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The Ironlands: Our Truth

Posted on January 2, 2023January 3, 2023 By admin No Comments on The Ironlands: Our Truth
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So where are the Ironlands that our newly minted hunter finds himself adventuring within? What brought people here? What do they believe? Who was here beforehand? These and other questions are the ‘truths’ of the game, chosen from options, each ranging from the utterly desperate to the moderately perilous. Let’s see where we go?

The Old World

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.

The options were military, medical or environmental disaster – so starting off on a high note. I like my Ironlands grim, so the paranoia that might come from this set-up is appropriate, although I will be mindful to keep it as paranoia, lest the game become some sort of coronavirus fable.

Iron

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.

As I’m writing this, I’m in deepest, darkest Manchester – wet and grim is all it was ever going to be…

Legacies

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

I may, later in the project, start to include material from ‘Delve’, the companion game to Ironsworn, so having an excuse for ruins built into the backstory is helpful.

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.

Right, so lets ramp up the paranoia and have the smallest, most isolationist of options available. I see this a little like the finale of Battlestar Galactica, where everyone buggered off away from each other. The settlers fleeing the plague thought it better to survive in the longer term of communities could be easily isolated from any possible outbreak. I haven’t defined the plague yet – I will when its important.

Leaders

Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have acouncil of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide

And it’s all gone downhill from there. Each community has handed over their leadership to the people they believe stands the best chance of protecting them against the plague they left behind, or the dangers of this new land, or the avarice of their neighbours, who only a few generations ago, were allies.

Defence

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.

This one was a simple no brainer – small isolated communites cannot command standing forces, and the ‘Wardens’ option is too much of an easy cop-out.

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.

I am absolutely not a big fan of ‘There is no magic in the world … except for this one special PC who is the last one!’ tropes, but I may well make an exception here and earn myself some more magic along the way

Religion

The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.

You’ve beseeched your gods to save you and your loved ones from this ravaging plague, but despite prayers, quests and increasingly harsh sacrifices, people died in their thousands. I suspect you might well be open to this new land and the strange carvings left by those before the Firstborn, and begin to give them to nod as the New Gods on the Block.

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

Of course, they have. Everyone knows that to be true. Right….right?

Beasts

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

I’ve gone with heavy beasts here, if only to give me some variety in opposition. However, it makes sense that the monsters that inhabited the Ironlands before us, and who have apparently seen off not one but two civilisations beforehand, are not going to be put off by a few fishing boats and a stockade.

Horrors

Nothing but stories to frighten children.

I’m going to ease back on the undead, as I have the tendency to lean towards zombie fun-times and we already have one disease. You never know though, what lies in those hidden Delves!

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Ironsworn

Ironsworn is a tabletop roleplaying game of perilous quests written by Shawn Tomkin. You can read more about the game at ironswornrpg.com

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