Prologue: Forged
Ironsworn Acutal Play, Session 0
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 Name: The winters are long and bitter. The land was named after a settler’s lament: “Only those made of iron dare live in this foul place.”
The Gods: Most believe the gods long ago abandoned us. Prayers are mumbled out of habit, but they are rarely answered. True magic is lost; only rituals and superstitions remain.
The Danger: We are not at the top of the food chain. Beasts hunt in the reaches, and in the depths of the long-night, horrors lurk. Only fools venture beyond their homes after dark.
The Society
We live in isolated settlements called Circles, ranging from small steadings to larger villages.
Overseers: We have no kings. Each community is led by an Overseer, chosen or affirmed every seventh spring.
Defense: There are no standing armies. When a community is threatened, the people stand together—or they hire a Warden.
The Broken: We are not the first to settle here. Savage, feral people known as “The Broken” are the remnants of a previous migration. They are a grim reminder of what we could become.
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:
The Narrative: The main text reads like a story.
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.

