Ironsworn Solo Game

After a couple of days left to think about things and take some suggestions, I think I’m going to make the following changes to the truths:

  • The Old World stays the same, folks escaping a plague and folks today still look at any illness with suspicion for fear of its return.
  • Iron is a rare and sought after material gifted to us by the gods (meteors). It is shaped by the Smiths, whom have titles that speak of their skills. They are deferred to for their wisdom and their abilities.
  • The Broken are a threat, but one rarely seen. Which is good, for they are terrifying.
  • Keeping communities in tight circles, however the region known as Haven has much larger communities that could almost be cities.
  • Wardens are the protectors of those at the fringes, but those in Haven have raised warbands of bannersworn who protect their circles. (This also allows for some larger scale conflict, if two barons go to war.)
  • Leadership is still varied, though some have risen to the rank of baron, having vassals known as bannersworn who lead other circles beneath them. There are rumors that one (or more) may soon try to declare themselves the Iron King.
  • Magic and mysticism is still rare.
  • There are many gods, both those who came with their followers from the Old World and those that have sprung up in the Ironlands.
  • Beasts are a constant threat, though some enterprising warlords have attempted to take control of beasts for their warbands. A few have been succeeded.
    *The Horrors are rumors told to scared children by cruel parents. They may be real, but they are in the background of the world (at least in the beginning).

Not so much a big change as a small shift to the left here and the right there. With the Truths of our World completed, next is character creation. And we’ll work on that later today.