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Prologue: Forged

Ironsworn Actual Play: Session Zero

The Old World was dying. We had felled the forests, and the crops withered in the barren ground. So we cast our fate to the sea and found the Ironlands. A new world. A fresh start.

But this land does not welcome us.


Ironsworn is a tabletop RPG played solo. There is no Game Master. Instead, the dice, the Oracle, and my imagination dictate the twists and turns of fate. Before we follow Uros Gendrik into the wilds, we must understand the unforgiving truths of his world.

The World

To survive in the Ironlands, one must accept three harsh realities:

The Society

We live in isolated settlements called Circles, ranging from small steadings to larger villages.

The Protagonist

Uros Gendrik is a warden of his village, assigned as a professional beast hunter who patrols the edges of civilization. He is socially competent but guarded, haunted by failures in his past where he couldn’t save those he was sworn to protect.

Stats: Edge: 2 | Heart: 3 | Iron: 4 | Shadow: 3 | Wits: 2
Assets: Sword Master (Combat Talent), Slayer (Path), Wayfinder (Path)
Motivations: Guard World, Abandon Decay, Fortify Pride
Inciting incident: Nature strikes back

How to Read This

I am writing this Actual Play in the style of a serialized novel. My goal is immersion. However, for those interested in the game mechanics, I offer full transparency using a dual-format:

  1. The Narrative: The main text reads like a story.
  2. The Mechanics: Block quotes (like the one below) explain the dice rolls and rules that drove the story in that direction.

Example Move: Face Danger
Roll: Miss. Outcome: The hero fails and pays a price.
Note: You can skip these boxes if you just want to enjoy the fiction.

The wind is howling. It is time to fulfill our vows.

Read Chapter 1: The Plague of Whitefall →


#actual play #games #ironsworn