”
I interpret this as an attack which separates me from Etana.
Kuno readies another slash, but too late. The wyvern’s massive
head slams into her and Etana, sending them both sprawling.
Kuno hits the ground hard. For a moment, blackness fills her
vision.
It seems reasonable to also apply harm to this outcome. I’ll split the wyvern’s
3 harm between myself and my horse—2 for me, 1 for Etana. This requires
suffer moves for both of us.
First, I make the Endure Harm move ( page 91 ), subtracting 2 from my
health track. Per the move, I “roll +health or +iron, whichever is higher. ” My
health track is at +2, and my iron is 2, so it’s a wash.
+ 2 + 0 = + 2 + 0 =
IRON
33 5
ADDS
33 00
That’s a weak hit. Kuno suffers her harm and presses on.
Kuno stands. Pain flares through her ribs. She pushes the pain
aside, concerned only with her horse.
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Now to check on how Etana has fared. I make the Companion Endure Harm
move (page 94). First, I lower her health track by 1. Then, per the move, I
“roll +heart or +your companion’s health, whichever is higher. ” Etana’s health
track is at +3 and my heart is 2, so we’ll roll + her health.
+ 3 + 0 = + 3 + 0 =
HEALTH
22 5
ADDS
44 77
Another weak hit. Etana is still in the fight, but Kuno wants her out of harm’s
way. I’ll handle that in the fiction.
Etana gets to her feet, shaken but okay.
“Go!” Kuno yells at her, then scrambles to pick up her sword.
Beside it lay the shield of the fallen warrior. She grabs that as well,
and turns back to the Wyvern.
The Ironlanders stab at the beast ineffectually with their spears,
distracting it for a moment but not wounding it. Another arrow
flies, landing true in the thing’s snout.
Paying this fresh wound no mind, the wyvern refocuses its
attention on Kuno. It lumbers forward, wings bent in a bat-like
crawl.
Kuno’s instinct is to dodge, hoping to get in a better position to attack. I’ll Face
Danger with +edge instead of clashing. This uses my favored stat, improving
my chances.
+ 3 + 0 = + 3 + 0 =
EDGE
55 8
ADDS
77 66
That’s a strong hit and another +1 momentum (+9 total).
Kuno waits for the beast, then leaps aside at the last moment. The
wyvern’s teeth clamp down on the space she stood only a moment
before. Its great head spins around, powerful jaws opening for
another bite...
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Next, Kuno will Strike.
+ 2 + 0 = + 2 + 0 =
IRON
33 5
ADDS
77 88
A miss. With my +9
momentum, this is a
perfect opportunity to burn
momentum (page 12). I do
so, and cancel both challenge
dice, elevating the outcome to
a strong hit.
I’ll also leverage my
Swordmaster ability, which
lets me inflict +2 harm when
burning momentum on a
Strike or Clash. That’s an
impressive amount of harm on
this attack.: +2 for the sword,
+1 for the strong hit, and +2
for Swordmaster, giving me
5 harm total. This takes the
wyvern to 8 filled progress.
Kuno springs forward, stabbing with all her might through the
roof of the beast’s mouth. The sword bites deep into the soft flesh.
Warm blood spills over her arms.
This feels like the proper resolution of this battle. Time to End the Fight (page
82). I tally my progress (8), roll the challenge dice, and compare.
PROGRESS
8
77 33
It’s a strong hit. This battle is done.
COMBAT TALENT
SWORDMASTER
If you wield a sword...
 When you Strike or Clash and burn
momentum to improve your result,
inflict +2 harm.
{ When you Clash and score a
strong hit, you may add +1 if you
immediately follow with a Strike.
{ When you Swear an Iron Vow by
kneeling and grasping your sword’s
blade, add +1 and take +1 momentum
on a hit. If you let the edge draw blood
from your hands, Endure Harm (1
harm) in exchange for an additional
+1 momentum on a hit.
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The great beast heaves a strangled sigh and collapses with an
earth-shaking thud. Kuno sinks to one knee. She watches as the
life fades from the wyvern’s eyes. She feels a moment of pity for it,
and rests her bloodied hand on its snout.
“Go easily into the shadow lands, ” she whispers.
AFTERMATH
The defeat of the wyvern, while notable, isn’t relevant to my current quest
and doesn’t seem worthy of a milestone. However, it has introduced an
opportunity for a new narrative hook. Who is this woman and her child? Why
are they here? I envision the scene.
Kuno wrests her sword from the beasts mouth, and surveys the
cost of the battle. One of their band lies dead. The other warriors
gather spent arrows and spears. None appear hurt.
She moves to the wagon, hobbling a bit as pain flares through
her ribs. The mother is standing there, knife raised in a trembling
hand. She is looking past Kuno, at the wyvern.
“ Are either of them obviously injured?” I Ask the Oracle, and set the odds as
unlikely.
“No, ” the oracle answers.
“Be easy, ” Kuno says to the woman. “This beast is dead. ”
The mother blinks. Then, she gives Kuno and the others a quick,
sharp glance. Kuno imagines her wondering, “Have I leapt from
the frying pan into the fire?”
“We mean you no harm, ” Kuno says, “but these are dangerous
lands. Where is your home?”
I don’t have the answer to that question, so it’s an opportunity to Ask the
Oracle. This time, I decide to leverage the Settlement Trouble oracle ( page
181). It’s primarily intended for introducing a problem within a community,
but works here as a way of establishing what has driven this woman and her
child so far into the wilds.
I roll, and the oracle tells me, “Roll twice. ” I do so, and am told, “Someone is
captured” and “Dangerous tradition. ”
Looking for a bit more detail, I also roll on the Action oracle ( page 174). It
tells me, “Hunt. ”
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“Who is captured” , I Ask the Oracle. “ Another child?” I give it a 50/50 chance.
“Y es, ” 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.
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Ironsworn 253

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INDEX
A
Abilities 42
Action Die 8
Action Roll 8–10, 49
Advance 103, 222–224
Adventure Moves 60–68
Aid Your Ally 76–77
In Combat 88
Allies 25
Aid Your Ally 76–77
Allies and Journeys 66
Allies and Supply 34, 64
Bonds and Allies 75–76
Initiative and Allies 53
Opposing an Ally 232–233
Sharing Progress Tracks 18
Sharing Vows 99, 101, 199
Animals 147–150
Armor 52. See also Equipment
Ask the Oracle 23, 107–109
In Combat 89
Assets 39–44
Abilities 42
Acquiring 41
Asset Cards 44
Companions 39
Failing an Asset Move 44
Martial Talents 40
Paths 40
Rituals 41
Tweaking 238–240
B
Background Bonds 36, 195
Background Vow 35, 195–196
Banes 38
Barrier Islands 113
Basilisk 151
Battle 84–85
Bear 147
Beasts 128–129, 151–156
Boar 148
Bonds 24, 36
Background Bonds 195
Forge a Bond 74–76, 222
Marking Progress 15–16
Test Your Bond 75–76
Bonewalker 157
Broken 124, 138
Burdens 38
Burning Momentum 12
C
Camp 64
Campaigns 193–202
Challenge Dice 8
Challenge Ranks 14–15
Adjusting 209
NPC Ranks 134
Rank Oracle 190
Travel 111
Character 4–5, 31–47, 193
Character Sheet 5
Chimera 158
Clash 80
Combat Moves 78–89
Initiative 53–55
Combat Talents 40
255

[Source: Ironsworn Core Rulebook --- PDF page 265]{.small}

Common Folk 139
Companion Endure Harm 94
Companions 25, 39
Companion Endure Harm 94
Using Abilities 43
Compel 69–70
In Combat 88
Conditions 37
Co-Op (Cooperative Play) 1
Principles 227
Using Oracles 165
Corrupted 38, 95–96
Cursed 38, 93
d
Damage. See Harm
Death 93
Debilities 5, 36–38
Deep Wilds 115
Dice 2
Action Roll 8–10
Oracle Roll 22
Progress Roll 18
Difficulty 208–209
Draw the Circle 73
Drives 135
Duels 73
E
Edge 33
Elder Beast 152
Elf 128, 142
Names 186
Encumbered 37
End the Fight 82–83
Endure Harm 19, 33, 91–92
Endure Stress 20, 34, 95–96
Enter the Fray 78–79
Epilogue 77
Equipment 25, 45, 52
Experience 5, 44–45
Advance 103
Fulfill Your Vow 101–102
F
Face a Setback 13, 97
Face Danger 60
In Combat 85–86
Face Death 93
Face Desolation 96
Fate Moves 104–109
Fiction 2, 203–207
Fictional Framing 205–207
Firstborn 128, 142–146
Flooded Lands 116
Foes 133–163
Forge a Bond 74–75, 222. See
also Bonds
Forsake Your Vow 102
Frostbound 158
Fulfill Your Vow 101–102, 221
G
Gamemaster. See GM
Gather Information 62
Gaunt 142, 148–149
Gear. See Equipment
Giant 128, 143
Names 187
GM 1. See also Guided Play
Principles 229
Rolling Dice 10
Group Moves 51
256

[Source: Ironsworn Core Rulebook --- PDF page 266]{.small}

Group Play 227. See also Co-Op
(Cooperative Play); See
also Guided Play
Guided Play 1
Principles 229
Using Oracles 23, 109, 166
H
Hacking Ironsworn 237–240
Harm 19, 57–58, 58
Companion Endure Harm 94
Endure Harm 91–92
NPC Ranks 134
Harrow Spider 153
Haunt 159
Havens 117
Heal 63
Health 33, 91–92
Heart 33
Hinterlands 118
Hit 9, 49, 57
Hollow 160
Horrors 129, 157–163
Hunter 139
I
Inciting Incident 35, 46, 196–198
Inflicting Harm 19, 57
Initiative 53–55
In Media Res 198
Iron 33
Ironlanders 138–141
Ironlands 2–3, 111–131, 194
Iron Revenant 161
Iron Vows. See Vows
Items. See Equipment
J
Journey. See Undertake a Journey
l
Leviathan 154
Losing Momentum 11–12
M
Magic. See Mysticism
Maimed 38, 91–92
Make Camp 64
Mammoth 155
Mapping 130–131
Marking Progress 15–16
Marsh Rat 149
Matches 9–10, 109
Adjusting the Impact 231
Max Momentum 14
Mechanics 2, 203–204
Milestones 15–16, 100, 213–215
Minimum Momentum 13, 97
Miss 9, 49, 57
Momentum 5, 11–14, 35
Burning 12
Face a Setback 97
Gaining 11
Losing 11–12
Max 14
Minimum 13
Resetting 13
Suffering Negative 13
Mounts 67. See also Companions
257

[Source: Ironsworn Core Rulebook --- PDF page 267]{.small}

Moves 6–7, 49–109
Best Practices 50–51
Equipment and Moves 52
Glossary 56–58
Outcomes 49
Progress Moves 17–18, 51
Mystic 140
Mysticism 127
Backlash Oracle 189
Rituals 41
N
Name 33
Negative Momentum 13
Non-Player Characters. See NPCs
Normal World 198
NPCs 24–25, 133–163
Creating 137
Help From 136
Ranks 134
Number of Players 1, 230–231
O
Old World 2, 123
One-Shots 231
Oracle Rolls 22
Oracles 22–24, 164–191
Creating 191
Fate Moves 104–109
Out of Supply 97
P
Packs 78–79, 136
Paths 40
Pay the Price 57, 105–107
In Combat 89
Primordial 144
Princess Bride References 81, 149
Principles 226–229
Progress. See Progress Tracks
Progress Moves 17–18, 51
End the Fight 82–83
Fulfill Your Vow 101–102
Reach Your Destination 68
Write Your Epilogue 77
Progress Rolls 18
Progress Score 18
Progress Tracks 14–18
Q
Quest Moves 98–103
Quests 4, 212–225
Flow Chart 225
Moves 98–99
Outline 200–201
R
Ragged Coast 114
Raider 140–141
Ranks. See Challenge Ranks
Rat. See Marsh Rat
Reach a Milestone 100, 213–215
Reach Your Destination 68
Regions 112–121
Relationship Moves 69–77
Religion 127–128
Reroll 58
Resetting Momentum 13
Reskinning. See Hacking Ironsworn
Resupply 63–64
Rituals 41
Failed Rituals 44
Roles 238–239
258

[Source: Ironsworn Core Rulebook --- PDF page 268]{.small}

S
Scene Challenges 234–235
Secure an Advantage 61
In Combat 87–88
Setback 97
Setting 2–3. See also Ironlands
Shadow 33
Shaken 37, 95–96
Shattered Wastes 121
Sodden 162
Sojourn 71–72
Solo Play 1
Extended Example 241–252
Principles 228
Using Oracles 165
Spirit 34, 95–96
Stats 5, 33
Stress 20
Endure Stress 95–96
NPC Ranks 134
Strike 79
Strong Hit 9, 49, 57
Suffer 58
Suffer Moves 90–97
In Combat 89
Supply 34, 63–64, 97
Out of Supply 97
Resupply 63
Swear an Iron Vow 98–99. See
also Vows
T
Tactics 135
Take 59
Tempest Hills 119
Test Your Bond 75–76
Tormented 38, 96
Transport 67
Travel 65–69, 111
Reach Your Destination 68
Undertake a Journey 65–67
Troll 145
Names 187
Truths 122–129
Turn the Tide 81
u
Undertake a Journey 65–67, 111
Unprepared 37, 97
v
Varou 146
Names 187
Veiled Mountains 120
Vows 4, 35, 199–201, 221
Background Vow 195–196
Quest Moves 98–103
W
Warrior 141
Waypoints 66
Weak Hit 9, 49, 57
Weapons 19, 52, 57. See
also Equipment
Wits 33
Wolf 150
World Building 110–131, 194
Other Worlds 237–238
Wounded 37, 91–92
Write Your Epilogue 77
Wyvern 156
Z
Zooming In and Out 210–211
259

[Source: Ironsworn Core Rulebook --- PDF page 269]{.small}


Ironsworn: Delve Rulebook

Perilous Expeditions For The Ironsworn Rpg Ironsworn Delve

[Source: Ironsworn: Delve Rulebook --- PDF page 2]{.small}

Copyright ©2020 Shawn Tomkin.
The text of this work is licensed under the Creative Commons AttributionNonCommercial-ShareAlike 4.0 International license. For details on licenses
and the Ironsworn System Reference Document, visit ironswornrpg.com.
PLA YTESTERS, CONTRIBUTORS, AND
PROOFREADERS
Aaron Hattle, Alan Tsang, Alfred Rudzki Hitchcock, Anthony Pendleton,
Benjamin Rushton, Benjamin Spencer, Brandon Parigo, Caleb Johnson,
Charles F . Bryant II, Colin Kloecker, colinmnash, Donald Lamont, Douglas
Painter, HAJ523, Jaïs Pingouroux, Jan Kristof Lueders, Jeff Lopez, Jeremiah
Wenneker, Jeremy Downey, Jeremy Wensel Gage, Jerry Henderson III,
Joanna Cholewa, Jon Freeman, KarolinaC, Kasey Cranfill, M. A. Torres,
M. Quintanilla, Mathew Folwarski, Max Kihlstedt, Mike Tool, Octave
Immarigeon, Philipp Commans, Rune Salomon, Ryan Rhoades, Samuel
Rondón, Sarah Koller, Scott Marchus, Thibault Schwartz, Vinney Cavallo
WRITING AND DESIGN
Shawn Tomkin
ADDITIONAL WRITING,
EDITING, AND
CONSUL TING
Matt Click
ACKNOWLEDGMENTS
Ironsworn: Delve takes inspiration
from several amazing games.
Thank you to their creators.
Apocalypse World, by D. Vincent
Baker and Meguey Baker.
Dungeon World, by Sage LaTorra
and Adam Koebel.
The Perilous Wilds and
Freebooters on the Frontier, by
Jason Lutes.
SPECIAL THANKS
Thanks to Jason Cordova for
his labyrinth move for Dungeon
World, which got the gears turning.
Thanks to Adam Koebel for giving
Ironsworn a boost.
Thanks to the crew at Absolute
Tabletop for all the support.
And a huge thanks to the members
of the Ironsworn community
for your creativity, kindness,
generosity, and patience.
IMAGE CREDITS
Stock image elements from iStock,
and Shutterstock.
Selected icons from game-icons.
net by Lorc and Delapouite under
CC BY 3.0.
For Matt, Tealah, and Rhowan. May all your adventures be unperilous.

[Source: Ironsworn: Delve Rulebook --- PDF page 3]{.small}

CONTENTS
CHAPTER 1: AT THE THRESHOLD 1
PREP ARE TO DELVE 1
What This Book Contains 1
What Else Y ou Need 2
Adding Delve to Y our Campaign 2
Sites and Quests 2
The New Moves 3
GETTING STARTED 4
Discover a Site 5
Choosing a Theme and Domain 6
Set Up Y our Playscape 10
Name the Site 11
Give the Site a Rank 12
Choose Denizens 13
Envision the Scene 16
GETTING STARTED SUMMARY 17
CHAPTER 2: INTO THE DEPTHS 19
THE DELVE MOVES 19
Discover a Site 19
Delve the Depths 21
Find an Opportunity 30
Reveal a Danger 34
Check Y our Gear 38
Locate Y our Objective 40
Escape the Depths 42
MAKING OTHER MOVES 44
THE FLOW OF PLAY 45
SUMMARY OF CORE TERMS 46
Ironsworn: Delve is a supplement for the Ironsworn tabletop
roleplaying game. Y ou’ll need the Ironsworn rulebook to use this
supplement, which is free to download at ironswornrpg.com.

[Source: Ironsworn: Delve Rulebook --- PDF page 4]{.small}

CHAPTER 3: FINDING YOUR PATH 51
TUNING YOUR EXPERIENCE 51
MANAGING SITES AND QUESTS 52
Quest Milestones 52
Pacing for GMs 53
RISK ZONES 54
Breaking a Site into Zones 54
A Guideline—Not a Rule 56
Zones for Guided Sessions 57
Zones and Journeys 57
LEARNING FROM FAILURE 58
Mark Y our Failure 58
Learn from Y our Failures 59
MAPPING A SITE 60
RELATIONSHIP MAPS 61
STREAMLINING DICE ROLLS 64
Option 1: Go with Y our Gut 64
Option 2: Let It Ride 65
Option 3: Casting Runes 66
HACKING SITES 68
Playing without Themes and Domains 68
Reveal a Danger (Alternate Version) 68
Using Multiple Themes or Domains 69
Creating Y our Own Themes and Domains 71
Gaining Inspiration from Other Adventure Materials 73
DELVES AS JOURNEYS 74
ONE-SHOT DELVES 76
CHAPTER 4: SITES 79
DISCOVERING A SITE 79
Sites in the Ironlands 79
Sites in Alternative Settings 79
YOUR TRUTHS 80

[Source: Ironsworn: Delve Rulebook --- PDF page 5]{.small}

THEMES 84
Ancient 84
Corrupted 84
Fortified 85
Hallowed 85
Haunted 86
Infested 86
Ravaged 87
Wild 87
DOMAINS 88
Barrow 88
Cavern 88
Frozen Cavern 89
Icereach 89
Mine 90
Pass 90
Ruin 91
Sea Cave 91
Shadowfen 92
Stronghold 92
Tanglewood 93
Underkeep 93
SITE STARTERS 94
1. Alva’s Rest 96
2. Bleakroot Depths 96
3. Bonewilds 97
4. Darkfall Caves 97
5. Deeprot Bog 98
6. Egan’s Folly 98
7. Foulwater Plunge 99
8. Frostmark 99
9. Greathammer Deep 100
10. Holdfast Barrow 100
11. Hollowmount Island 101
12. Icebound Reach 101
13. Lastrock Mine 102
14. Redhome Sanctum 102
15. Sinking Temple 103
16. Smoldering Wood 103
17. Stillgrave Mire 104
18. Stonesong Spire 104
19. Topplekeep 105
20. Trail of Spirits 105

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CHAPTER 5: DENIZENS 107
POPULATING YOUR WORLD 107
Using the Denizens Matrix 107
IRONLANDERS 110
Husk 110
Zealot 111
FIRSTBORN 112
Atanya 112
Merrow 113
ANIMALS 114
Bladewing 114
Carrion Newt 115
Cave Lion 116
Deep Rat 117
Nightmare Spider 118
Shroud Crab 119
Trog 120
BEASTS 121
Chitter 121
Gnarl 122
Iron-Wracked Beast 123
Kraken 124
Nightspawn 125
Rhaskar 126
Wyrm 127
HORRORS 128
Blighthound 128
Bog Rot 129
Bonehorde 130
Thrall 131
Wight 132
ANOMALIES 133
Running a Scene Challenge 133
Scene Challenge Summary 137
Blood Thorn 138
Circle of Stones 140
Glimmer 142
Gloom 144
Maelstrom 146
Tempest 148

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CHAPTER 6: THREATS 151
ADDING THREATS TO YOUR CAMP AIGN 151
Introducing a Threat 151
When Should Y ou Create a Threat? 153
Non-Sentient Threats 153
Active Threats 153
TRACKING A THREAT 154
Triggering the Move 154
Advance a Threat 155
Making the Move 155
DOWNTIME 158
Take a Hiatus 158
RESOLVING A THREAT 159
MORE TIPS 160
Changing the Nature of a Threat 160
Threats and Guided Play 160
Managing Threat Encounters 161
Experience Point Incentive 161
CHAPTER 7: OBJECTS OF POWER 163
TREASURES AW AIT 163
WEALTH 164
Managing Wealth 164
Envisioning Wealth 165
Considering the Cost 166
Sharing Wealth 166
ARTIFACTS 167
The Role of Artifacts 167
Building Story around Artifacts 168
Taking a MacGuffin to the Next Level 169
Artifacts are Ephemeral 169
Example Artifacts 170

[Source: Ironsworn: Delve Rulebook --- PDF page 8]{.small}

RARITIES 172
Adding a Rarity to Y our Story 172
Purchasing a Rarity with Experience 174
Augmenting an Asset 174
Experience Point Costs for Rarities 175
Wield a Rarity 176
Rolling the Rarity Die 178
Evolving the Story of a Rarity 180
Losing a Rarity 181
How Many Rarities? 181
Example Rarities: Paths 182
Example Rarities: Combat Talents 192
Example Rarities: Rituals 196
CHAPTER 8: ORACLES 203
DIVINING ANSWERS 203
FEATURE 204
Feature: Aspect 204
Feature: Focus 205
SITE NAME 206
Site Name: Format 206
Site Name: Description 207
Site Name: Detail 208
Site Name: Namesake 209
Site Name: Place 210
SITE NATURE 212
Site Nature: Theme 212
Site Nature: Domain 212
CHARACTER 213
Character: Disposition 213
Character: Activity 213
MONSTROSITY 214
Monstrosity: Size 214
Monstrosity: Primary Form 214
Monstrosity: Characteristics 215
Monstrosity: Abilities 216
TRAP 217
Trap: Event 217
Trap: Component 217

[Source: Ironsworn: Delve Rulebook --- PDF page 9]{.small}

COMBAT EVENT 218
Combat Event: Method 218
Combat Event: Target 219
THREAT 220
Threat: Category 220
Threat: Burgeoning Conflict 221
Threat: Cursed Site 221
Threat: Environmental Calamity 221
Threat: Malignant Plague 222
Threat: Rampaging Creature 222
Threat: Ravaging Horde 222
Threat: Scheming Leader 223
Threat: Power-Hungry Mystic 223
Threat: Zealous Cult 223
APPENDIX A: DEL VE MOVES 226
APPENDIX B: OPTIONAL MOVES 229
INDEX 232

[Source: Ironsworn: Delve Rulebook --- PDF page 10]{.small}

Chapter 1 At The Threshold

[Source: Ironsworn: Delve Rulebook --- PDF page 11]{.small}

PREPARE TO DEL VE
Ancient ruins. Deep caverns. Mysterious woods. Dreadful swamps. The
Ironlands are riddled with untamed reaches and dark depths—where only
the reckless or resolute venture.
In Ironsworn: Delve , these locations are called sites. They are the most
perilous places in the Ironlands, home to ancient secrets and cunning
denizens. Most stay well clear of them, but you are different. Using the
guidance and tools in this rulebook, you’ll brave these sites in pursuit of
your sworn vows.
Beyond the resources for exploring sites, Delve also provides an array of
material and tools for your Ironsworn campaign: new options, setting
information, foes, character resources, tips, techniques, and more.
What dangers will you face? What opportunities will you discover? Will you
escape the depths? If so, what price will you pay? Play to find out.
WHAT THIS BOOK CONTAINS
• Chapter 1 – At the Threshold: Y ou’re reading it! An introduction to
Delve and how to setup an expedition into a perilous site. If you want to
skip the preambles and get started, jump to page 4.
• Chapter 2 – Into the Depths ( page 19 ): A complete walkthrough of
Delve’s site-based gameplay.
• Chapter 3 – Finding Y our Path ( page 51 ): Techniques, tips, and
options for Delve, and new rules for your Ironsworn campaign.
• Chapter 4 – Sites ( page 79 ): More information on the perilous sites
within the Ironlands.
• Chapter 5 – Denizens ( page 107 ): An array of deadly foes and
challenging encounters for your Ironsworn campaign.
• Chapter 6 – Threats (page 151): Optional mechanics for tracking those
forces which seek to undermine your vows.
• Chapter 7 – Objects of Power ( page 163 ): Optional mechanics and
inspiration to arm yourself with unique items.
• Chapter 8 – Oracles (page 203): New oracle tables to answer questions,
generate sites, create monstrosities, and more.
This book will occasionally direct you to rules or resources found in
the main Ironsworn rulebook. When it does, you’ll see it referenced as
Ironsworn Core.
1
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 12]{.small}

WHAT ELSE YOU NEED
Delve adds some additional reference materials to your Ironsworn playscape.
All are available for download at ironswornrpg.com.
• Theme and domain cards: These represent the nature of sites and include
oracle tables to help reveal what you encounter. They are available as
preprinted tarot-sized cards and as free digital downloads.
• Moves sheet: A printable reference for new moves, including Delve
moves and optional moves.
• Site worksheet: Use this to track your progress within a site, make notes
or maps, and identify the denizens of the location.
ADDING DEL VE TO YOUR CAMPAIGN
These rules are completely compatible with Ironsworn. Y ou can plug the
mechanics, moves, and resources in this supplement into your existing
campaign, or as part of a new character and campaign. This book assumes
you are exploring the default setting of the Ironlands, but you can easily adapt
to your own setting.
As with the core Ironsworn system, Delve is suitable for use in solo, co-op,
and traditional guided play. If you are playing without a GM, these tools will
help you generate perilous locations and reveal dangers and opportunities
as you explore. If you are a GM, you’ll find inspiration and mechanics for
no-prep gameplay.
SITES AND QUESTS
Because the gameplay and fiction of Ironsworn is focused on your sworn
vows, the purpose for delving a site is usually related to a quest. There is a
crucial goal which compels you to enter a forbidden place. For example:
• A Haunted Barrow holds an ancient weapon you must wield to defeat an
otherwise untouchable foe.
• Y ou have sworn to defeat the leader of an enemy clan who has taken
refuge in a Fortified Stronghold.
• A Corrupted Tanglewood, fouled by dark magic, blocks your path on an
important journey.
Depending on the nature of your quest, finding and overcoming your
objective might mean you Reach a Milestone or Fulfill Your Vow. However, if
the dangers prove insurmountable and the horrors overwhelming, you may
be forced to flee. Or you may find your body or sanity broken, lost forever
to the depths.
CHAPTER 1 | A T THE THRESHOLD2

[Source: Ironsworn: Delve Rulebook --- PDF page 13]{.small}

THE NEW MOVES
There are seven new Delve moves to help resolve your exploration of a site.
These moves are fully detailed in Chapter 2 (page 19).
• Discover a Site (page 19): Make this move when you first introduce or
encounter a site within your narrative. When you prepare to enter a site,
you’ll choose its theme and domain and give it a rank.
• Delve the Depths (page 21): Make this move as you explore the site in
search of your objective. Success on this move will allow you to mark
progress toward your goal, and may reveal opportunities or dangers.
• Find an Opportunity (page 30): This move is always triggered when you
Delve the Depths and score a strong hit, and is sometimes triggered by a
weak hit. Making this move represents discovering a helpful situation or
feature within a site.
• Reveal a Danger (page 34 ): Y ou make this move in a site when you
encounter a risky situation or obstacle which you must overcome. This
move is sometimes triggered by a weak hit as you Delve the Depths, and is
always triggered if you score a miss on that move.
• Check Your Gear (page 38): When you check to see if you have a specific
item that can help you overcome an obstacle, make this move.
• Locate Your Objective (page 40 ): This is a progress move. Make this
move when your exploration of the site is done. The amount of progress
you have marked on your site progress track is compared to the challenge
dice to determine if the situation favors you.
• Escape the Depths (page 42): Make this move when you flee or withdraw
from a site. This move functions as a mechanical and narrative shortcut,
resolving your escape in a single roll.
Outside of these key moves, various other moves are provided in this book
to support optional mechanics. A summary of Delve moves is available in
Appendix A ( page 226 ) and optional moves in Appendix B ( page 229 ).
Reference downloads for moves are available at ironswornrpg.com.
As in Ironsworn Core, the move titles are referenced in this rulebook
using italicized text. Moves will also sometimes reference other
moves, in which case the name of that move will be italicized. When
you see italicized text, that’s your prompt to refer to that move to
resolve what happens next.
3
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 14]{.small}

GETTING STARTED
Start by defining your purpose for delving a site. This is your objective. Y ou
will generally encounter a site in one of two ways:
• The site holds the key to moving forward in your quest. Depending
on the nature of your vow, your objective could be to defeat a person,
creature, or force. Or perhaps you must recover a crucial object or
uncover critical information.
• Y ou must traverse a site as part of a journey. Perhaps the site is an
obstacle in your path (such as a marshland), or allows you to circumvent
otherwise impassable terrain (such as a network of caverns leading
through snowbound mountains).
In either case, your objective is inherently tied to your vow. If your narrative
suggests a complication in a quest, or you want to introduce a potential
milestone for you vow, a site can serve as a dramatic and perilous obstacle.
Y ou have vowed to prevent an imminent attack by a powerful clan
of raiders. The beleaguered settlement cannot withstand a raid, and
their supplies are too meager to meet the raiders demands. Y ou visit
the enemy camp to negotiate, hoping that a smaller portion of the
settlement’s winter stores will satisfy them. During your audience with
Ithela, the clan’s leader, you make the Compel move and roll a weak hit.
Not certain what she asks in return, you roll on the Action and Theme
tables. The oracle responds, “Preserve History. ”
Y ou interpret this to mean that Ithela prizes artifacts from the rulers of
the Old World. She believes these relics hold the strength and power of
those long-dead monarchs.
After some additional investigation, you learn of a Barrow that holds
one of the greatest kings of the Old World. He was laid to rest there a
few years after the exodus that brought your people to the Ironlands.
Once you’ve determined you must enter a perilous site, you can use the moves
and oracles in this supplement to resolve your exploration. Y ou’ll start by
triggering the Discover a Site move, which is shown on the next page.
This rulebook includes examples of play as boxed text, using the
format seen below. These examples often use a solo play session,
but the basic principles are also relevant to co-op and guided play.
CHAPTER 1 | A T THE THRESHOLD4

[Source: Ironsworn: Delve Rulebook --- PDF page 15]{.small}

DISCOVER A SITE
When you resolve to enter a perilous site in pursuit of an objective,
choose the theme and domain which best represent its nature (Ask
the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge
dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
IRONSWORN DELVE 5

[Source: Ironsworn: Delve Rulebook --- PDF page 16]{.small}

CHOOSING A THEME AND DOMAIN
Per the text of the Discover a Site move, you must first “choose the theme and
domain which best represent its nature. ”
The theme represents the condition or state of the site, and indicates
the kinds of denizens and threats you might find there. If you choose
Corrupted, you envision this place as tainted by dark magic. A Fortified site
is occupied and held by enemy forces.
The domain represents the physical characteristics of the site—the terrain or
architecture you must traverse. A Cavern is a dark realm of twisting tunnels
and claustrophobic chambers. A Shadowfen is a foul marshland.
Pick the theme and domain which best fit your understanding of the place
you must explore or traverse. If you’re not sure, see page 9 to learn how
to randomly select a theme and domain. To learn more about the themes and
domains included with Delve, see page 79.
Together, the theme and domain help you visualize your exploration of the
site, and provide oracle tables for features and dangers. They are formatted
as tarot-sized cards, and are available as a free print-and-play download at
ironswornrpg.com. Preprinted cards are also available for purchase.
DOMAIN
CA VERN
A place of stone and darkness.
FEATURES
21-43 Twisting passages
44-56 Cramped caves
57-64 Vast chamber
65-68 Subterranean waterway
69-72 Cave pool
73-76 Natural bridge
77-80 Towering stone formations
81-84 Natural illumination
85-88 Dark pit
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen lairs here
34-36 Cave-in
37-39 Flooding
40-42 Perilous climb or descent
43-45 Fissure or sinkhole
THEME
CORRUPTED
This place is tainted by dark magic.
DANGERS
1-5 Denizen spawned from dark magic
6-10 Denizen controls dark magic
11-12 Denizen corrupted by dark magic
13-14 Corruption marks you
15-16 Innocents held in thrall
17-18 Revelations of a terrible truth
19-20 Mystic trap or trigger
21-22 Mystic barrier or ward
23-24 Illusions lead you astray
25-26 Dark ritual in progress
27-28 Lingering effects of a dark ritual
29-30 Dread harbingers of a greater magic
FEATURES
1-4 Mystic focus or conduit
5-8 Strange environmental disturbances
9-12 Mystic runes or markings
13-16 Blight or decay
17-20 Evidence of a foul ritual
CHAPTER 1 | A T THE THRESHOLD6

[Source: Ironsworn: Delve Rulebook --- PDF page 17]{.small}

CHOOSE A THEME
ANCIENT
This place holds the
secrets of a bygone age.
CORRUPTED
This place is tainted
by dark magic.
FORTIFIED
Foes defend this place
against intruders.
HALLOWED
The faithful worship here.
HAUNTED
Restless spirits are
bound to this place.
INFESTED
Foul creatures dwell here.
RA V AGED
Time, disaster, or strife have
taken their toll.
WILD
Nature prevails
in this place.
IRONSWORN DELVE 7

[Source: Ironsworn: Delve Rulebook --- PDF page 18]{.small}

CHOOSE A DOMAIN
BARROW
The dead are
enshrined here.
CA VERN
A place of stone
and darkness.
FROZEN CA VERN
A place of deep caves
and enduring cold.
ICEREACH
A frigid landscape
formed of frozen seas.
MINE
Tunnels dug
greedily and deep.
PASS
Treacherous paths over
high mountains.
RUIN
The crumbling legacy
of a dead civilization.
SEA CA VE
Stone passages carved
by ocean waves.
SHADOWFEN
A primeval marsh,
cloaked in mist.
STRONGHOLD
A fortress secured
against trespassers.
TANGLEWOOD
A perilous forest of
eternal shadow.
UNDERKEEP
An age-old
subterranean dungeon.
CHAPTER 1 | A T THE THRESHOLD8

[Source: Ironsworn: Delve Rulebook --- PDF page 19]{.small}

CHOOSING A RANDOM THEME AND DOMAIN
If you want to leave the nature of the site in the hands of fate, you can choose
the theme or domain randomly in one of three ways:
Draw
Print your theme and
domain cards, shuffle
them in separate decks,
and draw a card from
each deck.
Generate
Roll on the Theme/
Domain oracles
(page 212) and
Site Name oracles
(page 206).
Discover
Pick a site starter
(page 94) to
introduce a preset
location within the
Ironlands.
If a random result doesn’t make sense in the context of the situation or terrain,
draw or roll again.
Y ou’ve already established that you will explore a Barrow in search of
the lost treasures of an Old World king. That is your domain.
But you’ d like to leave the theme in the hands of fate. Y ou assemble
your theme cards into a stack, shuffle them, draw one, and reveal that
this place is Infested.
Together, the theme and domain help you envision the nature of the
site: an Infested Barrow.
Y ou may also decide that certain themes or domains aren’t a good fit for your
campaign. For example, if you are running Ironsworn in a setting without
magic or mystical forces, you may want to exclude or ignore themes and
domains which include overtly supernatural characteristics. For more
information on using your established truths, see page 80.
USING MULTIPLE THEMES OR DOMAINS
Y ou can add even more detail to a site by utilizing an additional theme or
domain. For example, a Haunted Fortified Stronghold (two themes and one
domain) might be a place held by raiders and plagued by vengeful spirits. A
Haunted Barrow Cavern (one theme and two domains) is a tomb within a
natural cave complex.
To learn more about using an additional theme or domain, see page 69.
CREATING YOUR OWN THEMES AND DOMAINS
For information on custom themes and domains, see page 71.
oror
9
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 20]{.small}

DISCOVER A SITE (page 19)
When you resolve to enter a perilous site in pursuit of an objective,
choose the theme and domain which best represent its nature (Ask the
Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice,
take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
DEL VE THE DEPTHS (page 21)
When you traverse an area within a perilous site, envision your
surroundings (Ask the Oracle if unsure). Then, consider your approach. If
you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
On a strong hit, you delve deeper. Mark progress and Find an Opportunity.
On a weak hit, roll on the following table according to your stat.
On a miss, Reveal a Danger.
Edge Shadow Wits Weak Hit Result
1-45 1-30 1-40 Mark progress and Reveal a Danger.
46-65 31-65 41-55 Mark progress.
66-75 66-90 56-80 Choose one: Mark progress or Find an
Opportunity.
76-80 91-99 81-99 Take both: Mark progress and Find an
Opportunity.
81-00 00 00 Mark progress twice and Reveal a Danger.
FIND AN OPPORTUNITY (page 30)
When you encounter a helpful situation or feature within a site, roll on
the following table. If you are making this move as a result of a strong hit
on Delve the Depths, you may pick or envision an opportunity instead of
rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: Y ou and any allies may make a move (not a
progress move) which directly leverages the opportunity. When you
do, add +1 and take +1 momentum on a hit.
Roll Result
1-25 The terrain favors you, or you find a hidden path.
26-45 An aspect of the history or nature of this place is revealed.
46-57 Y ou locate a secure area.
58-68 A clue offers insight or direction.
69-78 Y ou get the drop on a denizen.
79-86 This area provides an opportunity to scavenge, forage, or hunt.
87-90 Y ou locate an interesting or helpful object.
91-94 Y ou are alerted to a potential threat.
95-98 Y ou encounter a denizen who might support you.
99-00 Y ou encounter a denizen in need of help.
DELVE MOVES
REVEAL A DANGER (page 34)
When you encounter a risky situation within a site, envision the danger
or roll on the following table.
Roll Result
1-30 Check the theme card.
31-45 Check the domain card.
46-57 Y ou encounter a hostile denizen.
58-68 Y ou face an environmental or architectural hazard.
69-76 A discovery undermines or complicates your quest.
77-79 Y ou confront a harrowing situation or sensation.
80-82 Y ou face the consequences of an earlier choice or approach.
83-85 Y our way is blocked or trapped.
86-88 A resource is diminished, broken, or lost.
89-91 Y ou face a perplexing mystery or tough choice.
92-94 Y ou lose your way or are delayed.
95-00 Roll twice more on this table. Both results occur. If they are the
same result, make it worse.
CHECK YOUR GEAR (page 38)
When you check to see if you have a specific helpful item, and you have
at least +1 supply, roll +supply.
On a strong hit, you have it. Take +1 momentum.
On a weak hit, you have it, but your resources are diminished. Take +1
momentum and suffer -1 supply.
On a miss, you don’t have it and the situation grows more perilous. Pay
the Price.
LOCATE YOUR OBJECTIVE (page 40)
Progress Move
When your exploration of a site comes to an end, roll the challenge dice
and compare to your progress. Momentum is ignored on this roll.
On a strong hit, you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
On a weak hit, you locate your objective but face an unforeseen hazard or
complication. Envision what you find (Ask the Oracle if unsure).
On a miss, your objective falls out of reach, you have been misled
about the nature of your objective, or you discover that this site holds
unexpected depths. If you continue your exploration, clear all but one
filled progress and raise the site’s rank by one (if not already epic).
See next page for Escape the Depths.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
THEME
INFESTED
Foul creatures dwell here.
DANGERS
1-5 Denizens swarm and attack
6-10 Toxic or sickening environment
11-12 Denizen stalks you
13-14 Denizen takes or destroys something
15-16 Denizen reveals surprising cleverness
17-18 Denizen guided by a greater threat
19-20 Denizen blocks the path
21-22 Denizen funnels you down a new path
23-24 Denizen undermines the path
25-26 Denizen lays in wait
27-28 Trap or snare
29-30 Victim’s horrible fate is revealed
FEATURES
1-4 Inhabited nest
5-8 Abandoned nest
9-12 Ravaged terrain or architecture
13-16 Remains or carrion
17-20 Hoarded food
DOMAIN
BARROW
The dead are enshrined here.
FEATURES
21-43 Burial chambers
44-56 Maze of narrow passages
57-64 Shrine
65-68 Stately vault
69-72 Offerings to the dead
73-76 Statuary or tapestries
77-80 Remains of a grave robber
81-84 Mass grave
85-88 Exhumed corpses
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen guards this area
34-36 Trap
37-39 Death makes its presence known
40-42 Crumbling architecture
43-45 Grave goods with hidden dangers
SET UP YOUR PLA YSCAPE
Prepare for your exploration of the site by readying your moves reference
sheet, site worksheet, and theme and domain cards. These materials are
available for download at ironswornrpg.com.
Arrange your theme and domain cards with the theme to the left, and domain
to the right.
If you are playing co-op, everyone at your table can share the site worksheet
and cards. Put them in the center of your table, pass them around as needed,
or nominate one of your players as the record-keeper.
CHAPTER 1 | A T THE THRESHOLD10

[Source: Ironsworn: Delve Rulebook --- PDF page 21]{.small}

If you are a player, you should have your standard Ironsworn kit as part of
your playscape: character sheet, assets, dice, and your preferred reference and
note-taking materials.
If you are the GM, you will manage the worksheet and site cards. If you want to
keep the nature of this place a mystery (for now), you can keep these materials
hidden from your players.
NAME THE SITE
Optionally, you can give the site a name and record it on your site worksheet.
If you need inspiration, you can use the Site Name oracle on page 206.
Y ou can also use the site worksheet to note your objective, theme, and domain.
This will be handy if you don’t wrap up your exploration of the site in a single
session, and need to be reminded of those details when you return.
Y ou give the long-dead king a name, and christen the barrow in his
honor: Themon’s Rest. To flesh out the legends of this king, you roll
on the Character Goal oracle and twice on the Character Descriptor
oracle. For the goal, the oracle answers, “Find redemption. ” For the
descriptors, the oracle tells you, “Hot-tempered” and “ Armed. ”
Y ou envision this king’s story. As a young man, Themon challenged
his younger brother to a duel and killed him in a moment of impulsive
rage. He spent the rest of his days burdened by this death, seeking but
never finding redemption as a benevolent ruler. The dagger he drove
into his brother’s heart—a reminder of his failure—was always near
him. Some say he never cleaned the blade, leaving the iron forever
stained with his brother’s blood.
This is the dagger you seek. Surely such a famous artifact will appease
Ithela.
With that bit of background fleshed out, you fill in the site name,
objective, theme, and domain on your site worksheet.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:Themon’s Rest
Infested Barrow
Find Themon’s Dagger
11
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 22]{.small}

GIVE THE SITE A RANK
Per the Discover a Site move, the next step is to give the site a rank using the
standard Ironsworn progress rank system.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
The rank of a site represents its scale, peril, and complexity. A troublesome
Underkeep is a place with a couple of chambers and connecting passages. An
epic Underkeep is a subterranean complex of unknowable depths.
Mark the rank of the site on your site worksheet.
Y ou consider the rank of the Infested Barrow. Y ou envision this place
as labyrinthine catacombs, built by early settlers within a network of
caves and expanded over decades. Y ou give it a rank of formidable.
Keep in mind that the rank will dictate how much focus you give to the
exploration of a site in your campaign. A troublesome site might be dealt with
in a matter of minutes at the table, while an epic site can be the focus of several
hours of gameplay across multiple sessions. Generally, you should consider
formidable as the typical rank for a site, offering a good balance of challenge
and real-world time investment. Unlike a journey, it’s not necessarily feasible
to take a narrative break from a site, so higher-ranked delves may outstay
their welcome. Lower ranked sites may not justify the initial setup.
As noted in the Discover a Site move, when you flee a site without finding
your objective, you will give it the same rank if you return. However, the
retreat costs you progress. As you resume your exploration, roll your standard
Ironsworn challenge dice (two ten-sided dice), take the lowest, and clear that
number of progress boxes.
12 CHAPTER 1 | A T THE THRESHOLD
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:CHAPTER 1 | A T THE THRESHOLD12

[Source: Ironsworn: Delve Rulebook --- PDF page 23]{.small}

CHOOSE DENIZENS
Before you wade into the depths, consider who might dwell in this place and
what foes you may face. These are the denizens. Y ou may have already learned
something of the site through your investigations or through the established
facts of your setting. Y ou can also probably make some assumptions based on
the site’s theme and domain.
The denizens of a site might be the focus of your quest, or merely potential
obstacles in your exploration of the place. For example:
• Y ou must traverse a Hallowed Shadowfen in your journey to an
Ironlander settlement, but a clan of elves protect these borders.
• Y ou are sworn to defeat a clan of raiders who defend a Fortified Ruin.
• Y ou seek guidance from a mystic said to live in the heart of a Wild
Tanglewood, but an elder wolf and her pack also lair in that place.
• Bonewalkers, once seafarers, lurk within a Haunted Sea Cave. Y ou have
sworn to put them to rest.
For the sake of simplicity, denizen is often presented in moves and
oracles as a singular term, but is not meant to strictly represent a
single being. A denizen can also be a group, a category of people or
creatures, or a faction.
The site worksheet contains the denizens matrix , a set of blank fields for
noting potential inhabitants. These fields are labeled very common, common,
uncommon, rare, and unforeseen. Each field also has a number corresponding
to a result on a 1-100 oracle roll.
If the outcome of a move indicates that you encounter a denizen, you can use
the denizens matrix for inspiration or as the focus of a question when you Ask
the Oracle.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
13
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 24]{.small}

See page 107 for more on using the matrix in play. For now, fill in a few
potential denizens based on what you know of this place. Who is reputed to
dwell here? Who has control of this place and what other creatures or forces
vie for control? Who opposes you in your quest? What does the theme and
domain suggest?
Y ou may not have all the answers to those questions. That’s fine. Ironsworn
makes it easy to introduce NPCs on the fly. Y ou’ll introduce encounters and
potential foes through play. Leave some—or even most—of the fields blank to
fill in as you explore.
Y ou’ll find sample NPCs starting in Chapter 5 (page 133) of Ironsworn Core,
and more NPCs in Chapter 5 (page 107) of this guide.
If you are the GM, you can share information on potential denizens as
appropriate to the characters’ knowledge of this place. Or you can reveal
details as they explore. Don’t worry about fleshing out the specifics up-front.
Use the theme and domain for inspiration, and fill in a few inhabitants. Y ou
and your players can uncover the mysteries of this place together.
CHAPTER 1 | A T THE THRESHOLD14

[Source: Ironsworn: Delve Rulebook --- PDF page 25]{.small}

Y ou choose some denizens for the Infested Barrow. First, you’ll need
a creature that reinforces the Infested theme—something that has
overrun this place. Perhaps trogs. They are vicious, vile things which
lurk in the deep places of the Ironlands.
Y ou add them to the very common slot on your site worksheet. To
further bolster the Infested theme, you also choose nightmare spider
for a common slot. Y ou envision the trogs and spiders as rivals in this
place—each hunting the other for food.
Since this is a Barrow, you write bonewalker and haunt as uncommon
encounters. Those who are entombed here do not always rest easy.
Finally, you choose blighthound for a rare slot. These creatures,
harbingers of death, often lurk in tombs.
Y ou leave the other fields blank. Some of these might get filled in as
you explore.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
Trog Nightmare Spider
Bonewalker Haunt
Blighthound
15
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 26]{.small}

ENVISION THE SCENE
Y ou stand at the precipice of the perilous site. Imagine the scene. What
lies before you? How do you steel yourself for the dangers to come?
If you are the GM, set the scene for your players. Describe the
surroundings and the sense of peril that await them. Use sights, sounds
and smells to create atmosphere and offer clues for what they will find.
If you are a player, envision how your character prepares. If your
actions trigger a move such as Secure an Advantage, make that move.
Light your torch. Ready your shield. Say your prayers.
The depths await.
16 CHAPTER 1 | A T THE THRESHOLD

[Source: Ironsworn: Delve Rulebook --- PDF page 27]{.small}

GETTING STARTED SUMMARY
Choose a theme and domain ( page 6 ). Envision the nature of
this place and select an appropriate theme and domain card—or
Ask the Oracle.
Set up your playscape ( page 10 ). Ready your moves reference,
site worksheet, and theme and domain cards.
Detail the site ( page 11 ). Give the location a name and record
it on the site worksheet. Also, make note of your objective, theme,
and domain.
Give the site a rank ( page 12 ). Make the site troublesome,
dangerous, formidable, extreme, or epic. Mark its rank on the site
worksheet.
Choose denizens ( page 13). Envision some potential inhabitants
of the site and add them to the denizens matrix.
Envision the scene ( page 16 ). Set the scene as you prepare to
Delve the Depths.
WHAT’S NEXT?
Take a look at the next chapter ( page 19 ) for a walkthrough of
using Delve moves and creative prompts within a site. Y ou can
follow along with those instructions as you undertake your own
expedition. Or just print out the Delve moves reference sheet
(available at ironswornrpg.com), and refer back to Chapter 2 when
you have questions.
1
2
3
4
5
6
17
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 28]{.small}

Chapter 2 Into The Depths

[Source: Ironsworn: Delve Rulebook --- PDF page 29]{.small}

THE DEL VE MOVES
As you explore a perilous site, you’ll trigger moves. The moves included with
this supplement help you resolve the outcome of your expedition—whether
you make progress, and what dangers or opportunities you encounter.
In this chapter, we’ll discuss each of those moves in detail, showing how
they fit into the narrative of your exploration. For a quick reference, without
commentary and examples, see Appendix A ( page 226 ). Y ou can also
download and print the Delve moves reference sheet from ironswornrpg.com.
As discussed in the previous chapter, you begin by introducing the nature of
the location through the Discover a Site move.
DISCOVER A SITE
When you resolve to enter a perilous site in pursuit of an objective,
choose the theme and domain which best represent its nature (Ask
the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge
dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
When you first encounter or introduce a site within your story, make this
move. Choose a theme and domain, set the rank, ready your progress track,
and prepare to enter. See page 6 for details on setting up your playscape.
RETURNING TO A PREVIOUSLY EXPLORED SITE
A site may prove too perilous, forcing you to flee or abandon your delve.
Perhaps you are wounded, shaken, or Out of Supply. Y ou might face a narrative
complication which sends you out of the site.
If you later return to continue your exploration, you can use the existing
progress on the site progress track—but not all of it. To determine how much
progress remains, roll your challenge dice (two ten-sided dice), take the
lowest value, and erase that number of progress boxes. A low result means
19
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 30]{.small}

your experience here is kept as you return, allowing you to speed your way
through previously explored terrain. A high result indicates that something
has changed, your foes have bolstered their defenses, or the nature of this
place is simply too chaotic and unpredictable.
If a progress box is partially filled (fewer than four ticks), you’ll count it as one
progress for the purposes of clearing boxes.
Y ou abandon an extreme site after accruing six filled progress and two
ticks in the seventh box.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
When you return to the site, you
use the challenge dice to determine
how much of your progress has been
undone in your absence. Y ou roll a 4
and a 9. Y ou take the lowest value (4)
and ignore the highest (9).
Y ou then clear four boxes on your progress track (counting the partially
filled box), leaving you with three filled progress.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
If you return to a site and your lowest challenge die is greater than your
available progress, simply clear all the progress boxes.
When you’re ready to enter the site, make the Delve the Depths move.
44
99
CHAPTER 2 | INTO THE DEPTHS20

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DEL VE THE DEPTHS
When you traverse an area within a perilous site, envision your
surroundings (Ask the Oracle if unsure). Then, consider your
approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
On a strong hit, you delve deeper. Mark progress and Find an
Opportunity.
On a weak hit, roll on the following table according to your stat.
On a miss, Reveal a Danger.
Edge Shadow Wits Weak Hit Result
1-45 1-30 1-40 Mark progress and Reveal a Danger.
46-65 31-65 41-55 Mark progress.
66-75 66-90 56-80 Choose one: Mark progress or Find
an Opportunity.
76-80 91-99 81-99 Take both: Mark progress and Find
an Opportunity.
81-00 00 00 Mark progress twice and Reveal a
Danger.
Make this move when you enter a site, and as you push forward into the
depths. Think of this move as a counterpart to Undertake a Journey. It resolves
your exploration within a segment of the site and determines whether you
mark progress.
This is the anchor move for your exploration of a site, and you’ll return
to it each time you attempt to move toward your objective. Because of the
importance of this move, we’ll spend a few pages breaking down how it works.
If you want to jump directly to the summary, see page 29.
WHAT IS AN AREA?
The portion of the site you traverse when you make this move is called an
area. This is an abstract representation of a particular segment of the site.
In a Fortified Stronghold, a specific area might consist of a single room. In
a Wild Shadowfen, an area can be a deer path winding for miles through a
stagnant and misty morass. The size and detail will vary based on the nature
of the site and the context of your exploration.
21
IRONSWORN DELVE

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Y ou can adjust the pace and focus of your exploration. Y our travel through
some areas may pass as a montage that spans hours in the game world. Other
areas might become the focus of a high-intensity scene which represents
mere seconds or minutes. An area is an imprecise but flexible reference
for measuring your progress, framing your surroundings, and introducing
dangers and opportunities.
Generally, Delve is not designed to emulate room-by-room dungeon
crawling. Instead, the individual passages and spaces of a site are
often abstracted.
Adjust the focus as you move through areas. Zoom out as a cinematic
montage when you are transitioning through relatively mundane
terrain or architecture. Zoom in when you encounter something of
note, or when you face a new danger or opportunity.
The moves will help prompt and guide your focus, but—like
the director of a movie—you and your fellow players also have
control. When it matters, when it’s interesting or dramatic, zoom
in. Use those moments to reveal interesting details, introduce
complications, or deepen your characters.
22 CHAPTER 2 | INTO THE DEPTHS

[Source: Ironsworn: Delve Rulebook --- PDF page 33]{.small}

ENVISION YOUR SURROUNDINGS
When you make the Delve the Depths move, the first step is to define the
characteristics of the area you are attempting to traverse. Y ou are moving
from a known area (your current location), into an unknown area. What will
you find there? Taking a moment to reveal the characteristics of an area will
create context for your exploration and the result of your moves.
Have a look at your theme and domain cards. They both include a feature
table. When you want to define the characteristics of an area, you may Ask the
Oracle using these tables as inspiration.
When you make a standard 1-100 oracle roll, the possible results span both
cards. If you roll 1-20, refer to the theme card for your answer. 21-100 is found
on the domain card.
DOMAIN
RUIN
The crumbling legacy of a dead civilization.
FEATURES
21-43 Crumbling corridors and chambers
44-56 Collapsed architecture
57-64 Rubble-choked hall
65-68 Courtyard
69-72 Archive or library
73-76 Broken statuary or fading murals
77-80 Preserved vault
81-84 Temple to forgotten gods
85-88 Mausoleum
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Ancient mechanism or trap
34-36 Collapsing wall or ceiling
37-39 Blocked or broken passage
40-42 Unstable floor above a new danger
43-45 Ancient secrets best left buried
THEME
ANCIENT
This place holds the secrets of a bygone age.
DANGERS
1-5 Ancient trap
6-10 Hazardous architecture or terrain
11-12 Blocked or broken path
13-14 Denizen protects an ancient secret
15-16 Denizen reveres an ancient power
17-18 Living relics of a lost age
19-20 Ancient evil resurgent
21-22 Dire warnings of a long-buried danger
23-24 Ancient disease or contamination
25-26 Artifact of terrible meaning or power
27-28 Disturbing evidence of ancient wrongs
29-30 Others seek power or knowledge
FEATURES
1-4 Evidence of lost knowledge
5-8 Inscrutable relics
9-12 Ancient artistry or craft
13-16 Preserved corpses or fossils
17-20 Visions of this place in another time
IRONSWORN DELVE 23
When you roll 1-20,
check the theme card.
When you roll 21-100,
check the domain card.

[Source: Ironsworn: Delve Rulebook --- PDF page 34]{.small}

Instead of rolling to generate a feature, you may simply envision the nature
of the area. Perhaps your current surroundings require additional time
to traverse, or you might assume you are moving into a specific terrain
or architecture based on your understanding of this place. To reduce the
frequency of your dice rolling, and give the place a sense of uniformity
interspersed with interesting areas and discoveries, feel free to rely on your
instincts or choose a feature from the oracle charts.
Default Features
The first feature listed on the domain
card (21-43 result) can be considered
the default architecture or terrain for
a site. For example, in a Sea Cave
you traverse watery tunnels to reach
chambers and other features. To
reduce the frequency of oracle rolls,
especially in a large site, you can often
envision moving through the default
surroundings when you Delve the
Depths. This is especially appropriate
if you are moving out of a unique area.
Something Unusual or
Unexpected
Each domain card also includes
a special 89-98 answer within the
feature table: “Something unusual or
unexpected. ” If you roll this result,
you can use another oracle to get your answer, such as the Action and Theme
oracles (Ironsworn Core, page 174), or the Aspect and Focus oracles ( page
204). Or simply envision what you encounter as appropriate to the current
situation. Make it something which reveals new facets of the site or subverts
your assumptions.
Transitioning into a New Theme or Domain
A roll of 99 or 100 on the feature table triggers the introduction of a new
theme or domain. When you encounter this result, choose a new theme or
domain as appropriate to the situation. If in doubt, randomly draw a card
or Ask the Oracle . Y ou might find that the Fortified site is now Infested.
Y ou might stumble across a Ruin while navigating a Tanglewood. Discard
the existing theme or domain and add the new one to your playscape. Keep
all your existing progress. Then, envision what you encounter and how this
transition manifests in your story. Y our objective lies within.
DOMAIN
SEA CA VE
Stone passages carved by ocean waves.
FEATURES
21-43 Watery tunnels
44-56 Eroded chamber
57-64 Flooded chamber
65-68 Vast chamber
69-72 Dry passages
73-76 Freshwater inlet
77-80 Rocky island
81-84 Waterborne debris
85-88 Shipwreck or boat
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen strikes without warning
34-36 Denizen lurks below
37-39 Flooding
40-42 Rushing current
43-45 Claustrophobic squeeze
SEA CA VE
Stone passages carved by ocean waves.
FEATURES
21-43 Watery tunnels
44-56 Eroded chamber
57-64 Flooded chamber
65-68 Vast chamber
69-72 Dry passages
73-76 Freshwater inlet
77-80 Rocky island
81-84 Waterborne debris
85-88 Shipwreck or boat
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen strikes without warning
34-36 Denizen lurks below
37-39 Flooding
40-42 Rushing current
43-45 Claustrophobic squeeze
CHAPTER 2 | INTO THE DEPTHS24

[Source: Ironsworn: Delve Rulebook --- PDF page 35]{.small}

Adding Detail
A result on the feature table might be abstract, mundane, unusual, or specific.
If you want to clarify a result or add additional detail, you can use another
oracle for inspiration.
The Aspect and Focus oracles ( page 204 ) are useful prompts to help flesh
out your surroundings or give detail for an encounter or event within a site.
Y ou make your way into the
Infested Barrow in search of
Themon’s Dagger, a priceless
artifact of the Old World.
Y ou envision moving warily
through the entrance. The
place smells of mold and dead
things. The darkness wraps
around you, barely held back
by the flickering light of your
torch.
Y ou make the Delve the Depths
move, and roll on the feature
table to define your initial
surroundings. Y ou roll 70, and
check the result on the domain
card: “Offerings to the dead. ”
What sort of offerings? Y ou’re
not sure how to interpret the
result, so you Ask the Oracle
and roll on the Focus table for additional detail (page 205). The oracle
responds, “Remains. ”
Y ou envision an entry chamber filled with the remains of animals
sacrificed to the memory of the old king. The bones of cows, goats, and
horses litter this place, and the ground is stained with blood. “ Are there
any fresh remains?” you wonder, giving it an unlikely chance as you
Ask the Oracle using the yes/no table. “No, ” the oracle answers. There is
nothing here but bones and dust.
DOMAIN
BARROW
The dead are enshrined here.
FEATURES
21-43 Burial chambers
44-56 Maze of narrow passages
57-64 Shrine
65-68 Stately vault
69-72 Offerings to the dead
73-76 Statuary or tapestries
77-80 Remains of a grave robber
81-84 Mass grave
85-88 Exhumed corpses
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen guards this area
34-36 Trap
37-39 Death makes its presence known
40-42 Crumbling architecture
43-45 Grave goods with hidden dangers
The examples in this chapter continue the story from the
previous chapter: The Quest for Themon’s Dagger.
25
IRONSWORN DELVE

[Source: Ironsworn: Delve Rulebook --- PDF page 36]{.small}

If you are playing as the GM, you may roll for a feature or simply
envision and describe the surroundings as appropriate to the nature
of the site. Y ou can also give narrative control to your players,
encouraging them to make oracle rolls and interpret the results.
Working from a fixed map, or assuming a specific number of
locations within a site, probably won’t work as well. The actions your
players take—and the result of their moves—will largely dictate the
pace of the expedition and the number of areas they traverse. Delve
works best when exploring places that are a mystery for everyone,
including the GM.
ENVISION YOUR APPROACH
Next, envision how you will attempt to traverse this area. The Delve the Depths
move gives you three options. Choose one.
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
Y our selection should be based on several factors, including the abilities and
approach of your character, the terrain or architecture you find yourself in,
your current situation, and the nature of the site. For example:
• Time is of the essence, and you must warn a village of an impending
raider attack. Unfortunately, it lies on the other side of a Corrupted
Shadowfen. Forced by the narrative circumstances to plunge heedlessly
into danger, you roll +edge.
• A Hallowed Stronghold is held by enemy cultists. To blend in as you
move through occupied areas, you wear the robes of their sect. Y ou roll
+shadow and hope no one takes notice of you.
• An Ancient Frozen Cavern holds age-old secrets. This is a perilous
place, and your exploration is hindered by traps and dangerous terrain.
Y ou move with caution, wary of new dangers, and roll +wits.
If you are playing with allies, only one of you makes this move. Decide who
is leading this segment of the exploration. The leadership role may change
from area to area as appropriate to the situation and your approach. Another
character can attempt to bolster the leader’s action by making the Aid Your
Ally move, though that carries its own risk of complication.
CHAPTER 2 | INTO THE DEPTHS26

[Source: Ironsworn: Delve Rulebook --- PDF page 37]{.small}

Y ou envision moving through the entry chamber of the Infested
Barrow, treading carefully across the scattered bones. On the other
side of the space, a dark passage beckons. Y ou stop and listen, wary of
what might lurk beyond the reach of your torchlight.
Y ou decide that +wits best represents your careful and observant
approach as you begin your exploration of this place.
MAKE THE ACTION ROLL
Y ou have envisioned your surroundings and approach. Now, it’s time to roll
the dice. Make a standard action roll using your chosen stat. Delve the Depths
breaks down the results as follows:
On a strong hit,
you delve deeper. Mark
progress and Find an
Opportunity.
On a weak hit,
roll on the following
table according to
your stat.
On a miss,
Reveal a Danger.
If Y ou Score a Strong Hit...
If you roll a strong hit, this phase of your exploration has gone well. Y ou have
the advantage, and are pushing farther into the depths of this place. Mark
progress per the rank of the site. For example, if this is a dangerous site,
mark two progress. If it is extreme, mark two ticks. Then, make the Find an
Opportunity move (page 30).
If Y ou Score a Weak Hit...
On a weak hit, the outcome is uncertain. Y ou must make a standard oracle
roll on the table included in the Delve the Depths move, which is shown below.
Edge Shadow Wits Weak Hit Result
1-45 1-30 1-40 Mark progress and Reveal a Danger.
46-65 31-65 41-55 Mark progress.
66-75 66-90 56-80 Choose one: Mark progress or Find an Opportunity.
76-80 91-99 81-99 Take both: Mark progress and Find an Opportunity.
81-00 00 00 Mark progress twice and Reveal a Danger.
Note that this table includes a different potential result for the three stat options:
edge, shadow, and wits. Reference the appropriate column and check the result
based on the stat used in your action roll. For example, if you Delve the Depths
using shadow, rolling a 35 on this table instructs you to mark progress. If you
used wits, that same roll tells you to mark progress and Reveal a Danger.
27
IRONSWORN DELVE

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Each stat choice offers advantages and disadvantages as you Delve the Depths:
• Edge gives you the potential to move faster through the site, marking
additional progress. But you are also more likely to Reveal a Danger and
have less chance to Find an Opportunity.
• Shadow is the safest option, making it likely you will mark progress and
not Reveal a Danger. However, your wariness gives you a reduced chance
to Find an Opportunity.
• Wits is a balanced approach, with more potential to Find an Opportunity
as you mark progress. But you put yourself at risk to Reveal a Danger.
When you envision your approach, your stat choice should be driven by the
situation, your surroundings, and your character’s abilities and methods. But
you can also be mindful of how the stat will impact the result when you are
forced to roll on this table.
If the table directs you to mark progress, do so. “Mark progress twice” means
you should double the progress. For example, if you are exploring a dangerous
site, you would normally mark two progress boxes. Marking twice gives you
four progress boxes.
If the result instructs you to Reveal a Danger or Find an Opportunity, make
that move now.
If Y ou Roll a Miss...
On a miss, you do not mark progress and must make the Reveal a Danger
move. Y ou have been waylaid by a threat.
Y ou make the Delve the Depths action roll with +wits, and score a weak
hit. Y ou roll your oracle dice, and check the table for the outcome. A roll
of 85 gives you “Take both: Mark progress and Find an Opportunity. ”
This is a formidable site, so you mark one progress. Then, you make
the Find an Opportunity move to resolve what you discover.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
CHAPTER 2 | INTO THE DEPTHS28

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DEL VE THE DEPTHS SUMMARY
Envision your surroundings ( page 23 ): Portray the environment
as appropriate to the site, or roll for a feature on the theme/domain
cards. Use other oracles to add details or answer questions.
Consider your approach ( page 26): Envision the current situation
and how you will attempt to traverse this area. Choose edge, shadow,
or wits as the stat which best represents your approach.
Make the action roll ( page 27 ): Make a standard action roll
using your selected stat. On a strong hit, mark progress and Find an
Opportunity. On a weak hit, roll on the Delve the Depths table. On a
miss, Reveal a Danger.
Reminder: if you are playing with allies, only one of you makes
this move. They are the leader for this segment of the exploration.
Other players contribute by helping set the scene and interpreting
outcomes. Allies can also make the Aid Y our Ally move to bolster the
leader’s action.
1
2
3
IRONSWORN DELVE 29

[Source: Ironsworn: Delve Rulebook --- PDF page 40]{.small}

FIND AN OPPORTUNITY
When you encounter a helpful situation or feature within a site,
roll on the following table. If you are making this move as a result
of a strong hit on Delve the Depths, you may pick or envision an
opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: Y ou and any allies may make a move (not a
progress move) which directly leverages the opportunity. When
you do, add +1 and take +1 momentum on a hit.
Roll Result
1-25 The terrain favors you, or you find a hidden path.
26-45 An aspect of the history or nature of this place is revealed.
46-57 Y ou locate a secure area.
58-68 A clue offers insight or direction.
69-78 Y ou get the drop on a denizen.
79-86 This area provides an opportunity to scavenge, forage, or hunt.
87-90 Y ou locate an interesting or helpful object.
91-94 Y ou are alerted to a potential threat.
95-98 Y ou encounter a denizen who might support you.
99-00 Y ou encounter a denizen in need of help.
This move represents discovering a helpful situation or feature within a site.
It is a fortunate circumstance—not a willful action taken by your character—
so is triggered only when you Delve the Depths and score a hit. It is always
triggered on a strong hit with that move, and sometimes on a weak hit.
If you are playing with allies, the character who triggered Find an Opportunity
as they Delve the Depths is the one to resolve the move. However, everyone
at the table can participate in interpreting the outcome and describing the
reactions of their character. Also, the rewards of this move may benefit your
allies; see page 32 for how that works.
CHAPTER 2 | INTO THE DEPTHS30

[Source: Ironsworn: Delve Rulebook --- PDF page 41]{.small}

DEFINE THE OPPORTUNITY
If you triggered this move through a weak hit on Delve the Depths, make an
oracle roll on the included opportunity table. Check your result and interpret
the outcome as appropriate to the nature of the site and your current situation.
If you scored a strong hit on Delve the Depths , you may pick an outcome
from the table without rolling. Or you can simply envision any moderately
helpful circumstance as an opportunity. If you are unsure, or want to leave it
in the hands of fate, Ask the Oracle.
INTERPRET THE OPPORTUNITY
Next, bring the opportunity to life. What do you encounter? How can it
help you? The opportunity should make sense in the context of the site, the
characteristics of this specific area, and the purpose of your exploration.
If you roll on the Find an Opportunity oracle and the response is difficult to
interpret for your current situation, you can check up or down one row from
your original answer, or reverse the digits (37=73). However, the abstract
nature of these results should allow them to fit most circumstances.
If you need additional detail or clarification, Ask the Oracle.
If you are playing in guided mode, the result of the Delve the Depths
move—a strong hit or weak hit—can define who has narrative
control over an opportunity. On a strong hit, the player defines the
opportunity. On a weak hit, the GM has control.
In the latter case, the GM may direct the player to roll on the Find an
Opportunity table, or simply introduce an opportunity appropriate
to the situation. Feel free to talk it over with the players, or Ask the
Oracle for guidance.
When this move is triggered by a weak hit, the opportunity should
feel like a minor reward. It is a moment of hope or respite in an
otherwise dire circumstance, rather than a dramatic shift in the
character’s fortunes. A strong hit on Delve the Depths can prompt a
more powerful narrative opportunity, especially when paired with a
match on the challenge dice.
31
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ACT ON THE OPPORTUNITY
Finally, per the text of the move, use the opportunity to choose one:
• Gain insight or prepare: Take +1 momentum.
• Take action now: Y ou and any allies may make a move (not a progress
move) which directly leverages the opportunity. When you do, add +1
and take +1 momentum on a hit.
Take the first option if you don’t want to take the chance of suffering a cost
by making a move, if the opportunity doesn’t lend itself to a move, or if
you’re more interested in building momentum without risk. This reward
represents your improved confidence and position as you push deeper into
the depths. If you are playing with allies, this benefit is limited to the character
making the move.
Take the second option if you want to make an immediate move to leverage
your opportunity. For example, you might find an area where you can Make
Camp in relative comfort or safety. A clear path may allow you to Delve the
Depths with renewed determination. Perhaps you can Gather Information to
search an area or follow tracks.
If you are exploring with allies, the “take action now” option is
usable by anyone, and you may each make one move (not a progress
move) which leverages this reward.
However, don’t bend the fiction to a breaking point by trying to
justify a move which is tangential or unrelated to the opportunity.
If there is a clear action for your character, take it. Otherwise, let
someone else have the spotlight.
Group moves which are made by a single character—such as Delve
the Depths or Make Camp —still have that limitation when you
Find an Opportunity and take action. However, the character who
originally acted to Delve the Depths can pass control to any ally for
the next group move.
CHAPTER 2 | INTO THE DEPTHS32

[Source: Ironsworn: Delve Rulebook --- PDF page 43]{.small}

Moving through the entry chamber of the Infested Barrow, you roll
a weak hit as you Delve the Depths and trigger Find an Opportunity.
There is something helpful here. What is it?
Y ou roll 62 on the Find an Opportunity oracle table: “ A clue offers insight
or direction. ” Not sure how to interpret this, Y ou Ask the Oracle using
the Aspect and Focus tables. The oracle responds, “Marked opening. ”
Y ou envision yourself facing multiple passages leading out of the entry
chamber. Y ou hesitate, staring into the inky blackness beyond each
portal. Then, you catch sight of a dagger carved into the center of a
stone archway. It is Themon’s Dagger.
As you study the carving, a single drop of blood falls from the tip of the
blade and splatters on the dusty floor. Y ou shudder. Y our path is clear.
Y ou then apply the benefits of this discovery by making the Delve the
Depths move with a bonus. Y ou add +1 as you wade into the darkness
beyond the archway.
IRONSWORN DELVE 33

[Source: Ironsworn: Delve Rulebook --- PDF page 44]{.small}

REVEAL A DANGER
When you encounter a risky situation within a site, envision the
danger or roll on the following table.
Roll Result
1-30 Check the theme card.
31-45 Check the domain card.
46-57 Y ou encounter a hostile denizen.
58-68 Y ou face an environmental or architectural hazard.
69-76 A discovery undermines or complicates your quest.
77-79 Y ou confront a harrowing situation or sensation.
80-82 Y ou face the consequences of an earlier choice or approach.
83-85 Y our way is blocked or trapped.
86-88 A resource is diminished, broken, or lost.
89-91 Y ou face a perplexing mystery or tough choice.
92-94 Y ou lose your way or are delayed.
95-00 Roll twice more on this table. Both results occur. If they are
the same result, make it worse.
This move is the inverse of Find an Opportunity. It is triggered by a miss or
weak hit when you Delve the Depths.
Y ou can also trigger Reveal a Danger as a consequence of any complication
or failure within a site. If you must Pay the Price when exploring, and want
to introduce an outcome related to the location, make this move instead of
referencing the Pay the Price table. For example, if you Make Camp within
the depths of a Wild Tanglewood, and roll a miss, you can choose to Reveal a
Danger instead of rolling on the Pay the Price table.
ENVISION THE DANGER
Much like Pay the Price, you can choose to simply introduce a danger that’s
a good fit for the current situation. If a dramatic outcome springs to mind
immediately, go with it. Otherwise, you can put it in the hands of fate and roll
on the included danger table. When you make your oracle roll on this table,
the potential result spans three locations:
• 1-30 is found in the danger table on the theme card.
• 31-45 is found in the danger table on the domain card.
• 46-100 is found on the main Reveal a Danger table.
34 CHAPTER 2 | INTO THE DEPTHSCHAPTER 2 | INTO THE DEPTHS34

[Source: Ironsworn: Delve Rulebook --- PDF page 45]{.small}

IRONSWORN 35
DOMAIN
SHADOWFEN
A primeval marsh, cloaked in mist.
FEATURES
21-43 Narrow path through a fetid bog
44-56 Stagnant waterway
57-64 Flooded thicket
65-68 Island of dry land
69-72 Submerged discovery
73-76 Preserved corpses
77-80 Overgrown structure
81-84 Tall reeds
85-88 Camp or outpost
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen hunts
34-36 Deep water blocks the path
37-39 Toxic environment
40-42 Concealing or disorienting mist
43-45 Hidden quagmire
THEME
WILD
Nature prevails in this place.
DANGERS
1-5 Denizen hunts
6-10 Denizen strikes without warning
11-12 Denizen leverages the environment
13-14 Denizen wields unexpected abilities
15-16 Denizen guided by a greater threat
17-18 Denizen protects something
19-20 Hazardous terrain
21-22 Weather or environmental threat
23-24 Benign aspect becomes a threat
25-26 Overzealous hunter
27-28 Disturbing evidence of a victim’s fate
29-30 Ill-fated victim in danger
FEATURES
1-4 Denizen’s lair
5-8 Territorial markings
9-12 Impressive flora or fauna
13-16 Hunting ground or watering hole
17-20 Remains or carrion
When you roll 1-30,
check the theme card.
When you roll 31-45,
check the domain card.
When you roll 46-100,
check the move table.
Roll Result
1-30 Check the theme card.
31-45 Check the domain card.
46-57 Y ou encounter a hostile denizen.
58-68 Y ou face an environmental or architectural hazard.
69-76 A discovery undermines or complicates your quest.
77-79 Y ou confront a harrowing situation or sensation.
80-82 Y ou face the consequences of an earlier choice or approach.
83-85 The path is blocked or trapped.
86-88 A resource is diminished, broken, or lost.
89-91 Y ou face a perplexing mystery or tough choice.
92-94 Y ou lose your way or are delayed.
95-00 Roll twice more on this table. Both results occur. If they are the
same result, make it worse.
35
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If you are playing as the GM when someone triggers the Reveal a
Danger move, you determine how the danger manifests. Y ou can
simply introduce an appropriate danger, roll on the oracle table, ask
the player to roll, or talk it out with the group.
If you are playing with allies, a danger can impact a particular
character or the entire group. Envision the danger, resolve the
situation, and apply mechanical and narrative costs as appropriate.
PLAY TO FIND OUT WHAT HAPPENS
Most results on the danger tables are a setup for a new threat or complication.
Y ou encounter an obstacle which must be overcome, or a foe who must be
dealt with, or a mystery which must be solved. If you need clarification for an
abstract or suggestive result, Ask the Oracle. Then, zoom in and resolve the
situation. If a move is triggered, make it.
However, some results may suggest an immediate consequence, such as
suffering a loss of spirit, harm, supply, or momentum. If so, make it happen.
Varying the focus and nature of the dangers you encounter will help you
manage the pace of your session. If it’s interesting and dramatic, zoom in.
Otherwise, apply the consequence and move on.
REINFORCING A PERILOUS ENVIRONMENT
When you travel overland using the Undertake a Journey move, your supply is
reduced on a weak hit. This creates a sense of urgency, forcing you to manage
your resources or seek help within a community.
When you Delve the Depths, the potential consequence of a weak hit is more
open-ended. Y ou have more options to absorb a failure through your status
tracks and narrative complications. However, you also have fewer options to
recover from failure. A Sojourn is probably not possible without retreating
entirely from the site. Depending on the nature of a site, you may not have an
opportunity to Resupply or Make Camp. The deeper you delve, the more you
are pushing your limited resources, and the greater the cost if you are forced
to retreat or flee.
Also, consider the effect of this place on your morale. Y ou face darkness, fear,
aberrant environments, deadly foes, and constant peril. This will wear on
you. Consider Endure Stress as a natural outcome for the sights and situations
you encounter in a site. Y our stress track should function as an ever-present
ticking clock, counting down to an agonizing choice: do you abandon this
place, or risk losing yourself to it forever?
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IRONSWORN 37
ADJUSTING THE SEVERITY OF A DANGER
The nature of the threat can also reflect your current situation and the
outcome of the preceding move. If you trigger Reveal a Danger through a
weak hit on Delve the Depths, you might have an opportunity to overcome
or avoid the threat. For example, you Face Danger to avoid a sudden rockfall
when exploring a Mine, and continue on your way unscathed.
A miss on Delve the Depths should trigger a danger that is dire, and has greater
impact on your story. Even if you manage to overcome the threat, the effort or
delay can carry a cost. For example, you escape immediate harm as you dive
out of the way of the rockfall. But you must suffer a loss of momentum as you
spend time and energy digging your way through the now-blocked passage.
For additional guidance and options for setting the severity of a danger, see
Risk Zones on page 54.
Y ou have descended deeper
into the Infested Barrow in
search of Themon’s Dagger.
After a string of successes, you
roll a miss as you Delve the
Depths. Y ou must now Reveal
a Danger.
Y ou roll an 11 on the danger
table. Results for 1-30 are found
on the theme card, so you
check there for your answer.
“Denizen stalks you, ” the card
tells you.
Y ou envision catching sight of a
pack of trogs behind you. Their
pale eyes glimmer as they cling
to the walls with gangly limbs.
Then, a noise from ahead. More
trogs. Y ou are surrounded.
What will you do? Decide, then
play to see what happens.
THEME
INFESTED
Foul creatures dwell here.
DANGERS
1-5 Denizens swarm and attack
6-10 Toxic or sickening environment
11-12 Denizen stalks you
13-14 Denizen takes or destroys something
15-16 Denizen reveals surprising cleverness
17-18 Denizen guided by a greater threat
19-20 Denizen blocks the path
21-22 Denizen funnels you down a new path
23-24 Denizen undermines the path
25-26 Denizen lays in wait
27-28 Trap or snare
29-30 Victim’s horrible fate is revealed
FEATURES
1-4 Inhabited nest
5-8 Abandoned nest
9-12 Ravaged terrain or architecture
13-16 Remains or carrion
17-20 Hoarded food
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CHECK YOUR GEAR
When you check to see if you have a specific helpful item, and you
have at least +1 supply, roll +supply.
On a strong hit, you have it. Take +1 momentum.
On a weak hit, you have it, but your resources are diminished. Take
+1 momentum and suffer -1 supply.
On a miss, you don’t have it and the situation grows more perilous.
Pay the Price.
The isolation and perilous nature of a site may force you to consider what
equipment you can bring to bear to overcome an obstacle. By default, the
Ironsworn system is not concerned with tracking a detailed inventory. This
may lead to situations where you aren’t sure if you are prepared for an
unexpected challenge. For example:
• Y our enemies are coming across the bridge. Do you have a blade you can
use to cut the rope support?
• Y our ally is poisoned. Do you have an antidote in your herbalist’s kit?
• The troll wants something for its collection. Do you have an appropriately
shiny trinket?
When you check to see if you have a particular item on-hand, make this move.
On a strong hit, you’ve got it. Y ou have the fictional framing to make moves
(or avoid a move) using this item. Plus, you take a +1 momentum bonus to
represent your readiness for this situation.
On a weak hit, you have it, but your resources are reduced. Take the +1
momentum reward and suffer -1 supply.
On a miss, you don’t have what you need, and things get worse. Y ou must Pay
the Price. This may mean turning the peril of the current situation up a notch,
or inflicting an immediate negative outcome.
CHECKING YOUR GEAR OUTSIDE OF A SITE
If you like what it adds to the game, you can consider Check Your Gear as part
of Ironsworn’s default move set. If so, you can trigger this move outside of sitebased exploration.
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IRONSWORN 39
DON’T OVERDO IT
Save this move for dramatic moments. If you are prepared to explore a site, you
can assume you are equipped with the basics (such as lighting, rations, and
weapons). Make this move when looking for something specific or noteworthy.
PREFER TO IGNORE THIS MOVE?
Since this move is not essential to resolving your exploration of a site, you
can consider it as an optional component. For example, if you prefer to keep
a more detailed inventory for your character, this move may not be necessary.
Or you might prefer to just handwave equipment entirely. If you think this
move delivers an unnecessary level of detail, or not enough detail, you can
ignore it and rely on your usual approach for managing gear.
Y our exploration of the Infested Barrow is almost at an end. Y ou have
accumulated seven progress, and are nearly ready to Locate Your
Objective. Just a bit farther...
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
Unfortunately, you roll a weak hit on Delve the Depths, and trigger the
Reveal a Danger move. Y our check against the Reveal a Danger table
tells you, “The path is blocked or trapped. ”
Looking for clarification on the nature of this obstacle, you Ask the
Oracle by rolling on the Aspect and Focus oracles. The oracle responds,
“Deep Boundary. ”
Y ou envision a broken crevice blocking your way. Y ou drop a stone into
the chasm, and it falls into nothingness. Y ou don’t hear it hit bottom.
“Is it narrow enough to jump across?” you ask the oracle, giving it
50/50 odds. “No, ” the oracle answers.
What then? Perhaps use some rope tied to something overhead? Do
you even have a rope? Y ou Check Your Gear and roll a strong hit.
Y ou envision digging through your pack and pulling out a length of
woolen rope.
Y ou have what you need to make your final push toward your objective.
39
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LOCATE YOUR OBJECTIVE
Progress Move
When your exploration of a site comes to an end, roll the challenge
dice and compare to your progress. Momentum is ignored on this
roll.
On a strong hit, you locate your objective and the situation favors
you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
On a weak hit, you locate your objective but face an unforeseen
hazard or complication. Envision what you find (Ask the Oracle if
unsure).
On a miss, your objective falls out of reach, you have been misled
about the nature of your objective, or you discover that this site holds
unexpected depths. If you continue your exploration, clear all but one
filled progress and raise the site’s rank by one (if not already epic).
When you are ready to complete your exploration of a site , make this move.
Since this is a progress move, you tally the number of filled boxes on your
progress track. This is your progress score. Only add fully filled boxes (those
with four ticks). Then, roll your challenge dice, compare to your progress
score, and resolve a strong hit, weak hit, or miss as normal. Y ou may not burn
momentum on this roll, and you are not affected by negative momentum.
This move is structured and functions similarly to Reach Your Destination
(Ironsworn Core, page 68) . Have you found what you were looking for? Are
there additional obstacles in your path? Roll to find out.
When you score a strong hit, you locate your objective. Depending on
the context of your objective, your task may be complete or you are wellpositioned to take action. For example:
• Y ou have traveled through a Ravaged Cavern, taking a more direct and
perilous path through the Veiled Mountains, in your quest to reach the
Shattered Wastes. With a strong hit on Locate Your Objective, you find the
exit. Y ou take +1 momentum as you ready yourself for the next phase of
your adventure.
• Y ou have delved into the heart of a Fortified Mine to rescue a friend held
by raiders. With a strong hit on Locate Your Objective, you find where
they are held. The guards are asleep. Y ou add +1 as you Face Danger to
sneak past without alerting them.
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IRONSWORN 41
On a weak hit, something complicates your objective. Things are not what
you expected, or an obstacle stands in your way. Envision what you encounter.
Then, play to see what happens.
On a miss, things have fallen apart. Y our objective lies somewhere else, you
were mistaken about the nature of your objective, or you face a turn of events
that undermines your purpose. Depending on the circumstances, this might
mean your exploration ends in failure, or that you must push on while clearing
all but one of your filled progress and raising the site’s rank.
If you are traveling with allies, one of you makes this move. Each of you
benefits (or suffers) from the narrative outcome of the roll. Only the character
making the move takes the mechanical benefit of a strong hit.
Finally, consider how the objective impacts your quest. If this is a milestone,
make the Reach a Milestone move. If this objective represents what you believe
is the completion of your quest, Fulfill Your Vow.
Y ou have eight progress marked. Themon’s Dagger awaits. Or does it?
Yo u Locate Your Objective to find out.
Y ou roll a weak hit. Per the text of the move: “Y ou locate your objective
but face an unforeseen hazard or complication. ”
There’s no need for an oracle roll to reveal what you find. Y ou already
have something in mind.
Y ou envision entering Themon’s burial chamber. The place has high
ceilings and ornate columns. Y our torchlight sends shadows dancing
against the far wall. A stone sarcophagus sits there, nestled in an alcove.
The room is quiet. Dust glimmers in the still air.
Y ou head for the coffin. With little reverence, you hunch over and
shove the lid. It scrapes across the sarcophagus, then falls to the floor
with a thunderous crack. The contents are laid bare.
The former king wears once-fine armor and an iron circlet. His eyes
are black pits in a desiccated face. His hands—shriveled flesh stretched
across yellow bones—hold a dagger to his sunken chest. The blade is
bright silver, its edge stained with blood.
Y ou reach in and take hold of the weapon.
Suddenly, Themon’s hands grasp your own. The mouth opens with a
dry snap. A blue light springs to life in the hollow eyes...
41
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ESCAPE THE DEPTHS
When you flee or withdraw from a site, consider the situation and
your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Retrace your steps or locate an alternate path: Roll +wits.
• Keep out of sight: Roll +shadow.
On a strong hit, you make your way safely out of the site. Take +1
momentum.
On a weak hit, you find your way out, but this place exacts its price.
Choose one.
• Y ou are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• Y ou are delayed, and it costs you.
• Y ou leave behind something important.
• Y ou face a new complication as you emerge from the depths.
• A denizen plots their revenge.
On a miss, a dire threat or imposing obstacle stands in your way.
Reveal a Danger. If you survive, you may make your escape.
With the focus and effort devoted to exploring the site, getting back out after
you Locate Your Objective can feel anticlimactic. Escape the Depths gives you
a zoomed-out method of abstracting your exit from this place. With a single
roll, you’ll resolve what happens when you journey out of the depths.
Y ou might also need to Escape the Depths when your resources are exhausted,
the dangers prove too great, or if you are at the brink of calamity. When you
need to get the hell out, make this move. If you later return to try again, you’ll
reduce the amount of accrued progress when you Discover a Site (page 19).
To escape a site, you can envision reversing course or heading for the
nearest exit. To justify the move, feel free to introduce a convenient shortcut
or a heretofore unknown exit. In open terrain, such as a Tanglewood or
Shadowfen, your exit can be a path leading to safer territory.
If you are playing with allies, one of you will take the leadership role and make
this move for the party.
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IRONSWORN 43
On a strong hit, you are free and clear. Envision the escape as a montage. Y ou
persevere over any obstacles. For the moment, you are safe.
On a weak hit, you escape the site, but not without cost. Envision how the site
exacted this price, and pick an option from the move.
If you score a weak hit when escaping with allies, consider how the cost
impacts the group. Y ou can each choose an option from the weak hit results—
for example, one might suffer harm and another stress—or just inflict the cost
on the acting character. A narrative cost such as “you face a new complication”
can apply to the group as a whole.
On a miss, the depths block your escape. Y ou must Reveal a Danger. Zoom in
as you deal with this sudden turn of events. Per the text of the move, make it a
dire threat or imposing obstacle. Make it hurt. If you overcome this challenge,
you may then envision your successful escape from the site.
Y ou hold Themon’s Dagger. The lifeless corpse of the Old World king
lies at your feet. Y our objective is complete. Now, you must Escape the
Depths.
Beset by howling trogs, you envision a mad rush back through the
passages of the Infested Barrow. Y ou roll +edge, and score a weak hit.
Y ou consider your options for the weak hit, and choose “ A denizen
plots their revenge. ” Y ou picture the scene as you stumble through the
tomb’s entrance. The mid-day light is blinding. Y ou have escaped. But
you feel a cold certainty as you study the dagger. The king is not at rest,
and will attempt to reclaim the bloodied blade.
DON’T MAKE THIS MOVE WHEN...
Don’t make this move when you are not in a position to escape. If you are in
the middle of a fight, you must defeat your foes or Face Danger to break away
from the battle. If the path is blocked or hindered, deal with that obstacle first.
Y ou also won’t make this move if your sole objective in a site is to find your
way out. In that case, when you successfully Locate Your Objective, you have
the means to escape and can envision doing so without making another move.
Finally, if you would prefer to detail your journey back out of the depths, you
can ignore this move. Instead, after you successfully Locate Your Objective,
you should Discover a Site . Using the “ If you are returning to a previously
explored site... ” option, roll both challenge dice, take the lowest value, and
clear that number of progress boxes from the site progress track. Set a new
objective to escape this place. When you successfully Locate Your Objective
again, you have escaped.
43
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MAKING OTHER MOVES
The Delve moves are not the only actions you will take within a site. Make other
Ironsworn moves as appropriate to the circumstances and your intent. Take
proactive actions when circumstances give you an opportunity. Make reactive
moves when a situation forces you to avoid a threat or endure a hardship.
For example:
• Yo u Enter the Fray as you are ambushed by a denizen.
• Y ou find a place to rest and Make Camp.
• Y ou search a storeroom to Resupply.
• Yo u Compel a troll to let you pass.
• Yo u Face Danger as you cross a raging underground river.
• Y ou encounter a horrifying denizen, and Endure Stress.
• Yo u Swear an Iron Vow to put a tormented spirit to rest.
• Y ou use a ritual asset to weave forbidden magic.
Remember, your fictional framing will dictate the moves you can make and
the moves you must make (Ironsworn Core, page 205). Lead with the fiction,
and the moves and mechanics will follow naturally.
WHAT’S NEXT
• When you’re ready to delve deeper, check out Chapter 3 ( page
51) for additional advice, techniques, and options.
• If you want to know more about the perilous sites within the
Ironlands, jump to Chapter 4 (page 79).
• Need some new foes and encounters for your Ironsworn
campaign? Y ou’ll find them in Chapter 5 (page 107).
• Interested in making the threats in your world more reactive
and dangerous? See Chapter 6 (page 151).
• Do you want to introduce objects of power into your Ironsworn
campaign? Check out Chapter 7 (page 163).
• And, finally, there’s a host of new oracle tables in Chapter 8
(page 203).
44 CHAPTER 2 | INTO THE DEPTHSCHAPTER 2 | INTO THE DEPTHS44

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IRONSWORN 45
START
Mark
progress
NOIs your objective
at hand?
Discover a Site
STRONG
HIT
WEAK
HIT MISS
Delve the Depths
Find an
Opportunity
Reveal a
Danger
YES
Locate Y our
Objective
Escape the
Depths
Roll on
the table
IRONSWORN DELVE 45
THE FLOW OF PLA Y

[Source: Ironsworn: Delve Rulebook --- PDF page 56]{.small}

SUMMARY OF CORE TERMS
AREA
An area (page 21 ) is an abstract
representation of a segment of a site.
In a Fortified Stronghold, a specific
area might consist of a single
chamber. In a Wild Shadowfen, an
area can be a deer path winding for
miles through a stagnant and misty
morass. The size and detail will vary
based on the nature of the site and
the context of your exploration.
When you Delve the Depths ( page
21), you envision the features of
the area you must traverse, roll on
the theme and domain cards, or use
another oracle for inspiration. As
you successfully navigate through
an area, you mark progress.
DANGER
A danger is triggered by moves or
fictional circumstances. When you
encounter a danger within a site,
make the Reveal a Danger move
(page 34 ). This move, and the
theme and domain cards, provide
random tables to help envision the
threat you’ll face.
DENIZEN
A denizen is a person, creature, or
group you may encounter within a
site. When you Discover a Site (page
19), envision potential denizens,
and add them to the denizens
matrix on your site worksheet. As
you explore a site, you may reveal
new aspects of those inhabitants or
uncover new denizens.
Learn more about denizens and the
denizens matrix in Chapter 5 ( page
107). Other foes and encounters
are available in Ironsworn Core
(page 133).
DOMAIN
When you Discover a Site ( page
19), choose a domain to represent
the physical characteristics of this
place. A Cavern is a dark realm of
twisting tunnels and claustrophobic
chambers. A Shadowfen is a foul
marshland. A Stronghold is a
defended fortress.
Together, the theme and domain
help you visualize your exploration
of the site and reveal features and
dangers. They are formatted as
tarot-sized cards.
Learn more about the default
domains on page 88.
CHAPTER 2 | INTO THE DEPTHS46

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FEATURE
As you Delve the Depths ( page
21), you will envision your
surroundings, including the terrain
or architecture and what you find
within. If you’re unsure, you can use
the feature tables on the theme and
domain cards.
If you are playing solo or co-op
without a GM, you will use these
oracles to help envision your
surroundings and encounters. If
you are the GM, you can choose to
roll on the feature tables (or ask a
player to roll), or simply use them
for inspiration when appropriate.
OBJECTIVE
Y our objective is your purpose for
exploring this site. As you D elve
the Depths (page 21 ), you mark
progress toward your objective.
When you Locate Your Objective
(page 40 ), you’ll make a progress
roll to see what happens when you
reach the end of your expedition.
OPPORTUNITY
An opportunity is the opposite of
a danger. It represents a place or
circumstance within the depths
of a site which gives you some
advantage. An opportunity is
sometimes triggered by success on
the Delve the Depths move ( page
21), and is resolved with the Find
an Opportunity move (page 30).
SITE
The site is the physical location you
will explore in your quest. When
you Discover a Site ( page 19 ),
choose a theme and domain card
to represent its nature. When you
enter a site, Delve the Depths (page
21) to resolve the outcome of your
exploration and the progress toward
your objective.
THEME
When you Discover a Site ( page
19), choose a theme to represent
the nature of this place. If you
choose Infested, you will envision
this site as overrun by swarms of foul
creatures. If you choose Corrupted,
dark magic has tainted this place.
Together, the theme and domain
help you visualize your exploration
of the site and reveal features and
dangers. They are formatted as
tarot-sized cards.
Learn more about the default themes
on page 84.
47
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Chapter 3 Finding Your Path

[Source: Ironsworn: Delve Rulebook --- PDF page 61]{.small}

TUNING YOUR EXPERIENCE
This chapter contains options and techniques to customize the Delve
mechanics to your preferences. Some of these tips and variant rules are also
generally useful in your Ironsworn campaign beyond the exploration of a site.
The mechanics and approaches in this chapter are entirely optional, and can
be used or ignored as you like. Here’s what you’ll find within:
• Managing Sites and Quests ( page 52 ): Guidance for managing the
milestones for a vow when the quest goal and the objective within a site
are the same.
• Risk Zones ( page 54 ): An optional mechanic to manage the pace of
your expedition and the hazards you’ll face within a site.
• Learning from Failure ( page 58 ): A new mechanic which rewards
your Ironsworn character for the lessons learned when you fail to
overcome challenges.
• Mapping a Site ( page 60 ): Tips for creating a visual map of your
exploration within a site.
• Relationship Maps ( page 61 ): Techniques for illustrating how the
people, creatures, and forces within a site relate to one another.
• Streamlining Dice Rolls ( page 64 ): Recommendations to speed up
play and alternatives for handling oracle rolls.
• Hacking Sites ( page 68 ): Options to customize how sites are used at
your table.
• Delves as Journeys ( page 74 ): How to travel the Ironlands using the
Delve mechanics.
• One-Shot Delves ( page 75 ): How to facilitate an Ironsworn site-based
adventure as a one-shot.
Later in this book, you’ll also find two additional optional systems
for your Ironsworn campaign.
• Chapter 6 - Threats ( page 151): Mechanics for tracking those
forces which seek to undermine your vows.
• Chapter 7 - Items of Power ( page 163): Options for equipping
your Ironsworn character with unique items.
51
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MANAGING SITES AND QUESTS
Typically, a site is an obstacle to be overcome in a related quest. When you
Locate Your Objective within a location, you might also Reach a Milestone for
your vow. But what do you do when the objective of your expedition is also
the focus of your vow and the endpoint for your quest? How do you manage
the progress tracks when the delve and the vow are both leading you to the
same objective?
For example:
• Y ou swear to rescue an important member of your village, held by raiders
at the heart of a Fortified Stronghold.
• Y ou swear to reclaim the Shield of Kalidis, an important artifact of your
kin, from its resting place in a Hallowed Barrow.
• Y ou swear to defeat a mighty wyrm which dwells in the vast depths of a
Wild Frozen Cavern.
In each of these examples, the delve objective and the object of a quest are
essentially the same. However, you should still maintain separate progress
tracks for each. The site progress track represents your physical headway
within the site as you search out your objective. The vow progress track is the
narrative and mechanical potential to Fulfill Your Vow.
If a quest is directly related to a site and seems relatively straightforward—go
to this place and do this thing—you should give it an appropriately low rank
as you Swear an Iron Vow. Setting the rank of the quest a step or two below the
rank of the site is about right. For example, you might have a dangerous quest
to achieve an objective within a formidable site.
QUEST MILESTONES
If your quest is keyed to a particular site, consider how to introduce
opportunities for narrative complexity and milestones. What potential
obstacles and complications stand in your way?
MILESTONES EN ROUTE
First, consider what obstacles you must overcome as you ready yourself for
this expedition. How must you prepare? Do you know the way to the site? Is
a journey required? Do hostile people or creatures have dominion over the
surrounding lands? Are there forces that seek to prevent you from reaching
the site? Overcoming any of these obstacles can allow you to Reach a Milestone
in your quest.
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MILESTONES WITHIN THE SITE
Within the site, continue to manage your progress for both the site and the
vow. When you successfully Delve the Depths , mark progress for the site.
In parallel, as you gain new information and overcome obstacles directly
related to the quest, you can Reach a Milestone to mark progress on your
vow. Introducing opportunities for milestones within a site will reward the
narrative investment you’ve made, and help balance the pace of your quest.
For example:
• Y ou have vowed to recover a powerful artifact from a clan of crazed
zealots. As you search their Corrupted Stronghold, you uncover their
plan to use this artifact to resurrect a long-dead god. Gaining this
information allows you to Reach a Milestone.
• In your quest to defeat an elder wolf, you must travel deep into a Wild
Tanglewood. Y ou are attacked by a pack of lesser wolves under the
control of this beast. Y ou manage to defeat them, and Reach a Milestone.
• A band of raiders defend an outpost within a Ravaged Icereach . Y our
kinfolk were taken as slaves by those raiders, and you’ve sworn to
rescue them. As you explore the treacherous terrain, you encounter the
former leader of the raiders, who was usurped and is now an outcast.
They agree to help you gain access to the camp, and this alliance allows
you to Reach a Milestone.
MILESTONES AT YOUR OBJECTIVE
The moment when you successfully Locate Your Objective will probably serve
as a milestone in your quest. Then, depending on the situation, you may
face obstacles at your destination which you must overcome before you can
Fulfill Your Vow. There may be foes protecting the objective, for example, or
a physical hazard you must bypass. These obstacles can serve as additional
milestones in your quest.
In fact, adding obstacles once you Locate Your Objective can accomplish two
things: It gives you additional milestones to fill out your vow progress track,
and it creates opportunities for a dramatic climax to both your quest and your
exploration of the site.
PACING FOR GMs
In guided play, the GM can use the site progress track and quest progress
track as pacing tools. If the expedition is outrunning the quest (narratively
and mechanically), look for an opportunity to drop relevant obstacles and
potential milestones in the path of the characters.
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RISK ZONES
The deeper you delve, the greater the danger. Using this option, the amount
of progress you’ve marked on your expedition sets the tone of the site, the
default rank of your foes, and the severity of the outcome for failure.
Risk zones are an optional mechanic. For co-op and solo play, zones
help frame the challenges you’ll face as you explore a site. If you are
the GM, you can use zones to reinforce a sense of escalating danger.
BREAKING A SITE INTO ZONES
A site can be segmented into three zones using your site progress track.
• Low risk: For the initial stages of your exploration, with zero to three
progress marked, you’ll encounter minor dangers (troublesome or
dangerous).
• Medium risk: As you delve deeper, with four to seven progress marked,
you’ll encounter moderate dangers (dangerous or formidable).
• High risk: As you pierce the heart of a site, with eight to ten progress ,
you’ll encounter major dangers (formidable or extreme).
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
TROUBLESOME
OR DANGEROUS
DANGEROUS
OR FORMIDABLE
FORMIDABLE
OR EXTREME
LOW RISK MEDIUM RISK HIGH RISK
The site worksheet handout (available for download at ironswornrpg.com)
uses a gradient of shades within the progress track boxes. Y ou can use this
as a reference for the three zones. Low risk is light gray, medium risk is
(appropriately) medium gray, and high risk is dark gray.
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CHOOSING A RANK FOR A ZONE
Each zone gives you a choice between two ranks. For example, the challenges
you face in the medium risk zone are either dangerous or formidable. To
decide between the suggested ranks within a zone, consider the current
situation and the nature of the enemy or obstacle. If in doubt, Ask the Oracle.
Y ou can also use the overall rank of the site to help define which of the two
ranks you encounter within a zone.
• A lower ranked site (troublesome or dangerous) will default to the first
option for the duration of your exploration in that zone. For example, a
dangerous site would feature troublesome risks in the low risk zone.
• A higher ranked site (formidable or greater) will default to the second
option. For example, an extreme site would feature formidable risks in
the medium risk zone.
If you set a default rank for a zone, don’t use the same rank in the next zone.
For example, don’t pick formidable for both the medium and high risk zones.
The danger should always escalate.
HOW TO INTERPRET ZONE RANKS
The ranks provide context for your expedition in three ways:
• Use the zone rank as a guide when you envision the nature of your
surroundings and the narrative complications and obstacles you
must overcome. As you delve deeper, the dread, peril, and stakes are
heightened. The environment is more oppressive. Dire revelations add
complexity and urgency to your quest.
• When you face a denizen, give them a rank equal to that of the zone.
Since NPCs are defined by their rank, this can also inform your choice of
what types of people and creatures you encounter within each zone. Or
you can adjust the rank of known denizens up or down to match the rank
of a zone, envisioning them as lesser or greater variations of that creature.
Y ou can also group foes into a pack to increase their rank as appropriate.
• If you’re in a fight, you’ll typically suffer harm or stress equal to the
rank of your foe. Outside of combat, when you must Endure Harm or
Endure Stress, suffer an amount equal to the zone’s rank. For example,
within a dangerous zone, suffer -2 health when you must Endure Harm.
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Risk zones reinforce the feeling of moving into untamed territory, and offer
encouragement for gambling on the Locate Your Objective move before you’ve
filled up your progress track. If you’re about to move into the high risk zone,
do you take your chances with formidable or extreme risks, or should you
push quickly on to your destination and Locate Your Objective?
One caveat: If you face a troublesome obstacle within the low risk zone, and
Face Danger to avoid it, a weak hit on that move already defines a troublesome
outcome. Therefore, a miss should compound the severity. This can be a
narrative cost which makes your situation more perilous, perhaps forcing
additional moves. Y ou can also increase the mechanical cost by suffering a
troublesome penalty across more than one track—such as facing 1 harm and
1 stress. Or simply make it a dangerous cost instead of troublesome.
Y ou are on an expedition within a dangerous Ravaged Cavern . Y ou
have marked 2 progress thus far, which puts you in the low risk zone.
Since this is a dangerous site, you are defaulting to the lower rank
within each zone. For the first zone, that rank is troublesome.
Y ou score a miss as you Delve the Depths, and must Reveal a Danger.
Y our roll on the table within that move tells you to “face an
environmental or architectural hazard. ” Y ou envision this as a
sinkhole which opens beneath you, forcing you to Face Danger. Y ou
score a miss again, and interpret this as taking a fall into the pit. Y ou
suffer troublesome harm (-1 health) and Endure Harm. To reinforce
your failure on that move and distinguish it from what would have
happened on a weak hit, you make the situation more perilous by
deciding that you also dropped your torch. Y ou must now Face Danger
again to scramble through the suffocating darkness to find and relight
the torch.
Later, as you traverse the high risk zone, you must again Reveal a
Danger. This time, you “encounter a hostile denizen. ” The challenges
in this zone are formidable. A roll on your denizens matrix reveals a
run-in with a deep rat, but these creatures are only a troublesome foe.
To better represent the danger in this zone, you make them a large
pack, increasing their rank by two steps to formidable.
A GUIDELINE—NOT A RULE
The zone rankings are a reference, not a mandate. Introduce lesser dangers or
greater dangers as appropriate to the situation. In higher-ranked zones, you
can use the rankings to establish the tone of that region and the types of foes
you encounter, but be wary of heaping on too many mechanical penalties.
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Instead, introduce dangers with opportunities to overcome or evade them,
and balance mechanical costs with narrative complications.
With the zone rankings as your default, the exceptions will feel even more
dramatic and interesting.
ZONES FOR GUIDED SESSIONS
If you are the GM, you can make the zone mechanics visible to your players,
giving them an opportunity to make informed decisions on the potential cost
as they push farther into a site. Or you can make zones invisible to others
at the table, using them simply as a reference for your narration and the
challenges and obstacles you introduce.
In either case, let your descriptions and the tone of the session reflect the
escalating perils as the characters explore the depths.
ZONES AND JOURNEYS
Y ou can also use zones when you Undertake a Journey to show how the risks
increase as you push deeper into the wilds. As with a site, use the journey
progress track to define the risks you’ll face within each zone.
Y ou leave a settlement and head off into the deep woods on a formidable
journey. On your second Undertake a Journey roll, on the outskirts of
the forest, you score a miss. Y ou interpret this as a new obstacle: a fastmoving river which must be forded.
Y ou are at two progress (low risk), so this will either be a troublesome
or dangerous challenge. Since this a formidable journey, you opt to
make it dangerous.
Yo u Face Danger to get across the river, but score a miss. Per the rank
of the zone, you suffer 2 harm as you lose your footing and get bashed
against some rocks in the freezing water.
A few segments of the journey later, you are now deep in the wilds with
eight progress (high risk). Unfortunately, you roll another miss. The
threat this time is extreme. Y ou decide that an elder wolf (an extreme
foe) is stalking you.
Using zones for a journey may not be appropriate if you are traveling from one
civilized or settled place to another. In that case, the wild and more dangerous
areas would likely be at the midpoint in your journey.
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LEARNING FROM FAILURE
Failure is a key part of your journey within the Ironlands. If you’ d like to make
those failures a more influential aspect of your character’s evolution—while
taking a bit of the sting out of rolling a miss—use these optional mechanics.
First, when creating your character or introducing this option into an existing
campaign, create a failure track. This is a standard progress track with ten
boxes.
Then, when you make an action or progress roll and score a miss, you’ll make
the following move.
MARK YOUR FAILURE
When you make a move and score a miss, mark a tick on your
failure track. If you score a miss when making a progress move,
mark two ticks.
Note that you won’t Mark Your Failure if you change the outcome of a move
from a miss to a hit. For example, if you roll a miss but have an asset ability
which allows you to reroll any dice, scoring a hit on that reroll represents the
actual result of your move. Only Mark Your Failure when you must face the
consequences of a miss.
Continue to mark ticks for misses as you play (four ticks per progress box).
When your failure track is at +6 or greater, you may Learn from Your Failures.
This is a progress move to resolve the impact of these misses on your character.
Turn to the next page to see how that works.
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LEARN FROM YOUR FAILURES
Progress Move
When you spend time reflecting on your hardships and missteps,
and your failure track is +6 or greater, roll your challenge dice and
compare to your progress. Momentum is ignored on this roll.
On a strong hit, you commit to making a dramatic change. Take 3
experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience
for each marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum.
On a weak hit, you learn from your mistakes. Take 2 experience and
clear all progress.
On a miss, you’ve learned the wrong lessons. Take 1 experience and
clear all progress. Then, envision how you set off on an ill-fated path.
Make this move when you take stock of the perils you’ve faced and the times
you weren’t up to the task. On a strong hit, this is a dramatic turning point in
your character’s narrative. Take 3 experience and choose one from the list of
additional rewards. On a weak hit, you allow a grudging acceptance of your
failures and take 2 experience.
On a miss, you take 1 experience, but your stubbornness prevents true
growth. Envision the rash or wrongheaded decision you make as you take
your next step.
After making this move, clear all progress on the failure progress track. Then,
return to making the Mark Your Failure move whenever you score a miss. Y ou
may Learn from Your Failures again once your failure track is +6 or greater.
FAILURE AND ALLIES
The failure track is not a shared resource. If you are playing with allies, each of
you will have your own failure track. Only make note of your own misses. If
your ally makes a move and scores a miss, they Mark a Failure on their track.
ASSET COST ADJUSTMENT
If you want to use the failure mechanics but prefer to keep character growth
at a slower pace, adjust the cost of assets when you Advance as follows: 5
experience to add a new asset (instead of 3), and 3 experience to upgrade an
asset (instead of 2).
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MAPPING A SITE
Because a Delve site is abstracted through moves and oracles, you don’t need
a map of the place. However, there are a few reasons you might consider
creating a map as you explore.
• Creating a map grounds the location in the created reality of your
story and world. It makes a site feel more tangible.
• Whether you are a player or a GM, a map can supplement your usual
method of record-keeping. If your exploration extends over several
sessions, it offers a handy visual reference for the areas you’ve explored
and the encounters you’ve faced.
• If you are forced to flee a site, a map can remind you of the nature of
the place when you come back to it. Also, if you are following the same
path on your return, you can use the map as a reference for the locations
you encounter as you Delve the Depths. What has changed here? What
remains the same? Play to find out.
The site worksheet available for download at ironswornrpg.com provides
a space for mapping and notes. Use it however you like to detail your
exploration. For example, drawing a simple flowchart is an effective way to
represent the abstract nature of the areas you’ll traverse while making note of
important events and encounters.
Y ou can also use your preferred techniques or digital tools to create maps. If
it enhances your fun and aids in your record-keeping, you’re doing it right.
Windingtunnelslead into
the
depths
Cavernentrance T rail of blood
Vast
Cave
Underground
River
F ought a pack
of giant spiders
Climbed down
a dark pit -
le/f_t my rope behind
Lair of the
Chimera
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RELATIONSHIP MAPS
Instead of—or in addition to—a map of a physical location, you can create a
relationship map to track the various important NPCs and factions within a
site. A relationship map gives you a picture of how these people and creatures
connect to one another, and can inform the conflicts and opportunities you’ll
face as you explore the place.
For GMs and players, a relationship map can help you establish communities
within a site and understand how the player characters fit into that ecosystem.
A relationship map is particularly helpful for any location which is in dispute
or has a complex social or political structure.
To create a relationship map, identify the notable forces who are present. This
might be important NPCs, factions, or types of creatures. Y ou can use the site
worksheet or a separate sheet to put the name of each denizen within its own
block or circle.
Y ou must enter a Wild Tanglewood in search of an outcast mystic.
Y ou make note of what you know of the forces here. The mystic, the
objective for this expedition, dwells within. A clan of raiders, your
sworn enemy, trailed you into the forest; they seek the mystic for their
own purposes. The site’s wild nature is personified by a tribe of varou,
along with an elder boar and packs of lesser boars.
Raiders Varou
Nakata the
outcast mys/t_ic
Elder
Boar
Me
Boars
Commanded by
Seeking
Enemy
Seeking
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As you explore a site, update your relationship map with new details. If you
encounter a new and noteworthy denizen, add it. When you must establish a
relationship between denizens or determine how they react to your presence,
you can Ask the Oracle. Some oracle tables to consider:
• Use the Character Disposition oracle ( page 213 ) to understand how
one entity regards another.
• Use the Character Activity oracle ( page 213 ) to reveal a denizen’s
current task, or to understand the action they are taking against or in
support of another denizen.
• Use the Action and Theme oracles ( Ironsworn Core , page 174) to
generate an abstract prompt for a particular denizen or situation.
• Use the Character Goal oracle (Ironsworn Core, page 182) to understand
the primary objective of a denizen.
As your expedition into the Wild Tanglewood progresses, you Ask
the Oracle using the Character Disposition table to determine the
relationship between the varou and the raiders. “Cooperative, ” the
oracle responds, leaving you to understand that these two forces will
work together to oppose you. What foul bargain have they struck?
Later, you use the Character Activity oracle to understand how the
varou relate to the elder boar. The oracle responds: “Preserving. ” It
appears the wolf-folk are sworn to protect the great beast. They surely
do not welcome your presence here. It is starting to feel like the entire
world is arrayed against you.
Raiders Varou
Nakata theoutcast mys/t_ic
ElderBoar
Me
Boars
Commanded by
Seeking
Enemy
Seeking
P rotec/t_ing
Coopera/t_ing
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Use different shapes and connectors within your relationship map to provide
at-a-glance representations of how the various denizens and groups relate to
one another. For example, you might use dotted lines to indicate objectives,
and double-lines to represent adversarial relationships.
As you explore, you can use the relationship map to understand how the forces
in a site will seek to support or undermine your quest. These connections may
also inspire opportunities for new quests.
As you traverse an area within the Wild Tanglewood, you score a weak
hit on Delve the Depths and can Find an Opportunity. A roll on that
move reveals that you “encounter a denizen in need of help. ”
Y ou make a few oracle rolls to determine the nature and objective of
this new denizen, and introduce a vengeful Ironlander hunter named
Maura. She has sworn to bring down the great boar.
Desperate for someone on your side in this perilous place, you Swear
an Iron Vow to aid Maura in her quest. Y ou make note of this new
character by adding her to your relationship map.
USING RELATIONSHIP MAPS OUTSIDE OF A SITE
Y ou can also use relationship maps outside of sites. For example, you might
use one to show the connections between notable NPCs within a community.
A zoomed-out relationship map could represent the major powers within
your world.
Raiders Varou
Nakata the
outcast mys/t_ic
Elder
Boar
Me
Boars
Commanded by
Seeking
Enemy
Seeking
P rotec/t_ingMaura
Hun/t_ing
Helping
Coopera/t_ing
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STREAMLINING DICE ROLLS
Because Delve is focused on generating your surroundings and resolving
your movement through a site with a higher level of granularity than a typical
Ironsworn session, it may tend to involve a fair bit of dice rolling. If you find
this gets tedious or overly mechanical, consider the following approaches.
These techniques may be used alone or together to keep your story moving at
the speed of your imagination.
OPTION 1: GO WITH YOUR GUT
There’s no requirement to roll for a feature every time you Delve the Depths.
Y ou can use the site’s theme and domain for context and inspiration, and roll
occasionally to introduce more uncertainty and surprises.
Similarly, when you must Reveal a Danger, you can choose the most likely and
interesting danger rather than rolling on the oracle table.
If you roll a strong hit on Delve the Depths, you may Find an Opportunity and
choose one from the table instead of rolling.
Always consider the fiction before reaching for the oracle dice. If something
appropriate and inspiring occurs to you, go with it. Save the oracle rolls for
when you are stumped or want to introduce more uncertainty.
When navigating the treacherous highlands of a Ravaged Pass, you
roll a miss as you Delve the Depths. Y ou must now Reveal a Danger.
Y ou have already established that a clan of raiders patrol this path,
preying on trade caravans. This seems like a good time to introduce
them into your story. Rather than making a roll on the danger table,
you envision walking into an ambush.
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OPTION 2: LET IT RIDE
Y ou can also let a single roll of the oracle dice serve for multiple table lookups.
When you roll your oracle dice on a feature table as you Delve the Depths, use
that result to envision your surroundings. Set these dice aside, keeping your
original roll visible.
Then, if you score a weak hit as you Delve the Depths, take that same result and
apply it to the stat table. Continue to keep the original roll visible.
Edge Shadow Wits Weak Hit Result
1-45 1-30 1-40 Mark progress and Reveal a
Danger.
46-65 31-65 41-55 Mark progress.
66-75 66-90 56-80 Choose one: Mark progress
or Find an Opportunity.
76-80 91-99 81-99 Take both: Mark progress
and Find an Opportunity.
81-00 00 00 Mark progress twice and
Reveal a Danger.
Finally, if you roll on the Reveal a Danger or Find an Opportunity tables, take
your original result and reverse the digits. Make the 10’s value the 1’s value,
and vice-versa. Apply this new value to that table.
These oracle dice have now fulfilled their purpose. Make a fresh oracle roll the
next time one is needed.
If any roll generates an extreme result, such as 01-02 or 99-00, you should not
carry that result forward for subsequent rolls. Since the oracle tables often put
rare results within that range, using an exceptionally high or low value will
tend to produce chaotic outcomes. Better to start fresh.
6060 77 67
6060 77 76
67
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Take the topmost D10
(the one furthest from
you) as your 10’s digit.
Take the bottommost
D10 (the one closest to
you) as your 1’s digit.
OPTION 3: CASTING RUNES
Have plenty of D10’s on hand? This technique lets you pre-roll oracle dice.
It speeds things up at the table, but —more importantly—it feels as if you’re
divining an answer from a set of inscrutable runes. Plus, it’s fun to roll a big
fistful of dice.
When you start a session, grab a bunch of D10s. Make it as many as you like,
but ideally an even number. A variety of colors and sizes is fine. Roll them all
at once into a dice tray or out of the way of your other play materials.
If you have other players at the table, roll the dice where everyone has access
to them, or appoint one player as the Reader of Runes. Y ou can each toss a
few dice into the batch to make this a communal exercise.
When you reference an oracle table, look at the rolled dice.
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If two dice are at the same level in
the topmost or bottommost position,
take the leftmost one.
Once you’ve used a result, set those dice aside. Their powers are spent—for
now. After you’ve read the last pair of dice, it’s time to scoop up all the D10s
and roll them again.
GIVING DICE A THEME
Y ou can also use the physical characteristics of the selected dice to reinforce
or elaborate an oracle result. Consider what their texture and color bring to
mind in the context of the current situation and the answer provided by the
oracle. A bright purple die might make you think of royalty or leadership. A
blood-red die may remind you of violence or harm. A black die can suggest
secrets or mysteries. A green die represents natural forces. Y our dice pool
might consist of mostly mundane dice, with a few special dice signaling a
more significant or thematic result.
Using this approach shouldn’t subvert the framing for your current situation.
For example, if you are making an oracle roll to understand the outcome of a
match on a strong hit, the result should represent something interesting or a
new opportunity—not a complication or danger. Let the physical characteristics
of the dice provide some additional nuance.
USING A DIGITAL DICE ROLLER
Prefer a digital dice roller? Y ou can begin your session by queuing up a list
of D100 results in your preferred app. Then, just move down the list as you
reference oracle results.
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HACKING SITES
Interested in customizing how sites are used in your campaign? This section
includes options and variations for how you interact with these locations. For
more information on sites, including setting details for the default themes and
domains, see page 79.
PLA YING WITHOUT THEMES AND DOMAINS
If you prefer to use the Delve mechanics without themes and domains, you
can ignore the cards. Instead, introduce and interpret the nature of a site as
you like. Whether you are a GM or playing solo or co-op, you can use location
generators from other RPG systems, oracles such as Aspect and Focus ( page
204), or simply decide what is encountered based on the current situation
and your established understanding of the site.
If you ignore the theme and domain cards, the main Delve mechanics can
mostly remain the same. However, you may want to use this alternate version
of the Reveal a Danger move. The danger table in this version does not include
the references to the theme and domain cards.
REVEAL A DANGER (AL TERNATE VERSION)
When you encounter a risky situation within a site, envision the
danger or roll on the following table.
Roll Result
1-22 Y ou encounter a hostile denizen.
23-42 Y ou face an environmental or architectural hazard.
43-58 A discovery undermines or complicates your quest.
59-64 Y ou confront a harrowing situation or sensation.
65-70 Y ou face the consequences of an earlier choice or approach.
71-76 The path is blocked or trapped.
77-82 A resource is diminished, broken, or lost.
83-88 Y ou face a perplexing mystery or tough choice.
89-94 Y ou lose your way or are delayed.
95-00 Roll twice more on this table. Both results occur. If they are
the same result, make it worse.
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USING MUL TIPLE THEMES OR DOMAINS
To give a site extra nuance or detail, you can assign it two themes or domains
instead of one.
USING TWO THEMES
Use an extra theme to expand on the nature of a place or create interesting
contradictions. For example:
• A Haunted Fortified Stronghold is a raider’s outpost plagued by ghosts.
• A Hallowed Corrupted Ruin is a place where zealots worship vile gods
and perform dark rituals.
• A Ravaged Ancient Underkeep is an age-old subterranean dungeon
devastated by cave-ins and flooding.
Put the two themes side-by-side in your playscape, along with your domain
card. Define the theme on your left as odd, and the other as even. When you
make a roll on a theme feature or danger table, look at the result to determine
which theme you’ll reference. If you’ve rolled an odd result on your oracle roll,
refer to the tables on your odd theme. If you’ve rolled an even result, use the
even theme.
THEME
INFESTED
Foul creatures dwell here.
DANGERS
1-5 Denizens swarm and attack
6-10 Toxic or sickening environment
11-12 Denizen stalks you
13-14 Denizen takes or destroys something
15-16 Denizen reveals surprising cleverness
17-18 Denizen guided by a greater threat
19-20 Denizen blocks the path
21-22 Denizen funnels you down a new path
23-24 Denizen undermines the path
25-26 Denizen lays in wait
27-28 Trap or snare
29-30 Victim’s horrible fate is revealed
FEATURES
1-4 Inhabited nest
5-8 Abandoned nest
9-12 Ravaged terrain or architecture
13-16 Remains or carrion
17-20 Hoarded food
DOMAIN
MINE
Tunnels dug greedily and deep.
FEATURES
21-43 Cramped tunnels
44-56 Mine works
57-64 Excavated chamber
65-68 Mineshaft
69-72 Collapsed tunnel
73-76 Cluttered storage
77-80 Housing or common areas
81-84 Flooded chamber
85-88 Unearthed secret
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Cave-in
34-36 Flooding
37-39 Unstable platforms or architecture
40-42 Hazardous gas pocket
43-45 Weakened terrain
THEME
FORTIFIED
Foes defend this place against intruders.
DANGERS
1-5 Denizen patrols the area
6-10 Denizen on guard
11-12 Denizen ready to sound the alarm
13-14 Denizen sets an ambush
15-16 Denizen lures you into a trap
17-18 Denizens converge on this area
19-20 Pets or underlings
21-22 Unexpected alliance revealed
23-24 Nefarious plans revealed
25-26 Unexpected leader revealed
27-28 Trap
29-30 Alarm trigger
FEATURES
1-4 Camp or quarters
5-8 Guarded location
9-12 Storage or repository
13-16 Work or training area
17-20 Command center or leadership
This is the odd
theme. When
you roll an
odd-numbered
result, look here.
This is the even
theme. When
you roll an
even-numbered
result, look here.
69
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USING TWO DOMAINS
Some circumstances might also suggest using two domains. For example:
• A Haunted Barrow Cavern is a tomb within a natural cave complex.
• A Corrupted Shadowfen Ruin is a foul marshland strewn with the ruins
of a long-lost civilization.
• A Ravaged Underkeep Tanglewood is a deep dungeon which is
inundated by an unnatural subterranean forest.
As with using multiple themes, you’ll put both domains in your playscape.
The leftmost domain is odd, and the rightmost is even. When you make an
oracle roll, refer to the appropriate card.
What about using two themes AND two domains for a site? It would
technically work, but I wouldn’t suggest it. The themes and domains
are what give a site its flavor, and applying too many within a site
can result in an unfocused experience.
DOMAIN
FROZEN CA VERN
A place of deep caves and enduring cold.
FEATURES
21-43 Maze of icy tunnels
44-56 Glistening cave
57-64 Vast chamber
65-68 Frigid waterway
69-72 Icy pools
73-76 Magnificent ice formations
77-80 Frozen waterfall
81-84 Deep crevasses
85-88 Discovery locked in the ice
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen lairs here
34-36 Fracturing ice
37-39 Crumbling chasm
40-42 Bitter chill
43-45 Disorienting reflections
DOMAIN
MINE
Tunnels dug greedily and deep.
FEATURES
21-43 Cramped tunnels
44-56 Mine works
57-64 Excavated chamber
65-68 Mineshaft
69-72 Collapsed tunnel
73-76 Cluttered storage
77-80 Housing or common areas
81-84 Flooded chamber
85-88 Unearthed secret
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Cave-in
34-36 Flooding
37-39 Unstable platforms or architecture
40-42 Hazardous gas pocket
43-45 Weakened terrain
THEME
ANCIENT
This place holds the secrets of a bygone age.
DANGERS
1-5 Ancient trap
6-10 Hazardous architecture or terrain
11-12 Blocked or broken path
13-14 Denizen protects an ancient secret
15-16 Denizen reveres an ancient power
17-18 Living relics of a lost age
19-20 Ancient evil resurgent
21-22 Dire warnings of a long-buried danger
23-24 Ancient disease or contamination
25-26 Artifact of terrible meaning or power
27-28 Disturbing evidence of ancient wrongs
29-30 Others seek power or knowledge
FEATURES
1-4 Evidence of lost knowledge
5-8 Inscrutable relics
9-12 Ancient artistry or craft
13-16 Preserved corpses or fossils
17-20 Visions of this place in another time
This is the odd
domain. When
you roll an
odd-numbered
result, look here.
This is the even
domain. When
you roll an
even-numbered
result, look here.
CHAPTER 3 | FINDINg Y OuR PATH70

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CREATING YOUR OWN THEMES AND
DOMAINS
If you want to customize the themes and domains available in your setting,
or are undertaking an expedition within a place which doesn’t fit the default
themes and domains, you can create your own.
First, you’ll need a template for your custom theme and domain. Within the
set of print-and-play and preprinted Delve site cards, you’ll find templates
with blank tables.
Fill in the features and dangers as appropriate to how you envision the site.
Since these cards are customized to your setting, you can make them specific
and flavorful. However, keep in mind that the features and dangers represent
elements you may encounter multiple times during your expedition. They
aren’t unique, one-off encounters. Save those for when you roll for “something
unusual or unexpected” in the features table, or when an oracle prompts you
to introduce something interesting as an outcome of a move.
DOMAIN
FEATURES
21-43
44-56
57-64
65-68
69-72
73-76
77-80
81-84
85-88
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33
34-36
37-39
40-42
43-45
TYPE:
THEME
DANGERS
1-5
6-10
11-12
13-14
15-16
17-18
19-20
21-22
23-24
25-26
27-28
29-30
FEATURES
1-4
5-8
9-12
13-16
17-20
TYPE:
71
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See the tables below for guidance on the rarity of a particular result, including
the percentage chance of a roll occurring. Note that theme and domain
dangers are overall relatively rare compared to the chance of rolling a feature
on these cards, because the dangers are shared with the other outcomes on the
Reveal a Danger table.
Features that will be encountered more frequently should represent a default
characteristic of the site. Those which are rare can feel more exceptional,
unusual, or significant.
If you don’t have enough information about the site or are stumped for ideas,
feel free to leave some table rows blank. If you then roll an empty result as you
explore, you can fill in and introduce a feature or danger which is appropriate
to what the site has revealed of its nature. Or you may Ask the Oracle and
interpret an answer from the Aspect and Focus tables ( page 204 ). In this
way, you can start with a few answers, fill in others as you go, and use your
completed theme or domain in future expeditions.
THEME DANGERS
1-5 Uncommon danger (5%)
6-10 Uncommon danger (5%)
11-12 Rare danger (2%)
13-14 Rare danger (2%)
15-16 Rare danger (2%)
17-18 Rare danger (2%)
19-20 Rare danger (2%)
21-22 Rare danger (2%)
23-24 Rare danger (2%)
25-26 Rare danger (2%)
27-28 Rare danger (2%)
29-30 Rare danger (2%)
THEME FEATURES
1-4 Rare feature (4%)
5-8 Rare feature (4%)
9-12 Rare feature (4%)
13-16 Rare feature (4%)
17-20 Rare feature (4%)
DOMAIN FEATURES
21-43 Very common feature (23%)
44-56 Common feature (13%)
57-64 Uncommon feature (8%)
65-68 Rare feature (4%)
69-72 Rare feature (4%)
73-76 Rare feature (4%)
77-80 Rare feature (4%)
81-84 Rare feature (4%)
85-88 Rare feature (4%)
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DOMAIN DANGERS
31-33 Rare danger (3%)
34-36 Rare danger (3%)
37-39 Rare danger (3%)
40-42 Rare danger (3%)
43-45 Rare danger (3%)
CHAPTER 3 | FINDINg Y OuR PATH72

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GAINING INSPIRATION FROM OTHER
ADVENTURE MATERIALS
If you’ d like to explore a location featured in another RPG, such as one within
a prewritten adventure scenario, here’s a process to convert it to a Delve site.
Ready a site worksheet and a blank theme and domain card. Give
the site a name on your worksheet.
Look through the adventure materials and consider the
characteristics of the site, including general features and dangers.
Fill out the feature and danger tables on the blank domain and
theme cards with these potential recurring elements.
Make note of special, unique locations. Put these into a separate
custom oracle table. Y ou can use the oracle worksheet available for
download at ironswornrpg.com.
Consider the denizens and major NPCs in this place, and add
them to your denizens matrix. If you like, create a relationship
map (page 61) to illustrate how the denizens relate to one another.
Identify the objective of your expedition, and make note of it on
your site worksheet.
Then, Reveal a Site and Delve the Depths as normal. As you
discover locations, face dangers, and encounter denizens within the
site, refer to your prepared materials.
If you roll “something unusual or unexpected” on your domain
card, or are otherwise inspired to introduce a unique location,
you can check the outcome against your custom oracle table.
Once you’ve dealt with that one-off encounter, cross it out. If you
trigger this result again, reroll or replace it with another element.
Don’t try to represent every aspect of an adventure. Y ou’re using it for
inspiration, much like you’ d use a character, event, or location in a book or
movie to inspire your own stories. Also, don’t attempt to reproduce the plot
from a prewritten scenario. Y ou can use the adventure hook to set the stage
for your adventure, but your choices and the whims of the dice should define
the course of your expedition.
1
2
3
4
5
6
7
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DEL VES AS JOURNEYS
The Delve mechanics are functionally and narratively similar to Ironsworn’s
Undertake a Journey and Reach Your Destination moves, but with an extra
level of detail and focus.
If you’ d like to use Delve mechanics when navigating across perilous terrain—
instead of the journey moves—start by choosing an appropriate theme and
domain. The default domains accommodate a variety of Ironlands terrain,
including woodlands, highlands, marshes, and frozen seas. Y ou can also
create themes and domains ( page 71) to extend these options to other types
of landscapes.
Then, set the objective as your destination and manage the expedition as
normal. When you Locate Your Objective, you have reached your destination.
Envision the situation there based on the outcome of that final move.
MANAGING SUPPLY
The Undertake a Journey move consumes supply on weak hits, while Delve
the Depths offers more flexibility when suffering cost. If you tend to conduct
journeys using Delve, you may find that supply loses its narrative importance
or context, becoming just a buffer to soak failures. To ensure that supply is
given its due, make sure to weave your gear and necessities into the fiction of
your journey. Keep the pressure on as those resources are consumed.
THERE AND BACK AGAIN
If your journey is a round trip, you may Escape the Depths to return to your
starting place. Y our hard-won experience in traveling these lands puts you on
the quickest path home.
74 CHAPTER 3 | FINDINg Y OuR PATH

[Source: Ironsworn: Delve Rulebook --- PDF page 85]{.small}

Y ou must travel from your home village to a mining settlement high
in the Veiled Mountains. There, you will retrieve a prized sword from
the village’s ironsmith. Y ou want to depict this journey as a delve, so
you Discover a Site and give it a theme and domain. Y ou choose Pass
for the domain, which offers a good representation of the highland
terrain. For the theme, you pick Wild and envision a landscape fraught
with dangerous animals and beasts. Y ou give the expedition a rank of
dangerous and Delve the Depths.
After facing no small amount of peril on your journey, you finally
Locate Your Objective and score a hit. Y ou have arrived at the settlement.
Later, after you Sojourn and retrieve the sword, you set off back home.
Instead of focusing on that return trip in detail, you choose to Escape
the Depths and resolve the journey with a single roll.
BALANCING THE FOCUS
Keep in mind that this extra level of detail may not always be wanted or
warranted. Y ou might consider using Delve only for travel across unusual
or especially perilous locations or terrain. This will make those trips feel
appropriately dramatic, while retaining the relative efficiency of Undertake a
Journey for most expeditions.
IRONSWORN DELVE 75

[Source: Ironsworn: Delve Rulebook --- PDF page 86]{.small}

ONE-SHOT DEL VES
If you are facilitating or serving as the GM for an Ironsworn: Delve one-shot,
do the following for a semi-planned expedition.
Envision an inciting incident. What has happened to compel the
characters into the adventure? What is the objective within the site?
Select a theme and domain ( page 6 ), or create a custom theme
and domain (page 71).
Setup the site worksheet ( page 10) and add potential encounters
to the denizens matrix ( page 107 ). Set the rank of the site as
appropriate to the time available. Dangerous for an hour or two.
Formidable for two to four hours.
Create characters with the players, or allow them to select from
pregenerated characters.
Set the scene for the players as one of them must Swear an Iron
Vow to undertake this expedition. Make it a troublesome vow. On
a strong hit, describe how they begin their quest on a solid footing.
On a weak hit, envision a minor danger that stands in their way or
complicates what they know of the site. On a miss, introduce a major
obstacle they must overcome in order to begin their expedition.
Give the players an opportunity to describe how they ready
themselves for the quest. Allow them to make moves as appropriate.
If they succeed dramatically in preparatory actions or gain crucial
information, they may Reach a Milestone.
Fast-track the narrative to the start of the expedition by
handwaving the journey to the site. Y ou can assume the location is
nearby and that the surrounding lands are not particularly perilous.
As the characters Delve the Depths and explore a site, manage
the pace and focus as appropriate to the time available. Zoom in
for crucial moments. If the characters overcome a major obstacle
directly related to the quest, they should Reach a Milestone.
When the Locate Y our Objective move is successfully triggered,
the characters can also Reach a Milestone on their vow. Then,
zoom in and resolve any final obstacles. If they are successful,
prompt them to Fulfill Your Vow.
1
2
3
4
5
6
7
8
9
CHAPTER 3 | FINDINg Y OuR PATH76

[Source: Ironsworn: Delve Rulebook --- PDF page 87]{.small}

Chapter 4 Sites

[Source: Ironsworn: Delve Rulebook --- PDF page 89]{.small}

DISCOVERING A SITE
When you Discover a Site, pick a theme and domain which best represent the
nature of the place you must explore or traverse. If you’re not sure, you can
select the theme and domain randomly. See page 4 for a walkthrough of
how to introduce a site into your Ironsworn campaign.
SITES IN THE IRONLANDS
The default themes and domains encompass a wide array of environments
appropriate to the perilous places and terrain of the Ironlands. Simply by
combining a theme and domain—and using the power of your creative
interpretation—you create a unique location for your Ironsworn adventures.
This chapter includes additional material to understand the role of sites in
your version of the Ironlands.
• To understand the impact of your truths, see page 80.
• To learn more about the themes and domains included in Delve, see
page 84.
• To explore starter sites complete with backgrounds and denizens, see
page 94.
SITES IN AL TERNATIVE SETTINGS
If you are playing in a different setting or genre using the Delve mechanics,
many of the default themes and domains can still be useful. The nature of sites
and the oracles for features and dangers generated by the theme/domain cards
are relatively abstract, and can be interpreted to fit the established nature of
your setting. For example:
• Playing in a science fiction campaign, you explore Ancient Ruins within
a hollow asteroid to recover the artifacts of a progenitor race.
• In a cyberpunk setting, sites are virtual reality constructs. To steal
corporate secrets from a rival corporation, you hack into a simulated
fantasy dungeon and battle your way through the AI defenders of the
Fortified Underkeep.
• In your tale of 20th-century Lovecraftian horror, your investigators must
sneak into a Corrupted Sea Cave to uncover the evil schemes of cultists
who worship abyssal ocean gods.
Y ou can also create your own domains and themes, or use the Delve mechanics
without using the site cards. See page 68 to learn more.
79
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YOUR TRUTHS
How will these sites fit into your version of the Ironlands? The choices you
made in the truths exercise when building your world ( Ironsworn Core,
page 122) can help guide your selection of themes and domains, or provide
opportunities for interesting discoveries and contradictions.
Consider the following questions in the context of your established campaign
and setting.
IS W ARFARE A DOMINANT FACTOR?
Consider the impact of warfare in your version of the Ironlands. In
a world where warbands, raiders, and darker things are a constant
threat, the people will seek to shelter themselves behind strong walls
of earth, wood, and stone. Perhaps some of these sites—particularly
those built by powerful clans—are approaching the greatness of Old
World citadels. Breaching those places would require great cunning
or overwhelming force.
If resources are scarce, and warfare limited, a Stronghold might
be a simple hillfort at the center of a village. Or perhaps the people
repurpose the remnants of past civilizations for protection. A
Fortified Ruin , for example, might serve as a camp for a raider
clan. These sites will tend to be of a lower rank than those in a
setting with more advanced warfare and construction.
DOES RELIGION INFLUENCE YOUR WORLD?
If religion has a presence in your world, Hallowed sites can
represent a holy sanctuary, the repository of sacred artifacts, or
the historical location of significant religious events. Religion
may also incite conspiracies and conflicts, influencing the nature
of government and warfare in the Ironlands. In a world where
the supernatural power of the gods is a reality, places of religious
significance can even incorporate literal manifestations of that
power or the embodiment of the gods themselves.
If religion is not a factor in your world, you can exclude the
Hallowed theme. Alternatively, a Hallowed site might represent
the emergence of a new religion. How will this rising power disrupt
the forces in your world or interfere with your sworn quests?
YES
NO
YES
NO
CHAPTER 4 | SITES80

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DO MYSTICAL FORCES EXIST?
Consider the nature of magic in your world. Is magic inherently
more powerful within certain areas or sites? Can magic—particularly
dark or evil magic—create a Corrupted site? If so, how does that
corruption impact the environment and the denizens within?
The Corrupted theme represents the virulent influence of dark
magic within a site, and can be ignored if magic is not present in
your world. Alternatively, a Corrupted site can provide a dramatic
introduction of mystic forces to your setting. It might represent a
tear in the fabric of reality, or dark experiments gone awry.
DO MONSTROUS CREATURES ROAM THE LAND?
In a world where mythical animals and beasts are a reality, you
are free to envision complex and dangerous ecosystems within the
sites you explore. From the cold depths of a Frozen Cavern, to the
heights of a snowbound mountain Pass, these creatures will defend
their territory and add danger and complications to your quests.
If beasts and supernatural creatures are not a factor in your setting,
you should consider the denizens and dangers you will encounter
in environments such as a Tanglewood, Shadowfen, Pass, and
within a subterranean area such as a Cavern. Y our greatest threat
in those sites may be the terrain itself. Or the sites may be defended
by human adversaries. Similarly, the feature and dangers within
Infested and Wild places will highlight creature encounters, and
might be ignored unless you want to emphasize natural animal
threats in your setting.
DO SPIRITS AND HAUNTED PLACES EXIST?
If spirits and undead horrors are a reality in your setting, consider
how they manifest and what roles they play in the world of the
living. When the dead do not rest, their legacies, mistakes, and
undying ambitions will continue to haunt those left behind.
Y ou may ignore the Haunted theme if spirits and undead horrors
are not a reality in your world. However, you can still consider
how the death-rites and beliefs of your people impact your
setting. What honors are paid to the dead? What respect is given
to ancestors? These answers may inspire details for locations and
sites such as a Barrow.
YES
NO
YES
NO
YES
NO
81
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DID ANCIENT CIVILIZATIONS LEAVE BEHIND RUINS AND
RELICS?
Consider the nature of what these civilizations left behind. What
do their ruins look like? Are these familiar edifices of mortar and
stone, similar to Old World cities and strongholds? Or is this the
strange and unsettling architecture of a more advanced or enigmatic
lost culture? Do Ironlanders trade in rare trinkets and recovered
knowledge from ancient sites, or do they avoid those places and the
dangers within?
If your version of the Ironlands is a wild, primeval place with no
record of ancient people, you may want to exclude the following
themes and domains from your campaign: Ancient, Ruin, and
Underkeep. Alternatively, this may be an opportunity to introduce
these previously undiscovered sites to your world. Perhaps these
vestiges of an ancient civilization were only recently found by
explorers? If so, how will this discovery impact your setting?
YES
NO
CHAPTER 4 | SITES82

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IS YOUR CAMP AIGN SET WITHIN THE DEFAULT
ENVIRONMENTS AND TERRAIN OF THE IRONLANDS?
Y ou can use the various domains to represent the unique and
inhospitable terrain and ecosystems of the Ironlands. Let your
vision of these places guide how you interpret the features within a
site. Y ou can depict the environments as inspired by places in our
own world, or envision them as more fantastical domains. Make
your mountains impossibly high and rugged. Let your forests
deepen with unnatural shadows. Send your caverns plunging far
into the depths of the earth. Y ou are the crafter of this world.
If you are playing in an alternative setting, consider which aspects
of your world might be represented by the default themes and
domains. In some cases, you may be able to reimagine them with
few—if any—changes. For example, you can use the Tanglewood
theme to explore the humid jungles of an equatorial realm.
YES
NO
83
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CORRUPTED
A corrupted site is befouled by dark
forces. It might be the ancient magic
of the Ironlands, or the residue of
ancient evils, concentrated here
like poisoned water soaked into a
sponge. Perhaps a powerful mystic
dwells in this place, one who walks
a sinister path in search of power.
When you enter a corrupted site,
you can feel the wrongness of it
down to your bones. The air is
tainted with foul smells, or tinged
with strange energies. Y ou hear
unintelligible whispers. Shadows
lurk at the edge of your vision. The
creatures of this place are twisted
by corruption, and the people are
in thrall to a dark influence.
THEME
ANCIENT
This place holds the secrets of a bygone age.
DANGERS
1-5 Ancient trap
6-10 Hazardous architecture or terrain
11-12 Blocked or broken path
13-14 Denizen protects an ancient secret
15-16 Denizen reveres an ancient power
17-18 Living relics of a lost age
19-20 Ancient evil resurgent
21-22 Dire warnings of a long-buried danger
23-24 Ancient disease or contamination
25-26 Artifact of terrible meaning or power
27-28 Disturbing evidence of ancient wrongs
29-30 Others seek power or knowledge
FEATURES
1-4 Evidence of lost knowledge
5-8 Inscrutable relics
9-12 Ancient artistry or craft
13-16 Preserved corpses or fossils
17-20 Visions of this place in another time
THEME
CORRUPTED
This place is tainted by dark magic.
DANGERS
1-5 Denizen spawned from dark magic
6-10 Denizen controls dark magic
11-12 Denizen corrupted by dark magic
13-14 Corruption marks you
15-16 Innocents held in thrall
17-18 Revelations of a terrible truth
19-20 Mystic trap or trigger
21-22 Mystic barrier or ward
23-24 Illusions lead you astray
25-26 Dark ritual in progress
27-28 Lingering effects of a dark ritual
29-30 Dread harbingers of a greater magic
FEATURES
1-4 Mystic focus or conduit
5-8 Strange environmental disturbances
9-12 Mystic runes or markings
13-16 Blight or decay
17-20 Evidence of a foul ritual
THEMES
ANCIENT
An ancient site contains the
mysteries, legacies, and dangers of
another age.
Walking the paths of this place is
like stepping through time. Ruins
and relics provide glimpses of
long-forgotten people and events.
The knowledge and power hidden
here are a tempting lure, but those
treasures may come with a dire cost.
Some secrets are best left buried.
CHAPTER 4 | SITES84

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THEME
FORTIFIED
Foes defend this place against intruders.
DANGERS
1-5 Denizen patrols the area
6-10 Denizen on guard
11-12 Denizen ready to sound the alarm
13-14 Denizen sets an ambush
15-16 Denizen lures you into a trap
17-18 Denizens converge on this area
19-20 Pets or underlings
21-22 Unexpected alliance revealed
23-24 Nefarious plans revealed
25-26 Unexpected leader revealed
27-28 Trap
29-30 Alarm trigger
FEATURES
1-4 Camp or quarters
5-8 Guarded location
9-12 Storage or repository
13-16 Work or training area
17-20 Command center or leadership
FORTIFIED
A fortified site is held and defended
by an enemy force. It might be an
enemy camp, an outpost, a fortress,
or a closely-guarded territory.
Infiltrating this place requires
caution and cunning. Y ou may
be forced to avoid inhabitants,
sentries, and patrols. Revealing
yourself or causing a disturbance
will catch the attention of the
denizens, perhaps forcing you to
fight your way to your objective.
THEME
HALLOWED
The faithful worship here.
DANGERS
1-5 Denizen defends their sanctum
6-10 Denizen enacts the will of their god
11-12 Denizen seeks martyrdom
13-14 Secret of the faith is revealed
15-16 Greater purpose is revealed
17-18 Unexpected disciples are revealed
19-20 Divine manifestations
21-22 Aspect of the faith beguiles you
23-24 Unexpected leader is revealed
25-26 Embodiment of a god or myth
27-28 Protective ward or barrier
29-30 Prophecies reveal a dark fate
FEATURES
1-4 Temple or altar
5-8 Offerings or atonements
9-12 Religious relic or idol
13-16 Consecrated ground
17-20 Dwellings or gathering place
HALLOWED
A hallowed site is a place of great
reverence, suffused with the power
of old gods or the fervency of belief.
It might be a location of religious
significance, the resting place of
legendary relics or figures, or the
haven of a religious leader.
Hallowed places may be warded
by ancient rituals, or imbued with
divine energy. But it is the faithful
and the zealous who will sacrifice
everything to defend this place.
85
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THEME
HAUNTED
Restless spirits are bound to this place.
DANGERS
1-5 Denizen haunts this area
6-10 Unsettling sounds or foreboding signs
11-12 Denizen attacks without warning
13-14 Denizen makes a costly demand
15-16 Denizen seizes your body or mind
17-18 Denizen taunts or lures you
19-20 A disturbing truth is revealed
21-22 Frightening visions
23-24 The environment is used against you
25-26 Trickery leads you astray
27-28 True nature of this place is revealed
29-30 Sudden, shocking manifestation
FEATURES
1-4 Tomb or burial site
5-8 Blood was spilled here
9-12 Unnatural mists or darkness
13-16 Messages from beyond the grave
17-20 Apparitions of a person or event
HAUNTED
Within a haunted site, dread,
sadness, and fear are palpable.
Disturbing sounds and visions
lure the unwary and terrorize the
vulnerable. Gird your will when
you enter this place, for you walk at
the boundary of life and death.
Some lost souls, unaware they have
passed, wander the site in search
of answers. Others, stricken by
eternal grief, seek to set right what
caused their death or see their
vows fulfilled. But all too often, the
denizens of this place are undone
by their deaths. They are rage and
terror made incarnate, feeling
nothing but hate for the living and
a hunger for warmth which will
never be sated.
THEME
INFESTED
Foul creatures dwell here.
DANGERS
1-5 Denizens swarm and attack
6-10 Toxic or sickening environment
11-12 Denizen stalks you
13-14 Denizen takes or destroys something
15-16 Denizen reveals surprising cleverness
17-18 Denizen guided by a greater threat
19-20 Denizen blocks the path
21-22 Denizen funnels you down a new path
23-24 Denizen undermines the path
25-26 Denizen lays in wait
27-28 Trap or snare
29-30 Victim’s horrible fate is revealed
FEATURES
1-4 Inhabited nest
5-8 Abandoned nest
9-12 Ravaged terrain or architecture
13-16 Remains or carrion
17-20 Hoarded food
INFESTED
Foul creatures swarm these sites,
overwhelming trespassers with
sheer numbers and unchecked
ferocity. The denizens do little
beyond multiplying, feeding, and
expanding, ravenous for fresh kills
to feed the swarm.
Navigation through this place,
across paths undermined by the
hordes, may be perilous. The sights
and smells may test your fortitude.
But it is the creatures which pose
the greatest threat, as they ambush
and cut off your escape with
unforeseen cunning.
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THEME
RA V AGED
Time, disaster, or strife have taken their toll.
DANGERS
1-5 Precarious architecture or terrain
6-10 Imminent collapse or destruction
11-12 Path undermined
13-14 Blocked or broken path
15-16 Vestiges of a destructive force
17-18 Unexpected environmental threat
19-20 Echoes of a troubling past
21-22 Signs of a horrible fate
23-24 Denizen seeks retribution
25-26 Denizen leverages the environment
27-28 Denizen restores what was lost
29-30 Ravages return anew
FEATURES
1-4 Path of destruction
5-8 Abandoned or ruined dwelling
9-12 Untouched or preserved area
13-16 Traces of what was lost
17-20 Ill-fated victims
RA V AGED
Time, weather, war, or calamity
have laid waste to a ravaged site.
The terrain is precarious. Hazards
lurk around every corner. Y ou may
face glimpses of a former greatness,
but this place is a ruined shadow of
what it once was.
Traversing a ravaged site requires
care, cunning, and quick wits
to react to sudden perils. The
environment here is your greatest
enemy. It is a force, as willful as any
intelligent adversary, which will see
your quest undone.
THEME
WILD
Nature prevails in this place.
DANGERS
1-5 Denizen hunts
6-10 Denizen strikes without warning
11-12 Denizen leverages the environment
13-14 Denizen wields unexpected abilities
15-16 Denizen guided by a greater threat
17-18 Denizen protects something
19-20 Hazardous terrain
21-22 Weather or environmental threat
23-24 Benign aspect becomes a threat
25-26 Overzealous hunter
27-28 Disturbing evidence of a victim’s fate
29-30 Ill-fated victim in danger
FEATURES
1-4 Denizen’s lair
5-8 Territorial markings
9-12 Impressive flora or fauna
13-16 Hunting ground or watering hole
17-20 Remains or carrion
WILD
Despite our attempts to extend our
control into untracked reaches,
the primal forces of nature still
hold sway across the Ironlands. In
those wild places, we must test our
shields against tooth and claw, our
wits against insidious creatures,
and our resolve against dangerous
terrain and harsh environments.
Be wary when you enter the wild
places of this world. Beyond the
comforting walls of your village,
you are not the hunter. Y ou are the
prey.
87
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[Source: Ironsworn: Delve Rulebook --- PDF page 98]{.small}

DOMAINS
BARROW
In this cruel land, there is no
shortage of dead to be put to rest.
Some barrows are simple crypts
for a family or steading. Others
are more elaborate or extensive,
plunging well into the depths of
the earth. A few inconspicuous
mounds, their rock and earth worn
by time, mark an entryway into
impossibly labyrinthine tombs
built by long-forgotten people.
Even the most ancient of these sites
still echo with the memory and
power of lives once lived, battles
once fought, loves gained or lost,
and vows unfulfilled.
CA VERN
Another world lies beneath our
feet. Caverns vein the Ironlands
with meandering tunnels, plunging
pits, soaring chambers, and
absolute darkness. Claustrophobic
crawlspaces and crevices may lead
to miles-long cave complexes.
Underground waterways carve a
relentless path through stone.
When you enter these sites, you are
a trespasser in a hostile domain.
What unseen things dwell here,
watching and waiting, amidst the
depths?
DOMAIN
CA VERN
A place of stone and darkness.
FEATURES
21-43 Twisting passages
44-56 Cramped caves
57-64 Vast chamber
65-68 Subterranean waterway
69-72 Cave pool
73-76 Natural bridge
77-80 Towering stone formations
81-84 Natural illumination
85-88 Dark pit
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen lairs here
34-36 Cave-in
37-39 Flooding
40-42 Perilous climb or descent
43-45 Fissure or sinkhole
DOMAIN
BARROW
The dead are enshrined here.
FEATURES
21-43 Burial chambers
44-56 Maze of narrow passages
57-64 Shrine
65-68 Stately vault
69-72 Offerings to the dead
73-76 Statuary or tapestries
77-80 Remains of a grave robber
81-84 Mass grave
85-88 Exhumed corpses
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen guards this area
34-36 Trap
37-39 Death makes its presence known
40-42 Crumbling architecture
43-45 Grave goods with hidden dangers
CHAPTER 4 | SITES88

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FROZEN CA VERN
These maze-like tunnels are found
in the most inhospitable northern
reaches of the Ironlands—carved
through glacier, mountain, and
hill—or in places of supernatural
cold. Their icy depths are a perilous
environment of fracturing terrain,
shadowy reflections, hollow echoes,
and lurking predators.
Entering a frozen cavern is like
delving into another world. There
is a stark beauty in the icebound
passages and glistening chambers.
Amazing discoveries, locked in
the ice, lie unseen for millennia.
But do not be distracted by those
enticements. The hazards of this
site have no sympathy for the
unwary and ill-prepared.
ICEREACH
An Icereach is an expanse of frozen
sea, blue-white and sprawling in all
directions. These sites are typically
found in the northernmost waters.
However, a few vast icereaches—
kept perpetually frozen by forces
we do not understand—clog the
seas in southern regions.
Only the cruelest, most powerful
creatures can survive here. The
terrain is rugged and cut-through
with unstable ice and frigid
waterways. Food is scarce. Bitter
winds blast the landscape. The
remains of ships, locked within the
ice, stand as monuments to those
who braved these places and were
forever lost.
DOMAIN
FROZEN CA VERN
A place of deep caves and enduring cold.
FEATURES
21-43 Maze of icy tunnels
44-56 Glistening cave
57-64 Vast chamber
65-68 Frigid waterway
69-72 Icy pools
73-76 Magnificent ice formations
77-80 Frozen waterfall
81-84 Deep crevasses
85-88 Discovery locked in the ice
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen lairs here
34-36 Fracturing ice
37-39 Crumbling chasm
40-42 Bitter chill
43-45 Disorienting reflections
DOMAIN
ICEREACH
A frigid landscape formed of frozen seas.
FEATURES
21-43 Plains of ice and snow
44-56 Seawater channel
57-64 Icy highlands
65-68 Crevasse
69-72 Ice floes
73-76 Ship trapped in ice
77-80 Animal herd or habitat
81-84 Frozen carcass
85-88 Camp or outpost
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen hunts
34-36 Fragile ice above watery depths
37-39 Perilous climb or descent
40-42 Avalanche or icefall
43-45 Foul weather
89
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MINE
Within the earth, riches await the
bold. Some mines are shallow pits
worked by pick and shovel. Others
are offshoots of existing caverns
which pierce deep into hills and
mountains. A few are the remains
of vast underground complexes
built by forgotten cultures.
The iron and other metals claimed
from these sites feed our furnaces.
From those fires, we craft tools,
armor, weapons, and other
precious goods. Our hunger for
these resources is never satiated,
and we often dig into places best
left undisturbed.
PASS
Winding through highlands and
mountain ranges, these sites offer
a tempting route over otherwise
impassable terrain. But treacherous
landscapes, foul weather, and a host
of mountain predators offer their
own dangers. Raiders and others
take advantage of these natural
chokepoints to ambush the unwary.
Lonely cairns mark the resting
places of those who walked these
routes undefended or unprepared.
Pray that your path here does
not end under a pile of mountain
stones.
DOMAIN
MINE
Tunnels dug greedily and deep.
FEATURES
21-43 Cramped tunnels
44-56 Mine works
57-64 Excavated chamber
65-68 Mineshaft
69-72 Collapsed tunnel
73-76 Cluttered storage
77-80 Housing or common areas
81-84 Flooded chamber
85-88 Unearthed secret
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Cave-in
34-36 Flooding
37-39 Unstable platforms or architecture
40-42 Hazardous gas pocket
43-45 Weakened terrain
DOMAIN
PASS
Treacherous paths over high mountains.
FEATURES
21-43 Winding mountain path
44-56 Snowfield or glacial rocks
57-64 River gorge
65-68 Crashing waterfall
69-72 Highland lake
73-76 Forgotten cairn
77-80 Bridge
81-84 Overlook
85-88 Camp or outpost
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen lairs here
34-36 Denizen hunts
37-39 Perilous climb or descent
40-42 Avalanche or rockslide
43-45 Foul weather
CHAPTER 4 | SITES90

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RUIN
These decaying edifices, skeletal
and shadowed, mark the remains
of once-great communities and
civilizations. Some of these sites
have been newly adapted by
Ironlanders as shelter, temple,
or citadel. Others are home only
to dangerous creatures and dark
forces.
Newly discovered ruins tempt
bold explorers with the promise
of powerful legacies and forgotten
secrets. But most see these places
as a portent of our inescapable,
grim fate in these lands. Someday,
another people may delve into the
ruins of what we leave behind.
SEA CA VE
Carved by ocean waves and
unyielding currents, the sea caves
pockmarking the coasts plunge
deep into the land’s dark heart.
Deadly creatures or determined
foes often lair within, but it is the
water that is your ever-present
enemy. The chill and damp seep
into your bones. The tides and
upland flooding can bring a
torrent of water with little warning.
Y ou plunge desperately through
submerged passages, praying that
an opening will provide a pocket
of air.
This is a realm of water and stone,
cold and darkness. Y ou are not
welcome here.
DOMAIN
RUIN
The crumbling legacy of a dead civilization.
FEATURES
21-43 Crumbling corridors and chambers
44-56 Collapsed architecture
57-64 Rubble-choked hall
65-68 Courtyard
69-72 Archive or library
73-76 Broken statuary or fading murals
77-80 Preserved vault
81-84 Temple to forgotten gods
85-88 Mausoleum
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Ancient mechanism or trap
34-36 Collapsing wall or ceiling
37-39 Blocked or broken passage
40-42 Unstable floor above a new danger
43-45 Ancient secrets best left buried
DOMAIN
SEA CA VE
Stone passages carved by ocean waves.
FEATURES
21-43 Watery tunnels
44-56 Eroded chamber
57-64 Flooded chamber
65-68 Vast chamber
69-72 Dry passages
73-76 Freshwater inlet
77-80 Rocky island
81-84 Waterborne debris
85-88 Shipwreck or boat
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen strikes without warning
34-36 Denizen lurks below
37-39 Flooding
40-42 Rushing current
43-45 Claustrophobic squeeze
91
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SHADOWFEN
These foul sites are cloaked in mist,
clogged with muddy peat, and
drenched in fetid water. Thickets of
gray, skeletal trees conceal stalking
creatures. Strange shapes move in
the fog and beneath dark, placid
water. Narrow trails tease with the
promise of passage, but instead lead
to hidden quagmires.
Be wary. When you enter a
shadowfen, the specter of death is
your constant companion.
STRONGHOLD
These sites weather storms and
sieges alike. Their walls stand firm
against the forces of this dark land.
They are fortified against attack
and rife with guards, traps, and
other defenses. For those who
dwell within, strongholds provide
the comfort of wood and stone,
axe and bow. For those who seek
to breach the walls, they can be as
unyielding and unforgiving as the
most stalwart ironbound shield.
DOMAIN
SHADOWFEN
A primeval marsh, cloaked in mist.
FEATURES
21-43 Narrow path through a fetid bog
44-56 Stagnant waterway
57-64 Flooded thicket
65-68 Island of dry land
69-72 Submerged discovery
73-76 Preserved corpses
77-80 Overgrown structure
81-84 Tall reeds
85-88 Camp or outpost
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen hunts
34-36 Deep water blocks the path
37-39 Toxic environment
40-42 Concealing or disorienting mist
43-45 Hidden quagmire
DOMAIN
STRONGHOLD
A fortress secured against trespassers.
FEATURES
21-43 Connecting passageways
44-56 Barracks or common quarters
57-64 Large hall
65-68 Workshop or library
69-72 Command center or leadership
73-76 Ladder or stairwell
77-80 Storage
81-84 Kitchen or larder
85-88 Courtyard
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Blocked or guarded path
34-36 Caught in the open
37-39 Chokepoint
40-42 Trap
43-45 Alarm trigger
CHAPTER 4 | SITES92

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TANGLEWOOD
A tanglewood is a thick wilderness,
shrouded in mist. Overhanging,
twisted boughs obscure the sky.
The ground is snarled with exposed
roots. The wind carries foreboding
whispers, and branches rattle like
old bones.
Many refuse to harvest wood from
these places, believing the spirits
who reside within will bring a
curse upon them and their families.
Others fear the creatures and
beings which lurk within. For these
reasons, even near settled areas, the
tangles still stand.
UNDERKEEP
These subterranean structures are
a mystery. They are inexplicably
ancient, older perhaps than even
the Firstborn. Their passages
and halls hide dangers within
unfathomable darkness.
Most Ironlanders stay well clear
of these places. But some stumble
upon the entrance to an underkeep
and delve inside, drawn by its
secrets or the alluring promise of
forgotten power. Others, desperate
for protection from the perils of
the surface world, foolishly try to
use the depths of an underkeep as a
sanctum for their kin or clan. They
soon discover that the greatest
threats lie beneath.
DOMAIN
TANGLEWOOD
A perilous forest of eternal shadow.
FEATURES
21-43 Dense thicket
44-56 Overgrown path
57-64 Waterway
65-68 Clearing
69-72 Elder tree
73-76 Brambles
77-80 Overgrown structure
81-84 Rocky outcrop
85-88 Camp or outpost
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Denizen hunts
34-36 Denizen lairs here
37-39 Trap or snare
40-42 Path leads you astray
43-45 Entangling plant life
DOMAIN
UNDERKEEP
An age-old subterranean dungeon.
FEATURES
21-43 Carved passages
44-56 Hall or chamber
57-64 Stairs into the depths
65-68 Grand doorway or entrance
69-72 Tomb or catacombs
73-76 Rough-hewn cave
77-80 Foundry or workshop
81-84 Shrine or temple
85-88 Imposing architecture or artistry
89-98 Something unusual or unexpected
99 Y ou transition into a new theme
00 Y ou transition into a new domain
DANGERS
31-33 Ancient mechanism or trap
34-36 Crumbling architecture
37-39 Blocked or broken passage
40-42 Artifact with a hidden danger
43-45 Denizen lurks in darkness
93
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SITE STARTERS
This section includes twenty sites you can use as inspiration for your
campaign. Each includes a rank, theme, domain, denizens, and a summary of
its history. Adjust any of these elements to your liking, or simply use them as
examples of how to build an adventure site.
See the next page for a map showing the location of these sites within the
Ironlands, keyed to the index below. Of course, feel free to adjust as you like
for you own world.
If you want to use this list to randomly select a site, an oracle roll result is
also provided.
Index Roll Name Theme Domain Page
1 1-5 Alva's Rest Fortified Barrow 96
2 6-10 Bleakroot Depths Wild Frozen Cavern 96
3 11-15 Bonewilds Haunted Tanglewood 97
4 16-20 Darkfall Caves Infested Cavern 97
5 21-25 Deeprot Bog Hallowed Shadowfen 98
6 26-30 Egan's Folly Haunted Pass 98
7 31-35 Foulwater Plunge Corrupted Sea Cave 99
8 36-40 Frostmark Fortified Icereach 99
9 41-45 Greathammer Deep Ravaged Mine 100
10 46-50 Holdfast Barrow Haunted Barrow 100
11 51-55 Hollowmount Island Ancient Underkeep 101
12 56-60 Icebound Reach Wild Icereach 101
13 61-65 Lastrock Mine Infested Mine 102
14 66-70 Redhome Sanctum Corrupted Underkeep 102
15 71-74 Sinking Temple Ravaged Ruin 103
16 75-80 Smoldering Wood Ravaged Tanglewood 103
17 81-84 Stillgrave Mire Haunted Shadowfen 104
18 85-90 Stonesong Spire Hallowed Stronghold 104
19 91-94 Topplekeep Infested Ruin 105
20 95-00 Trail of Spirits Ancient Pass 105
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1. AL V A’S REST
Rank: Dangerous Denizens:
Raiders (very common); Zealot (common);
Mystic (uncommon); Bonewalker
(uncommon); Blighthound (uncommon);
Alva (rare); Bonehorde (rare)
Theme: Fortified
Domain: Barrow
In life, Alva the Reaver was a leader of raiders and a merciless fighter, revered
and respected by her followers. In death, she has become much more. Alva
was laid to rest months ago after falling to the blade of a village defender.
Driven to lead and protect her war-kin even beyond death, she returned as
a wight, and resumed command of the raiding band. They established an
outpost in this barrow which once served as her tomb.
The barrow brims with traps and hazards. Raiders wielding shield and spear
lurk around every corner. Alva is also protected by a band of zealots, adorned
in white cloaks and bone masks, who believe she is destined to fulfill some
dark destiny.
The raiders strike out at villages, returning to the barrow with their spoils to
appease their undead leader. The raids grow more frequent, and the nearby
settlements grow desperate. What can be done to stop Alva’s reign of terror?
2. BLEAKROOT DEPTHS
Rank: Formidable Denizens:
Wolf (very common); Bladewing (common);
Cave Lion (uncommon); Bear (uncommon);
Common folk (uncommon); Hunter (rare);
Elder beast (rare); Primordial (unforeseen)
Theme: Wild
Domain: Frozen Cavern
The roots of the trees run deep into the veins of the earth, tangling amid
the frozen tunnels of Bleakroot Depths. The site is perilous, but provides the
only passage between the remote villages of Idleburrow and Lora’s Rise. Those
settlements depend on each other for trade and protection amid the perilous
heights of the Tempest Hills.
Recently, the beasts of the hills have taken to the tunnels, drawn there
inexplicably. Within, they become frenzied and wild. They ambush all who
dare enter Bleakroot Depths, cutting off this critical route. What primal force
is at work here?
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3. BONEWILDS
Rank: Formidable Denizens:
Bonewalker (very common); Haunt
(common); Wolf (common); Blighthound
(uncommon); Bonehorde (rare); Blood
thorn (rare); Husk (unforeseen)
Theme: Haunted
Domain: Tanglewood
This dense forest flourishes atop the remains of an ancient battlefield. Two
armies clashed here long ago, fighting and killing over some forgotten dispute.
Now, it is strewn with the artifacts and bones of the fallen. Rusted swords,
broken spears, and dented helms protrude from the mossy ground, and skulls
peer out from the knotted bark of trees. The intense corruption of bloodshed
seeps into the roots of this place, and the tormented spirits rise to inhabit its
vines and branches.
Skeletal remains seem to reach from their resting places among gnarled roots,
and the wind through the branches is a mournful call. The sap of these trees
weeps red and thick as blood. What evil sustains the specter of death here?
4. DARKFALL CA VES
Rank: Epic Denizens:
Nightmare Spider (very common);
Bladewing (common); Deep Rat (common);
Broken (uncommon); Chitter (rare);
Trog (rare); Wyrm (unforeseen)
Theme: Ancient
Domain: Cavern
Local legend tells of a vast, sprawling cavern with heights as great as a
mountain, and depths as fathomless as the ocean. It is a place, some say,
carved by the hands of old gods.
This subterranean expanse can be reached from the surface, but only by
traversing a labyrinth of plunging tunnels and tight crawlspaces known
as Darkfall Caves. There are vestiges of a long-lost people in the passages,
echoes of a time when others walked these paths, but today only skittering
and skulking things dwell here. Nightmare spiders are a particularly common
danger. They subsist on bats, rats, and insects—but are all too likely to attack
a careless explorer. They ambush from above, their venom delivering horrific
dreams to any who manage to escape.
The darkness within is absolute. The descent unending. What secrets lie in
the unexplored heart of this place?
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5. DEEPROT BOG
Rank: Dangerous Denizens:
Zealot (very common); Marsh rat
(common); Harrow spider (uncommon);
Bog rot (uncommon); Basilisk (rare);
Sodden (rare); Chimera (unforeseen)
Theme: Hallowed
Domain: Shadowfen
The marshes of Deeprot Bog sit within a low valley, surrounded by impassible
cliffs. The only accessible approach to this place is through a Ravaged Cavern,
carved into the heart of the enclosing hills. It is a dangerous path, prone to
floods and collapse.
Within the bog itself, amid the black waters and tangled wilds of the fen, the
cult of the One Beneath Us practices their rituals. Utterly devoted to the strange
deity of decay, the cultists formerly kept to themselves. But recently, they’ve
struck out, traveling by boat through the cavern passage. They gather supplies
and new adherents from local settlements—through force if necessary.
A perpetual storm seems to hang over the marsh, its dark clouds roiling. Could
the cultists serving the One Beneath Us be reaching a zenith in their work?
6. EGAN’S FOLL Y
Rank: Extreme Denizens:
Frostbound (very common); Haunt
(common); Mammoth (uncommon); Giant
(uncommon); Wolf (rare); Cave Lion (rare);
Tempest (unforeseen)
Theme: Haunted
Domain: Pass
The pathfinder known as Egan prided himself on guiding Ironlanders through
treacherous lands. Five years ago, he agreed to lead a group of folk headed for
a mining settlement through an icebound pass. He departed too late in the
season, and winter fell upon the mountains with brutal force. The expedition
never emerged.
What horrors befell the group can only be guessed. All that remained of their
makeshift camps were long-cold fire pits, crystalline patches of frozen blood,
and gnawed bones. It’s said the spirits of those travelers still haunt the pass
now known as Egan’s Folly. Travelers report strange and unsettling sounds
echoing through the crags. Dark forms and hungry eyes appear half-glimpsed
within blinding snowstorms. What happened here? Is there some way to put
the tormented souls to rest?
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7 . FOUL WATER PLUNGE
Rank: Formidable Denizens:
Zealot (very common); Nightspawn
(common); Merrow (uncommon); Shroud
crab (uncommon); Mother nightspawn
(rare); Husk (rare); Maelstrom (unforeseen)
Theme: Corrupted
Domain: Sea Cave
On the Ragged Coast, countless caves riddle the fjords, carved over eons
by the relentless tides. One such cave hosts a misshapen beast of unknown
origin: a nightspawn, birthed from hellish depths to prey on the fishers and
sailors of the coast. The monster’s presence taints the waters of the cave,
blackening them, tinging them with an acrid odor. Moreover, nearby aquatic
life takes on qualities of the nightspawn, reshaped into aberrant forms by its
creeping vileness. These monstrosities drift farther and farther from the cave,
spreading the corruption to ships and settlements.
Recently, folk have undertaken pilgrimages to this sea cave. They say the
nightspawn calls to them, like a mother to its children. What has become of
them in that vile place?
8. FROSTMARK
Rank: Formidable Denizens:
Raiders (very common); Wolf (common);
Broken (common); Bear (uncommon);
Frostbound (uncommon); Tempest (rare);
Rhaskar (rare); Primordial (unforeseen)
Theme: Fortified
Domain: Icereach
A clan of raiders established a settlement on this icereach. Their village,
Thilda’s Hold, sits high atop a high frozen crag. Elsewhere, they’ve built
several work camps and outposts. In the spring, when the surrounding waters
thaw, they board their longboats to raid along the coast.
Reaching the clan’s remote village requires difficult overland travel. In warmer
seasons, a skilled seafarer can navigate the ice-strewn waterways that cut
through Frostmark like ragged scars.
A large tribe of broken also live here, sheltered in an Ancient Frozen Cavern.
In a recent nighttime attack on Thilda’s Hold, they killed many of the raiders,
including the clan leader’s son. What will the raider’s do in retaliation?
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9. GREATHAMMER DEEP
Rank: Extreme Denizens:
Frostbound giant (common); Primordial
(uncommon); Iron-wracked beast
(uncommon); Haunt (rare); Nightspawn
(rare); Wyrm (unforeseen)
Theme: Ravaged
Domain: Mine
In ancient days, a lineage of giants lived beyond the Veiled Mountains in the
great expanse we now call the Shattered Wastes. The cavernous entrance to
this abandoned mine sits at the summit of an icy mount. In the frozen depths,
the giants once mined for ore and fashioned great weapons. Today, their
abandoned tools and preserved corpses are all that remain of their legacy.
Exploration of this place is treacherous. The mine is shaken by frequent
earthquakes, causing cave-ins and pitfalls. The cold is as piercing and deadly
as the sharpest blade. Horrid things lurk amid the echoing shadows.
Some say the giants unleashed a long-buried power. Did this cause the
cataclysm which sealed these northern lands in perpetual ice?
10. HOLDFAST BARROW
Rank: Formidable Denizens:
Bonewalker (very common); Haunt
(common); Bonehorde (uncommon);
Blighthound (uncommon); Iron revenant
(rare); Zhan the Bloodied (rare)
Theme: Haunted
Domain: Barrow
A power-hungry warrior known as Zhan the Bloodied arrived on the shores
of the Ironlands with the first refugees. Seeing an opportunity to take control
of the struggling settlements and weary people, he assembled a warband and
waged a cruel campaign to establish himself as the ruler of this new land.
Many hundreds died under his sword or by his command. Finally, in a battle
against some brave folk defending their steading, he was defeated. With his
dying breath, he swore he would return to force the people of the Ironlands to
serve under his banner.
Zhan’s body was entombed in a deep barrow. The members of his warband,
even those who still lived, were sealed in that place along with him. A heavy
stone and warding rites blocked the entrance.
Time passed. Memories of Zhan’s reign of terror faded into legend. But some
say he still lurks in the depths of the barrow, biding his time. If the seal is
broken, will Zhan find a way to fulfill his undying vow?
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11. HOLLOWMOUNT ISLAND
Rank: Extreme Denizens:
Raider (very common); Bonewalker
(common); Trog (uncommon); Haunt
(rare); Kayu the Bold (rare); Nightspawn
(unforeseen)
Theme: Ancient
Domain: Underkeep
The only access to landfall on this imposing, storm-swept island is through
a narrow bay called the Demon’s Throat. Sailing this passage requires careful
navigation around jagged, hull-shattering rocks. For the skilled and the
lucky, relative calm awaits in the inner bay anchorage, which is sheltered by a
massive overhanging cliff. Ancient tone steps lead from the shore into a grand
doorway in the side of the rock face.
Beyond the doorway, vast passages and chambers are carved through the
center of Hollowmount Island. This underkeep, undiscovered until recently,
preserves the secrets and history of a long-forgotten people.
Last year, a band of raiders took up residence within the outer halls of the
underkeep. When not attacking coastal settlements, they live in comfort and
without concern for their defenses. Who else, other than their own leader—a
skilled sailor they call Kayu the Bold—is foolish enough to make landfall
here? But they have neglected to consider the dangers that may lie within.
Will the raiders fall prey to the deadly traps and long-dead guardians which
protect the secrets of this place?
12. ICEBOUND REACH
Rank: Extreme Denizens:
Wolf (very common); Bear (common);
Atanya (common); Shroud Crab
(uncommon); Common folk - sailors
(uncommon); Wyvern (rare); Rhaskar (rare)
Theme: Wild
Domain: Icereach
Ironlander ships, laden with ore from the north, often navigate the waters of
a channel which bisects this vast icereach. This sea passage was once faster
and less hazardous than overland routes. However, worsening winters have
trapped ships in the expanding ice, forcing the crews to try to survive the cold
season alone and isolated. Wrecked ships, their hulls exposed like broken ribs,
stand as grim monuments to those who did not prevail.
The animals and beasts who dwell here fight their own battles for survival.
The mightiest of these is a massive rhaskar which defends this frozen land
against intruders. Is safe passage through Icebound Reach forever lost to us?
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13. LASTROCK MINE
Rank: Formidable Denizens:
Chitter (very common); Deep rat
(common); Nightmare spider (common);
Trog (uncommon); Bladewing (uncommon);
Common folk - miner (rare)
Theme: Infested
Domain: Mine
The miners of Lastrock depend on the iron in their hills to maintain trade
alliances with neighboring settlements. The mine is decades old, founded
before the village itself. But a new tunnel broke into a cavern and allowed a
horde of chitters, starving and frenzied, to swarm into the tunnels. Several
miners fell to the swarm; others have not been seen since the invasion.
Other creatures followed the chitters into the tunnels, and the place is overrun.
The Lastrock miners can’t return to work until the infestation is cleared. Also,
there are reports of distant cries for help echoing through the abandoned
chambers. Did some of the missing miners survive?
14. REDHOME SANCTUM
Rank: Extreme Denizens:
Deep rat (very common); Nightspawn
(common); Nightmare spider (common);
Trog (uncommon); Chimera (uncommon);
Bonewalker (rare)
Theme: Corrupted
Domain: Underkeep
The people of Redhome are known for their hospitality. The village is
unusually prosperous, and the folk are willing to share that abundance with
friend and stranger alike. All are welcome during the frequent festivals and
celebrations. Many travelers speak fondly of their time spent in Redhome, and
of a bounty of food, drink, song, and fellowship. It is the Old World reborn,
they say, a wellspring of hope in a harsh land.
But there is a darker truth here. The settlement was built directly on top of
an age-old underkeep. Within the longhouse, a sealed and guarded stone pit
is a gateway to the labyrinthine underdark. The villagers perform a nightly
rite by slaying an animal or beast and casting the corpse into the depths. This
keeps the denizens of the underkeep at bay, they say, but many are not so sure.
Some complain of lost memories and dark dreams of their time in the village.
Others sing laments for loved ones who did not return from a sojourn there.
What secrets do the folk of Redhome protect?
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15. SINKING TEMPLE
Rank: Extreme Denizens:
Merrow (very common); Shroud crab
(common); Sodden (uncommon);
Maelstrom (rare); Primordial (rare);
Kraken (unforeseen)
Theme: Ravaged
Domain: Ruin
A massive ruin, ancient and abandoned, stands silent and still along the
coast. Once, a lost people worshiped gods of the sea in this place. Today, the
ground beneath it gives way, toppling the temple into the ocean and flooding
its lower chambers.
Ironlanders pilgrimage here to pay respect to those old gods. They cast
cherished items into the sea and pray for calm waters and safe voyages for
their kin. Recently, these pilgrims found the ruin overrun with savage merrow,
invading from the ocean’s depths.
What brings the merrow to this place, and what hidden dangers lurk within
its deluged chambers?
16. SMOLDERING WOOD
Rank: Formidable Denizens:
Varou (very common); Bear (common);
Wolf (common); Boar (common); Gnarl
(uncommon); Elder beast (rare);
Blood thorn (unforeseen)
Theme: Ravaged
Domain: Tanglewood
Two years ago, a primordial of charred stone and raging fire was killed,
hunted to its end by Ironlanders protecting their village. As the creature fell,
disintegrating into ash, it sowed the land with its primal fire. Now, the trees
smolder with spectral flame, giving off a choking heat and noxious smoke.
The creatures of this place are driven to madness by this perpetual, ghostly
blaze, and a tribe of Varou seek vengeance for what was destroyed.
Mystics speak of visions of the primordial’s heart at the center of the wood.
Will removing this heart cure the forest of its curse of flame?
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17 . STILLGRA VE MIRE
Rank: Formidable Denizens:
Elf (very common); Bonewalker (common);
Hollow (common); Haunt (uncommon);
Marsh rat (uncommon); Chimera (rare);
Basilisk (rare); Primordial (unforeseen)
Theme: Haunted
Domain: Shadowfen
In this flooded lowland forest, two clans of elves fight each other in an
unending war. The reason for this conflict is long forgotten. Only the hate
remains. The power of that hate infects this place like a sickness, seeping into
the waters and contaminating the woods. It gives a horrid new life to those
who die here, and fallen elves soon rise again to fight alongside their kin. They
are called the twice-born.
In some skirmishes, the dead outnumber the living. Soon, perhaps only the
twice-born will remain. What can be done to end this forever war?
18. STONESONG SPIRE
Rank: Extreme Denizens:
Zealot (very common); Common folk
(common); Warrior (common); Mystic
(uncommon); Haunt (uncommon); Thrall
(rare); Kord the Stonewright (rare)
Theme: Hallowed
Domain: Stronghold
Visions of a once-great fortress drew Kord the Stonewright to a deep lake in
the northern Havens. There, he discovered the stones scattered in shallow
waters and buried in mud near the shore—all that was left of the ancient place
which haunted his dreams. Piece by piece, he recovered the remains of the
fortress, transplanting the stones laboriously to an island at the lake’s center.
Most laughed at this crazy venture. But some joined Kord, drawn to this
place by a compulsion they can’t understand or explain. Guided by the
stonewright’s unwavering vision, they rebuilt the vaults of the fortress and its
tall central spire. Today, nearly two decades later, the workforce numbers in
the hundreds. They live in ramshackle camps encircling the fortress and on
the lakeshore. Many protect the place with spear and shield. The stones sing
to them, they say, and with each block mortared in place the words become
clearer. Folk of this area call them the builders.
The strange tower, nearly complete, now looms over the valley. There’s a hum
in the air, an expectant energy like the lull before a great storm. What is about
to happen?
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19. TOPPLEKEEP
Rank: Dangerous Denizens:
Bladewing (very common); Marsh Rat
(common); Harrow Spider (uncommon);
Sodden (uncommon); Troll (rare);
Carrion Newt (rare)
Theme: Infested
Domain: Ruin
The skeletal structure of Topplekeep strikes an unsettling silhouette. It is a
crumbling, tilting ruin, once a mighty fortress to some forgotten warlord.
Time and weather have had their way with the place, eroding it down to its
bones as it sinks deeper into the yielding ground and brackish waterways
of the surrounding Wild Shadowfen. Many of its passages and rooms are
flooded with foul, stagnant water.
A colony of bladewings, emerging to hunt under cover of darkness, roost
within this place. Wayward travelers and opportunistic treasure-seekers
provide ample prey for the beasts, and gnawed bones litter the dilapidated
ruin. It’s said the trove of the warlord lies in the heart of Topplekeep, and
perhaps could be reached at night, when the bladewings hunt. But this is a
fool’s errand. More than just the bladewings lurk in this place. What other
dangers lie within?
20. TRAIL OF SPIRITS
Rank: Extreme Denizens:
Broken (very common); Giant (common);
Frostbound (uncommon); Wyvern
(rare); Circle of stones (rare); Bear (rare);
Primordial (unforeseen)
Theme: Ancient
Domain: Pass
A long-dead civilization once used this path through the Veiled Mountains as
a trade road. Their crumbling outposts, forts, and waystones, half-buried in
snow and fallen glacial stones, mark the way. Some say you can still hear their
voices and songs carried on the wind; echoes of lives long lost.
A clan of giants now live here, drawn to the remains of this once-powerful
place like travelers huddling close to a dying fire. They defend the pass against
a massive tribe of broken who lurk within the caves and ruins of this frozen
land. What purpose do the giants have here, and what can be done to aid their
defense against the broken?
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Chapter 5 Denizens

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POPULATING YOUR WORLD
This chapter contains an array of new foes and encounters to inhabit your Delve
sites and provide challenges and interactions in your Ironsworn campaign.
Y ou can use these along with the NPCs provided in Ironsworn Core—not to
mention your own unique creations—to add depth and danger to your world.
USING THE DENIZENS MATRIX
The site worksheet, available for download from ironswornrpg.com, includes
a denizens matrix.
IRONSWORN DELVE SITE WORKSHEET
SITE NAME:
THEME: DOMAIN:
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no, ” roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
 TROUBLESOME  DANGEROUS FORMIDABLE EXTREME EPIC
PROGRESS
MAP / NOTES
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
OBJECTIVE:
The matrix provides a scale for the frequency of a particular denizen (or
type of denizen) within a site, and how much influence they should have on
your story. It is organized by very common, common, uncommon, rare, and
unforeseen. Each field also has a number corresponding to a 1-100 result on
an oracle roll.
FILLING OUT THE MATRIX
Before you begin your exploration of a site, consider what you know of the
denizens of this place. What rumors have you heard? What information have
you uncovered? Do the theme and domain offer any clues?
Then, add some denizens to the matrix. Envision how much impact a
denizen should have on your expedition and story, and slot them into an
appropriate field.
If a particular denizen should represent most of your encounters in a site,
you can add them to multiple slots in the first row starting from the leftmost
space. For example, putting a denizen in the very common slot and the next
two common slots will cause them to appear more than fifty percent of the
time when generating a random encounter.
Feel free to leave a few matrix slots blank. In fact, if this place is a mystery to
you, leaving many or all the spaces empty is fine. Y ou can discover what lurks
here through play.
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The goal is to make the denizens organic to the setting and your understanding
of the site, as opposed to a purely random cast of characters. However, this is
your starting place. There’s still plenty of room for chaos and surprises.
Y ou must infiltrate a Corrupted Ruin held by enemy raiders. Those
raiders will be your most common encounters here, along with the
common folk who serve them. But the foul magic of this place has
spawned or attracted other creatures.
The raiders are not immune to those forces, and many of them will
be made zealots—their will subsumed until there is nothing left but
mindless devotion to ancient powers.
DENIZENS
Identify a denizen as
‘likely’ to appear, and Ask
the Oracle. If the answer is
“no” , roll on the matrix.
Pick two denizens, rate
one as ‘likely’ , and Ask
the Oracle to determine
which you encounter.
Roll on the matrix to
generate a random
encounter. If the field is
blank, add a new denizen.
When the outcome
of a move prompts
an encounter with a
denizen, you may:
or or> or
Choose or introduce a
denizen based on the
situation and what you
know of this place.
01-27VERY COMMON 28-41COMMON 42-55COMMON 56-69COMMON
70-75UNCOMMON 76-81UNCOMMON 82-87UNCOMMON 88-93UNCOMMON
94-95RARE 96-97RARE 98-99RARE 00UNFORESEEN
Raider Common Folk
Mystic Nightspawn
GENERATING ENCOUNTERS WITH DENIZENS
The site worksheet provides a summary of some techniques you can use to
introduce encounters as you explore a site. This includes:
• Choose or introduce a denizen based on the situation and what you
know of this place.
• Roll on the matrix to generate a random denizen encounter. If the field
is blank, add a new denizen.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer
is “no, ” roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine
which you encounter.
For the most part, go with your gut. The denizens matrix is just a tool, and
you have many options for generating and managing the inhabitants of a site.
If a particular encounter seems like a good fit for the current situation, and it’s
dramatic and interesting, make it happen.
Raider Leader Gloom
Zealot
Deep Rat
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Some other approaches you can use to generate denizens include:
• Roll on the Action and Theme oracles ( Ironsworn Core, page 174), and
interpret the result for a denizen encounter appropriate to the situation.
• Use the Character Role (Ironsworn Core, page 182), Goal (Ironsworn Core,
page 182), Descriptor (Ironsworn Core, page 183), and Name (Ironsworn
Core, page 184) oracles to generate a unique NPC.
• Use the Monstrosity oracles (page 214) to create a unique beast.
• Use your preferred encounter generator, such as one in another
roleplaying game or digital tool.
If the result of a move, a prompt from an oracle, or the nature of your
surroundings causes you to rethink the inhabitants of a site, you can modify
your matrix or start fresh based on your new understanding.
NON-HOSTILE DENIZENS
Not every denizen intends to kill or devour you. Some may be helpful. Some
may be suspicious. Others will be indifferent to your presence. If you’re not
sure, Ask the Oracle. Y ou can use the Character Disposition oracle (page 213)
to set the scene. Y ou can also create a relationship map ( page 61) to track
how the people and creatures of a place connect to one another (and to you).
UNIQUE DENIZENS
If you want to include a unique denizen within your matrix, such as a
named NPC, simply add them to an appropriate slot based on the chance of
encountering them. If you trigger and resolve that encounter, remove them
from the matrix.
USING THE MATRIX OUTSIDE OF A SITE
Y ou can also use the denizens matrix for inspiration and answers outside of a
site. For example:
• When you Undertake a Journey , populate the matrix with potential
encounters appropriate to the region.
• Create a matrix of the inhabitants of a faction or community, such as
typical folk you might find in an Ironlander settlement.
In guided play, the GM can use the denizens matrix to help populate
a site and generate encounters. The GM can keep the matrix hidden
from the players, or use it as a tool for a shared narrative.
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IRONLANDERS
HUSK
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Withered flesh and black eyes
• Clawed fingernails
• Horrifying wail
Drives: • Become more powerful
• Make others suffer as they have
• Restore their former self
Tactics: • Dishearten with a dreadful howl
• Lash out with forbidden magic
• Bind lesser creatures to their will
• Consume the essence of others
A husk is what remains of an Ironlander whose body, mind, and soul are
hollowed out by dark magic. In their unquenchable thirst for power, they use
their own essence to power foul rituals. Bit by bit, they give themselves to this
ruinous path. They abandon their kin. They forsake their former lives. Their
physical form wastes away. Their mind is shattered.
In time, only the husk is left. They are a needful thing, tormented by the
memory of all they have lost, but willing to lose even more in their quest for
power.
A husk may make tempting offers of rituals or rarities, but be wary. Their
bargains are always in their own favor. When they turn against you, a husk is a
cunning foe. They weave dreadful spells, summon swarms of lesser creatures,
and unleash a savagery inflamed by their anguish.
Quest Starter: Someone you are sworn to protect is stricken with a curse and falls
into an unending sleep. Slowly, their heartbeat fades. They lie at the threshold
between life and death. Your only hope lies with the husk who dwells in a nearby
Infested Shadowfen. Will they have a cure? What will they demand in return?
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ZEALOT
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Features: • Sickly pallor
• Distant eyes
• Marks of their faith
Drives: • Serve the faith
• Bring others into the fold
• Destroy those who oppose them
Tactics: • Entice with trickery or false promises
• Use the powers of the faith
• Stand together to overcome nonbelievers
Zealots are those we have lost to their faith. Friends and loved ones are
discarded or forgotten. Communities are left behind. Possessions are
discarded or turned over to the needs of the sect. They live for one purpose,
and all other vows are forsaken. This single-minded devotion changes them,
sometimes irrevocably.
Some zealots worship ancient, forgotten gods, and seek to return them to
their former horrible glory. Others serve new religious movements, caught
up in promises of a better life. Some worship mortal leaders as if they were
gods—perhaps even believing them to be the avatar of divinity.
This sense of belonging, of
purpose, can be a powerful
lure in this perilous land.
Quest Starter: You have lost
someone to an emerging
sect which seeks to unleash
a forgotten power or entity.
They dwell within a Hallowed
Underkeep. What is the
nature of their belief? Will
you attempt to save this
person from their faith, or
see them destroyed along
with it?
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FIRSTBORN
ATANYA
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Stout forms
• Iridescent Skin and dark hair
• Clothed in hides and furs
Drives: • Hunt and fish
• Respect the sea
• Seek out new lands
Tactics: • Strike with spears
• Fight as one, and embody the power of the mighty sea
These people of the sea dwell among the Barrier Islands, along the Ragged
Coast, and amid the frozen landscapes of the far north. Some live in isolated
villages clinging to rugged shores, or as nomads among the icereaches. Others
spend their lives aboard finely-crafted vessels called drift-homes. These ships
find safe anchorage during the cruelest depths of winter, and return to the sea
in calmer months.
The atanya are a diverse people, but most are well-suited to a life amid the
northern climes. They are strong, hardy, and long-lived. Their height and
stout forms give them an imposing physical presence, but they are generally
good-natured. They have an unnatural sense of the coming weather and an
innate understanding of the sea. Some say they once lived in the depths of the
ocean, but were cursed by a forsaken god and banished to the world above.
Quest Starter: A generation ago, one of your kin was rescued at sea by an atanya
ship. By their tradition, this incurred a life debt—which went unpaid by your
long-dead relative and now passes to you. They ask you to delve into the flooded
bowels of a Ravaged Sea Cave to recover a precious item. What is it they seek?
YOUR TRUTH
Atanya ships sometimes sail to the west, and do not return for
months or years. Some are never seen again. What is rumored to lie
beyond the western horizon?
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MERROW
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Gray scaled skin
• Bulbous eyes
• Webbed claws
Drives: • Blood for the deep gods
Tactics: • Swarm and overwhelm
• Entangle in nets
• Drag back to the depths
These semiaquatic beings dwell within coastal waters, sea caves, and saltwater
marshes. They are fierce protectors of their realm, driven by a zealous devotion
to their gods. Their eyes are large and glossy black. They have hunched forms
and long limbs, and move with deadly grace in watery environments. Their
language is a cacophony of clicks, low grunts, and whistles.
They war against the atanya clans, rarely interact with other firstborn, and are
openly hostile to Ironlanders. They emerge from their sunken lairs to swarm
over ships or coastal settlements, dragging their victims into the depths. As
night falls, the people of seaside villages light their torches, ward their gates,
and keep an eye to the waters.
Quest Starter: Sailors speak in hushed tones of a large merrow, its skin
translucent white, wielding a wicked stone blade. It strikes out from a hidden
Fortified Sea Cave to raid indiscriminately. This merrow and its clan take no
prisoners, instead performing bloodletting rituals aboard the ships they attack.
What is the origin of this leader? What is the purpose of these violent rituals?
YOUR TRUTH
The merrow worship one god above all others. What form does it
take? What does it demand of its supplicants?
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ANIMALS
BLADEWING
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Large, dagger-shaped wings
• Elongated jaws with needle-like teeth
• Dark, leathery hide
Drives: • Take flight under the cover of darkness
• Hunt from above
Tactics: • Glide silently
• Sudden, swift attack
These carnivorous creatures dwell in caves and ruins, and emerge at night
to hunt. They have a lean, angular form, with a wingspan as wide as an
Ironlander’s outstretched arms.
They typically feed on smaller prey, but a pack of hungry bladewings will
harass larger victims, diving and slashing in coordinated attacks. During the
long nights of winter, swarms of these creatures have descended on Ironlander
settlements or unwary travelers.
Quest Starter: Night after night, a colony of bladewings emerges to prey on
a remote settlement. The creatures are rumored to lair in a long-abandoned
Ravaged Mine. What is driving their attacks?
YOUR TRUTH
A clan of hill people conduct ceremonial hunts of the bladewings,
and decorate their banners and shields with its form. Their mystics
and warriors even wear the leathery wings as ornamentation. What
powers or protections do they believe this imparts?
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CARRION NEWT
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Long, sleek body
• Brightly-colored markings
• Serrated teeth
Drives: • Hunt and feed
• Lay eggs within fresh kills
Tactics: • Lurk in the shallows
• Sudden, ferocious attack
• Unyielding bite
These semiaquatic creatures dwell within the freshwater rivers and
subterranean waterways of the Ironlands. They have a long, eel-like body, a
flat head, and short, claw-tipped legs.
A mature adult grows to the length of a horse. They are ungainly on land,
but fast and agile within the water. They prefer to attack landbound prey
by lurking along the water’s edge and waiting for an unfortunate animal (or
Ironlander) to come near their hiding spot.
Carrion newts lay their eggs within the carcass of their kills. The rotting body
nurtures the eggs and feeds the young newts until they burst forth into the
world. If you come upon a corpse at the water’s edge—be cautious. It might be
filled with dozens of hungry young newts.
Quest Starter: In the depths of a Wild Shadowfen, the carrion newt they call
Old-Gray lurks within a wide, slow river—an important waterway for trade. It
is an ancient animal, larger than any newt ever seen. It has one blind eye and
ash-colored skin. Recently, a trading boat was attacked and swamped by the
creature. Others refuse to make the passage until Old-Gray is dealt with.
YOUR TRUTH
Carrion newt eggs are prized by a specific culture or settlement for
some purpose. What is it?
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CA VE LION
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Feline grace
• Tawny, striped coat
Drives: • Hunt
Tactics: • Stalk prey
• Leap and bite
• Intimidating roar
Cave lions are sleek, powerful creatures who dwell primarily in the Hinterlands
and Tempest Hills. They lair in caverns and other hidden places, emerging to
hunt prey such as deer, boar, and rodents. They are typically solitary creatures,
but have been seen working together to bring down larger quarry. Even a
mammoth is no match for a determined pack of cave lions.
Quest Starter: A large cave lion kills livestock in outlying Ironlander steadings,
and attacked a farmer. It hunts well beyond its usual territory, and is said to lair
in a Wild Cavern. What has driven this beast from its hunting grounds?
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DEEP RAT
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Features: • Tiny, blind eyes
• Wrinkled, hairless skin
• Clawed feet
• Jutting incisors
Drives: • Dig
• Feed
Tactics: • Undermine paths
• Swarm and bite
These foul, oversized rats have squat bodies and stubby tails. They are
essentially blind, but navigate through smell and touch.
Deep rats are constantly collecting food and will eat anything even vaguely
edible. They often dwell in caves or subterranean structures, digging
compulsively to expand their lair. In those places, they serve as fodder for
greater creatures.
Quest Starter: A fallen hero must be laid to rest with their kinfolk, but deep
rats have invaded the settlement’s tomb. Within the dark depths of this Infested
Barrow is the massive brood mother, a formidable creature that will fight
savagely to protect the horde.
YOUR TRUTH
During the longest night of winter, deep rats swarm the surface
world. They are drawn inexorably to a specific place. What is it?
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NIGHTMARE SPIDER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Pale, semitransparent body
• Long, skinny legs
• Fangs, dripping with venom
Drives: • Lurk in darkness
• Feed
• Lay eggs
Tactics: • Spin webs
• Drop on prey
• Pierce with venomous fangs
Nightmare spiders are monstrous creatures which dwell in caves, ruins, thick
woods, and other dark places. They have narrow, translucent bodies, three
pairs of black eyes, and long, slender legs. They typically feed on bats and
rodents, but are opportunistic hunters and attack anything straying into their
path or stumbling into their webbing. Their lairs are often strung with large
silk egg sacs.
For smaller animals, the toxic bite of the nightmare spider causes paralysis.
For a typical Ironlander, it dulls the senses and induces vivid hallucinations.
It is these frightening, dreamlike visions which earn the creature its name.
Quest Starter: Within a Wild Tanglewood, mystics live in cooperation with
the spiders, supplying them with live prey. They’ve abducted someone you care
about and will use them as food for these foul creatures. What is the aim of
these mystics?
YOUR TRUTH
Nightmare spider toxin is harvested for a specific rite or practice.
What is it?
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SHROUD CRAB
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
Features: • Ridged shell
• Snapping, slashing claws
• Barbed, whiplike tail
Drives: • Lie hidden among rocks and ice
• Feed
Tactics: • Mimic surroundings
• Leap at unsuspecting prey
• Latch onto victims with powerful legs and tail
• Stab and slash
Shroud crabs threaten careless or unlucky Ironlanders along coasts and
icereaches. They have long legs, a segmented tail, and large, serrated claws.
Their carapace changes color to perfectly match their environment, making
them nearly invisible among rocks or ice. When potential prey strays near,
a shroud crab uses its powerful legs to spring at its victim. Then, it wraps
around them in a horrible embrace, stabbing and slashing with its claws and
barbed tail.
Packs of shroud crabs are known to work in tandem to bring down large prey.
Some report seeing mighty elk engulfed by these voracious creatures. On
occasion, the body of a missing Ironlander is found with their flesh picked
clean to the bones.
Quest Starter: A vengeful husk curses a seaside settlement and summons a horde
of shroud crabs to overrun the place in a flood of clattering legs and snapping
claws. The husk dwells within an Infested Sea Cave, protected by other shroud
crabs. There, she prepares an even more horrible show of her power—one which
will threaten villages up and down the Ragged Coast.
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TROG
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Luminescent, scaled hide
• Keen vision
• Long claws and sharp teeth
• Powerful tail
Drives: • Lurk in darkness
• Dig tunnels
Tactics: • Stealthy approach
• Intimidating display
• Pounce
• Bite and thrash
Trogs are warm-blooded reptilian animals. They dwell in the deepest places
of the Ironlands, but have moved closer to the surface in recent years. Some
suggest a greater threat in those dark domains is driving them toward the
surface. Many a barrow or underkeep has been breached by trogs who tunnel
into those spaces.
They are strong and agile, able to run, climb, and swim with equal speed.
When they stand on two legs as a display of aggression, they are nearly as tall
as an Ironlander. They have a hunched back lined with a ridge of spines, a
long snout, and serrated teeth. Their scales glimmer with a colorful, ghostly
light. Their bite is as powerful and unyielding as a hammer blow.
Quest Starter: Pilgrims to a Hallowed Ruin report the site is overrun by trogs.
Within the ruins, an altar to ancient gods is said to bestow fair weather and
plentiful crops. Spring is near, and the pilgrims must carry out the rites of the
harvest. If they don’t, the will of the people in nearby settlements will falter.
YOUR TRUTH
Some insist that following a trog tunnel into the depths of the
earth will eventually lead you to a vast cavern as expansive as the
overlands. Is there any truth to this? What secret people or culture
lives within this hidden realm?
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BEASTS
CHITTER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Chitinous shell
• Snapping mandibles
Drives: • Sniff out food
• Defend the nest
Tactics: • Summon the horde
• Swarm and bite
• Spew putrid vomit
Chitters are unnaturally large insects which dwell underground, nesting
in subterranean caves, ruins and barrows. They stand half the height of an
Ironlander, and move on six segmented legs.
They are primarily scavengers, using their keen sense of smell to locate and
retrieve carcasses above or below ground. Instead of eyes, chitters have three
thumb-sized holes in the center of their heads through which they issue a
distinctive twittering sound. This call is used to communicate with others of
its kind and to help visualize their surroundings—much like bats find their
way in darkness.
They are covered in a rigid shell, and their mandibles are as sharp and
destructive as a finely forged blade. They are not necessarily hostile, but will
aggressively defend their nests or fight to secure a food source.
As a last resort, a chitter may attack by spewing the contents of its stomach
in a noxious spray, leaving all but the hardiest of Ironlanders temporarily
blinded and retching.
Quest starter: An Ironlander scavenged a relic from an Ancient Underkeep,
bringing it back to their settlement. Now, as if lured by this object, chitters attack
in overwhelming waves. The walls will not hold much longer. What is this object,
and what connection does it have to these creatures?
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GNARL
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • Thick, sturdy legs
• Tough hide, textured like old bark
• Majestic horns
• Sorrowful call
Drives: • Keep to the woodlands
• Forage
Tactics: • Threatening posture
• Powerful charge
• Stomp
Gnarls dwell in woodlands throughout the Ironlands. The tallest of them
are nearly the height of towering trees, with a long neck and legs as stout
as trunks. Atop their heads are sprays of horns which twist and intertwine
like slender branches. They roam the forest alone or in small family groups,
feeding on lichen, leaves, and other plants. They are not naturally aggressive,
but are mighty foes when threatened.
The color of a gnarl’s bark-like hide changes through its life, emulating the
passage of the seasons. A young gnarl’s hide is the verdant green of spring.
As they mature, it transitions to the deeper brown-green of summer, then
the burnished amber of fall, and finally the cold gray of winter. To protect
itself from potential predators, a gnarl will stand among a copse of trees. It
will plant its feet, straighten its back, stretch its neck, and stay perfectly still,
blending in with its surroundings.
The low, resonant call of a gnarl can carry for miles. It is a lonely sound, as
evocative and heartrending as the most mournful funeral song.
Quest starter: A fire rages within a Ravaged Tanglewood. In that place dwells
an unusually large gnarl, its ancient hide as white as new snow. Why are you
sworn to guide this creature safely through the blaze? What was the source of the
fire? Who opposes you in this quest?
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IRON-WRACKED BEAST
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Flesh corrupted by iron
• Pained howl
Drives: • Feed the insatiable hunger
• Destroy those who wield iron
• Find a release from pain
Tactics: • Attack with brutal rage
• Bite and devour
We don’t know the origin of the Iron Blight, nor do we know its cure. It inflicts
creatures of the wilds and transforms their flesh slowly to iron. These pitiful
but powerful beasts are scarred by patches of metal flesh within ragged,
weeping wounds. The iron is like a parasite, devouring the host as it torments
them with unstoppable pain and insatiable hunger. Their howls echo with
animalistic agony and the clangor of hammer against anvil.
In time, the Blight takes too much, and the beast dies while it is still more flesh
than iron. We pray a creature never survives beyond that stage. What would
it become?
Quest starter: Your animal companion is stricken with the Iron Blight. The
disease is in its early stages, but time is your enemy. Locals say the origin of
the blight lies within a Corrupted Tanglewood. What will you do to stop the
relentless progression of the iron corruption?
YOUR TRUTH
A sect of zealots believe the Iron Blight is a divine manifestation.
What god do they worship? What purpose do they believe the disease
fulfills, and how to they intend to hasten the will of their god?
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KRAKEN
Rank: Epic (1 tick per harm; inflicts 5 harm)
Features: • Gargantuan size
• Grasping tentacles
• Beaked maw
Drives: • Lurk in unfathomable depths
• Destroy those who would trespass
• Inflict terror
• Shatter ships
Tactics: • Grapple and crush
• Attack from every direction
• Sweep sailors from the deck
The kraken is a sea beast, as large as the mightiest longship. It is octopoid in
form, with eight arms, two longer feeding tentacles, and a beak-like mouth. It
emerges from the depths to hunt whales, sharks, and other large sea creatures.
It is also prone to attack any Ironlander ships which stray into its waters,
plucking the crew off the deck and crushing the vessel as easily as one would
snap a piece of kindling.
Quest starter: A kraken lurks at the mouth of a fjord. Fisher folk refuse to sail
those waters, and trade ships rarely survive the passage. The settlement on the
fjord cannot survive without resupply, and overland travel is impossible during
this harsh winter. Elders tell of the Dawnrunner, a blessed longship of the original
settlers, sealed away in a Hallowed Sea Cave with the body of its legendary
captain. Only this ship, it is said, can outrun the kraken.
YOUR TRUTH
A clan of seafolk conduct a yearly hunt to kill a kraken. Although
they have never succeeded, and untold Ironlanders have died in the
quest, the practice persists. What event or change do they believe
killing the beast will bring about? What venerated weapon do they
wield in this hunt?
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NIGHTSPAWN
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Mutated form (see the Monstrosity oracle on page 214)
Drives: • Guard against intruders
• Lurk in the shadows
• Endure beyond memory
Tactics: • Varied (see the Monstrosity oracle on page 214)
What we call the nightspawn are mutated beasts which take a variety of forms.
Some are animal-like, or combine the characteristics of different creatures.
Others are bizarre aberrations seemingly born of chaos. A few even possess
twisted mockeries of human features.
They are rare beasts, but dwell in every region and environment of the
Ironlands, from the dark waters of the Ragged Coast to the icy plains of the
Shattered Wastes. Often, they protect ancient ruins, forgotten relics, and
other secrets. They watch and wait, and show no mercy to those who trespass
in their domain.
We do not know the origin of the nightspawn. They are enigmatic creatures,
rarely emerging from their dark lairs except during the long nights of winter.
Is it the latent magic of these lands which gives them life? Have they passed
through the veil from some other realm? Perhaps some questions are best
left unanswered.
Quest Starter: The first settlers, your forebears, told tales of a great nightspawn
at the heart of a Ravaged Ruin. According to those stories, it guards a pool
of life-giving water. Any who have since tried to plunder that place have not
returned. Or they have come back broken in mind or body. What now compels
you to delve into this site?
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RHASKAR
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • White fur
• Shark-like head
• Rows of razor-sharp teeth
• Massive claws
Drives: • Protect territory
• Hunt prey in water and on land
Tactics: • Burst through ice
• Rend with savage claws
• Clamp down with a powerful bite
• Shake victims like a hound with a rat
In the language of the atanya, rhaskar means “white death. ” This mighty beast
dwells within northern waters and amid frozen icereaches. It hunts along
shorelines, lurks beneath ice, or tracks the frigid wastes in search of prey.
Some rhaskar have even been known to attack ships in coastal waters. It is a
highly territorial creature, and does not abide trespassers within its domain.
With its mane of dorsal fur and long, angular head, the rhaskar looks like a
fusion of shark and bear—and embodies the strength and cunning of both. It
is the uncaring ferocity of these cold northern realms given form.
Quest Starter: Settlements and ships along the northern expanse of the Ragged
Coast face repeated attacks from a large rhaskar. The creature appears amidst a
fierce snowstorm, makes it savage assault, and fades back into the blizzard like a
ghost. It seems to act out of a pure compulsion to cause terror and inflict violence
rather than any need for food. A hunter tracked it to a Wild Frozen Cavern.
But they heeded the warning of a pile of bones at the entrance and refused to
enter that place.
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WYRM
Rank: Epic (1 tick per harm; inflicts 5 harm)
Features: • Enormous size
• Y ellow eyes, bright as a torch
• Long, sinuous tail
• Scaled skin
• Cavernous mouth
Drives: • Protect territory
• Kill and feed
Tactics: • Tail smash
• Pin to the ground
• Savage claw and bite
Wyrms are massive serpentine creatures. They are kin to the wyverns, but are
much larger and wingless. Their lairs are found in deep caves, subterranean
vaults, or at the heart of dense forests. They hibernate in those places for weeks
or months at a time, waking only to satiate their massive appetites. They are
low-slung beasts, with short, thick legs, elongated jaws, and a dense hide.
Fiercely territorial, a wyrm is sure to attack any who stray into their domain.
It can sense movement through vibration, and its golden eyes can pierce the
thickest darkness.
Quest starter: Last year, a huge white wyrm destroyed several mining camps in
the Veiled Mountains. Winter has passed, but Ironlander miners are refusing to
return to those camps without assurance that the wyrm is dead. Its lair is in an
Ancient Frozen Cavern deep within the mountains.
YOUR TRUTH
Tales tell of the World-Eater, the mother of all wyrms, and the great
hero who battled her to save an Old World kingdom. Many claim to
have relics from that great battle, or to be descended from that hero.
But there is only one true legacy which survives today. What is it,
and what clans or factions seek to control it?
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HORRORS
BLIGHTHOUND
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Red eyes
• Lean, hound-like form
• Curved horns
Drives: • Portend death
• Fulfill the prophecy of death
• Lair in places where death is near
Tactics: • Unearthly howl
• Piercing gaze
• Savage bite
Blighthounds lurk on blood-soaked battlefields, on the outskirts of settlements
destined for famine, or within the dark catacombs of ancient tombs. Drawn
to the dead, and foretelling great doom, they are capable predators and grim
messengers of death.
They appear as gaunt, emaciated hounds, often mistaken for starving animals
at first glance. Their fiendish form reveals itself in blood-red eyes, sweeping
horns, and skin the texture of charred and blistered wood.
Quest Starter: Every night, a blighthound appears outside a settlement at
the edge of a Wild Tanglewood, observing silently from within the mist. The
people are gripped with a cold fear, wondering what fate will befall them. If any
approach the blighthound, it leads them into the depths of the woods….
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BOG ROT
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Mummified flesh
• Shambling gait
Drives: • Rise to seek out the living
• Consign another to death in their place
Tactics: • Emerge from the muddy earth
• Seize with grasping hands
• Crush with unexpected strength
• Share dreadful secrets
Long ago, before we arrived on the shores of the Ironlands, other people lived
here. Some of those folk dwelled in what we now call the Flooded Lands, and
laid their kin to rest in the vast peat bogs of that place.
A few of those dead do not rest, and rise as bog rots. They are horrible
creatures, with preserved flesh stained and withered like old leather. Their
eyes are black pits, and their mouths hang open in a perpetual, silent scream.
It is said a bog rot can only find rest by committing another victim to the
mire. A soul for a soul. In those final moments, the creature whispers of
ancient secrets and forbidden lore, as if unloading the burden of that dark
knowledge. For those few who escape the grasp of a bog rot, these awful truths
are sometimes worse than death.
Quest Starter: In a Corrupted Shadowfen , a great battle once took place.
Hundreds died amid the morass. Their mummified corpses lie buried in mud
and peat, but many do not rest easily. What secret or artifact is said to lie with
them? Why are you sworn to seek it out?
YOUR TRUTH
Ironlanders in the Flooded Lands enact a particular burial practice
to ensure their kin do not someday rise as a bog rot from that
baneful soil. What is it?
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BONEHORDE
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
Features: • The bones of many corpses, held together by a dark will
• Scurries with a hollow clatter
Drives: • Destroy and kill
• Gather new bones
Tactics: • Alter shape
• Strike with skeletal appendages
• Damage terrain or architecture
• Envelop and crush
A bonehorde is a mass of moldering skeletal remains given unnatural life.
They are spawned in old battlefields or tombs, but often range beyond those
places to seek out new victims. At the heart of a horde, surrounded by layers
of clattering bones, are the remains of the spiteful being who gives the horror
its cruel intelligence.
Its form varies. In tight spaces, a bonehorde may appear as an amorphous
mound or as a spider-like entity with long, skittering limbs. In the open, it
can crudely mimic the shape of an animal or person. The bones constantly
shift—snapping like dry twigs—to accommodate its environment, propel its
movement, and lash out against its victims.
Quest Starter: For months, someone has been stealing remains from local graves
and barrows. Now, a bonehorde emerges from a Haunted Tanglewood to attack
nearby communities and travelers. Who commands this foul aberration, and for
what purpose?
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THRALL
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
Features: • Sickly countenance
• Glimpses of their true nature
• A clash of personalities
Drives: • Endure beyond death
• Coerce and manipulate
• Stifle the will of the host
Tactics: • Reveal their true self
• Lash out with unnatural strength
A thrall is a living person controlled by the will of a powerful undead spirit.
The malignant presence can lie dormant for some time, feeding on the
suffering of the host and subtly manipulating them to achieve its mysterious
and often malevolent ends. Once the host is weakened, the spirit supplants
their will entirely.
Quest Starter: A spirit has taken possession of someone you care about. They
are fading, and will soon be a thrall to its will. Within a Haunted Barrow, the
spirit’s remains lie entombed. What ritual must you enact there to banish this
foul presence?
YOUR TRUTH
To detect the presence of a spirit, drawing it out of the thrall for
a few moments, mystics must perform a dangerous ritual. What is
the nature of this ritual, and what rare or elusive component does
it require?
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WIGHT
Rank: Formidable (1 progress per harm; inflicts 3 harm)
Features: • Pallid skin and clouded eyes
• Ragged, unhealed wounds
• Iron burial mask
Drives: • Stand in defense
Tactics: • Skulk in darkness
• Resolute assault
• Exploit knowledge and powers from beyond death
Wights are beings who carry out their sworn charge—to protect a place, object
or person—even beyond death. They retain their reasoning and intelligence,
but are driven obsessively by this singular purpose.
A wight’s steadfast will can delay their
inevitable physical decay for decades, but
they are marked by death nonetheless.
They have the pallor of a freshly
entombed corpse, with sallow skin
stretched thin over bones. They often
hide their corrupted features behind
iron burial masks.
Some wights wield the armor and
weapons they favored in life, and
are relentless, unyielding fighters.
Others master dark rituals,
empowered by the knowledge of
what lies beyond our mortal realm.
A wight who forsakes their vow
will continue their tortured existence
as a bonewalker, fated to lurk forever
at the precipice of death.
Quest starter: A wight is in search of the
person it is sworn to protect, now held in a
Fortified Stronghold. Who does it seek?
Why were they taken? Will you stand
against the wight, or help them?
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ANOMALIES
Old magic permeates the Ironlands. These forces sometimes manifest as an
anomaly, which is an otherworldly feature of the terrain or environment. Some
are the embodiment of ancient spirits, and have unknowable motivations.
Others are forces of nature given cruel purpose.
This section includes six sample anomalies (starting on page 138). Y ou can
also create your own anomaly by envisioning its features, goals, and approach.
Give it a rank of troublesome (for a lesser anomaly), dangerous (for a typical
anomaly), or formidable (for a greater anomaly). The rank represents the
harm and stress it inflicts, and its toughness if you represent the encounter
using the scene challenge mechanics (see below).
If you need some inspiration, make a few oracle rolls to generate some
prompts, such as: Action and Theme ( Ironsworn Core, page 174), Location
Descriptor (Ironsworn Core, page 177), Character Goal (Ironsworn Core, page
182), and Character Descriptor (Ironsworn Core, page 183).
ENCOUNTERING AN ANOMALY
To resolve an encounter with an anomaly, you can take action and make
moves as appropriate to the situation and your intent. For example, you might
Face Danger to overcome a tempest, Compel a circle of stones to show you its
secrets, or Enter the Fray against a blood thorn.
Alternatively, you can use a scene challenge to play out a confrontation with
an anomaly. This is the recommended approach, since it gives an anomaly an
appropriate amount of focus and danger.
Scene challenges were included as an optional mechanic in Ironsworn Core
(page 234). Those rules are restated here with a focus on anomaly encounters.
RUNNING A SCENE CHALLENGE
As discussed in Ironsworn Core (page 234), you can use scene challenges to
resolve a complex obstacle, contest, or threat. Examples of scene challenges
include a chase on horseback, an archery contest, a formal debate before a
council of elders, and leading an army into battle.
Scene challenges are also suited to playing out an encounter with an anomaly,
per the process described on the following pages.
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SETUP YOUR ANOMALY PROGRESS TRACK
When you initiate an encounter with an anomaly, create a standard progress
track with 10 boxes. This progress track is used to make a progress roll when
you resolve the encounter.
As you mark progress against an anomaly, fill in the standard number of
boxes or ticks based on its rank.
• Troublesome anomaly: 3 progress per success.
• Dangerous anomaly: 2 progress per success.
• Formidable anomaly: 1 progress per success.
• Extreme anomaly: 2 ticks per success.
• Epic anomaly: 1 tick per success.
Dangerous is the default rank for an anomaly. Reduce the rank to troublesome
if it a lesser anomaly or if you have established the fictional framing necessary
to effectively deal with this denizen. Increase the rank to formidable if
the anomaly is particularly noteworthy or if you are ill-prepared for this
encounter. Higher ranks should be rare: An extreme scene challenge is tough
to overcome, and an epic challenge is nearly hopeless.
CREATE A COUNTDOWN TRACK
Also, create a separate track with only 4 boxes.
This is your countdown track. When you mark
the countdown track, you completely fill in a single box. When the countdown
track is full (all 4 boxes are marked), you must make a progress roll to resolve
the scene.
CHOOSE YOUR MOVE
As you resist, oppose, or interact with an anomaly, first envision the situation
and your action. Then, Face Danger or Secure an Advantage using whatever
stat is most appropriate to your approach. For example:
• Face Danger +edge to dodge out of the reach of blood thorn vines.
• Face Danger +iron to fight a maelstrom’s currents.
• Secure an Advantage +heart as you focus on a positive memory to resist
a gloom’s influence.
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The choice between the two moves is both a narrative and mechanical
decision. Face Danger is reactive, and is used to avoid an immediate threat or
overcome a harrowing obstacle. Secure an Advantage is proactive, and is used
when you are using your resources, abilities, or expertise to prepare or gain
leverage. But there will be situations where either move is valid. In that case,
consider the mechanical outcome. Face Danger allows you to build progress,
while Secure an Advantage builds momentum. Face Danger is inherently
riskier, since a weak hit involves a concession.
Even if you take an action which would normally fall under another move,
you should frame and resolve that action as either Face Danger or Secure an
Advantage. For example:
• If you bargain with a circle of stones, you should Face Danger +heart
instead of rolling to Compel.
• If you cut at a blood thorn with your axe, you should Face Danger +iron
instead of rolling to Strike.
• If you bolster your defenses against a tempest by finding shelter, you
should Secure an Advantage +wits instead of Make Camp.
IF YOU FACE
DANGER...
Reference the outcomes below instead of the standard
Face Danger results.
• On a strong hit, you are successful. Envision how
you gain ground, and mark progress per the rank
of your challenge.
• On a weak hit, you are successful and mark
progress. But you also encounter a minor
complication. Envision what happens and mark a
countdown box to represent this setback.
• On a miss, you fail, or your action is undermined
by a dramatic turn of events. Mark a countdown
box and Pay the Price.
IF YOU
SECURE AN
ADVANTAGE...
• On a strong hit or weak hit, apply the outcome
as per the move.
• On a miss, mark a countdown box and Pay the
Price.
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CONTINUE MAKING MOVES
Continue to Face Danger and Secure an Advantage, envisioning the situation
and your approach. Apply the outcome of each move to the current situation
and envision how you react or what happens next.
WORKING TOGETHER WITH ALLIES
The scene challenge progress track and countdown track are shared with your
allies. Guided by the fiction, you can take turns making moves to give everyone
a chance to participate. Any allies involved in the scene can make the Face
Danger or Secure an Advantage move. When they do, resolve the outcome of
their move and mark progress and countdown boxes as appropriate.
Any character can also make the Aid Your Ally move to contribute to a move
another character is about to make.
MAKING THE PROGRESS ROLL
When your countdown track is completely filled (all four boxes), you must
resolve the encounter by making a progress roll. Y ou can also decide to make
the roll whenever you have accumulated enough progress to make success
likely, or if you feel that the narrative of the scene is guiding you to a conclusion.
To resolve your encounter with the anomaly, roll the challenge dice and
compare to your progress track. As with standard progress moves, you may
not burn momentum on this roll, and you are not affected by negative
momentum.
• On a strong hit, you achieve your goal unconditionally. The anomaly is
defeated, avoided, or outmaneuvered as appropriate to the situation and
your intent.
• On a weak hit, you overcome, outwit, convince, or escape the anomaly,
but not without cost. Y ou must Pay the Price . Make this a minor cost
relative to the scope of the scene.
• On a miss, you fail, or your progress against the anomaly is undermined
by a dramatic and costly turn of events. Pay the Price. Make it hurt.
EXAMPLE ANOMALIES
Six example anomalies are provided starting on page 138. Some of
these entities are hostile—literal forces of nature—while others have
subtler needs and motivations. Add these to your world directly, or
use them as inspiration and adjust to the needs of your story.
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Set up a standard progress track (10 boxes)
and a countdown track (4 boxes).
Envision the situation and your action.
Then, Face Danger or Secure an Advantage.
Is the countdown track full,
or are you ready to resolve
the scene?
STRONG HIT
Mark progress.
WEAK HIT
Mark
progress and
a countdown
box.
MISS
Mark a
countdown
box and
Pay the Price.
If you Face Danger...
If you Secure an Advantage...
YES
Make the
progress
roll.
NO
STRONG HIT
Choose:
Take +2
momentum,
or add +1.
WEAK HIT
Take +1
momentum.
MISS
Mark a
countdown
box and Pay
the Price.
SCENE CHALLENGE SUMMARY
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BLOOD THORN
Rank: Dangerous (scene challenge: mark 2 progress)
Features: • Thorn-tipped branches
• Scattered bones, stripped clean
• Large central pod
Drives: • Consume blood
• Proliferate
Tactics: • Lie in wait
• Grasp, entangle, and feed
A blood thorn is a malignant, carnivorous plant. It seizes its victims with long,
creeping tendrils. Then, it leeches their life through hollow thorns, eventually
bleeding them dry.
Blood thorns appear in woodland areas throughout the Ironlands. They are
especially common in the Deep Wilds, where they often encircle elf villages.
Some suspect they are cultivated by the elves, or share a symbiotic relationship
with them.
Quest Starter: Ironlanders attempted to found a settlement at the heart of a
Wild Tanglewood a decade ago. That place is now abandoned and infested by
blood thorns. Why did the settlers try to create a home in such an untamed
place? What object or information do you seek there?
YOUR TRUTH
Each spring, a vibrant red flower sprouts from blood thorn
branches. This blossom is coveted as an ingredient for alchemical
elixirs. What effect does it provide?
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Ironsworn Delve 139

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CIRCLE OF STONES
Rank: Dangerous (scene challenge: mark 2 progress)
Features: • Ancient stones, etched with mysterious symbols
• Whispers of old magic
• Visions of hoarded memories
Drives: • Preserve age-old secrets
• Seek new knowledge
Tactics: • Trap the unwary, and lure the desperate
• Extract painful memories
• Grant knowledge, for a price
The ancient standing stones, crafted long before we settled here, preserve the
memories and secrets of the Ironlands.
Because the stones are often hidden within dense thickets, buried in snow,
or obscured by veils of mist, a traveler may find themselves unexpectedly
breaking the boundary of a circle. The stones hunger for new knowledge,
and our memories are fodder for their insatiable appetites. What they take is
sometimes gone forever.
Some Ironlanders enter a circle willingly. Perhaps they hope to abandon a
painful memory to the stones, discarding that piece of themselves like slag
hammered from wrought iron. Then, there are those who wish to forsake the
world and live with their memories. For them, an unreal life within the circle
is better than the cruel reality outside of it.
Those in need of information may choose to risk a negotiation within a circle.
Knowledge for knowledge is the customary trade, but the stones are cunning
and may demand a more horrible price.
Quest Starter: A clan of Ironlanders protect and worship a circle of stones found
in a Hallowed Tanglewood. What forbidden secrets do these stones offer? How
does the price for these secrets threaten you or your kin?
YOUR TRUTH
The stones covet a particular type of memory above all others.
What is it, and what do they offer in exchange?
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Ironsworn Delve 141

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GLIMMER
Rank: Dangerous (scene challenge: mark 2 progress)
Features: • Dancing lights given vague form
• Silent beckoning
Drives: • Illuminate the darkness
• Provide escort along secret paths
Tactics: • Appear to the lost and desperate
• Show the way
• Lead astray
The glimmer are beings of mysterious origin and intent. They are most often
encountered as particles of light which coalesce into a luminous humanoid or
animal form.
They are drawn to those who need guidance. For wayward travelers and
seekers of hidden things, a glimmer will make a silent offer of passage. Relief
from the dangers of the Ironlands or a quick journey to a distant destination
is a tempting invitation, but not without its own price.
The path the glimmer reveals is not wholly of our world. It can descend into
the past, or climb into the future. It can wend its way across other lands and
through strange realities. These trails are navigated not just by the glimmer,
but by ancient, baneful things beyond comprehension.
If you accept a glimmer’s guidance, steel yourself for the journey. Envision the
places and people that give you hope, and you may find yourself among them.
But do not be distracted. The temptations and terrors along the way can lead
all but the most resolute astray. To be lost along a glimmer’s path is to remain
lost—perhaps forever.
Quest Starter: Someone you love entered a Corrupted Shadowfen in search
of a glimmer’s aid. They did not return. What did they seek? Can you walk the
glimmer’s path and bring them back home?
YOUR TRUTH
If you seek the guidance of a glimmer, you can try summoning one
through a specific rite. What must you do? What cost must be paid?
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Ironsworn Delve 143

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GLOOM
Rank: Dangerous (scene challenge: mark 2 progress)
Features: • Creeping, vaporous murk
• Whispers and illusions
Drives: • Envelop all in shadow
• Feed on fear and despair
Tactics: • Lure with trickery
• Snuff out lights
• Surround and engulf
• Show painful and horrifying visions
A gloom is a mass of malignant shadow. It dwells in dark places beneath the
earth, or in the shadows of thick woods. At twilight and during the long gray
days of winter, it emerges from its lightless refuge to sate its hunger.
The gloom’s amorphous form cannot exert physical force. Instead, it will
draw in its victims through illusion, mimicking familiar voices or forms. Or
it will use the cover of darkness to ambush unwary prey. Once enveloped,
the victim is a captive audience for the gloom’s apparitions, forced to face
their innermost doubts and fears. The gloom picks at their sanity like a
scavenger cleaning meat from bones. After a time, there is nothing left but
an empty shell.
If trapped within a gloom, let your conviction and courage be your light.
Against hopelessness, find hope. Against despair, find peace of mind.
Against terror, find faith. In the darkness, it is not the gloom that is your
enemy. It is yourself.
Quest Starter: Zealots nurture a gloom within a Hallowed Underkeep. They
believe this anomaly offers true enlightenment, and seek a means to unleash it
on the Ironlands. Who is the leader of this sect?
YOUR TRUTH
Is there a benevolent counterpart to a gloom—one which offers
light and hope instead of darkness and despair? Is this the cure for
someone who suffers the aftermath of a gloom’s visions? What is it
called, and where can it be found?
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Ironsworn Delve 145

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MAELSTROM
Rank: Dangerous (scene challenge: mark 2 progress)
Features: • Whirling vortex of water
• Fierce currents
• Ghostly screams
Drives: • Engulf victims
• Amass the voices of the lost
Tactics: • Seize with raging, swirling waters
• Stun with numbing cold
• Batter with debris
• Drag into abyssal darkness
In coastal waters and cavern pools, these swirling vortexes of frigid water drag
the unwary into their depths, stealing the breath from their lungs.
Maelstroms often manifest in places of great loss and tragedy, on the sites of
shipwrecks or the watery graves of drowned travelers. The debris swept into
the maelstrom’s heart batter armor and flesh. The voices of the maelstrom’s
victims, ripped from their chests with their dying breaths, cry out from the
turbulent water.
Quest Starter: Within a waterway cutting through a Ravaged Icereach, a great
maelstrom drew a longship and its crew into the depths. Despite an exhaustive
search, no survivors—or even bodies—are found. They are simply gone. Why
are you compelled to discover the fate of these victims?
YOUR TRUTH
Some believe that you must cast a particular thing of value into a
maelstrom in trade for your life. What is it?
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Ironsworn Delve 147

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TEMPEST
Rank: Dangerous (scene challenge: mark 2 progress)
Features: • Biting winds
• Stinging ice
• Ghostly voices and shadowy forms
Drives: • Seek warmth, and snuff it out
Tactics: • Envelop in a wintry cyclone
• Batter with icy shards and ferocious winds
• Grant release, at great cost
A tempest is a fierce, unnatural storm. It can appear in any season or in any
weather, but is larger and more powerful in the depths of winter. It is drawn
to the warmth of living beings, and seeks to douse that life as one would snuff
out a candle.
A tempest’s true nature is a mystery. Is it intelligent, or just a force of nature?
Those who survive an encounter sometimes report hearing hushed voices
and seeing strange forms within the whirlwind. Some few tell tales of the eye
of the storm, where the colds and wind abate, and where relief from certain
death is offered—for a price.
Quest Starter: In the Havens, a massive, swirling tempest has appeared. It
is expanding with grim purpose. A settlement was destroyed, and others are
threatened. At the heart of the storm lies an Ancient Ruin. What force powers
this tempest? Can it be stopped, or will it someday cover all the Ironlands in its
cold wrath?
YOUR TRUTH
Are there Ironlanders in your world who can foretell or influence
the weather? If so, what are they called? What signs do they look for
as a portent of a coming tempest?
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149 Ironsworn Delve

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Chapter 6 Threats

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ADDING THREATS TO YOUR
CAMPAIGN
The world does not wait for you. As you undertake journeys to distant
locations, explore perilous places, and spend time recovering from your
adventures, the forces which oppose you will advance their own agenda.
When you suffer setbacks, those forces will take advantage of your failure to
gain new ground.
Threats are an optional mechanic for your Ironsworn campaign which will
make the forces in your world more active and responsive. Y our vows will
gain new urgency as threats work against you.
Threats are a mechanic which you can apply generally to your
Ironsworn campaign—not just to your Delve-related adventures.
These rules add a small amount of additional tracking and
complexity, so don’t use them unless you think they will improve
your story and enhance the fun and tension of your game.
INTRODUCING A THREAT
When you Swear an Iron Vow, you can optionally associate a threat with that
quest. The threat is the person, being, faction, or situation responsible for the
problem that motivates your vow, or is the adversary most directly opposing
you in the fulfillment of that vow.
Not every vow will have an associated threat. Save it for dramatic and
important threats in your world. For example:
• Y ou vow to protect the Ironlands from a rampaging horde of undead. The
threat is the relentless undead army.
• Y ou vow to stop a ruthless overseer from expanding their control over the
Ironlands. The threat is the power-hungry leader.
• Y ou vow to find a cure for a sickness which ravages several settlements.
The threat is the virulent plague.
• Y ou vow to prevent a conflict between the Ironlanders and the elves. The
threat is all-out war.
If you want to generate a threat as a motivation for a new vow, use the Threats
oracle ( page 220 ) to randomly determine the category of a threat. Then,
envision how they threaten a key aspect of your world and Swear an Iron Vow
to see their schemes undone.
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NAME THE THREAT
First, give the threat a name or identity. Y ou can write it down on your
character sheet adjacent to your vow.
Y ou have sworn a vow to protect your home of Frostbarrow as they face
the coming winter. The settlement is besieged by enemies and lacking
supplies. Most notably, the powerful Graywolf Clan is vowing revenge
for the death of their overseer at your hands earlier this year.
Y ou make a note of the vow and the threat on your character sheet.
+1 +2 +3
TROUBLESOME
VOWS
+1 +2 +3
TROUBLESOME
Threat: Graywolf Clan
P rotect F rostbarrow through the long winter
CONSIDER THE THREAT’S GOAL
What does the threat hope to achieve, or what situation will come to pass if
you can’t stop it? This is the threat’s goal. If it’s not obvious, make a note of it.
If you fail in your quest and Forsake Your Vow, the threat achieves its goal. The
goal should relate directly to your vow, and represent a dire outcome for your
character. How will it impact you, those you care about, and your world? If the
goal doesn’t feel interesting or dramatic enough, take a step back and rephrase
it. Make it personal. Make it matter.
To remind yourself of the Graywolf Clan’s goal, and how it opposes
your own vow, you add a note to your character sheet.
+1 +2 +3
TROUBLESOME
VOWS
+1 +2 +3
TROUBLESOME
Threat: Graywolf Clan / Avenge their fallen leader
P rotect F rostbarrow through the long winter
If the threat represents an intelligent foe, you can phrase the goal as their
sworn vow. Every villain is the hero of their own story, after all.
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WHEN SHOULD YOU CREATE A THREAT?
Every quest you undertake should have challenges to overcome and forces
which work against you, but not every vow will incorporate a threat. The
threat mechanic lets you put a spotlight on a particular adversary or aspect
of your setting. One or two vows with an associated threat is about right for a
typical campaign. For best results:
• The threat’s goal should be in direct opposition to your vow. What you
seek to stop or avoid, the threat wishes to bring to fruition (or vice-versa).
• Assign a threat to a formidable or extreme vow. Lesser vows are likely
to be resolved without much direct opposition from the threat. An epic
vow, which often represents a lofty or complex goal, can instead involve
threats through secondary quests.
• Don’t assign more than one threat per vow. Related threats might be
introduced through a new vow, or simply represented as a challenge
within the fiction.
• If you have multiple players at your table, consider limiting threats to
shared vows to give everyone a stake in the conflict.
NON-SENTIENT THREATS
A threat can be environmental or situational, such as a natural disaster,
famine, war, or disease. As a threat of this sort advances its agenda, the
problem worsens. The threat’s goal is what happens if you can’t prevent the
ultimate, dire outcome. The sickness runs rampant, and all the settlements
of your circle are lost. The winter storms arrive, trapping the refugees in the
mountains and sealing their fate.
Threats are sometimes referenced in these rules using they/their pronouns.
This does not imply any limitation for the nature of a threat. Even if the threat
is not an intelligent being, it can help to think of it as something willful. After
all, the people of the Ironlands often attribute dark intentions to the long
winters, the deep woods, and the raging sea.
ACTIVE THREATS
Y ou will see the occasional references in these rules to an active threat. As
long as a vow with a related threat is in progress, that threat is considered
active. If you successfully Fulfill Your Vow, the threat is no longer tracked—
though it may pose trouble in new ways. If you Forsake Your Vow, the threat
achieves its goal.
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TRACKING A THREAT
As you encounter setbacks or delays, the threat will advance their own agenda.
If you are unable to Fulfill Your Vow before the threat brings their plan to
fruition, you fail in your quest. The threat is a ticking clock that keeps the
pressure on.
The threat’s actions are resolved using the Advance a Threat move and a
menace track.
TRIGGERING THE MOVE
There are three triggers which can Advance a Threat.
• Y ou choose to ignore a situation or deal with more pressing matters .
For example, you undertake an unrelated quest and spend time pursuing
that goal while your threat-driven vow is neglected.
• Y ou fail in a critical moment when opposing some aspect of the threat,
or create an opportunity for the threat. For example, you attack the
minions of a threat, but are defeated.
• Time passes as you undertake lengthy expeditions or recover from your
adventures. For example, you spend several days delving a forbidden
forest to recover an artifact which is critical to your quest. Although you
are ultimately successful in obtaining the object, the time you’ve spent
gives the threat an opportunity to act.
Since the triggers for this move are subjective, you have some control over
the pacing. However, you should let the narrative circumstances and the
outcome of your actions lead the way. In particular, if you must Pay the Price
in a decisive moment, and your failure creates an opening for the threat, then
let that be your trigger. This gives you another option for resolving the cost of
failure in your campaign.
If you’re not sure if a threat should advance, you can Ask the Oracle: “Does the
threat advance?” Set the likelihood as 50/50, or as appropriate to the situation.
If the answer is “yes, ” make it happen.
When the move is triggered, it’s time to see how the threat takes action. Look
at the text for Advance a Threat on the next page.
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ADV ANCE A THREAT
When you give ground to a threat through inaction, failure, or
delay, roll on the table below and envision how the change manifests
in your world (Ask the Oracle if unsure).
Roll Result
1-30 The threat readies its next step, or a new danger looms.
If you are in a position to prevent this development, you
may attempt to do so. If you succeed, Reach a Milestone.
Otherwise, mark menace.
31-70 The threat works subtly to advance toward its goal, or the
danger escalates. Mark menace.
71-00 The threat makes a dramatic and immediate move, or a
major event reveals new complications. Mark menace twice.
On a match, this development also exposes a surprising aspect of the
threat’s plan or nature.
If you mark the last box on the threat’s menace track, the threat
achieves its goal, or the final dire outcome occurs. Y ou must Forsake
Your Vow.
MAKING THE MOVE
The Advance a Threat table will give you one of three results.
• If you roll the first result (1-30), the threat is taking calculated action,
or the situation is at a tipping point. If you are in a position to act against
the threat, or can interfere in their plans, play to see what happens. If you
manage to prevent this development, Reach a Milestone on the associated
vow. If not, you must mark a menace box (see the next page for how to
do that).
• If you roll the second result (31-70), the threat takes action or the
situation worsens, and there’s nothing you can do to prevent it. It has
maneuvered behind the scenes, or you become aware of a worsening
situation. Mark menace.
• If you roll the third result (71-00), the threat’s bold action has immediate
consequences for you and your vow, or the situation grows irrevocably
worse. Envision how this impacts your character and your world, and
mark menace twice.
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HOW TO MARK MENACE
Within the vow progress tracks on the official Ironsworn character sheets,
you’ll find small inset boxes. This is the threat’s menace track. Starting from
the leftmost box, when you Advance a Threat and are told to mark menace,
fill one box completely. If the move tells you to mark menace twice, fill two
boxes completely.
Y ou have made progress in your quest see Frostbarrow safely through
the winter, but the Graywolf Clan has been relentless in its hostilities.
Y ou have three progress marked, and the threat has filled three menace
boxes. If the threat gains any more ground, it will move ahead of you.
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
////////////
Continue to mark ticks and fill boxes on your vow as normal when you Reach
a Milestone, per its rank. Marking menace for a threat is independent of your
own progress.
When the tenth menace box is filled, the threat’s goal is complete, and you
must Forsake Your Vow.
Think of this as a race between you and the threat, both on the same track.
In fact, you have one advantage over the threat in this race: you can move
the finish line. Since you can Fulfill Your Vow at any time (as long as it’s
appropriate in the fiction), you can leap ahead of the threat to finish the race.
Making the Fulfill Your Vow move with partial progress is risky, but might be
necessary if the threat is closing in on their own goal.
Y ou should also consider the tonal and narrative implications of filling
the menace track. Marking menace represents the threat becoming more
influential in your world and story. As you move from left to right on the
menace track, envision how the threat’s power and impact grows.
If you are using something other than the Ironsworn character sheet to track
your vows, you can mark the menace however you like. For example, you can
circle the boxes on your vow progress track to show the threat advancing.
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INTERPRETING THE RESULT
Depending on the result and the nature of the threat, you might face dramatic,
immediate consequences. Or perhaps the impact will be more subtle and
insidious. Consider how the threat’s actions or tactics complicate your vow,
your story, and your world.
If you’re not sure how the threat’s actions unfold, you can Ask the Oracle. For
an abstract prompt, use the Action and Theme oracles (Ironsworn Core, page
174). For a more specific answer, use the Threat oracles (page 220).
Then, consider how you and others react, and play to see what happens.
This back-and-forth between you and the threat will help create urgency and
context for your vow.
Hoping to gain leverage against the Graywolf Clan, you attempt to
create an alliance with another settlement. But that undertaking
eventually fails. Y ou decide the wasted time creates an opportunity for
your enemies, and you Advance a Threat.
Y ou roll 45 on the Advance a Threat table, which tells you: “The threat
works subtly to advance toward its goal, or the danger escalates. Mark
menace. ” Not sure what this means in the context of the current
situation, you Ask the Oracle and roll on the Action and Theme
tables. The oracle responds, “Breach Resource. ” Y ou envision this as a
dreadful discovery; some of Frostbarrow’s stores have been poisoned.
Y ou apparently have a hidden Graywolf sympathizer in your midst!
Y ou mark the menace box on your progress track, and consider how
this new development impacts your vow and your story. What will you
do to uncover this traitor?
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
////////////
ROLLING A MATCH
If your oracle dice come up as a match on the Advance a Threat table, you
should also introduce a twist, surprising action, or new understanding of the
threat. If you’re not sure what this means, Ask the Oracle . Y ou can use the
Action and Theme oracles (Ironsworn Core, page 174), or the Major Plot Twist
oracle (Ironsworn Core, page 190).
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DOWNTIME
There may be times in your Ironsworn campaign when it makes sense to
take an extended hiatus from your quests to recuperate. Mechanically, your
various status tracks are low, your conditions are marked, or your momentum
is in the negative range. Perhaps all the above.
Forced downtime might also be the outcome of a particularly dramatic failure.
Y ou are gravely wounded, for example. Or you face a crisis of confidence.
Perhaps you are betrayed by someone and lose faith. Narratively, your
character is at rock bottom. The situation has spun out of your control.
The Take a Hiatus move offers an opportunity to clear the slate for your
character. It can reset your conditions and trackers and give you a narrative
refresh as you find your purpose once again. But this is not without cost.
As you spend weeks or months recovering, the threats which oppose you
continue to push forward. Y our absence gives them an opening.
Here’s the text of the move:
TAKE A HIATUS
When you spend an extended time recovering in a safe place while
a threat is active, do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their
maximum values.
• Set your momentum to its reset value.
Then, for each active threat, Advance a Threat.
If you don’t have an active threat, you can’t make this move. Consider this a bit
of encouragement to associate a threat with at least one vow.
If you have multiple active threats when you Take a Hiatus, you’ll Advance a
Threat for each of them. This may mean prioritizing how you respond to each
of the threats as they take action or reveal their schemes.
Y ou should also consider your character’s perspective and next steps. Does
this time away from your quests renew your determination? Or does it leave
you bitter and regretful of the wasted days? Envision how you spend your
downtime, and what you do as your vows call you back to perilous adventure.
The Take a Hiatus move is also a great opportunity for a training montage.
Inspiring music cues are optional, but encouraged.
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IF THE
THREAT
SUCCEEDS...
When you mark the tenth box in a threat’s menace
track, the threat achieves their goal. Y ou have failed
absolutely, and must Forsake Your Vow for the
associated quest. Envision how this failure impacts
your character and world. What will you do to
redeem yourself?
IF YOU
FULFILL
YOUR VOW ...
When you Fulfill Your Vow against an associated
threat, you will weave the resolution of that threat into
your fiction.
• If you score a strong hit, you’ve soundly defeated
the threat. Their plans are undone, or the
ultimate dire outcome is avoided. Depending on
the nature of the threat and the resolution of your
vow, they might be killed, destroyed, avoided, or
otherwise made incapable of further menace.
• If you score a weak hit, you’ve succeeded, but
not unconditionally. Y ou might decide that your
victory is short-lived, and the threat reveals a new
aspect of their scheme or rebounds to present a
new danger. Perhaps this is an opportunity for the
threat as a recurring character.
• If you score a miss, you’ve failed against the
threat. Per the standard outcome when you fail
to Fulfill Your Vow, you must recommit with a
new vow or Forsake Your Vow. If you recommit,
you might consider retaining the threat as the
antagonist for the new vow. When you do, give
them a new goal and clear the menace track.
IF YOU
FORSAKE
YOUR VOW ...
When you Forsake Your Vow before marking the
tenth box in a threat’s menace track, you no longer
oppose that threat. They will achieve their goal as an
inevitable consequence of your failure.
RESOL VING A THREAT
A threat is resolved in one of three ways, as detailed below.
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MORE TIPS
CHANGING THE NATURE OF A THREAT
Through the course of your quest, you might reveal the true nature of a threat.
For example:
• The animals and beasts of a corrupted forest are ambushing caravans
along an important trade road. Y ou discover that a vengeful mystic who
dwells in the heart of this forest is somehow controlling these creatures.
• A malignant illness is sweeping across the Havens. Y ou learn that this
sickness is spawned by a death cult who worship an ancient god.
This new understanding of a threat may come through the evolution of your
story, the outcomes of moves, and creative prompts. In particular, rolling a
match on the Advance a Threat table can indicate a surprising revelation.
If the nature of a threat changes, you retain the existing menace track. Simply
replace the name of the threat and its goal on your character sheet.
THREATS AND GUIDED PLA Y
If you are playing as the GM, you can prompt the Advance a Threat move
as appropriate to the situation. Per the trigger of the move, if the characters
create an opportunity for the threat through inaction, failure, or delay, then
make the move. Y ou can then roll on the result table yourself and reveal the
outcome through a narrative description of what happens next in your world.
Or you can ask a player to make the roll and work with the group to interpret
the result.
Deciding when to trigger the move gives you pacing over the visibility and
impact of the threat in your campaign. Keep the tension high by taking
advantage of the opportunities the characters give you, but don’t arbitrarily
Advance a Threat. If the characters plan smartly and have success, let them
push ahead in the race against the threat’s menace track. If they give you an
opening, take it.
If you use threats as a GM, consider keeping the mechanics visible to your
players. Y ou can conceal the specific nature, plans, and actions of your
threats as appropriate. But the state of the menace track and the result of the
Advance a Threat move should be done in the open. This will reinforce the
pressure the threat is putting on the characters and the story, and will allow
the players to better make decisions—as their characters—on where to focus
or how to react.
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MANAGING THREAT ENCOUNTERS
In most cases, you will be dealing with a threat indirectly. They might have
minions to enact their will, or their actions and schemes create ripples in your
world which impact you and those you care about.
However, if your quest leads you to a direct encounter with a threat, how do
you avoid prematurely triggering a decisive moment? For example, you have
sworn to protect your village against a powerful elder bear which stalks the
surrounding lands. That creature is your threat. Circumstances force you into
a fight with the beast, and you somehow manage to defeat it. But you’ve only
filled a couple of progress boxes, and you’re not ready to Fulfill Your Vow. Plus,
killing the bear feels like an anticlimactic turn in your story. How can you
resolve this disconnect between the mechanics and the narrative?
Keep in mind the narrative flexibility you have based on the outcome of
moves. In this case, your victory as you End the Fight against the bear can be a
momentary reprieve. Perhaps the creature flees, and you’ll face this bloodied
and vengeful beast at another time. Maybe the bear is killed, but the entity or
power controlling it is revealed.
These short-lived achievements will allow you to Reach a Milestone in your
quest, but they are not the end of the story. Instead, they can deepen your
understanding of the threat and widen the scope of the danger.
EXPERIENCE POINT INCENTIVE
Need some additional incentive to push the threats in your world
forward? A bit of carrot to go along with your stick? Here’s a simple
optional rule that gives you an experience point reward for keeping
threats active in your story.
If you Fulfill Y our Vow and score a hit, look at the number of menace
boxes you’ve marked for the associated threat. If it is equal to or
greater than your vow progress, take +1 experience.
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Chapter 7 Objects Of Power

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TREASURES AWAIT
By default, Ironsworn does not focus on equipment or resources. The
particulars of what you carry in your pack might influence the story and
your fictional framing, and the Check Your Gear move ( page 38 ) can help
you overcome challenges with the aid of a fortuitously introduced item.
But the spotlight is on the abilities you—and your companions and allies—
bring to bear. It is those qualities which define your character and how you
overcome challenges.
There are exceptions. Some assets, such as Blade-Bound and Masked, are
framed around special objects. Combat talents typically require a specific
weapon in battle. Skirmisher, for example, assumes you wield a spear.
This chapter broadens those exceptions with additional options for acquiring
fortunes and wielding objects imbued with supernatural powers. It includes:
• Wealth (page 164) is an abstract representation of your bartering power
and the tangible rewards you receive for undertaking quests in the service
of others.
• Artifacts (page 167) serve as the focus of quests, or as opportunities to
Reach a Milestone within a quest.
• Rarities ( page 172 ) are enchanted objects you use to bolster your
existing abilities.
Y ou can use Delve as a framework for acquiring and using objects of power
within perilous sites, but these options are also generally useful for your
Ironsworn campaign outside of those locations.
These rules and guidelines can be used or ignored as you like.
Some options, such as wealth and rarities, add a small amount of
additional mechanical complexity and tracking to Ironsworn.
Also, giving your character access to these options may make you
more capable and influence your odds of success. This may be a
good thing or a bad thing, depending on your preferences. If you
like a grimmer, more perilous tone, you may want to leave out these
additions from your campaign. Or you can counterbalance them
with greater challenges and more severe outcomes for failure.
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WEAL TH
By default, the acquisition of money or things of value is not a focus in an
Ironsworn campaign. When you are Ironsworn, it is your vows that drive
and sustain you. Y ou’ll make
sacrifices and go without
worldly necessities to fulfill
those vows.
But for some characters
or campaigns, a path of
fortune might have greater
emphasis. The Fortune
Hunter asset is an option
for characters who seek to
acquire wealth and use their
fortunes to influence others
and overcome obstacles. If
you envision yourself on
this path, take the asset as
normal when you create your
character or as you Advance.
MANAGING
WEAL TH
Per the default (first) ability, this asset gives you a new resource called
wealth. The track at the bottom of the asset card is used to mark your current
wealth, with 0 as a minimum and +5 as the maximum. Set the track to 0 when
you first add the asset.
When you Swear an Iron Vow to someone and they agree to provide
payment if you complete the quest, give that vow a special mark. Then,
when you successfully Fulfill Your Vow, you may take +wealth equal to the
rank of the quest as your patron makes good on their promise of payment
(troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). This is in
addition to experience rewards.
Generally, a strong hit or weak hit as you Fulfill Your Vow will make it
“successful, ” but you should consider the perspective of your patron. Is the
task complete in their view, or is there more to be done? If you’re not sure,
Ask the Oracle.
PATH
FORTUNE HUNTER
 When you Swear an Iron Vow to
someone under the promise of payment,
add +1 and give the quest a special mark.
When you successfully Fulfill Your Vow
to them, take +wealth equal to the rank
of the quest. If you leverage wealth when
making a move where resources are a
factor, add +wealth and suffer -1 wealth.
 When in a community or trading, you
may suffer -1 wealth and take +2 supply.
 When you Resupply by scavenging or
looting, and score a strong hit with
a match, you may envision finding
an object of value. If you do, take +1
supply (instead of +2) and +1 wealth.
0 +1 +2 +3 +4 +5
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Once you have wealth greater than 0, you may use it to improve your odds of
success when making a move where resources are a factor. For example, you
might offer a bribe as you Compel, or make a contribution to a settlement
when you Sojourn there. Y ou might encounter situations where a character
or community insist on payment in exchange for some service or action, in
which case you should use your wealth when making the appropriate move.
When you use your wealth, add your current wealth value to your action
score. This is in addition to your stat and any adds afforded by the move.
Then, roll the dice. Hit or miss, reduce the track by one.
Y ou have sworn to protect a settlement against attacks from a rival
clan. Y ou want to Compel the clan’s leader to cease their assaults, and
envision making a plea of fellowship and cooperation in this harsh
land. Y ou’ll be rolling with your +2 heart, but decide to offer a bribe as
an additional enticement. Y our wealth track is at +4, so you add that
value to your stat, giving you +6 on your roll. Then, you reduce your
wealth track from +4 to +3.
The second and third Fortune Hunter abilities offer additional options to use
your wealth or to acquire new wealth.
• For the second ability, you may automatically suffer -1 wealth and take
+2 supply if you are in a place or dealing with someone who can offer
provisions. No roll is required, unless the situation requires you to gain
a foothold through a move such as Compel.
• For the third ability, if you Resupply by scavenging or looting, and score
a strong hit with a match, you have found an object of value. Y ou may
take +1 supply (instead of the +2 Resupply would normally provide) and
+1 wealth.
ENVISIONING WEAL TH
In the default Ironlands setting, people in communities rely on barter of
services and goods instead of coin. When you acquire wealth, envision the
nature of what you receive. It might be silver coins from the Old World, which
still have some intrinsic value even if they aren’t a formal currency. It could be
a finely wrought cloak pin. Perhaps it is a rare medicinal herb. Make note of
anything which is unusual or significant.
If you’ d rather not give it too much thought, or just want to envision a coindriven economy, mark the wealth and move on. Much like your supply, wealth
can be abstracted as the resources you have at hand.
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CONSIDERING THE COST
When you Swear an Iron Vow in exchange for payment, you should consider
how this choice frames your relationship with the quest-giver. Specifically,
note the trigger for the Forge a Bond move: “When you spend significant
time with a person or community, stand together to face hardships, or make
sacrifices for their cause... ”
Simply doing a job for payment does not meet the conditions of the move.
Y ou’ll have to do more to form a relationship worthy of a bond. This is the
give-and-take of a mercenary lifestyle.
SHARING WEAL TH
What if you want to make the wealth mechanics a universal and default aspect
of a campaign with allies? If you want to give everyone access to the features
of the Fortune Hunter asset, you can make it shared asset. Do the following:
• During character creation, all characters gain access to the default
Fortune Hunter ability at no cost.
• One player is appointed the Keeper of Coins, and manages the Fortune
Hunter card and its wealth track.
• Much like the supply track, the Fortune Hunter wealth track is shared
between allies. Any character may use wealth to make a move, as
appropriate. When wealth is increased or decreased by the actions of any
character, the Keeper of Coins makes the adjustment.
• Payment for a quest is made to the group per the rank of the quest
(troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
• When any player chooses to Advance and wants to upgrade Fortune
Hunter, they may share the experience point cost with another willing
player (1 experience point each). An upgraded ability is immediately
enabled for all characters in the campaign.
If you’ d rather have each player manage their wealth individually
to better depict the dynamics of an everyone-for-themselves group,
you can do so. When a character finds or spends wealth, they adjust
their own wealth track. However, you must allocate the payment for
a quest among characters, since the total payment remains the same.
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ARTIFACTS
Legendary objects of power are a staple of heroic fiction, and often provide
the motivation for characters to undertake fateful quests.
In Ironsworn, artifacts are objects of power which are the focus of a quest,
or represent a crucial milestone in a quest. They do not use any new or
additional mechanics. The foundation of moves, progress tracks, and
fictional framing ( Ironsworn Core, page 205) give you everything you need
to add artifacts to your story.
Here are a few ways an artifact might drive or impact your quests:
• An artifact is your means of defeating an otherwise invulnerable foe, or
reducing the rank of a significant foe.
• An artifact is the key to gaining the cooperation of an important character.
• An artifact offers a solution to overcome a threat to your world, such as
a war or plague.
• An artifact gives you the opportunity to avoid a perilous journey, or
reduce the rank of a significant journey.
• An artifact offers the solution to a personal crisis or need.
• An artifact provides the answer to a perplexing mystery.
• An artifact powers a destructive force which must be stopped.
• An artifact embodies a dark will, and must be destroyed.
• An artifact is sought by your foes to fulfill their own schemes, and must
be kept from them.
THE ROLE OF ARTIFACTS
Depending on the nature of an artifact in your story, it might function as the
basis of a quest, as a means of overcoming an obstacle, or as an opportunity
to Reach a Milestone in a greater vow. They operate as needed to support your
narrative, and may reveal new aspects or complications as you undertake your
quest and discover more about them.
Acquiring or overcoming an artifact should be difficult. They may be located
in perilous sites or require significant investigation to uncover. They are
typically an object, but can also represent a specific place like an enchanted
pool of water, an immovable thing such as a mystical tree, or a complex and
dangerous ritual. Even a person or creature with unusual gifts can function as
an artifact in your story.
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BUILDING STORY AROUND ARTIFACTS
A basic example of an artifact—Themon’s Dagger—is explored in the example
passages within the first two chapters of this book. Our character must
retrieve the dagger to satisfy a demand from a crucial character. In this case,
acquiring the dagger is a milestone in a greater vow. The nature of the dagger
itself is immaterial.
This type of object is referred to as a MacGuffin. This is a term coined by
director Alfred Hitchcock, and represents any object which motivates plot but
is otherwise unimportant. For the purposes of our narrative, the nature of the
object in Themon’s resting place has little bearing on the overall story. It could
as well be a book, or a gold cup. It provides a bit of tone and texture.
On the other hand, the One Ring in the works of J.R.R Tolkien is not a
MacGuffin. Its history and nature have huge impact on the story and the
actions of the characters. These complexities justify its focus as a central plot
device in the Lord of the Rings.
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TAKING A MACGUFFIN TO THE NEXT LEVEL
Through the course of an adventure, a MacGuffin can evolve to become worthy
of a more central function in your story. When you introduce an artifact into
your narrative, look for opportunities to deepen its role. For example, rolling
a match in a crucial moment when interacting with an artifact might prompt
you to Ask the Oracle about its nature, revealing a surprising aspect of its
history or purpose.
Even if an artifact doesn’t have consciousness, think of it as a character. The
more presence it has in your story, the more you should work to make it
distinctive and interesting. Give it a background. Give it virtues and failings.
Give it needs.
Adding depth to an artifact may lead to exciting new story, challenges, and
opportunities for vow-driven quests.
ARTIFACTS ARE EPHEMERAL
Artifacts are important. Until they aren’t.
Depending on its nature and role in your story, an artifact may provide
advantages for your character. If obtaining an artifact is a notable achievement
in your quest, it can—in addition to giving you an opportunity to Reach a
Milestone—deliver powers which impact your fictional framing for a key
challenge. For example, you might use a notable weapon against a specific
foe to reduce their rank in a fight. Y ou might be able to avoid some obstacles
entirely through the fictional framing an artifact provides.
However, the benefits of an artifact should be specific and short-lived.
Consider how the powers of the artifact are counterbalanced by its narrow
purpose, limited number of uses, or a cost which makes it dangerous or
impractical. An artifact may have its own will and wish to separate itself from
you. It can be broken or lost, sacrificed as it fulfills its purpose. It can exact a
terrible price with each use.
If an artifact becomes a permanent part of your character, and is not
represented as an asset or rarity ( page 172 ), it shouldn’t provide
ongoing mechanical benefits. It might provide texture to your
character, along with limited narrative benefits and costs. Make it
part of your story. Show how it changed you, and vice versa. Dealing
with how others view the artifact, and what forces seek to reclaim it,
can also create interesting new story threads.
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EXAMPLE ARTIFACTS
These samples show a few ways to represent artifacts within the fiction and
mechanics of an Ironsworn campaign. Y ou can take inspiration from these
artifacts as quest starters or milestones for your own adventures.
ABYSSAL HARPOON
This legendary weapon, forged in the fires of a lava flow at the edge of the
ocean, is said to have the power to pierce the hide of even the mightiest sea
beast. It is rumored to be held by a clan of merrow in a Hallowed Sea Cave.
Role in your story: If a powerful leviathan is destroying Ironlander
ships, and you Swear an Iron Vow to defeat it, obtaining this harpoon is
a milestone in your quest. When you Enter the Fray to face the leviathan
while wielding the harpoon, you can reduce its rank from epic to
extreme—giving you a fighting chance.
WA YSTONE OF THE LONG PATH
When you imagine a destination and scratch its name upon this thin slab of
sandstone, you are instantly transported to that place. The Waystone does
not travel with you; it takes its own path to a new resting place.
Role in your story: If you need to travel a great distance, this artifact can
send you there in the blink of an eye. Y ou won’t make the Undertake a
Journey or Reach Your Destination moves, and won’t suffer the dangers of
the trip or face the cost of wasted time. Once it is used, the Waystone is
lost to you.
WELLSPRING OF HOPE
This pool lies deep within a Wild Tanglewood, and is reputed to contain
healing water. It is guarded by ancient spirits, and tradition says that
something precious must be left behind in exchange for the water.
Role in your story: If you Swear an Iron Vow to cure someone, obtaining
the healing water of this pool is a milestone in your quest. The wellspring
is home to guardian spirits, and you must Compel them to grant you
access. What might they demand in return? Even if you are successful,
they will allow only a single draught. If you then deliver the dose to the
object of your quest, you can Fulfill Your Vow to see how they fare.
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FROSTFORGE HAMMER
Forged from an unknown metal, this fabled hammer is the color of a frozen
lake, pale white with shadowy blue depths. When used to craft armor, it
imbues the metal with unnatural strength and protects the wearer from the
cruelest winter storm.
Role in your story: If an unnatural winter storm threatens the Ironlands,
and you Swear an Iron Vow to discover what lies at the tempest’s heart,
obtaining this hammer is a milestone in your vow. When you secure the
aid of an ironwright to craft a cold-resistant set of armor using the hammer,
you reach another milestone. The armor itself functions as an artifact, or
will perhaps become a part of your character as an Ironclad rarity.
MOLDERING BLADE
This ancient bronze sword looks as if it was pulled from a centuries-old
grave. Its surface is cratered with decay. Its edge is flaking and brittle. But
when raised against an undead being, the corrosion falls away. What is left
behind is a keen blade which looks newly forged, and can inflict terrible and
enduring injuries upon any spirit or horror.
Role in your story: Many undead beings are invulnerable to weapons or
cannot be permanently destroyed by mundane means. If you Enter the
Fray against a horror while wielding the blade, you may treat the spirit
or monster as a living being. The harm you inflict is lasting, and you can
defeat them permanently when you successfully End the Fight. The sword
is completely useless against normal foes. When your quest is done, the
weapon disintegrates into dust.
STORMSURGE PILLAR
This mysterious black monolith, uncovered by a sect of iron priests in an
Ancient Ruin, is now a horrific weapon in their doomsday war against
the people of the Ironlands. When carried into battle, it levitates beneath
roiling storm clouds and thrums with a discordant drone. When the priests
command, it draws down lightning from the sky and sends out a wave of
destruction which transforms their enemies to ash.
Role in your story: If you Swear an Iron Vow to defeat this sect of
priests, you must discover the nature of this pillar and find the means of
defending against it. These goals can serve as milestones in your quest.
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RARITIES
History is often chronicled through objects of power. Wars and accords,
struggles and triumphs, love and hate, sacrifice and death—these legacies can
imbue objects with cultural importance and supernatural gifts.
In Ironsworn, these items are called rarities. They may be handed down
through generations, lost or hidden away in the depths of perilous sites,
coveted by powerful forces, or forgotten and discarded. When you obtain a
rarity through the course of your story, you gain a subtle but lasting impact
on your character and their abilities.
Rarities are an optional system for your Ironsworn campaign. They
are directly linked to a specific asset: a path, combat talent, or
ritual. When you use that asset, the rarity can bolster your chance of
success and enhance the benefits of a positive outcome.
ADDING A RARITY TO YOUR STORY
As with assets, a rarity is purchased using experience points. Y ou can make
this purchase when you Advance, instead of or in addition to adding an asset.
However, gaining the fictional justification to take possession of a rarity
should be an important aspect of your story. Y ou won’t suddenly find one by
chance while browsing the wares of a local merchant. Y ou must work for it.
For example:
• Y ou agree to undertake a quest in service to a mystic. They are the keeper
of the Book of the Cipher, an ancient tome of rituals, and agree to grant
you this rarity as a reward once your vow is fulfilled.
• Y ou vow to recover the Opal of Whispers from the clan which stole it
from your own family a generation ago.
• Y ou set off to hunt down a dangerous beast in the southern marshes so
that you may fashion a Basilisk Cloak from its hide.
• Y ou delve into a forbidden tomb in search of the Shroud of Retribution,
said to be hidden in its depths.
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SETTING YOUR SIGHTS
Rarities augment a specific asset. As a first step, consider which asset you
want to link with a rarity. Y ou can use a rarity with any path, combat talent,
or ritual.
Rarities are not used with companions. However, you can use a rarity with
the Animal Kin path or the Totem ritual as an indirect means of bolstering
your companion abilities.
Once you’ve got something in mind, it’s time to weave it into the fiction.
DEFINING THE NATURE OF A RARITY
Consider the nature of the object you seek. What is its history? What are its
powers? Is it known to the people of your world? Is it lost and forgotten? Is it
yet to be created?
Rarities bolster an existing asset. They are not an asset or ability unto
themselves. Their magic is usually subtle, though a particularly effective
action may reveal more dramatic powers. The nature of a rarity should relate
to the theme of the asset it’s linked with.
• A Dancer can use a rarity which makes their performance more graceful
or compelling.
• A Skirmisher can use a rarity which bolsters their prowess with a spear,
or wield a special spear that is itself a rarity.
• A mystic performing the Scry ritual can
use a rarity which enhances the
visions within the flames,
or makes those visions
easier to interpret.
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TAKING POSSESSION OF A RARITY
Obtaining a rarity is typically part of a vow-driven quest, either as a reward
from another character (for completing a quest in their service) or as a personal
goal. Obstacles in your path might involve solving mysteries to uncover the
location or nature of a rarity, delving into perilous sites, or defeating forces
seeking to take the rarity for themselves. When you successfully Fulfill Your
Vow, you gain experience points which can be used to purchase the rarity.
However, a rarity might also represent a side-story for your character which
is not an explicit vow. Not every personal goal is worthy of swearing on iron,
and overcoming challenges to take hold of a rarity can be its own reward. In
this case, you can use the Delve mechanics to undertake an expedition into
a perilous site in search of a rarity. As long as you have experience points in
the bank to purchase the rarity, adding it to your character can validate the
successful outcome of that expedition.
PURCHASING A RARITY WITH EXPERIENCE
Y ou must spend experience points to add a rarity to your character. If you
obtain a rarity in the narrative but don’t have experience points available,
you can spend experience later to activate it. In the fiction, this represents
learning more about its power and unlocking its potential. Until you spend
the experience, it is a narrative object without mechanical benefit.
Some assets will bring a rarity into play more often than others, so the
experience point cost for a rarity will vary by the linked asset. These costs are
shown in the tables on page 175.
If you are playing solo, and aren’t concerned with the relative
balance of rarity abilities, you can ignore these variable costs. If so,
spend 3 experience points to purchase a rarity.
AUGMENTING AN ASSET
When you obtain a rarity, you link it to a single asset. That asset—and any
marked abilities—is then considered augmented. Give an augmented asset
a special mark, and make note of the name and nature of the rarity.
Y ou can also place a special die on an asset card to mark it as augmented. This
is your rarity die. Use a D6 that is a different color than your standard action
die. This will help remind you that the asset is augmented, and you will use
the rarity die when you make an action roll using the rarity. See page 176 for
how this works.
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Paths XP Cost
Alchemist 5
Animal Kin 3
Banner-Sworn 4
Battle-Scarred 3
Blade-Bound 4
Bonded 3
Dancer 3
Devotant 3
Empowered 3
Fortune Hunter 4
Herbalist 3
Honorbound 3
Improviser 4
Infiltrator 5
Loyalist 3
Masked 5
Oathbreaker 3
Outcast 3
Pretender 5
Revenant 3
Rider 4
Ritualist 3
Shadow-Kin 3
Sighted 4
Slayer 3
Spirit-Bound 3
Storyweaver 4
Trickster 4
Veteran 3
Waterborn 3
Wayfinder 4
Weaponmaster 3
Wildblood 4
Wright 3
Combat Talents XP Cost
Archer 4
Berserker 5
Brawler 5
Cutthroat 3
Duelist 3
Fletcher 4
Ironclad 5
Long-Arm 5
Shield-Bearer 4
Skirmisher 4
Slinger 4
Sunderer 4
Swordmaster 4
Thunder-Bringer 4
Rituals XP Cost
Augur 3
Awakening 4
Bind 5
Communion 3
Divination 3
Invoke 5
Keen 5
Leech 3
Lightbearer 4
Scry 3
Shadow-Walk 4
Sway 3
Talisman 4
Tether 4
Totem 4
Visage 4
Ward 3
EXPERIENCE POINT COSTS FOR RARITIES
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How do you use a rarity? Here’s how it works in the form of a move.
WIELD A RARITY
When you make a move aided by an augmented asset, roll your
rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the
rarity manifests in a dramatic and obvious way. Y ou score an
automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity
manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or
works against you.
What does it mean to be aided by an augmented asset? Y ou are aided when
you are making an action roll, and an augmented asset directly contributes
a bonus or benefit.
Here’s a summary of the bonuses and benefits which count as aided, along
with related examples. Most asset abilities fall under one or more of these.
Add +X.
“When you Aid Your Ally, add +1. ”
Take +X momentum/health/spirit/supply.
“When you Heal a companion, ally, or other character, and score a hit,
take +1 spirit or +1 momentum. ”
Inflict +X harm.
“On a strong hit, the wielder inflicts +1 harm. ”
Inflict harm on a move other than Strike or Clash.
“When you Enter the Fray by barraging your foe with sling-bullets,
inflict harm on a strong hit. ”
Reroll any dice.
“When you Swear an Iron Vow to serve your leader or faction on a
mission, you may reroll any dice. ”
Make a move using an alternate stat.
“When you Make Camp in the woodlands, you may roll +wits (instead
of +supply). ”
Make a unique, self-contained move.
“When you commune with the spirits of a place, roll +heart. ”
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There are a few edge cases to keep in mind, including exceptions for game
balance and for abilities with limitations. If you’re not sure if you can Wield
a Rarity with a specific ability, look here to see if it falls under a restriction.
When the benefit is “one time only” , you are aided only if you
commit to using up the benefit before rolling.
“When you or an ally make a ritual move, reroll any dice (one time only). ”
When the ability gives you an option after you roll, you are aided
only if you commit to that choice before rolling.
“When you Make Camp and choose the option to partake, you can
create a restorative meal. If you do, you and your companions may
take +1 health. ”
When the benefit comes at a cost or risk, you are aided only if you
accept the cost or risk to get the benefit.
“When you perform a ritual, you may suffer -1 supply and add +1. ”
When an augmented asset lets you inflict deadly harm (2 harm)
using an unarmed attack or simple weapon, you are aided only if
the ability also provides some other benefit for your action.
“When you use an unarmed attack or simple weapon to Strike with
deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). ”
Finally, here’s two situations when you can’t Wield a Rarity.
When an augmented asset forces you to suffer a cost as an outcome
or concession, you are not aided when you make a move to resolve
that cost.
“On a weak hit, the wilds call as you dance; Endure Stress (2 stress). ”
When an augmented asset modifies a progress move, you are not
aided. Y ou may only Wield a Rarity with an action roll.
“When you Reach Your Destination, take +2 momentum. ”
If you’re not sure whether an action counts as aided, feel free to err
on the side of awesome and allow yourself to Wield a Rarity. Lead
with the fiction. It won’t break anything.
See the next page for details on rolling the rarity die.
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ROLLING THE RARITY DIE
When you Wield a Rarity , you’ll roll a special D6 in place of your action
die. This is your rarity die . It works the same as an action die, with three
important differences.
If you roll a 6 on the rarity die, the power of the rarity manifests
in a dramatic and obvious way. Envision what happens. Yo u
score an automatic strong hit and take +1 momentum. Y ou
can consider how a match on the challenge dice influences the
outcome, but the value of those dice is otherwise ignored.
If you roll a hit with a 5 on your rarity die, the power of the
rarity manifests in a subtle way. Take +1 momentum. The rarity
is not a focus or essential aspect of your action, but it does offer
indirect or minor benefits.
If you roll a miss with a 1 on the rarity die, the rarity’s power
fails or works against you. Weave the rarity into the narrative
of the outcome, but don’t inflict additional mechanical cost
beyond the normal scope of the miss. This is a failure with a bit
of additional narrative texture, not a compounded failure.
For any other result, the rarity does not have any impact in this moment. Its
power does not manifest, or its influence is inconsequential.
These mechanical and narrative results are in addition to the normal outcome of
the move. Roll the dice, look at the rarity die, envision how its power manifests
in this moment (or not), and resolve the move as normal. If your rarity die gives
you a momentum bonus, add it to any other bonus you receive.
The rarity die is still considered an action die if a move or ability references an
action die result (such as “if you roll a 1 on your action die. ”). Also, if you suffer
the effects of negative momentum (such as when your momentum is -6 and you
roll a 6 on the rarity die), the die is canceled and any rarity effects are ignored.
ROLLING A MATCH
If you rolled a match on your challenge dice, consider how the rarity plays
into your interpretation of the match.
• With a 6 on your rarity die and a match on the challenge dice: This
moment reveals some interesting aspect of the rarity, or the object
manifests its power in a surprising way.
• With a 1 on your rarity die and a miss with a match on the challenge
dice: This is an opportunity to introduce a surprising complication
related to your rarity, or a dramatic effect such as a Mystic Backlash
(Ironsworn Core, page 189).
55
66
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ONGOING BENEFITS
Some abilities provide benefits which persist beyond the initial action. For
example:
• If you are a Pretender and adopt a disguise: “ ...add +2 when you make
moves using this identity to deceive or influence others. ”
• If you perform the Awakening ritual to create a simulacrum: “If it aids
you as you make a move to assault or overcome an obstacle through
strength, add +2. ”
• If you perform the Totem ritual to deepen your connection to your
animal or beast companion: “ Add +1 and take +1 momentum on a hit
when you use a companion ability. ”
If an ability with an ongoing benefit is augmented, you Wield a Rarity when
making the initial move to trigger the effect. Then, as long as a move gains
a direct bonus or benefit to the roll from an augmented ability, you’ll
continue to Wield a Rarity when taking action. Once the effect is spent or
negated, you won’t roll your rarity die.
ALLIES AND RARITIES
Y ou may have an augmented asset which grants a benefit to an ally. For
example:
• If you are a Loyalist: “When an ally makes the Endure Stress move in your
company, they add +1 and you take +1 momentum on a hit. ”
• If you perform the Keen ritual, and enchant the weapon of an ally: “ ...the
wielder inflicts +1 harm when they Strike or Clash.”
• If you are a Slayer and take a trophy from a kill: “When you or an ally
make a ritual move, reroll any dice. ”
If one of your augmented asset abilities gives a direct bonus or benefit to
an ally’s action roll, they may Wield a Rarity. Hand them your rarity die to
roll in place of their action die. They take the benefits of the outcome. If they
roll a 5 on the rarity die, they take +1 momentum. If they roll a 6, they take +1
momentum and score an automatic strong hit.
This effect also applies if you use an augmented asset ability to Secure an
Advantage, and you’ve framed that move as an attempt to Aid Your Ally. If you
are successful, the ally takes the benefits of the move, including any additional
momentum gained through the rarity. If you score a strong hit and they take
the option to add+1 on their next move, they can Wield a Rarity and roll your
rarity die.
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EVOL VING THE STORY OF A RARITY
Y our rarity is another character in your campaign. As you use its powers and
interact with it over time, look for opportunities to deepen your understanding
of its nature. Go beyond its mechanical benefits to give it narrative meaning
and importance.
Magic is a willful force, and a rarity may have its own goals and needs. Y ou
may even Forge a Bond with it, or swear vows and undertake quests to resolve
some aspect of its nature or history.
A rarity may complicate your adventures in other ways. Perhaps another
character or faction covet your rarity. Its mere presence might impact your
dealings with others, especially in a setting where objects of power are feared
or reviled. This is the fiction of your rarity.
If you are playing with allies, or are the GM in a guided campaign, don’t let the
acquisition or evolution of a rarity overwhelm the focus of your adventures.
Be mindful of giving everyone the spotlight within sessions and as part of
the overall campaign. An expedition to obtain a rarity might be a fun solo or
guided session for a single player.
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LOSING A RARITY
Since a rarity is usually a physical object, losing or breaking it is a possibility.
However, in most situations, losing access to your rarity should represent
a temporary complication, not a permanent outcome. Only in the most
dire of circumstances should your story lead to a place where your rarity is
permanently destroyed or removed. It should feel like an inescapable outcome
of where the fiction has led, rather than a sudden and random whim of fate.
If a rarity is ever permanently lost or destroyed, or if you choose to discard
it, take 1 experience point.
HOW MANY RARITIES?
There’s no mechanical limitation to how many rarities your character can
possess, but I’ d suggest you keep it to a single rarity, or two at most. They
should feel like a special exception—not a box to be checked on an asset card.
There are two exceptions to this guideline:
• If your character and campaign is focused on acquiring objects of power,
you might possess multiple rarities.
• If you are a mystic, you might collect rarities as special components to
empower your rituals.
If you have more than one rarity, and two different augmented assets
add a bonus or benefit to a single action, you still roll only one rarity die.
Envision which rarity has the most influence in this moment.
ABOUT THE EXAMPLE RARITIES
The following section provides an example rarity for each Ironsworn
path, combat talent, and ritual. These examples include a name, an
experience point cost (using the standard cost as defined on page
175), and a description.
The background of some of these rarities are known through
folklore and legend, while others are mysterious objects of unknown
origin. Some were brought over from the Old World, while others
were created or first appeared within the Ironlands.
These are provided as potential rarities for your campaign, but are
not your only option. Since all rarities have the same mechanical
function, it’s easy to create your own unique object of power.
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EXAMPLE RARITIES: PATHS
P ATH: ALCHEMIST
A YETHIN’S JOURNAL 5 XP
This ancient tome was originally written by a legendary alchemist. In its
curiously well-preserved pages, inscribed in an ink of unnatural intensity,
are formulas for alchemical concoctions. New recipes occasionally appear
unbidden, although the total number of pages never changes.
P ATH: ANIMAL KIN
BLACK FANG 3 XP
This large tooth of uncertain origin resonates with the power and mystery
of the untamed world. When you hold or wear the fang, your eyes take on
a slight golden hue, and you feel the call of those wild places.
P ATH: BANNER-SWORN
RESOLUTE BANNER 4 XP
First borne by the surviving members of a warband who stood firm
against an enemy onslaught, this banner is scarred by generations of
war. When you carry it into battle against an overwhelming foe, you
might hear the song of former bearers, or catch glimpses of their spectral
presence fighting alongside you.
P ATH: BATTLE-SCARRED
CAIRN STONE OF THE SUNDERED 3 XP
The Sundered, an Ironlands warband, was formed of those who suffered
the traumas of battle—but whose fighting spirit remained. Khinara the
Half-Handed, a shrewd leader outcast from her former band, brought
these misfits together to forge a new path. Their final and most renowned
battle was to stand against an overwhelming force of varou at the Siege
of Winterhill. Nearly all the Sundered fell in that long day of fighting, but
not before saving many Ironlanders from the varou horde.
Khinara and her handful of remaining comrades left the battleground
that day and have not been seen since. A simple cairn marked the sacrifice
and courage of the Sundered, from which only this small stone remains.
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P ATH: BLADE-BOUND
BRACER OF THE FIRST BLOOD 4 XP
This simple leather bracer was worn generations ago by the first person
killed by your kin-blade. At that time, it was a simple weapon wielded
by your ancestor. With their dying breath, the blade’s victim cursed
your ancestor to an afterlife of iron servitude, binding them forever to
the weapon.
The bracer is weathered and marred by faded blood stains. When worn
on your blade-arm, you feel a stronger connection to your ancestor
within the iron. But there is another presence here, and you sense its
long-simmering thirst for revenge.
P ATH: BONDED
WATERSKIN OF FELLOWSHIP 3 XP
Ages ago, this waterskin, filled with wine, was passed among the fighters
of a warband on the night before a fateful battle. They drunk heartily,
sang hopeful tunes, and swore promises to one another. None would be
left behind, they vowed. All would fall or stand together.
By the dawn, all lie dead. But their loyalty and companionship infused
this waterskin with the purity of those vows. Anything it contains—
water, wine, or mead—is made sweeter and more refreshing. When you
bear the skin, your own nature might change subtly, and others may view
you more favorably.
P ATH: DANCER
SCARVES OF THE NORTHERN LIGHTS 3 XP
These lengths of fabric, bound together with silvery thread, are enchanted
with the alluring but dangerous essence of the hyperborean realms.
When you dance with the scarves, your movements seem to blur and
shimmer, becoming almost ethereal. The fabric casts wavering, prismatic
auras into the air. Their beguiling nature is otherworldly.
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P ATH: MASKED
PROGENITOR SHARD
P ATH: DEVOTANT
FOUNDER’S RELIQUARY 3 XP
This urn of brassy metal, etched with strange and captivating iconography,
contains the ashes and bone fragments of an ancient devotant, the founder
of your faith. While carrying this reliquary, you might catch whispers and
chants on the wind; echoes of ancient oration.
P ATH: EMPOWERED
SIGIL OF THE BROKEN CIRCLET 3 XP
This sigil of simple worked iron bears a gemstone that once adorned a
noble circlet. Within its facets, you might glimpse the faces of an ancient
ruler whose reign ended with the sundering of their circlet of power.
When you bear this sigil, you embody some measure of this ruler’s
former authority.
P ATH: FORTUNE HUNTER
COIN OF FA VOR 4 XP
This battered copper coin, emblazoned with the emblem of a forgotten
people, appears mundane at first glance—a worthless trinket. But when
spun on a surface, flipped into the air, or rolled across knuckles, the coin
hums with a strange and discordant tone. Those who understand the
coin’s song may find themselves on a path of good fortune.
P ATH: HERBALIST
SIL VERSTONE PESTLE 3 XP
This obsidian pestle is streaked with shimmering silver. The rounded
end is unworn and unstained even after centuries of use. When ground
against a mortar, violet smoke wafts from the ingredients, occasionally
forming vaguely humanoid figures and bestial shapes. The phantasms are
gone to the wind almost as soon as they appear.
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P ATH: MASKED
PROGENITOR SHARD
P ATH: HONORBOUND
UNBREAKABLE TORC 3 XP
Once clasped to your arm, this simple iron bracelet binds itself closed. It
cannot be removed, except by lopping off your hand at the wrist. When
you stay true to your word, it is said to grant good fortune. But when
you tell a lie or forsake an oath, it tightens painfully, like a snake coiling
around its prey.
P ATH: IMPROVISER
BLACKGUARD’S BALDRIC 4 XP
An infamous scoundrel wore a wide belt laden with pouches and buckles,
from which he drew wondrous implements to aid in his devious work.
After his death, the baldric disappeared, but occasionally finds its way
into the hands of the clever and the cunning. It’s said that in times of
need, one might find their salvation within the many pouches and
pockets of the belt.
P ATH: INFILTRATOR
BASILISK CLOAK 5 XP
This leathery cloak and cowl, yellow-brown in hue, is stitched from the
hide of a basilisk. When draped over the shoulders, the cloak allows the
wearer to embody the stealthy nature of those beasts of the southern
marshlands.
P ATH: LOY ALIST
HORN OF THE MAMMOTH 3 XP
This sweeping signal horn, carved from the tusk of a mammoth, is etched
with inscrutable runes. When blown, the horn emits the thunderous
bellow of a mammoth.
Through the years, keepers of this mighty horn have rallied allies and
summoned aid to their friends. Today, it is imbued with the loyalty and
sacrifices of those bearers.
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P ATH: MASKED
PROGENITOR SHARD 5 XP
The Progenitor Shard appears as a mundane piece of petrified wood.
However, it is a fragment of what the elves call the source tree—the long
dead entity from which all other elder trees originate. When pressed to
the forehead of an elven mask, the shard sets itself into a hollow and
glimmers with ancient power. Then, the mask makes a dramatic change
to its features, such as sprouting wooden horns or antlers. A mask with
the Progenitor Shard may even display new awareness and intelligence,
reacting to others through subtle changes of its once-inert expression.
P ATH: OATHBREAKER
SUNDERED SWORD 3 XP
This remnant of an ancient sword consists only of a hilt, bound in
decaying leather, and a stunted piece of broken blade. When it was
whole, the weapon was wielded by a queen’s guard. That warrior failed
in his oath to protect his queen when she was assassinated by a usurper.
In honor of his fallen liege, he undertook a new years-long quest that
toppled kingdoms and remade the world. At the end of it, he shattered
his sword and made no more vows. What’s left of the blade is said to hold
an essence of the resolve that set the warrior on his path of retribution.
P ATH: OUTCAST
MARK OF THE EXILE 3 XP
This mark is branded or tattooed onto the flesh of outcasts. It is the sigil
of an Old World leader, betrayed by their own kin, who was stripped of
their name and banished to the wilderness. They eventually returned to
undo the schemes of those who cast them out. But even after they were
welcomed back into their community, they chose to disappear again into
the wilds—committed to their new life in exile.
Now the sigil, inscribed or branded as part of lengthy ceremony, marks
the forsaken or misunderstood among the Ironlanders and gives them
the strength to carry on. Only a few still hold the knowledge of the ritual
which sets this mark upon your flesh.
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P ATH: PRETENDER
TATTOO OF MANY FACES 5 XP
This elaborate tattoo, drawn with blood-infused ink, depicts a face that
seems to change subtly each time you look at it. The mystic known as the
Gray Lady, who was alive in the Old World and may outlive those not yet
born in this new land, grants this mark to those she finds worthy. If you
seek to escape your former life by adopting new identities, the cunning
magic of this tattoo may aid you in your path.
P ATH: REVENANT
SHROUD OF RETRIBUTION 3 XP
This fragment of woolen cloth is etched with words in a long-forgotten
language. It is said to be a piece of the burial shroud of a great warrior
who defied death to join her war-kin in one final battle. Those who have
seen beyond the veil of our world will feel a kinship to the enduring
spirits that lurk within the shroud.
P ATH: RIDER
HORSEMASTER HELM 4 XP
This helmet with a crest of horsehair was worn by Delkash the Horseborn,
a legendary leader who commanded a mighty warband of mounted
warriors on the eastern plains of the Old World. She and her band were
renowned for their skill in riding and the almost spiritual connection
they shared with their horses.
P ATH: RITUALIST
BOOK OF THE CIPHER 3 XP
This unassuming tome is plainly bound in leather and clasped in iron. For
most folk, the pages within appear blank. For those with the gift of magic,
those pages are filled with the writings and illustrations of generations
of ritualists. The content is a mix of tempting secrets, indecipherable
scrawls, and deranged ramblings. It is a life’s work to draw meaning from
it, but even the presence of the book can bring you closer to the powers
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P ATH: SHADOW-KIN
BARROW CLASP 3 XP
This horrid cloak clasp is fashioned from several interlocking finger
bones. It was once worn by Balrick the Bone-Tender, who gathered the
bones from crypts across the Old World and believed they whispered of
forbidden lore.
When you wear the Barrow Clasp, you are marked as someone who has
suffered the futility of life, who walks in shadow and embraces the power
and secrets of realms beyond our own. For you, the that dark knowledge
is not a corruption or a curse. It is a gift.
P ATH: SIGHTED
SEEING STONE 4 XP
Once owned by a mystic who succumbed to a dark path and became a
husk, this glassy stone of volcanic rock is marred by a single hole through
its center. Those who carry the Seeing Stone are said to gain clarity and
an understanding of mystic forces. Looking through the stone may
inspire revelations, but it can also reveal darkness and terrors beyond our
understanding. Some secrets are best left unknown.
P ATH: SLAYER
SLA YER’S MEDALLION 3 XP
This pendant, fashioned of silver in the shape of a claw, was forged for
the famed beast slayer Kodroth in honor of his tenth kill. Unfortunately,
Kodroth was devoured on his eleventh hunt, and the medallion sat for a
time in the gut of a wyvern. After an unceremonious reintroduction to
the world, the Slayer’s Medallion was retrieved and handed from one illfated hunter to the next.
The silver, now gouged by teeth and claw and pitted by digestive juices, is
said to hold the hard lessons of every failed bowshot, every clumsy spear
thrust, every weakened shield-arm. Perhaps these mistakes will not be
your own.
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P ATH: SPIRIT-BOUND
MIRROR OF THE EIDOLON 3 XP
Long ago, in the southlands of the Old World, a rich merchant believed
he was haunted by the spirit of his beloved dead wife. But the signs of
her presence were subtle. The smell of her perfume. An occasional chill.
A barely-heard whisper. He longed to see her again, so he gathered the
greatest artisans and mystics of the land to create a solution. Y ears later,
they delivered a grand, gold-rimmed mirror that—they said—would
reveal worlds and beings beyond the veil. The hopeful merchant had
the mirror placed in his chambers and sent his staff away. A day later, a
servant returned to find the merchant vanished and the mirror shattered.
This piece of broken glass, the edges smoothed by time, the surface
darkened and tarnished, is all that remains of that ancient mirror.
Carrying it with you strengthens the thread between you and those that
dwell in the realms between life and death.
P ATH: STORYWEAVER
GOLDWHYN’S DENOUEMENT 4 XP
This ornate scroll tube is decorated with delicate silver and gold filigree.
It is reputed to contain a single sheet of parchment once belonging to
Goldwhyn the Bard, an ancient storyweaver who delighted the most
royal of courts and the lowliest of mead halls with tales of adventure and
sacrifice. As he lie in his death bed, Goldwhyn wrote one final tale and
ordered it sealed away in this scroll tube. It has not been unsealed since,
and doing so is said to bring the foulest of luck. Nevertheless, those
who carry Goldwhyn’s Denouement are favored with the gift of story
and fellowship.
P ATH: TRICKSTER
OPAL OF WHISPERS 4 XP
This large opal is said to have been enchanted by a cunning mystic who
sought to gain influence in court. The gem offers subtle suggestions
to help guide conversations or reveal schemes. It is often set within an
earring, where its whispers are better heard.
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P ATH: VETERAN
HELM OF THE UNBROKEN 3 XP
The famed warrior Brenna stood against a hundred foes or more before
she fell, buying her brothers and sisters in arms the time they needed to
retreat through the mountain pass. With blade, axe, and spear, she fought
fiercely, her back against the sheer cliffs. Brenna the Unbroken, they
call her in songs in the decades since. Her helm is battered and dented,
tarnished and stained, but remains whole.
Brenna’s strength, resolve, and sacrifice remain imbued in the iron, the
enduring legacy of a noble end.
P ATH: W ATERBORN
LEVIATHAN’S LAMENT 3 XP
This pendant, fashioned from the tip of a leviathan’s tooth, is engraved
with a depiction of the fateful end of that creature. Pierced by the Abyssal
Harpoon, an ancient weapon of unnatural sharpness, the leviathan is
shown making a final leap above the waves in its death throes. If you
stare at the pendant, you might find the scene revealed in extra clarity.
The waves splash and surge, and you can see the mouth of the leviathan
opening in a final, defiant roar.
When you wear this pendant—whether to honor the passing of this great
beast, or as a warning to others of its kind—you are connected to the
spirits of the water. If you are lucky, those spirits will favor you with fair
winds and calm seas.
P ATH: W AYFINDER
BOUGH OF THE SUREST PATH 4 XP
This simple wooden rod, carved from an Old World rowan tree, can
help guide travelers to their destination. It is marked with dozens of tiny
notches representing successful journeys, and is said to have been used in
finding the Ironlands during our escape from the Old World.
When you hold the Bough to the horizon, you feel the magnetic pull of
the proper course. However, this object sometimes has its own opinions
on where you should head, and may lead you to unexpected destinations.
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P ATH: WEAPONMASTER
WHETSTONE OF THE BEAR 3 XP
This simple whetstone is engraved with a single mark—the bear claw
motif of a legendary warrior renowned for their prowess in the fighting
arenas of the Old World. This stone was passed from them through
successive generations of fighters, and has honed the edge of countless
weapons.
Each faint score upon the Whetstone of the Bear is suffused with the
courage, skill, and tenacity of the warriors who left that mark. When you
use the whetstone, you may hear distant echoes of long-ago battles; when
you carry it, you bear the legacy of those brave champions.
P ATH: WILDBLOOD
VIGNETTE OF THE WEALD 4 XP
This small elderwood carving depicts an intricate scene of trees, birds,
and woodland animals. Looking at it for a time seems to reveal new or
transformed details. A live tree grows where once stood a stump. Eyes
look out from the shadows of a hollow, then disappear. A nesting bird
takes flight.
When you carry this unusual piece of art, you feel kinship with the natural
world and a deeper understanding of those wild places. The vignette may
even reveal clues which lead you on the proper path through untracked
lands and keep you safe from threats.
P ATH: WRIGHT
ARTISAN’S GLOVES 3 XP
Once worn by a wright who built the first ship to land on the shore of the
Ironlands, these hide gloves, sturdy yet flexible and reinforced with iron
studs, allow for great dexterity while also protecting a worker’s hands.
The strength, skill, and resilience of dozens of wrights over many decades
is worn into the leather.
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EXAMPLE RARITIES: COMBAT TALENTS
COMBAT TALENT: ARCHER
FARSIGHT QUIVER 4 XP
This quiver is fashioned from tanned leather, and carved with elaborate,
spiraling runes. Despite its age, the leather is as supple as a newly crafted
object. Arrows held within are said to be given extra sharpness and
accuracy, and the bearer’s sight made more keen. On occasion, an arrow
retrieved from the quiver will blossom with a cold blue flame as it flies
unerringly to its target.
COMBAT TALENT: BERSERKER
MANTLE OF MANY BEASTS 5 XP
This stitched mantle is a patchwork of different pelts—some recognizable,
some less so. When you wear the mantle, the ferocity and resilience of
these animals and beasts is with you. Y our foes may even look upon you
and catch the briefest glimpses of these creatures upon your own form,
like phantasms seen in the afterglow of a lightning strike.
COMBAT TALENT: BRAWLER
IRON FIST 5 XP
This band of ridged iron is inscribed with runes and subtly thrums with
ancient energy. It fits perfectly in your palm and encircles your closed fist.
When wielded in a fight, the crude but effective weapon adds unnatural
weight and power to your attacks.
COMBAT TALENT: CUTTHROAT
DAGGER OF THE BLOODED 3 XP
When you wield this wickedly curved dagger with deadly intent, it almost
seems to guide your hand. Y ou can feel its hunger through the leatherwrapped hilt. But the blood it draws can never be completely wiped away.
Over time, these stains have darkened the blade nearly to blackness.
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COMBAT TALENT: DUELIST
IRON DY AD 3 XP
The greatsword of a fallen warrior was melted down and reforged into
this exquisite pair of blades. Each piece in the Iron Dyad is a formidable
weapon in its own right, light and well balanced, with a keen edge.
Throughout history, these masterworks have been kept apart. Now,
reunited in your hands, they whirl in a perfect, synchronous dance,
dealing death with grim efficiency.
COMBAT TALENT: FLETCHER
RAPTOR’S TALON 4 XP
The wooden hilt of this delicate knife is carved in the form of a diving
hawk. When used to fashion arrow shafts or trim fletchings, the blade
imparts the speed and deadliness of that majestic creature to the arrow
itself. When the arrow flies true, you may even hear it accompanied by
the cry of a hawk.
COMBAT TALENT: IRONCLAD
STARFALL HAUBERK 5 XP
This chain shirt is fashioned from rings of black iron, a starforged metal
notoriously difficult to work in such delicate forms. It is as strong and
resistant as the sturdiest shield. The glimmering black chain is beautiful
to behold—like a clear night sky strung with iridescent stars.
When you wear the armor, you are connected to the eternal void beyond
our own world. At night, the stars call to you with an alluring song.
COMBAT TALENT: LONG-ARM
ROVER’S STAFF 5 XP
Some in the Ironlands speak of a figure known as the Rover, who
wandered from settlement to settlement and was said to bring divine
fortune. The figure dressed simply, came and went without fanfare or
frivolity, and carried a gnarled staff of yew adorned with trinkets and
etched with symbols of the firstborn. This staff, worn to a polished shine
from decades of use, now fits in your own hand as if designed for it.
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COMBAT TALENT: SHIELD-BEARER
HEART OF THE AEGIS 4 XP
This metal boss, affixed to the center of uncounted shields over years
and generations, shines as bright as the day it was forged. It is said to
strengthen both the shield and its wielder—and endures beyond both.
Looking into the boss by firelight may reveal fragmentary reflections of
battle and sacrifice.
COMBAT TALENT: SKIRMISHER
DRAGON’S BITE 4 XP
The name of the warrior who wielded Dragon’s Bite, who felled dragons
of old, is lost to time. But the spear, its tip heated in the flames of dragons
and quenched in their blood, is legend. The haft of this weapon is simple
and mundane, unadorned. The spear’s point is formed with a layer of
cold iron around a core of strange black metal. Some say the dark center
is fashioned from the fossilized heart of mother dragon, the once-queen
of dragonkind.
COMBAT TALENT: SLINGER
GIANT BANE 4 XP
Before the passing of the giants in the Old World, one of their clan
terrorized a highland village. For months the people suffered the torment
of the giant, until a brave villager felled him with this sling.
Today, untold years later, the leather is still supple, and the weapon
imparts the stones unnatural force and precision. The large pouch can
hold multiple stones, enabling a skilled slinger to bombard a foe with a
flurry of lethal projectiles.
COMBAT TALENT: SUNDERER
WARBRINGER 4 XP
A clan of raiders once terrorized vast swathes of the Old World. The
greatest of them was said to wield a wicked axe he called Warbringer. It
was forged of the pillaged iron of defeated foes. Following the marauder’s
death, the axe passed from one hand to the next—over years and across
kingdoms—as if seeking someone worthy of its savage power.
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COMBAT TALENT: SWORDMASTER
HONING SHEATH 4 XP
“May your wits nor your iron never dull, ” the runes read, running the
length of this worn, dark leather scabbard. Any blade drawn from it hums
a harmonious tone, its edge as sharp as the day it was forged.
COMBAT TALENT: THUNDER-BRINGER
HAMMER OF RECKONING 4 XP
The simple and brutal form of this great iron hammer belies the legend
of its making. Said to have been crafted by the giant smiths of old, the
Hammer of Reckoning was a gift bestowed upon an ancient people of the
Ironlands. Forged during a great storm, and imbued with the essence of
that violent tempest, it is a superbly balanced and destructive weapon. Its
mightiest blows are sometimes accompanied by a distant peal of thunder.
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EXAMPLE RARITIES: RITUALS
RITUAL: AUGUR
CROW’S PATRON 3 XP
This unusually large crow feather is adorned with beads and brightly
colored string. When you wear or hold the feather and perform the
ritual to summon crows, the messages they carry are made more
understandable. However, crows are still tricksters, and liable to bring
unwelcome news.
RITUAL: AW AKENING
BREATH OF LIFE 4 XP
This clay decanter once belonged to an ancient mystic who dabbled in the
secrets of life and death. Wracked with disease, facing his own mortality,
he vowed he would endure. He inscribed the decanter with runes of
power, and breathed his dying words into it. In that moment, clinging
to the mortal world like a drowning man struggling to stay above the
surface, his fear and anger infused the decanter with an unending breath.
When you release the stopper to aid the creation of your simulacrum,
those last words sometimes escape as whispered curses.
RITUAL: BIND
MOONSHADOW RING 5 XP
This ring of polished wood is engraved with intertwining branches. Set
in its center is a lustrous white stone. When the wearer performs the
bind ceremony, the stone catches the light of the moon and flares with
an unnatural glow. This light casts faint shadows of animals and beasts
which dance in rhythm with the ritualist’s steps.
RITUAL: COMMUNION
INCENSE OF BECKONING 3 XP
When lit, this stick of incense emits a green-yellow smoke which smells
faintly of wet earth and moldering things. The swirling incense eases
the passage of spirits to our world, and helps bind them to the ritualist’s
summoning circle.
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RITUAL: DIVINATION
RIDDLESTONE 3 XP
Carved from a snow-white chunk of alabaster, this runestone of uncertain
origin reveals a new inscription each time it is thrown.
The stone makes some secrets obvious, and teases others through
implication. For a particularly dire or surprising reading, it may even
show a different surface or texture. For example, you might throw it in
its usual alabaster form, and see it land as pitted black pumice. Divining
the meaning of this trickery is not always easy—the riddlestone is a
notoriously fickle tool.
RITUAL: INVOKE
INVOKER’S LODESTONE 5 XP
This arrow-shaped, palm-sized stone seems completely unremarkable.
But when you hold it at arm’s length and focus on the weave of power
around you, the lodestone can guide you to richer sources of mystic
energy. Once those essences are absorbed, the stone shines with a
subdued radiance.
RITUAL: KEEN
RA VEN’S SONG 5 XP
This large raven skull is etched with ornate symbols, and dark gems are
set into its eye sockets. It is said the spirit of the raven carries the words
of your keen to those who dwell in the world beyond death. As you sing,
strange shadows writhe within the smoky glass of the gems, and a layer
of frost spreads over the skull.
RITUAL: LEECH
WOLF’S FEAST 3 XP
This iron brooch bears an ornate and grisly depiction of a large wolf
feeding on a fallen deer. Though the carved motif is worn and lusterless
with age, the pin itself glimmers like fresh-forged metal and is as sharp
as the finest dagger.
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RITUAL: LIGHTBEARER
DA YBREAK STONE 4 XP
In its mundane form, this fist-sized rough-hewn crystal is lusterless and
opaque. Once used to capture the essence of light, however, it glows with
a purity and brilliance which banishes any aspect of darkness.
RITUAL: SCRY
BEHOLDER’S DUST 3 XP
This simple leather pouch brims with ash and bits of bone—the cremated
remains of a powerful seer. When cast into a fire, the ash erupts in
brilliantly colored sparks and flames. The sounds and visions within the
fire are then made more vibrant.
Curiously, the Beholder’s Dust is never fully consumed by the flames. Each
time you return to the pouch, you will find the supply of ash replenished.
RITUAL: SHADOW-W ALK
RING OF SECRET PATHS 4 XP
The plainness of this gold ring belies the nature of its creation. It was
forged in the dark fires of the shadow realm, and is forever connected to
the veiled paths beyond our own world. Those who wear the ring are but
one step from those hidden lands, but must be cautious not to let the will
of the ring subvert their own.
RITUAL: SW AY
CHIME OF SECRETS 3 XP
These small brass tubes hang from a stave of elder wood. When raised
to the wind, they ring with a melody which is at first discordant. But
then, if the spirits of the wind choose to reveal their secrets, the melody
harmonizes and amplifies their words.
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RITUAL: TALISMAN
BEADS OF MANY DOMAINS 4 XP
Rune-marked beads of vibrant hues adorn a simple corded chain. The
colors and materials of each bead represent a different aspect of the
natural and unnatural worlds, and glimmer faintly in dark places.
When you remove a bead from the chain and add it to a charm, you feel
the protection bolstered. Beads sometimes appear or disappear from the
chain of their accord, but the particular bead you need for a talisman is
generally at hand.
RITUAL: TETHER
WA YFARER’S PROMISE 4 XP
Before setting off on a perilous voyage, a sailor gifted his husband a piece
of string—cut from the thread he used to tie back his hair. “Even when it
seems we are apart, ” he told him, “we are connected. This will guide me
back home. Back to you. ”
But his ship did not return. Weeks passed. Then months. All hope seemed
lost. One night, as the mourning husband held the string tight in a closed
fist, there came a knock at the door. It was the sailor, with no memory of
what brought him there.
Centuries later, these twin strings—passed into legend and now
returned—are held in a simple wooden box. When you carry it, you are
reminded of the importance of a place and the people there, and it helps
set you on the path home.
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RITUAL: TOTEM
LIDLESS EYE 4 XP
When you look deeply into this glass orb, you see an unblinking eye
which mimics that of your animal or beast companion. As you carry the
orb with you, your connection to them is strengthened.
RITUAL: VISAGE
PHIAL OF THE UNTAMED 4 XP
This unbreakable glass jar is filled with the blood of beasts and monsters.
A single drop added to a paste of mundane blood and ash infuses the
mixture with the essence of those baneful creatures. Those who look
upon you when you wear your visage may glimpse instead the dread
specters of fang, claw, tentacle, and wing.
RITUAL: W ARD
DEFENDER’S SPIKE 3 XP
This spike of chiseled stone is fashioned from the remains of a wall which
once protected an Old World fortress—one which withstood assaults
over millennia. When you drive the spike into the ground at the center of
your ward, you may be heartened by ghostly echoes of a forgotten past.
It is the rallying cry of those brave warriors who held the walls against
relentless attacks.
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Chapter 8 Oracles

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DIVINING ANSWERS
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. Oracles can be used in solo and co-op modes to answer
questions and fuel your narrative. For GMs, oracles can provide inspiration
when running a game session.
This chapter includes several new oracles to supplement those found within
Ironsworn Core. Many are specific to the Delve mechanics, and will help reveal
the nature of a site and its denizens. Others will be more generally useful in
your Ironsworn campaign.
The oracles are organized into the following sets:
• Feature ( page 204 ): Use the Aspect and Focus oracles to answer
questions or provide inspiration for a location or event within a site.
• Site Name ( page 206 ): Give a site a name or learn more about its
characteristics and history.
• Site Nature ( page 212 ): Randomly select a theme and domain for a
perilous location.
• Character ( page 213 ): Set the initial disposition for a character, or
reveal what activity they are focused on when you first encounter them.
• Monstrosity ( page 214 ): Discover the nature of a nightspawn ( page
125) or other frightful creature within your world.
• Trap ( page 217 ): Identify the characteristics and effects of a trap
within a site.
• Combat Event ( page 218 ): Determine the actions of a character,
creature, or force during a fight.
• Threat (page 220 ): In support of the optional threat mechanics ( page
151), use these oracles to introduce a threat and determine its actions
within your world.
If a particular result isn’t inspiring or is difficult to interpret for
the current situation, check the adjacent rows or flip the digits. See
page 167 in Ironsworn Core for more information on using oracles
to guide your story.
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FEATURE
FEATURE: ASPECT
1-2 Blocked
3-4 Crafted
5-6 Ancient
7-8 Sunken
9-10 Trapped
11-12 Secret
13-14 Toxic
15-16 Ruined
17-18 Defended
19-20 Decaying
21-22 Marked
23-24 Guarded
25-26 Inaccessible
27-28 Foreboding
29-30 Veiled
31-32 Deep
33-34 Depleted
35-36 Foul
37-38 Elevated
39-40 Moving
41-42 Unnatural
43-44 Active
45-46 Confined
47-48 Fortified
49-50 Collapsed
51-52 Isolated
53-54 Destroyed
55-56 Open
57-58 Sacred
59-60 Flooded
61-62 Complex
63-64 Abundant
65-66 Hidden
67-68 Expansive
69-70 Mysterious
71-72 Unstable
73-74 Fragile
75-76 Broken
77-78 Ensnaring
79-80 Pillaged
81-82 Sealed
83-84 Makeshift
85-86 Treacherous
87-88 Natural
89-90 Dead
91-92 Unusual
93-94 Abandoned
95-96 Deadly
97-98 Forgotten
99-00 Mystical
Use the Aspect and Focus oracles to generate the details of a location
or event within a site, or to answer questions about the site’s nature
or history.
The basic function of these oracles is similar to the Action and
Theme oracles in Ironsworn Core (page 174). They are abstract word
prompts you can interpret as appropriate to the current situation and
setting. For example, you are traveling through a Wild Tanglewood
and roll “Something unusual or unexpected” on the domain feature
table. Y ou then Ask the Oracle what you discover using the Aspect
and Focus tables. The oracle responds, “Depleted Environment. ”
Interpreting this answer, you envision coming upon an expanse of
cleared forest. All that remains of this once thick woodland is rotted
stumps. What happened here? Perhaps the answer lies ahead...
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FEATURE: FOCUS
1-2 Attack
3-4 Threshold
5-6 Boundary
7-8 Alarm
9-10 Exit
11-12 Passage
13-14 Crossing
15-16 Trigger
17-18 Trap
19-20 Hideaway
21-22 Nature
23-24 Sign
25-26 Refuge
27-28 Valuables
29-30 Breach
31-32 Route
33-34 Location
35-36 Trail
37-38 Supply
39-40 History
41-42 Prisoner
43-44 Habitation
45-46 Debris
47-48 Creature
49-50 Lair
51-52 Person
53-54 Enclosure
55-56 Remains
57-58 Water
59-60 Message
61-62 Darkness
63-64 Opening
65-66 Weapon
67-68 Entry
69-70 Illumination
71-72 Obstacle
73-74 Craft
75-76 Container
77-78 Information
79-80 Grave
81-82 Equipment
83-84 Shelter
85-86 Denizen
87-88 Environment
89-90 Material
91-92 Resource
93-94 Corruption
95-96 Death
97-98 Function
99-00 Power
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SITE NAME
SITE NAME: FORMAT
1-25 [Description] [Place]
26-50 [Place] of [Detail]
51-70 [Place] of [Description] [Detail]
71-80 [Place] of [Namesake's] [Detail]
81-85 [Namesake's] [Place]
86-95 [Description] [Place] of [Namesake]
96-00 [Place] of [Namesake]
To generate a name for a site, first roll on the Format table above.
Then, fill in the blanks by using the Description ( page 207), Detail
(page 208), Namesake (page 209), and Place (page 210) oracles.
If the form of a particular word doesn’t work, try making it plural
instead of singular, or vice-versa.
If you already know the theme and domain, you can pick from the
tables instead of rolling. If not, you can use these oracles to help
define those aspects of the site. Use the Place oracle to roll for a
domain, and let the Description and Detail oracles inform your
selection of a theme.
The site’s name might be known in your world, or it could just be an
evocative label you use to understand its history and nature.
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SITE NAME: DESCRIPTION
1-2 Deep
3-4 Tainted
5-6 Grey
7-8 Forgotten
9-10 Flooded
11-12 Forbidden
13-14 Barren
15-16 Lost
17-18 Cursed
19-20 Fell
21-22 Sunken
23-24 Nightmare
25-26 Infernal
27-28 Dark
29-30 Bloodstained
31-32 Haunted
33-34 White
35-36 Shrouded
37-38 Wasted
39-40 Grim
41-42 Endless
43-44 Crumbling
45-46 Undying
47-48 Bloodied
49-50 Forsaken
51-52 Silent
53-54 Blighted
55-56 Iron
57-58 Frozen
59-60 Abyssal
61-62 Crimson
63-64 Silver
65-66 Desecrated
67-68 Ashen
69-70 Elder
71-72 Scorched
73-74 Unknown
75-76 Scarred
77-78 Broken
79-80 Chaotic
81-82 Black
83-84 Hidden
85-86 Sundered
87-88 Shattered
89-90 Dreaded
91-92 Secret
93-94 High
95-96 Sacred
97-98 Fallen
99-00 Ruined
Even without giving a site a name, you can use the Description and
Detail oracles to help flesh out the theme and nature of that place.
For example, you hear rumors about a nearby ruin while visiting
a settlement. What do you learn? Y ou Ask the Oracle , using the
Description and Detail tables. The oracle responds, “Bloodied
Banishment. ”
Interpreting these keywords, you envision this settlement’s grim
method of enacting justice. Anyone sentenced to death for a crime
is taken to the ruins. There, under the fading light of the setting sun,
they are bloodied by the quick slash of a ceremonial blade. Finally,
they are chained to an altar within the central courtyard. The foul
creatures who dwell in that place do the rest.
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SITE NAME: DETAIL
1-2 Blight
3-4 Strife
5-6 Nightfall
7-8 Fury
9-10 Terror
11-12 Truth
13-14 Spring
15-16 Sanctuary
17-18 Bone
19-20 Specters
21-22 Daybreak
23-24 Doom
25-26 Treachery
27-28 Blood
29-30 War
31-32 Torment
33-34 Iron
35-36 Silence
37-38 Mist
39-40 Isolation
41-42 Runes
43-44 Rot
45-46 Corruption
47-48 Prophecy
49-50 Fate
51-52 Twilight
53-54 Power
55-56 Darkness
57-58 Gloom
59-60 Storms
61-62 Hope
63-64 Lament
65-66 Frost
67-68 Souls
69-70 Winter
71-72 Sadness
73-74 Desolation
75-76 Bane
77-78 Lies
79-80 Ash
81-82 Banishment
83-84 Shadow
85-86 Madness
87-88 Stone
89-90 Secrets
91-92 Despair
93-94 Blades
95-96 Dread
97-98 Light
99-00 Wrath
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SITE NAME: NAMESAKE
1-2 Breckon
3-4 Issara
5-6 Milenna
7-8 Thorval
9-10 Khulan
11-12 Aurvang
13-14 Kalida
15-16 Keeara
17-18 Andor
19-20 Zakaria
21-22 Willa
23-24 Etana
25-26 Valgard
27-28 Kenrick
29-30 Wyland
31-32 Sidura
33-34 Svala
35-36 Kajir
37-38 Saiven
39-40 Callwen
41-42 Zhan
43-44 Solana
45-46 Ildar
47-48 Keelan
49-50 Thrain
51-52 Kynan
53-54 Jadina
55-56 Radek
57-58 Wulan
59-60 Garion
61-62 Eysa
63-64 Kolor
65-66 Katarra
67-68 Dain
69-70 Farina
71-72 Ya l a
73-74 Kodroth
75-76 Morien
77-78 Akida
79-80 Haldorr
81-82 Nyrad
83-84 Edda
85-86 Jorund
87-88 Morraine
89-90 Lindar
91-92 Sithra
93-94 Torgan
95-96 Arnorr
97-98 Thyri
99-00 Erisia
Y ou may also use your preferred name randomizer to generate a
Namesake for your site.
If you want to add details for the Namesake, use the Character
oracles in Ironsworn Core (page 182). This may help inspire a deeper
understanding of the history of the site.
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SITE NAME: PLACE
1-6 Barrow
1-16 Sepulcher 50-66 Mound
17-32 Grave 67-83 Tomb
33-49 Crypt 84-00 Barrow
7-18 Cavern
1-10 Abyss 51-60 Hollow
11-20 Caverns 61-70 Lair
21-30 Caves 71-80 Rift
31-40 Chasm 81-90 Tunnels
41-50 Depths 91-00 Warren
19-28 Frozen Cavern
1-10 Abyss 51-60 Hollow
11-20 Caverns 61-70 Lair
21-30 Caves 71-80 Rift
31-40 Chasm 81-90 Tunnels
41-50 Depths 91-00 Warren
29-32 Icereach
1-16 Icemark 50-66 Waste
17-32 Wintertide 67-83 Expanse
33-49 Reach 84-00 Barrens
33-38 Mine
1-16 Lode 50-66 Mine
17-32 Dig 67-83 Tunnels
33-49 Forge 84-00 Cut
39-48 Pass
1-10 Cliffs 51-60 Heights
11-20 Crag 61-70 Highlands
21-30 Cut 71-80 Pass
31-40 Gap 81-90 Reach
41-50 Gorge 91-00 Ridge
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49-58 Ruin
1-10 Citadel 51-60 Sanctuary
11-20 Enclave 61-70 Sanctum
21-30 Fortress 71-80 Spire
31-40 Hall 81-90 Temple
41-50 Keep 91-00 Tower
59-68 Sea Cave
1-16 Caves 50-66 Hollow
17-32 Channel 67-83 Pools
33-49 Cove 84-00 Gouge
69-78 Shadowfen
1-10 Bog 51-60 Morass
11-20 Fen 61-70 Quagmire
21-30 Lowland 71-80 Floodlands
31-40 Marsh 81-90 Slough
41-50 Mire 91-00 Wetlands
79-83 Stronghold
1-10 Bastion 51-60 Keep
11-20 Citadel 61-70 Outpost
21-30 Fortress 71-80 Refuge
31-40 Garrison 81-90 Sanctuary
41-50 Haven 91-00 Watch
84-95 Tanglewood
1-11 Weald 49-61 Thicket
12-23 Tangle 62-74 Forest
24-35 Bramble 75-87 Wilds
36-48 Briar 88-00 Wood
96-00 Underkeep
1-10 Catacomb 51-60 Maze
11-20 Chambers 61-70 Pit
21-30 Den 71-80 Sanctum
31-40 Hall 81-90 Underkeep
41-50 Labyrinth 91-00 Vault
211
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SITE NATURE
SITE NATURE: DOMAIN
1-6 Barrow
7-18 Cavern
19-28 Frozen Cavern
29-32 Icereach
33-38 Mine
39-48 Pass
49-58 Ruin
59-68 Sea Cave
69-78 Shadowfen
79-83 Stronghold
84-95 Tanglewood
96-00 Underkeep
SITE NATURE: THEME
1-11 Ancient
12-23 Corrupted
24-35 Fortified
36-48 Hallowed
49-61 Haunted
62-74 Infested
75-87 Ravaged
88-00 Wild
212 CHAPTER 8 | ORACLES
Use these oracles to generate a random theme and domain for a site.
Alternatively, you can print out the theme and domain cards and
draw a random result. Or use the Site Name oracles ( page 206) to
inspire the selection of a theme and domain.

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CHARACTER
CHARACTER: ACTIVITY
1-2 Guarding
3-4 Preserving
5-6 Constructing
7-8 Mending
9-10 Assisting
11-12 Securing
13-14 Learning
15-16 Sneaking
17-18 Fleeing
19-20 Sacrificing
21-22 Creating
23-24 Luring
25-26 Hunting
27-28 Seizing
29-30 Bargaining
31-32 Mimicking
33-34 Tricking
35-36 Tracking
37-38 Escorting
39-40 Hiding
41-42 Raiding
43-44 Socializing
45-46 Exploring
47-48 Journeying
49-50 Supporting
51-52 Avoiding
53-54 Disabling
55-56 Leading
57-58 Assaulting
59-60 Ensnaring
61-62 Defending
63-64 Recovering
65-66 Patrolling
67-68 Resting
69-70 Distracting
71-72 Leaving
73-74 Fighting
75-76 Ambushing
77-78 Controlling
79-80 Observing
81-82 Gathering
83-84 Suffering
85-86 Threatening
87-88 Searching
89-90 Destroying
91-92 Restoring
93-94 Consuming
95-96 Removing
97-98 Inspecting
99-00 Summoning
CHARACTER: DISPOSITION
1-6 Helpful
7-13 Friendly
14-20 Cooperative
21-28 Curious
29-36 Indifferent
37-47 Suspicious
48-57 Wanting
58-67 Desperate
68-76 Demanding
77-85 Unfriendly
86-93 Threatening
94-00 Hostile
Use the Disposition oracle to understand the initial posture of
another character or faction toward you—which may change as
you interact. Or you can use this oracle to define the relationships
between NPCs or factions.
To give an NPC or faction a task or objective, use the Activity oracle.
For more detail, you can combine this prompt with the Focus oracle
(page 205) or Theme oracle (Ironsworn Core, page 175).
213
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MONSTROSITY
MONSTROSITY: PRIMARY FORM
1-15 Beast / mammal
16-25 Humanoid
26-31 Bird
32-37 Spider
38-43 Snake
44-49 Worm / slug
50-55 Lizard
56-61 Insect
62-66 Amorphous
67-69 Crustacean
70-71 Fish
72-73 Octopoid
74-75 Amphibian
76-77 Plant
78 Incorporeal
79 Mineral
80 Elemental
81-00 Hybrid (roll twice)
MONSTROSITY: SIZE
1-5 Tiny (rodent-sized)
6-30 Small (hound-sized)
31-65 Medium (person-sized)
66-94 Large (giant-sized)
95-99 Huge (whale-sized)
00 Titanic (incomprehensible)
Use The Monstrosity oracle to define the nature of a Nightspawn
(page 125), or to introduce a new type of animal, beast, or horror
in your world.
To create a monstrosity, start by rolling for its Size and Primary
Form (above). Then, roll up to four times for Characteristics ( page
215) and keep up to three of those results. Do the same for Abilities
(page 216).
Give the monstrosity a rank. Choose one appropriate to its features,
or use the Challenge Rank oracle (Ironsworn Core, page 190).
Finally, envision your creation and give it a name. It’s part of your
world now.
CHAPTER 8 | ORACLES214

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MONSTROSITY: CHARACTERISTICS
1-5 Extra limbs
6-10 Fangs / rows of sharp teeth
11-15 Claws / talons
16-20 Strange color / markings
21-25 Horns / tusks
26-30 Oversized mouth
31-35 Spikes / spines
36-40 Tail
41-45 Multi-segmented body
46-50 Wings
51-54 Stinger / barbs
55-58 Many-eyed
59-62 Distinctive sound
63-66 Tentacles / tendrils
67-69 Mandibles / pincers
70-72 Luminescent
73-75 Antennae / sensory organs
76-78 Proboscis / inner jaw
79-81 Exoskeleton / shell
82-84 Bony protuberances
85-87 Corrupted flesh
88-90 Semi-transparent
91-93 Scarred / injured
94-95 Egg sac / carried offspring
96-97 Rotting / skeletal
98 Mummified / desiccated
99 Multi-headed
00 Etched with mystic runes
Some results on these tables include two related options separated
by a slash (/). Pick the one which best fits the nature of the creature
or is the most interesting. Y ou can also make one of the options
likely, and Ask the Oracle (using the pick two procedure) to confirm
your choice. Or just take both!
IRONSWORN DELVE 215

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MONSTROSITY: ABILITIES
1-4 Keen senses
5-8 Intimidating vocalization
9-12 Climber
13-16 Intelligent
17-20 Swift
21-24 Powerful bite
25-28 Stealthy / ambusher
29-32 Horrid visage
33-36 Strong
37-40 Camouflaged
41-43 Flier / glider
44-46 Poisonous
47-49 Semiaquatic / swimmer
50-52 Grappler / entangler
53-55 Leaper
56-58 Crusher / constrictor
59-61 Armored
62-64 Burrower
65-67 Noxious smell
68-69 Trap-setter
70-71 Parasitic
72-73 Vibration sense
74-75 Breath weapon / toxic spew
76-77 Mimicry
78-79 Shapeshifting
80-81 Control lesser creatures
82-83 Echolocation
84-85 Electric shock
86-87 Acidic
88-89 Symbiotic
90-91 Shoot projectiles
92 Paralyzing
93 Immune to iron
94 Feels no pain
95 Enact rituals
96 Create illusions
97 Mind control / telepathy
98 Move between realities
99 Wield weapons
00 Control elements
Y ou should weave these abilities into the fiction of your encounter
with a monstrosity. Combined with its physical characteristics,
they help define the creature’s approach and tactics. Make moves
as appropriate to overcome, avoid, or face the consequences of
these abilities.
To learn more about your creation’s nature, you can roll on
additional tables. Use the Character Goal oracle ( Ironsworn Core,
page 182) to give the monstrosity a purpose. Roll on the Character
Disposition and Activity oracles ( page 213 ) to frame your initial
encounter. Another roll or two can give your monstrosity nuance
and complexity, making it a deeper part of your story.
CHAPTER 8 | ORACLES216

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TRAP
TRAP: EVENT
1-4 Block
5-8 Create
9-12 Break
13-16 Puncture
17-20 Entangle
21-24 Enclose
25-28 Ambush
29-32 Snare
33-36 Change
37-40 Imitate
41-44 Crush
45-48 Drop
49-52 Conceal
53-56 Lure
57-60 Release
61-64 Obscure
65-68 Cut
69-72 Smother
73-76 Collapse
77-80 Summon
81-84 Move
85-88 Surprise
89-92 Divert
93-96 Attack
97-00 Trigger
TRAP: COMPONENT
1-4 Pit
5-8 Water
9-12 Fire
13-16 Projectile
17-20 Passage
21-24 Fall
25-28 Debris
29-32 Fear
33-36 Alarm
37-40 Trigger
41-44 Cold
45-48 Weapon
49-52 Darkness
53-56 Decay
57-60 Path
61-64 Stone
65-68 Terrain
69-72 Poison
73-76 Barrier
77-80 Overhead
81-84 Magic
85-88 Toxin
89-92 Earth
93-96 Light
97-00 Denizen
If you encounter a trap within a site, use these oracles to better
understand the nature or function of this obstacle. Roll once for
an Event and once for a Component, and interpret the response as
appropriate to the situation and environment. A trap might be a
physical, supernatural, or an ambush by a denizen.
If you are in a position to overcome or avoid the trap, make moves
to see what happens. A simple trap might be dealt with in a single
action, such as through the Face Danger move. A complex trap could
be represented as a scene challenge (Ironsworn Core, page 234).
217
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COMBAT EVENT
COMBAT EVENT: METHOD
1-2 Defy
3-4 Break
5-6 Trick
7-8 Evade
9-10 Protect
11-12 Overwhelm
13-14 Persevere
15-16 Assist
17-18 Await
19-20 Abort
21-22 Block
23-24 Collide
25-26 Focus
27-28 Advance
29-30 Breach
31-32 Endure
33-34 Assault
35-36 Charge
37-38 Escalate
39-40 Sunder
41-42 Shatter
43-44 Aim
45-46 Stagger
47-48 Counter
49-50 Seize
51-52 Impact
53-54 Entangle
55-56 Hold
57-58 Deflect
59-60 Drop
61-62 Lose
63-64 Sweep
65-66 Secure
67-68 Cover
69-70 Withdraw
71-72 Clash
73-74 Amplify
75-76 Batter
77-78 Feint
79-80 Shove
81-82 Embed
83-84 Affect
85-86 Probe
87-88 Force
89-90 Intensify
91-92 Distract
93-94 Challenge
95-96 Brawl
97-98 Coordinate
99-00 Overrun
Use the Combat Event oracles to answer questions about the actions
of a foe or enemy force. Y ou can use these oracles instead of—or in
addition to—the Combat Action oracle (Ironsworn Core, page 188).
Roll once each on the Method oracle (above) and the Target oracle
(page 219 ). Then, interpret the response as appropriate to the
current situation and the nature of your foe.
For example, you are fighting a rhaskar, a bear-like beast. It has
initiative, and you want to know what it does next. Y ou Ask the
Oracle, rolling Method and Target. The oracle responds, “ Await
Weakness. ” Y ou envision the rhaskar circling you, its keen eyes
narrowing as it looks for an opening in your defenses. Y ou must
Face Danger to avoid being outmaneuvered.
CHAPTER 8 | ORACLES218

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COMBAT EVENT: TARGET
1-2 Control
3-4 Defense
5-6 Limbs
7-8 Focus
9-10 Advantage
11-12 Range
13-14 Stress
15-16 Sense
17-18 Weakness
19-20 Opening
21-22 Fear
23-24 Instinct
25-26 Footing
27-28 Maneuver
29-30 Reach
31-32 Harm
33-34 Finesse
35-36 Weapon
37-38 Environment
39-40 Technique
41-42 Surprise
43-44 Pride
45-46 Wound
47-48 Precision
49-50 Ally
51-52 Ground
53-54 Courage
55-56 Companion
57-58 Object
59-60 Momentum
61-62 Speed
63-64 Strength
65-66 Supply
67-68 Terrain
69-70 Armor
71-72 Skill
73-74 Body
75-76 Protection
77-78 Resolve
79-80 Ferocity
81-82 Shield
83-84 Ammo
85-86 Anger
87-88 Opportunity
89-90 Balance
91-92 Position
93-94 Barrier
95-96 Strategy
97-98 Grasp
99-00 Power
IRONSWORN DELVE 219

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THREAT
THREAT: CATEGORY
1-10 Burgeoning Conflict
11-20 Cursed Site
21-30 Environmental Calamity
31-40 Malignant Plague
41-50 Rampaging Creature
51-60 Ravaging Horde
61-70 Scheming Leader
71-80 Power-Hungry Mystic
81-90 Zealous Cult
91-00 Roll Twice
These oracles support the optional threat mechanics detailed in
Chapter 6 (page 151).
Y ou can use the Category oracle above to randomly select a broad
type of threat for your campaign. If you are told to roll twice,
take both results and decide how these two threats act together or
represent a more complex situation. For example, choosing both
a Malignant Plague and Zealous Cult might signify an evil sect
which has unleashed a sickness upon the Ironlands in service to
some dark god.
For additional detail, use other oracles as appropriate. For example,
you can look to the Action and Theme oracles (Ironsworn Core, page
174) or Character Goal oracle ( Ironsworn Core, page 182) to define
the motivations of a Scheming Leader.
Once you’ve introduced a threat, consider how it endangers
something or someone important to you, and Swear an Iron Vow to
see its goal undone.
Then, as you Advance a Threat ( page 155 ), you can roll on the
oracle table for your specific threat (pages 221-223) to generate
an action, approach, or complication. Interpret the oracle’s answer
as appropriate to the nature of the threat and the current situation.
If you aren’t using the threat mechanics within your campaign, you
can use still these oracles to inspire details for enemies, troubles,
and complications.
CHAPTER 8 | ORACLES220

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THREAT: BURGEONING CONFLICT
1-10 Allow warmongers to gain influence
11-20 Break a treaty
21-30 Force a hasty decision
31-40 Deepen suspicions
41-50 Trigger a confrontation
51-60 Subvert a potential accord
61-70 Isolate the antagonists
71-80 Draw new battle lines
81-90 Reveal an unexpected aspect of the dispute
91-00 Introduce a new person or faction to complicate the situation
THREAT: CURSED SITE
1-10 Unleash a creature or being
11-20 Lure the unwary into its depths
21-30 Offer promises of power
31-40 Reveal a new aspect of its cursed history
41-50 Expand its malignancy to surrounding lands
51-60 Leave its mark on an inhabitant or visitor
61-70 Reveal hidden depths
71-80 Ensnare an important person or object
81-90 Corrupt the environment
91-00 Transform its nature
THREAT: ENVIRONMENTAL CALAMITY
1-10 Devastate a place
11-20 Block a path
21-30 Threaten a community with imminent destruction
31-40 Manifest unexpected effects
41-50 Expand in scope or intensity
51-60 Allow someone to take advantage
61-70 Deprive of resources
71-80 Isolate an important person or community
81-90 Force refugees into hostile lands
91-00 Disrupt natural ecosystems
221
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THREAT: MALIGNANT PLAGUE
1-10 Manifest new symptoms or effects
11-20 Infect someone important
21-30 Expand to new territory or communities
31-40 Allow someone to take advantage
41-50 Allow someone to take the blame
51-60 Create panic or disorder
61-70 Force a horrible decision
71-80 Lure into complacency
81-90 Reveal the root of the sickness
91-00 Undermine a potential cure
THREAT: RAMPAGING CREATURE
1-10 Reveal a new aspect of its nature or abilities
11-20 Expand its territory
21-30 Make a sudden and brutal attack
31-40 Control or influence lesser creatures
41-50 Create confusion or strife
51-60 Leave foreboding signs
61-70 Lure the unwary
71-80 Imperil an event
81-90 Assert control over a location
91-00 Threaten resources
THREAT: RA V AGING HORDE
1-10 Overrun defenses
11-20 Gather resources
21-30 Attack a location
31-40 Expand forces
41-50 Appoint or reveal a leader
51-60 Send forth a champion
61-70 Create a diversion
71-80 Undermine an opposing force from within
81-90 Cut off supplies or reinforcements
91-00 Employ a new weapon
CHAPTER 8 | ORACLES222

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THREAT: SCHEMING LEADER
1-10 Defeat an enemy
11-20 Form a new alliance
21-30 Usurp or undermine another leader
31-40 Force the loyalty of a community or important person
41-50 Enact a new law or tradition
51-60 Rescind an old law or tradition
61-70 Reveal a true intention
71-80 Unravel an existing alliance
81-90 Incite conflict
91-00 Use an unexpected capability or asset
THREAT: POWER-HUNGRY MYSTIC
1-10 Gain hidden knowledge
11-20 Assault an enemy with magic
21-30 Despoil a place through magic
31-40 Forge a bond with ancient forces
41-50 Create magical wards or protections
51-60 Obtain a powerful artifact
61-70 Tempt with power or secrets
71-80 Recruit a follower or ally
81-90 Sacrifice something in exchange for greater power
91-00 Use magic to trick or deceive
THREAT: ZEALOUS CUL T
1-10 Overtake a faction or community
11-20 Unlock secrets to greater power
21-30 Establish false credibility
31-40 Appoint or reveal a leader
41-50 Lure new members or establish alliances
51-60 Subvert opposition through devious schemes
61-70 Attack opposition directly
71-80 Spread the word of its doctrine
81-90 Reveal a dire prophecy
91-00 Reveal its true nature or goal
223
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APPENDIX A: DEL VE MOVES
DISCOVER A SITE (page 19)
When you resolve to enter a perilous site in pursuit of an objective , choose the
theme and domain which best represent its nature (Ask the Oracle if unsure), and give
it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the
lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
DEL VE THE DEPTHS (page 21)
When you traverse an area within a perilous site , envision your surroundings (Ask
the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
On a strong hit, you delve deeper. Mark progress and Find an Opportunity.
On a weak hit, roll on the following table according to your stat.
On a miss, Reveal a Danger.
Edge Shadow Wits Weak Hit Result
1-45 1-30 1-40 Mark progress and Reveal a Danger.
46-65 31-65 41-55 Mark progress.
66-75 66-90 56-80 Choose one: Mark progress or Find an Opportunity.
76-80 91-99 81-99 Take both: Mark progress and Find an Opportunity.
81-00 00 00 Mark progress twice and Reveal a Danger.
226

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FIND AN OPPORTUNITY (page 30)
When you encounter a helpful situation or feature within a site, roll on the following
table. If you are making this move as a result of a strong hit on Delve the Depths, you
may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: Y ou and any allies may make a move (not a progress move)
which directly leverages the opportunity. When you do, add +1 and take +1
momentum on a hit.
Roll Result
1-25 The terrain favors you, or you find a hidden path.
26-45 An aspect of the history or nature of this place is revealed.
46-57 Y ou locate a secure area.
58-68 A clue offers insight or direction.
69-78 Y ou get the drop on a denizen.
79-86 This area provides an opportunity to scavenge, forage, or hunt.
87-90 Y ou locate an interesting or helpful object.
91-94 Y ou are alerted to a potential threat.
95-98 Y ou encounter a denizen who might support you.
99-00 Y ou encounter a denizen in need of help.
REVEAL A DANGER (page 34)
When you encounter a risky situation within a site , envision the danger or roll on
the following table.
Roll Result
1-30 Check the theme card.
31-45 Check the domain card.
46-57 Y ou encounter a hostile denizen.
58-68 Y ou face an environmental or architectural hazard.
69-76 A discovery undermines or complicates your quest.
77-79 Y ou confront a harrowing situation or sensation.
80-82 Y ou face the consequences of an earlier choice or approach.
83-85 Y our way is blocked or trapped.
86-88 A resource is diminished, broken, or lost.
89-91 Y ou face a perplexing mystery or tough choice.
92-94 Y ou lose your way or are delayed.
95-00 Roll twice more on this table. Both results occur. If they are the same result,
make it worse.
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CHECK YOUR GEAR (page 38)
When you check to see if you have a specific helpful item , and you have at least +1
supply, roll +supply.
On a strong hit, you have it. Take +1 momentum.
On a weak hit, you have it, but your resources are diminished. Take +1 momentum
and suffer -1 supply.
On a miss, you don’t have it and the situation grows more perilous. Pay the Price.
LOCATE YOUR OBJECTIVE (page 40)
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare
to your progress. Momentum is ignored on this roll.
On a strong hit, you locate your objective and the situation favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
On a weak hit, you locate your objective but face an unforeseen hazard or complication.
Envision what you find (Ask the Oracle if unsure).
On a miss, your objective falls out of reach, you have been misled about the nature of
your objective, or you discover that this site holds unexpected depths. If you continue
your exploration, clear all but one filled progress and raise the site’s rank by one (if not
already epic).
ESCAPE THE DEPTHS (page 42)
When you flee or withdraw from a site, consider the situation and your approach. If
you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Retrace your steps or locate an alternate path: Roll +wits.
• Keep out of sight: Roll +shadow.
On a strong hit, you make your way safely out of the site. Take +1 momentum.
On a weak hit, you find your way out, but this place exacts its price. Choose one.
• Y ou are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• Y ou are delayed, and it costs you.
• Y ou leave behind something important.
• Y ou face a new complication as you emerge from the depths.
• A denizen plots their revenge.
On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If
you survive, you may make your escape.
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APPENDIX B: OPTIONAL MOVES
REVEAL A DANGER (alternate version - page 68)
When you encounter a risky situation within a site , envision the danger or roll on
the following table.
Roll Result
1-22 Y ou encounter a hostile denizen.
23-42 Y ou face an environmental or architectural hazard.
43-58 A discovery undermines or complicates your quest.
59-64 Y ou confront a harrowing situation or sensation.
65-70 Y ou face the consequences of an earlier choice or approach.
71-76 The path is blocked or trapped.
77-82 A resource is diminished, broken, or lost.
83-88 Y ou face a perplexing mystery or tough choice.
89-94 Y ou lose your way or are delayed.
95-00 Roll twice more on this table. Both results occur. If they are the same
result, make it worse.
MARK YOUR FAILURE (page 58)
When you make a move and score a miss , mark a tick on your failure track. If you
score a miss when making a progress move, mark two ticks.
LEARN FROM YOUR FAILURES (page 59)
Progress Move
When you spend time reflecting on your hardships and missteps , and your
failure track is +6 or greater, roll your challenge dice and compare to your progress.
Momentum is ignored on this roll.
On a strong hit, you commit to making a dramatic change. Take 3 experience and
clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience for each
marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum.
On a weak hit, you learn from your mistakes. Take 2 experience and clear all progress.
On a miss, you’ve learned the wrong lessons. Take 1 experience and clear all progress.
Then, envision how you set off on an ill-fated path.
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ADV ANCE A THREAT (page 155)
When you give ground to a threat through inaction, failure, or delay , roll on the
table below and envision how the change manifests in your world ( Ask the Oracle
if unsure).
Roll Result
1-30 The threat readies its next step, or a new danger looms. If you are in a
position to prevent this development, you may attempt to do so. If you
succeed, Reach a Milestone. Otherwise, mark menace.
31-70 The threat works subtly to advance toward its goal, or the danger
escalates. Mark menace.
71-00 The threat makes a dramatic and immediate move, or a major event
reveals new complications. Mark menace twice.
On a match, this development also exposes a surprising aspect of the threat’s plan or
nature.
If you mark the last box on the threat’s menace track, the threat achieves its goal, or
the final dire outcome occurs. Y ou must Forsake Your Vow.
TAKE A HIATUS (page 158)
When you spend an extended time recovering in a safe place while a threat is active,
do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their maximum values.
• Set your momentum to its reset value.
Then, for each active threat, Advance a Threat.
WIELD A RARITY (page 176)
When you make a move aided by an augmented asset, roll your rarity die in place of
your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a
dramatic and obvious way. Y ou score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle
way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against
you.
230

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INDEX
A
Abilities (Monstrosity Oracle) 216
Active Threats 153. See also Threats
Activity (Oracle) 213
Advance a Threat (Move) 154–157
Interpreting 157
Making the Move 155
Marking Menace 156
Triggering the Move 154
Allies
Acting on an Opportunity 32
Allies and Rarities 179
Delve the Depths (Move) 29
Escape the Depths (Move) 43
Handling Dangers 36
Locate Y our Objective (Move) 41
Overcoming Scene Challenges 136
Sharing Wealth 166
Alternative Settings 79
Ancient (Theme) 84
Animals 114–120
Anomalies 133–149
Examples 138–149
Scene Challenge 133–137
Area (Site) 21–22
Artifacts 167–171
Examples 170–171
Aspect (Feature Oracle) 204
Atanya 112
Augmented Assets 174–179
b
Barrow (Domain) 88
Beasts 121–127
Bladewing 114
Blighthound 128
Blood Thorn 138
Bog Rot 129
Bonehorde 130
C
Cards (Theme and Domain) 10
Dangers 34–37
Domains 88–93
Features 23–25
Themes 84–87
Carrion Newt 115
Category (Threat Oracle) 220
Cave Lion 116
Cavern (Domain) 88
Characteristics (Oracle) 215
Character Oracles 213
Check Y our Gear (Move) 38–39
Chitter 121
Circle of Stones 140
Combat Event Oracles 218–219
Component (Trap Oracle) 217
Corrupted (Theme) 84
Countdown Track 134–137
Creature Generator 214–216
Cursed Site (Threat Oracle) 221
D
Dangers (Site) 34–37
Deep Rat 117
Delve the Depths (Move) 21–29
Action Roll 27–28
Areas 21–22
Envision Y our Approach 26–27
Envision Y our Surroundings 23–26
Summary 29
Denizens 13–15, 107–149
Choosing 13
Denizens Matrix 13–15, 107–109
Detail (Site Name Oracle) 208
Dice 64–67
Discover a Site (Move) 5–17, 19–29
Disposition (Site Name Oracle) 213
232

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Domains 6–9, 88–95
Oracle 212
Downtime 158
E
Escape the Depths (Move) 42–43
Event (Trap Oracle) 217
Experience Point Cost (Rarities) 175
F
Failure 58–59
Failure and Allies 59
Learn from Y our Failures (Move) 59
Mark Y our Failure (Move) 58, 59
Feature Oracles 204–205
Features (Site) 23–26
Find an Opportunity (Move) 30–33
Acting 32
Defining 31
Interpreting 31
Firstborn 112–113
Flowcharts
Scene Challenge Summary 137
The Flow of Play 45
Focus (Feature Oracle) 205
Format (Site Name Oracle) 206
Fortified (Theme) 85
Fortune Hunter 164–166
Frozen Cavern (Domain) 89
g
Gamemaster. See Guided Play
Gear 38–39
Getting Started 2–17
Summary 17
Glimmer 142
Gloom 144
GM. See Guided Play
Gnarl 122
Goal (Threats) 152–153
Guided Play
Handling Dangers 36
Handling Opportunities 31
Pacing Quests 53
Threats 160
Using the Denizens Matrix 109
H
Hacking Sites 68–74
Hallowed (Theme) 85
Haunted (Theme) 86
Horrors 128–132
Husk 110
I
Icereach (Domain) 89
Infested (Theme) 86
Ironlanders 110–111
Ironlands 79–105
Iron-Wracked Beast 123
j
Journeys
Delves as Journeys 74–75
Travel to a Site 52–53
Using Risk Zones 57
K
Kraken 124
L
Learn from Y our Failures (Move) 58–59
Locate Y our Objective (Move) 40–41
M
MacGuffin 168–169
Maelstrom 146
Magic Items 163–201. See also Objects
of Power
Mapping 60
Marking Menace 156. See also Threats
Mark Progress Twice 28
Mark Y our Failure (Move) 58
233

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Matrix (Denizens) 13–15, 107–109
Menace Track 154–157. See
also Threats
Merrow 113
Method (Combat Event Oracle) 218
Milestones 52–53
Mine (Domain) 90
Monstrosity Oracles 214–216
Moves 3, 19–44
Delve Moves Summary 226–228
Optional Moves Summary 229–230
Multiple Themes or Domains 9, 69–70
N
Namesake (Site Name Oracle) 209
Naming a Site 11
Nightmare Spider 118
Nightspawn 125
O
Objective 4, 40–41
Objects of Power 162–201
Artifacts 167–171
Rarities 172
Wealth 164–166
One-Shots 76
Opportunities (Site) 30–33
Options 51–77
Oracles 203–225
P
Pass (Domain) 90
Place (Site Name Oracle) 210–211
Playscape 10–11
Primary Form (Monstrosity Oracle) 214
Progress Moves
For Scene Challenges 136
Learn From Y our Failure 59
Locate Y our Objective 40–41
Progress Tracks
Clearing Site Progress 19–20
Failure Track 58
For Scene Challenges 134–137
Managing with Quests 52–53
Marking Progress Twice 28
Marking Site Progress 27
Tracking Threats 156
Using Risk Zones 54–57
Q
Quests 2, 52–53
R
Random Theme and Domain 9
Rank
For Scene Challenges 133
For Sites 12
Rarities 172–201
Augmenting an Asset 174
Benefits for Allies 179
Buying with Experience 174
Examples 182–201
Experience Point Cost 175
Losing 181
Number Per Character 181
Rarity Die 174–179
Wield a Rarity (Move) 176–179
Ravaged (Theme) 87
Relationship Map 61–63
Returning to a Site 19–20
Reveal a Danger (Move) 34–37
Alternate Version 68
Rhaskar 126
Risk Zones 54–57
Ruin (Domain) 91
Runes 66–67
S
Scenarios 73
Scene Challenges 133–137
Sea Cave (Domain) 91
Shadowfen (Domain) 92
Shroud Crab 119
234

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Sites 1, 79–105
Area 21–22
Choosing Denizens 13
Dangers 34–37
Features 23–26
Hacking 68–73
Name (Oracles) 206–211
Naming 11
Nature (Oracles) 212
Opportunities 30–33
Returning to 19–20
Setting the Rank 12
Starters 94–105
Worksheet 10–15
Size (Monstrosity Oracle) 214
Something Unusual or Unexpected 24
Starters (Sample Sites) 94–105
Streamlining Dice Rolls 64–67
Stronghold (Domain) 92
T
Take a Hiatus (Move) 158
Tanglewood (Domain) 93
Target (Combat Event Oracle) 219
Tempest 148
Terms 46–47
Themes 6–9, 84–86
Oracle 212
Themes and Domains 6–9, 79–105
Cards 10, 23–25
Choosing 6–9
Creating 71–72
Oracle 212
Playing Without 68
Random 9
Using Multiple 69–70
Thrall 131
Threats 151–161
Active 153
Advance a Threat (Move) 154–159
Changing the Nature 160
Encountering 161
Experience Point Incentive 161
Guided Play 160
Introducing 151–153
Managing Encounters 161
Non-Sentient 153
Oracles 220–225
Resolving 159
Take a Hiatus (Move) 158
Tracking 154–157
Trap Oracles 217
Treasure 163–201. See also Objects of
Power
Trog 120
Truths 80–83
u
Underkeep (Domain) 93
W
Wealth 164–166
Managing 164–165
Sharing with Allies 166
Wield a Rarity (Move) 176–179
Wight 132
Wild (Theme) 87
Worksheet (Site) 10–15
Wyrm 127
z
Zealot 111
Zones 54–57
For Guided Sessions 57
Journeys 57
235

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Ironsworn: Lodestar (Expanded Reference)

Copyright ©2025 by Shawn Tomkin
The text of this work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International
license. For license details, visit tomkinpress.com.
Selected icons from game-icons.net by Lorc
and Delapouite under CC BY 3.0.
Digital Edition: May 2025
THE EXPANDED REFERENCE GUIDE
FOR THE IRONSWORN RPG
LODESTAR
WRITING AND DESIGN
Shawn Tomkin
ADDITIONAL WRITING,
PROOFING & EDITING
Matt Click
COVER ART
Joshua Meehan
INTERIOR ART
Jonah Booth-Remmers,
Shawn Tomkin,
Vyacheslav Milinchuk
ILLUSTRATED MAP
Damien Mammoliti
CHARACTER SHEET
DESIGN & ILLUSTRATION
Meishali
CONTRIBUTORS
Celeste Tavarez Santana,
Alec Sloman, Dayle W ,
Terrie Click, Jarod Atchley,
Elizabeth Chance, Kingfisher,
Jason Y oung, Joe Blowers,
Lemunde, Stefano Scaglione,
Marc-André Durocher,
Adrian Giddings, KJ Potter,
Fabian Geisenhof
IRONSWO RN

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WHAT IS THIS?
Ironsworn: Lodestar is a reference
accessory for the Ironsworn tabletop
roleplaying game. This book includes
key content from Ironsworn and its
expansion, Ironsworn: Delve.
In addition, this expanded edition of
Lodestar adds move variations, an array
of new and updated oracle tables, and
additional gameplay tips.
This book is meant as a table-ready
reference, and does not include the full
explanations, guidance, and setting info
of the Ironsworn system. Refer to your
Ironsworn and Delve rulebooks when
you have a question not answered by
the reference guide.
For more Ironsworn products and free
downloads, visit tomkinpress.com.
Thank you for your support!
WHAT’S NEW
Ironsworn: Lodestar updates and
expands the content of the original 2019
edition. This new edition includes:
✴ An expanded compendium of moves,
including the Delve expansion
✴ Move variations and options
✴ An illustrated map of the Ironlands
✴ Prelude events, a random generator
for character backgrounds
✴ New and revised Core oracles
✴ Oracles drawn from the Delve
expansion, including sites, threats,
and monstrosities
✴ Expanded Settlement oracles
✴ Expanded Character oracles
✴ Expanded Location oracles
✴ New oracle tables for combat scenes,
mystic effects, and more
INTRODUCTION

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Gathers the oracle tables from Ironsworn
and Delve, plus expanded oracles for
locations, people, settlements, and more.
Use this section to help answer questions
and reveal new aspects of the world.
Includes setting info, an outline
of procedures for getting started,
inspirational events for character
backgrounds, a rules summary, and a
glossary of game terms. Use this section
when kicking off a new campaign, or if
you have a rules question.
Collects the complete set of moves from
Ironsworn and the Delve expansion, plus
additional advice and options. Use this
section as a handy reference during play.
SECTION 3 / PAGE 48
SECTION 2 / PAGE 26
SECTION 1 / PAGE 4
ORACLE
OMNIBUS
GAMEPLA Y
CODEX
MOVES
COMPENDIUM

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MOVES
COMPENDIUM
SECTION 1
MOVES INDEX 6
ADVENTURE MOVES 8
JOURNEY MOVES 10
SCENE CHALLENGE MOVES 11
QUEST MOVES 12
FATE MOVES 13
RELATIONSHIP MOVES 14
COMBAT MOVES 16
SUFFER MOVES 18
DEL VE MOVES 20
FAILURE MOVES 23
THREAT MOVES 24
RARITY MOVES 25
4

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Move Category Page References
Advance Quest 12 / Ironsworn 103
Advance a Threat Threat 24 / Delve 154–157
Aid Your Ally Relationship 14 / Ironsworn 76–77
Ask the Oracle Fate 13 / Ironsworn 107–109
Battle Combat 17 / Ironsworn 84–85
Begin the Scene Scene Challenge 11 / Ironsworn 234–235
Check Your Gear Adventure 9 / Delve 38–39
Clash Combat 16 / Ironsworn 80
Companion Endure Harm Suffer 18 / Ironsworn 94
Compel Relationship 14 / Ironsworn 69–70
Delve the Depths Delve 20 / Delve 21–29
Discover a Site Delve 20 / Delve 4–20
Draw the Circle Relationship 15 / Ironsworn 73
End the Fight* Combat 17 / Ironsworn 82–83
Endure Harm Suffer 18 / Ironsworn 91–92
Endure Stress Suffer 19 / Ironsworn 95–96
Enter the Fray Combat 16 / Ironsworn 78–79
Escape the Depths Delve 22 / Delve 42–43
Face a Setback Suffer 19 / Ironsworn 97
Face Danger Adventure 8 / Ironsworn 60
Face Danger (SC Mode) Scene Challenge 11 / Ironsworn 234–235
Face Death Suffer 18 / Ironsworn 93
Face Desolation Suffer 19 / Ironsworn 96
Find an Opportunity Delve 21 / Delve 30–33
Finish the Scene* Scene Challenge 11 / Ironsworn 234–235
Forge a Bond Relationship 15 / Ironsworn 74–75
Follow a Path Journey 10 / Bonus move
Forsake Your Vow Quest 12 / Ironsworn 102
Fulfill Your Vow* Quest 12 / Ironsworn 101–102
Gain a Rarity Rarity 25 / Delve 172–175
Gather Information Adventure 9 / Ironsworn 62
Heal Adventure 9 / Ironsworn 63
Learn From Your Failures* Failure 23 / Delve 58–59
Locate Your Objective* Delve 22 / Delve 40–41
MOVES COMPENDIUMMOVES INDEX
6

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Move Category Page References
Make Camp Adventure 9 / Ironsworn 64
Mark Your Failure Failure 23 / Delve 58
Out of Supply Suffer 19 / Ironsworn 97
Pay the Price Fate 13 / Ironsworn 105–107
Reach a Milestone Quest 12 / Ironsworn 100
Reach Your Destination* Journey 10 / Ironsworn 68
Reveal a Danger Delve 21 / Delve 34–37
Resupply Adventure 9 / Ironsworn 63–64
Secure an Advantage Adventure 8 / Ironsworn 61
Secure an Advantage (SC Mode) Scene Challenge 11 / Ironsworn 234–235
Sojourn Relationship 14 / Ironsworn 71–72
Strike Combat 16 / Ironsworn 79
Swear an Iron Vow Quest 12 / Ironsworn 98–99
Take a Hiatus Threat 24 / Delve 158
Test Your Bond Relationship 15 / Ironsworn 75–76
Turn the Tide Combat 17 / Ironsworn 81
Undertake a Journey Journey 10 / Ironsworn 65–67
Wield a Rarity Rarity 25 / Delve 176–179
Write Your Epilogue* Relationship 15 / Ironsworn 77
INVOKING MOVES
Move names are italicized when referenced by another move.
MAKING PROGRESS MOVES
Progress moves represent your attempt to act decisively to resolve a challenge or
quest. They are marked in this index with an asterisk (*). When you make a progress
move, roll the challenge dice and compare to your progress track. Y ou cannot burn
momentum on a progress move, and asset abilities do not contribute to a progress
move unless specifically called out.
P AYING THE PRICE
When you suffer a cost on a move, you usually see a prompt to Pay the Price. This is
a special move that lets you pick a likely negative outcome, roll on a table to see what
happens, or use some other random prompt.
A costly outcome can involve a narrative consequence that complicates things for
your character, or a combination of a narrative and mechanical cost. Depending on
the situation, a negative outcome might be framed as a result of an error or misstep,
or as an external event you had no control over.
Be mindful of pacing. Start with lesser consequences appropriate to the situation,
and apply escalating danger and hardships if the failures stack up.
MOVES COMPENDIUMMOVES INDEX
7

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FACE DANGER
When you attempt something risky
or react to an imminent threat,
envision your action and roll. If you
act…
✴ With speed, agility, or precision:
Roll +edge.
✴ With charm, loyalty, or courage:
Roll +heart.
✴ With aggressive action, forceful
defense, strength, or endurance:
Roll +iron.
✴ With deception, stealth, or trickery:
Roll +shadow.
✴ With expertise, insight, or
observation: Roll +wits.
On a strong hit, you are successful.
Take +1 momentum.
On a weak hit, you succeed, but face a
troublesome cost. Choose one.
✴ Y ou are delayed, lose advantage,
or face a new danger: Suffer –1
momentum.
✴ Y ou are tired or hurt: Endure Harm
(1 harm).
✴ Y ou are dispirited or afraid: Endure
Stress (1 stress).
✴ Y ou sacrifice resources: Suffer
–1 supply.
On a miss, you fail, or a momentary
success is undermined by a dire turn of
events. Pay the Price.
SECURE AN ADV ANTAGE
When you assess a situation, make
preparations, or attempt to gain
leverage, envision your action and roll.
If you act…
✴ With speed, agility, or precision:
Roll +edge.
✴ With charm, loyalty, or courage:
Roll +heart.
✴ With aggressive action, forceful
defense, strength, or endurance:
Roll +iron.
✴ With deception, stealth, or trickery:
Roll +shadow.
✴ With expertise, insight, or
observation: Roll +wits.
On a strong hit, you gain advantage.
Choose one.
✴ Take control: Make another move
now (not a progress move), and
add +1.
✴ Prepare to act: Take +2 momentum.
On a weak hit, your advantage is shortlived. Take +1 momentum.
On a miss, you fail or your
assumptions betray you. Pay the Price.
If you prefer the more robust
Starforged version of Secure an
Advantage, take this result on a hit.
On a strong hit, take both. On a
weak hit, choose one.
✴ Take +2 momentum
✴ Add +1 on your next move (not
a progress move)
2
MOVES COMPENDIUMADVENTURE MOVES
8

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GATHER INFORMATION
When you search an area, ask
questions, conduct an investigation,
or follow a track, roll +wits. If you act
within a community or ask questions of
a person with whom you share a bond,
add +1.
On a strong hit, you discover
something helpful and specific. The
path you must follow or action you
must take to make progress is made
clear. Envision what you learn (Ask
the Oracle if unsure), and take +2
momentum.
On a weak hit, the information
complicates your quest or introduces
a new danger. Envision what you
discover (Ask the Oracle if unsure), and
take +1 momentum.
On a miss, your investigation unearths
a dire threat or reveals an unwelcome
truth that undermines your quest.
Pay the Price.
MAKE CAMP
When you rest and recover for
several hours in the wild, roll +supply.
On a strong hit, you and your allies
may each choose two. On a weak hit,
choose one.
✴ Recuperate: Take +1 health for you
and any companions.
✴ Partake: Suffer –1 supply and take +1
health for you and any companions.
✴ Relax: Take +1 spirit.
✴ Focus: Take +1 momentum.
✴ Prepare: When you break camp, add
+1 if you Undertake a Journey.
On a miss, you take no comfort.
Pay the Price.
HEAL
When you treat an injury or ailment,
roll +wits. If you are mending your own
wounds, roll +wits or +iron, whichever
is lower.
On a strong hit, your care is helpful. If
you (or the ally under your care) have
the wounded condition, you may clear
it. Then, take or give up to +2 health.
On a weak hit, as above, but you must
suffer –1 supply or –1 momentum
(your choice).
On a miss, your aid is ineffective.
Pay the Price.
RESUPPL Y
When you hunt, forage, or scavenge,
roll +wits.
On a strong hit, you bolster your
resources. Take +2 supply.
On a weak hit, take up to +2 supply,
but suffer –1 momentum for each.
On a miss, you find nothing helpful.
Pay the Price.
CHECK YOUR GEAR
When you check for a specific
helpful item, and you have at least 1
supply, roll +supply.
On a strong hit, you have it. Take
+1 momentum.
On a weak hit, you have it, but your
resources are diminished. Take +1
momentum and suffer –1 supply.
On a miss, you don’t have it and the
situation worsens. Pay the Price.
MOVES COMPENDIUMADVENTURE MOVES
9

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MOVES COMPENDIUMJOURNEY MOVES
UNDERTAKE A JOURNEY
When you travel across hazardous
or unfamiliar lands, set the rank
of your journey.
✴ Troublesome journey: 3 progress
per waypoint.
✴ Dangerous journey: 2 progress
per waypoint.
✴ Formidable journey: 1 progress
per waypoint.
✴ Extreme journey: 2 ticks per
waypoint.
✴ Epic journey: 1 tick per waypoint.
Then, for each segment of your
journey, roll +wits. If you are setting
off from a community with which you
share a bond, add +1 to your initial roll.
On a strong hit, you reach a waypoint.
If the waypoint is unknown to you,
envision it (Ask the Oracle if unsure).
Then, choose one.
✴ Y ou make good use of your
resources: Mark progress.
✴ Y ou move at speed: Mark progress
and take +1 momentum, but suffer
–1 supply.
On a weak hit, you reach a waypoint
and mark progress, but suffer –1 supply.
On a miss, you are waylaid by a
perilous event. Pay the Price.
REACH YOUR DESTINATION
Progress Move
When your journey comes to an end,
roll the challenge dice and compare to
your progress. Momentum is ignored
on this roll.
On a strong hit, the situation at your
destination favors you. Choose one.
✴ Make another move now (not a
progress move), and add +1.
✴ Take +1 momentum.
On a weak hit, you arrive but face an
unforeseen hazard or complication.
Envision what you find (Ask the Oracle
if unsure).
On a miss, you have gone hopelessly
astray, your objective is lost to you,
or you were misled about your
destination. If your journey continues,
clear all but one filled progress, and
raise the journey’s rank by one (if not
already epic).
FOLLOW A PATH
When you journey along a known
route, and one day blends into the next,
roll +supply.
On a strong hit, you reach your
destination and the situation favors
you. Take +1 momentum.
On a weak hit, you complete the
journey, but face a cost or complication.
Choose one or more.
✴ Y ou took longer than expected.
✴ Y ou pressed on through pain,
sickness, or weariness: Endure Harm.
✴ Y ou suffered under the burden of
foul weather, worries, or fearful
locations: Endure Stress.
✴ Y ou wasted resources.
✴ Y ou face a complication or hazard at
the destination. Envision what you
find (Ask the Oracle if unsure).
On a miss, you are waylaid by a dire
threat, and must Pay the Price. If you
overcome this obstacle, you may push
on safely to your destination.
Follow a Path is a bonus move
for this guide. It is adapted from the
Set a Course move in Starforged—
which itself is adapted from the
Escape the Depths move in Delve.
Follow a Path resolves a journey
across familiar lands in one roll.
Make this move to give your travels
uncertainty and risk, but not the
full focus of a usual journey. In
particular, it is useful for resolving
the return leg of a round trip.
When traveling with allies, let each
member of the company suffer
one or more weak hit costs as
appropriate. Such are the hardships
of the road.
2
10

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MOVES COMPENDIUMSCENE CHALLENGE MOVES
BEGIN THE SCENE
When you face an extended or
complex challenge, name your
objective and choose a rank as
appropriate to the situation.
✴ Y ou have a clear advantage:
Troublesome.
✴ Y ou are ready to act: Dangerous.
✴ Y ou are unprepared or outmatched:
Formidable.
Then, activate a four-segment
countdown track and Face Danger or
Secure an Advantage to take action.
FACE DANGER
Scene Challenge Mode
When you attempt something risky
or react to an imminent threat
within a scene challenge, envision
your action and roll. If you act…
✴ With speed, agility, or precision:
Roll +edge.
✴ With charm, loyalty, or courage:
Roll +heart.
✴ With aggressive action, forceful
defense, strength, or endurance:
Roll +iron.
✴ With deception, stealth, or trickery:
Roll +shadow.
✴ With expertise, insight, or
observation: Roll +wits.
On a strong hit, you are successful and
mark progress. On a strong hit with a
match, mark progress twice.
On a weak hit, you are successful and
mark progress, but also encounter
a complication or setback. Envision
what occurs and mark a countdown
segment.
On a miss, you fail, or a momentary
success is undermined by a dramatic
turn of events. Mark a countdown
segment and Pay the Price. On a miss
with a match, mark two segments and
Pay the Price.
SECURE AN ADV ANTAGE
Scene Challenge Mode
When you assess a situation, make
preparations, or attempt to gain
leverage within a scene challenge ,
envision your action and roll. If
you act…
✴ With speed, agility, or precision:
Roll +edge.
✴ With charm, loyalty, or courage:
Roll +heart.
✴ With aggressive action, forceful
defense, strength, or endurance:
Roll +iron.
✴ With deception, stealth, or trickery:
Roll +shadow.
✴ With expertise, insight, or
observation: Roll +wits.
On a strong hit, take both. On a strong
hit with a match, take both and mark
progress. On a weak hit, choose one.
✴ Take +2 momentum
✴ Add +1 on your next move (not a
progress move)
On a miss, you fail or your assumptions
betray you. Mark a countdown segment
and Pay the Price. On a miss with a
match, mark two segments and Pay
the Price.
FINISH THE SCENE
Progress Move
When the scene challenge
countdown track or progress track
is filled, or when events lead to the
scene’s conclusion, roll the challenge
dice and compare to your progress.
On a strong hit, you achieve your
objective unconditionally.
On a weak hit, you succeed, but not
without cost. Y ou must Pay the Price.
Make this a minor cost relative to the
scope of the scene.
On a miss, you fail or are undermined
by a dire turn of events. Pay the Price.
The scene challenge moves
are adapted from Starforged.
2
11

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SWEAR AN IRON VOW
When you swear upon iron to
complete a quest, write your vow and
give the quest a rank. Then, roll +heart.
If you make this vow to a person or
community with whom you share a
bond, add +1.
On a strong hit, you are emboldened
and it is clear what you must do next
(Ask the Oracle if unsure). Take
+2 momentum.
On a weak hit, you are determined but
begin your quest with more questions
than answers. Take +1 momentum, and
envision what you do to find a
path forward.
On a miss, you face a significant
obstacle before you can begin your
quest. Envision what stands in your
way (Ask the Oracle if unsure), and
choose one.
✴ Y ou press on: Suffer –2 momentum,
and do what you must to overcome
this obstacle.
✴ Y ou give up: Forsake Your Vow.
REACH A MILESTONE
When you make significant progress
in your quest by doing any of the
following…
✴ overcoming a critical obstacle
✴ completing a perilous journey
✴ solving a complex mystery
✴ defeating a powerful threat
✴ gaining vital support
✴ acquiring a crucial item
…you may mark progress per the rank
of the vow.
✴ Troublesome quest: Mark 3 progress.
✴ Dangerous quest: Mark 2 progress.
✴ Formidable quest: Mark 1 progress.
✴ Extreme quest: Mark 2 ticks.
✴ Epic quest: Mark 1 tick.
FULFILL YOUR VOW
Progress Move
When you achieve what you believe
to be the fulfillment of your vow ,
roll the challenge dice and compare to
your progress. Momentum is ignored
on this roll.
On a strong hit, your quest
is complete. Mark experience
(troublesome=1; dangerous=2;
formidable=3; extreme=4; epic=5).
On a weak hit, there is more to be
done or you realize the truth of your
quest. Envision what you discover
(Ask the Oracle if unsure). Then,
mark experience (troublesome=0;
dangerous=1; formidable=2;
extreme=3; epic=4). Y ou may Swear an
Iron Vow to set things right. If you do,
add +1.
On a miss, your quest is undone.
Envision what happens (Ask the Oracle
if unsure), and choose one.
✴ Y ou recommit: Clear all but one
filled progress, and raise the quest’s
rank by one (if not already epic).
✴ Y ou give up: Forsake Your Vow.
FORSAKE YOUR VOW
When you renounce your quest,
betray your promise, or the goal is
lost to you, clear the vow and Endure
Stress. Y ou suffer -spirit equal to the
rank of your quest (troublesome=1;
dangerous=2; formidable=3;
extreme=4; epic=5).
If the vow was made to a person or
community with whom you share a
bond, Test Your Bond when you
next meet.
ADV ANCE
When you focus on your skills,
receive training, find inspiration,
earn a reward, or gain a companion,
you may spend 3 experience to add a
new asset, or 2 experience to upgrade
an asset.
MOVES COMPENDIUMQUEST MOVES
For improved readability, the
Reach a Milestone move is formatted
similarly to the Starforged version.
2
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PA Y THE PRICE
When you suffer the outcome of a move, choose one.
✴ Make the most obvious negative outcome happen.
✴ Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the
yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
✴ Roll on the following table. If you have difficulty interpreting the result to fit the
current situation, roll again.
Roll Price
1–2 Roll again and apply that result but make it worse. If you roll this result
yet again, think of something dreadful that changes the course of your
quest (Ask the Oracle if unsure).
3–5 A person or community you trusted loses faith in you, or acts against you.
6–9 A person or community you care about is exposed to danger.
10–16 Y ou are separated from something or someone.
17–23 Y our 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.
69–76 It is stressful.
77–85 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).
99–100 Roll twice more on this table. Both results occur. If they are the same
result, make it worse.
ASK THE ORACLE
When you seek to resolve questions, discover details in the world, determine
how other characters respond, or trigger encounters or events, you may…
✴ Draw a conclusion: Decide the
answer based on the most interesting
and obvious result.
✴ Ask a yes/no question: Decide the
odds of a ‘yes’ , and roll on the table to
check the answer.
✴ Pick two: Envision two options. Rate
one as ‘likely’ , and roll on the table to
see if it is true. If not, it is the other.
✴ Spark an idea: Brainstorm or use a
random prompt.
Odds
The answer is
yes if you roll…
Almost Certain 11 or greater
Likely 26 or greater
50/50 51 or greater
Unlikely 76 or greater
Small Chance 91 or greater
MOVES COMPENDIUMFATE MOVES
On a match, an extreme result or twist
has occurred.
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COMPEL
When you attempt to persuade
someone to do something, envision
your approach and roll. If you…
✴ Charm, pacify, barter, or convince:
Roll +heart (add +1 if you share
a bond).
✴ Threaten or incite: Roll +iron.
✴ Lie or swindle: Roll +shadow.
On a strong hit, they’ll do what you
want or share what they know. Take +1
momentum. If you use this exchange
to Gather Information, make that move
now and add +1.
On a weak hit, as above, but they ask
something of you in return. Envision
what they want (Ask the Oracle
if unsure).
On a miss, they refuse or make a
demand which costs you greatly.
Pay the Price.
AID YOUR ALL Y
When you Secure an Advantage in
direct support of an ally, and score
a hit, they (instead of you) can take
the benefits of the move. If you are in
combat and score a strong hit, you and
your ally have initiative.
SOJOURN
When you spend time in a
community seeking assistance, roll
+heart. If you share a bond, add +1.
On a strong hit, you and your allies
may each choose two from within
the categories below. On a weak hit,
choose one. If you share a bond, choose
one more.
On a hit, you and your allies may each
focus on one of your chosen recover
actions and roll +heart again. If you
share a bond, add +1. On a strong
hit, take +2 more for that action. On a
weak hit, take +1 more. On a miss, it
goes badly and you lose all benefits for
that action.
Clear a Condition
✴ Mend: Clear a wounded debility and
take +1 health.
✴ Hearten: Clear a shaken debility and
take +1 spirit.
✴ Equip: Clear an unprepared debility
and take +1 supply.
Recover
✴ Recuperate: Take +2 health for
yourself and any companions.
✴ Consort: Take +2 spirit.
✴ Provision: Take +2 supply.
✴ Plan: Take +2 momentum.
Provide Aid
✴ Take a quest: Envision what this
community needs, or what trouble it
is facing (Ask the Oracle if unsure). If
you chose to help, Swear an Iron Vow
and add +1.
On a miss, you find no help here.
Pay the Price.
MOVES COMPENDIUMRELATIONSHIP MOVES
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DRAW THE CIRCLE
When you challenge someone to a
formal duel, or accept a challenge,
roll +heart. If you share a bond with
this community, add +1.
On a strong hit, take +1 momentum.
Y ou may also choose up to two boasts
and take +1 momentum for each.
On a weak hit, you may choose one
boast in exchange for +1 momentum.
✴ Grant first strike: Y our foe has
initiative.
✴ Bare yourself: Take no benefit of
armor or shield; your foe’s harm is +1.
✴ Hold no iron: Take no benefit of
weapons; your harm is 1.
✴ Bloody yourself: Endure Harm
(1 harm).
✴ To the death: One way or another,
this fight must end with death.
On a miss, you begin the duel at a
disadvantage. Y our foe has initiative.
Pay the Price.
Then, make moves to resolve the fight.
If you are the victor, you may make a
lawful demand, and your opponent
must comply or forfeit their honor and
standing. If you refuse the challenge,
surrender, or are defeated, they make a
demand of you.
WRITE YOUR EPILOGUE
Progress Move
When you retire from your life as
Ironsworn, envision two things: What
you hope for, and what you fear. Then,
roll the challenge dice and compare to
your bonds. Momentum is ignored on
this roll.
On a strong hit, things come to pass
as you hoped.
On a weak hit, your life takes an
unexpected turn, but not necessarily
for the worse. Y ou find yourself
spending your days with someone or in
a place you did not foresee. Envision it
(Ask the Oracle if unsure).
On a miss, your fears are realized.
FORGE A BOND
When you spend significant time
with a person or community, stand
together to face hardships, or make
sacrifices for their cause, you can
attempt to create a bond. When you do,
roll +heart. If you make this move after
you successfully Fulfill Your Vow to
their benefit, you may reroll any dice.
On a strong hit, make note of the
bond, mark a tick on your bond
progress track, and choose one.
✴ Take +1 spirit.
✴ Take +2 momentum.
On a weak hit, they ask something
more of you first. Envision what it is
(Ask the Oracle if unsure), do it (or
Swear an Iron Vow), and mark the
bond. If you refuse or fail, Pay the Price.
On a miss, they reject you. Pay the Price.
TEST YOUR BOND
When your bond is tested through
conflict, betrayal, or circumstance,
roll +heart.
On a strong hit, this test has
strengthened your bond. Choose one.
✴ Take +1 spirit.
✴ Take +2 momentum.
On a weak hit, your bond is fragile and
you must prove your loyalty. Envision
what they ask of you (Ask the Oracle
if unsure), and do it (or Swear an Iron
Vow). If you refuse or fail, clear the
bond and Pay the Price.
On a miss, or if you have no interest in
maintaining this relationship, clear the
bond and Pay the Price.
MOVES COMPENDIUMRELATIONSHIP MOVES
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ENTER THE FRA Y
When you enter into combat, set the
rank of each of your foes.
✴ Troublesome foe: 3 progress per
harm; inflicts 1 harm.
✴ Dangerous foe: 2 progress per harm;
inflicts 2 harm.
✴ Formidable foe: 1 progress per harm;
inflicts 3 harm.
✴ Extreme foe: 2 ticks per harm;
inflicts 4 harm.
✴ Epic foe: 1 tick per harm; inflicts
5 harm.
Then, roll to determine who is in
control. If you are…
✴ Facing off against your foe:
Roll +heart.
✴ Moving into position against an
unaware foe, or striking without
warning: Roll +shadow.
✴ Ambushed: Roll +wits.
On a strong hit, take +2 momentum.
Y ou have initiative.
On a weak hit, choose one.
✴ Bolster your position: Take +2
momentum.
✴ Prepare to act: Take initiative.
On a miss, combat begins with you at a
disadvantage. Pay the Price. Y our foe
has initiative.
STRIKE
When you have initiative and attack
in close quarters, roll +iron. When
you have initiative and attack at range,
roll +edge.
On a strong hit, inflict +1 harm. Y ou
retain initiative.
On a weak hit, inflict your harm and
lose initiative.
On a miss, your attack fails and
you must Pay the Price. Y our foe
has initiative.
MANAGING INITIATIVE
✴ When you score a strong hit
on any move , you take or
retain initiative.
✴ When you score a weak hit
or miss on any move , you lose
initiative to your foe.
When you have initiative, make
proactive moves:
✴ Strike to attack.
✴ Secure an Advantage to outwit or
outmaneuver your foe, or to setup
another move.
✴ Face Danger to overcome an
obstacle or escape.
✴ Aid Your Ally to bolster a PC ally.
✴ Compel to force your foe to agree
to your demands.
✴ End the Fight to finish the fight
against this foe.
When you lose initiative to your
foe, make reactive moves:
✴ Clash to fight back.
✴ Face Danger to focus on defense,
overcome an obstacle, or flee.
✴ Compel to offer your surrender.
✴ Turn the Tide (once per fight) to
steal initiative.
CLASH
When your foe has initiative and you
fight with them in close quarters, roll
+iron. When you exchange a volley at
range, or shoot at an advancing foe,
roll +edge.
On a strong hit, inflict your harm and
choose one. Y ou have the initiative.
✴ Y ou bolster your position: Take +1
momentum.
✴ Y ou find an opening: Inflict +1 harm.
On a weak hit, inflict your harm, but
then Pay the Price. Y our foe has initiative.
On a miss, you are outmatched and must
Pay the Price. Y our foe has initiative.
MOVES COMPENDIUMCOMBAT MOVES
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END THE FIGHT
Progress Move
When you make a move to take
decisive action, and score a strong
hit, you may resolve the outcome of
this fight. If you do, roll the challenge
dice and compare to your progress.
Momentum is ignored on this roll.
On a strong hit, this foe is no longer in
the fight. They are killed, out of action,
flee, or surrender as appropriate to
the situation and your intent (Ask the
Oracle if unsure).
On a weak hit, as above, but you must
also choose one.
✴ It’s worse than you thought:
Endure Harm.
✴ Y ou are overcome: Endure Stress.
✴ Y our victory is short-lived: A new
danger or foe appears, or an existing
danger worsens.
✴ Y ou suffer collateral damage:
Something of value is lost or broken,
or someone important must pay
the cost.
✴ Y ou’ll pay for it: An objective falls
out of reach.
✴ Others won’t forget: Y ou are marked
for vengeance.
On a miss, you have lost this fight. Pay
the Price.
For an alternate End the Fight
with the flexibility of the Starforged
move, replace the trigger with the
following. With this change, you
may make the progress roll without
a strong hit on a preceding move—
but at greater risk of failure.
When you take decisive action
to resolve the outcome of this
fight, roll the challenge dice
and compare to your progress.
Momentum is ignored on this roll.
If you do not have initiative, count
a strong hit as a weak hit, and a
weak hit as a miss.
TURN THE TIDE
Once per fight, when you risk it all,
you may steal initiative from your foe
to make a move (not a progress move).
When you do, add +1 and take +1
momentum on a hit.
If you fail to score a hit on that move,
you must suffer a dire outcome. Pay
the Price.
BATTLE
When you fight a battle, and it
happens in a blur, envision your
objective and roll. If you primarily…
✴ Fight at range, or using your speed
and the terrain to your advantage:
Roll +edge.
✴ Fight depending on your courage,
allies, or companions: Roll +heart.
✴ Fight in close to overpower your
opponents: Roll +iron.
✴ Fight using trickery to befuddle your
opponents: Roll +shadow.
✴ Fight using careful tactics to
outsmart your opponents: Roll +wits.
On a strong hit, you achieve your
objective unconditionally. Take
+2 momentum.
On a weak hit, you achieve your
objective, but not without cost.
Pay the Price.
On a miss, you are defeated and the
objective is lost to you. Pay the Price.
2
MOVES COMPENDIUMCOMBAT MOVES
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ENDURE HARM
When you face physical damage, suffer -health equal to your foe’s rank or as
appropriate to the situation. If your health is 0, suffer -momentum equal to any
remaining -health. Then, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
✴ Shake it off: If your health is greater than 0, suffer –1 momentum in exchange
for +1 health.
✴ Embrace the pain: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer –1 momentum. If you are at 0 health, you must mark
wounded or maimed (if currently unmarked) or roll on the following table.
Roll Harm Outcome
1–10 The harm is mortal. Face Death.
11–20 Y ou are dying. Y ou need to Heal within an hour or two, or Face Death.
21–35 Y ou are unconscious and out of action. If left alone, you come back to
your senses in an hour or two. If you are vulnerable to a foe not inclined
to show mercy, Face Death.
36–50 Y ou are reeling and fighting to stay conscious. If you engage in any
vigorous activity (such as running or fighting) before taking a breather for
a few minutes, roll on this table again (before resolving the other move).
51–100 Y ou are battered but still standing.
FACE DEATH
When you are brought to the brink
of death, and glimpse the world
beyond, roll +heart.
On a strong hit, death rejects you. Y ou
are cast back into the mortal world.
On a weak hit, choose one.
✴ Y ou die, but not before making a
noble sacrifice. Envision your
final moments.
✴ Death desires something of you in
exchange for your life. Envision what
it wants (Ask the Oracle if unsure),
and Swear an Iron Vow (formidable
or extreme) to complete that quest. If
you fail to score a hit when you Swear
an Iron Vow, or refuse the quest,
you are dead. Otherwise, you return
to the mortal world and are now
cursed. Y ou may only clear the cursed
debility by completing the quest.
On a miss, you are dead.
COMPANION ENDURE HARM
When your companion faces physical
damage, they suffer -health equal to
the amount of harm inflicted. If your
companion’s health is 0, exchange any
leftover -health for -momentum.
Then, roll +heart or +your companion’s
health, whichever is higher.
On a strong hit, your companion
rallies. Give them +1 health.
On a weak hit, your companion is
battered. If their health is 0, they
cannot assist you until they gain at least
+1 health.
On a miss, also suffer –1 momentum.
If your companion’s health is 0, they
are gravely wounded and out of action.
Without aid, they die in an hour or two.
If you roll a miss with a 1 on your
action die, and your companion’s
health is 0, they are now dead. Take 1
experience for each marked ability on
your companion asset, and remove it.
MOVES COMPENDIUMSUFFER MOVES
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ENDURE STRESS
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or
as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any
remaining -spirit. Then, roll +spirit or +heart, whichever is higher.
On a strong hit, choose one.
✴ Shake it off: If your spirit is greater than 0, suffer –1 momentum in exchange
for +1 spirit
✴ Embrace the darkness: Take +1 momentum
On a weak hit, you press on.
On a miss, also suffer –1 momentum. If you are at 0 spirit, you must mark shaken
or corrupted (if currently unmarked) or roll on the following table.
Roll Stress Outcome
1–10 Y ou are overwhelmed. Face Desolation.
11–25 Y ou give up. Forsake Your Vow (if possible, one relevant to the
current crisis).
26–50 Y ou give in to a fear or compulsion, and act against your better instincts.
51–100 Y ou persevere.
FACE DESOLATION
When you are brought to the brink
of desolation, roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
✴ Y our spirit or sanity breaks, but not
before you make a noble sacrifice.
Envision your final moments.
✴ Y ou see a vision of a dreaded event
coming to pass. Envision that dark
future (Ask the Oracle if unsure), and
Swear an Iron Vow (formidable or
extreme) to prevent it. If you fail to
score a hit when you Swear an Iron
Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses
and are now tormented. Y ou may
only clear the tormented debility by
completing the quest.
On a miss, you succumb to despair or
horror and are lost.
OUT OF SUPPL Y
When your supply is exhausted
(reduced to 0), mark unprepared. If
you suffer additional -supply while
unprepared, you must exchange each
additional -supply for any combination
of -health, -spirit or -momentum as
appropriate to the circumstances.
FACE A SETBACK
When your momentum is at its
minimum (-6), and you suffer
additional -momentum, choose one.
✴ Exchange each additional
-momentum for any combination
of -health, -spirit, or -supply as
appropriate to the circumstances.
✴ Envision an event or discovery
(Ask the Oracle if unsure) which
undermines your progress in a
current quest, journey or fight. Then,
for each additional -momentum,
clear 1 unit of progress on that track
per its rank (troublesome=clear 3
progress; dangerous=clear 2 progress;
formidable=clear 1 progress;
extreme=clear 2 ticks; epic=clear
1 tick).
MOVES COMPENDIUMSUFFER MOVES
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DEL VE THE DEPTHS
When you traverse an area within a perilous site, envision your surroundings
(Ask the Oracle if unsure). Then, consider your approach. If you navigate this
area…
✴ With haste: Roll +edge.
✴ With stealth or trickery: Roll +shadow.
✴ With observation, intuition, or expertise: Roll +wits.
On a strong hit, you delve deeper. Mark progress and Find an Opportunity.
On a weak hit, roll on the following table according to your stat.
On a miss, Reveal a Danger.
Edge Shadow Wits Weak Hit Outcome
1–45 1–30 1–40 Mark progress and Reveal a Danger.
46–65 31–65 41–55 Mark progress.
66–75 66–90 56–80 Choose one: Mark progress or Find an Opportunity.
76–80 91–99 81–99 Take both: Mark progress and Find an Opportunity.
81–100 100 100 Mark progress twice and Reveal a Danger.
DISCOVER A SITE
When you resolve to enter a perilous
site in pursuit of an objective, choose
the theme and domain which best
represent its nature, and give it a rank.
✴ Troublesome site: 3 progress per area.
✴ Dangerous site: 2 progress per area.
✴ Formidable site: 1 progress per area.
✴ Extreme site: 2 ticks per area.
✴ Epic site: 1 tick per area.
If you are returning to a previously
explored site, roll both challenge dice,
take the lowest value, and clear that
number of progress boxes.
Then, Delve the Depths to explore
this place.
CHOOSING A THEME
AND DOMAIN
When you Discover a Site , choose
the theme and domain that best fit
your understanding of the location.
If you’re not sure, randomly draw
from the printed site cards, or use
the random tables on page 76 of
this guide.
As you Delve the Depths , check the
theme and domain tables to help
envision the features and dangers
of the site. Or intersperse results on
those tables with other inspirational
prompts, such as the Core oracles on
pages 50–53.
MOVES COMPENDIUMDEL VE MOVES
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FIND AN OPPORTUNITY
When you encounter a helpful situation or feature within a site, roll on the
following table.
If you are making this move as a result of a strong hit on Delve the Depths, you may
pick or envision an opportunity instead of rolling. Then, choose one.
✴ Gain insight or prepare: Take +1 momentum.
✴ Take action now: Y ou and any allies may make a move (not a progress move)
which directly leverages the opportunity. When you do, add +1 and take +1
momentum on a hit.
Roll Opportunity
1–25 The terrain favors you, or you find a hidden path.
26–45 An aspect of the history or nature of this place is revealed.
46–57 Y ou locate a secure area.
58–68 A clue offers insight or direction.
69–78 Y ou get the drop on a denizen.
79–86 This area provides an opportunity to scavenge, forage, or hunt.
87–90 Y ou locate an interesting or helpful object.
91–94 Y ou are alerted to a potential threat.
95–98 Y ou encounter a denizen who might support you.
99–100 Y ou encounter a denizen in need of help.
REVEAL A DANGER
When you encounter a risky situation within a site, envision the danger or roll
on the following table.
Standard Alternate Danger
1–30 — Check the theme card.
31–45 — Check the domain card.
46–57 1–22 Y ou encounter a hostile denizen.
58–68 23–42 Y ou face an environmental or architectural hazard.
69–76 43–58 A discovery undermines or complicates your quest.
77–79 59–64 Y ou confront a harrowing situation or sensation.
80–82 65–70 Y ou face the consequences of an earlier choice or approach.
83–85 71–76 Y our way is blocked or trapped.
86–88 77–82 A resource is diminished, broken, or lost.
89–91 83–88 Y ou face a perplexing mystery or tough choice.
92–94 89–94 Y ou lose your way or are delayed.
95–100 95–100 Roll twice more on this table. Both results occur. If they
are the same result, make it worse.
Use the standard Reveal a Danger result when exploring a site with a theme and
domain. Otherwise, use the alternate roll.
MOVES COMPENDIUMDEL VE MOVES
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LOCATE YOUR OBJECTIVE
When your exploration of a site
comes to an end, roll the challenge
dice and compare to your progress.
Momentum is ignored on this roll.
On a strong hit, you locate your
objective and the situation favors you.
Choose one.
✴ Make another move now (not a
progress move), and add +1.
✴ Take +1 momentum.
On a weak hit, you locate your
objective but face an unforeseen hazard
or complication. Envision what you
find (Ask the Oracle if unsure).
On a miss, your objective falls out
of reach, you have been misled
about the nature of your objective,
or you discover that this site holds
unexpected depths. If you continue
your exploration, clear all but one filled
progress and raise the site’s rank by one
(if not already epic).
ESCAPE THE DEPTHS
When you flee or withdraw from a
site, consider the situation and your
approach. If you…
✴ Find the fastest way out: Roll +edge.
✴ Steel yourself against the horrors of
this place: Roll +heart.
✴ Fight your way out: Roll +iron.
✴ Retrace your steps or locate an
alternate path: Roll +wits.
✴ Keep out of sight: Roll +shadow.
On a strong hit, you make your
way safely out of the site. Take +1
momentum.
On a weak hit, you find your way out,
but this place exacts its price.
Choose one.
✴ Y ou are weary or wounded:
Endure Harm.
✴ The experience leaves you shaken:
Endure Stress.
✴ Y ou are delayed, and it costs you.
✴ Y ou leave behind something
important.
✴ Y ou face a new complication as you
emerge from the depths.
✴ A denizen plots their revenge.
On a miss, a dire threat or imposing
obstacle stands in your way. Reveal a
Danger. If you survive, you may make
your escape.
MOVES COMPENDIUMDEL VE MOVES
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MOVES COMPENDIUMFAILURE MOVES
MARK YOUR FAILURE
When you make a move and score a
miss, mark a tick on your failure track.
When you score a miss when making
a progress move, mark two ticks.
LEARN FROM YOUR
FAILURES
Progress Move
When you spend time reflecting on
your hardships and missteps, and
your failure track is 6 or greater, roll
your challenge dice and compare to
your progress. Momentum is ignored
on this roll.
On a strong hit, you commit to
making a dramatic change. Take 3
experience and clear all progress. Then,
choose one.
✴ Adjust your approach: Discard a
single asset, and take 2 experience for
each marked ability.
✴ Make an oath: Swear an Iron Vow,
and reroll any dice.
✴ Ready your next steps: Take +3
momentum.
On a weak hit, you learn from your
mistakes. Take 2 experience and clear
all progress.
On a miss, you learned the wrong
lessons. Take 1 experience and clear all
progress. Then, envision how you set
off on an ill-fated path.
STARTING A
FAILURE TRACK
The failure track is a standard
progress track with ten boxes. Y ou
can add a failure track to a new
character, or introduce this option
to an existing character.
MARKING FAILURE
Make the Mark Your Failure move
when you score a miss on any action
or progress roll.
MAKING THE
PROGRESS MOVE
Once you mark six full progress
boxes on your failure track, you may
make the Learn From Your Failures
move to take stock of the perils
you’ve faced and the times you
weren’t up to the task.
ASSET COST
ADJUSTMENTS
If you want to use the failure moves
but prefer to keep character growth
at a slower pace, adjust the cost of
assets when you Advance as follows:
✴ Add a new asset: 5 experience
(instead of 3).
✴ Upgrade an asset: 3 experience
(instead of 2).
23

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ADV ANCE A THREAT
When you give ground to a threat
through inaction, failure, or delay,
roll on the table below and envision
how the change manifests in your
world (Ask the Oracle if unsure).
Roll Threat Action
1–30 The threat readies its next
step, or a new danger looms.
If you are in a position to
prevent this development,
you may attempt to do so.
If you succeed, Reach a
Milestone. Otherwise,
mark menace.
31–70 The threat works subtly to
advance toward its goal,
or the danger escalates.
Mark menace.
71–100 The threat makes a dramatic
and immediate move, or
a major event reveals new
complications. Mark
menace twice.
On a match, this development also
exposes a surprising aspect of the
threat’s plan or nature.
If you mark the last box on the
threat’s menace track , the threat
achieves its goal, or the final dire
outcome occurs. Y ou must Forsake
Your Vow.
TAKE A HIATUS
When you spend an extended time
recovering in a safe place while
a threat is active, do any of the
following.
✴ Clear any marked conditions.
✴ Set your health, spirit, supply, and
companion health to their
maximum values.
✴ Set your momentum to its
reset value.
Then, for each active threat, Advance
a Threat.
INTRODUCING A THREAT
When you Swear an Iron Vow,
you can associate a threat with the
quest. The threat is a being, faction,
or situation responsible for the
problem that motivates your vow,
or is the adversary most directly
opposing you.
To learn about threats, see Chapter
6 of the Delve rulebook (page 151).
ADV ANCING A THREAT
As you encounter setbacks or delays,
make the Advance a Threat move. If
you must mark menace, fill the next
available box in the menace track
(the small inset boxes on the vow
progress track).
RESOLVING A THREAT
If the threat succeeds…
When you mark the tenth box in
a threat’s menace track, the threat
achieves its goal. Y ou must Forsake
Your Vow for the associated quest.
If you Fulfill Y our Vow…
When you Fulfill Your Vow, consider
the threat’s role and weave that into
the move’s outcome.
✴ If you score a strong hit, you
defeat or outwit the threat.
✴ If you score a weak hit, you
succeed, but not unconditionally.
Perhaps the threat reveals a
new aspect of their scheme or
rebounds to pose a new danger.
✴ If you score a miss, you fail against
the threat. If you recommit to the
quest, you can retain the threat as
the antagonist for the new vow.
When you do, give them a new
goal and clear the menace track.
If you Forsake Y our Vow…
When you Forsake Your Vow before
marking the tenth box in a threat’s
menace track, you no longer oppose
that threat. They will achieve their
goal as an inevitable consequence of
your failure.
MOVES COMPENDIUMTHREAT MOVES
24

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GAIN A RARITY
When you take possession of an
object of power, you may spend 3
experience to link the object to one
of your assets (path, combat talent, or
ritual). If you do, that asset and any
marked abilities are augmented.
Give the augmented asset a special
mark, and make note of the name and
nature of the rarity.
WIELD A RARITY
When you make a move aided by an
augmented asset, roll your rarity die
in place of your action die.
On any result with 6 showing on
the rarity die, the power of the rarity
manifests in a dramatic and obvious
way. Y ou score an automatic strong hit
and take +1 momentum.
On a hit with 5 showing on the rarity
die, the power of the rarity manifests in
a subtle way. Take +1 momentum.
On a miss with 1 showing on the
rarity die, the rarity’s power fails or
works against you.
MOVES COMPENDIUMRARITY MOVES
WONDROUS OBJECTS
FOR YOUR IRONSWORN
CAMP AIGN
Rarities are strange and mysterious
objects of power. They may be
handed down through generations,
lost or hidden away in the depths of
perilous sites, coveted by powerful
forces, or forgotten and discarded.
When you obtain a rarity through
the course of your story, you gain
a subtle but lasting impact on your
character and their abilities.
To learn about rarities, see pages
172–200 of the Delve rulebook.
OBTAINING A RARITY
Obtaining a rarity is typically part
of a vow-driven quest, either as a
reward from another character (for
completing a quest in their service)
or as a personal goal. Obstacles in
your path can include uncovering
the location or nature of a rarity,
delving into perilous sites, or
defeating forces seeking to take the
rarity for themselves.
When you claim the rarity, make
the Gain a Rarity move to link it to
a single existing asset. That asset is
now augmented.
If you want to instead use the assetspecific experience costs for rarities,
see page 175 of the Delve rulebook
for the cost table, and pages 182–200
for sample rarities.
USING A RARITY
When you make an action roll using
or supported by an augmented asset,
roll a special D6 in place of your
action die. This is your rarity die.
Check the Wield a Rarity move to
see if the rarity bolsters the outcome.
25

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GAMEPLA Y
CODEX
SECTION 2
THE SETTING 28
IRONLAND ENCOUNTERS 30
CAMPAIGN SETUP 32
CHARACTER PRELUDES 34
RULES SUMMARY 40
MOVE AND ASSET GLOSSARY 44
THE FLOW OF PLA Y 47
26

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2 3
9
8
7
6
5
41
1 The Barrier Islands: This long chain
of islands parallels the Ragged Coast.
The islands are sparsely populated by
Ironlanders, mostly fisher-folk who
brave the surrounding waters.
2 The Ragged Coast: This is a
rugged land of snow-capped cliffs
overlooking blue waters. Ironlander
settlements sit at the head of fjords in
the shelter of narrow valleys.
3 The Deep Wilds: This vast swath of
ancient forest is largely uninhabited
and unexplored by Ironlanders. Most
avoid this region.
4 The Flooded Lands: This is a lowlying region of bogs, swamps, and
slow-moving rivers. A few hardy
Ironlanders live here in settlements
built atop hillocks, or in homes
standing on stilts over the wetlands.
5 The Havens: This is an expansive
region of shrublands, woods, rivers,
and craggy hills. Many Ironlander
settlements are located here, often
situated atop high ground or at the
confluence of rivers.
6 The Hinterlands: This imposing
terrain consists of dense forests
nestled against rugged hills. The
Ironlander settlements in this region
serve primarily as bases for hunters
and trappers.
7 The Tempest Hills: These highlands
are defined by low mountains, thin
woods, glacial lakes, and grassy
plateaus. Ironlanders live here in
nomadic communities or isolated
mining settlements.
8 The Veiled Mountains: These
towering, mist-shrouded peaks mark
the northern bounds of the settled
lands. A few hardy Ironlanders dwell
here in seasonal mining camps; they
head south before the long, brutal
winter takes hold.
9 The Shattered Wastes: This
icebound region is uninhabited
by Ironlanders. Only a few foolish
folk have successfully explored the
passages into the Wastes over the
Veils. No one knows the bounds of
this land or what lies beyond.
The Ironlands is a vast peninsula
in the northern ocean. It is the
frontier of the known world.
Y our people settled here two
generations ago, cast out of their
homelands by a catastrophic event.
Since that time, they have survived
but not prospered. The weather is
harsh. Winters are brutal. Harvests
are uncertain. The rugged terrain
makes travel and trade difficult
and dangerous.
Ironlander villages and steadings
are isolated and vulnerable,
preyed upon by raiders and darker
forces. Some of these communities
are fiercely independent, while
others band together for mutual
protection and trade.
This is the perilous setting for
your Ironsworn adventures.
GAMEPLA Y CODEXTHE SETTING
28

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Roll Encounter Category Rank Page Reference
1 Atanya Firstborn Dangerous Delve 112
2 Basilisk Beast Extreme Ironsworn 151
3–5 Bear Animal Formidable Ironsworn 147
6–7 Bladewing Animal Dangerous Delve 114
8 Blighthound Horror Formidable Delve 128
9 Blood Thorn Anomaly Dangerous Delve 138
10–12 Boar Animal Dangerous Ironsworn 148
13 Bog Rot Horror Dangerous Delve 129
14 Bonehorde Horror Extreme Delve 130
15–16 Bonewalker Horror Dangerous Ironsworn 157
17–18 Broken Ironlander Troublesome Ironsworn 138
19–20 Carrion Newt Animal Formidable Delve 115
21–22 Cave Lion Animal Formidable Delve 116
23 Chimera Horror Extreme Ironsworn 158
24–25 Chitter Beast Dangerous Delve 121
26 Circle of Stones Anomaly Dangerous Delve 140
27–29 Common Folk Ironlander Troublesome Ironsworn 139
30–31 Deep Rat Animal Troublesome Delve 117
32–33 Elder Beast Beast Extreme Ironsworn 152
34–35 Elf Firstborn Dangerous Ironsworn 142
36–37 Frostbound Horror Formidable Ironsworn 158
38–39 Gaunt Animal Dangerous Ironsworn 148
40–41 Giant Firstborn Extreme Ironsworn 143
42 Glimmer Anomaly Dangerous Delve 142
43 Gloom Anomaly Dangerous Delve 144
44–45 Gnarl Beast Extreme Delve 122
46–47 Harrow Spider Beast Dangerous Ironsworn 153
48–49 Haunt Horror Formidable Ironsworn 159
50 Hollow Horror Extreme Ironsworn 160
51–53 Hunter Ironlander Dangerous Ironsworn 139
54–55 Husk Ironlander Formidable Delve 110
56 Iron Revenant Horror Extreme Ironsworn 161
57 Iron-Wracked Beast Beast Formidable Delve 123
58 Kraken Beast Epic Delve 124
GAMEPLA Y CODEXIRONLAND ENCOUNTERS
ENCOUNTER INDEX
Use this table as a quick reference for the characters, creatures, and entities described
in Ironsworn and Delve. Y ou can also roll on this table to randomly reveal the
subject of an encounter or the focus of a quest. If a result doesn’t fit the situation or
environment, roll again or consider how it introduces a surprising twist.
30

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Roll Encounter Category Rank Page Reference
59 Leviathan Beast Epic Ironsworn 154
60 Maelstrom Anomaly Dangerous Delve 146
61–62 Mammoth Beast Extreme Ironsworn 155
63–64 Marsh Rat Animal Troublesome Ironsworn 149
65 Merrow Firstborn Dangerous Delve 113
66–67 Mystic Ironlander Dangerous Ironsworn 140
68–69 Nightmare Spider Animal Dangerous Delve 118
70–71 Nightspawn Beast Formidable Delve 125
72 Primordial Firstborn Extreme Ironsworn 144
73–75 Raider Ironlander Dangerous Ironsworn 140
76 Rhaskar Beast Extreme Delve 126
77 Shroud Crab Animal Troublesome Delve 119
78–79 Sodden Horror Formidable Ironsworn 162
80 Tempest Anomaly Dangerous Delve 148
81 Thrall Horror Dangerous Delve 131
82–83 Trog Animal Dangerous Delve 120
84–85 Troll Firstborn Formidable Ironsworn 145
86–87 Varou Firstborn Dangerous Ironsworn 146
88–90 Warrior Ironlander Dangerous Ironsworn 141
91 Wight Horror Formidable Delve 132
92–94 Wolf Animal Dangerous Ironsworn 150
95 Wyrm Beast Epic Delve 127
96–97 Wyvern Beast Extreme Ironsworn 156
98–100 Zealot Ironlander Troublesome Delve 111
GAMEPLA Y CODEXIRONLAND ENCOUNTERS
FOE RANKS
Rank Type Progress Harm
Troublesome Common enemies 3 progress
per harm
Inflicts
1 harm
Dangerous Capable fighters and
deadly creatures
2 progress
per harm
Inflicts up
to 2 harm
Formidable Exceptional fighters
and mighty creatures
1 progress
per harm
Inflicts up
to 3 harm
Extreme Foes of overwhelming
skill or power
2 ticks
per harm
Inflicts up
to 4 harm
Epic Legendary foes of
mythic power
1 tick
per harm
Inflicts up
to 5 harm
Y ou may combine a group of troublesome or dangerous foes into a single progress
track by increasing their rank. This is called a pack. For a small pack (about 3 to 5),
increase their rank by one. For a large pack (about 6 to 10) increase the rank by two. 31

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STEP 1: FORGE YOUR WORLD
Refer to chapter 4 of the Ironsworn
rulebook and the ‘Y our Truths’ exercise.
Envision where your story begins.
STEP 2: CREATE YOUR
CHARACTER
In whatever order you prefer, envision
your character, select your assets, set
your stats, and choose your name. For a
random table of background events with
associated assets, see pages 34–39.
STEP 3: MARK YOUR
BACKGROUND BONDS
Create up to three bonds to represent
your connections to home, friends,
family, or other loyalties. Make note of
them, and mark one tick for each on
your bonds progress track.
STEP 4: WRITE YOUR
BACKGROUND VOW
Create a sworn quest as backstory for
your character. Write down this vow
and give it a rank of extreme or epic.
Y ou don’t need to make the Swear an
Iron Vow move for this quest.
STARTING YOUR CAMPAIGN
To begin your adventures, complete the following steps. Adjust the order as you like.
STEP 5: ENVISION YOUR
INCITING INCIDENT
Envision the problem that drives your
character into action. If unsure, check
Oracle prompts such as Settlement
Trouble (page 66 ) or Action + Theme
(pages 50–51).
STEP 6: SET THE SCENE
Decide whether you want to start with a
prologue, or in the midst of the problem.
Envision the scene and begin play.
STEP 7: SWEAR AN IRON VOW
Make the move and write down your
vow. Give this starting quest a rank of
troublesome, dangerous, or formidable.
STEP 8: TAKE YOUR NEXT STEPS
Based on the outcome of your Swear an
Iron Vow move, envision what occurs
and what you do next. Then, play to see
what happens.
GAMEPLA Y CODEXCAMPAIGN SETUP
CHOOSING ASSETS
For your starting character, select three assets
from any category: Paths, Companions, Combat
Talents, or Rituals. For inspiration, use the
Prelude Events table on pages 34–39.
Assets include three abilities. A filled-in dot
represents an ability you can make use of. The
first ability is probably marked when you obtain
the asset. If not, choose one.
Some assets can only be obtained after you fulfill
narrative or mechanical requirements. The
text of the asset will outline the requirement,
typically using the phrase “Once you… ”
PATH
STORYWEA VER
 When you Secure an Advantage,
Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem,
or tale, envision the story you tell.
Then, add +1 and take +1 momentum
on a hit.
 When you Make Camp and choose the
option to relax, you may share a story
with your allies or compose a new
story if alone. If you do, envision the
story you tell and take +1 spirit or +1
momentum. Any allies who choose to
relax in your company may also take
+1 spirit or +1 momentum.
 When you Sojourn within a
community with which you share a
bond, add +2 (instead of +1).
32

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AL TERNATE STAT ARRA YS
To fine-tune the tone and challenge of
your Ironsworn campaign, adjust the
starting stat values up or down. Higher
stats put your character more in control.
Lower stats create a riskier and more
chaotic story.
Three suggested arrays are shown here.
4,3,3,2,2CHALLENGING
3,2,2,1,1PERILOUS
(DEFAUL T)
3,2,1,1,0GRIM
Set your starting
health, spirit, and
supply to +5.
Set your stats by
arranging these
values in any order:
3, 2, 2, 1, 1.
Each bond adds
one tick to your
bonds progress
track.
Start your character
with up to three
existing bonds.
When you create
your character,
all debilities are
unmarked.
To start, set your momentum
to +2, your max momentum
to +10, and your momentum
reset to +2.
If using the optional
failure moves, every failed
action adds one or more
ticks to your failure track.
GAMEPLA Y CODEXCAMPAIGN SETUP
Vows have a rank
and are managed
through a progress
track. Y ou begin
with a background
vow, and will Swear
an Iron Vow to add
additional vows.
33

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GAMEPLA Y CODEXCHARACTER PRELUDES
BUILDING A HISTORY FOR YOUR CHARACTER
Y our character’s life doesn’t begin with your first session. What set them on the path
to their life as Ironsworn? What gave them purpose? What filled them with regret or
dread? For inspiration, use the following table.
To give yourself a variety of options, roll up to five times and choose no more than
three results. Take the associated asset for each event as one of your starting assets.
As you select these backstory events, decide in which order they occurred, flesh them
out as you like with more details, and envision how they served as milestones on the
character’s journey—leading to where you find them at the start of your campaign.
As with most oracles, you’re also free to pick an event instead of rolling. Or simply
use an event as inspiration for an asset you’ve already decided on.
PRELUDE EVENTS
1–2
ALCHEMIST (PATH)
Y ou found a journal full of crazed rantings and scribbled alchemical
secrets amid a troll's collection of lost and stolen things. Fascinated, you
attempted to reproduce the formulas. Some concoctions still elude you.
3–4
ANIMAL KIN (PATH)
One night, sleeping in the wilds, you experienced a vivid dream of wild
places, of hunting and being hunted. Y ou awoke to find the elder beast
studying you impassively.
5–6
BANNER-SWORN (PATH)
Y ou swore the vow without conviction. A simple task. A service done
and paid for. But in that mission, you found a calling.
7–8
BLADE-BOUND (PATH)
Whispers guided you to an old barrow, where you pulled the blade from
the skeletal grasp of its former bearer.
9–10
COMMANDER (PATH)
When your leader fell in battle, you took up their banner and rallied
your dispirited shield-mates. They follow you still.
11–12
DANCER (PATH)
Y ou stumbled upon a secret glade and saw the elves dancing. In the years
since, you strive to attain the beauty of their unearthly movements. Y ou
know you'll never fully succeed.
13–14
DEVOTANT (PATH)
The priest said you bear the mark of a long-forgotten god and were
destined for martyrdom. Y ou followed no faith and laughed at the
notion—until that god revealed itself to you.
15–16
EMPOWERED (PATH)
The revelation of your birthright surprised everyone—you most of all.
Since then, everything has changed.
17–18
FATED (PATH)
Friends dared you to visit the local seer. Y ou played along, figuring it
was worth a few laughs. But in the mystic's words, you experienced a
haunting vision of a terrible fate—and swore a vow to prevent it.
(1–18)
34

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GAMEPLA Y CODEXCHARACTER PRELUDES
PRELUDE EVENTS
19–20
FORTUNE HUNTER (PATH)
Y ou swore to a task out of love and loyalty, and were wronged. Now,
your word has a price.
21–22
HERBALIST (PATH)
Y ou spent hours each day in the nearby woods, foraging for herbs to
ease a loved one’s sickness. They were skilled in herbcraft and instructed
you in your search for remedies. But in the end, it wasn't enough—they
passed in the spring. Y ou still carry their worn satchel.
23–24
HONORBOUND (PATH)
When a close kin brought disgrace to your clan, you accepted the vow
they abandoned. Whatever it takes, you will regain your honor.
25–26
IMPROVISER (PATH)
A wandering peddler stayed with you for a time. They taught you the
value of even the most mundane things, of cobbling together solutions
far from the comforts of home. A wayward soul, they departed without
a word early one morning, but left you a pack and a set of tools to help
find your own way.
27–28
INFILTRATOR (PATH)
Y ou were captured by an enemy and held in a far-off place. Y ou managed
to escape, but did not flee. Instead, you lived under their noses, a rat in
the warrens. Eventually, you learned the best path to gain your revenge.
29–30
LOREKEEPER (PATH)
Y ou sought answers from an elder sage. They sensed your eagerness
for secret truths and took you on as an apprentice. Some time later, in
their last hours, they passed the archive to you. Now it is yours—a gift
and a curse.
31–32
MASKED (PATH)
Y ou spent time in the company of elves and earned their respect. When
you departed, they gifted you one of their uncanny wooden masks.
33–34
OUTCAST (PATH)
Y ou were accused of a betrayal and banished from your home. Those
who loved you dearest now consider you dead.
35–36
PRETENDER (PATH)
Y ou were forced to live under a false identity, and grew accustomed to
the deception. Now, you change your name as easily as your clothes.
37–38
RIDER (PATH)
Y ou served as a warden, patrolling the wilds surrounding your home.
Amid many dangers, you and your mount learned to work as one.
39–40
SIGHTED (PATH)
Deep in the woods, you stumbled upon an iron pillar—ancient, yet
untouched by the ravages of age. Y ou reached out to touch its smooth,
featureless surface. Then, nothing. When you awoke days later, you
were in an unfamiliar place with a new ability to see the unseen.
41–42
SLAYER (PATH)
In your dreams, you still hear the screams and the horrible roar of that
thing. Y ou failed that night, but will not falter again.
(19–42)
35

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GAMEPLA Y CODEXCHARACTER PRELUDES
43–44
SPIRIT-BOUND (PATH)
It was an unforgiving winter, and someone close to you did not survive.
Y ou hold yourself responsible for their death, and they haunt you still.
45–46
STORYWEAVER (PATH)
An elder gifted their stories to you, endless tales of the old world and
the new. Y ou share these stories in their honor, and collect tales of your
own that you might also pass on.
47–48
TRICKSTER (PATH)
Y ou fell in with a group of swindlers and thieves. They picked their
targets with care, and you learned that there is as much honor among
the shadows as in the light.
49–50
VETERAN (PATH)
Y ou answered the call to war and fought many battles. Somehow you
evaded death, but others weren't so lucky. In time, you learned a costly
lesson—this fight was not your own.
51–52
W ATERBORN (PATH)
Y ou stayed with the fisher folk of a seaside village, and learned their
ways. The wind and the wave still call to you, even when you are far
from the sea.
53–54
W AYFINDER (PATH)
Y ou struck off on your own, journeying deep into unknown lands. Y ou
did not find what you sought, but those first wayward steps still guide
your travels.
55–56
WILDBLOOD (PATH)
An exiled wanderer taught you the ways of tracking and woodcraft.
When a fugitive escaped into a deep wood, it fell to you to hunt them
down.
57–58
WRIGHT (PATH)
Y ou apprenticed under a cruel and untalented artisan. After secretly
learning and perfecting the craft on your own, you stole away with your
former master's tools.
59–60
ARCHER (COMBAT TALENT)
Every missed shot has a cost, someone once told you. They were right.
The day your arrow fell short was when you lost someone dear to you.
Y ou won't let it happen again.
61
BERSERKER (COMBAT TALENT)
The warrior wore only animal pelts in battle. Y ou never forgot the look
in their eyes—or how they tore through a dozen foes before finally
falling to spear and axe. Y ou honor their memory by wearing their
bloodstained pelt.
62
BRAWLER (COMBAT TALENT)
When your weapon broke in a desperate battle, you started swinging
your fists. That's when they began to fear you.
63
CUTTHROAT (COMBAT TALENT)
Y ou stood your ground with nothing but a dull knife. The raider chief
laughed—and offered you a place among their band.
PRELUDE EVENTS (43–63)
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GAMEPLA Y CODEXCHARACTER PRELUDES
64
DUELIST (COMBAT TALENT)
Y our friend betrayed you. Someday, when you are ready, you will face
them in the dueling circle.
65
FLETCHER (COMBAT TALENT)
Y ou learned the art of fletching from a kindly hunter who took you in
when others would not. Among your quiver, there is one special arrow
saved for the beast that killed him.
66
IRONCLAD (COMBAT TALENT)
Y our parent fell in battle. Their blade-pierced armor passed to you,
along with their vow.
67
LONG-ARM (COMBAT TALENT)
A broken leg left you hobbled. When you found the elderwood tree still
smoldering, split down its heart by lightning, you carved a staff from its
fallen limb. Though the injury has healed, the staff remains.
68
SHIELD-BEARER (COMBAT TALENT)
After suffering a grievous wound, you were determined to never again
let the iron of an enemy slip past your guard. Y our shield is your life.
69
SKIRMISHER (COMBAT TALENT)
Y ou underwent a rite of passage to kill a dangerous beast. The test left
you with a broken spear, a scar that still lingers, and a fang pendant as
a trophy.
70
SLINGER (COMBAT TALENT)
Y ou defended your home with a meager weapon, and brought down a
dreadful foe.
71
SUNDERER (COMBAT TALENT)
In the aftermath of an attack, you claimed the axe of a fallen foe. Y ou
bear it to this day.
72
SWORDMASTER (COMBAT TALENT)
Y ou took the fragments of your kin-sword to a master ironsmith. They
agreed to reforge the broken blade—for a costly price.
73
THUNDER-BRINGER (COMBAT TALENT)
As thanks for your service, a giant-friend gifted you their smithing
hammer—a small thing to them, but it takes both your arms to swing.
74
CAVE LION (COMPANION)
The plaintive mewling sounds led you to the abandoned cub. Others
warned that such a creature could never be tamed, and they were right.
But you are inseparable nonetheless.
75
GIANT SPIDER (COMPANION)
Y ou encountered the fearful creature in an old ruin. Y ou expected it to
kill you, but instead, it spoke in a voice that only you can hear.
76
HAWK (COMPANION)
Y ou found the hawk pierced by an arrow, grounded and near death. Y ou
nursed it back to health.
PRELUDE EVENTS (64–76)
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GAMEPLA Y CODEXCHARACTER PRELUDES
77
HORSE (COMPANION)
Y ou encountered a riderless horse. It was spooked and bearing
a bloodstained saddle. No amount of coaxing would allow it to
be ridden or led, but it followed you at a distance. Eventually, you
gained its trust.
78
HOUND (COMPANION)
The hound waited stubbornly among the smoldering wood and ashes of
a ruined village, as if hoping its former owner would return. It decided
you'd do well enough.
79
KINDRED (COMPANION)
Y ou saved your friend's life, and they swore to someday return the favor.
The way things are going, it won't be long before they get the chance.
80
MAMMOTH (COMPANION)
Y ou were wounded and half-frozen when the beast found you. It
shielded you from the wind and snow with its body. When you woke, it
was still there—its breath steaming like a forge.
81
OWL (COMPANION)
The owl with uncanny eyes perched upon a branch overlooking the
grave of a loved one, a grim specter who still keeps a vigil over you.
82
RAVEN (COMPANION)
The strange bird appeared on the day of your birth. A grim omen, some
said. It has watched over you since.
83
YOUNG WYVERN (COMPANION)
Y ou set off to slay a wyvern, but found only a nest of broken eggs and a
single surviving youngling.
84
AUGUR (RITUAL)
Y ou've long heard whispers in the chattering of crows, but it was the day
they led you safely through a perilous wild that you fully reckoned the
power inherent in their cries.
85
AW AKENING (RITUAL)
Their life faded from their eyes as you watched. Y ou were helpless to
save them. But in those desperate moments, you learned to breathe life
into other things.
86
BIND (RITUAL)
A lover taught you the dances of bear, stag, wolf and boar, but warned
of the allure of the wildcall. They disappeared soon after.
87
COMMUNION (RITUAL)
A close brush with death left you forever changed. The veil between
worlds is now as fragile as gossamer.
88
DIVINATION (RITUAL)
Y ou knew the old seer only briefly, but—sickened and dying—she gave
you her precious rune-carved stones. The stones choose their keeper,
she told you.
PRELUDE EVENTS (77–88)
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GAMEPLA Y CODEXCHARACTER PRELUDES
89
INVOKE (RITUAL)
The witch sensed something in you, a latent, sleeping power. She taught
you to awaken it, and then to harness it. But you soon learned she had
her own purposes, of which you wanted no part.
90
KEEN (RITUAL)
Y our first kill left you with regret. When you sing a keen, it is their
memory that haunts you most.
91
LEECH (RITUAL)
A close kin succumbed to the lure of a dark power. Now, you fear you
walk the same path.
92
LIGHTBEARER (RITUAL)
They shut you away in darkness, leaving you for the things that lurked
in that place. Y ou cowered, waiting for death. But then you found the
light within, and made your escape.
93
SCRY (RITUAL)
The fire revealed a vision—something you'd much rather forget. Since
then, you can cast your gaze through the flames to distant people and
places. Each time you perform the ritual, you fear you'll once again see
that first dreadful vision.
94
SHADOW–W ALK (RITUAL)
An errant step carried you unbidden into the world of shadow. Now
you walk those paths willingly.
95
SW AY (RITUAL)
When the storm struck, you found no shelter. It lashed the landscape
with unbound fury, uprooting trees and hurling whirlwinds of stone
and branch. But it left you untouched—eager to share its secrets. The
wind knows things, you learned. Y ou need only listen.
96
TALISMAN (RITUAL)
Y ou befriended a varou who was outcast from their clan. They taught
you the secrets of crafting protective charms. In exchange, you swore a
vow to them.
97
TETHER (RITUAL)
Y ou were far from home, unsure even of which direction it lay. In a
moment of quiet desperation—lost, cold, hungry—you heard the spirits
of your home call to you. They guided you back.
98
TOTEM (RITUAL)
A beloved animal companion died protecting you. Y ou carry a clipping
of its fur as a remembrance of your bond—alongside other totems.
99
VISAGE (RITUAL)
They burned your home. Killed your kin. Now, when you wear a painted
mask of blood and ash, you wield the power of your grief and anger
against your foes.
100
W ARD (RITUAL)
A powerful mystic saved you from a night of horrors with a handful
of salt and urgent, whispered chants. To this day, you remember those
words.
PRELUDE EVENTS (89–100)
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MATCHES
When you roll a
match on your
challenge dice…
✴ Strong hit: The match represents a twist in the
narrative, something interesting, or a new opportunity.
✴ Miss: The match represents a heightened negative
outcome, a complication, or a new danger.
Y ou can also let the intensity of your success or failure
frame how you interpret a match. Rolling matched 10’s
on your challenge dice should prompt you to introduce
a harrowing turn of events or a dire failure. It’s as bad as
things get.
+ 2 + 1 = + 2 + 1 =
STAT
22 5
ADDS 44 77
ACTION DIE CHALLENGE DICEACTION
SCORE
GAMEPLA Y CODEXRULES SUMMARY
55 55=
Strong hit = Action score is greater than
both of the challenge dice.
Weak Hit = Action score is greater than
one of the challenge dice.
Miss = Action score is not greater than
either of the challenge dice.
MOVES
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’s name is referenced within the rules or by
another move, you’ll see it as italicized text.
THE ACTION ROLL
Roll your action die (d6) and challenge dice (2d10). The
total of your action die, your stat, and any adds is your
action score . Y our action score is never greater than
10—anything over that is ignored.
To determine the outcome of your move, compare the
action score to each of the challenge dice. Y ou want it to
be greater than the individual value of those dice.
Ties always go to
the challenge dice.
To count as a hit,
your action score
must exceed—not
equal—one or both
challenge dice.
Not sure what
a match means
for the current
situation? Y ou can
Ask the Oracle.
If the oracle isn’t
helpful, and you’re
still stuck for an
idea, don’t sweat it.
Just move on.
Moves are preceded
and followed by
the fiction—the
imagined narrative
of your game. Take
the time to envision
the situation that
triggers the move,
and what changes
as a result of the
move.
There are three possible results for an action roll.
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MOMENTUM
Y our momentum value ranges from a -6 to +10. It is
tracked on the left edge of your character sheet. Y ou
gain and lose momentum as an outcome or option when
making moves.
BURNING MOMENTUM
When you have positive momentum, after you roll your
move, you may cancel any challenge dice that are less
than your current momentum value. This gives you an
automatic hit.
RESETTING MOMENTUM
After you burn momentum, you must adjust your
momentum track to your momentum reset value.
✴ The default reset is +2.
✴ If you have one debility marked, your momentum
reset is +1.
✴ If you have more than one debility marked, your
momentum reset is 0.
SUFFERING NEGATIVE MOMENTUM
When your momentum is less than 0, and it matches the
value of your action die, you must cancel your action die.
When you suffer -momentum, and your momentum is
already at -6, make the Face a Setback move.
MAX MOMENTUM
Y our max momentum starts at +10, and is reduced by 1
for every marked debility.
GAMEPLA Y CODEXRULES SUMMARY88
55
CHALLENGE DICE
44
ACTION DIE
For a simpler
method of burning
momentum, use
the approach
described in
Starforged. Instead
of canceling
challenge dice,
simply replace your
action score with
your momentum
value. With this
change, burning
momentum can
transform a miss
with a match to a
strong hit with a
match.
Only suffer the
effects of negative
momentum when
the momentum
value matches your
action die. In the
example shown, –4
momentum cancels
a 4 on the action
die. Y ou still check
the success of the
move by comparing
your stat + adds to
the challenge score,
but won’t have your
action die to help.
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PROGRESS TRACKS
A progress track is used to measure your pace and
determine the outcome of a goal or challenge. It is drawn
as a row of ten boxes which you mark as you make
headway toward your objective.
When you mark progress, fill in the appropriate number
of ticks or progress boxes per the rank of your challenge.
PROGRESS MOVES
There are several key moves, called progress moves,
which utilize progress tracks to resolve the outcome of
challenges.
Y ou don’t make an action roll when making a progress
move. Instead, tally the number of fully filled progress
boxes (those with four ticks). This is your progress
score. Then, roll only the challenge dice and compare
your progress score to the value of the dice.
As with an action roll, if your progress score beats the
challenge dice, it’s a strong hit. If you beat one of the
challenge dice, it’s a weak hit. If you fail to beat either die,
it’s a miss. The progress move will tell you how to resolve
the challenge.
GAMEPLA Y CODEXRULES SUMMARY
6PROGRESS SCORE
44 66CHALLENGE DICE
Troublesome:
Mark 3 progress
Dangerous:
Mark 2 progress
Extreme:
Mark 2 ticks
Formidable:
Mark 1 progress
Epic:
Mark 1 tick
When marking
progress on your
bonds progress
track, always mark
1 tick unless a
move or asset tells
you otherwise.
Momentum is
ignored when
you make a
progress move.
Y ou cannot burn
momentum on a
progress roll, and
you do not suffer
from negative
momentum.
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GAMEPLA Y CODEXRULES SUMMARY
ORACLES
When you have questions or seek inspiration, Ask the
Oracle for guidance. The Ask the Oracle move includes a
yes/no table for simple questions, and an array of oracle
tables are included in Section 3 (page 48) of this guide.
When you are prompted by a move or a table to generate
a result between 1 and 100, roll two ten-sided dice. One
die represents the tens digit, and one represents the units.
SUFFERING HARM AND STRESS
When you face physical
injury or hardship, make the
Endure Harm move. When
you face mental shock or
despair, make the Endure
Stress move.
When you are opposing a
foe, they can inflict harm or
stress based on their rank.
INFLICTING HARM
When you wield a deadly weapon (such as a sword,
axe, spear, or bow), you inflict 2 harm. When you are
unarmed, or wield an improvised or simple weapon (such
as a shield, stick, club, staff, or rock), you inflict 1 harm.
When you inflict harm on your foe in combat, each point
of harm is marked as progress on your foe’s progress track
per their rank. For example, each point of harm equals 2
full progress boxes when fighting a dangerous enemy, or
2 ticks when fighting an extreme enemy.
SUPPL Y
Supply is an abstract representation of your preparedness.
Y ou and your allies share the same supply value. When
your supply falls to 0, all characters make the Out of
Supply move.
COMPANIONS
Companions are a type of asset to represent NPC helpers.
They utilize a health track and may suffer harm as an
outcome of a costly action. When your companion takes
damage, make the Companion Endure Harm move to
determine the outcome.
If you roll a 1 on your action die when using a companion
ability, any negative outcome of the move should involve
your companion.
Rank Amount
Troublesome –1
Dangerous –2
Formidable –3
Extreme –4
Epic –5
Not sure how
much harm or
stress to inflict on
your character?
Just assume it
is dangerous
and adjust the
associated track
by –2.
For an array of
inspirational
random tables,
turn to page 48.
Y ou and your allies
share the same
supply value while
you adventure
together. When
one of you makes
a move that raises
or lowers the
supply track, each
of you makes the
adjustment on your
character sheet.
Some assets, such
as LONG-ARM
and SLINGER, let
you treat a simple
weapon as deadly.
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“ ACTION SCORE”
When making an action roll, the total of
your action die, your stat, and any adds
is your action score. The action score is
never greater than 10—anything over
that is ignored.
“ ADD +X”
Add this number to your action die.
This is in addition to any other bonuses,
such as your stat. Y our action die + your
stat + adds is your final action score.
“ ALLIES / ALLY”
An ally is a character controlled by
another player.
“ ASK THE ORACLE”
When you seek inspiration to decide
the outcome of a move, resolve what
happens next, or get details about your
world, you can Ask the Oracle . This
move lets you ask questions to get a yes/
no result or use random prompts for
brainstorming.
When you are playing with a GM, they
are the oracle. Ask them what happens,
or talk it out.
“BURN MOMENTUM”
When you have positive momentum,
after you make an action roll, you
may cancel any challenge dice that are
less than your momentum value. Y ou
gain an automatic hit against canceled
challenge dice. If you cancel one, it’s
an automatic weak hit. Canceling both
gives an automatic strong hit.
Some assets may offer additional benefits
when you burn momentum, or alter the
result. But note that you cannot burn
momentum unless it actually improves
the outcome of the move, making a miss
a hit or a weak hit a strong hit.
After you burn momentum, you must
reset momentum. The default reset is
+2, but is reduced as you suffer impacts.
“COMP ANION”
A companion is an NPC asset.
“CHOOSE”
The move will provide a list of options
and the number you may select. Y ou
may not select a single option more
than once.
“DECIDE BEFORE ROLLING”
Some asset abilities include a benefit
with a risk that must be decided prior
to rolling the dice. When activating this
ability, you must commit to the choice
or cost before the dice hit the table.
“ENDURE HARM (X HARM)”
Make the Endure Harm move, reducing
your health track by the indicated
amount of harm.
“ENDURE STRESS (X STRESS)”
Make the Endure Stress move, reducing
your spirit track by the indicated
amount of stress.
“ENVISION”
When you see “envision” as a prompt
during gameplay, that’s your reminder
to take a moment and put the focus on
the fiction by imagining, describing, or
discussing what is happening.
If you’re unsure, Ask the Oracle . Y ou
can use the oracle tables to generate the
details of a situation, location, person,
creature, and more.
“IN EXCHANGE FOR”
Adjust the tracks by the amount
indicated in the move. Typically, you
trade +1 in one track for –1 in another.
“INFLICT YOUR HARM”
When you inflict your harm, mark
progress against your foe. Each point
of harm you inflict is marked as
progress on your foe’s progress track, as
appropriate to their rank.
GAMEPLA Y CODEXMOVE AND ASSET GLOSSARY
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If you are armed with a deadly weapon
(such as a sword, axe, spear, or bow),
you inflict 2 harm. If you are unarmed
or using an improvised or simple
weapon (such as a shield, stick, club,
staff, or rock), you inflict 1 harm.
“INFLICT +X HARM”
Some assets increase your harm in
particular circumstances, or a move
might give you an option to increase
your harm. For example, “inflict +1
Harm” tells you to add 1 harm to your
current attack.
Y ou must inflict harm as a result of
your move to gain the bonus. Always
add your harm and any bonus harm
together, then apply it to your foe’s
progress track.
“INITIATIVE”
Initiative is a special mechanic in
combat. It reflects who is in control.
When you have initiative, you make
proactive moves and have more options.
When your foe has initiative against
you, they are forcing you to react.
Combat moves specify when you make
the move (with or without initiative)
and whether you take or lose initiative
as part of the outcome. However,
you also make moves which aren’t
specifically combat moves to take
action or avoid dangers in a fight. To
determine whether you have initiative,
follow these guidelines (unless a move
tells you otherwise).
✴ When you score a strong hit on any
move, you take or retain initiative.
✴ When you score a weak hit or miss
on any move, you lose initiative.
The ability to take initiative on a strong
hit applies even to suffer moves. For
example, if you score a miss when you
Clash and your foe inflicts harm, you
can take back initiative with a strong hit
on Endure Harm. This is your character
shrugging off the hit and roaring back
into the fight.
NPCs (non-player characters and
creatures) do not make moves. When
an NPC has initiative, they take actions
in the fiction of the scene which force
you to react. When you have initiative,
you are in control and taking proactive
actions to achieve your objectives.
“MATCH”
A match occurs when you roll the same
value on both challenge dice. If a move
or ability prompts a specific result for
a match, such as “on a match” or “on a
strong hit with a match, ” act on those
instructions. If not, you can use the
match as a trigger to introduce a twist
or more dramatic outcome.
“ON A HIT / IF YOU SCORE
A HIT”
Act on these instructions if you score a
weak hit or strong hit on a move (your
action score is greater than one or both
of the challenge dice).
“ON A MISS / IF YOU SCORE
A MISS”
Act on these instructions if your action
score does not beat (is not greater than)
either of the challenge dice. Ties are
always in the favor of the challenge dice.
“ON A WEAK HIT / IF YOU
SCORE A WEAK HIT”
Act on these instructions if your
action score beats (is greater than) one
challenge die, but less than or equal to
the other.
“ON A STRONG HIT / IF YOU
SCORE A STRONG HIT”
Act on these instructions if your action
score beats (is greater than) both
challenge dice.
GAMEPLA Y CODEXMOVE AND ASSET GLOSSARY
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“P AY THE PRICE”
This move resolves the outcome of a
costly outcome. Y ou can make the most
obvious or interesting outcome happen,
roll on the Pay the Price table to see what
happens, or Ask the Oracle.
If you’re playing with a GM, they can
decide what happens, ask you to roll on
the table, or talk it out with the group.
“PROGRESS MOVE”
This is a special type of move to resolve
the outcome of a goal or challenge.
When you make a progress move, tally
the number of filled boxes on your
progress track as your progress score.
Only add fully filled boxes (those with
four ticks). Then, roll your challenge
dice, compare to your progress score,
and resolve a strong hit, weak hit, or
miss as normal.
Y ou may not burn momentum when
you make a progress move, and you are
not affected by negative momentum.
“REROLL ANY DICE”
After you roll your move, you may pick
up and reroll your choice of any dice,
including either or both of the challenge
dice and your action die. Set aside the
dice you intend to keep. Y ou may only
reroll once, using a single throw for
all dice you choose to reroll. Choose
carefully, because the new result for all
dice must stand.
“RESET MOMENTUM”
After you burn momentum, or if
prompted to “reset momentum” by a
move or asset ability, you must adjust
your momentum meter to its reset
value.
The default momentum reset is +2, but
this value is reduced when you suffer a
debility.
✴ If you have one debility marked, your
momentum reset is +1.
✴ If you have more than one debility
marked, your momentum reset is 0.
GAMEPLA Y CODEXMOVE AND ASSET GLOSSARY
“ROLL +[STAT]”
Add the value of the indicated stat to
your action die. This is the basic action
roll. 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”
prompts 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 Suffer Amount
Troublesome –1
Dangerous –2
Formidable –3
Extreme –4
Epic –5
“TAKE +X”
Add this number to the indicated track.
For example, “take +2 momentum”
prompts you to add 2 to your current
momentum track.
Some assets offer additional bonuses.
Unless stated otherwise, this bonus is
added to anything else you gain as a
result of your move.
“WHEN YOU… ”
This is a move trigger. When you do this
thing, or encounter this situation, make
the move.
Only you, the character, makes moves.
Y ou or the GM don’t use moves for
non-player characters or creatures. If
you’re just checking to see if something
happens or how someone acts, you can
Ask the Oracle.
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GAMEPLA Y CODEXTHE FLOW OF PLA Y
START
Envision the current
situation and what your
character is doing.
Ask and answer
questions about the
world, other characters,
and what happens next
(or Ask the Oracle).
When your action or the
current situation triggers a
move, make that move.
STRONG
HIT
Y ou succeed
and are
in control.
WEAK
HIT
Y ou make
progress, but
aren’t in control.
MISS
Y ou fail or
encounter a costly
turn of events.
What
happens next?
What do
you do next?
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ORACLE
OMNIBUS
SECTION 3
CORE ORACLES 50
LOCATION ORACLES 54
SETTLEMENT ORACLES 64
CHARACTER ORACLES 70
DEL VE SITE ORACLES 76
MONSTROSITY ORACLES 86
THREAT ORACLES 88
STORY ORACLES 92
COMBAT ORACLES 94
MAGIC ORACLES 96
SCALE ORACLES 98
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1 Scheme 26 Withdraw 51 Persevere 76 Betray
2 Clash 27 Abandon 52 Serve 77 Secure
3 Weaken 28 Investigate 53 Begin 78 Arrive
4 Initiate 29 Hold 54 Move 79 Affect
5 Create 30 Focus 55 Coordinate 80 Change
6 Swear 31 Uncover 56 Resist 81 Defend
7 Avenge 32 Breach 57 Await 82 Debate
8 Guard 33 Aid 58 Impress 83 Support
9 Defeat 34 Uphold 59 Take 84 Follow
10 Control 35 Falter 60 Oppose 85 Construct
11 Break 36 Suppress 61 Capture 86 Locate
12 Risk 37 Hunt 62 Overwhelm 87 Endure
13 Surrender 38 Share 63 Challenge 88 Release
14 Inspect 39 Destroy 64 Acquire 89 Lose
15 Raid 40 Avoid 65 Protect 90 Reduce
16 Evade 41 Reject 66 Finish 91 Escalate
17 Assault 42 Demand 67 Strengthen 92 Distract
18 Deflect 43 Explore 68 Restore 93 Journey
19 Threaten 44 Bolster 69 Advance 94 Escort
20 Attack 45 Seize 70 Command 95 Learn
21 Leave 46 Mourn 71 Refuse 96 Communicate
22 Preserve 47 Reveal 72 Find 97 Depart
23 Manipulate 48 Gather 73 Deliver 98 Search
24 Remove 49 Defy 74 Hide 99 Charge
25 Eliminate 50 Transform 75 Fortify 100 Summon
CORE: ACTION
The Core oracles offer interpretive
prompts useful for many situations.
In fact, for a lightweight approach,
it’s possible to focus on answering
questions using only the Ask the
Oracle move and these four tables.
Y ou can roll on the Core Oracles
individually or combine them to
form a phrase.
SEEKING INSPIRATION USING THE CORE ORACLES
Example uses:
✴ Goal or event: Action + Theme
✴ Character activity: Action
✴ Conversation topic: Theme
✴ Location aspect: Descriptor
✴ Clue: Focus
✴ Journey waypoint: Descriptor + Focus
✴ Quest: Action + Descriptor + Focus
ORACLE OMNIBUSCORE ORACLES
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1 Risk 26 Barrier 51 Stranger 76 Rival
2 Ability 27 Creation 52 Passage 77 Problem
3 Price 28 Decay 53 Land 78 Idea
4 Ally 29 Trade 54 Creature 79 Revenge
5 Battle 30 Bond 55 Disease 80 Health
6 Safety 31 Hope 56 Advantage 81 Fellowship
7 Survival 32 Superstition 57 Blood 82 Enemy
8 Weapon 33 Peace 58 Language 83 Religion
9 Wound 34 Deception 59 Rumor 84 Spirit
10 Shelter 35 History 60 Weakness 85 Fame
11 Leader 36 World 61 Greed 86 Desolation
12 Fear 37 Vow 62 Family 87 Strength
13 Time 38 Protection 63 Resource 88 Knowledge
14 Duty 39 Nature 64 Structure 89 Truth
15 Secret 40 Opinion 65 Dream 90 Quest
16 Innocence 41 Burden 66 Community 91 Pride
17 Renown 42 Vengeance 67 War 92 Loss
18 Direction 43 Opportunity 68 Portent 93 Law
19 Death 44 Faction 69 Prize 94 Path
20 Honor 45 Danger 70 Destiny 95 Warning
21 Labor 46 Corruption 71 Momentum 96 Relationship
22 Solution 47 Freedom 72 Power 97 Wealth
23 Tool 48 Debt 73 Memory 98 Home
24 Balance 49 Hate 74 Ruin 99 Strategy
25 Love 50 Possession 75 Mysticism 100 Supply
CORE: THEME
BUILDING A PROMPT
Not sure which Core oracles to use for a particular question? Use the table below
to choose a structured prompt. Roll on those tables and interpret the response as
appropriate to the question and situation.
1–20 Action + Theme
21–40 Descriptor + Focus
41–55 Action + Focus
56–70 Descriptor + Theme
71–85 Action + Descriptor + Focus
86–100 Action + Descriptor + Theme
ORACLE OMNIBUSCORE ORACLES
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1 Small 26 Inhabited 51 Fertile 76 Expansive
2 Collapsed 27 Defended 52 Diverse 77 Toxic
3 Protected 28 Active 53 Sheltered 78 High
4 Infested 29 Bloody 54 Destroyed 79 Sacred
5 Misty 30 Dying 55 Open 80 Low
6 Towering 31 Grim 56 Exposed 81 Forsaken
7 Light 32 Shrouded 57 Contested 82 Fallen
8 Marked 33 Dead 58 Blighted 83 Shadowy
9 Crafted 34 Sealed 59 Rugged 84 Unstable
10 Remote 35 Flooded 60 Unnatural 85 Hidden
11 Deep 36 Withered 61 Secret 86 Haunted
12 Captured 37 Lush 62 Dark 87 Buried
13 Ruined 38 Fortified 63 Sunken 88 Damaged
14 Safe 39 Beautiful 64 Abundant 89 Ancient
15 Precious 40 Blocked 65 Raided 90 Scarred
16 Abandoned 41 Desolate 66 Suspended 91 Elevated
17 Inaccessible 42 Deadly 67 Hostile 92 Forgotten
18 Barren 43 Massive 68 Empty 93 Preserved
19 Guarded 44 Hallowed 69 Overgrown 94 Trapped
20 Impassable 45 Confined 70 Chaotic 95 Mystic
21 Corrupted 46 Unusual 71 Peaceful 96 Natural
22 Foreboding 47 Mysterious 72 Broken 97 Treacherous
23 Wild 48 Strange 73 Ensnaring 98 Water y
24 Fragile 49 Depleted 74 Frozen 99 Moving
25 Isolated 50 Crowded 75 Ravaged 100 Foul
CORE: DESCRIPTOR
Inspired by Ironsworn: Starforged, the Descriptor and Focus oracles replace (and
expand) the Aspect and Focus oracles originally included in Ironsworn: Delve. They
are useful for revealing location-based details and discoveries.
ORACLE OMNIBUSCORE ORACLES
52

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1 Bridge 26 Monument 51 Portal 76 Caravan
2 Being 27 Terrain 52 Route 77 Void
3 Archive 28 Battlefield 53 Hazard 78 Fire
4 Gap 29 Stone 54 Habitat 79 Smell
5 Message 30 Shortcut 55 Trail 80 Remains
6 Denizen 31 Symbol 56 Illusion 81 Artifact
7 Commodity 32 Ambush 57 Refuge 82 Energy
8 Vegetation 33 Water 58 Relic 83 Puzzle
9 Rubble 34 Viewpoint 59 Span 84 Equipment
10 Rendezvous 35 Environment 60 Formation 85 Discovery
11 Hideaway 36 Excavation 61 Nest 86 Apparition
12 Vault 37 Person 62 Treasure 87 Remnant
13 Crossing 38 Gathering 63 Prominence 88 Guardian
14 Camp 39 Enclosure 64 Predator 89 Shrine
15 Inhabitant 40 Ritual 65 Trap 90 Barricade
16 Landscape 41 Weather 66 People 91 Insects
17 Boundary 42 Precipice 67 Tracks 92 Waterway
18 Entry 43 Opening 68 Combatant 93 Material
19 Grave 44 Rift 69 Storage 94 Worksite
20 Beast 45 Bones 70 Riches 95 Mire
21 Construction 46 Transport 71 Anomaly 96 Lair
22 Iron 47 Territory 72 Outpost 97 Obstacle
23 Threshold 48 Clearing 73 Settlement 98 Wood
24 Sound 49 Hole 74 Cultivation 99 Animal
25 Debris 50 Growth 75 Craftwork 100 Corpse
CORE: FOCUS
ORACLE OMNIBUSCORE ORACLES
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LOCATION: OVERLAND LANDMARK
ENVISIONING THE IRONLANDS
Use any of the following approaches and tools to help envision the places of the
Ironlands, and to reveal what you discover or encounter as you Undertake a Journey.
To reveal the details of a location
or travel event through an abstract
prompt, check a Core oracle such as
Descriptor + Focus. This may require
creative interpretation, but provides
nearly limitless variety.
To reveal a basic feature of the
landscape, use the Landmark oracles.
This can help set the scene for a waypoint
or key location. Y ou may expand on
the answer using a Core oracle such as
Descriptor.
To reveal a location, discovery, or
event at a journey waypoint , use the
Waypoint oracles on the following
pages. The answers on these tables are
a mix of the mundane and the dramatic.
They often provide more specificity
than the other approaches—but at the
cost of potential repetition if overused.
1–2 Ruins 33–34 Marsh 67–68 Forest
3–4 Wall 35–37 Settlement 69–70 Hill
5–6 Battlefield 38–39 Rapids 71–72 Peak
7–8 Hovel 40–41 Pass 73–75 Woods
9–10 Springs 42–43 Trail 76–78 Stream
11–12 Campsite 44–45 Ridge 79–80 Clearing
13–14 Bridge 46–47 Cliff 81–82 Mine
15–16 Barrow 48–49 Grove 83–84 Ritual site
17–18 Gravesite 50–51 Moor 85–86 Monument
19–20 Waterfall 52–53 Thicket 87–88 Standing stones
21–22 Cave 54–55 River ford 89–90 Watchtower
23–24 Swamp 56–57 Valley 91–92 Sinkhole
25–26 Road 58–59 Fjord / Ravine 93–94 Crater
27–28 Tree 60–61 Foothills 95–96 Shrine
29–30 Pond 62–63 Lake 97–98 Crag
31–32 Field 64–66 River 99–100 Anomaly
To reveal the nature of a perilous
event or complication on a journey,
such as when you Undertake a Journey
and roll a miss, use the Peril oracles in
this section.
To reveal the nature of an unexpected
and beneficial event on a journey ,
such as when you Undertake a Journey
and roll a strong hit with a match, use
the Opportunity oracles in this section.
To give a journey across a perilous
landscape additional focus , you can
use the Delve moves and theme/domain
tables. See pages 74–75 of the Ironsworn:
Delve rulebook for details. The Delve
themes and domains are also included
in this guide on pages 77–81.
ORACLE OMNIBUSLOCATION ORACLES
54

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1 A camp or settlement comes into view
2 A long-dead corpse or skeleton lies here
3 A herd of wildlife cuts across your path
4 A wide river winds across the landscape
5 Flies swarm around an enormous pile of scat
6 A stone wall marks an old boundary line
7 A cold fire pit hints at the passage of another traveler
8 An unsettling silence falls over this area
9 Y ou discover the remnants of a ritual
10 A crude wall or barricade marks a makeshift fortification
11 Y ou cross paths with a lone traveler
12 Ash surrounds a long-cold funeral pyre
13 A creature stands in defense of its nest or young
14 Trinkets and offerings hang from a tree or monument
15 A stone-framed doorway marks the entrance to a barrow mound
16 Tracks show that others have passed this way
17 Y ou catch a gleam of metal in the distance
18 A waterway cuts through the landscape
19 A ford or ferry marks a river crossing
20 Y ou encounter a procession of refugees or nomads
21 A grim marker denotes a territorial boundary
22 A former worksite lies abandoned
23 Y ou hear the footfalls or stirrings of a large creature
24 Something about this place evokes an unnerving sensation
25 An abandoned or lifeless settlement lingers in silence
26 The temperature shifts unnaturally
27 A storm brews on the horizon
28 A lake, pond, or pool reflects its surroundings
29 This place gives you the discomforting feeling that you are being watched
30 A rope bridge sways in the wind
LOCATION: OVERLAND WA YPOINT
Use this oracle to help envision a location, discovery, or event when you Undertake
a Journey and reach a waypoint.
Check page 56 for the 31–65 results, and page 57 for 66–100.
For Coastal Waters Landmarks and Waypoints, see pages 60–61.
(1–30)
ORACLE OMNIBUSLOCATION ORACLES
55

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LOCATION: OVERLAND WA YPOINT(31–65)
31 A broken bridge marks a now-unused crossing
32 A series of ramshackle bridges connect high places
33 Phantom voices or song carry on the wind
34 A constructed bridge spans a river or gap
35 Something about this place spurs a memory
36 Y ou encounter a small group of travelers
37 Y ou discover the aftermath of a fight or battle
38 A recent landslide, collapse, or rockfall scars the landscape
39 Just ahead, a column of smoke rises into the sky
40 A cave opening is carved into the side of a hill or cliff
41 Several gravesites are here, each marked by an earthen or stone mound
42 An overlook offers an expansive view of the landscape ahead
43 Nature flourishes here
44 Abandoned construction is all that remains of a failed project
45 Ancient ruins stand here
46 A great tree or rocky spire stands tall above its surroundings
47 Carrion birds circle overhead—a bad omen
48 Y ou spot the banners of an armed force on the move
49 Mist rises from a plunging waterfall
50 Y ou find disturbing remains or evidence of a violent death
51 A natural bridge spans a river or gap
52 Mystic stones or strange pillars stand here
53 The landscape is strewn with a maze of rocky spires
54 Fallen trees or upturned earth mark a destructive path
55 Cleared, cultivated, or barren ground stands apart from its surroundings
56 The nature of the landscape or environment changes
57 Ghostlights dance above the landscape
58 Scorched ground marks the location of a recent fire
59 Steam rises from bubbling pools
60 Stones or markings form a mystic circle
61 Creatures gather at a source of water
62 The path ascends a hill or ridgeline
63 Carved symbols or likenesses adorn the landscape
64 A great flying creature circles overhead
65 A road or trail marks a well-used path
ORACLE OMNIBUSLOCATION ORACLES
56

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LOCATION: OVERLAND WA YPOINT
66 The weather shifts, a portent of things to come
67 The skeleton of a massive animal or beast lies here
68 A large stone bears an inscription or message
69 A ragged banner hangs from a leaning pole
70 A makeshift shelter or solitary home lies abandoned
71 A large creature hunts or forages here, but pays you no heed
72 Carrion animals pick at scattered remains
73 Y ou hear the sounds of a nearby battle
74 Y ou hear the calls of unusual wildlife
75 A spectral manifestation appears
76 Natural or carved steps lead up a slope or cliffside
77 An altar, shrine, or memorial marks a hallowed place
78 The landscape is divided by a ravine or fissure
79 A natural oasis stands amid an otherwise ruined or barren landscape
80 A dry riverbed or trench cuts through the landscape like a scar
81 Nature is stunted or diseased in this place
82 An ancient monument or statue stands here
83 A shadowy path leads along a narrow canyon or pass
84 Tracks or claw marks reveal the passage of a large animal or beast
85 A caravan is camped here or passing through
86 Laborers toil at a worksite
87 A signal station, lookout, or tower sits on high ground
88 Scattered stones mark a toppled structure or monument
89 A lingering fog clings to the terrain
90 Y ou top a rise, and catch sight of a trailing person or creature
91 Intricately stacked cairn stones mark a lonely gravesite or remembrance
92 A promontory or summit rises above the landscape
93 A wagon or cart sits abandoned
94 A crudely-fashioned effigy watches over the surroundings
95 A sinkhole or pit leads to unseen depths
96 An unusual tree or rock formation stands apart from its surroundings
97 The path descends into a valley or basin
98 The ground is scattered with broken bones
99 The plants here are strangely at odds with their environment
100 Blood-spattered ground or a bloody trail mark a violent end
(66–100)
ORACLE OMNIBUSLOCATION ORACLES
57

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LOCATION: OVERLAND PERIL
1–4 Lingering foul weather tests your endurance
5–8 A piece of important gear is damaged or broken
9–12 Provisions are lost, wasted, or spoiled
13–16 The weather takes a turn for the worse
17–20 Rugged terrain or dense vegetation hampers your progress
21–23 An injury or old pain causes trouble
24–26 A cleverly camouflaged or hidden predator attacks
27–29 Y ou stumble into the lair or nest of dangerous creatures
30–32 Y ou are caught in a trap or ambush
33–35 An impassable path forces a dangerous detour
36–38 The path forces a treacherous crossing over a river or gap
39–41 A steep cliff or precipitous drop stands in your way
42–44 Confounding paths cause you to lose your way
45–47 Disease or sickness takes hold
48–50 Y ou realize something important was lost or left behind
51–53 Y ou come upon a settlement or camp in crisis
54–56 Someone who watches over this area makes a costly demand or threat
57–59 An enemy patrol or outpost guards this area
60–62 Y ou encounter a dangerous animal or pack
63–65 Insects or small creatures swarm to attack
66–68 Y ou are caught in a flood or forced to navigate a perilous waterway
69–71 Y ou encounter a fellow traveler in peril
72–74 Fog or darkness hides a lurking danger
75–76 Y ou suffer the effects of toxic plants or venomous creatures
77–78 Y ou are caught within unnatural mist or darkness
79–80 A companion or fellow traveler stumbles into danger
81–82 Muddy ground or a quagmire threatens to drag you down
83–84 Y ou encounter a monstrous beast
85–86 A deceptively peaceful location lures you into a false sense of safety
87–88 Spooked creatures stampede along your path
89–90 A companion or fellow traveler is injured or falls ill
91–92 Y ou face a dreadful vision or hallucination
93–94 A sinkhole or pit opens beneath you
95–96 A supernatural entity seeks vengeance or absolution
97–98 Unstable terrain causes a rockfall or landslide
99–100 Y our presence triggers a spell or supernatural anomaly
ORACLE OMNIBUSLOCATION ORACLES
58

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LOCATION: OVERLAND OPPORTUNITY
1–4 Ideal weather takes hold
5–8 The terrain favors you
9–12 There are plentiful hunting or foraging opportunities in this area
13–16 A clear path leads through otherwise dangerous terrain
17–20 Y ou find an ideal location for a campsite
21–23 An awe-inspiring vista offers comfort or inspiration
24–26 Y ou find a useful item
27–29 A helpful traveler crosses your path
30–32 An intriguing site offers opportunities for exploration
33–35 A vantage point reveals a key landmark
36–38 A nearby settlement flies a friendly banner
39–41 Something about this journey sparks a fond or helpful memory
42–44 Y ou encounter a helpful or useful animal
45–47 Y ou encounter a friendly group of local denizens
48–50 A sheltered refuge offers a place to hide, plan, or recover
51–53 A monument or relic reveals something of the history of this land
54–56 Y ou find plants or herbs with potentially helpful qualities
57–59 Tracks or a cooling campfire show that others have passed this way
60–62 Y ou are forewarned of a dangerous path
63–65 A desolate settlement or camp offers scavenging opportunities
66–68 Y ou find an opening to distract, escape, or avoid foes
69–71 A clue offers insight into a current quest or mystery
72–74 Y ou encounter a potential benefactor in need of help
75–76 Y ou learn or improve a useful skill
77–78 A caravan offers the potential comforts and safety of a community
79–80 Y ou experience a helpful dream or vision
81–82 The terrain offers a defensible position against a threat
83–84 A supernatural entity offers helpful guidance
85–86 Y ou encounter a majestic or previously unknown creature
87–88 A lurking foe unwittingly reveals themselves, giving you the drop on them
89–90 Y ou spot a friendly animal keeping pace with you—a good omen
91–92 A signpost or marker provides guidance
93–94 An otherwise dangerous predator shows benign interest in you
95–96 A stone or tree bears helpful or inspiring markings from past travelers
97–98 Y ou experience a moment of fellowship or inner peace
99–100 Y ou find an object or resource of great value
ORACLE OMNIBUSLOCATION ORACLES
59

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LOCATION: COASTAL WATERS LANDMARK
1–4 Anchorage 35–38 Sea arch 69–72 Ruins
5–8 Sargassum 39–42 Cove 73–76 Landing
9–13 Wreck 43–46 Bay 77–80 Kelp forest
14–17 Harbor 47–50 Iceberg 81–84 Sea stack
18–21 Beacon 51–55 Island 85–88 Islet
22–25 Shoal 56–59 Settlement 89–92 Beach
26–30 Fjord 60–63 Ice shelf 93–96 Sea cliff
31–34 Estuary 64–68 Sea cave 97–100 Anomaly
LOCATION: COASTAL WATERS WA YPOINT
1–2 A wrecked ship or boat lies broken upon rocks
3–4 Mist clings to a shoreline ruin
5–6 Dancing ribbons of colorful lights appear in a dark sky
7–8 The wind and waters are eerily calm
9–10 A ship is anchored in a sheltered bay
11–12 A wide river empties into the sea
13–14 A large animal or beast watches from the shore
15–16 A ship flounders in high seas
17–18 A pod of orca glides past
19–20 An abandoned settlement is partially reclaimed by the sea
21–22 Waves break upon a wide rocky beach
23–24 A beached ship is under repair
25–26 The weather shifts, a portent of things to come
27–28 A waterfall spills from a seaside bluff
29–30 The skeletal ribs of an old wreck sit upon the shore
31–32 Whalers or beast hunters prowl these waters in sleek ships
33–34 A ruin lies half-submerged in shallow waters
35–36 The water churns as a large school of fish flees a predator
37–38 A bleak-looking island appears uninhabited
39–40 A landed boat or ship sits upon the shore
41–42 Imposing cliffs rise from the sea
43–44 A dense fog clings to the water
45–46 Boats and ships gather at a seaside settlement
47–48 Hordes of seabirds nest upon a guano-spattered sea stack
49–50 Whales crest the surface
See the following page for entries 51–100.
ORACLE OMNIBUSLOCATION ORACLES
(1–50)
60

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LOCATION: COASTAL WATERS WA YPOINT
51–52 Laborers toil at a waterside worksite
53–54 An ancient statue or monument stands on the shore
55–56 Rocky shoals lie within shallow waters
57–58 Just under the surface, a thick kelp forest dances in the current
59–60 Fisher folk gather their catch
61–62 A column of smoke rises from the interior of an island
63–64 Gulls peck at a floating carcass
65–66 A makeshift shelter or solitary home sits on the shore
67–68 Darkness beckons from within a sea cave
69–70 A storm gathers in the distance
71–72 Y ou spot a seaside camp or settlement
73–74 Seals rest on a wave-swept rock
75–76 A boat or ship comes into view
77–78 The water stirs with the movement of a great creature
79–80 Steep cliffs flank a narrow fjord
81 A rogue iceberg drifts with the current
82 A long line of ships appears on the horizon
83 Sharks circle menacingly
84 A capsized ship or boat drifts on the water
85 A beacon tower glimmers with a warning flame
86 Debris collects in a swirling eddy
87 Eerie voices carry on the wind
88 The temperature shifts unnaturally
89 A shelf of glacial ice divides sea from land
90 Y ou spot ships engaged in a battle
91 A lookout post or tower stands at water's edge
92 A narrow channel leads through an icy expanse
93 A whale corpse lies bloated on a beach
94 A large natural arch towers over the surrounding waters
95 A great flying creature circles overhead
96 A bridge connects the mainland to an offshore island
97 Mystic stones or strange pillars stand on the shore
98 A stone fortification stands at water's edge
99 Thickly-packed seaweed carpets the water
100 A spectral manifestation appears
For Overland Landmarks and Waypoints, see pages 54–57.
ORACLE OMNIBUSLOCATION ORACLES
(51–100)
61

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LOCATION: COASTAL WATERS PERIL
1–4 Provisions are lost, wasted, or spoiled
5–8 The weather takes a turn for the worse
9–12 Rough seas hamper your progress
13–16 Lingering foul weather tests your endurance
17–20 A piece of important gear is damaged or broken
21–23 Rocky shoals or shallows slow your progress
24–26 Powerful currents or winds pull you off course
27–29 Y ou realize something important was lost or left behind
30–32 An injury or old pain causes trouble
33–35 Fog or darkness hides a lurking danger
36–38 A sudden storm assails you
39–41 A rogue wave crashes into you
42–44 A critical component of your watercraft is lost or damaged
45–47 Disease or sickness takes hold
48–50 Y ou lose your way amidst an accursed fog
51–53 A ship or boat is in distress
54–56 Y our hull is fouled or leaking
57–59 An enemy ship closes on you
60–62 Y ou are lost or off course
63–65 Dangerous creatures harass your watercraft
66–68 Y ou encounter a monstrous sea creature
69–71 Y ou are trapped in frozen seas
72–74 Y ou spot a settlement or camp in crisis
75–76 A flying beast attacks
77–78 Y ou are caught within unnatural mist or darkness
79–80 A blockade of ships stands in your way
81–82 Y ou face a dreadful apparition or hallucination
83–84 A companion or fellow traveler is injured or falls ill
85–86 A supernatural entity seeks vengeance or absolution
87–88 A companion or fellow traveler draws the attention of a new danger
89–90 An unnatural mist or darkness surrounds you
91–92 A dangerous current or whirlpool takes hold
93–94 Y ou run aground in shallow waters
95–96 A maze of rocky outcroppings or ice flows forces careful navigation
97–98 A companion or fellow traveler causes a delay
99–100 Y our presence triggers a spell or supernatural anomaly
ORACLE OMNIBUSLOCATION ORACLES
62

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LOCATION: COASTAL WATERS OPPORTUNITY
1–5 A fortuitous wind or current speeds your way
6–10 Ideal weather takes hold
11–15 There are plentiful fishing opportunities in these waters
16–19 A desolate shoreline settlement or camp offers scavenging opportunities
20–23 A nearby settlement flies a friendly banner
24–27 A nearby shore offers plentiful opportunities for hunting or foraging
28–31 A sheltered bay offers safe harbor
32–35 An intriguing shoreline location offers opportunities for exploration
36–39 Y ou find an ideal location for a safe landing
40–43 Y ou find clear passage through otherwise perilous seas
44–47 Y ou spot a shipwreck ripe for the picking
48–51 Something about this journey sparks a fond or helpful memory
52–54 A clue offers insight into a current quest or mystery
55–57 A friendly sea creature or bird keeps pace with you—a good omen
58–60 A large ship offers the potential comforts and safety of a community
61–63 An awe-inspiring vista offers comfort or inspiration
64–66 Y ou are forewarned of a lurking danger
67–69 Y ou encounter a helpful or useful animal
70–72 Y ou experience a moment of fellowship or inner peace
73–75 Y ou spot a friendly ship or boat
76–78 A key landmark comes into view
79–81 A helpful mariner crosses your path
82–84 A monument or relic reveals something of the history of this area
85–87 The winds or terrain offer the means to avoid a threat
88–90 Y ou learn or improve a helpful skill
91–92 A supernatural entity offers helpful guidance
93–94 An otherwise dangerous sea creature shows benign interest in you
95–96 Y ou encounter a majestic or previously unknown creature
97–98 Y ou experience a helpful dream or vision
99–100 Y ou spot an object or resource of great value
ORACLE OMNIBUSLOCATION ORACLES
63

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Settled
Lands
Boundary
Lands
Remote
Lands Type Details
1–15 1–20 1–25 Stead Tiny, self-sustaining
settlement with a few
family dwellings
16–25 21–35 26–50 Camp Temporary settlement for
nomadic people, soldiers,
or seasonal workers
26–30 36–60 51–75 Outpost Border or frontier
settlement for defense,
trade, or exploration
31–55 61–80 76–90 Hamlet Small settlement with a few
homes, limited services,
and informal leadership
56–85 81–95 91–98 Village Moderate-sized settlement
with communal buildings
and recognized leadership
86–100 96–100 99–100 Hold Large, fortified settlement
with diverse trade skills and
well-established leadership
SETTLEMENT: TYPE
When using this oracle to reveal the scale and purpose of a settlement, choose
whether the community is located in settled lands, boundary lands, or remote lands.
If unsure, set the location based on the region:
✴ Settled lands: Havens
✴ Boundary lands: Barrier Islands, Flooded Lands, Hinterlands, Ragged Coast
✴ Remote lands: Deep Wilds, Tempest Hills, Veiled Mountains
SETTLEMENT: CONDITION
SETTLEMENT: DISPOSITION
ORACLE OMNIBUSSETTLEMENT ORACLES
1–5 Abandoned 36–50 Ramshackle
6–10 Devastated 51–70 Modest
11–15 Besieged 71–85 Well-kept
16–20 Under construction 86–95 Prosperous
21–35 Wretched 96–100 Grand
1–5 Hostile 51–60 Indifferent
6–15 Threatening 61–70 In need
16–25 Demanding 71–80 Welcoming
26–35 Unwelcoming 81–90 Friendly
36–50 War y 91–100 Helpful64

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SETTLEMENT: FIRST LOOK
1–2 At a crossroads 65 Loud laughter or merrymaking
3–4 Beacon or signal fire 66 Marked with cryptic symbols
5–6 Boundary of standing stones 67 Numerous comings and goings
7–8 Breached or collapsed wall 68 Oddly quiet
9–10 Built among ancient ruins 69 One building set apart
11–12 Built on a hill or crag 70 Partially abandoned
13–14 Built over or beside water 71 Prisoners or dead on display
15–16 Carved animal motifs 72 Repairs underway
17–18 Central tree 73 Scars of an attack or disaster
19–20 Building a prominent structure 74 Shrouded by mist
21–22 Decorated for a festival 75 Signs of sickness
23–24 Dense smoke from worksites 76 Signs of an occupying force
25–26 Nearby encampment 77 Signs of unrest
27–28 Encroaching woodland 78 Surrounded by fresh graves
29–30 Expansive fields or agriculture 79 Surrounded by lush terrain
31–32 Large barrow mound 80 Trophies of defeated foes
33–34 Filled with song and music 81 Lush gardens
35–36 Flying a familiar banner 82 Visited by large caravan or fleet
37–38 Hastily improvised defenses 83 Widely dispersed structures
39–40 Heavily armed guards 84 Alluring fragrances
41–42 Hung with charms and wards 85 Built from unusual materials
43–44 In the shadow of a terrain feature 86 Busy marketplace
45–46 Large communal building 87 Festooned with bones and skulls
47–48 Numerous grazing animals 88 Flooded or waterlogged section
49–50 Protected by stout walls 89 Foul stench
51–52 Ringed by a moat or ditch 90 Partially destroyed by fire
53–54 Sections divided by walls 91 Oddly-shaped structures
55–56 Watchtowers or lookouts 92 Old siege weapons left to rot
57 Adorned with colorful banners 93 Signs of infestation or corruption
58 Armed with heavy weapons 94 Solemn procession
59 Built into the terrain 95 Hung with countless torches
60 Burning pit or pyre 96 Eerie light or strange energies
61 Circling carrion birds 97 Surrounded by blighted terrain
62 Connected by bridges 98 Unusual domesticated creatures
63 Large monolith or tower 99 Eerie chanting or keening
64 Large statue or effigy 100 Spectral manifestations
ORACLE OMNIBUSSETTLEMENT ORACLES
65

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1–2 Outsiders rejected 47–48 Isolated by brutal weather
3–4 Dangerous discovery 49–50 Provisions are scarce
5–6 Dreadful omens 51–52 Sickness run amok
7–8 Natural disaster 53–54 Allies become enemies
9–10 Old wounds reopened 55–56 Attack is imminent
11–12 Important object is lost 57–58 Lost caravan
13–14 Someone is captured 59–60 Dark secret revealed
15–16 Mysterious phenomenon 61–62 Urgent expedition
17–18 Revolt against a leader 63–64 A leader falls
19–20 Vengeful outcast 65–66 Families in conflict
21–22 Rival settlement 67–68 Incompetent leadership
23–24 Nature strikes back 69–70 Reckless warmongering
25–26 Someone is missing 71–72 Beast on the hunt
27–28 Production halts 73–74 Betrayed from within
29–30 Mysterious murders 75–76 Broken truce
31–32 Debt comes due 77–78 Wrathful haunt
33–34 Unjust leadership 79–80 Conflict with firstborn
35–36 Disastrous accident 81–82 Trade route blocked
37–38 In league with the enemy 83–84 Caught in the crossfire
39–40 Raiders prey on the weak 85–86 Stranger causes discord
41–42 Cursed past 87–88 Important event threatened
43–44 An innocent is accused 89–90 Dangerous tradition
45–46 Corrupted by dark magic 91–100 Roll twice
SETTLEMENT: PROJECTS
SETTLEMENT: TROUBLES
1–4 Farming 32–33 Beast hunting 67–70 Forestry
5–7 Celebration 34–35 Scavenging 71–74 Healing
8–10 Conquest 36–39 Brewing 75–78 Hunting or fishing
11–14 Religion 40–43 Defense 79–81 Hospitality
15–16 Secrecy 44–46 Exploration 82–85 Craftwork
17–18 Debauchery 47–48 Patrolling 86–89 Smithing
19–21 Construction 49–52 Mining 90–92 Raiding
22–23 Evacuation 53–54 Entertainment 93–94 Treasure hunting
24–25 Diplomacy 55–58 Herding 95–96 Taming
26–29 Mysticism 59–62 Foraging 97–98 Preservation
30–31 History 63–66 Trade 99–100 Education
ORACLE OMNIBUSSETTLEMENT ORACLES
66

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1–2 Austere styles 51–52 Respect of elders
3–4 Prophecy 53–54 Courtesy and hospitality
5–6 Rites of adulthood 55–56 Body modifications or tattoos
7–8 Feasting and merrymaking 57–58 Pilgrimages
9–10 Gambling 59–60 Superstition
11–12 Code of pacifism 61–62 Ceremonies and rituals
13–14 Suspicion of outsiders 63–64 Blood debts
15–16 Formal duels 65–66 Familial clans
17–18 Mysticism 67–68 Isolationism and privacy
19–20 Adherence to authority 69–70 Communal hunts
21–22 Song and dance 71–72 Competitive tournaments
23–24 Uncommon languages 73–74 Code of honor
25–26 Heavily-accented speech 75–76 Storytelling
27–28 Artistic expression 77–78 Conquest and battle prowess
29–30 Distinctive armor 79–80 Martyred heroes
31–32 Bartering 81–82 Sacred texts
33–34 Long mourning periods 83–84 Rites of courtship
35–36 Seasonal festivals 85–86 Bonded creatures
37–38 Blood feuds 87–88 Signature weapon
39–40 Banishment of the disloyal 89–90 Hidden identities
41–42 Rigid hierarchy 91–92 Gift-giving
43–44 Unbreakable vows 93–94 Animal or nature motifs
45–46 Communal resources 95–96 Independence from authority
47–48 Spirituality 97–98 Unusual death rites
49–50 Strict laws 99–100 Elaborate styles
SETTLEMENT: CUL TURAL TOUCHSTONES
These touchstones represent common beliefs or practices of a community—not
universal truths. Individuals can contradict these assumptions, or you might find
groups of people in a single community with opposing touchstones.
ORACLE OMNIBUSSETTLEMENT ORACLES
ENVISIONING SETTLEMENTS
Use the Type, Condition, and First Look oracles when initially sighting or revealing
a settlement. If unsure of how its leaders or inhabitants react to your character—or
to visitors in general—check the Disposition oracle.
Projects are the main industry, function, or current focus of a settlement. They
do not necessarily represent every activity at the site, but are the most visible or
noteworthy aspects. Meanwhile, the Troubles oracle provides a broad description of
the site’s most dramatic current issues, and the Cultural Touchstones oracle reveals
aspects of the community that you might learn while spending time there. 67

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SETTLEMENT: NAME
Use this oracle for a thematic name for an Ironlander settlement. Roll once for the
category, and again to pick from the examples. Or roll only for the category and
come up with a name that fits the theme
1–15 / Terrain Feature
Where is this feature
located? What makes it
unusual or distinctive?
16–30 / Key Structure
Why is this structure
important? What is its
current condition?
31–45 / Creature
Why is this creature
significant? How is it
depicted in art or rituals?
1–10 Highmount
11–20 Brackwater
21–30 Frostwood
31–40 Redcrest
41–50 Grimtree
51–60 Stoneford
61–70 Deepwater
71–80 Whitefall
81–90 Graycliff
91–100 Three Rivers
1–10 Whitebridge
11–20 Lonefort
21–30 Highcairn
31–40 Redhall
41–50 Darkwell
51–60 Timberwall
61–70 Stonetower
71–80 Thornhall
81–90 Cinderhome
91–100 Fallowfield
1–10 Ravencliff
11–20 Bearmark
21–30 Wolfcrag
31–40 Eaglespire
41–50 Wyvern's Rest
51–60 Boarwood
61–70 Foxhollow
71–80 Elderwatch
81–90 Elkfield
91–100 Dragonshadow
46–60 / Historical Event
What happened?
What place or practice
commemorates this event?
1–10 Swordbreak
11–20 Fool's Fall
21–30 Firstmeet
31–40 Brokenhelm
41–50 Mournhaunt
51–60 Olgar's Stand
61–70 Lostwater
71–80 Rojirra's Lament
81–90 Lastmarch
91–100 Rockfall
1–10 Abon
11–20 Daveza
21–30 Damula
31–40 Essus
41–50 Sina
51–60 Kazeera
61–70 Khazu
71–80 Sova
81–90 Nabuma
91–100 Tiza
1–10 Winterhome
11–20 Windhaven
21–30 Stormrest
31–40 Bleakfrost
41–50 Springtide
51–60 Duskmoor
61–70 Frostcrag
71–80 Springbrook
81–90 Icebreak
91–100 Summersong
61–75 / Old Language
What is the cultural
origin of this word? What
does it translate to?
76–90 / Environment
What influence does the
weather have on this
settlement?
1–10 Trade good (Ironhome) 51–60 Firstborn heritage (Elfbrook)
11–20 Old World city (New Arkesh) 61–70 Elvish word or name (Nessana)
21–30 Founder or elder (Kei's Hall) 71–80 Mythic belief or event (Ghostwalk)
31–40 God (Elisora) 81–90 Positive term (Hope)
41–50 Historical item (Blackhelm) 91–100 Negative term (Forsaken)
91–100 / Something Else
ORACLE OMNIBUSSETTLEMENT ORACLES
68

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 69]{.small}

SETTLEMENT: QUICK NAME GENERATOR
Use this oracle as a simple alternative for generating a settlement name. Roll once for
the prefix and once for the suffix, taking your pick of choices in that row.
Roll Prefix Suffix Prefix Suffix
1–4 Lost- -grove Forge- -break
5–8 Gloom- -haven Fallow- -mire
9–12 Night- -bourne Red- -brook
13–16 Stone- -bridge Wyrd- -wick
17–20 Bright- -peak Bleak- -harrow
21–24 Dusk- -shard Wood- -hall
25–28 White- -glade Gray- -watch
29–32 Grim- -hold Draug- -well
33–36 Wrath- -stead High- -gate
37–40 Sword- -crest Raven- -mount
41–43 Wyrm- -rock Deep- -ridge
44–46 Shield- -fall Tide- -ward
47–49 Keld- -mark Ash- -mere
50–52 Low- -fen Frost- -field
53–55 Troll- -barrow Dark- -river
56–58 New- -ford Storm- -hill
59–61 Mead- -wood Ember- -tarn
62–64 Drift- -run Flint- -spire
65–67 Wolf- -croft Thorn- -scar
68–70 Long- -knoll Axe- -roost
71–73 Iron- -march Black- -shade
74–76 Shale- -reach Nettle- -stone
77–79 Woad- -bluff Broad- -nest
80–82 Rock- -holt Hearth- -pass
83–85 Murk- -home Ice- -point
86–88 Moon- -hope Bitter- -vault
89–91 Fire- -wark Great- -cairn
92–94 Green- -burrow Bear- -hollow
95–97 Gold- -glen Skarn- -moor
98–100 Mourn- -mist Shade- -crag
ORACLE OMNIBUSSETTLEMENT ORACLES
69

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 70]{.small}

CHARACTER: FIRST LOOK
CHARACTER: ACTIVITY
1–2 Guarding 35–36 Tracking 69–70 Distracting
3–4 Preserving 37–38 Escorting 71–72 Leaving
5–6 Constructing 39–40 Hiding 73–74 Fighting
7–8 Mending 41–42 Raiding 75–76 Ambushing
9–10 Assisting 43–44 Socializing 77–78 Controlling
11–12 Securing 45–46 Exploring 79–80 Observing
13–14 Learning 47–48 Journeying 81–82 Gathering
15–16 Sneaking 49–50 Supporting 83–84 Suffering
17–18 Fleeing 51–52 Avoiding 85–86 Threatening
19–20 Sacrificing 53–54 Disabling 87–88 Searching
21–22 Creating 55–56 Leading 89–90 Destroying
23–24 Luring 57–58 Assaulting 91–92 Restoring
25–26 Hunting 59–60 Ensnaring 93–94 Consuming
27–28 Seizing 61–62 Defending 95–96 Removing
29–30 Bargaining 63–64 Recovering 97–98 Inspecting
31–32 Mimicking 65–66 Patrolling 99–100 Summoning
33–34 Tricking 67–68 Resting
1–2 Well-armed 35–36 Armored 69–70 Tattooed
3–4 Alluring 37–38 Drunk 71–72 Grim
5–6 Mystical 39–40 Silent 73–74 Masked
7–8 Pursued 41–42 Brutish 75–76 Distinguished
9–10 Beastly 43–44 Ghostly 77–78 Fit
11–12 Stout 45–46 Sickly 79–80 Firstborn
13–14 Confused 47–48 Accented 81–82 Bloodstained
15–16 Equipped 49–50 Poised 83–84 Overburdened
17–18 Distressed 51–52 Well-mannered 85–86 Furtive
19–20 Fearsome 53–54 Menacing 87–88 Aged
21–22 Cloaked 55–56 Filthy 89–90 Graceful
23–24 Guarded 57–58 Wounded 91–92 Inhuman
25–26 Commanding 59–60 Mysterious 93–94 Sinister
27–28 Weathered 61–62 Imposing 95–96 Visibly disabled
29–30 Unassuming 63–64 Ill-equipped 97–98 Concealed
31–32 Attractive 65–66 Scarred 99–100 Uncanny
33–34 Y outhful 67–68 Slight
ORACLE OMNIBUSCHARACTER ORACLES
70

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 71]{.small}

CHARACTER: DISPOSITION
1–6 Helpful 29–36 Indifferent 68–76 Demanding
7–13 Friendly 37–47 Suspicious 77–85 Unfriendly
14–20 Cooperative 48–57 Wanting 86–93 Threatening
21–28 Curious 58–67 Desperate 94–100 Hostile
ORACLE OMNIBUSCHARACTER ORACLES
CHARACTER: GOAL
1–3 Obtain an object 52–54 Collect a debt
4–6 Make an agreement 55–57 Protect a secret
7–9 Build a relationship 58–60 Spread faith
10–12 Undermine a relationship 61–63 Enrich themselves
13–15 Seek a truth 64–66 Protect a person
16–18 Pay a debt 67–69 Protect the status quo
19–21 Refute a falsehood 70–72 Advance status
22–24 Harm a rival 73–75 Defend a place
25–27 Cure an ill 76–78 Avenge a wrong
28–30 Find a person 79–81 Fulfill a duty
31–33 Find a home 82–84 Gain knowledge
34–36 Seize power 85–87 Prove worthiness
37–39 Restore a relationship 88–90 Find redemption
40–42 Create an item 91–92 Escape from something
43–45 Travel to a place 93–95 Resolve a dispute
46–48 Secure provisions 96–100 Roll twice
49–51 Rebel against power
CHARACTER: ROLE
1–2 Criminal 28–30 Traveler 59–62 Artisan
3–4 Healer 31–33 Mystic 63–66 Scout
5–6 Bandit 34–36 Priest 67–70 Herder
7–9 Guide 37–39 Sailor 71–74 Fisher
10–12 Performer 40–42 Pilgrim 75–79 Warrior
13–15 Miner 43–45 Thief 80–84 Hunter
16–18 Mercenary 46–48 Adventurer 85–89 Raider
19–21 Outcast 49–51 Forager 90–94 Trader
22–24 Vagrant 52–54 Leader 95–99 Farmer
25–27 Forester 55–58 Guard 100 Unusual role
71

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 72]{.small}

ORACLE OMNIBUSCHARACTER ORACLES
ENVISIONING CHARACTERS
When first encountering a character, use the First Look, Activity, and Disposition
oracles to form an initial impression. If a character’s occupation or motivations are
important, check the Role and Goal oracles. But don’t overdo it. Focus on those
aspects that are knowable from the limited perspective of your own character.
Generate a detail or two, envision the result as appropriate to the situation, make
some assumptions to fill in the gaps, and move on.
Over time, if you interact with a character and gain a deeper understanding of
their nature and background, check for additional aspects using tables such as the
Revealed Details oracle. Y ou may ignore, reroll, or adjust contradictions. Or envision
how those contradictions add interesting complexity to the character.
CHARACTER: REVEALED DETAILS
1 Stoic 26 Ambitious 51 Critical 76 Influential
2 Attractive 27 Aggressive 52 Cautious 77 Yo u n g
3 Passive 28 Conceited 53 Resourceful 78 Adventurous
4 Aloof 29 Proud 54 Wear y 79 Oppressed
5 Affectionate 30 Stern 55 Wounded 80 Vengeful
6 Generous 31 Dependent 56 Anxious 81 Cooperative
7 Smug 32 War y 57 Powerful 82 Armored
8 Armed 33 Strong 58 Athletic 83 Apathetic
9 Clever 34 Insightful 59 Driven 84 Determined
10 Brave 35 Dangerous 60 Cruel 85 Loyal
11 Ugly 36 Quirky 61 Quiet 86 Sick
12 Sociable 37 Cheery 62 Honest 87 Religious
13 Doomed 38 Disfigured 63 Infamous 88 Selfish
14 Connected 39 Intolerant 64 Dying 89 Old
15 Bold 40 Skilled 65 Reclusive 90 Fervent
16 Jealous 41 Stingy 66 Artistic 91 Violent
17 Angry 42 Timid 67 Disabled 92 Agreeable
18 Active 43 Insensitive 68 Confused 93 Hot-tempered
19 Suspicious 44 Wild 69 Manipulative 94 Stubborn
20 Hostile 45 Bitter 70 Relaxed 95 Incompetent
21 Hardhearted 46 Cunning 71 Stealthy 96 Greedy
22 Successful 47 Remorseful 72 Confident 97 Cowardly
23 Talented 48 Kind 73 Weak 98 Obsessed
24 Experienced 49 Charming 74 Friendly 99 Careless
25 Deceitful 50 Oblivious 75 Wise 100 Ironsworn
72

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CHARACTER: NAME (IRONLANDER SET 1)
Ironlander names are often gender neutral, but selecting a name may influence how
you imagine a character’s gender presentation.
In addition, cultures in the Ironlands do not generally use surnames, but you can
mix and match names from these tables as given names and family names as you
like. To give yourself a broad set of choices, roll once and pick from that entire row.
1 Solana 26 Nakata 51 Lestara 76 Kormak
2 Keelan 27 Kynan 52 Lago 77 Zura
3 Cadigan 28 Kiah 53 Elstan 78 Zanita
4 Sola 29 Jaggar 54 Saskia 79 Brynn
5 Kodroth 30 Beca 55 Kabeera 80 Tegan
6 Kione 31 Ikram 56 Caldas 81 Pendry
7 Katja 32 Melia 57 Nisus 82 Quinn
8 Tio 33 Sidan 58 Serene 83 Fanir
9 Artiga 34 Deshi 59 Chenda 84 Glain
10 Eos 35 Tessa 60 Themon 85 Emelyn
11 Bastien 36 Sibila 61 Erin 86 Kendi
12 Elli 37 Morien 62 Alban 87 Althus
13 Maura 38 Mona 63 Parcell 88 Leela
14 Haleema 39 Padma 64 Jelma 89 Ishana
15 Abella 40 Avella 65 Willa 90 Flint
16 Morter 41 Naila 66 Nadira 91 Delkash
17 Wulan 42 Lio 67 Gwen 92 Nia
18 Mai 43 Cera 68 Amara 93 Nan
19 Farina 44 Ithela 69 Masias 94 Keeara
20 Pearce 45 Zhan 70 Kanno 95 Katania
21 Wynne 46 Kaivan 71 Razeena 96 Morell
22 Haf 47 Valeri 72 Mira 97 Temir
23 Aeddon 48 Hirsham 73 Perella 98 Bas
24 Khinara 49 Pemba 74 Myrick 99 Sabine
25 Milla 50 Edda 75 Qamar 100 Tallus
ORACLE OMNIBUSCHARACTER ORACLES
See the next page for more Ironlander names.
73

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CHARACTER: NAME (IRONLANDER SET 2)
1 Segura 26 Tristan 51 Sarria 76 Lucia
2 Gethin 27 Siorra 52 Nakura 77 Maya
3 Bataar 28 Sayer 53 Akiya 78 Reema
4 Basira 29 Cortina 54 Talan 79 Yo r at h
5 Joa 30 Vesna 55 Mattick 80 Rhoddri
6 Glynn 31 Kataka 56 Okoth 81 Shekhar
7 Toran 32 Keyshia 57 Khulan 82 Servan
8 Arasen 33 Mila 58 Verena 83 Reese
9 Kuron 34 Lili 59 Beltran 84 Kenrick
10 Griff 35 Vigo 60 Del 85 Indirra
11 Owena 36 Sadia 61 Ranna 86 Giliana
12 Adda 37 Malik 62 Alina 87 Jebran
13 Euros 38 Dag 63 Muna 88 Kotama
14 Kova 39 Kuno 64 Mura 89 Fara
15 Kara 40 Reva 65 Torrens 90 Katrin
16 Morgan 41 Kai 66 Yuda 91 Namba
17 Nanda 42 Kalina 67 Nazmi 92 Lona
18 Tamara 43 Jihan 68 Ghalen 93 Taylah
19 Asha 44 Hennion 69 Sarda 94 Kato
20 Delos 45 Abram 70 Shona 95 Esra
21 Torgan 46 Aida 71 Kalidas 96 Eleri
22 Makari 47 Myrtle 72 Wena 97 Irsia
23 Selva 48 Nekun 73 Sendra 98 Kayu
24 Kimura 49 Menna 74 Kori 99 Bevan
25 Rhian 50 Tahir 75 Setara 100 Chandra
ORACLE OMNIBUSCHARACTER ORACLES
74

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 75]{.small}

CHARACTER: NAME (FIRSTBORN)
Roll Elf 1 Elf 2 Giant Varou Troll
1–4 Arsula Tishetu Chony Vata Rattle
5–8 Naidita Leucia Banda Zora Scratch
9–12 Belesunna Sutahe Jochu Jasna Wallow
13–16 Vidarna Dotani Kira Charna Groak
17–20 Ninsunu Uktannu Khatir Tana Gimble
21–24 Balathu Retenay Chaidu Soveen Scar
25–28 Dorosi Kendalanu Atan Radka Cratch
29–32 Gezera Tahuta Buandu Zlata Creech
33–36 Zursan Mattissa Javyn Leesla Shush
37–40 Seleeku Anatu Khashin Byna Glush
41–44 Utamara Aralu Bayara Meeka Slar
45–48 Nebakay Arakhi Temura Iskra Gnash
49–52 Dismashk Ibrahem Kidha Jarek Stoad
53–56 Mitunu Sinosu Kathos Darva Grig
57–60 Atani Jemshida Tanua Neda Bleat
61–64 Kinzura Visapni Bashtu Keha Chortle
65–68 Sumula Hullata Jaran Zhivka Cluck
69–72 Ukames Sidura Othos Kvata Slith
73–76 Ahmeshki Kerihu Khutan Staysa Mongo
77–80 Ilsit Ereshki Otaan Evka Creak
81–84 Mayatanay Cybela Martu Vuksha Burble
85–88 Etana Anunna Baku Muko Vrusk
89–92 Gamanna Otani Tuban Dreko Snuffle
93–96 Nessana Ditani Qudan Aleko Leech
97–100 Uralar Faraza Denua Vojan Herk
ORACLE OMNIBUSCHARACTER ORACLES
75

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 76]{.small}

DEL VE SITE: THEME
DEL VE SITE: DOMAIN
DEL VE SITE: DANGER
The Reveal a Danger table (page 21) is duplicated here for ease of reference.
Roll Theme Detail Page
1–11 Ancient This place holds the secrets of a bygone age 77
12–23 Corrupted This place is tainted by dark magic 77
24–35 Fortified Foes defend this place against intruders 77
36–48 Hallowed The faithful worship here 77
49–61 Haunted Restless spirits are bound to this place 78
62–74 Infested Foul creatures dwell here 78
75–87 Ravaged Time, disaster, or strife have taken their toll 78
88–100 Wild Nature prevails in this place 78
Roll Domain Detail Page
1–6 Barrow The dead are enshrined here 79
7–18 Cavern A place of stone and darkness 79
19–28 Frozen Cavern A place of deep caves and eternal cold 79
29–32 Icereach A frigid landscape formed of frozen seas 79
33–38 Mine Tunnels dug greedily and deep 80
39–48 Pass Treacherous paths over high mountains 80
49–58 Ruin The crumbling legacy of a dead civilization 80
59–68 Sea Cave Stone passages carved by ocean waves 80
69–78 Shadowfen A primeval marsh, cloaked in mist 81
79–83 Stronghold A fortress secured against trespassers 81
84–95 Tanglewood A perilous forest of eternal shadow 81
96–100 Underkeep An age-old subterranean dungeon 81
ORACLE OMNIBUSDEL VE SITE ORACLES
1–30 Check the theme card 80–82 Y ou face the consequences of
an earlier choice or approach
31–45 Check the domain card 83–85 Y our way is blocked or trapped
46–57 Y ou encounter a hostile denizen 86–88 A resource is diminished,
broken, or lost
58–68 Y ou face an environmental
or architectural hazard
89–91 Y ou face a perplexing mystery
or tough choice
69–76 A discovery undermines
or complicates your quest
92–94 Y ou lose your way or are
delayed
77–79 Y ou confront a harrowing
situation or sensation
95–100 Roll twice; if they are the same
result, make it worse76

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 77]{.small}

ORACLE OMNIBUSDEL VE SITE ORACLES
Theme Features
1–4 Evidence of lost knowledge
5–8 Inscrutable relics
9–12 Ancient artistry or craft
13–16 Preserved corpses or fossils
17–20 Visions of this place in another time
Theme Dangers
1–5 Ancient trap
6–10 Hazardous architecture or terrain
11–12 Blocked or broken path
13–14 Denizen protects an ancient secret
15–16 Denizen reveres an ancient power
17–18 Living relics of a lost age
19–20 Ancient evil resurgent
21–22 Warnings of a long-buried danger
23–24 Ancient disease or contamination
25–26 Artifact of terrible purpose
27–28 Evidence of ancient wrongs
29–30 Others seek power or knowledge
Theme Features
1–4 Camp or quarters
5–8 Guarded location
9–12 Storage or repository
13–16 Work or training area
17–20 Command center or leadership
Theme Dangers
1–5 Denizen patrols the area
6–10 Denizen on guard
11–12 Denizen ready to sound the alarm
13–14 Denizen sets an ambush
15–16 Denizen lures you into a trap
17–18 Denizens converge on this area
19–20 Pets or underlings
21–22 Unexpected alliance revealed
23–24 Nefarious plans revealed
25–26 Unexpected leader revealed
27–28 Trap
29–30 Alarm trigger
Theme Features
1–4 Mystic focus or conduit
5–8 Strange environmental disturbances
9–12 Mystic runes or markings
13–16 Blight or decay
17–20 Evidence of a foul ritual
Theme Dangers
1–5 Denizen spawned from dark magic
6–10 Denizen controls dark magic
11–12 Denizen corrupted by dark magic
13–14 Corruption marks you
15–16 Innocents held in thrall
17–18 Revelations of a terrible truth
19–20 Mystic trap or trigger
21–22 Mystic barrier or ward
23–24 Illusions lead you astray
25–26 Dark ritual in progress
27–28 Lingering effects of a dark ritual
29–30 Dread harbingers of a greater magic
Theme Features
1–4 Temple or altar
5–8 Offerings or atonements
9–12 Religious relic or idol
13–16 Consecrated ground
17–20 Dwellings or gathering place
Theme Dangers
1–5 Denizen defends their sanctum
6–10 Denizen enacts the will of their god
11–12 Denizen seeks martyrdom
13–14 Secret of the faith is revealed
15–16 Greater purpose is revealed
17–18 Unexpected disciples are revealed
19–20 Divine manifestations
21–22 Aspect of the faith beguiles you
23–24 Unexpected leader is revealed
25–26 Embodiment of a god or myth
27–28 Protective ward or barrier
29–30 Prophecies reveal a dark fate
ANCIENT
FORTIFIED
CORRUPTED
HALLOWED
77

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ORACLE OMNIBUSDEL VE SITE ORACLES
Theme Features
1–4 Tomb or burial site
5–8 Blood was spilled here
9–12 Unnatural mists or darkness
13–16 Messages from beyond the grave
17–20 Apparitions of a person or event
Theme Dangers
1–5 Denizen haunts this area
6–10 Unsettling sounds or signs
11–12 Denizen attacks without warning
13–14 Denizen makes a costly demand
15–16 Denizen seizes your body or mind
17–18 Denizen taunts or lures you
19–20 A disturbing truth is revealed
21–22 Frightening visions
23–24 Environment is used against you
25–26 Trickery leads you astray
27–28 True nature of this place is revealed
29–30 Sudden, shocking manifestation
Theme Features
1–4 Path of destruction
5–8 Abandoned or ruined dwelling
9–12 Untouched or preserved area
13–16 Traces of what was lost
17–20 Ill-fated victims
Theme Dangers
1–5 Precarious architecture or terrain
6–10 Imminent collapse or destruction
11–12 Path undermined
13–14 Blocked or broken path
15–16 Vestiges of a destructive force
17–18 Unexpected environmental threat
19–20 Echoes of a troubling past
21–22 Signs of a horrible fate
23–24 Denizen seeks retribution
25–26 Denizen leverages the environment
27–28 Denizen restores what was lost
29–30 Ravages return anew
Theme Features
1–4 Inhabited nest
5–8 Abandoned nest
9–12 Ravaged terrain or architecture
13–16 Remains or carrion
17–20 Hoarded food
Theme Dangers
1–5 Denizens swarm and attack
6–10 Toxic or sickening environment
11–12 Denizen stalks you
13–14 Denizen takes or destroys something
15–16 Denizen shows surprising cleverness
17–18 Denizen guided by a greater threat
19–20 Denizen blocks the path
21–22 Denizen funnels you on a new path
23–24 Denizen undermines the path
25–26 Denizen lays in wait
27–28 Trap or snare
29–30 Victim’s horrible fate is revealed
Theme Features
1–4 Denizen’s lair
5–8 Territorial markings
9–12 Impressive flora or fauna
13–16 Hunting ground or watering hole
17–20 Remains or carrion
Theme Dangers
1–5 Denizen hunts
6–10 Denizen strikes without warning
11–12 Denizen leverages the environment
13–14 Denizen wields unexpected abilities
15–16 Denizen guided by a greater threat
17–18 Denizen protects something
19–20 Hazardous terrain
21–22 Weather or environmental threat
23–24 Benign aspect becomes a threat
25–26 Overzealous hunter
27–28 Evidence of a victim’s fate
29–30 Ill-fated victim in danger
HAUNTED
RA V AGED
INFESTED
WILD
78

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ORACLE OMNIBUSDEL VE SITE ORACLES
Domain Features
21–43 Burial chambers
44–56 Maze of narrow passages
57–64 Shrine
65–68 Stately vault
69–72 Offerings to the dead
73–76 Statuary or tapestries
77–80 Remains of a grave robber
81–84 Mass grave
85–88 Exhumed corpses
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen guards this area
34–36 Trap
37–39 Death makes its presence known
40–42 Crumbling architecture
43–45 Grave goods with hidden dangers
Domain Features
21–43 Maze of icy tunnels
44–56 Glistening cave
57–64 Vast chamber
65–68 Frigid waterway
69–72 Icy pools
73–76 Magnificent ice formations
77–80 Frozen waterfall
81–84 Deep crevasses
85–88 Discovery locked in the ice
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen lairs here
34–36 Fracturing ice
37–39 Crumbling chasm
40–42 Bitter chill
43–45 Disorienting reflections
Domain Features
21–43 Twisting passages
44–56 Cramped caves
57–64 Vast chamber
65–68 Subterranean waterway
69–72 Cave pool
73–76 Natural bridge
77–80 Towering stone formations
81–84 Natural illumination
85–88 Dark pit
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen lairs here
34–36 Cave-in
37–39 Flooding
40–42 Perilous climb or descent
43–45 Fissure or sinkhole
Domain Features
21–43 Plains of ice and snow
44–56 Seawater channel
57–64 Icy highlands
65–68 Crevasse
69–72 Ice floes
73–76 Ship trapped in ice
77–80 Animal herd or habitat
81–84 Frozen carcass
85–88 Camp or outpost
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen hunts
34–36 Fragile ice above watery depths
37–39 Perilous climb or descent
40–42 Avalanche or icefall
43–45 Foul weather
BARROW
FROZEN CA VERN
CA VERN
ICEREACH
79

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ORACLE OMNIBUSDEL VE SITE ORACLES
Domain Features
21–43 Cramped tunnels
44–56 Mine works
57–64 Excavated chamber
65–68 Mineshaft
69–72 Collapsed tunnel
73–76 Cluttered storage
77–80 Housing or common areas
81–84 Flooded chamber
85–88 Unearthed secret
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Cave-in
34–36 Flooding
37–39 Unstable platforms or architecture
40–42 Hazardous gas pocket
43–45 Weakened terrain
Domain Features
21–43 Crumbling corridors and chambers
44–56 Collapsed architecture
57–64 Rubble-choked hall
65–68 Courtyard
69–72 Archive or library
73–76 Broken statuary or fading murals
77–80 Preserved vault
81–84 Temple to forgotten gods
85–88 Mausoleum
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Ancient mechanism or trap
34–36 Collapsing wall or ceiling
37–39 Blocked or broken passage
40–42 Unstable floor above a new danger
43–45 Ancient secrets best left buried
Domain Features
21–43 Winding mountain path
44–56 Snowfield or glacial rocks
57–64 River gorge
65–68 Crashing waterfall
69–72 Highland lake
73–76 Forgotten cairn
77–80 Bridge
81–84 Overlook
85–88 Camp or outpost
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen lairs here
34–36 Denizen hunts
37–39 Perilous climb or descent
40–42 Avalanche or rockslide
43–45 Foul weather
Domain Features
21–43 Watery tunnels
44–56 Eroded chamber
57–64 Flooded chamber
65–68 Vast chamber
69–72 Dry passages
73–76 Freshwater inlet
77–80 Rocky island
81–84 Waterborne debris
85–88 Shipwreck or boat
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen strikes without warning
34–36 Denizen lurks below
37–39 Flooding
40–42 Rushing current
43–45 Claustrophobic squeeze
MINE
RUIN
PASS
SEA CA VE
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ORACLE OMNIBUSDEL VE SITE ORACLES
Domain Features
21–43 Narrow path through a fetid bog
44–56 Stagnant waterway
57–64 Flooded thicket
65–68 Island of dry land
69–72 Submerged discovery
73–76 Preserved corpses
77–80 Overgrown structure
81–84 Tall reeds
85–88 Camp or outpost
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen hunts
34–36 Deep water blocks the path
37–39 Toxic environment
40–42 Concealing or disorienting mist
43–45 Hidden quagmire
Domain Features
21–43 Dense thicket
44–56 Overgrown path
57–64 Waterway
65–68 Clearing
69–72 Elder tree
73–76 Brambles
77–80 Overgrown structure
81–84 Rocky outcrop
85–88 Camp or outpost
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Denizen hunts
34–36 Denizen lairs here
37–39 Trap or snare
40–42 Path leads you astray
43–45 Entangling plant life
Domain Features
21–43 Connecting passageways
44–56 Barracks or common quarters
57–64 Large hall
65–68 Workshop or library
69–72 Command center or leadership
73–76 Ladder or stairwell
77–80 Storage
81–84 Kitchen or larder
85–88 Courtyard
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Blocked or guarded path
34–36 Caught in the open
37–39 Chokepoint
40–42 Trap
43–45 Alarm trigger
Domain Features
21–43 Carved passages
44–56 Hall or chamber
57–64 Stairs into the depths
65–68 Grand doorway or entrance
69–72 Tomb or catacombs
73–76 Rough-hewn cave
77–80 Foundry or workshop
81–84 Shrine or temple
85–88 Imposing architecture or artistry
89–98 Something unusual or unexpected
99 Y ou transition into a new theme
100 Y ou transition into a new domain
Domain Dangers
31–33 Ancient mechanism or trap
34–36 Crumbling architecture
37–39 Blocked or broken passage
40–42 Artifact with a hidden danger
43–45 Denizen lurks in darkness
SHADOWFEN
TANGLEWOOD
STRONGHOLD
UNDERKEEP
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DEL VE SITE: NAME (DESCRIPTION)
DEL VE SITE: NAME (TEMPLATE)
1–25 [Description] [Place]
26–50 [Place] of [Detail]
51–70 [Place] of [Description] [Detail]
71–80 [Place] of [Namesake's] [Detail]
81–85 [Namesake's] [Place]
86–95 [Description] [Place] of [Namesake]
96–100 [Place] of [Namesake]
1–2 Deep 35–36 Shrouded 69–70 Elder
3–4 Tainted 37–38 Wasted 71–72 Scorched
5–6 Grey 39–40 Grim 73–74 Unknown
7–8 Forgotten 41–42 Endless 75–76 Scarred
9–10 Flooded 43–44 Crumbling 77–78 Broken
11–12 Forbidden 45–46 Undying 79–80 Chaotic
13–14 Barren 47–48 Bloodied 81–82 Black
15–16 Lost 49–50 Forsaken 83–84 Hidden
17–18 Cursed 51–52 Silent 85–86 Sundered
19–20 Fell 53–54 Blighted 87–88 Shattered
21–22 Sunken 55–56 Iron 89–90 Dreaded
23–24 Nightmare 57–58 Frozen 91–92 Secret
25–26 Infernal 59–60 Abyssal 93–94 High
27–28 Dark 61–62 Crimson 95–96 Sacred
29–30 Bloodstained 63–64 Silver 97–98 Fallen
31–32 Haunted 65–66 Desecrated 99–100 Ruined
33–34 White 67–68 Ashen
To generate a name for a delve site,
first roll on the Template table.
Then, fill in the blanks using the
tables in this section.
If the form of a particular word
doesn’t work, try making it plural
instead of singular (or vice-versa).
Then, envision the nature and
history of the site using its name
as inspiration.
ORACLE OMNIBUSDEL VE SITE ORACLES
ENVISIONING SITES
Sites are constructed using themes and domains. The theme represents the condition
or state of the site, and indicates the kinds of denizens and threats you might find
there. The domain represents the physical characteristics of the site—the terrain or
architecture you must traverse.
Pick the theme and domain which best fit your understanding of the place. If unsure,
use the oracles on page 76, or roll on the Name tables for inspiration (above and
following pages). Then, as you pursue your objective within a site, check the Theme
and Domain tables (pages 77–81) to reveal environments and hazards.
See the Ironsworn: Delve rulebook for details on introducing and exploring sites.82

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DEL VE SITE: NAME (DETAIL)
DEL VE SITE: NAME (NAMESAKE)
1–2 Blight 35–36 Silence 69–70 Winter
3–4 Strife 37–38 Mist 71–72 Sadness
5–6 Nightfall 39–40 Isolation 73–74 Desolation
7–8 Fury 41–42 Runes 75–76 Bane
9–10 Terror 43–44 Rot 77–78 Lies
11–12 Truth 45–46 Corruption 79–80 Ash
13–14 Spring 47–48 Prophecy 81–82 Banishment
15–16 Sanctuary 49–50 Fate 83–84 Shadow
17–18 Bone 51–52 Twilight 85–86 Madness
19–20 Specters 53–54 Power 87–88 Stone
21–22 Daybreak 55–56 Darkness 89–90 Secrets
23–24 Doom 57–58 Gloom 91–92 Despair
25–26 Treachery 59–60 Storms 93–94 Blades
27–28 Blood 61–62 Hope 95–96 Dread
29–30 War 63–64 Lament 97–98 Light
31–32 Torment 65–66 Frost 99–100 Wrath
33–34 Iron 67–68 Souls
1–2 Breckon 35–36 Kajir 69–70 Farina
3–4 Issara 37–38 Saiven 71–72 Ya l a
5–6 Milenna 39–40 Callwen 73–74 Kodroth
7–8 Thorval 41–42 Zhan 75–76 Morien
9–10 Khulan 43–44 Solana 77–78 Akida
11–12 Aurvang 45–46 Ildar 79–80 Haldorr
13–14 Kalida 47–48 Keelan 81–82 Nyrad
15–16 Keeara 49–50 Thrain 83–84 Edda
17–18 Andor 51–52 Kynan 85–86 Jorund
19–20 Zakaria 53–54 Jadina 87–88 Morraine
21–22 Willa 55–56 Radek 89–90 Lindar
23–24 Etana 57–58 Wulan 91–92 Sithra
25–26 Valgard 59–60 Garion 93–94 Torgan
27–28 Kenrick 61–62 Eysa 95–96 Arnorr
29–30 Wyland 63–64 Kolor 97–98 Thyri
31–32 Sidura 65–66 Katarra 99–100 Erisia
33–34 Svala 67–68 Dain
ORACLE OMNIBUSDEL VE SITE ORACLES
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DEL VE SITE: NAME (PLACE)
1–10 Barrow
11–20 Boneyard
21–30 Chambers
31–40 Charnel
41–50 Crypt
51–60 Grave
61–70 Mound
71–80 Pit
81–90 Sepulcher
91–100 Tomb
1–10 Citadel
11–20 Enclave
21–30 Fortress
31–40 Hall
41–50 Keep
51–60 Sanctuary
61–70 Sanctum
71–80 Spire
81–90 Temple
91–100 Tower
1–10 Drift
11–20 Expanse
21–30 Floe
31–40 Icemark
41–50 Icemere
51–60 Reach
61–70 Rimefield
71–80 Thule
81–90 Waste
91–100 Wintertide
1–6 / Barrow
49–58 / Ruin
29–32 / Icereach
1–10 Abyss
11–20 Cavern
21–30 Caves
31–40 Chasm
41–50 Depths
51–60 Hollow
61–70 Lair
71–80 Rift
81–90 Tunnels
91–100 Warren
1–10 Caves
11–20 Channel
21–30 Cove
31–40 Depths
41–50 Hollow
51–60 Lair
61–70 Pools
71–80 Tides
81–90 Trough
91–100 Waters
1–10 Bore
11–20 Cut
21–30 Dig
31–40 Forge
41–50 Gouge
51–60 Hoard
61–70 Lode
71–80 Mine
81–90 Pit
91–100 Works
7–18 / Cavern
59–68 / Sea Cave
33–38 / Mine
19–28 / Frozen Cavern
69–78 / Shadowfen
39–48 / Pass
1–10 Break
11–20 Brumal
21–30 Cavern
31–40 Chasm
41–50 Crevasse
51–60 Depths
61–70 Fissure
71–80 Lair
81–90 Moulin
91–100 Rimevault
1–10 Bog
11–20 Fen
21–30 Floodlands
31–40 Lowland
41–50 Marsh
51–60 Mire
61–70 Morass
71–80 Quagmire
81–90 Slough
91–100 Wetlands
1–10 Cliffs
11–20 Crag
21–30 Cut
31–40 Gap
41–50 Gorge
51–60 Heights
61–70 Highlands
71–80 Pass
81–90 Reach
91–100 Ridge
ORACLE OMNIBUSDEL VE SITE ORACLES
84

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DEL VE SITE: NAME (PLACE)
1–10 Bastion
11–20 Citadel
21–30 Fortress
31–40 Garrison
41–50 Haven
51–60 Keep
61–70 Outpost
71–80 Refuge
81–90 Sanctuary
91–100 Watch
79–83 / Stronghold
1–10 Bramble
11–20 Briar
21–30 Forest
31–40 Grove
41–50 Silva
51–60 Tangle
61–70 Thicket
71–80 Weald
81–90 Wilds
91–100 Wood
84–95 / Tanglewood 96–100 / Underkeep
1–10 Catacomb
11–20 Chambers
21–30 Den
31–40 Hall
41–50 Labyrinth
51–60 Maze
61–70 Pit
71–80 Sanctum
81–90 Underkeep
91–100 Vault
DEL VE SITE: TRAP TRIGGER
Use these oracles to envision the nature or function of a trap in a site. Roll once for
an Event and once for a Component, and interpret the response as appropriate to the
situation and environment.
DEL VE SITE: TRAP COMPONENT
1–4 Block 37–40 Imitate 73–76 Collapse
5–8 Create 41–44 Crush 77–80 Summon
9–12 Break 45–48 Drop 81–84 Move
13–16 Puncture 49–52 Conceal 85–88 Surprise
17–20 Entangle 53–56 Lure 89–92 Divert
21–24 Enclose 57–60 Release 93–96 Attack
25–28 Ambush 61–64 Obscure 97–100 Trigger
29–32 Snare 65–68 Cut
33–36 Change 69–72 Smother
1–4 Pit 37–40 Trigger 73–76 Barrier
5–8 Water 41–44 Cold 77–80 Overhead
9–12 Fire 45–48 Weapon 81–84 Magic
13–16 Projectile 49–52 Darkness 85–88 Toxin
17–20 Passage 53–56 Decay 89–92 Earth
21–24 Fall 57–60 Path 93–96 Light
25–28 Debris 61–64 Stone 97–100 Denizen
29–32 Fear 65–68 Terrain
33–36 Alarm 69–72 Poison
ORACLE OMNIBUSDEL VE SITE ORACLES
85

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MONSTROSITY: SIZE
MONSTROSITY: PRIMARY FORM
MONSTROSITY: CHARACTERISTICS
ORACLE OMNIBUSMONSTROSITY ORACLES
1–5 Extra limbs 67–69 Mandibles / pincers
6–10 Fangs / rows of sharp teeth 70–72 Luminescent
11–15 Claws / talons 73–75 Antennae / sensory organs
16–20 Strange color / markings 76–78 Proboscis / inner jaw
21–25 Horns / tusks 79–81 Exoskeleton / shell
26–30 Oversized mouth 82–84 Bony protuberances
31–35 Spikes / spines 85–87 Corrupted flesh
36–40 Tail 88–90 Semi-transparent
41–45 Multi-segmented body 91–93 Scarred / injured
46–50 Wings 94–95 Egg sac / carried offspring
51–54 Stinger / barbs 96–97 Rotting / skeletal
55–58 Many-eyed 98 Mummified / desiccated
59–62 Distinctive sound 99 Multi-headed
63–66 Tentacles / tendrils 100 Etched with mystic runes
1–15 Beast / mammal 67–69 Crustacean
16–25 Humanoid 70–71 Fish
26–31 Bird 72–73 Octopoid
32–37 Spider 74–75 Amphibian
38–43 Snake 76–77 Plant
44–49 Worm / slug 78 Incorporeal
50–55 Lizard 79 Mineral
56–61 Insect 80 Elemental
62–66 Amorphous 81–100 Hybrid (roll twice)
1–5 Tiny (rodent-sized) 66–94 Large (giant-sized)
6–30 Small (hound-sized) 95–99 Huge (whale-sized)
31–65 Medium (person-sized) 100 Titanic (incomprehensible)
86

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MONSTROSITY: ABILITIES
1–4 Keen senses 70–71 Parasitic
5–8 Intimidating vocalization 72–73 Vibration sense
9–12 Climber 74–75 Breath weapon / toxic spew
13–16 Intelligent 76–77 Mimicry
17–20 Swift 78–79 Shapeshifting
21–24 Powerful bite 80–81 Control lesser creatures
25–28 Stealthy / ambusher 82–83 Echolocation
29–32 Horrid visage 84–85 Electric shock
33–36 Strong 86–87 Acidic
37–40 Camouflaged 88–89 Symbiotic
41–43 Flier / glider 90–91 Shoot projectiles
44–46 Poisonous 92 Paralyzing
47–49 Semiaquatic / swimmer 93 Immune to iron
50–52 Grappler / entangler 94 Feels no pain
53–55 Leaper 95 Enact rituals
56–58 Crusher / constrictor 96 Create illusions
59–61 Armored 97 Mind control / telepathy
62–64 Burrower 98 Move between realities
65–67 Noxious smell 99 Wield weapons
68–69 Trap-setter 100 Control elements
ENVISIONING MONSTROSITIES
Use the Monstrosity oracles to introduce a new type of animal, beast, or horror to
your world. Start by rolling for its Size and Primary Form. Then, roll up to three
times for Characteristics. Do the same for Abilities.
Weave the aspects of the monstrosity into your encounter. Make moves as
appropriate to overcome, avoid, or face the consequences of its characteristics
and abilities.
To learn more about your creation’s nature, use the Character oracles. Check the
Activity and Disposition oracles (pages 70–71) to reveal how the encounter
begins. Roll on the Goal oracle (page 71) to give the monstrosity a purpose.
ORACLE OMNIBUSMONSTROSITY ORACLES
87

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THREAT: CATEGORY
Use this oracle to randomly select a broad type of threat for your campaign. If you
are prompted (or choose) to roll twice, take both results and decide how these two
threats act together or represent a more complex situation. For example, choosing
both a Malignant Plague and a Zealous Cult might signify an evil sect that has
unleashed a sickness upon the Ironlands in service to a dark god.
THREAT: ACTION
The Advance a Threat table (page 24) is duplicated here for ease of reference.
1–12 Burgeoning Conflict 61–72 Ravaging Horde
13–24 Cursed Site 73–84 Scheming Leader
25–34 Environmental Calamity 85–94 Power-Hungry Mystic
35–46 Malignant Plague 95–99 Zealous Cult
47–60 Rampaging Creature 100 Roll Twice
1–30 The threat readies its next step, or a new danger looms. If you are in a
position to prevent this development, you may attempt to do so. If you
succeed, Reach a Milestone. Otherwise, mark menace.
31–70 The threat works subtly to advance toward its goal, or the danger
escalates. Mark menace.
71–100 The threat makes a dramatic and immediate move, or a major event
reveals new complications. Mark menace twice.
ENVISIONING THREATS
When you Swear an Iron Vow, you can optionally associate a threat with that quest.
The threat is the person, being, faction, or situation responsible for the problem that
motivates your vow, or is the adversary most directly opposing you in the fulfillment
of that vow.
Then, as you Advance a Threat, use the oracles on the following pages to help decide
how the threat manifests or takes action. Interpret the oracle’s answer as appropriate
to the nature of the threat and the current situation.
If you roll a match on the Advance a Threat table, this development also exposes a
surprising aspect of the threat’s plan or nature. If you’re not sure what this means,
check the Action and Theme oracles for inspiration (pages 50-51), or the Plot
Twist oracle (page 92).
If you aren’t using the threat moves in your campaign, you can still use these oracles
to inspire details for campaign-level enemies, troubles, and complications.
See pages 151–161 of the Ironsworn: Delve rulebook for details on managing threats.
ORACLE OMNIBUSTHREAT ORACLES
88

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THREAT: BURGEONING CONFLICT
THREAT: CURSED SITE
THREAT: ENVIRONMENTAL CALAMITY
1–10 Allow warmongers to gain influence
11–20 Break a treaty
21–30 Force a hasty decision
31–40 Deepen suspicions
41–50 Trigger a confrontation
51–60 Subvert a potential accord
61–70 Isolate the antagonists
71–80 Draw new battle lines
81–90 Reveal an unexpected aspect of the dispute
91–100 Introduce a new person or faction to complicate the situation
1–10 Unleash a creature or being
11–20 Lure the unwary into its depths
21–30 Offer promises of power
31–40 Reveal a new aspect of its cursed history
41–50 Expand its malignancy to surrounding lands
51–60 Leave its mark on an inhabitant or visitor
61–70 Reveal hidden depths
71–80 Ensnare an important person or object
81–90 Corrupt the environment
91–100 Transform its nature
1–10 Devastate a place
11–20 Block a path
21–30 Threaten a community with imminent destruction
31–40 Manifest unexpected effects
41–50 Expand in scope or intensity
51–60 Allow someone to take advantage
61–70 Deprive of resources
71–80 Isolate an important person or community
81–90 Force refugees into hostile lands
91–100 Disrupt natural ecosystems
ORACLE OMNIBUSTHREAT ORACLES
89

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THREAT: MALIGNANT PLAGUE
THREAT: RAMPAGING CREATURE
THREAT: RA V AGING HORDE
1–10 Manifest new symptoms or effects
11–20 Infect someone important
21–30 Expand to new territory or communities
31–40 Allow someone to take advantage
41–50 Allow someone to take the blame
51–60 Create panic or disorder
61–70 Force a horrible decision
71–80 Lure into complacency
81–90 Reveal the root of the sickness
91–100 Undermine a potential cure
1–10 Reveal a new aspect of its nature or abilities
11–20 Expand its territory
21–30 Make a sudden and brutal attack
31–40 Control or influence lesser creatures
41–50 Create confusion or strife
51–60 Leave foreboding signs
61–70 Lure the unwary
71–80 Imperil an event
81–90 Assert control over a location
91–100 Threaten resources
1–10 Overrun defenses
11–20 Gather resources
21–30 Attack a location
31–40 Expand forces
41–50 Appoint or reveal a leader
51–60 Send forth a champion
61–70 Create a diversion
71–80 Undermine an opposing force from within
81–90 Cut off supplies or reinforcements
91–100 Employ a new weapon
ORACLE OMNIBUSTHREAT ORACLES
90

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THREAT: SCHEMING LEADER
THREAT: POWER-HUNGRY MYSTIC
THREAT: ZEALOUS CUL T
1–10 Defeat an enemy
11–20 Form a new alliance
21–30 Usurp or undermine another leader
31–40 Force the loyalty of a community or important person
41–50 Enact a new law or tradition
51–60 Rescind an old law or tradition
61–70 Reveal a true intention
71–80 Unravel an existing alliance
81–90 Incite conflict
91–100 Use an unexpected capability or asset
1–10 Gain hidden knowledge
11–20 Assault an enemy with magic
21–30 Despoil a place through magic
31–40 Forge a bond with ancient forces
41–50 Create magical wards or protections
51–60 Obtain a powerful artifact
61–70 Tempt with power or secrets
71–80 Recruit a follower or ally
81–90 Sacrifice something in exchange for greater power
91–100 Use magic to trick or deceive
1–10 Overtake a faction or community
11–20 Unlock secrets to greater power
21–30 Establish false credibility
31–40 Appoint or reveal a leader
41–50 Lure new members or establish alliances
51–60 Subvert opposition through devious schemes
61–70 Attack opposition directly
71–80 Spread the word of its doctrine
81–90 Reveal a dire prophecy
91–100 Reveal its true nature or goal
ORACLE OMNIBUSTHREAT ORACLES
91

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1–5 It was all a diversion
6–10 A dark secret is revealed
11–15 A trap is sprung
16–20 An assumption is revealed to be false
21–25 A secret alliance is revealed
26–30 Y our actions benefit an enemy
31–35 Someone returns unexpectedly
36–40 A more dangerous foe is revealed
41–45 Y ou and an enemy share a common goal
46–50 A true identity is revealed
51–55 Y ou are betrayed by someone who was trusted
56–60 Y ou are too late
61–65 The true enemy is revealed
66–70 The enemy gains new allies
71–75 A new danger appears
76–80 Someone or something goes missing
81–85 The truth of a relationship is revealed
86–90 Two seemingly unrelated situations are shown to be connected
91–95 Unexpected powers or abilities are revealed
96–100 Roll twice; if they are the same result, make it worse
STORY: PLOT TWIST
Use this oracle to introduce a narrative surprise or revelation. Most of these results
have a negative implication; they can help resolve a miss with a match at a crucial
moment in your story.
STORY: REGION
Use this oracle to decide the location of a story element.
1–12 Barrier Islands 61–72 Hinterlands
13–24 Ragged Coast 73–84 Tempest Hills
25–34 Deep Wilds 85–94 Veiled Mountains
35–46 Flooded Lands 95–99 Shattered Wastes
47–60 Havens 100 Elsewhere
ORACLE OMNIBUSSTORY ORACLES
92

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1–3 Affirms a previously understood fact or clue
4–6 Connects to a known rumor or scandal
7–9 Connects to a previously unrelated mystery or quest
10–12 Connects to your own expertise or interests
13–15 Contradicts a previously understood fact or clue
16–18 Evokes a personal memory
19–21 Evokes a legend or prophecy
22–24 Evokes a dream or vision
25–27 Involves a hidden or mysterious community
28–30 Involves a hidden or mysterious person
31–33 Involves a nonhuman being or entity
34–36 Involves a creature
37–39 Involves an artifact or precious object
40–42 Involves a personal item
43–45 Involves a weapon
46–48 Involves a valuable resource
49–51 Involves a notable community or faction
52–54 Involves a leader or notable person
55–57 Involves a person or community from your background
58–60 Involves an enemy or rival
61–63 Involves someone you trust
64–65 Involves a mystic power or ritual
66–68 Involves an ailment or affliction
69–71 Involves a religion or belief
72–74 Involves a promise or debt
75–77 Leads to a nearby or familiar place
78–80 Leads to an ancient or ruined place
81–83 Leads to a settled place
84–86 Leads to a remote or wild place
87–89 Leads to a notable landmark
90–91 Leads to a mystical or unearthly place
92–94 Suggests a history of similar incidents
95–97 Suggests a looming event or deadline
98–100 Suggests an imposter or deception
STORY: CLUE
When you investigate a mystery, you might uncover clues in the form of messages,
rumors, eyewitness reports, supernatural revelations, or physical evidence. Y ou can
use this oracle to help reveal what this evidence connects to or implicates.
ORACLE OMNIBUSSTORY ORACLES
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COMBAT: BATTLEGROUND
Use this oracle to help envision the characteristics and complications of a combat or
battle scene. Weave these elements into the actions of your character and their foes.
COMBAT: TACTIC
Use this oracle to reveal the actions of a foe, enemy force, or other NPC in a combat
scene. Alternatively, for a more flexible prompt, roll for an Event Method or Event
Target on the following page and interpret the answer.
Roll Environment Examples
1–5 Slippery surface Mud, ice, rain-slick rocks
6–10 Encumbering terrain Water, muck, deep snow, webs
11–15 Precipitous drop Cliff, ravine, pit, stairs
16–20 Obstructed path Barricade, toppled ruin, fallen tree
21–25 High ground Mound, outcropping, climbable structure
26–30 Cluttered terrain Rubble, rocks, roots
31–35 Low visibility Darkness, smoke, mist, torrential rain
36–40 Impassable border Deep waterway, high wall, cliff face, locked door
41–45 Scattered cover Low walls, boulders, trees, crates
46–50 Cramped spaces Narrow tunnel, crowded room, dense woods
51–55 Treacherous ground Fire pit, boiling hot spring, quagmire
56–60 Restricted approach Bridge, corridor, river ford, narrow canyon
61–65 Collapsing foundation Crumbling ruins, thin ice, undermined earth
66–70 Bounded space Dueling circle, woodland clearing, standing stones
71–75 Pitched ground Steep hillside, rooftop, collapsed ruin, ship deck
76–80 Hidden hazard Trap, sinkhole, lurking creature, waiting ambushers
81–85 Frenzied distractions Noncombatants, panicked creatures, insect swarms
86–90 Destructive chaos Storm, fire, flooding, rampaging creature
91–95 Unnatural forces Mystic energies, runic symbols, sorcerous artifacts
96–100 Cursed ground Corpses, shambling undead, ghostly specters
1–3 Compel a surrender 34–39 Take a decisive action
4–6 Coordinate with allies 40–45 Reinforce defenses
7–9 Gather reinforcements 46–52 Ready an action
10–13 Seize something or someone 53–60 Use the terrain to gain advantage
14–17 Provoke a reckless response 61–68 Take advantage of an opening
18–21 Intimidate or frighten 69–78 Create an opportunity
22–25 Reveal a surprising truth 79–89 Attack with precision
26–29 Shift focus to something else 90–99 Attack with power
30–33 Destroy or damage something 100 Take an unexpected action
ORACLE OMNIBUSCOMBAT ORACLES
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COMBAT: EVENT METHOD
COMBAT: EVENT TARGET
1–2 Defy 35–36 Charge 69–70 Withdraw
3–4 Break 37–38 Escalate 71–72 Clash
5–6 Trick 39–40 Sunder 73–74 Amplify
7–8 Evade 41–42 Shatter 75–76 Batter
9–10 Protect 43–44 Aim 77–78 Feint
11–12 Overwhelm 45–46 Stagger 79–80 Shove
13–14 Persevere 47–48 Counter 81–82 Embed
15–16 Assist 49–50 Seize 83–84 Affect
17–18 Await 51–52 Impact 85–86 Probe
19–20 Abort 53–54 Entangle 87–88 Force
21–22 Block 55–56 Hold 89–90 Intensify
23–24 Collide 57–58 Deflect 91–92 Distract
25–26 Focus 59–60 Drop 93–94 Challenge
27–28 Advance 61–62 Lose 95–96 Brawl
29–30 Breach 63–64 Sweep 97–98 Coordinate
31–32 Endure 65–66 Secure 99–100 Overrun
33–34 Assault 67–68 Cover
1–2 Control 35–36 Weapon 69–70 Armor
3–4 Defense 37–38 Environment 71–72 Skill
5–6 Limbs 39–40 Technique 73–74 Body
7–8 Focus 41–42 Surprise 75–76 Protection
9–10 Advantage 43–44 Pride 77–78 Resolve
11–12 Range 45–46 Wound 79–80 Ferocity
13–14 Stress 47–48 Precision 81–82 Shield
15–16 Sense 49–50 Ally 83–84 Ammo
17–18 Weakness 51–52 Ground 85–86 Anger
19–20 Opening 53–54 Courage 87–88 Opportunity
21–22 Fear 55–56 Companion 89–90 Balance
23–24 Instinct 57–58 Object 91–92 Position
25–26 Footing 59–60 Momentum 93–94 Barrier
27–28 Maneuver 61–62 Speed 95–96 Strategy
29–30 Reach 63–64 Strength 97–98 Grasp
31–32 Harm 65–66 Supply 99–100 Power
33–34 Finesse 67–68 Terrain
ORACLE OMNIBUSCOMBAT ORACLES
95

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1–4 Y our ritual has the opposite effect
5–8 Y ou are sapped of strength
9–12 Y our friend, ally, or companion is adversely affected
13–16 Y ou destroy an important object
17–20 Y ou inadvertently summon a spirit or undead being
21–24 Y ou collapse, and drift into a troubled sleep
25–28 Y ou undergo a physical torment which leaves its mark upon you
29–32 Y ou hear ghostly voices whispering of dark portents
33–36 Y ou find yourself in another place without memory of how you got there
37–40 Y ou alert someone or something to your presence
41–44 Y ou are not yourself, and act against a friend, ally, or companion
45–48 Y ou affect your surroundings, causing a disturbance or potential harm
49–52 Y ou waste resources
53–56 Y ou suffer the loss of a sense for several hours
57–60 Y ou lose your connection to magic for a day or so
61–64 Y our ritual affects the target in an unexpected and problematic way
65–68 Y our ritual reveals a surprising and troubling truth
69–72 Y ou are tempted by dark powers
73–76 Y ou see a troubling vision of your future
77–80 Y ou can't perform this ritual again until you acquire a key component
81–84 Y ou develop a strange fear or compulsion
85–88 Y our ritual causes creatures to exhibit strange or aggressive behavior
89–92 Y ou are tormented by an apparition from your past
93–96 Y ou are wracked with sudden sickness
97–100 Roll twice; if they are the same result, make it worse
MAGIC: RITUAL BACKLASH
Those who deal in magic may find themselves at the mercy of chaos. This oracle
can supplement, or replace, the Pay the Price table when resolving the outcome of
a failed ritual. Use this oracle in dramatic moments, or to introduce an unexpected
outcome triggered by a match.
ORACLE OMNIBUSMAGIC ORACLES
96

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MAGIC: MYSTIC EFFECT
Encounters with magic forces may put you at the mercy of chaos. Use this oracle
to help envision the strange and dangerous effects of ancient artifacts, mystic sites,
powerful rituals, and other supernatural anomalies. Results on this table may have
campaign-shaking implications, so use it in rare and dramatic moments.
1–2 Alter the weather 47–48 Banish to another time
3–4 Nullify other powers 49–50 Manipulate plant growth
5–6 Imbue an object with power 51–52 Trigger a natural disaster
7–8 Disintegrate or decay objects 53–54 Reveal past events
9–10 Awaken an ancient being 55–56 Emit destructive energies
11–12 Summon a monstrous creature 57–58 Alter the flow of time
13–14 Bind to a vow or task 59–60 Inflict a consuming need
15–16 Give life to inanimate forms 61–62 Create hallucinations or illusions
17–18 Unleash a plague 63–64 Trigger a celestial event
19–20 Control elemental forces 65–66 Summon a swarm of creatures
21–22 Erase or suppresses memories 67–68 Reveal distant places
23–24 Shroud in lasting darkness 69–70 Absorb energy or essence
25–26 Alter surrounding environment 71–72 Banish to another reality
27–28 Bind to a location 73–74 Banish to another location
29–30 Inflict cursed luck 75–76 Inflict prophetic visions
31–32 Incite negative emotions 77–78 Inflict dreadful transformations
33–34 Awaken latent powers in another 79–80 Inflict sickness or weakness
35–36 Inflict aging or wasting 81–82 Absorb life
37–38 Bind to a restless spirit 83–84 Spread corruption or blight
39–40 Grant horrifying knowledge 85–86 Brand with a cursed mark
41–42 Awaken or animate the dead 87–88 Destroy terrain or architecture
43–44 Incite an obsession 89–90 Grant a lasting boon—at a cost
45–46 Manifest inner fears 91–100 Roll twice
ORACLE OMNIBUSMAGIC ORACLES
97

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1–15 Undersized
16–35 Small
36–65 Medium
66–85 Large
86–100 Huge
1–15 Fleeting
16–35 Short
36–65 Moderate
66–85 Lengthy
86–100 Eternal
1–15 Limited
16–35 Isolated
36–65 Localized
66–85 Far-reaching
86–100 Dominant
1–15 Worthless
16–35 Cheap
36–65 Common
66–85 Valuable
86–100 Priceless
1–15 None / one
16–35 Few
36–65 Several
66–85 Many
86–100 Countless
1–15 Weak
16–35 Minor
36–65 Capable
66–85 Strong
86–100 Overwhelming
1–15 Friendly
16–35 Open
36–65 War y
66–85 Threatening
86–100 Hostile
1–15 Very close
16–35 Near
36–65 Far
66–85 Remote
86–100 Inaccessible
1–15 Simple
16–35 Basic
36–65 Manageable
66–85 Complicated
86–100 Bewildering
Size
Time
InfluenceValue
Number
Power
Disposition
Distance
Complexity
ORACLE OMNIBUSSCALE ORACLES
Use these oracles to help answer a question related to the scale, extent, or capability
of something. Ask your question, choose one of the columns below, and roll to
reveal the answer. For example:
✴ Size: “What is the scale of the ruin?”
✴ Number: “How many soldiers are in
the camp?”
✴ Distance: “Where is the nearest
trained healer?”
✴ Time: “How long will the winter
stores hold out?”
✴ Power: “How strong is this wyvern?”
✴ Complexity: “How tricky is the lock?
✴ Value: “How rare is this artifact?”
✴ Influence: “What sort of authority
does this clan leader wield?”
✴ Disposition: “What is this
merchant’s attitude toward me?”
SCALE: MAGNITUDE
98

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Roll Rank Quest Journey Foe
1–15 Troublesome A challenging
quest with a
small number
of obstacles
Traveling a
moderate distance
within a single
region
Common
enemies
16–35 Dangerous An involved
quest with
several obstacles
Traveling a long
distance within a
single region, or
across rough terrain
Capable
fighters
and deadly
creatures
36–65 Formidable A complex
quest with many
obstacles
Traveling from one
region to another,
or across especially
challenging terrain
Exceptional
fighters
and mighty
creatures
66–85 Extreme An intimidating
quest with scores
of obstacles
Traveling through
multiple regions
Foes of
overwhelming
skill or power
86–100 Epic A life-defining
quest of
unknowable
scope
Traveling from one
end of the Ironlands
to another, or to a
separate land
Legendary
foes of mythic
power
MORE ORACLE TOOLS
This edition of Lodestar offers an expanded set of inspirational oracles for Ironsworn.
For even more options, use the resources available in other Ironsworn games.
Sundered Isles
✴ Bring the Twin Fates—Cinder and
Wraith—to your Ironsworn world.
✴ Use the Overland oracles to add
more surprises and waypoint details
to your Ironland journeys.
✴ Use the Faction oracles to reveal
cultures, communities, and powers.
✴ Use the Cave and Ruin oracles to help
envision locations, opportunities,
and dangers as you Delve the Depths
within those environments.
✴ Use the Interlude Scene oracles to
envision your character’s focus as
they take a break from their quests or
Sojourn in a community.
Ironsworn: Starforged
✴ Does your version of the Ironlands
feature ancient sites left behind by a
highly advanced civilization? If so,
use the Precursor Vault oracles as you
explore those extraordinary places.
✴ Use the Creature oracles to generate
strange monstrosities and horrors
from other realities.
✴ Expand your toolkit of Delve themes
using the Location Theme oracles.
Reimagine any technological details
for the fantasy setting.
✴ Use oracle arrays and campaign
elements to manage the details and
reoccurring aspects of your story.
ORACLE OMNIBUSSCALE ORACLES
SCALE: RANK
Use this oracle to randomly set the challenge rank of a quest, journey, or foe.
99

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Check Your Gear
Escape the digital realm! Get the complete Ironsworn kit in
print, including hardcover or softcover rulebooks, the Lodestar
reference guide, character asset cards, and Delve site cards.
Visit tomkinpress.com to explore the range of products.

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 102]{.small}

Explore a Perilous
New Galaxy
Y our gateway to a universe of adventure! Ironsworn: Starforged is
the standalone, sci-fi evolution of the Ironsworn RPG.
tomkinpress.com/starforged
Support for multiple game modes,
including solo, co-op, and guided.
Propulsive, story-driven gameplay to
push your adventures forward—with or
without a GM.
A vast array of inspiring generators
and random tables for spaceborne
locations, planets, settlements, people,
creatures, starships, foreboding derelicts,
ancient alien vaults, and more.
Inspiring campaign launch exercises to
build your setting, create your character,
and set off into a galaxy of mysteries,
perils and wonders.
Extensive advice, examples, and
options for exploring the story of your
characters and their fateful vows.

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 103]{.small}

Chart a Course to
Unlimited Adventure
Prepare to set sail! Sundered Isles is an epic expansion of
seafaring adventure for Ironsworn: Starforged.
New guidelines and options for the
Starforged system, including crew
management, naval battles, seafaring
navigation, wealth and treasure,
character downtime scenes, and more.
Setting info for a realm of wind and tide,
mariners and marauders, rebels and
empires, myths and magic.
A massive collection of inspiring
generators and random tables,
including seafaring events and
encounters, weather, island landscapes,
people, shipwrecks, settlements, ruins,
caves, treasures, and more.
Dozens of character asset cards with an
array of new options for your Starforged
and Sundered Isles campaigns.
tomkinpress.com/sundered

[Source: Ironsworn: Lodestar (Expanded Reference) --- PDF page 104]{.small}