TEXT: IRONSWORN
  A TABLETOP RPG 
  OF PERILOUS QUESTS
  A TABLETOP RPG OF 
  PERILOUS QUESTS
  BY SHAWN TOMKIN
  
  Copyright ©2018 Shawn Tomkin.
  The text of this work is licensed under the Creative Commons Attribution-
  NonCommercial-ShareAlike 4.0 International license. For details on licenses 
  and the Ironsworn System Reference Document, visit ironswornrpg.com.
  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.
  PLAYTESTERS 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.
  CONTENTS
  CHAPTER 1: THE BASICS 
  1
  PLAYING IRONSWORN  
   1
  What You Need  
   1
  Mechanics and the Fiction  
   2
  The Setting  
   2
  Iron Vows  
   4
  Your 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 Your Instincts  
   24
  BONDS  
   24
  For Terrie, and the vows we have fulfilled together.
  
  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 Your 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
  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 Your Destination   
   68
  RELATIONSHIP MOVES  
   69
  Compel  
   69
  Sojourn  
   71
  Draw the Circle  
   73
  Forge a Bond  
   74
  Test Your Bond  
   75
  Aid Your Ally  
   76
  Write Your 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
  
  QUEST MOVES  
   98
  Swear an Iron Vow  
   98
  Reach a Milestone  
   100
  Fulfill Your Vow  
   101
  Forsake Your 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
  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
  
  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 Your Own Oracles  
   191
  CHAPTER 7: GAMEPLAY IN DEPTH 
  193
  STARTING YOUR CAMPAIGN  
   193
  Create Your Character  
   193
  Create Your World  
   194
  Mark Your Background Bonds  
   195
  Write Your Background Vow  
   195
  Envision Your Inciting Incident  
   196
  Set the Scene  
   198
  Swear an Iron Vow  
   199
  Next Steps  
   200
  Creating a Quest Outline  
   200
  Campaign Setup Summary  
   202
  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 Your Vow  
   221
  Forging New Bonds  
   222
  Advancing Your 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
  
  PLAYING IRONSWORN
  In the Ironsworn tabletop roleplaying game, you are a hero sworn to 
  undertake perilous quests in the dark fantasy setting of the Ironlands. You 
  will explore untracked wilds, fight desperate battles, forge bonds with isolated 
  communities, and reveal the secrets of this harsh land. Most importantly,  you 
  will swear iron vows and see them fulfilled—no matter the cost.
  To play Ironsworn, you create your character, make some decisions about 
  the world you inhabit, and set the story in motion. When you encounter 
  something dangerous or uncertain, your choices and the dice determine the 
  outcome.
  Ironsworn supports three modes of play.
  • Guided: One or more players take the role of their characters, the 
  protagonists in your story, while a gamemaster (GM) moderates the 
  session. The GM helps bring the world to life, portrays the people and 
  creatures you encounter, and makes decisions about the outcome of your 
  actions.
  • Cooperative (Co-Op): You and one or more friends play together to 
  overcome challenges and complete quests. A GM is not required. The 
  Ironsworn game system will help you explore the dramatic stories of your 
  characters and their fateful vows.
  • Solo: As with cooperative play, no GM is necessary. You portray a lone 
  heroic character in a dangerous world. Good luck!
  Ironsworn is primarily intended for solo and small group play. One 
  to four players (plus a GM in guided mode) is ideal. The characters 
  portrayed by other players are referred to in these rules as your 
  allies.
  WHAT YOU NEED
  If you’re playing solo, just grab some materials and get started. A session can 
  be as long as you like, from a few minutes to a few hours.
  If you’re playing with one or more friends—either guided or co-op—you 
  probably want to dedicate enough time to make some progress in your quests. 
  Plan on a couple of hours or more.
  CHAPTER 1
  THE BASICS
  1
  IRONSWORN
  
  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. You 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. You will play from the 
  perspective of your character. You will interpret actions and events in a way 
  that is consistent with the dramatic, fictional reality you have forged for your 
  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. You 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.
  • 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. You 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.
  You are encouraged to make Ironsworn your own, and to bend the setting 
  to your liking. Your version of the Ironlands will be unique because you’ll 
  define aspects such as the history of your people, magic, mythic beasts, and 
  more. The choices you make will help inspire the personal vows driving your 
  character.
  You 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
  CHAPTER 1  |  THE BASICS
  2
  
  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
  WITS
  HEART
  EDGE
  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
  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). You 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
  You use your character sheet to track your stats, overall condition, and 
  progress in your quests. You 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. You are the 
  protagonist in a rich story. You have hopes and fears, virtues and failings. You 
  have a history. You are, or were, part of a community. This is the fiction of 
  your character. Consider a few of these details as you create your character, 
  but don’t sweat it. You’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.
  As you fulfill 
  vows, you earn 
  experience (page 
  44). You spend 
  experience to gain 
  new assets.
  You have five stats (page 
  33) which represent 
  the core aspects of your 
  character. These are 
  often added as a bonus 
  when you take action.
  You 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.
  Your vows (page 35) 
  are your sacred oaths to 
  complete perilous quests. 
  Each vow has a rank and 
  is managed through a 
  progress track.
  You suffer debilities 
  (page 36) as you 
  face harrowing 
  challenges. Some 
  debilities are 
  temporary and easily 
  mended; others are 
  permanent.
  5
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  4
  
  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. You 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.
  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.
  7
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  6
  
  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)
  3
  4
  8
  ACTION DIE
  CHALLENGE 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. Your 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. You want it to be greater than the individual value of 
  those dice. 
  6
  4
  8
  ACTION SCORE
  COMPARE TO 
  CHALLENGE DICE
    +    2    +    1   =    
    +    2    +    1   =    
  STAT
  ADDS
  ACTION
  SCORE
  3
  6
  There are three possible results for a move. 
  Strong Hit
  Your action score is 
  greater than both the 
  challenge dice. You 
  succeed at what you 
  are trying to do.
  Weak Hit
  Your action score 
  is greater than only 
  one of the challenge 
  dice. You probably 
  succeeded, but with a 
  lesser effect or cost.
  Miss
  Your action score isn’t 
  greater than either 
  of the challenge dice. 
  You 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. Your action score needs to 
  exceed—not equal—the challenge dice to count as a hit.
  5
  5
  =
  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. 
  Greater than 
  NOT greater than
  9
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  8
  
  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.
  You can also let the intensity of your success or failure frame how you interpret 
  a match. Rolling matched 10’s on your challenge dice should prompt you to 
  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). 
  MOMENTUM
  Momentum is a special mechanic which is central to playing Ironsworn. Your 
  momentum value ranges from a -6 to +10 and represents how you are faring 
  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. You can use 
  a paper clip or token to mark the current value.
  When you have positive momentum, things are going your way. You have the 
  advantage. You are in control. Your path is clear. You are properly positioned 
  for success. 
  When you have negative momentum, the tide has turned against you. You 
  face tough odds. You are outmatched. Your 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
  You gain momentum as an outcome or option when making moves. This 
  represents securing advantages, acquiring new insight, and making progress 
  in your quests. If a move tells you to add momentum (phrased as “take +X 
  momentum”), increase your momentum track by the value indicated. The 
  choices you make in a move, or the assets you use to support the move, may 
  modify the amount rewarded.
  In general, taking +1 momentum represents a minor advantage. Taking +2 
  momentum (or more) represents a major advantage.
  LOSING MOMENTUM
  You can lose momentum as a choice when making moves, or as an outcome 
  of a move—particularly on a weak hit or miss. If a move tells you to suffer a 
  specific loss of momentum (phrased as “suffer -X momentum”), you reduce 
  your momentum track by the value indicated. The options you choose in a 
  move, or the assets you leverage, may alter this penalty. 
  10
  CHAPTER 1  |  THE BASICS
  11
  IRONSWORN
  
  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. You 
  roll a 5 and an 8 on your challenge dice. You 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
   TROUBLESOME     DANGEROUS     FORMIDABLE     EXTREME     EPIC 
  VOWS
   TROUBLESOME     DANGEROUS     FORMIDABLE     EXTREME     EPIC 
  BONDS
  8
  CHALLENGE DICE
  5
  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.
  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. You 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.
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  CONDITIONS
   WOUNDED 
   SHAKEN 
   UNPREPARED 
   ENCUMBERED
  DEBILITIES
   TROUBLESOME     DANGEROUS     FORMIDAB
   TROUBLESOME     DANGEROUS     FORMIDAB
  MOMENTUM TRACK
  4
  ACTION DIE
  MINIMUM MOMENTUM
  Your 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.
  You may cancel 
  this die.
  You must cancel 
  this die.
  13
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  12
  
  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
  You will perform specific moves to advance toward your goal. For example, as 
  you travel across perilous lands, you Undertake a Journey and mark progress 
  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.
  • You make good use of your resources: Mark 
  progress.
  • You 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.
  MAX MOMENTUM
  Your max momentum starts at +10, and is reduced by 1 for every marked 
  debility. There’s a spot on your character sheet to record this value. You can’t 
  increase momentum over your max. If you are at your max and a move gives 
  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. Your 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. You (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 
  15
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  14
  
  Whenever you successfully move toward your goal, you partially or fully fill 
  in a box on your progress track. You fill progress boxes with lines—called 
  ticks. A full progress box consists of four ticks in a star-shaped pattern. When 
  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.
  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 Your Vow (page 101). 
  • To end your journey, Reach Your Destination (page 68).
  • To decide the outcome of combat, End the Fight (page 82).
  • When you retire from your life as Ironsworn, Write Your 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).
  16
  CHAPTER 1  |  THE BASICS
  17
  IRONSWORN
  
  PROGRESS ROLLS
  You 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.
  6
  PROGRESS SCORE
  4
  6
  CHALLENGE 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. You 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. 
  HARM
  Harm represents physical damage and fatigue. You 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. You 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. You can recover health through rest and 
  recuperation, using moves such as Heal (page 63), Make Camp (page 64), 
  and Sojourn (page 71).
  19
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  18
  
  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.
  You 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.
  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.
  You 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.
  20
  CHAPTER 1  |  THE BASICS
  PATH
  SLAYER
   
   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.
  21
  IRONSWORN
  
  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.
  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. 
  3
  6
  One of your oracle dice may 
  include tens digits on its faces. If 
  so, you’d read this result as 83.
  You can also use two D10s of 
  different colors, and decide 
  before rolling which represents 
  the tens digit and which is the 
  units. You’d read this result as 36.
  80
  80
  3
  Roll on this 
  table using 
  your oracle dice 
  to generate a 
  result between 
  1 and 100
  You 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 BASICS
  23
  IRONSWORN
  
  MORE RANDOMNESS
  You’ll find a set of random tables in chapter 6 (page 165). These provide 
  inspirational prompts and random results for common situations. You can 
  also use whatever random generators you prefer, including those drawn from 
  another game, online generators, or visual tools such as tarot cards.
  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.
  Your 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. You won’t roll dice 
  for them to determine the outcome of their actions. When you attempt to 
  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. Your supply track 
  (page 34) is an abstract representation of your general readiness, clothes, 
  ammo, food, water, and mundane gear.
  You 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).
  25
  IRONSWORN
  CHAPTER 1  |  THE BASICS
  24
  
  IRONSWORN 
  27
  IRONSWORN 
  27
  THE FLOW OF PLAY
  Like most roleplaying games, you play primarily from the perspective of 
  your character. What are you doing? What are you trying to achieve? What 
  opposition and challenges do you face? Your quests, and the characters and 
  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. You’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. 
  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’ve 
  succeeded. 
  You are in 
  control.
  WEAK 
  HIT
  You’ve made 
  progress, 
  but aren’t in 
  control.
  MISS
  You’ve failed, 
  or encounter 
  a costly turn 
  of events.
  What happens 
  next?
  What do you 
  do next?
  START
  26
  CHAPTER 1  |  THE BASICS
  
  WHAT’S NEXT
  That’s the basics of playing Ironsworn. You’ll see these concepts referenced 
  and expanded throughout this rulebook, but it’s not necessary to read or 
  understand it all before playing. To get started:
  Create your character (page 31). Set your stats, select your 
  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. You 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
  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.
  CHAPTER 1  |  THE BASICS
  28
  
  YOU ARE IRONSWORN
  Others live out their lives hardly venturing beyond the walls of their village or 
  steading, but you are different. Your sworn vows will lead to a life of danger, 
  heroism, and sacrifice at the edge of the known world.
  ENVISION YOUR CHARACTER
  Before you jump into the mechanics of your character, consider their 
  motivations, interests, skills, personality, and weaknesses. It’s fine to start with 
  one or two ideas about your background and goals. You can flesh out your 
  character as you play. 
  BE AWESOME
  Your character is highly competent. You’re smart, brave, and driven. You can 
  hold your own in a fight. When you Swear an Iron Vow, you mean it. 
  You are not without your limitations. You’ll face hardship. You’ll make bad 
  decisions. You will fail. Overcoming those failures, pushing on, is what makes 
  you heroic.
  BE WHO YOU WANT
  The people of the Ironlands are diverse. Communities are formed through 
  shared interests, mutual protection, or strong leadership. Respect is still 
  paid to traditions of the Old World, but Ironlanders largely left behind their 
  cultural divisions when they crossed the vast northern ocean. Even within a 
  single community, you’ll find a fusion of Old World and Ironland influences.
  You can envision your character however you like—unbound by geography, 
  lineage, sexual orientation, and gender. Your character can be inspired directly 
  by a real-world or historical culture, or you might weave a blend of cultural 
  influences into your concept.
  The default setting is human-centric, and these rules do not include specific 
  options to play fantasy races. However, you can adjust to your liking. The 
  mechanics of your character are relatively light and can be themed to support 
  several types of fantasy or historical fiction.
  WHERE TO START?
  You can build your world , build your character, or do both in tandem. If you 
  have a clear idea for your character, start there and build your world around 
  them, as if you’re building a set to suit your actor. If you need inspiration, start 
  with the world. Chapter 4 (page 111) includes prompts for situations and 
  quests to help you envision your character and your place in the Ironlands.
  CHAPTER 2
  YOUR 
  CHARACTER
  31
  IRONSWORN
  
  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
  WITS
  HEART
  EDGE
  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
  HEALTH
  MOMENTUM
  SPIRIT
  ASSETS
  SUPPLY
  DEBILITIES
  VOWS
  CHARACTER BASICS
  NAME
  You 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. 
  HEALTH
  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.
  BONDS
  COMPANION
  HAWK
  Name:
  Your 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
  STORYWEAVER
   
   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. 
  33
  IRONSWORN
  CHAPTER 2  |  YOuR CHARACTER
  32
  
  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.
  SUPPLY
  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). You might also reduce supply as a narrative cost when you face 
  hardships as an outcome of other moves. For example, if you make the Face 
  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. You 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. You 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.
  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. Your character sheet also includes boxes to mark 
  your max momentum and momentum reset. 
  • Your max momentum starts at +10, and is reduced by one for every 
  marked debility.
  • Your 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. You then use a vow progress track to mark when you Reach a Milestone 
  (page 100).
  You 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). You’ll find quest starters 
  in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and 
  Encounters’ (page 133).
  To learn more about your starting vows, see page 195.
  35
  IRONSWORN
  CHAPTER 2  |  YOuR CHARACTER
  34
  
  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.
  You 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, long-
  term, 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.
  CONDITIONS
  • Wounded may be marked when you are at 0 health and fail to Endure 
  Harm (page 91). You 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). You 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). You 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. You 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
  CHAPTER 2  |  YOuR CHARACTER
  36
  
  BANES
  • Maimed may be marked when you are at 0 health and fail to Endure 
  Harm (page 91). You 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). Your experiences have left you emotionally scarred. 
  You 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. You should factor this debility into how you 
  perform moves and how you interact with the world. You may have physical 
  or emotional limitations you must cope with. Your outlook may change. Your 
  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. You might struggle with a new compulsion, quirk, or fear. You 
  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. You 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.
  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. You 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. You can mix-and-match assets as you like—whatever fits your vision 
  for your character and their experiences and goals.
  COMPANIONS
  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:
  Your 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
  IRONSWORN
  CHAPTER 2  |  YOuR CHARACTER
  38
  
  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 Shield-
  Bearer and don’t have a 
  shield at the ready, you can’t 
  use the asset’s abilities.
  PATHS
  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. 
  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. 
  You 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
  You 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.
  PATH
  STORYWEAVER
   
   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. 
  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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  CHAPTER 2  |  YOuR CHARACTER
  40
  
  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. 
  You 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.
  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 COMPANIONS
  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 COMPANIONS
  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
  CHAPTER 2  |  YOuR CHARACTER
  42
  
  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. You’ll also find a Mystic Backlash table on page 189.
  Failing a ritual might also lead to an entirely mundane result. Perhaps you were 
  ambushed in the midst of the ritual. Or, you waste time (suffer -momentum) 
  or resources (suffer -supply). You might choose to save any overt supernatural 
  backlash for special circumstances, such as when you roll a match.
  USING ASSET CARDS
  Booklets of asset cards are available for download at ironswornrpg.com. You 
  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. You 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
  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.
   
  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.
  You can assume you are equipped for travel and adventure as represented by 
  your supply track. Don’t worry about managing rations or ammo or other 
  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.
  45
  IRONSWORN
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  44
  
  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. You must set things right. 
  If you need inspiration for this starting situation, have a look at the prompts 
  for vows in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and 
  Encounters’ (page 133). Or, you can Ask the Oracle (page 107) and interpret 
  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.
  IRONSWORN 
  47
  46
  CHAPTER 2  |  YOuR CHARACTER
  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
  
  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. You are in control. Envision what you do next.
  • Weak hit: When your action score is greater than only one of the 
  challenge dice, it’s a mixed result. You’ve probably succeeded, but with a 
  lesser effect or a cost. The move will describe the outcome or choice you 
  need to make. Control of the situation is slipping away. What happens 
  next?
  • Miss: When your action score isn’t greater than either of the challenge 
  dice, you failed or need to make a serious concession. The move will give 
  you a specific result, or tell you to Pay the Price (page 105). You’ve lost 
  control of the situation. What happens next?
  A progress roll (page 18) is a variation of the action roll used to resolve an 
  extended challenge. When you make a progress move, you won’t roll your 
  action die. Instead, roll the challenge dice and compare to your progress track. 
  Then, check the result for a strong hit, weak hit, or miss.
  Other moves leverage an oracle roll (page 22) to help guide the fiction. 
  You’ll roll two ten-sided dice to generate a number between 1 and 100, and 
  check your result against a table. 
  Some moves don’t use dice at all; don’t roll unless the move tells you to.
  CHAPTER 3
  MOVES
  49
  IRONSWORN
  
  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. You 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. You 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.
  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. You 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. You 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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  IRONSWORN
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  50
  
  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?
  You 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?
  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. You 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.
  52
  CHAPTER 3  |  MOvES
  53
  IRONSWORN
  
  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.
  “You’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.
  “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. “You 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. You’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?” 
  55
  IRONSWORN
  CHAPTER 3  |  MOvES
  54
  
  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. Your 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.
  “COMPANION”
  A companion (page 25) is an NPC asset. 
  “CHOOSE”
  The move will provide a list of options and the number you may select. You 
  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.
  “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. You 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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  “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. You 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).
  “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. You 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. You 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.
  IRONSWORN 
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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.
  • You are delayed, lose advantage, or face a new danger: Suffer -1 
  momentum.
  • You are tired or hurt: Endure Harm (1 harm).
  • You are dispirited or afraid: Endure Stress (1 stress).
  • You 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. You select which stat to 
  roll based on how you address the challenge. 
  A strong hit means you succeed. You 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. You 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. You must Pay the Price. 
  SECURE AN ADVANTAGE
  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. You envision 
  your action and roll + your most relevant stat. This move, however, is proactive 
  rather than reactive. You’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. You knocked your enemy down. You moved into position for an arrow 
  shot. You built your trap. You scouted the best path through the mountains. 
  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. You pushed, and the world pushes 
  back. What happens next?
  A miss means your attempt to gain advantage has backfired. You acted too 
  slowly, presumed too much, or were outwitted or outmatched. Pay the Price. 
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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.
  RESUPPLY
  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. You might also 
  search an area where supplies might be found, such as an abandoned camp 
  or field of battle.
  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. You 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. You 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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  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.
  • You make good use of your resources: Mark progress.
  • You 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. You can Ask the 
  Oracle to determine what happens en route or when you arrive.
  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. You 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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  (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
  You 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. You 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... 
  You do not mark progress on a miss. Instead, you encounter a new danger. You 
  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. 
  You 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 fast-
  forward to a perilous outcome such as losing some provisions during the 
  crossing (suffer -supply). Mix things up, especially on long journeys.
  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.
  Your 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.
  WAYPOINTS
  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.
  You 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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  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. You can’t intimidate 
  your way out of a situation where you are at a clear disadvantage. You 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.
  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. You 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 well-
  positioned 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. You 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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  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.
  You may select an option only once. If you recuperate, you can also apply those 
  benefits to your companions (NPC assets—see page 39). If you Sojourn with 
  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. 
  Your 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. Your 
  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. Your 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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  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. You 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: Your 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. Your 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.
  You setup your foe’s progress track per the Enter the Fray move, but use this 
  move instead of Enter the Fray to begin the fight. You have initiative at the 
  start of combat unless you score a miss or choose the option to grant first 
  strike.
  Duels are usually stopped when one of the duelists surrenders or is clearly 
  defeated. The victor may then make a demand which the loser must abide by. 
  Not complying with this demand means ostracism and shame. If you lose a 
  duel, envision what your opponent demands of you. If you’re unsure, Ask the 
  Oracle. Then, do it or face the narrative cost of your dishonor.
  Duels may also be to the death. If one of the combatants declares their intent 
  to fight to the death, the other must agree or forfeit. 
  allies, only one of you makes this move, but all of you can make your own choices 
  on a strong or weak hit.
  Your 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.
  You 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. You 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. You 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.
  You 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. You are not welcomed. The citizens are 
  hostile to you. Your dark mood alienates you. A perilous event threatens you all. 
  Envision what happens based on your current circumstances, or Ask the Oracle.
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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. Your 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. 
  You 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 
  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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  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 ALLY
  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. You 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.
  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. You 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. 
  You make this move only once—when all your vows are fulfilled or forsaken 
  and you choose to end your character’s adventuring life. For better or worse, 
  the bonds you’ve made will echo through your days. How have you left your 
  mark? Where are you welcomed and where are you shunned? What remains 
  of you when your quests are at an end? 
  This is a progress move. Tally the number of filled boxes on your bonds 
  progress track as your progress score. Only add fully filled boxes (those with 
  four ticks). Then, roll your challenge dice, compare to your progress score, 
  and resolve a strong hit, weak hit, or miss as normal. You may not burn 
  momentum on this roll, and you are not affected by negative momentum.
  Based on the result of this move, envision how you spend the remainder of 
  your days.
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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. You retain initiative.
  On a weak hit, inflict your harm and lose initiative.
  On a miss, your attack fails and you must Pay the Price. Your 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). You 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. You 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. You mark your harm, and your foe has initiative. What do they do 
  next?
  On a miss, you must Pay the Price. Your opponent strikes back and you Endure 
  Harm. You lose position or advantage and suffer -momentum. You face a new 
  or intensified danger. A companion or ally is put in harm’s way. Your weapon 
  is dropped or broken. Let the outcome flow out of the fiction, or roll on the 
  Pay the Price table to see what happens. 
  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 FRAY
  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. You 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. 
  Your 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. You 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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  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. You might face additional harm. Your 
  weapon is broken. Your 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. You struggle to your feet and raise your sword, your eyes hardening 
  with determination. You spur your mount into a desperate charge. You grab 
  your opponent’s blade in your bare hand. You 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.
  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. You have the 
  initiative.
  • You bolster your position: Take +1 momentum.
  • You find an opening: Inflict +1 harm.
  On a weak hit, inflict your harm, but then Pay the Price. Your foe has 
  initiative.
  On a miss, you are outmatched and must Pay the Price. Your 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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  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. 
  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.
  • You are overcome: Endure Stress.
  • Your victory is short-lived: A new danger or foe appears, or an 
  existing danger worsens.
  • You suffer collateral damage: Something of value is lost or 
  broken, or someone important must pay the cost.
  • You’ll pay for it: An objective falls out of reach.
  • Others won’t forget: You are marked for vengeance.
  On a miss, you have lost this fight. Pay the Price.
  End the Fight fulfills your previous moves and the progress you have made in 
  this scene. This is the all-or-nothing moment where the fight is decided. Is 
  your foe defeated? Is your victory a pyrrhic one, and tastes of ash? Does your 
  foe suddenly turn your assumed advantage against you?
  Since this is a progress move, you add the number of filled boxes on your 
  progress track for this foe, whether it’s a single enemy or a pack. This is your 
  progress score. Only add fully filled boxes (those with four ticks). Then, roll 
  your challenge dice, compare to your progress score, and resolve a strong hit, 
  weak hit, or miss as normal. You may not burn momentum on this roll, and 
  you are not affected by negative momentum.
  You can End the Fight only after you score a strong hit on a preceding move. 
  Your setup move can be any action, but should be framed as a decisive 
  maneuver or response, intended to bring the fight to a close.
  If you find yourself struggling against a tide of weak hits and misses, unable to 
  make this move, consider building and then burning momentum to get back 
  control. Use your favored stats and assets to improve your chances. However, 
  keep in mind that End the Fight is not the only way to resolve a combat scene. 
  You can flee. You can give up. You can negotiate or force a surrender. End the 
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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. 
  Your 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.
  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. You 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
  You won’t rely solely on combat moves in a fight. Make other moves as 
  appropriate to the situation, your intent, and the actions of your foes. 
  FACE DANGER (PAGE 60)
  Make this move when you seek to avoid or overcome an obstacle in combat, 
  or when you choose to focus on defense.
  • You 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.
  • You 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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  You’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. Your 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.
  SECURE AN ADVANTAGE (PAGE 61)
  This move is made in combat when you try to gain some leverage, improve 
  your position, or setup another move. For example:
  • You take careful aim before shooting. Secure an Advantage +wits.
  • You perform a sly feint, trying to put your opponent off balance and 
  create an opening. Secure an Advantage +shadow.
  • You 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 (PAGE 69)
  Compel can be used as a shortcut to ending a combat. You 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.
  • You attempt to force your foe to surrender. Compel +iron.
  • You try to surrender, reason or negotiate. Compel +heart.
  • You 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 (PAGE 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.
  You 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.
  SUFFER MOVES (PAGE 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 (PAGE 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. You lose your footing. You drop your weapon. 
  Your shield is shattered. A goal is lost to you. A companion or ally is injured. 
  You are put in a perilous position. A new threat reveals itself.
  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 (PAGE 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. Your actions 
  trigger reactions. Who are you fighting? What do they want? What do they do 
  next? Your 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. You 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. Your 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. You might face story 
  complications or new dangers. 
  You might lose an item. Your 
  relationship with another 
  character might be tested. 
  Keep it fresh and interesting. 
  When in doubt, Ask the 
  Oracle.
  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
  You are dying. You need to Heal within an hour or 
  two, or Face Death.
  21-35
  You 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
  You 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
  You 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. You 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.
  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. You are cast back into the mortal 
  world.
  On a weak hit, choose one.
  • You 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. You may only clear the cursed debility by 
  completing the quest.
  On a miss, you are dead.
  You 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, Ask 
  the Oracle.
  There is also the personage of death to consider. Does death take form, or is 
  it nameless and unknowable? Is it beautiful and welcoming? Sly and full of 
  guile? As grim as the coldest night? On a weak hit, you may decide what death 
  asks of you, which leads to a new quest and the cursed debility (page 38) as 
  you return to the mortal world.
  On a miss, you are dead. Envision what awaits you. You may begin again with 
  a new character in a new version of the Ironlands, or explore your current 
  world and storyline from a new perspective. Perhaps your kin will avenge 
  you?
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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.
  Your 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. 
  You should also Endure Stress and suffer -spirit as appropriate to the fiction 
  when your companion is wounded or dies.
  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
  You are overwhelmed. Face Desolation.
  11-25
  You give up. Forsake Your Vow (if possible, one 
  relevant to your current crisis).
  26-50
  You give in to a fear or compulsion, and act against 
  your better instincts.
  51-00
  You 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. You 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.
  • Your spirit or sanity breaks, but not before you make a noble 
  sacrifice. Envision your final moments.
  • You 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. 
  You 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.
  OUT OF SUPPLY
  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. You must 
  clear progress on a related progress track. You 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.
  • You press on: Suffer -2 momentum, and do what you must to 
  overcome this obstacle.
  • You give up: Forsake Your Vow.
  When you encounter a wrong that must be made right, seek to fulfill a 
  personal ambition, or give your word to serve someone, make this move.
  Fictionally, an iron vow is ceremonial. You touch a piece of iron and speak 
  your vow. Don’t just make the move. Envision how your character enacts the 
  ceremony. What do you do? What do you say? Is this a moment of grudging 
  acceptance or one of fiery determination?
  Set the rank of your quest based on what you know of the challenges you 
  will face, or Ask the Oracle. Higher ranked quests require more effort (both 
  in your narrative and through session-time and focus), but offer greater 
  experience rewards. An epic quest could be the endeavor of a lifetime, while a 
  troublesome quest might be resolved in a few scenes.
  It is not necessary to resolve one vow before swearing another. In fact, the 
  intent of these rules is for your character to run afoul of new situations and 
  get side-tracked with new vows even while attempting to complete a separate 
  quest. This is the life of the Ironsworn.
  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. You aren’t actually able to make 
  progress on the vow until you overcome this initial challenge.
  You 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.
  IRONSWORN 
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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.
  You 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. You need 
  to overcome challenges to Reach a Milestone and mark progress. You can’t 
  (with confidence) Fulfill Your Vow unless you’ve marked progress. You don’t 
  gain experience unless you Fulfill Your Vow. You 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.
  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). You 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.
  • You recommit: Clear all but one filled progress, and raise the 
  quest’s rank by one (if not already epic).
  • You give up: Forsake Your Vow
  Your path leads here. Your foe is defeated. The relic is found. Your training 
  is complete. The village is saved. The beast is killed. The murder is avenged. 
  Your family’s honor is restored. You 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. You 
  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? You 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? You 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. You’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. You suffer -spirit 
  equal to the rank of your quest (troublesome=1; dangerous=2; 
  formidable=3; extreme=4; epic=5).
  Make this move when you decide to abandon a quest, or if circumstances 
  leave your goal seemingly unobtainable.
  For an Ironsworn, realizing you must Forsake Your Vow is a dramatic and 
  disheartening decision. Tradition says the item upon which you swore your 
  vow—your sword, your armor, the iron coin—is discarded. Some clans even 
  believe you must cast away all of your weapons and armor and bear no iron 
  until you redeem yourself.
  Mechanically, you Endure Stress, reducing your spirit track by an amount 
  equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; 
  extreme=4; epic=5). Narratively, you should consider how your failure affects 
  your story and what you do to put yourself back on the proper path. Did you 
  swear this vow in service to others? How does this impact your relationship 
  with them? If your vow was a personal quest, how does this failure force you 
  to rethink the path your life has taken? Where do you go from here?
  If you have abandoned a quest which is central to your character’s motivations, 
  you may decide your life as an Ironsworn is done. If so, Write Your Epilogue 
  to determine your fate.
  ADVANCE
  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.
  IRONSWORN 
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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: You can roll on random tables to generate a result or 
  answer a question.
  • Inspiration: You can use creative prompts, such as those included in the 
  oracles chapter (page 165) to guide your story.
  PAY 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
  You are separated from something or someone.
  17-23
  Your action has an unintended effect.
  24-32
  Something of value is lost or destroyed.
  33-41
  The current situation worsens.
  42-50
  A new danger or foe is revealed.
  51-59
  It causes a delay or puts you at a disadvantage.
  60-68
  It is harmful.
  69-77
  It is stressful.
  78-85
  A surprising development complicates your quest.
  86-90
  It wastes resources.
  91-94
  It forces you to act against your best intentions. 
  95-98
  A friend, companion, or ally is put in harm’s way (or 
  you are, if alone).
  99-00
  Roll twice more on this table. Both results occur. If they 
  are the same result, make it worse.
  This is one of the most common moves in Ironsworn. Make this move when 
  directed to by the outcome of another move, or when the current situation 
  naturally leads to a cost through your choices or actions.
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  First, choose an option as described in the move. You 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. You are not in control. The situation is more complex and dangerous. 
  You 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 
  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.
  Your first instinct is often the right one. If it leapt to mind, it’s probably a good 
  fit for the current situation. But, if your initial impulse doesn’t really excite or 
  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
  You 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?”
  You 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.
  SPARK 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.
  You can also use random generators to help inspire an answer. See chapter 6 
  (page 165) for creative prompts and random results. Or, use your preferred 
  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. 
  Your 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
  You 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. Your 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. You won’t make this move unless you 
  are talking things out and need a random result or a bit of inspiration. Your 
  GM can use this move (or ask you to make it) to help guide the story. 
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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.
  TRAVEL IN THE IRONLANDS
  When traveling through dangerous or unknown areas, make the Undertake a 
  Journey move (page 65). You will set the rank of the journey as appropriate 
  to the fictional circumstances—the distance, region, terrain, threats, and 
  your character’s readiness. You should also consider its importance in your 
  quest. A higher rank means more storyline dedicated to the journey. If you 
  want to move quicker to your destination, give it a lower rank. If this journey 
  represents an important aspect of your character’s story, or you want to create 
  opportunities for interesting events and side quests, give it a higher rank.
  When in doubt, refer to the following for general guidelines, or Ask the Oracle. 
  • Traveling a moderate distance within a single region is Troublesome.
  • Traveling a long distance within a single region, or across rough terrain, 
  is Dangerous.
  • Traveling from one region to another, or across especially challenging 
  terrain, is Formidable.
  • Traveling through multiple regions is Extreme.
  • Traveling from one end of the Ironlands to another, or to a separate land, 
  is Epic.
  Generally, don’t sweat it. Travel should move at the speed of your story. Don’t 
  worry about exact measurements for distance or time. Give your journey a 
  rank appropriate to the circumstances and your story, and make the move to 
  see what happens.
  CHAPTER 4
  YOUR WORLD
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  IRONSWORN
  
  REGIONS OF THE IRONLANDS
  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?
  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
  IRONSWORN 
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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 rune-
  marked 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?
  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?
  IRONSWORN 
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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.
  HAVENS
  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.
  Years 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?
  IRONSWORN 
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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?
  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?
  IRONSWORN 
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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.
  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?
  IRONSWORN 
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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?
  YOUR TRUTHS
  For each category in this section, choose one of the three options and make it 
  true for your version of the Ironlands. Your 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? You 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. You can even select 
  multiple choices within a single category. There are no rules here. Seeming 
  contradictions can be the foundation of interesting stories.
  Your 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. You 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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  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.
  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.
  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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  { 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?
   
  { 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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  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?”
  You can even use these index cards for random events. Need to know where 
  the raiders are headed? Shuffle your index cards, turn them face down, and 
  draw one. 
  Don’t worry about the details here. Not everything you encounter needs to be 
  marked on the map or recorded. Focus on the people and places important to 
  your story. Don’t fuss with distances or exact positioning. There are no extra 
  points awarded for neatness. That said, if you really enjoy detailed maps and 
  recording your journeys, feel free to do so in whatever form works best for 
  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.
  N
  IRONSWORN
  T H E  I R O N L A N D S
  1
  2
  3
  -
  4
  -
  5
  6
  7
  8
  9
  1. Raven’s Bluf               (B)
  Large settlement on a rocky ridge 
  Features: Strong winds; precarious 
  rope bridge
  People: Jilan the Overseer (B)
  Vow: Banish the vengeful Haunt
  3. Cairnhome               
  Lonely fshing village
  Features: Rottng shipwrecks; stacked 
  stones for each of the lost
  People:
  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.
  IRONSWORN 
  131
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  CHAPTER 4  |  YOuR WORld
  
  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. You 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 human-
  centric, ignore any fantastical NPCs. If you want to boost the fantasy in your 
  campaign, you can emphasize the unreal or monstrous. 
  Use what you like. Discard what you don’t. Create what is missing. It’s your 
  world.
  COMPONENTS OF AN NPC
  Because gameplay in Ironsworn is centered on the abilities and actions of your 
  character, NPCs are primarily represented through your fiction rather than 
  mechanics. They don’t have stats, assets, or tracks. Instead, the sample NPCs 
  in this chapter include some broad details to help guide their actions and the 
  threat they pose in combat.
  When you interact with an NPC, envision their personality and motivations. 
  A brutish character leverages their strength, or attempts to bully and 
  intimidate. A sly character acts through manipulation or trickery. A noble 
  character behaves according to their sense of honor. An animal, depending on 
  its disposition, may attack when threatened or may run away. A supernatural 
  being may act with mindless malice and hate for the living, or may have more 
  complex needs. When you are unsure of an NPC’s traits or next action, Ask 
  the Oracle. Then, envision what they do and make moves to aid or oppose 
  them as appropriate.
  CHAPTER 5
  FOES AND 
  ENCOUNTERS
  133
  IRONSWORN
  
  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). You 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.
  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. You 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.
  Your 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. You can do this as you 
  define your world or discover through play. Truths may represent an absolute 
  fact, or merely something the people of your world believe.
  135
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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. You 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. 
  • 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. You 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
  You 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.
  IRONSWORN 
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  136
  
  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?
  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.
  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?
  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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  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? 
  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. You 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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  VAROU
  Rank:
  Dangerous (2 progress per harm; inflicts 2 harm)
  Features:
  • Yellow 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?
  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
  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?
  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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  IRONSWORN
  
  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?
  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?
  IRONSWORN 
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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?
  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?
  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
  • Yellowed 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. 
  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?
  159
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  158
  
  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?
  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?
  IRONSWORN 
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  CHAPTER 5  |  FOES ANd ENCOuNTERS
  160
  
  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?
  IRONSWORN 
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  CHAPTER 5  |  FOES ANd ENCOuNTERS
  162
  
  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). You can use this option (instead of or in addition to the yes/no 
  table) to answer open-ended questions or inspire new situations.
  Rolling a match on a move (page 9) can also trigger opportunities to 
  introduce narrative complications and surprises through random prompts.
  This chapter includes a series of random prompts in the form of tables. You 
  can use these oracle tables to answer questions about your world, drive the 
  narrative, and inspire dramatic events and revelations. Some oracles are 
  for specific, mundane questions to streamline play (“What is the healer’s 
  name?”). Others provide more abstract results which you interpret based on 
  the current situation (“What happens next?”).
  ORACLES IN SOLO AND CO-OP PLAY
  Ironsworn oracles don’t function as a GM simulator. Instead, they leverage 
  the power of your creative interpretation. Ask your question, roll on a table, 
  and consider the answer in the context of your current situation and story. 
  What comes to mind first? Did you think of something which reinforces a 
  dramatic narrative or takes things in an interesting and surprising direction? 
  Does it feel right? If so, make it happen.
  If you follow your instincts while staying open to twists and turns, you will 
  find your game offering many of the same narrative rewards as if you were 
  playing with a GM. In fact, you’ll be surprised how often a seemingly random 
  result seems to feed directly into your character’s story and the world you’ve 
  established through play. This is the power of creative interpretation at work.
  You score a miss on your Undertake a Journey move, and roll “A new 
  danger or foe is revealed” on the Pay the Price table (page 105). You’re 
  not sure what this means in the context of your current journey, and 
  decide to spark an idea to see what happens. You roll on the Action and 
  Theme tables (page 174), and the oracle answers, “Bolster vengeance.” 
  Playing off this prompt, you decide it would be interesting to bring 
  back a particular enemy, one who holds a grudge against you. They’ve 
  gathered allies and are tracking you on your journey.
  CHAPTER 6
  ORACLES
  165
  IRONSWORN
  
  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.
  ORACLES IN GUIDED PLAY
  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.”
  You can also use oracles as a prompt for sharing control of the narrative 
  with your players. Not sure what happens next? Not sure how to answer a 
  character’s question? Roll on an appropriate table, or have a player make the 
  roll, and talk it out with everyone at the table.
  IRONSWORN 
  167
  166
  CHAPTER 6  |  ORAClES
  
  WHEN ANSWERS LEAD TO MORE QUESTIONS
  You 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. You 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.
  You use the Character Goal oracle (page 182) to identify an NPC’s 
  primary motivation. The answer is “Avenge a wrong.” You don’t have 
  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. You 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 (PAGE 174)
  Use this table to inspire a discovery, event, character goal, or situation. A roll 
  on this table can be combined with a Theme (see below) to provide an action 
  and a subject. Then, interpret the result based on the context of the question 
  and your current situation.
  ORACLE 2: THEME (PAGE 175)
  As with the Action oracle, this is an interpretative table which you can use 
  to answer questions or generate new situations. Combined, the Action and 
  Theme tables provide creative prompts suitable for most situations and 
  questions. In fact, with some creative interpretations, it’s entirely possible to 
  play with only these two tables.
  You 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.
  You roll a strong hit, but where do the clues lead? You Ask the Oracle 
  and, roll against the Action and Theme tables. “Leave mysticism,” the 
  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 (PAGE 176)
  Use this oracle when you want to randomly select a region with the Ironlands.
  ORACLE 4: LOCATION (PAGE 176)
  Use this oracle when traveling to generate a point-of-interest or to answer a 
  question about a place where someone or something can be found.
  Your 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.
  You ask, “Where was the traveling mystic bound?”
  The Location oracle answers, “River.” You decide she traveled south 
  from the village aboard a merchant’s boat. 
  IRONSWORN 
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  CHAPTER 6  |  ORAClES
  168
  
  ORACLE 5: COASTAL WATERS LOCATION (PAGE 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 (PAGE 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.
  You travel downriver on a hired boat. You want to add a bit of color 
  to your journey, so you use the Location Description oracle for some 
  detail. It answers, “Inaccessible.”
  You 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 (PAGE 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 (PAGE 
  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.
  ORACLE 9: SETTLEMENT TROUBLE (PAGE 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.
  You 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. You use the Ironlander 
  Settlement Name oracle and roll “A historical event” as the category, 
  and “Firstmeet” from the examples. You decide this village sits on the 
  site of the first encounter between elves and humans.
  You roll a match on your Sojourn move, and opt to trigger a new 
  narrative hook. You 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. You Swear an Iron Vow 
  to help them.
  ORACLE 10: CHARACTER ROLE (PAGE 182)
  Use this oracle to define the background for a character, or to generate a 
  random encounter.
  ORACLE 11: CHARACTER GOAL (PAGE 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 (PAGE 183)
  Use this oracle to help flesh out a character’s personality or physical 
  characteristics. Roll more than once to add additional detail. You can combine 
  all three character oracles (10, 11 and 12), plus a roll on an appropriate name 
  table, to build an outline of an NPC.
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  170
  
  ORACLE 13: IRONLANDER NAMES (PAGE 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.
  You 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? You roll on the 
  character oracles to learn more about him. The Role oracle tells you 
  his background is a “Leader.” The Character Goal oracle tells you his 
  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. 
  You roll for his name and the oracle tells you, “Khulan.”
  ORACLE 14: ELF NAMES (PAGE 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 (PAGE 187)
  Use this oracle for other firstborn characters, including giants, varou, and 
  trolls. 
  ORACLE 16: COMBAT ACTION (PAGE 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.
  You face off against Khulan, the leader of the raiding party. You charge 
  at him, sword swinging. He easily parries the blow, and takes initiative. 
  What does he do next? You 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. “You can do better 
  than that.” 
  You Face Danger to try to resist the taunt...
  ORACLE 17: MYSTIC BACKLASH (PAGE 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 (PAGE 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 (PAGE 190)
  Use this oracle when you want to randomly determine the challenge rank of 
  a quest, journey, or fight.
  173
  IRONSWORN
  CHAPTER 6  |  ORAClES
  172
  
  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
  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
  IRONSWORN
  CHAPTER 6  |  ORAClES
  174
  
  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 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
  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
  IRONSWORN 
  177
  CHAPTER 6  |  ORAClES
  176
  
  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
  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
  IRONSWORN
  CHAPTER 6  |  ORAClES
  178
  
  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
  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
  IRONSWORN
  CHAPTER 6  |  ORAClES
  180
  
  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
  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
  Wary
  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
  Weary
  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
  Young
  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
  IRONSWORN
  CHAPTER 6  |  ORAClES
  182
  
  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
  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
  Yorath
  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
  IRONSWORN
  CHAPTER 6  |  ORAClES
  184
  
  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
  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
  186
  CHAPTER 6  |  ORAClES
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  IRONSWORN
  
  ORACLE 17: MYSTIC BACKLASH
  1-4
  Your ritual has the opposite affect.
  5-8
  You are sapped of strength.
  9-12
  Your friend, ally, or companion is adversely affected.
  13-16
  You destroy an important object.
  17-20
  You inadvertently summon a horror.
  21-24
  You collapse, and drift into a troubled sleep.
  25-28
  You undergo a physical torment which leaves its mark upon 
  you.
  29-32
  You hear ghostly voices whispering of dark portents.
  33-36
  You are lost in shadow, and find yourself in another place 
  without memory of how you got there.
  37-40
  You alert someone or something to your presence.
  41-44
  You are not yourself, and act against a friend, ally, or 
  companion.
  45-48
  You affect or damage your surroundings, causing a disturbance 
  or potential harm.
  49-52
  You waste resources.
  53-56
  You suffer the loss of a sense for several hours.
  57-60
  You lose your connection to magic for a day or so, and cannot 
  perform rituals.
  61-64
  Your ritual affects the target in an unexpected and problematic 
  way.
  65-68
  Your ritual reveals a surprising and troubling truth.
  69-72
  You are tempted by dark powers.
  73-76
  You see a troubling vision of your future.
  77-80
  You can't perform this ritual again until you acquire an 
  important component.
  81-84
  You develop a strange fear or compulsion.
  85-88
  Your ritual causes creatures to exhibit strange or aggressive 
  behavior. 
  89-92
  You are tormented by an apparition from your past.
  93-96
  You are wracked with sudden sickness.
  97-00
  Roll twice more on this table. Both results occur. If they are the 
  same result, make it worse.
  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.
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  IRONSWORN
  
  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
  Your actions benefit an enemy.
  31-35
  Someone returns unexpectedly.
  36-40
  A more dangerous foe is revealed.
  41-45
  You and an enemy share a common goal.
  46-50
  A true identity is revealed.
  51-55
  You are betrayed by someone who was trusted.
  56-60
  You 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
  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. You 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. You 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. Your 
  own story instincts are the most powerful tool in your gaming kit.
  CREATING YOUR OWN ORACLES
  You will find a blank worksheet at ironswornrpg.com to create your own 
  oracle tables. You can make tables which better fit your preferences or support 
  the tone of your game.
  You 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.
  ORACLE 19: CHALLENGE RANK
  1-20
  Troublesome
  21-55
  Dangerous
  56-80
  Formidable
  81-93
  Extreme
  94-00
  Epic
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  STARTING YOUR CAMPAIGN
  An Ironsworn campaign is a series of connected game sessions. You will explore 
  your world and the life of your character as you swear vows and struggle to 
  see them fulfilled. You will journey across the Ironlands, run afoul of troubles, 
  fight fearsome foes, and form bonds with people and communities. Through 
  it all, you make decisions as your character and explore what it means to be 
  Ironsworn in a harsh land.
  To get started on your campaign, follow the steps described in this section.
  CREATE YOUR CHARACTER
  Refer to the character creation summary on page 47. Envision your 
  character, considering their motivations, skills, background, appearance, 
  personality, and connections to the world. Set your stats and pick your assets 
  in whatever order you prefer. Give your character a name.
  If you are playing co-op or guided, talk over your character with the other 
  players and establish your connections to each other. You can shorthand your 
  ideas for now, and flesh them out in play. 
  Feel free to intermix world creation and character creation. The choices 
  you make about your setting may determine the options available to your 
  character. Is magic unknown in this world? If so, you may want to ignore the 
  ritual assets.
  You envision your character. Your family was part of a raider clan. 
  You were born to battle, but left that life behind long ago. Now, you 
  live as a farmer. Your sword, long unused, hangs above the mantle in 
  your modest home. Your armor is stored in a chest at the foot of your 
  bed. Only those closest to you are aware of your former life among 
  the raiders. Others know you for your loyalty to the village and your 
  stubborn determination to help see them through the unforgiving 
  winters. In quiet moments, your dark mood betrays the shadows of 
  your past.
  You set your stats. Your iron is 3, representing your strength, prowess 
  in battle, and fierce resolve. Then, 2 for heart and wits, and 1 for edge 
  and shadow. For your assets, you choose Shield-Bearer and Veteran. 
  You’re not sure about your third asset, so you decide to pick it once you 
  are further along in creating your world and starting situation.  
  Finally, you give your character a name: Saskia
   
  CHAPTER 7
  GAMEPLAY IN 
  DEPTH
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  IRONSWORN
  
  CREATE YOUR WORLD
  If you are playing in the Ironlands or a similar setting, work through the 
  ‘Your 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.
  You 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.
  You roll on the Settlement Name table (page 178), and the oracle 
  answers, “Cinderhome.” You envision the burnt ruins of the former 
  longhouse. It is a place haunted by a long-dead overseer who died in 
  the fire.
  You 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. 
  MARK YOUR BACKGROUND BONDS
  Give yourself up to three bonds (page 36). These bonds may be to a 
  community or an individual. You 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.
  You mark one bond for your home village. You 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.” You give her a name and mark the bond.
  You don’t have any ideas for your third bond, so you keep it in reserve. 
  You can allocate it as you explore your starting situation.
  You 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”). You 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. You 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. You 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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  194
  
  Your 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.
  You 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. You 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. You 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. 
  • 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.
  You pile on the stakes until it feels like an imperative. You must take 
  on this quest.
  IRONSWORN 
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  196
  
  SET THE SCENE
  You have two options for starting play: You 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. Your inciting incident can then serve as an event or threat 
  which you encounter in play during your first session. 
  You want to spend a bit of time exploring your character and your 
  world before you kick things off with your overseer’s sudden illness. 
  Your village is celebrating the spring festival, and you are taking part 
  in a boar hunting competition. You 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.” You start 
  your story at a crucial point. Your 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.
  You can begin with a tense, action-oriented scene as you encounter the 
  problem. Or, you might frame a scene where you Swear an Iron Vow, letting 
  the result of that move trigger what happens next.
  You 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. You 
  draw your sword...
  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? Your 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.
  You envision the scene as you kneel before your overseer. You curl your 
  hands tight around the iron blade of your sword—so tight that you 
  open a cut in your palm. You pay the wound no mind. The blood fuels 
  the promise. “I will see you healed,” you say. “I swear it.”
  You 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. You 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. You, as the player or GM, interpret what this result means. Not 
  sure where to begin? Ask the Oracle. 
  You’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? You Ask the Oracle by rolling on the Action and Theme tables 
  (page 174).
  The oracle answers, “Leave” and “Trade.” What does it mean? Your 
  first instinct is to interpret this answer as having something to do 
  with a trade caravan. Perhaps one left your village on the same day the 
  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?
  Your outline should give you ideas for the scenes and challenges which can 
  be part of your quest, with each major step an opportunity to make the Reach 
  a Milestone move (page 100). However, you should consider it a sketchy, 
  unreliable plan at best. It is like an ancient map with “here there be monsters” 
  written in blank spaces.
  If you are a GM and have some ideas for challenges and events in the quest, 
  make note of them. However, don’t get locked into a specific path which 
  must be followed. Whether you are a GM or a player, leave yourself open to 
  surprises, new ideas, input from others at your table, and the whims of fate. Be 
  prepared to toss even the mostly loosely defined plan out the window. 
  Put simply, play to see what happens.
   
  You consider the steps you’ll take to Fulfill Your Vow. You need to find 
  the caravan, identify the cause of the illness, locate a cure, and return 
  back to Cinderhome to heal the Overseer. You write the milestones 
  down.
  In your outline, you include a note about a healer in the Tanglewood 
  forest. You like the idea of a woodland adventure and a mysterious 
  old herbalist who may want something in exchange for a cure. Your 
  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 fom the herbalist who
         lives deep in the Tanglewood ? )
  4) Return home and deliver the cure
  IRONSWORN 
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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 ‘Your 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. You 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.
  THE MECHANICS AND THE 
  FICTION
  Ironsworn is a game. As such, it uses various mechanics to resolve situations 
  and challenges. You make moves and roll dice. Your 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 story.
  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. 
  You 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.
  1
  2
  3
  4
  5
  6
  7
  8
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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. You 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.
  You envision a quick scene as you return home and gather your gear. 
  There’s no move triggered here. You pack your supplies and don your 
  armor. The mail shirt is heavier than you remember, as if weighed 
  down by dark memories. 
  You stand at the door for a moment. Your hand rests on the hilt of your 
  sword. “A blade never bloodied is a waste of iron,” your mother once 
  told you. You remember her words now, and say a quick prayer that 
  your sword will not be drawn. It has seen enough blood.
  Time is short. You must begin your quest.
  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. You 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. Your actions and the events in 
  your story need to make sense for the characters, the setting, and the fiction 
  you have established through play. Your character’s background, skills, beliefs, 
  goals, and equipment all contribute to the actions you can take and how you 
  envision those actions—even when those elements aren’t defined by a stat or 
  asset. NPCs don’t have detailed mechanical attributes, but are portrayed as 
  appropriate to the characteristics and intent you’ve established through play.
  Fictional framing is your polestar. It helps create a character, a world, and 
  situations which feel authentic and consequential.
  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. You grip 
  your sword, your hands shaking 
  and numb, and Enter the Fray. You 
  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.
  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.
  You 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? You 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. You are attempting to help the overseer, 
  who is a friend. You have sworn an iron vow to do so. Borrowing a 
  horse from her wife doesn’t sound like a situation which is uncertain 
  or risky, and thus wouldn’t require a Compel move.
  You envision this horse, one of the overseer’s mares. It has a buckskin-
  colored hide and a black mane. You 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.” You 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 DIFFICULTY
  You 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. Your chances to score a strong hit, weak 
  hit, or miss are the same.
  So how do you give the leviathan its due as a terrifying, seemingly invulnerable 
  foe? You do it through the fiction.
  If you have sworn a vow to defeat a leviathan, are you armed with a suitable 
  weapon? Punching it won’t work. Even a deadly weapon such as a spear would 
  barely get its attention. Perhaps you undertook a quest to find the Abyssal 
  Harpoon, an artifact from the Old World, carved from the bones of a long-
  dead sea god. This mythic weapon gives you the fictional framing you need 
  to confront the monster, and finding it can count as a milestone on your vow 
  to destroy this beast.
  Even with your weapon at the ready, can you overcome your fears as you stand 
  on the prow of your boat, the water surging beneath you, the gaping maw of 
  the beast just below the surface? Face Danger with +heart to find out.
  The outcome of your move will incorporate the leviathan’s devastating power. 
  Did you score a miss? The beast smashes your boat to kindling. It tries to 
  drag you into the depths. Want to Face Danger by swimming away? You can’t 
  outswim a leviathan. You’ll have to try something else.
  Remember the concepts behind fictional framing. Your readiness and the 
  nature of your challenge may force you to overcome greater dangers and make 
  additional moves. Once you’ve rolled the dice, your fictional framing provides 
  context for the outcome of those moves.
  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. Your 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. 
  You fight with a spear and shield. You Face Danger, ducking under a wild 
  swing of the axe. A strong hit. You have initiative. Next, you Strike, lunging 
  with the spear, and roll a weak hit. You 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. 
  Your 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. You 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. You’re 
  making your way into the mountains. You roll to Undertake a Journey and 
  score a weak hit. You imagine it as a montage. You are moving from dense 
  forest into jagged hills. You rest only once, pausing to eat alongside the banks 
  of a surging river. Your eyes are narrowed and your expression wearied as you 
  scan the difficult terrain ahead.
  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. 
  You set off on your quest. You envision looking back one last time at 
  your village, muttering a prayer to the old gods to keep the overseer 
  alive until you return.
  You make the Undertake a Journey move, giving your journey a rank 
  of dangerous, and roll a strong hit. You mark progress, and take the 
  option to preserve your supply. You zoom out to envision a good first 
  day of travel. You head south along the trade road, which is little more 
  than a muddy path meandering through the low hills. The weather is 
  fair. You catch a nice fat rabbit for dinner.
  You 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.”
  You 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? You make note of this enigmatic vision. It could be 
  an interesting narrative hook to explore later.
  You Undertake a Journey three more times, rolling hits and marking 
  progress. You mostly stay zoomed out, picturing Saskia keeping a 
  resolute pace in pursuit of the caravan. Then, you Make Camp, but 
  score a miss. You 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.” Your 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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  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.
  You 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. 
  MANAGING YOUR QUESTS
  Sworn quests are the narrative engine of your Ironsworn adventures. When 
  you start your campaign, your character has two vows: Your 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. 
  You will undertake perilous journeys, uncover information, gain the support 
  of NPCs, recover important items, and defeat powerful foes. Your 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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  YOUR QUEST
  Each major step 
  forward triggers 
  the Reach a 
  Milestone move.
  Swear an 
  Iron Vow 
  Fulfill 
  Your Vow
  
  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
  Your 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.
  You’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.
  You Ask the Oracle for guidance, rolling on the Action and Theme 
  tables (page 174). The oracle answers, “Surrender vow.”
  You consider the meaning of this response. “Surrender” makes you 
  think of someone ambushing you and demanding your surrender. 
  But what about “vow”? You 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.
  You 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. 
  You envision Saskia spotting their distinctive painted shields. Her 
  breath catches in her throat.
  But, you have no interest in parlaying with these raiders. You step down 
  from your horse. You walk toward them, hands raised. You Secure an 
  Advantage by feigning compliance, putting them at ease, and roll a 
  strong hit. The archers relax their aim.
  You Ask the Oracle: “Do any of them recognize me?” You were the clan 
  leader’s daughter and were well known. You 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. You want to weave together these seemingly 
  unconnected narrative threads. You 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? 
  You make the Reach Your Destination move and score a strong hit. This 
  perilous journey is at an end. You Reach a Milestone and mark progress.
  Back to the scene, you envision Saskia moving closer to the raiders, 
  then drawing her sword in a flash. You Enter the Fray...
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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. You 
  will Swear an Iron Vow, give it a rank, and mark progress as you work to 
  resolve this new vow.
  You 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.
  You defeat the raiders, but it’s a hard-won victory. You are wounded and 
  your shield was shattered. Luckily, you are able to interrogate one of the 
  surviving raiders. You 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.
  You also learn the nature of the poison. It is extracted from a rare plant 
  found only in the heart of the Deep Wilds. Your mother’s schemes have 
  grown more elaborate since you last fought beside her.
  These discoveries are worth another milestone. You Reach a Milestone 
  and mark progress. This gives you a total of four progress on your 
  dangerous vow.
  What next? You 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.
  You decide to gloss over the expedition into the Tanglewood and forgo 
  the Undertake a Journey move. You’ll just put the forest nearby for the 
  purposes of your narrative. You’re familiar with this herbalist, you 
  decide, because she occasionally visits your village to trade.
  You roleplay a scene as you arrive at her ramshackle hut and try to 
  convince her to concoct an antidote for the poison. You envision her as 
  a cantankerous, eccentric woman, unconcerned with your quest. You 
  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. Your choice.”
  You Swear an Iron Vow. There is work to be done...
  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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  UNRELATED QUESTS
  You 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. You 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.
  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. You 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. 
  You’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.
  DELAYED 
  QUEST
  CURRENT
  QUEST
  Fulfill or Forsake Your Vow 
  to resolve your current quest.
  Now you can 
  devote your 
  attention to your 
  delayed quest.
  Swear an 
  Iron Vow
  QUEST A
  QUEST B
  Fulfill or 
  Forsake 
  Your Vow
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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. Your actors need to be 
  in position. Your sets and props need to be in place. The lights come up for 
  the final scene...
  Progress tracks can help you set the pace. If your progress track is filling up 
  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. You Fulfill Your Vow for the “Kill the Brood Mother” quest. 
  This also allows you to Reach a Milestone on your “Save the Overseer” 
  quest as the herbalist concocts an antidote.
  You Undertake a Journey back to Cinderhome. Since this is a return 
  trip, and you don’t want to give it much story focus, you set it as merely 
  troublesome. You are waylaid by a tense encounter with a protective 
  ash bear and her cub, but eventually Reach Your Destination. This final 
  journey also serves as a milestone on your quest. You now have eight 
  boxes marked on your progress track.
  You envision the scene as you rush to the overseer’s bedside. She is as 
  pale as death, her breathing so shallow it can barely be detected. Are 
  you too late? Was this all for nothing? You make the Fulfill Your Vow 
  move to find out.
  You roll the challenge dice. It’s a strong hit. You envision the overseer 
  slowly improving. The color returns to her face. After a time, she wakes. 
  Your vow is fulfilled. You earn 2 experience for the dangerous quest, 
  and 1 bonus experience because of your Banner-Sworn asset.
  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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  Some more examples of connecting assets to your story and vows:
  • You 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. 
  • You find an abandoned village in your travels and discover a forgotten, 
  malnourished Hound. You 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.
  • You 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.
  • You witness a priest perform a miracle, and become a Devotant.
  • You paint your family’s emblem on your shield, singing the songs of your 
  ancestors, and add a new Shield-Bearer ability.
  • You defeat a powerful warrior in ritual combat, and word spreads of your 
  skill as a Duelist.
  • You 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.
  • You swear to recover your family’s ancestral sword from a notorious 
  raider. When you do, you are Blade-Bound.
  • You were maimed in battle, but choose to persevere as one of the Battle-
  Scarred.
  • You have witnessed death and brought it upon others. You have stood 
  at the edge of the shadow lands and seen what lies beyond. This dark 
  knowledge allows you to perform the Communion ritual.
  • You swear loyalty to an ambitious overseer, and become Banner-Sworn.
  • You 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.
  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. 
  You envision the overseer’s wife cutting a braid from her hair and 
  giving it to Saskia, a token of appreciation and respect. You kneel, and 
  apologize that you have nothing to give but your continued service to 
  Cinderhome and the overseer. 
  You make the Forge a Bond move, and roll a miss. Luckily, your 
  successful quest lets you reroll any dice. You roll again, score a strong 
  hit, and mark the bond on your character sheet.
  ADVANCING 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.
  You 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. You 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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  You earned 3 experience on your quest to save the overseer, enough to 
  purchase a new asset. You Advance, and buy a Horse companion. You 
  envision the overseer and her wife giving you Nakata, the horse who 
  saw you through your perilous journeys. 
  Nakata will serve you well. You would like to go back to your simple life 
  as a farmer, but the raider’s plot must be stopped.
  It’s time to face your past.
  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 Your 
  Vow
  Swear an Iron Vow
  You 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 Your Vow 
  and mark 
  experience.
  YES
  YES
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  IRONSWORN
  
  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
  Your sworn vows are the narrative framework of your Ironsworn stories. You 
  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. Your 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. You are 
  flesh and blood. You will fail. You will get hurt. You will make mistakes. 
  You will lose faith. You will act against your better instincts. Make decisions 
  through the flawed perspective of this character.
  You 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 
  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 PLAY
  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. Your 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. You’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 PLAY
  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 APART
  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.
  PLAYING 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. 
  You 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
  You are the guide for your players as they explore the world and the story of 
  their characters. You 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.
  You 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). You can even collaborate with 
  your players to interpret an oracle’s answer.
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  GAMEPLAY OPTIONS
  NUMBER OF PLAYERS
  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. You can divide multiple foes 
  among the characters instead of grouping those foes into packs.
  ADJUSTING THE IMPACT 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 PLAY
  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. You can play in the Ironlands 
  (page 111), or introduce your own setting. Don’t worry about the 
  details. You 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. You 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). You might consider 
  introducing the inciting incident as part of character creation to 
  help determine the relationship between the characters.
  Set the scene. Decide where your adventure starts, and begin play 
  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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  OPPOSING AN ALLY
  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. You and 
  your allies will stand together against the forces which would see your vows 
  unfulfilled. You are working towards shared (or at least complementary) goals.
  That said, situations within the fiction may put you and an ally at odds. Your 
  characters are not perfect. They may try to act rashly in a tense situation. They 
  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 non-
  optimal 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:
  • You 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.
  The opposed Face Danger move provides a simple, fast mechanic for resolving 
  conflicts between player characters. You 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. “You 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.
  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. You 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 WAR
  If you are leading a large force of NPCs into battle, you can use a scene 
  challenge to resolve the outcome. First, consider the makeup of the units on 
  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
  You are nimble, fast, and precise: Edge
  21-40
  You are willful, courageous, and sociable: Heart
  41-60
  You are strong, forceful, and imposing: Iron
  61-80
  You cunning, deceptive, and sneaky: Shadow
  81-00
  You 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. You 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.
  HACKING IRONSWORN
  PLAYING 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. Your 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-than-
  light 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.
  • Your role gives you the fictional framing to act using that role in your 
  story. If you are a scout, you are skilled at finding your way in the wilds 
  and observing the enemy from hiding. If you are a mystic, you can 
  perform rituals. If you are a leader, you can command others. You make 
  moves as normal, but the fictional framing might give you permission to 
  make or avoid specific moves, and affect how you envision your actions.
  • If you like, give your role greater story potential and specificity with an 
  evocative label. You are not just a priest, you are a Wayward Disciple 
  of the Forgotten One. You 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.
  239
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  EXTENDED EXAMPLE OF PLAY
  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
  WITS
  HEART
  EDGE
  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
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  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”). You 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.
  You 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. You 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.
  241
  IRONSWORN
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  240
  
  A JOURNEY INTERRUPTED
  Suddenly, Kuno hears frantic screams from up ahead.
  She spurs her horse on, and rides to the top of a low hill. Before her 
  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, “Yes.”
  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
  5
  7
  ADDS
  3
  5
  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.
  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
  3
  5
  ADDS
  5
  7
  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:
  You 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
  243
  IRONSWORN
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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
  3
  4
  ADDS
  3
  6
  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
  4
  7
  ADDS
  4
  0
  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.
  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
  2
  6
  ADDS
  7
  7
  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.
  245
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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
  5
  8
  ADDS
  2
  4
  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.
   
    +   2   +   1  =
    +   2   +   1  =
  HEART
  1
  4
  ADDS
  1
  7
  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).
  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
  6
  10
  ADDS
  9
  4
  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
  5
  7
  ADDS
  5
  2
  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.
  247
  IRONSWORN
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  I roll to Strike again, hoping to build on my success and add more progress 
  against this foe.
   
    +   2   +   0  =
    +   2   +   0  =
  IRON
  2
  4
  ADDS
  7
  9
  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, “You 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
  3
  5
  ADDS
  3
  0
  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. 
  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
  2
  5
  ADDS
  4
  7
  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
  5
  8
  ADDS
  7
  6
  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...
  249
  IRONSWORN
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  248
  
  Next, Kuno will Strike.
    +   2   +   0  =
    +   2   +   0  =
  IRON
  3
  5
  ADDS
  7
  8
  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.”
  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
  7
  3
  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.
  251
  IRONSWORN
  CHAPTER 7  |  GAMEPlAY IN dEPTH
  250
  
  “Who is captured”, I Ask the Oracle. “Another child?” I give it a 50/50 chance.
  “Yes,” the Oracle responds.
  Some Ironlanders cling to superstition and dark rites as protection against 
  these harsh lands. What if this woman’s child was taken as part of such a 
  ceremony? I envision how these prompts come together, and how they might 
  connect to my current quest. 
  The woman kneels, and coaxes her child out from under the 
  wagon. She gives the girl a hug and a few soft words. Then, she 
  turns back to Kuno. 
  “We live in a steading south of here,” she says. “Sova.”
  Kuno shrugs. She hasn’t heard of it.
  “They raided our home. Took my boy. Took the other men.”
  “Who?”
  “His name is Kenrick,” the woman says. She curses in an Old 
  World tongue and spits on the ground. “It’s him that’s making 
  them do it. He’s gone mad.”
  “Making them do what?”
  “They call it the hunt.” Tears well in the woman’s eyes, but she 
  brushes them away with the back of her hand. Her expression 
  hardens with determination. “They’ll kill my boy. I’ve got to stop 
  them.”
  “Who is Kenrick?” Kuno asks.
  “The overseer of Mournwood.”
  Kuno sighs. Out of the frying pan and into the fire, indeed.
  “We are bound for Mournwood,” Kuno says.
  Snow begins to fall. It’s the first snow of winter, a portent of the 
  grim, cold months ahead. 
  Kuno brings her hand to the iron ring which hangs from a silver 
  chain around her neck. The metal thrums with expectant energy.
  Such is the life of the Ironsworn.
  IRONSWORN 
  253
  CHAPTER 7  |  GAMEPlAY IN dEPTH
  252
  
  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
  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
  255
  
  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
  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
  257
  
  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: textdata/thevault/Ironsworn (PbtA)/Ironsworn - Rulebook-Spreads.pdf