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Ironsworn Lodestar Expanded Print Friendly

Ironsworn: Lodestar is an expanded reference guide for the Ironsworn RPG, updating and enhancing the original 2019 edition with new content, including move variations, oracle tables, and gameplay tips. This guide serves as a quick reference during gameplay, but players should consult the main rulebooks for comprehensive rules and setting information. The book features contributions from various artists and writers, and is licensed under Creative Commons.

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Szymon Kubala
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© © All Rights Reserved
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0% found this document useful (0 votes)
129 views99 pages

Ironsworn Lodestar Expanded Print Friendly

Ironsworn: Lodestar is an expanded reference guide for the Ironsworn RPG, updating and enhancing the original 2019 edition with new content, including move variations, oracle tables, and gameplay tips. This guide serves as a quick reference during gameplay, but players should consult the main rulebooks for comprehensive rules and setting information. The book features contributions from various artists and writers, and is licensed under Creative Commons.

Uploaded by

Szymon Kubala
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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IRONSWORN

LODESTAR
THE EXPANDED REFERENCE GUIDE
FOR THE IRONSWORN RPG

WRITING AND DESIGN ILLUSTRATED MAP


Shawn Tomkin Damien Mammoliti

ADDITIONAL WRITING, CHARACTER SHEET


PROOFING & EDITING DESIGN & ILLUSTRATION
Matt Click Meishali

COVER ART CONTRIBUTORS


Joshua Meehan Celeste Tavarez Santana,
Alec Sloman, Dayle W,
INTERIOR ART Terrie Click, Jarod Atchley,
Jonah Booth-Remmers, Elizabeth Chance, Kingfisher,
Shawn Tomkin, Jason Young, Joe Blowers,
Vyacheslav Milinchuk Lemunde, Stefano Scaglione,
Marc-André Durocher,
Adrian Giddings, KJ Potter,
Fabian Geisenhof

Copyright ©2025 by Shawn Tomkin


The text of this work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International
license. For license details, visit tomkinpress.com.
Selected icons from game-icons.net by Lorc
and Delapouite under CC BY 3.0.
DriveThruRPG Printer-Friendly Digital Edition: June 2025
INTRODUCTION
WHAT IS THIS? WHAT’S NEW
Ironsworn: Lodestar is a reference Ironsworn: Lodestar updates and
accessory for the Ironsworn tabletop expands the content of the original
roleplaying game. This book includes 2019 edition. This new edition
key content from Ironsworn and its includes:
expansion, Ironsworn: Delve. ✴ An expanded compendium
In addition, this expanded edition of of moves, including the Delve
Lodestar adds move variations, an array expansion
of new and updated oracle tables, and ✴ Move variations and options
additional gameplay tips. ✴ An illustrated map of the Ironlands
This book is meant as a table-ready ✴ Prelude events, a random generator
reference, and does not include the full for character backgrounds
explanations, guidance, and setting info ✴ New and revised Core oracles
of the Ironsworn system. Refer to your ✴ Oracles drawn from the Delve
Ironsworn and Delve rulebooks when expansion, including sites, threats,
you have a question not answered by and monstrosities
the reference guide. ✴ Expanded Settlement oracles
For more Ironsworn products and free ✴ Expanded Character oracles
downloads, visit tomkinpress.com. ✴ Expanded Location oracles
Thank you for your support! ✴ New oracle tables for combat scenes,
mystic effects, and more
SECTION 1 / PAGE 4
MOVES
Collects the complete set of moves from
COMPENDIUM Ironsworn and the Delve expansion, plus
additional advice and options. Use this
section as a handy reference during play.

SECTION 2 / PAGE 26
GAMEPLAY
Includes setting info, an outline of
CODEX procedures for getting started, inspirational
events for character backgrounds, a rules
summary, and a glossary of game terms.
Use this section when kicking off a new
campaign, or if you have a rules question.

SECTION 3 / PAGE 48
ORACLE
Gathers the oracle tables from Ironsworn and
OMNIBUS Delve, plus expanded oracles for locations,
people, settlements, and more. Use this
section to help answer questions and reveal
new aspects of the world.
SECTION 1

MOVES
COMPENDIUM

4
MOVES INDEX 6

ADVENTURE MOVES 8

JOURNEY MOVES 10

SCENE CHALLENGE MOVES 11

QUEST MOVES 12

FATE MOVES 13

RELATIONSHIP MOVES 14

COMBAT MOVES 16

SUFFER MOVES 18

DELVE MOVES 20

FAILURE MOVES 23

THREAT MOVES 24

RARITY MOVES 25

5
MOVES C OMP END I UM
Move Category Page References
Advance Quest 12 / Ironsworn 103
Advance a Threat Threat 24 / Delve 154–157
Aid Your Ally Relationship 14 / Ironsworn 76–77
Ask the Oracle Fate 13 / Ironsworn 107–109
Battle Combat 17 / Ironsworn 84–85
Begin the Scene Scene Challenge 11 / Ironsworn 234–235
Check Your Gear Adventure 9 / Delve 38–39
Clash Combat 16 / Ironsworn 80
Companion Endure Harm Suffer 18 / Ironsworn 94
Compel Relationship 14 / Ironsworn 69–70
Delve the Depths Delve 20 / Delve 21–29
MOVES I ND EX

Discover a Site Delve 20 / Delve 4–20


Draw the Circle Relationship 15 / Ironsworn 73
End the Fight* Combat 17 / Ironsworn 82–83
Endure Harm Suffer 18 / Ironsworn 91–92
Endure Stress Suffer 19 / Ironsworn 95–96
Enter the Fray Combat 16 / Ironsworn 78–79
Escape the Depths Delve 22 / Delve 42–43
Face a Setback Suffer 19 / Ironsworn 97
Face Danger Adventure 8 / Ironsworn 60
Face Danger (SC Mode) Scene Challenge 11 / Ironsworn 234–235
Face Death Suffer 18 / Ironsworn 93
Face Desolation Suffer 19 / Ironsworn 96
Find an Opportunity Delve 21 / Delve 30–33
Finish the Scene* Scene Challenge 11 / Ironsworn 234–235
Forge a Bond Relationship 15 / Ironsworn 74–75
Follow a Path Journey 10 / Bonus move
Forsake Your Vow Quest 12 / Ironsworn 102
Fulfill Your Vow* Quest 12 / Ironsworn 101–102
Gain a Rarity Rarity 25 / Delve 172–175
Gather Information Adventure 9 / Ironsworn 62
Heal Adventure 9 / Ironsworn 63
Learn From Your Failures* Failure 23 / Delve 58–59
Locate Your Objective* Delve 22 / Delve 40–41
6
MOVES C OMP END I UM
Move Category Page References
Make Camp Adventure 9 / Ironsworn 64
Mark Your Failure Failure 23 / Delve 58
Out of Supply Suffer 19 / Ironsworn 97
Pay the Price Fate 13 / Ironsworn 105–107
Reach a Milestone Quest 12 / Ironsworn 100
Reach Your Destination* Journey 10 / Ironsworn 68
Reveal a Danger Delve 21 / Delve 34–37
Resupply Adventure 9 / Ironsworn 63–64
Secure an Advantage Adventure 8 / Ironsworn 61
Secure an Advantage (SC Mode) Scene Challenge 11 / Ironsworn 234–235
Sojourn Relationship 14 / Ironsworn 71–72

MOVES I ND EX
Strike Combat 16 / Ironsworn 79
Swear an Iron Vow Quest 12 / Ironsworn 98–99
Take a Hiatus Threat 24 / Delve 158
Test Your Bond Relationship 15 / Ironsworn 75–76
Turn the Tide Combat 17 / Ironsworn 81
Undertake a Journey Journey 10 / Ironsworn 65–67
Wield a Rarity Rarity 25 / Delve 176–179
Write Your Epilogue* Relationship 15 / Ironsworn 77

INVOKING MOVES
Move names are italicized when referenced by another move.

MAKING PROGRESS MOVES


Progress moves represent your attempt to act decisively to resolve a challenge or
quest. They are marked in this index with an asterisk (*). When you make a progress
move, roll the challenge dice and compare to your progress track. You cannot burn
momentum on a progress move, and asset abilities do not contribute to a progress
move unless specifically called out.

PAYING THE PRICE


When you suffer a cost on a move, you usually see a prompt to Pay the Price. This is
a special move that lets you pick a likely negative outcome, roll on a table to see what
happens, or use some other random prompt.
A costly outcome can involve a narrative consequence that complicates things for
your character, or a combination of a narrative and mechanical cost. Depending on
the situation, a negative outcome might be framed as a result of an error or misstep,
or as an external event you had no control over.
Be mindful of pacing. Start with lesser consequences appropriate to the situation,
and apply escalating danger and hardships if the failures stack up. 7
FACE DANGER SECURE AN ADVANTAGE
MOVES C OMP END I UM

When you attempt something risky When you assess a situation, make
or react to an imminent threat, preparations, or attempt to gain
envision your action and roll. If you leverage, envision your action and roll.
act… If you act…
✴ With speed, agility, or precision: ✴ With speed, agility, or precision:
Roll +edge. Roll +edge.
✴ With charm, loyalty, or courage: ✴ With charm, loyalty, or courage:
Roll +heart. Roll +heart.
✴ With aggressive action, forceful ✴ With aggressive action, forceful
defense, strength, or endurance: defense, strength, or endurance:
Roll +iron. Roll +iron.
✴ With deception, stealth, or trickery: ✴ With deception, stealth, or trickery:
Roll +shadow. Roll +shadow.
✴ With expertise, insight, or ✴ With expertise, insight, or
observation: Roll +wits. observation: Roll +wits.
A DVENTURE MOVES

On a strong hit, you are successful. On a strong hit, you gain advantage.
Take +1 momentum. Choose one.
On a weak hit, you succeed, but face a ✴ Take control: Make another move
troublesome cost. Choose one. now (not a progress move), and
add +1.
✴ You are delayed, lose advantage,
or face a new danger: Suffer –1 ✴ Prepare to act: Take +2 momentum.
momentum. On a weak hit, your advantage is short-
✴ You are tired or hurt: Endure Harm lived. Take +1 momentum.
(1 harm). On a miss, you fail or your
✴ You are dispirited or afraid: Endure assumptions betray you. Pay the Price.
Stress (1 stress).
✴ You sacrifice resources: Suffer
–1 supply.
If you prefer the more robust
2
On a miss, you fail, or a momentary Starforged version of Secure an
success is undermined by a dire turn of Advantage, take this result on a hit.
events. Pay the Price.
On a strong hit, take both. On a
weak hit, choose one.
✴ Take +2 momentum
✴ Add +1 on your next move (not
a progress move)

8
GATHER INFORMATION HEAL

MOVES C OMP END I UM


When you search an area, ask When you treat an injury or ailment,
questions, conduct an investigation, roll +wits. If you are mending your own
or follow a track, roll +wits. If you act wounds, roll +wits or +iron, whichever
within a community or ask questions of is lower.
a person with whom you share a bond, On a strong hit, your care is helpful. If
add +1. you (or the ally under your care) have
On a strong hit, you discover the wounded condition, you may clear
something helpful and specific. The it. Then, take or give up to +2 health.
path you must follow or action you On a weak hit, as above, but you must
must take to make progress is made suffer –1 supply or –1 momentum
clear. Envision what you learn (Ask (your choice).
the Oracle if unsure), and take +2
momentum. On a miss, your aid is ineffective.
Pay the Price.
On a weak hit, the information
complicates your quest or introduces

A DVENTURE MOVES
RESUPPLY
a new danger. Envision what you
discover (Ask the Oracle if unsure), and When you hunt, forage, or scavenge,
take +1 momentum. roll +wits.
On a miss, your investigation unearths On a strong hit, you bolster your
a dire threat or reveals an unwelcome resources. Take +2 supply.
truth that undermines your quest. On a weak hit, take up to +2 supply,
Pay the Price. but suffer –1 momentum for each.

MAKE CAMP On a miss, you find nothing helpful.


Pay the Price.
When you rest and recover for
several hours in the wild, roll +supply. CHECK YOUR GEAR
On a strong hit, you and your allies When you check for a specific
may each choose two. On a weak hit, helpful item, and you have at least 1
choose one. supply, roll +supply.
✴ Recuperate: Take +1 health for you On a strong hit, you have it. Take
and any companions. +1 momentum.
✴ Partake: Suffer –1 supply and take +1
health for you and any companions. On a weak hit, you have it, but your
resources are diminished. Take +1
✴ Relax: Take +1 spirit.
momentum and suffer –1 supply.
✴ Focus: Take +1 momentum.
✴ Prepare: When you break camp, add On a miss, you don’t have it and the
+1 if you Undertake a Journey. situation worsens. Pay the Price.
On a miss, you take no comfort.
Pay the Price.

9
UNDERTAKE A JOURNEY REACH YOUR DESTINATION
MOVES C OMP END I UM

When you travel across hazardous Progress Move


or unfamiliar lands, set the rank When your journey comes to an end,
of your journey. roll the challenge dice and compare to
✴ Troublesome journey: 3 progress your progress. Momentum is ignored
per waypoint. on this roll.
✴ Dangerous journey: 2 progress On a strong hit, the situation at your
per waypoint. destination favors you. Choose one.
✴ Formidable journey: 1 progress ✴ Make another move now (not a
per waypoint. progress move), and add +1.
✴ Extreme journey: 2 ticks per ✴ Take +1 momentum.
waypoint.
✴ Epic journey: 1 tick per waypoint. On a weak hit, you arrive but face an
unforeseen hazard or complication.
Then, for each segment of your Envision what you find (Ask the Oracle
journey, roll +wits. If you are setting if unsure).
off from a community with which you
J OUR NEY MOVES

share a bond, add +1 to your initial roll. On a miss, you have gone hopelessly
astray, your objective is lost to you,
On a strong hit, you reach a waypoint. or you were misled about your
If the waypoint is unknown to you, destination. If your journey continues,
envision it (Ask the Oracle if unsure). clear all but one filled progress, and
Then, choose one. raise the journey’s rank by one (if not
✴ You make good use of your already epic).
resources: Mark progress.
✴ You move at speed: Mark progress FOLLOW A PATH
and take +1 momentum, but suffer When you journey along a known
–1 supply. route, and one day blends into the next,
On a weak hit, you reach a waypoint roll +supply.
and mark progress, but suffer –1 supply. On a strong hit, you reach your
On a miss, you are waylaid by a destination and the situation favors
perilous event. Pay the Price. you. Take +1 momentum.

Follow a Path is a bonus move


2 On a weak hit, you complete the
journey, but face a cost or complication.
for this guide. It is adapted from the Choose one or more.
Set a Course move in Starforged— ✴ You took longer than expected.
which itself is adapted from the ✴ You pressed on through pain,
Escape the Depths move in Delve. sickness, or weariness: Endure Harm.
Follow a Path resolves a journey ✴ You suffered under the burden of
across familiar lands in one roll. foul weather, worries, or fearful
Make this move to give your travels locations: Endure Stress.
uncertainty and risk, but not the ✴ You wasted resources.
full focus of a usual journey. In ✴ You face a complication or hazard at
particular, it is useful for resolving the destination. Envision what you
the return leg of a round trip. find (Ask the Oracle if unsure).
When traveling with allies, let each On a miss, you are waylaid by a dire
member of the company suffer threat, and must Pay the Price. If you
one or more weak hit costs as overcome this obstacle, you may push
appropriate. Such are the hardships on safely to your destination.
10 of the road.
BEGIN THE SCENE SECURE AN ADVANTAGE

MOVES C OMP END I UM


When you face an extended or Scene Challenge Mode
complex challenge, name your When you assess a situation, make
objective and choose a rank as preparations, or attempt to gain
appropriate to the situation. leverage within a scene challenge,
✴ You have a clear advantage: envision your action and roll. If
Troublesome. you act…
✴ You are ready to act: Dangerous. ✴ With speed, agility, or precision:
✴ You are unprepared or outmatched: Roll +edge.
Formidable. ✴ With charm, loyalty, or courage:
Then, activate a four-segment Roll +heart.
countdown track and Face Danger or ✴ With aggressive action, forceful
Secure an Advantage to take action. defense, strength, or endurance:
Roll +iron.
FACE DANGER ✴ With deception, stealth, or trickery:
Roll +shadow.

S CENE CHALLENGE MOVES


Scene Challenge Mode
✴ With expertise, insight, or
When you attempt something risky observation: Roll +wits.
or react to an imminent threat
within a scene challenge, envision On a strong hit, take both. On a strong
your action and roll. If you act… hit with a match, take both and mark
progress. On a weak hit, choose one.
✴ With speed, agility, or precision:
Roll +edge. ✴ Take +2 momentum
✴ With charm, loyalty, or courage: ✴ Add +1 on your next move (not a
Roll +heart. progress move)
✴ With aggressive action, forceful On a miss, you fail or your assumptions
defense, strength, or endurance: betray you. Mark a countdown segment
Roll +iron. and Pay the Price. On a miss with a
✴ With deception, stealth, or trickery: match, mark two segments and Pay
Roll +shadow. the Price.
✴ With expertise, insight, or
observation: Roll +wits. FINISH THE SCENE
On a strong hit, you are successful and Progress Move
mark progress. On a strong hit with a When the scene challenge
match, mark progress twice. countdown track or progress track
On a weak hit, you are successful and is filled, or when events lead to the
mark progress, but also encounter scene’s conclusion, roll the challenge
a complication or setback. Envision dice and compare to your progress.
what occurs and mark a countdown On a strong hit, you achieve your
segment. objective unconditionally.
On a miss, you fail, or a momentary On a weak hit, you succeed, but not
success is undermined by a dramatic without cost. You must Pay the Price.
turn of events. Mark a countdown Make this a minor cost relative to the
segment and Pay the Price. On a miss scope of the scene.
with a match, mark two segments and
On a miss, you fail or are undermined
Pay the Price.
by a dire turn of events. Pay the Price.

The scene challenge moves


2
are adapted from Starforged. 11
SWEAR AN IRON VOW FULFILL YOUR VOW
MOVES C OMP END I UM

When you swear upon iron to Progress Move


complete a quest, write your vow and When you achieve what you believe
give the quest a rank. Then, roll +heart. to be the fulfillment of your vow,
If you make this vow to a person or roll the challenge dice and compare to
community with whom you share a your progress. Momentum is ignored
bond, add +1. on this roll.
On a strong hit, you are emboldened On a strong hit, your quest
and it is clear what you must do next is complete. Mark experience
(Ask the Oracle if unsure). Take (troublesome=1; dangerous=2;
+2 momentum. formidable=3; extreme=4; epic=5).
On a weak hit, you are determined but On a weak hit, there is more to be
begin your quest with more questions done or you realize the truth of your
than answers. Take +1 momentum, and quest. Envision what you discover
envision what you do to find a (Ask the Oracle if unsure). Then,
path forward. mark experience (troublesome=0;
QUEST MOVES

On a miss, you face a significant dangerous=1; formidable=2;


obstacle before you can begin your extreme=3; epic=4). You may Swear an
quest. Envision what stands in your Iron Vow to set things right. If you do,
way (Ask the Oracle if unsure), and add +1.
choose one. On a miss, your quest is undone.
✴ You press on: Suffer –2 momentum, Envision what happens (Ask the Oracle
and do what you must to overcome if unsure), and choose one.
this obstacle. ✴ You recommit: Clear all but one
✴ You give up: Forsake Your Vow. filled progress, and raise the quest’s
rank by one (if not already epic).
REACH A MILESTONE ✴ You give up: Forsake Your Vow.
When you make significant progress
in your quest by doing any of the FORSAKE YOUR VOW
following… When you renounce your quest,
✴ overcoming a critical obstacle betray your promise, or the goal is
✴ completing a perilous journey lost to you, clear the vow and Endure
✴ solving a complex mystery Stress. You suffer -spirit equal to the
✴ defeating a powerful threat rank of your quest (troublesome=1;
✴ gaining vital support dangerous=2; formidable=3;
✴ acquiring a crucial item extreme=4; epic=5).

…you may mark progress per the rank If the vow was made to a person or
of the vow. community with whom you share a
bond, Test Your Bond when you
✴ Troublesome quest: Mark 3 progress. next meet.
✴ Dangerous quest: Mark 2 progress.
✴ Formidable quest: Mark 1 progress. ADVANCE
✴ Extreme quest: Mark 2 ticks. When you focus on your skills,
✴ Epic quest: Mark 1 tick. receive training, find inspiration,

For improved readability, the


2 earn a reward, or gain a companion,
you may spend 3 experience to add a
Reach a Milestone move is formatted new asset, or 2 experience to upgrade
similarly to the Starforged version. an asset.
12
PAY THE PRICE

MOVES C OMP END I UM


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 Price
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).
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.

FAT E MOVES
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.
69–76 It is stressful.
77–85 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).
99–100 Roll twice more on this table. Both results occur. If they are the same
result, make it worse.

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 The answer is
answer based on the most interesting Odds yes if you roll…
and obvious result.
Almost Certain 11 or greater
✴ Ask a yes/no question: Decide the
odds of a ‘yes’, and roll on the table to Likely 26 or greater
check the answer. 50/50 51 or greater
✴ Pick two: Envision two options. Rate Unlikely 76 or greater
one as ‘likely’, and roll on the table to
see if it is true. If not, it is the other. Small Chance 91 or greater
✴ Spark an idea: Brainstorm or use a On a match, an extreme result or twist
random prompt. has occurred.

13
COMPEL SOJOURN
MOVES C OMP END I UM

When you attempt to persuade When you spend time in a


someone to do something, envision community seeking assistance, roll
your approach and roll. If you… +heart. If you share a bond, add +1.
✴ Charm, pacify, barter, or convince: On a strong hit, you and your allies
Roll +heart (add +1 if you share may each choose two from within
a bond). the categories below. On a weak hit,
✴ Threaten or incite: Roll +iron. choose one. If you share a bond, choose
✴ Lie or swindle: Roll +shadow. one more.
On a strong hit, they’ll do what you On a hit, you and your allies may each
want or share what they know. Take +1 focus on one of your chosen recover
momentum. If you use this exchange actions and roll +heart again. If you
to Gather Information, make that move share a bond, add +1. On a strong
now and add +1. hit, take +2 more for that action. On a
weak hit, take +1 more. On a miss, it
On a weak hit, as above, but they ask
goes badly and you lose all benefits for
R ELATI ONS HI P MOVES

something of you in return. Envision


that action.
what they want (Ask the Oracle
if unsure). Clear a Condition
On a miss, they refuse or make a ✴ Mend: Clear a wounded debility and
demand which costs you greatly. take +1 health.
Pay the Price. ✴ Hearten: Clear a shaken debility and
take +1 spirit.
AID YOUR ALLY ✴ Equip: Clear an unprepared debility
When you Secure an Advantage in and take +1 supply.
direct support of an ally, and score
a hit, they (instead of you) can take Recover
the benefits of the move. If you are in ✴ Recuperate: Take +2 health for
combat and score a strong hit, you and yourself and any companions.
your ally have initiative. ✴ 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.

14
FORGE A BOND DRAW THE CIRCLE

MOVES C OMP END I UM


When you spend significant time When you challenge someone to a
with a person or community, stand formal duel, or accept a challenge,
together to face hardships, or make roll +heart. If you share a bond with
sacrifices for their cause, you can this community, add +1.
attempt to create a bond. When you do, On a strong hit, take +1 momentum.
roll +heart. If you make this move after You may also choose up to two boasts
you successfully Fulfill Your Vow to and take +1 momentum for each.
their benefit, you may reroll any dice.
On a weak hit, you may choose one
On a strong hit, make note of the boast in exchange for +1 momentum.
bond, mark a tick on your bond
progress track, and choose one. ✴ Grant first strike: Your foe has
initiative.
✴ Take +1 spirit.
✴ Bare yourself: Take no benefit of
✴ Take +2 momentum. armor or shield; your foe’s harm is +1.
On a weak hit, they ask something ✴ Hold no iron: Take no benefit of

R ELATI ONS HI P MOVES


more of you first. Envision what it is weapons; your harm is 1.
(Ask the Oracle if unsure), do it (or ✴ Bloody yourself: Endure Harm
Swear an Iron Vow), and mark the (1 harm).
bond. If you refuse or fail, Pay the Price. ✴ To the death: One way or another,
On a miss, they reject you. Pay the Price. this fight must end with death.
On a miss, you begin the duel at a
TEST YOUR BOND disadvantage. Your foe has initiative.
When your bond is tested through Pay the Price.
conflict, betrayal, or circumstance, Then, make moves to resolve the fight.
roll +heart. If you are the victor, you may make a
On a strong hit, this test has lawful demand, and your opponent
strengthened your bond. Choose one. must comply or forfeit their honor and
✴ Take +1 spirit. standing. If you refuse the challenge,
surrender, or are defeated, they make a
✴ Take +2 momentum.
demand of you.
On a weak hit, your bond is fragile and
you must prove your loyalty. Envision WRITE YOUR EPILOGUE
what they ask of you (Ask the Oracle Progress Move
if unsure), and do it (or Swear an Iron
Vow). If you refuse or fail, clear the When you retire from your life as
bond and Pay the Price. Ironsworn, envision two things: What
you hope for, and what you fear. Then,
On a miss, or if you have no interest in roll the challenge dice and compare to
maintaining this relationship, clear the your bonds. Momentum is ignored on
bond and Pay the Price. 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. 15
ENTER THE FRAY MANAGING INITIATIVE
MOVES C OMP END I UM

When you enter into combat, set the ✴ When you score a strong hit
rank of each of your foes. on any move, you take or
✴ Troublesome foe: 3 progress per retain initiative.
harm; inflicts 1 harm. ✴ When you score a weak hit
✴ Dangerous foe: 2 progress per harm; or miss on any move, you lose
inflicts 2 harm. initiative to your foe.
✴ Formidable foe: 1 progress per harm; When you have initiative, make
inflicts 3 harm. proactive moves:
✴ Extreme foe: 2 ticks per harm; ✴ Strike to attack.
inflicts 4 harm. ✴ Secure an Advantage to outwit or
✴ Epic foe: 1 tick per harm; inflicts outmaneuver your foe, or to setup
5 harm. another move.
Then, roll to determine who is in ✴ Face Danger to overcome an
control. If you are… obstacle or escape.
✴ Aid Your Ally to bolster a PC ally.
COMBAT MOVES

✴ Facing off against your foe:


Roll +heart. ✴ Compel to force your foe to agree
✴ Moving into position against an to your demands.
unaware foe, or striking without ✴ End the Fight to finish the fight
warning: Roll +shadow. against this foe.
✴ Ambushed: Roll +wits.
When you lose initiative to your
On a strong hit, take +2 momentum. foe, make reactive moves:
You have initiative. ✴ Clash to fight back.
On a weak hit, choose one. ✴ Face Danger to focus on defense,
✴ Bolster your position: Take +2 overcome an obstacle, or flee.
momentum. ✴ Compel to offer your surrender.
✴ Prepare to act: Take initiative. ✴ Turn the Tide (once per fight) to
steal initiative.
On a miss, combat begins with you at a
disadvantage. Pay the Price. Your foe
has initiative.

STRIKE CLASH
When you have initiative and attack When your foe has initiative and you
in close quarters, roll +iron. When fight with them in close quarters, roll
you have initiative and attack at range, +iron. When you exchange a volley at
roll +edge. range, or shoot at an advancing foe,
roll +edge.
On a strong hit, inflict +1 harm. You
retain initiative. On a strong hit, inflict your harm and
choose one. You have the initiative.
On a weak hit, inflict your harm and
lose initiative. ✴ You bolster your position: Take +1
momentum.
On a miss, your attack fails and ✴ You find an opening: Inflict +1 harm.
you must Pay the Price. Your foe
has initiative. 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.
16
TURN THE TIDE END THE FIGHT

MOVES C OMP END I UM


Once per fight, when you risk it all, Progress Move
you may steal initiative from your foe When you make a move to take
to make a move (not a progress move). decisive action, and score a strong
When you do, add +1 and take +1 hit, you may resolve the outcome of
momentum on a hit. this fight. If you do, roll the challenge
If you fail to score a hit on that move, dice and compare to your progress.
you must suffer a dire outcome. Pay Momentum is ignored on this roll.
the Price. On a strong hit, this foe is no longer in
the fight. They are killed, out of action,
BATTLE flee, or surrender as appropriate to
When you fight a battle, and it the situation and your intent (Ask the
happens in a blur, envision your Oracle if unsure).
objective and roll. If you primarily… On a weak hit, as above, but you must
✴ Fight at range, or using your speed also choose one.
and the terrain to your advantage:

COMBAT MOVES
✴ It’s worse than you thought:
Roll +edge. Endure Harm.
✴ Fight depending on your courage, ✴ You are overcome: Endure Stress.
allies, or companions: Roll +heart.
✴ Your victory is short-lived: A new
✴ Fight in close to overpower your danger or foe appears, or an existing
opponents: Roll +iron. danger worsens.
✴ Fight using trickery to befuddle your ✴ You suffer collateral damage:
opponents: Roll +shadow. Something of value is lost or broken,
✴ Fight using careful tactics to or someone important must pay
outsmart your opponents: Roll +wits. the cost.
On a strong hit, you achieve your ✴ You’ll pay for it: An objective falls
objective unconditionally. Take out of reach.
+2 momentum. ✴ Others won’t forget: You are marked
for vengeance.
On a weak hit, you achieve your
objective, but not without cost. On a miss, you have lost this fight. Pay
Pay the Price. the Price.
On a miss, you are defeated and the
objective is lost to you. Pay the Price. For an alternate End the Fight
2
with the flexibility of the Starforged
move, replace the trigger with the
following. With This change, you
may make the progress roll without
a strong hit on a preceding move—
but at greater risk of failure.

When you take decisive action


to resolve the outcome of this
fight, roll the challenge dice
and compare to your progress.
Momentum is ignored on this roll.
If you do not have initiative, count
a strong hit as a weak hit, and a
weak hit as a miss.
17
ENDURE HARM
MOVES C OMP END I UM

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 Harm Outcome
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.
S UF F ER MOVES

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).
51–100 You are battered but still standing.

FACE DEATH COMPANION ENDURE HARM


When you are brought to the brink When your companion faces physical
of death, and glimpse the world damage, they suffer -health equal to
beyond, roll +heart. the amount of harm inflicted. If your
On a strong hit, death rejects you. You companion’s health is 0, exchange any
are cast back into the mortal world. leftover -health for -momentum.

On a weak hit, choose one. Then, roll +heart or +your companion’s


health, whichever is higher.
✴ You die, but not before making a
noble sacrifice. Envision your On a strong hit, your companion
final moments. rallies. Give them +1 health.
✴ Death desires something of you in On a weak hit, your companion is
exchange for your life. Envision what battered. If their health is 0, they
it wants (Ask the Oracle if unsure), cannot assist you until they gain at least
and Swear an Iron Vow (formidable +1 health.
or extreme) to complete that quest. If
you fail to score a hit when you Swear On a miss, also suffer –1 momentum.
an Iron Vow, or refuse the quest, If your companion’s health is 0, they
you are dead. Otherwise, you return are gravely wounded and out of action.
to the mortal world and are now Without aid, they die in an hour or two.
cursed. You may only clear the cursed If you roll a miss with a 1 on your
debility by completing the quest. action die, and your companion’s
On a miss, you are dead. health is 0, they are now dead. Take 1
experience for each marked ability on
18 your companion asset, and remove it.
ENDURE STRESS

MOVES C OMP END I UM


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 +spirit or +heart, 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 Stress Outcome
1–10 You are overwhelmed. Face Desolation.
11–25 You give up. Forsake Your Vow (if possible, one relevant to the

S UF F ER MOVES
current crisis).
26–50 You give in to a fear or compulsion, and act against your better instincts.
51–100 You persevere.

FACE DESOLATION OUT OF SUPPLY


When you are brought to the brink When your supply is exhausted
of desolation, roll +heart. (reduced to 0), mark unprepared. If
On a strong hit, you resist and press on. you suffer additional -supply while
unprepared, you must exchange each
On a weak hit, choose one. additional -supply for any combination
✴ Your spirit or sanity breaks, but not of -health, -spirit or -momentum as
before you make a noble sacrifice. appropriate to the circumstances.
Envision your final moments.
✴ You see a vision of a dreaded event FACE A SETBACK
coming to pass. Envision that dark When your momentum is at its
future (Ask the Oracle if unsure), and minimum (-6), and you suffer
Swear an Iron Vow (formidable or additional -momentum, choose one.
extreme) to prevent it. If you fail to
score a hit when you Swear an Iron ✴ Exchange each additional
Vow, or refuse the quest, you are lost. -momentum for any combination
Otherwise, you return to your senses of -health, -spirit, or -supply as
and are now tormented. You may appropriate to the circumstances.
only clear the tormented debility by ✴ Envision an event or discovery
completing the quest. (Ask the Oracle if unsure) which
undermines your progress in a
On a miss, you succumb to despair or current quest, journey or fight. Then,
horror and are lost. 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).
19
DISCOVER A SITE CHOOSING A THEME
MOVES C OMP END I UM

AND DOMAIN
When you resolve to enter a perilous
site in pursuit of an objective, choose When you Discover a Site, choose
the theme and domain which best the theme and domain that best fit
represent its nature, and give it a rank. your understanding of the location.
If you’re not sure, randomly draw
✴ Troublesome site: 3 progress per area. from the printed site cards, or use
✴ Dangerous site: 2 progress per area. the random tables on page 76 of
✴ Formidable site: 1 progress per area. this guide.
✴ Extreme site: 2 ticks per area. As you Delve the Depths, check the
✴ Epic site: 1 tick per area. theme and domain tables to help
If you are returning to a previously envision the features and dangers
explored site, roll both challenge dice, of the site. Or intersperse results on
take the lowest value, and clear that those tables with other inspirational
number of progress boxes. prompts, such as the Core oracles on
pages 50–53.
Then, Delve the Depths to explore
D ELVE MOVES

this place.

DELVE THE DEPTHS


When you traverse an area within a perilous site, envision your surroundings
(Ask the Oracle if unsure). Then, consider your approach. If you navigate this
area…
✴ With haste: Roll +edge.
✴ With stealth or trickery: Roll +shadow.
✴ With observation, intuition, or expertise: Roll +wits.
On a strong hit, you delve deeper. Mark progress and Find an Opportunity.
On a weak hit, roll on the following table according to your stat.
On a miss, Reveal a Danger.
Edge Shadow Wits Weak Hit Outcome
1–45 1–30 1–40 Mark progress and Reveal a Danger.
46–65 31–65 41–55 Mark progress.
66–75 66–90 56–80 Choose one: Mark progress or Find an Opportunity.
76–80 91–99 81–99 Take both: Mark progress and Find an Opportunity.
81–100 100 100 Mark progress twice and Reveal a Danger.

20
FIND AN OPPORTUNITY

MOVES C OMP END I UM


When you encounter a helpful situation or feature within a site, roll on the
following table.
If you are making this move as a result of a strong hit on Delve the Depths, you may
pick or envision an opportunity instead of rolling. Then, choose one.
✴ Gain insight or prepare: Take +1 momentum.
✴ Take action now: You and any allies may make a move (not a progress move)
which directly leverages the opportunity. When you do, add +1 and take +1
momentum on a hit.
Roll Opportunity
1–25 The terrain favors you, or you find a hidden path.
26–45 An aspect of the history or nature of this place is revealed.
46–57 You locate a secure area.
58–68 A clue offers insight or direction.

D ELVE MOVES
69–78 You get the drop on a denizen.
79–86 This area provides an opportunity to scavenge, forage, or hunt.
87–90 You locate an interesting or helpful object.
91–94 You are alerted to a potential threat.
95–98 You encounter a denizen who might support you.
99–100 You encounter a denizen in need of help.

REVEAL A DANGER
When you encounter a risky situation within a site, envision the danger or roll
on the following table.
Standard Alternate Danger
1–30 — Check the theme card.
31–45 — Check the domain card.
46–57 1–22 You encounter a hostile denizen.
58–68 23–42 You face an environmental or architectural hazard.
69–76 43–58 A discovery undermines or complicates your quest.
77–79 59–64 You confront a harrowing situation or sensation.
80–82 65–70 You face the consequences of an earlier choice or approach.
83–85 71–76 Your way is blocked or trapped.
86–88 77–82 A resource is diminished, broken, or lost.
89–91 83–88 You face a perplexing mystery or tough choice.
92–94 89–94 You lose your way or are delayed.
95–100 95–100 Roll twice more on this table. Both results occur. If they
are the same result, make it worse.

Use the standard Reveal a Danger result when exploring a site with a theme and
domain. Otherwise, use the alternate roll. 21
LOCATE YOUR OBJECTIVE ESCAPE THE DEPTHS
MOVES C OMP END I UM

When your exploration of a site When you flee or withdraw from a


comes to an end, roll the challenge site, consider the situation and your
dice and compare to your progress. approach. If you…
Momentum is ignored on this roll. ✴ Find the fastest way out: Roll +edge.
On a strong hit, you locate your ✴ Steel yourself against the horrors of
objective and the situation favors you. this place: Roll +heart.
Choose one. ✴ Fight your way out: Roll +iron.
✴ Make another move now (not a ✴ Retrace your steps or locate an
progress move), and add +1. alternate path: Roll +wits.
✴ Take +1 momentum. ✴ Keep out of sight: Roll +shadow.
On a weak hit, you locate your On a strong hit, you make your
objective but face an unforeseen hazard way safely out of the site. Take +1
or complication. Envision what you momentum.
find (Ask the Oracle if unsure). On a weak hit, you find your way out,
D ELVE MOVES

On a miss, your objective falls out but this place exacts its price.
of reach, you have been misled Choose one.
about the nature of your objective, ✴ You are weary or wounded:
or you discover that this site holds Endure Harm.
unexpected depths. If you continue ✴ The experience leaves you shaken:
your exploration, clear all but one filled Endure Stress.
progress and raise the site’s rank by one ✴ You are delayed, and it costs you.
(if not already epic).
✴ You leave behind something
important.
✴ You face a new complication as you
emerge from the depths.
✴ A denizen plots their revenge.
On a miss, a dire threat or imposing
obstacle stands in your way. Reveal a
Danger. If you survive, you may make
your escape.

22
MARK YOUR FAILURE STARTING A

MOVES C OMP END I UM


FAILURE TRACK
When you make a move and score a
miss, mark a tick on your failure track. The failure track is a standard
When you score a miss when making progress track with ten boxes. You
a progress move, mark two ticks. can add a failure track to a new
character, or introduce this option
LEARN FROM YOUR to an existing character.
FAILURES
MARKING FAILURE
Progress Move Make the Mark Your Failure move
When you spend time reflecting on when you score a miss on any action
your hardships and missteps, and or progress roll.
your failure track is 6 or greater, roll
your challenge dice and compare to MAKING THE
your progress. Momentum is ignored PROGRESS MOVE
on this roll. Once you mark six full progress
On a strong hit, you commit to boxes on your failure track, you may

FAI L URE MOVES


making a dramatic change. Take 3 make the Learn From Your Failures
experience and clear all progress. Then, move to take stock of the perils
choose one. you’ve faced and the times you
✴ Adjust your approach: Discard a weren’t up to the task.
single asset, and take 2 experience for
each marked ability. ASSET COST
✴ Make an oath: Swear an Iron Vow, ADJUSTMENTS
and reroll any dice. If you want to use the failure moves
✴ Ready your next steps: Take +3 but prefer to keep character growth
momentum. at a slower pace, adjust the cost of
assets when you Advance as follows:
On a weak hit, you learn from your
✴ Add a new asset: 5 experience
mistakes. Take 2 experience and clear
(instead of 3).
all progress.
✴ Upgrade an asset: 3 experience
On a miss, you learned the wrong (instead of 2).
lessons. Take 1 experience and clear all
progress. Then, envision how you set
off on an ill-fated path.

23
ADVANCE A THREAT INTRODUCING A THREAT
MOVES C OMP END I UM

When you give ground to a threat When you Swear an Iron Vow,
through inaction, failure, or delay, you can associate a threat with the
roll on the table below and envision quest. The threat is a being, faction,
how the change manifests in your or situation responsible for the
problem that motivates your vow,
world (Ask the Oracle if unsure).
or is the adversary most directly
Roll Threat Action opposing you.
1–30 The threat readies its next To learn about threats, see Chapter
step, or a new danger looms. 6 of the Delve rulebook (page 151).
If you are in a position to
prevent this development, ADVANCING A THREAT
you may attempt to do so. As you encounter setbacks or delays,
If you succeed, Reach a make the Advance a Threat move. If
Milestone. Otherwise, you must mark menace, fill the next
mark menace. available box in the menace track
T HR EAT MOVES

31–70 The threat works subtly to (the small inset boxes on the vow
advance toward its goal, progress track).
or the danger escalates.
Mark menace. RESOLVING A THREAT
71–100 The threat makes a dramatic If the threat succeeds…
and immediate move, or When you mark the tenth box in
a major event reveals new a threat’s menace track, the threat
complications. Mark achieves its goal. You must Forsake
menace twice. Your Vow for the associated quest.
On a match, this development also If you Fulfill Your Vow…
exposes a surprising aspect of the When you Fulfill Your Vow, consider
threat’s plan or nature. the threat’s role and weave that into
If you mark the last box on the the move’s outcome.
threat’s menace track, the threat ✴ If you score a strong hit, you
achieves its goal, or the final dire defeat or outwit the threat.
outcome occurs. You must Forsake ✴ If you score a weak hit, you
Your Vow. succeed, but not unconditionally.
Perhaps the threat reveals a
TAKE A HIATUS new aspect of their scheme or
When you spend an extended time rebounds to pose a new danger.
recovering in a safe place while ✴ If you score a miss, you fail against
a threat is active, do any of the the threat. If you recommit to the
following. quest, you can retain the threat as
the antagonist for the new vow.
✴ Clear any marked conditions.
When you do, give them a new
✴ Set your health, spirit, supply, and goal and clear the menace track.
companion health to their
maximum values. If you Forsake Your Vow…
✴ Set your momentum to its When you Forsake Your Vow before
reset value. marking the tenth box in a threat’s
menace track, you no longer oppose
Then, for each active threat, Advance
that threat. They will achieve their
a Threat.
goal as an inevitable consequence of
24 your failure.
GAIN A RARITY WONDROUS OBJECTS

MOVES C OMP END I UM


FOR YOUR IRONSWORN
When you take possession of an CAMPAIGN
object of power, you may spend 3
experience to link the object to one Rarities are strange and mysterious
of your assets (path, combat talent, or objects of power. They may be
ritual). If you do, that asset and any handed down through generations,
marked abilities are augmented. lost or hidden away in the depths of
perilous sites, coveted by powerful
Give the augmented asset a special forces, or forgotten and discarded.
mark, and make note of the name and When you obtain a rarity through
nature of the rarity. the course of your story, you gain
a subtle but lasting impact on your
WIELD A RARITY character and their abilities.
When you make a move aided by an To learn about rarities, see pages
augmented asset, roll your rarity die 172–200 of the Delve rulebook.
in place of your action die.
OBTAINING A RARITY

R AR I TY MOVES
On any result with 6 showing on
the rarity die, the power of the rarity Obtaining a rarity is typically part
manifests in a dramatic and obvious of a vow-driven quest, either as a
way. You score an automatic strong hit reward from another character (for
and take +1 momentum. completing a quest in their service)
On a hit with 5 showing on the rarity or as a personal goal. Obstacles in
die, the power of the rarity manifests in your path can include uncovering
a subtle way. Take +1 momentum. the location or nature of a rarity,
delving into perilous sites, or
On a miss with 1 showing on the defeating forces seeking to take the
rarity die, the rarity’s power fails or rarity for themselves.
works against you.
When you claim the rarity, make
the Gain a Rarity move to link it to
a single existing asset. That asset is
now augmented.
If you want to instead use the asset-
specific experience costs for rarities,
see page 175 of the Delve rulebook
for the cost table, and pages 182–200
for sample rarities.

USING A RARITY
When you make an action roll using
or supported by an augmented asset,
roll a special D6 in place of your
action die. This is your rarity die.
Check the Wield a Rarity move to
see if the rarity bolsters the outcome.

25
SECTION 2

GAMEPLAY
CODEX

26
THE SETTING 28

IRONLAND ENCOUNTERS 30

CAMPAIGN SETUP 32

CHARACTER PRELUDES 34

RULES SUMMARY 40

MOVE AND ASSET GLOSSARY 44

THE FLOW OF PLAY 47

27
The Ironlands is a vast peninsula
GA MEP LAY C ODEX

in the northern ocean. It is the


frontier of the known world.
9
Your people settled here two
generations ago, cast out of their 8
homelands by a catastrophic event.
Since that time, they have survived 7
but not prospered. The weather is
harsh. Winters are brutal. Harvests 6
are uncertain. The rugged terrain
makes travel and trade difficult 3
and dangerous. 2
Ironlander villages and steadings 5
are isolated and vulnerable,
preyed upon by raiders and darker
forces. Some of these communities
4
T HE S ETTI NG

are fiercely independent, while 1


others band together for mutual
protection and trade.
This is the perilous setting for
your Ironsworn adventures.

1 The Barrier Islands: This long chain 6 The Hinterlands: This imposing
of islands parallels the Ragged Coast. terrain consists of dense forests
The islands are sparsely populated by nestled against rugged hills. The
Ironlanders, mostly fisher-folk who Ironlander settlements in this region
brave the surrounding waters. serve primarily as bases for hunters
and trappers.
2 The Ragged Coast: This is a
rugged land of snow-capped cliffs 7 The Tempest Hills: These highlands
overlooking blue waters. Ironlander are defined by low mountains, thin
settlements sit at the head of fjords in woods, glacial lakes, and grassy
the shelter of narrow valleys. plateaus. Ironlanders live here in
nomadic communities or isolated
3 The Deep Wilds: This vast swath of mining settlements.
ancient forest is largely uninhabited
and unexplored by Ironlanders. Most 8 The Veiled Mountains: These
avoid this region. towering, mist-shrouded peaks mark
the northern bounds of the settled
4 The Flooded Lands: This is a low- lands. A few hardy Ironlanders dwell
lying region of bogs, swamps, and here in seasonal mining camps; they
slow-moving rivers. A few hardy head south before the long, brutal
Ironlanders live here in settlements winter takes hold.
built atop hillocks, or in homes
standing on stilts over the wetlands. 9 The Shattered Wastes: This
icebound region is uninhabited
5 The Havens: This is an expansive by Ironlanders. Only a few foolish
region of shrublands, woods, rivers, folk have successfully explored the
and craggy hills. Many Ironlander passages into the Wastes over the
settlements are located here, often Veils. No one knows the bounds of
situated atop high ground or at the this land or what lies beyond.
28 confluence of rivers.
ENCOUNTER INDEX
GA MEP LAY C ODEX

Use this table as a quick reference for the characters, creatures, and entities described
in Ironsworn and Delve. You can also roll on this table to randomly reveal the
subject of an encounter or the focus of a quest. If a result doesn’t fit the situation or
environment, roll again or consider how it introduces a surprising twist.

Roll Encounter Category Rank Page Reference


1 Atanya Firstborn Dangerous Delve 112
2 Basilisk Beast Extreme Ironsworn 151
3–5 Bear Animal Formidable Ironsworn 147
6–7 Bladewing Animal Dangerous Delve 114
8 Blighthound Horror Formidable Delve 128
9 Blood Thorn Anomaly Dangerous Delve 138
10–12 Boar Animal Dangerous Ironsworn 148
I R ONLAND ENCOUNTERS

13 Bog Rot Horror Dangerous Delve 129


14 Bonehorde Horror Extreme Delve 130
15–16 Bonewalker Horror Dangerous Ironsworn 157
17–18 Broken Ironlander Troublesome Ironsworn 138
19–20 Carrion Newt Animal Formidable Delve 115
21–22 Cave Lion Animal Formidable Delve 116
23 Chimera Horror Extreme Ironsworn 158
24–25 Chitter Beast Dangerous Delve 121
26 Circle of Stones Anomaly Dangerous Delve 140
27–29 Common Folk Ironlander Troublesome Ironsworn 139
30–31 Deep Rat Animal Troublesome Delve 117
32–33 Elder Beast Beast Extreme Ironsworn 152
34–35 Elf Firstborn Dangerous Ironsworn 142
36–37 Frostbound Horror Formidable Ironsworn 158
38–39 Gaunt Animal Dangerous Ironsworn 148
40–41 Giant   Firstborn Extreme Ironsworn 143
42 Glimmer Anomaly Dangerous Delve 142
43 Gloom Anomaly Dangerous Delve 144
44–45 Gnarl Beast Extreme Delve 122
46–47 Harrow Spider Beast Dangerous Ironsworn 153
48–49 Haunt Horror Formidable Ironsworn 159
50 Hollow Horror Extreme Ironsworn 160
51–53 Hunter Ironlander Dangerous Ironsworn 139
54–55 Husk Ironlander Formidable Delve 110
56 Iron Revenant Horror Extreme Ironsworn 161
57 Iron-Wracked Beast Beast Formidable Delve 123
58 Kraken Beast Epic Delve 124
30
GA MEP LAY C ODEX
Roll Encounter Category Rank Page Reference
59 Leviathan Beast Epic Ironsworn 154
60 Maelstrom Anomaly Dangerous Delve 146
61–62 Mammoth Beast Extreme Ironsworn 155
63–64 Marsh Rat Animal Troublesome Ironsworn 149
65 Merrow Firstborn Dangerous Delve 113
66–67 Mystic Ironlander Dangerous Ironsworn 140
68–69 Nightmare Spider Animal Dangerous Delve 118
70–71 Nightspawn Beast Formidable Delve 125
72 Primordial Firstborn Extreme Ironsworn 144
73–75 Raider Ironlander Dangerous Ironsworn 140
76 Rhaskar Beast Extreme Delve 126
77 Shroud Crab Animal Troublesome Delve 119

I R ONLAND ENCOUNTERS
78–79 Sodden Horror Formidable Ironsworn 162
80 Tempest Anomaly Dangerous Delve 148
81 Thrall Horror Dangerous Delve 131
82–83 Trog Animal Dangerous Delve 120
84–85 Troll Firstborn Formidable Ironsworn 145
86–87 Varou Firstborn Dangerous Ironsworn 146
88–90 Warrior Ironlander Dangerous Ironsworn 141
91 Wight Horror Formidable Delve 132
92–94 Wolf Animal Dangerous Ironsworn 150
95 Wyrm Beast Epic Delve 127
96–97 Wyvern Beast Extreme Ironsworn 156
98–100 Zealot Ironlander Troublesome Delve 111

FOE RANKS
Rank Type Progress Harm
3 progress Inflicts
Troublesome Common enemies
per harm 1 harm
Capable fighters and 2 progress Inflicts up
Dangerous
deadly creatures per harm to 2 harm
Exceptional fighters 1 progress Inflicts up
Formidable
and mighty creatures per harm to 3 harm
Foes of overwhelming 2 ticks Inflicts up
Extreme
skill or power per harm to 4 harm
Legendary foes of 1 tick Inflicts up
Epic
mythic power per harm to 5 harm
You may combine a group of troublesome or dangerous foes into a single progress
track by increasing their rank. This is called a pack. For a small pack (about 3 to 5),
increase their rank by one. For a large pack (about 6 to 10) increase the rank by two.
31
STARTING YOUR CAMPAIGN
GA MEP LAY C ODEX

To begin your adventures, complete the following steps. Adjust the order as you like.

STEP 1: FORGE YOUR WORLD STEP 5: ENVISION YOUR


Refer to chapter 4 of the Ironsworn INCITING INCIDENT
rulebook and the ‘Your Truths’ exercise. Envision the problem that drives your
Envision where your story begins. character into action. If unsure, check
Oracle prompts such as Settlement
STEP 2: CREATE YOUR Trouble (page 66) or Action + Theme
CHARACTER (pages 50–51).
In whatever order you prefer, envision
your character, select your assets, set STEP 6: SET THE SCENE
your stats, and choose your name. For a Decide whether you want to start with a
random table of background events with prologue, or in the midst of the problem.
associated assets, see pages 34–39. Envision the scene and begin play.
CAMPA I GN S ETUP

STEP 3: MARK YOUR STEP 7: SWEAR AN IRON VOW


BACKGROUND BONDS Make the move and write down your
Create up to three bonds to represent vow. Give this starting quest a rank of
your connections to home, friends, troublesome, dangerous, or formidable.
family, or other loyalties. Make note of
them, and mark one tick for each on STEP 8: TAKE YOUR NEXT STEPS
your bonds progress track. Based on the outcome of your Swear an
Iron Vow move, envision what occurs
STEP 4: WRITE YOUR and what you do next. Then, play to see
BACKGROUND VOW what happens.
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.

CHOOSING ASSETS PATH

For your starting character, select three assets STORYWEAVER


from any category: Paths, Companions, Combat  When you Secure an Advantage,
Talents, or Rituals. For inspiration, use the Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem,
Prelude Events table on pages 34–39. or tale, envision the story you tell.
Then, add +1 and take +1 momentum
Assets include three abilities. A filled-in dot on a hit.
represents an ability you can make use of. The  When you Make Camp and choose the
option to relax, you may share a story
first ability is probably marked when you obtain with your allies or compose a new
the asset. If not, choose one. story if alone. If you do, envision the
story you tell and take +1 spirit or +1
Some assets can only be obtained after you fulfill momentum. Any allies who choose to
narrative or mechanical requirements. The relax in your company may also take
+1 spirit or +1 momentum.
text of the asset will outline the requirement,  When you Sojourn within a
typically using the phrase “Once you…” community with which you share a
bond, add +2 (instead of +1).
32
Set your stats by

GA MEP LAY C ODEX


arranging these
values in any order:
3, 2, 2, 1, 1.
Each bond adds
one tick to your
bonds progress
track.
Start your character
with up to three
existing bonds.
Vows have a rank
and are managed
through a progress
track. You begin
with a background
vow, and will Swear

CAMPA I GN S ETUP
an Iron Vow to add
additional vows.
Set your starting
health, spirit, and
supply to +5.
When you create
your character,
all debilities are
unmarked.

To start, set your momentum If using the optional


to +2, your max momentum failure moves, every failed
to +10, and your momentum action adds one or more
reset to +2. ticks to your failure track.

ALTERNATE STAT ARRAYS


CHALLENGING 4,3,3,2,2
To fine-tune the tone and challenge of
your Ironsworn campaign, adjust the
starting stat values up or down. Higher
stats put your character more in control.
Lower stats create a riskier and more
chaotic story.
PERILOUS 3,2,2,1,1
(DEFAULT)
Three suggested arrays are shown here.

GRIM 3,2,1,1,0

33
BUILDING A HISTORY FOR YOUR CHARACTER
GA MEP LAY C ODEX

Your character’s life doesn’t begin with your first session. What set them on the path
to their life as Ironsworn? What gave them purpose? What filled them with regret or
dread? For inspiration, use the following table.
To give yourself a variety of options, roll up to five times and choose no more than
three results. Take the associated asset for each event as one of your starting assets.
As you select these backstory events, decide in which order they occurred, flesh them
out as you like with more details, and envision how they served as milestones on the
character’s journey—leading to where you find them at the start of your campaign.
As with most oracles, you’re also free to pick an event instead of rolling. Or simply
use an event as inspiration for an asset you’ve already decided on.

PRELUDE EVENTS (1–18)


ALCHEMIST (PATH)
CHAR ACTER PRELUD ES

You found a journal full of crazed rantings and scribbled alchemical


1–2
secrets amid a troll's collection of lost and stolen things. Fascinated, you
attempted to reproduce the formulas. Some concoctions still elude you.
ANIMAL KIN (PATH)
One night, sleeping in the wilds, you experienced a vivid dream of wild
3–4
places, of hunting and being hunted. You awoke to find the elder beast
studying you impassively.
BANNER-SWORN (PATH)
5–6 You swore the vow without conviction. A simple task. A service done
and paid for. But in that mission, you found a calling.
BLADE-BOUND (PATH)
7–8 Whispers guided you to an old barrow, where you pulled the blade from
the skeletal grasp of its former bearer.
COMMANDER (PATH)
9–10 When your leader fell in battle, you took up their banner and rallied
your dispirited shield-mates. They follow you still.
DANCER (PATH)
You stumbled upon a secret glade and saw the elves dancing. In the years
11–12
since, you strive to attain the beauty of their unearthly movements. You
know you'll never fully succeed.
DEVOTANT (PATH)
The priest said you bear the mark of a long-forgotten god and were
13–14
destined for martyrdom. You followed no faith and laughed at the
notion—until that god revealed itself to you.
EMPOWERED (PATH)
15–16 The revelation of your birthright surprised everyone—you most of all.
Since then, everything has changed.
FATED (PATH)
Friends dared you to visit the local seer. You played along, figuring it
17–18
was worth a few laughs. But in the mystic's words, you experienced a
haunting vision of a terrible fate—and swore a vow to prevent it.
34
PRELUDE EVENTS (19–42)

GA MEP LAY C ODEX


FORTUNE HUNTER (PATH)
19–20 You swore to a task out of love and loyalty, and were wronged. Now,
your word has a price.
HERBALIST (PATH)
You spent hours each day in the nearby woods, foraging for herbs to
21–22 ease a loved one’s sickness. They were skilled in herbcraft and instructed
you in your search for remedies. But in the end, it wasn't enough—they
passed in the spring. You still carry their worn satchel.
HONORBOUND (PATH)
23–24 When a close kin brought disgrace to your clan, you accepted the vow
they abandoned. Whatever it takes, you will regain your honor.
IMPROVISER (PATH)
A wandering peddler stayed with you for a time. They taught you the
value of even the most mundane things, of cobbling together solutions
25–26

CHAR ACTER PRELUD ES


far from the comforts of home. A wayward soul, they departed without
a word early one morning, but left you a pack and a set of tools to help
find your own way.
INFILTRATOR (PATH)
You were captured by an enemy and held in a far-off place. You managed
27–28
to escape, but did not flee. Instead, you lived under their noses, a rat in
the warrens. Eventually, you learned the best path to gain your revenge.
LOREKEEPER (PATH)
You sought answers from an elder sage. They sensed your eagerness
29–30 for secret truths and took you on as an apprentice. Some time later, in
their last hours, they passed the archive to you. Now it is yours—a gift
and a curse.
MASKED (PATH)
31–32 You spent time in the company of elves and earned their respect. When
you departed, they gifted you one of their uncanny wooden masks.
OUTCAST (PATH)
33–34 You were accused of a betrayal and banished from your home. Those
who loved you dearest now consider you dead.
PRETENDER (PATH)
35–36 You were forced to live under a false identity, and grew accustomed to
the deception. Now, you change your name as easily as your clothes.
RIDER (PATH)
37–38 You served as a warden, patrolling the wilds surrounding your home.
Amid many dangers, you and your mount learned to work as one.
SIGHTED (PATH)
Deep in the woods, you stumbled upon an iron pillar—ancient, yet
39–40 untouched by the ravages of age. You reached out to touch its smooth,
featureless surface. Then, nothing. When you awoke days later, you
were in an unfamiliar place with a new ability to see the unseen.
SLAYER (PATH)
41–42 In your dreams, you still hear the screams and the horrible roar of that
thing. You failed that night, but will not falter again. 35
PRELUDE EVENTS (43–63)
GA MEP LAY C ODEX

SPIRIT-BOUND (PATH)
43–44 It was an unforgiving winter, and someone close to you did not survive.
You hold yourself responsible for their death, and they haunt you still.
STORYWEAVER (PATH)
An elder gifted their stories to you, endless tales of the old world and
45–46
the new. You share these stories in their honor, and collect tales of your
own that you might also pass on.
TRICKSTER (PATH)
You fell in with a group of swindlers and thieves. They picked their
47–48
targets with care, and you learned that there is as much honor among
the shadows as in the light.
VETERAN (PATH)
You answered the call to war and fought many battles. Somehow you
49–50
evaded death, but others weren't so lucky. In time, you learned a costly
CHAR ACTER PRELUD ES

lesson—this fight was not your own.


WATERBORN (PATH)
You stayed with the fisher folk of a seaside village, and learned their
51–52
ways. The wind and the wave still call to you, even when you are far
from the sea.
WAYFINDER (PATH)
You struck off on your own, journeying deep into unknown lands. You
53–54
did not find what you sought, but those first wayward steps still guide
your travels.
WILDBLOOD (PATH)
An exiled wanderer taught you the ways of tracking and woodcraft.
55–56
When a fugitive escaped into a deep wood, it fell to you to hunt them
down.
WRIGHT (PATH)
You apprenticed under a cruel and untalented artisan. After secretly
57–58
learning and perfecting the craft on your own, you stole away with your
former master's tools.
ARCHER (COMBAT TALENT)
Every missed shot has a cost, someone once told you. They were right.
59–60 The day your arrow fell short was when you lost someone dear to you.
You won't let it happen again.
BERSERKER (COMBAT TALENT)
The warrior wore only animal pelts in battle. You never forgot the look
61 in their eyes—or how they tore through a dozen foes before finally
falling to spear and axe. You honor their memory by wearing their
bloodstained pelt.
BRAWLER (COMBAT TALENT)
62 When your weapon broke in a desperate battle, you started swinging
your fists. That's when they began to fear you.
CUTTHROAT (COMBAT TALENT)
63 You stood your ground with nothing but a dull knife. The raider chief
laughed—and offered you a place among their band.
36
PRELUDE EVENTS (64–76)

GA MEP LAY C ODEX


DUELIST (COMBAT TALENT)
64 Your friend betrayed you. Someday, when you are ready, you will face
them in the dueling circle.
FLETCHER (COMBAT TALENT)
You learned the art of fletching from a kindly hunter who took you in
65
when others would not. Among your quiver, there is one special arrow
saved for the beast that killed him.
IRONCLAD (COMBAT TALENT)
66 Your parent fell in battle. Their blade-pierced armor passed to you,
along with their vow.
LONG-ARM (COMBAT TALENT)
A broken leg left you hobbled. When you found the elderwood tree still
67
smoldering, split down its heart by lightning, you carved a staff from its
fallen limb. Though the injury has healed, the staff remains.

CHAR ACTER PRELUD ES


SHIELD-BEARER (COMBAT TALENT)
68 After suffering a grievous wound, you were determined to never again
let the iron of an enemy slip past your guard. Your shield is your life.
SKIRMISHER (COMBAT TALENT)
You underwent a rite of passage to kill a dangerous beast. The test left
69
you with a broken spear, a scar that still lingers, and a fang pendant as
a trophy.
SLINGER (COMBAT TALENT)
70 You defended your home with a meager weapon, and brought down a
dreadful foe.
SUNDERER (COMBAT TALENT)
71 In the aftermath of an attack, you claimed the axe of a fallen foe. You
bear it to this day.
SWORDMASTER (COMBAT TALENT)
72 You took the fragments of your kin-sword to a master ironsmith. They
agreed to reforge the broken blade—for a costly price.
THUNDER-BRINGER (COMBAT TALENT)
73 As thanks for your service, a giant-friend gifted you their smithing
hammer—a small thing to them, but it takes both your arms to swing.
CAVE LION (COMPANION)
The plaintive mewling sounds led you to the abandoned cub. Others
74
warned that such a creature could never be tamed, and they were right.
But you are inseparable nonetheless.
GIANT SPIDER (COMPANION)
75 You encountered the fearful creature in an old ruin. You expected it to
kill you, but instead, it spoke in a voice that only you can hear.
HAWK (COMPANION)
76 You found the hawk pierced by an arrow, grounded and near death. You
nursed it back to health.

37
PRELUDE EVENTS (77–88)
GA MEP LAY C ODEX

HORSE (COMPANION)
You encountered a riderless horse. It was spooked and bearing
77 a bloodstained saddle. No amount of coaxing would allow it to
be ridden or led, but it followed you at a distance. Eventually, you
gained its trust.
HOUND (COMPANION)
The hound waited stubbornly among the smoldering wood and ashes of
78
a ruined village, as if hoping its former owner would return. It decided
you'd do well enough.
KINDRED (COMPANION)
79 You saved your friend's life, and they swore to someday return the favor.
The way things are going, it won't be long before they get the chance.
MAMMOTH (COMPANION)
You were wounded and half-frozen when the beast found you. It
80
CHAR ACTER PRELUD ES

shielded you from the wind and snow with its body. When you woke, it
was still there—its breath steaming like a forge.
OWL (COMPANION)
81 The owl with uncanny eyes perched upon a branch overlooking the
grave of a loved one, a grim specter who still keeps a vigil over you.
RAVEN (COMPANION)
82 The strange bird appeared on the day of your birth. A grim omen, some
said. It has watched over you since.
YOUNG WYVERN (COMPANION)
83 You set off to slay a wyvern, but found only a nest of broken eggs and a
single surviving youngling.
AUGUR (RITUAL)
You've long heard whispers in the chattering of crows, but it was the day
84
they led you safely through a perilous wild that you fully reckoned the
power inherent in their cries.
AWAKENING (RITUAL)
Their life faded from their eyes as you watched. You were helpless to
85
save them. But in those desperate moments, you learned to breathe life
into other things.
BIND (RITUAL)
86 A lover taught you the dances of bear, stag, wolf and boar, but warned
of the allure of the wildcall. They disappeared soon after.
COMMUNION (RITUAL)
87 A close brush with death left you forever changed. The veil between
worlds is now as fragile as gossamer.
DIVINATION (RITUAL)
You knew the old seer only briefly, but—sickened and dying—she gave
88
you her precious rune-carved stones. The stones choose their keeper,
she told you.

38
PRELUDE EVENTS (89–100)

GA MEP LAY C ODEX


INVOKE (RITUAL)
The witch sensed something in you, a latent, sleeping power. She taught
89
you to awaken it, and then to harness it. But you soon learned she had
her own purposes, of which you wanted no part.
KEEN (RITUAL)
90 Your first kill left you with regret. When you sing a keen, it is their
memory that haunts you most.
LEECH (RITUAL)
91 A close kin succumbed to the lure of a dark power. Now, you fear you
walk the same path.
LIGHTBEARER (RITUAL)
They shut you away in darkness, leaving you for the things that lurked
92
in that place. You cowered, waiting for death. But then you found the
light within, and made your escape.

CHAR ACTER PRELUD ES


SCRY (RITUAL)
The fire revealed a vision—something you'd much rather forget. Since
93 then, you can cast your gaze through the flames to distant people and
places. Each time you perform the ritual, you fear you'll once again see
that first dreadful vision.
SHADOW–WALK (RITUAL)
94 An errant step carried you unbidden into the world of shadow. Now
you walk those paths willingly.
SWAY (RITUAL)
When the storm struck, you found no shelter. It lashed the landscape
95 with unbound fury, uprooting trees and hurling whirlwinds of stone
and branch. But it left you untouched—eager to share its secrets. The
wind knows things, you learned. You need only listen.
TALISMAN (RITUAL)
You befriended a varou who was outcast from their clan. They taught
96
you the secrets of crafting protective charms. In exchange, you swore a
vow to them.
TETHER (RITUAL)
You were far from home, unsure even of which direction it lay. In a
97
moment of quiet desperation—lost, cold, hungry—you heard the spirits
of your home call to you. They guided you back.
TOTEM (RITUAL)
98 A beloved animal companion died protecting you. You carry a clipping
of its fur as a remembrance of your bond—alongside other totems.
VISAGE (RITUAL)
They burned your home. Killed your kin. Now, when you wear a painted
99
mask of blood and ash, you wield the power of your grief and anger
against your foes.
WARD (RITUAL)
A powerful mystic saved you from a night of horrors with a handful
100
of salt and urgent, whispered chants. To this day, you remember those
words. 39
MOVES
GA MEP LAY C ODEX

When you do something or encounter a situation within


the scope of a move, refer to the move and follow its Moves are preceded
instructions to see what happens. and followed by
When a move’s name is referenced within the rules or by the fiction—the
another move, you’ll see it as italicized text. imagined narrative
of your game. Take
THE ACTION ROLL the time to envision
Roll your action die (d6) and challenge dice (2d10). The the situation that
total of your action die, your stat, and any adds is your triggers the move,
action score. Your action score is never greater than and what changes
10—anything over that is ignored. as a result of the
To determine the outcome of your move, compare the move.
action score to each of the challenge dice. You want it to
be greater than the individual value of those dice.
R ULES S UMMARY

STAT ADDS 4 7 Ties always go to


2 + 2 + 1= 5 the challenge dice.
To count as a hit,
ACTION DIE ACTION CHALLENGE DICE
SCORE your action score
must exceed—not
There are three possible results for an action roll. equal—one or both
Strong hit = Action score is greater than challenge dice.
both of the challenge dice.
Weak Hit = Action score is greater than
one of the challenge dice.
Miss = Action score is not greater than
either of the challenge dice.

MATCHES
When you roll a
5 = 5
match on your Not sure what
challenge dice… a match means
✴ Strong hit: The match represents a twist in the for the current
narrative, something interesting, or a new opportunity. situation? You can
✴ Miss: The match represents a heightened negative Ask the Oracle.
outcome, a complication, or a new danger. If the oracle isn’t
You can also let the intensity of your success or failure helpful, and you’re
frame how you interpret a match. Rolling matched 10’s still stuck for an
on your challenge dice should prompt you to introduce idea, don’t sweat it.
a harrowing turn of events or a dire failure. It’s as bad as Just move on.
things get.

40
MOMENTUM

GA MEP LAY C ODEX


Your momentum value ranges from a -6 to +10. It is
tracked on the left edge of your character sheet. You
gain and lose momentum as an outcome or option when
making moves.

BURNING MOMENTUM
For a simpler When you have positive momentum, after you roll your
method of burning move, you may cancel any challenge dice that are less
momentum, use than your current momentum value. This gives you an
the approach automatic hit.
described in
CHALLENGE DICE
Starforged. Instead
of canceling
challenge dice,
simply replace your
5 8

R ULES S UMMARY
action score with
your momentum
value. With this
change, burning RESETTING MOMENTUM
momentum can
After you burn momentum, you must adjust your
transform a miss momentum track to your momentum reset value.
with a match to a
✴ The default reset is +2.
strong hit with a
✴ If you have one debility marked, your momentum
match.
reset is +1.
✴ If you have more than one debility marked, your
momentum reset is 0.

SUFFERING NEGATIVE MOMENTUM


Only suffer the When your momentum is less than 0, and it matches the
effects of negative value of your action die, you must cancel your action die.
momentum when
the momentum When you suffer -momentum, and your momentum is
already at -6, make the Face a Setback move.
value matches your
action die. In the ACTION DIE
example shown, –4
momentum cancels
a 4 on the action
die. You still check
4
the success of the
move by comparing
your stat + adds to
the challenge score, MAX MOMENTUM
but won’t have your Your max momentum starts at +10, and is reduced by 1
action die to help. for every marked debility.

41
PROGRESS TRACKS
GA MEP LAY C ODEX

A progress track is used to measure your pace and


determine the outcome of a goal or challenge. It is drawn When marking
as a row of ten boxes which you mark as you make progress on your
headway toward your objective. bonds progress
track, always mark
1 tick unless a
move or asset tells
When you mark progress, fill in the appropriate number you otherwise.
of ticks or progress boxes per the rank of your challenge.

Troublesome:
Mark 3 progress
Dangerous:
Mark 2 progress
R ULES S UMMARY

Formidable:
Mark 1 progress
Extreme:
Mark 2 ticks
Epic:
Mark 1 tick

PROGRESS MOVES
There are several key moves, called progress moves,
which utilize progress tracks to resolve the outcome of
challenges. Momentum is
You don’t make an action roll when making a progress ignored when
move. Instead, tally the number of fully filled progress you make a
boxes (those with four ticks). This is your progress progress move.
score. Then, roll only the challenge dice and compare You cannot burn
your progress score to the value of the dice. momentum on a
progress roll, and
PROGRESS SCORE 6 you do not suffer
from negative
momentum.

CHALLENGE DICE
4 6

As with an action roll, if your progress score beats the


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.
42
ORACLES

GA MEP LAY C ODEX


For an array of When you have questions or seek inspiration, Ask the
inspirational Oracle for guidance. The Ask the Oracle move includes a
random tables, yes/no table for simple questions, and an array of oracle
turn to page 48. tables are included in Section 3 (page 48) of this guide.
When you are prompted by a move or a table to generate
a result between 1 and 100, roll two ten-sided dice. One
die represents the tens digit, and one represents the units.

Not sure how SUFFERING HARM AND STRESS


much harm or When you face physical Rank Amount
stress to inflict on injury or hardship, make the Troublesome –1
your character? Endure Harm move. When
Just assume it you face mental shock or Dangerous –2
is dangerous despair, make the Endure Formidable –3

R ULES S UMMARY
and adjust the Stress move. Extreme –4
associated track When you are opposing a Epic –5
by –2. foe, they can inflict harm or
stress based on their rank.

INFLICTING HARM
When you wield a deadly weapon (such as a sword,
Some assets, such axe, spear, or bow), you inflict 2 harm. When you are
as LONG-ARM unarmed, or wield an improvised or simple weapon (such
and SLINGER, let as a shield, stick, club, staff, or rock), you inflict 1 harm.
you treat a simple When you inflict harm on your foe in combat, each point
weapon as deadly. of harm is marked as progress on your foe’s progress track
per their rank. For example, each point of harm equals 2
full progress boxes when fighting a dangerous enemy, or
2 ticks when fighting an extreme enemy.

You and your allies SUPPLY


share the same Supply is an abstract representation of your preparedness.
supply value while You and your allies share the same supply value. When
you adventure your supply falls to 0, all characters make the Out of
together. When Supply move.
one of you makes
a move that raises COMPANIONS
or lowers the Companions are a type of asset to represent NPC helpers.
supply track, each They utilize a health track and may suffer harm as an
of you makes the outcome of a costly action. When your companion takes
adjustment on your damage, make the Companion Endure Harm move to
character sheet. determine the outcome.
If you roll a 1 on your action die when using a companion
ability, any negative outcome of the move should involve
your companion.
43
“ACTION SCORE” “COMPANION”
GA MEP LAY C ODEX

When making an action roll, the total of A companion is an NPC asset.


your action die, your stat, and any adds
is your action score. The action score is “CHOOSE”
never greater than 10—anything over The move will provide a list of options
that is ignored. and the number you may select. You
may not select a single option more
“ADD +X” than once.
Add this number to your action die.
This is in addition to any other bonuses, “DECIDE BEFORE ROLLING”
such as your stat. Your action die + your Some asset abilities include a benefit
stat + adds is your final action score. with a risk that must be decided prior
to rolling the dice. When activating this
“ALLIES / ALLY” ability, you must commit to the choice
An ally is a character controlled by or cost before the dice hit the table.
another player.
“ENDURE HARM (X HARM)”
MOVE A ND AS S ET G LOS SA RY

“ASK THE ORACLE” Make the Endure Harm move, reducing


When you seek inspiration to decide your health track by the indicated
the outcome of a move, resolve what amount of harm.
happens next, or get details about your
world, you can Ask the Oracle. This “ENDURE STRESS (X STRESS)”
move lets you ask questions to get a yes/ Make the Endure Stress move, reducing
no result or use random prompts for your spirit track by the indicated
brainstorming. amount of stress.
When you are playing with a GM, they
are the oracle. Ask them what happens, “ENVISION”
or talk it out. When you see “envision” as a prompt
during gameplay, that’s your reminder
“BURN MOMENTUM” to take a moment and put the focus on
When you have positive momentum, the fiction by imagining, describing, or
after you make an action roll, you discussing what is happening.
may cancel any challenge dice that are If you’re unsure, Ask the Oracle. You
less than your momentum value. You can use the oracle tables to generate the
gain an automatic hit against canceled details of a situation, location, person,
challenge dice. If you cancel one, it’s creature, and more.
an automatic weak hit. Canceling both
gives an automatic strong hit. “IN EXCHANGE FOR”
Some assets may offer additional benefits Adjust the tracks by the amount
when you burn momentum, or alter the indicated in the move. Typically, you
result. But note that you cannot burn trade +1 in one track for –1 in another.
momentum unless it actually improves
the outcome of the move, making a miss “INFLICT YOUR HARM”
a hit or a weak hit a strong hit. When you inflict your harm, mark
After you burn momentum, you must progress against your foe. Each point
reset momentum. The default reset is of harm you inflict is marked as
+2, but is reduced as you suffer impacts. progress on your foe’s progress track, as
appropriate to their rank.

44
If you are armed with a deadly weapon NPCs (non-player characters and

GA MEP LAY C ODEX


(such as a sword, axe, spear, or bow), creatures) do not make moves. When
you inflict 2 harm. If you are unarmed an NPC has initiative, they take actions
or using an improvised or simple in the fiction of the scene which force
weapon (such as a shield, stick, club, you to react. When you have initiative,
staff, or rock), you inflict 1 harm. you are in control and taking proactive
actions to achieve your objectives.
“INFLICT +X HARM”
Some assets increase your harm in “MATCH”
particular circumstances, or a move A match occurs when you roll the same
might give you an option to increase value on both challenge dice. If a move
your harm. For example, “inflict +1 or ability prompts a specific result for
Harm” tells you to add 1 harm to your a match, such as “on a match” or “on a
current attack. strong hit with a match,” act on those
instructions. If not, you can use the
You must inflict harm as a result of
match as a trigger to introduce a twist
your move to gain the bonus. Always
or more dramatic outcome.
add your harm and any bonus harm

MOVE A ND AS S ET G LOS SA RY
together, then apply it to your foe’s
“ON A HIT / IF YOU SCORE
progress track. A HIT”
“INITIATIVE” Act on these instructions if you score a
weak hit or strong hit on a move (your
Initiative is a special mechanic in
action score is greater than one or both
combat. It reflects who is in control.
of the challenge dice).
When you have initiative, you make
proactive moves and have more options. “ON A MISS / IF YOU SCORE
When your foe has initiative against A MISS”
you, they are forcing you to react.
Act on these instructions if your action
Combat moves specify when you make score does not beat (is not greater than)
the move (with or without initiative) either of the challenge dice. Ties are
and whether you take or lose initiative always in the favor of the challenge dice.
as part of the outcome. However,
you also make moves which aren’t “ON A WEAK HIT / IF YOU
specifically combat moves to take SCORE A WEAK HIT”
action or avoid dangers in a fight. To Act on these instructions if your
determine whether you have initiative, action score beats (is greater than) one
follow these guidelines (unless a move challenge die, but less than or equal to
tells you otherwise). the other.
✴ When you score a strong hit on any
move, you take or retain initiative. “ON A STRONG HIT / IF YOU
✴ When you score a weak hit or miss SCORE A STRONG HIT”
on any move, you lose initiative. Act on these instructions if your action
score beats (is greater than) both
The ability to take initiative on a strong
challenge dice.
hit applies even to suffer moves. For
example, if you score a miss when you
Clash and your foe inflicts harm, you
can take back initiative with a strong hit
on Endure Harm. This is your character
shrugging off the hit and roaring back
into the fight.
45
“PAY THE PRICE” “ROLL +[STAT]”
GA MEP LAY C ODEX

This move resolves the outcome of a Add the value of the indicated stat to
costly outcome. You can make the most your action die. This is the basic action
obvious or interesting outcome happen, roll. Most moves indicate the stat you
roll on the Pay the Price table to see what should use, such as roll +iron. If it
happens, or Ask the Oracle. doesn’t, or gives you a choice, use the
most appropriate stat.
If you’re playing with a GM, they can
decide what happens, ask you to roll on
“SUFFER -X”
the table, or talk it out with the group.
Subtract this number from the indicated
“PROGRESS MOVE” track. For example, “suffer –1 supply”
prompts you to subtract 1 from your
This is a special type of move to resolve
supply track. If a specific amount is
the outcome of a goal or challenge.
open to interpretation, reduce the track
When you make a progress move, tally
as appropriate to the challenge faced.
the number of filled boxes on your
progress track as your progress score. Rank Suffer Amount
MOVE A ND AS S ET G LOS SA RY

Only add fully filled boxes (those with


Troublesome –1
four ticks). Then, roll your challenge
dice, compare to your progress score, Dangerous –2
and resolve a strong hit, weak hit, or Formidable –3
miss as normal.
Extreme –4
You may not burn momentum when Epic –5
you make a progress move, and you are
not affected by negative momentum.
“TAKE +X”
“REROLL ANY DICE” Add this number to the indicated track.
After you roll your move, you may pick For example, “take +2 momentum”
up and reroll your choice of any dice, prompts you to add 2 to your current
including either or both of the challenge momentum track.
dice and your action die. Set aside the Some assets offer additional bonuses.
dice you intend to keep. You may only Unless stated otherwise, this bonus is
reroll once, using a single throw for added to anything else you gain as a
all dice you choose to reroll. Choose result of your move.
carefully, because the new result for all
dice must stand. “WHEN YOU…”
This is a move trigger. When you do this
“RESET MOMENTUM”
thing, or encounter this situation, make
After you burn momentum, or if the move.
prompted to “reset momentum” by a
move or asset ability, you must adjust Only you, the character, makes moves.
your momentum meter to its reset You or the GM don’t use moves for
value. non-player characters or creatures. If
you’re just checking to see if something
The default momentum reset is +2, but happens or how someone acts, you can
this value is reduced when you suffer a Ask the Oracle.
debility.
✴ If you have one debility marked, your
momentum reset is +1.
✴ If you have more than one debility
marked, your momentum reset is 0.
46
GA MEP LAY C ODEX
START

Ask and answer


Envision the current questions about the
situation and what your world, other characters,
character is doing. and what happens next
(or Ask the Oracle).

T HE F LOW OF PLAY
When your action or the
current situation triggers a
move, make that move.

STRONG WEAK MISS


HIT HIT

You succeed You make You fail or


and are progress, but encounter a costly
in control. aren’t in control. turn of events.

What do What
you do next? happens next?

47
SECTION 3

ORACLE
OMNIBUS

48
CORE ORACLES 50

LOCATION ORACLES 54

SETTLEMENT ORACLES 64

CHARACTER ORACLES 70

DELVE SITE ORACLES 76

MONSTROSITY ORACLES 86

THREAT ORACLES 88

STORY ORACLES 92

COMBAT ORACLES 94

MAGIC ORACLES 96

SCALE ORACLES 98

49
CORE: ACTION
OR AC LE OMN IBUS

1 Scheme 26 Withdraw 51 Persevere 76 Betray


2 Clash 27 Abandon 52 Serve 77 Secure
3 Weaken 28 Investigate 53 Begin 78 Arrive
4 Initiate 29 Hold 54 Move 79 Affect
5 Create 30 Focus 55 Coordinate 80 Change
6 Swear 31 Uncover 56 Resist 81 Defend
7 Avenge 32 Breach 57 Await 82 Debate
8 Guard 33 Aid 58 Impress 83 Support
9 Defeat 34 Uphold 59 Take 84 Follow
10 Control 35 Falter 60 Oppose 85 Construct
11 Break 36 Suppress 61 Capture 86 Locate
COR E ORACL ES

12 Risk 37 Hunt 62 Overwhelm 87 Endure


13 Surrender 38 Share 63 Challenge 88 Release
14 Inspect 39 Destroy 64 Acquire 89 Lose
15 Raid 40 Avoid 65 Protect 90 Reduce
16 Evade 41 Reject 66 Finish 91 Escalate
17 Assault 42 Demand 67 Strengthen 92 Distract
18 Deflect 43 Explore 68 Restore 93 Journey
19 Threaten 44 Bolster 69 Advance 94 Escort
20 Attack 45 Seize 70 Command 95 Learn
21 Leave 46 Mourn 71 Refuse 96 Communicate
22 Preserve 47 Reveal 72 Find 97 Depart
23 Manipulate 48 Gather 73 Deliver 98 Search
24 Remove 49 Defy 74 Hide 99 Charge
25 Eliminate 50 Transform 75 Fortify 100 Summon

SEEKING INSPIRATION USING THE CORE ORACLES


The Core oracles offer interpretive Example uses:
prompts useful for many situations. ✴ Goal or event: Action + Theme
In fact, for a lightweight approach, ✴ Character activity: Action
it’s possible to focus on answering
questions using only the Ask the ✴ Conversation topic: Theme
Oracle move and these four tables. ✴ Location aspect: Descriptor
✴ Clue: Focus
You can roll on the Core Oracles
✴ Journey waypoint: Descriptor + Focus
individually or combine them to
form a phrase. ✴ Quest: Action + Descriptor + Focus

50
CORE: THEME

OR AC LE OMN IBUS
1 Risk 26 Barrier 51 Stranger 76 Rival
2 Ability 27 Creation 52 Passage 77 Problem
3 Price 28 Decay 53 Land 78 Idea
4 Ally 29 Trade 54 Creature 79 Revenge
5 Battle 30 Bond 55 Disease 80 Health
6 Safety 31 Hope 56 Advantage 81 Fellowship
7 Survival 32 Superstition 57 Blood 82 Enemy
8 Weapon 33 Peace 58 Language 83 Religion
9 Wound 34 Deception 59 Rumor 84 Spirit
10 Shelter 35 History 60 Weakness 85 Fame
11 Leader 36 World 61 Greed 86 Desolation

COR E ORACL ES
12 Fear 37 Vow 62 Family 87 Strength
13 Time 38 Protection 63 Resource 88 Knowledge
14 Duty 39 Nature 64 Structure 89 Truth
15 Secret 40 Opinion 65 Dream 90 Quest
16 Innocence 41 Burden 66 Community 91 Pride
17 Renown 42 Vengeance 67 War 92 Loss
18 Direction 43 Opportunity 68 Portent 93 Law
19 Death 44 Faction 69 Prize 94 Path
20 Honor 45 Danger 70 Destiny 95 Warning
21 Labor 46 Corruption 71 Momentum 96 Relationship
22 Solution 47 Freedom 72 Power 97 Wealth
23 Tool 48 Debt 73 Memory 98 Home
24 Balance 49 Hate 74 Ruin 99 Strategy
25 Love 50 Possession 75 Mysticism 100 Supply

BUILDING A PROMPT
Not sure which Core oracles to use for a particular question? Use the table below
to choose a structured prompt. Roll on those tables and interpret the response as
appropriate to the question and situation.

1–20 Action + Theme


21–40 Descriptor + Focus
41–55 Action + Focus
56–70 Descriptor + Theme
71–85 Action + Descriptor + Focus
86–100 Action + Descriptor + Theme 51
CORE: DESCRIPTOR
OR AC LE OMN IBUS

1 Small 26 Inhabited 51 Fertile 76 Expansive


2 Collapsed 27 Defended 52 Diverse 77 Toxic
3 Protected 28 Active 53 Sheltered 78 High
4 Infested 29 Bloody 54 Destroyed 79 Sacred
5 Misty 30 Dying 55 Open 80 Low
6 Towering 31 Grim 56 Exposed 81 Forsaken
7 Light 32 Shrouded 57 Contested 82 Fallen
8 Marked 33 Dead 58 Blighted 83 Shadowy
9 Crafted 34 Sealed 59 Rugged 84 Unstable
10 Remote 35 Flooded 60 Unnatural 85 Hidden
11 Deep 36 Withered 61 Secret 86 Haunted
COR E ORACL ES

12 Captured 37 Lush 62 Dark 87 Buried


13 Ruined 38 Fortified 63 Sunken 88 Damaged
14 Safe 39 Beautiful 64 Abundant 89 Ancient
15 Precious 40 Blocked 65 Raided 90 Scarred
16 Abandoned 41 Desolate 66 Suspended 91 Elevated
17 Inaccessible 42 Deadly 67 Hostile 92 Forgotten
18 Barren 43 Massive 68 Empty 93 Preserved
19 Guarded 44 Hallowed 69 Overgrown 94 Trapped
20 Impassable 45 Confined 70 Chaotic 95 Mystic
21 Corrupted 46 Unusual 71 Peaceful 96 Natural
22 Foreboding 47 Mysterious 72 Broken 97 Treacherous
23 Wild 48 Strange 73 Ensnaring 98 Watery
24 Fragile 49 Depleted 74 Frozen 99 Moving
25 Isolated 50 Crowded 75 Ravaged 100 Foul

Inspired by Ironsworn: Starforged, the Descriptor and Focus oracles replace (and
expand) the Aspect and Focus oracles originally included in Ironsworn: Delve. They
are useful for revealing location-based details and discoveries.

52
CORE: FOCUS

OR AC LE OMN IBUS
1 Bridge 26 Monument 51 Portal 76 Caravan
2 Being 27 Terrain 52 Route 77 Void
3 Archive 28 Battlefield 53 Hazard 78 Fire
4 Gap 29 Stone 54 Habitat 79 Smell
5 Message 30 Shortcut 55 Trail 80 Remains
6 Denizen 31 Symbol 56 Illusion 81 Artifact
7 Commodity 32 Ambush 57 Refuge 82 Energy
8 Vegetation 33 Water 58 Relic 83 Puzzle
9 Rubble 34 Viewpoint 59 Span 84 Equipment
10 Rendezvous 35 Environment 60 Formation 85 Discovery
11 Hideaway 36 Excavation 61 Nest 86 Apparition

COR E ORACL ES
12 Vault 37 Person 62 Treasure 87 Remnant
13 Crossing 38 Gathering 63 Prominence 88 Guardian
14 Camp 39 Enclosure 64 Predator 89 Shrine
15 Inhabitant 40 Ritual 65 Trap 90 Barricade
16 Landscape 41 Weather 66 People 91 Insects
17 Boundary 42 Precipice 67 Tracks 92 Waterway
18 Entry 43 Opening 68 Combatant 93 Material
19 Grave 44 Rift 69 Storage 94 Worksite
20 Beast 45 Bones 70 Riches 95 Mire
21 Construction 46 Transport 71 Anomaly 96 Lair
22 Iron 47 Territory 72 Outpost 97 Obstacle
23 Threshold 48 Clearing 73 Settlement 98 Wood
24 Sound 49 Hole 74 Cultivation 99 Animal
25 Debris 50 Growth 75 Craftwork 100 Corpse

53
LOCATION: OVERLAND LANDMARK
OR AC LE OMN IBUS

1–2 Ruins 33–34 Marsh 67–68 Forest


3–4 Wall 35–37 Settlement 69–70 Hill
5–6 Battlefield 38–39 Rapids 71–72 Peak
7–8 Hovel 40–41 Pass 73–75 Woods
9–10 Springs 42–43 Trail 76–78 Stream
11–12 Campsite 44–45 Ridge 79–80 Clearing
13–14 Bridge 46–47 Cliff 81–82 Mine
15–16 Barrow 48–49 Grove 83–84 Ritual site
17–18 Gravesite 50–51 Moor 85–86 Monument
19–20 Waterfall 52–53 Thicket 87–88 Standing stones
21–22 Cave 54–55 River ford 89–90 Watchtower
LOCATI ON ORACL ES

23–24 Swamp 56–57 Valley 91–92 Sinkhole


25–26 Road 58–59 Fjord / Ravine 93–94 Crater
27–28 Tree 60–61 Foothills 95–96 Shrine
29–30 Pond 62–63 Lake 97–98 Crag
31–32 Field 64–66 River 99–100 Anomaly

ENVISIONING THE IRONLANDS


Use any of the following approaches and tools to help envision the places of the
Ironlands, and to reveal what you discover or encounter as you Undertake a Journey.
To reveal the details of a location To reveal the nature of a perilous
or travel event through an abstract event or complication on a journey,
prompt, check a Core oracle such as such as when you Undertake a Journey
Descriptor + Focus. This may require and roll a miss, use the Peril oracles in
creative interpretation, but provides this section.
nearly limitless variety. To reveal the nature of an unexpected
To reveal a basic feature of the and beneficial event on a journey,
landscape, use the Landmark oracles. such as when you Undertake a Journey
This can help set the scene for a waypoint and roll a strong hit with a match, use
or key location. You may expand on the Opportunity oracles in this section.
the answer using a Core oracle such as To give a journey across a perilous
Descriptor. landscape additional focus, you can
To reveal a location, discovery, or use the Delve moves and theme/domain
event at a journey waypoint, use the tables. See pages 74–75 of the Ironsworn:
Waypoint oracles on the following Delve rulebook for details. The Delve
pages. The answers on these tables are themes and domains are also included
a mix of the mundane and the dramatic. in this guide on pages 77–81.
They often provide more specificity
than the other approaches—but at the
cost of potential repetition if overused.
54
LOCATION: OVERLAND WAYPOINT (1–30)

OR AC LE OMN IBUS
Use this oracle to help envision a location, discovery, or event when you Undertake
a Journey and reach a waypoint.

1 A camp or settlement comes into view


2 A long-dead corpse or skeleton lies here
3 A herd of wildlife cuts across your path
4 A wide river winds across the landscape
5 Flies swarm around an enormous pile of scat
6 A stone wall marks an old boundary line
7 A cold fire pit hints at the passage of another traveler
8 An unsettling silence falls over this area
9 You discover the remnants of a ritual

LOCATI ON ORACL ES
10 A crude wall or barricade marks a makeshift fortification
11 You cross paths with a lone traveler
12 Ash surrounds a long-cold funeral pyre
13 A creature stands in defense of its nest or young
14 Trinkets and offerings hang from a tree or monument
15 A stone-framed doorway marks the entrance to a barrow mound
16 Tracks show that others have passed this way
17 You catch a gleam of metal in the distance
18 A waterway cuts through the landscape
19 A ford or ferry marks a river crossing
20 You encounter a procession of refugees or nomads
21 A grim marker denotes a territorial boundary
22 A former worksite lies abandoned
23 You hear the footfalls or stirrings of a large creature
24 Something about this place evokes an unnerving sensation
25 An abandoned or lifeless settlement lingers in silence
26 The temperature shifts unnaturally
27 A storm brews on the horizon
28 A lake, pond, or pool reflects its surroundings
29 This place gives you the discomforting feeling that you are being watched
30 A rope bridge sways in the wind

Check page 56 for the 31–65 results, and page 57 for 66–100.
For Coastal Waters Landmarks and Waypoints, see pages 60–61.

55
LOCATION: OVERLAND WAYPOINT (31–65)
OR AC LE OMN IBUS

31 A broken bridge marks a now-unused crossing


32 A series of ramshackle bridges connect high places
33 Phantom voices or song carry on the wind
34 A constructed bridge spans a river or gap
35 Something about this place spurs a memory
36 You encounter a small group of travelers
37 You discover the aftermath of a fight or battle
38 A recent landslide, collapse, or rockfall scars the landscape
39 Just ahead, a column of smoke rises into the sky
40 A cave opening is carved into the side of a hill or cliff
41 Several gravesites are here, each marked by an earthen or stone mound
LOCATI ON ORACL ES

42 An overlook offers an expansive view of the landscape ahead


43 Nature flourishes here
44 Abandoned construction is all that remains of a failed project
45 Ancient ruins stand here
46 A great tree or rocky spire stands tall above its surroundings
47 Carrion birds circle overhead—a bad omen
48 You spot the banners of an armed force on the move
49 Mist rises from a plunging waterfall
50 You find disturbing remains or evidence of a violent death
51 A natural bridge spans a river or gap
52 Mystic stones or strange pillars stand here
53 The landscape is strewn with a maze of rocky spires
54 Fallen trees or upturned earth mark a destructive path
55 Cleared, cultivated, or barren ground stands apart from its surroundings
56 The nature of the landscape or environment changes
57 Ghostlights dance above the landscape
58 Scorched ground marks the location of a recent fire
59 Steam rises from bubbling pools
60 Stones or markings form a mystic circle
61 Creatures gather at a source of water
62 The path ascends a hill or ridgeline
63 Carved symbols or likenesses adorn the landscape
64 A great flying creature circles overhead
65 A road or trail marks a well-used path

56
LOCATION: OVERLAND WAYPOINT (66–100)

OR AC LE OMN IBUS
66 The weather shifts, a portent of things to come
67 The skeleton of a massive animal or beast lies here
68 A large stone bears an inscription or message
69 A ragged banner hangs from a leaning pole
70 A makeshift shelter or solitary home lies abandoned
71 A large creature hunts or forages here, but pays you no heed
72 Carrion animals pick at scattered remains
73 You hear the sounds of a nearby battle
74 You hear the calls of unusual wildlife
75 A spectral manifestation appears
76 Natural or carved steps lead up a slope or cliffside

LOCATI ON ORACL ES
77 An altar, shrine, or memorial marks a hallowed place
78 The landscape is divided by a ravine or fissure
79 A natural oasis stands amid an otherwise ruined or barren landscape
80 A dry riverbed or trench cuts through the landscape like a scar
81 Nature is stunted or diseased in this place
82 An ancient monument or statue stands here
83 A shadowy path leads along a narrow canyon or pass
84 Tracks or claw marks reveal the passage of a large animal or beast
85 A caravan is camped here or passing through
86 Laborers toil at a worksite
87 A signal station, lookout, or tower sits on high ground
88 Scattered stones mark a toppled structure or monument
89 A lingering fog clings to the terrain
90 You top a rise, and catch sight of a trailing person or creature
91 Intricately stacked cairn stones mark a lonely gravesite or remembrance
92 A promontory or summit rises above the landscape
93 A wagon or cart sits abandoned
94 A crudely-fashioned effigy watches over the surroundings
95 A sinkhole or pit leads to unseen depths
96 An unusual tree or rock formation stands apart from its surroundings
97 The path descends into a valley or basin
98 The ground is scattered with broken bones
99 The plants here are strangely at odds with their environment
100 Blood-spattered ground or a bloody trail mark a violent end

57
LOCATION: OVERLAND PERIL
OR AC LE OMN IBUS

1–4 Lingering foul weather tests your endurance


5–8 A piece of important gear is damaged or broken
9–12 Provisions are lost, wasted, or spoiled
13–16 The weather takes a turn for the worse
17–20 Rugged terrain or dense vegetation hampers your progress
21–23 An injury or old pain causes trouble
24–26 A cleverly camouflaged or hidden predator attacks
27–29 You stumble into the lair or nest of dangerous creatures
30–32 You are caught in a trap or ambush
33–35 An impassable path forces a dangerous detour
36–38 The path forces a treacherous crossing over a river or gap
LOCATI ON ORACL ES

39–41 A steep cliff or precipitous drop stands in your way


42–44 Confounding paths cause you to lose your way
45–47 Disease or sickness takes hold
48–50 You realize something important was lost or left behind
51–53 You come upon a settlement or camp in crisis
54–56 Someone who watches over this area makes a costly demand or threat
57–59 An enemy patrol or outpost guards this area
60–62 You encounter a dangerous animal or pack
63–65 Insects or small creatures swarm to attack
66–68 You are caught in a flood or forced to navigate a perilous waterway
69–71 You encounter a fellow traveler in peril
72–74 Fog or darkness hides a lurking danger
75–76 You suffer the effects of toxic plants or venomous creatures
77–78 You are caught within unnatural mist or darkness
79–80 A companion or fellow traveler stumbles into danger
81–82 Muddy ground or a quagmire threatens to drag you down
83–84 You encounter a monstrous beast
85–86 A deceptively peaceful location lures you into a false sense of safety
87–88 Spooked creatures stampede along your path
89–90 A companion or fellow traveler is injured or falls ill
91–92 You face a dreadful vision or hallucination
93–94 A sinkhole or pit opens beneath you
95–96 A supernatural entity seeks vengeance or absolution
97–98 Unstable terrain causes a rockfall or landslide
99–100 Your presence triggers a spell or supernatural anomaly
58
LOCATION: OVERLAND OPPORTUNITY

OR AC LE OMN IBUS
1–4 Ideal weather takes hold
5–8 The terrain favors you
9–12 There are plentiful hunting or foraging opportunities in this area
13–16 A clear path leads through otherwise dangerous terrain
17–20 You find an ideal location for a campsite
21–23 An awe-inspiring vista offers comfort or inspiration
24–26 You find a useful item
27–29 A helpful traveler crosses your path
30–32 An intriguing site offers opportunities for exploration
33–35 A vantage point reveals a key landmark
36–38 A nearby settlement flies a friendly banner

LOCATI ON ORACL ES
39–41 Something about this journey sparks a fond or helpful memory
42–44 You encounter a helpful or useful animal
45–47 You encounter a friendly group of local denizens
48–50 A sheltered refuge offers a place to hide, plan, or recover
51–53 A monument or relic reveals something of the history of this land
54–56 You find plants or herbs with potentially helpful qualities
57–59 Tracks or a cooling campfire show that others have passed this way
60–62 You are forewarned of a dangerous path
63–65 A desolate settlement or camp offers scavenging opportunities
66–68 You find an opening to distract, escape, or avoid foes
69–71 A clue offers insight into a current quest or mystery
72–74 You encounter a potential benefactor in need of help
75–76 You learn or improve a useful skill
77–78 A caravan offers the potential comforts and safety of a community
79–80 You experience a helpful dream or vision
81–82 The terrain offers a defensible position against a threat
83–84 A supernatural entity offers helpful guidance
85–86 You encounter a majestic or previously unknown creature
87–88 A lurking foe unwittingly reveals themselves, giving you the drop on them
89–90 You spot a friendly animal keeping pace with you—a good omen
91–92 A signpost or marker provides guidance
93–94 An otherwise dangerous predator shows benign interest in you
95–96 A stone or tree bears helpful or inspiring markings from past travelers
97–98 You experience a moment of fellowship or inner peace
99–100 You find an object or resource of great value
59
LOCATION: COASTAL WATERS LANDMARK
OR AC LE OMN IBUS

1–4 Anchorage 35–38 Sea arch 69–72 Ruins


5–8 Sargassum 39–42 Cove 73–76 Landing
9–13 Wreck 43–46 Bay 77–80 Kelp forest
14–17 Harbor 47–50 Iceberg 81–84 Sea stack
18–21 Beacon 51–55 Island 85–88 Islet
22–25 Shoal 56–59 Settlement 89–92 Beach
26–30 Fjord 60–63 Ice shelf 93–96 Sea cliff
31–34 Estuary 64–68 Sea cave 97–100 Anomaly

LOCATION: COASTAL WATERS WAYPOINT (1–50)


1–2 A wrecked ship or boat lies broken upon rocks
LOCATI ON ORACL ES

3–4 Mist clings to a shoreline ruin


5–6 Dancing ribbons of colorful lights appear in a dark sky
7–8 The wind and waters are eerily calm
9–10 A ship is anchored in a sheltered bay
11–12 A wide river empties into the sea
13–14 A large animal or beast watches from the shore
15–16 A ship flounders in high seas
17–18 A pod of orca glides past
19–20 An abandoned settlement is partially reclaimed by the sea
21–22 Waves break upon a wide rocky beach
23–24 A beached ship is under repair
25–26 The weather shifts, a portent of things to come
27–28 A waterfall spills from a seaside bluff
29–30 The skeletal ribs of an old wreck sit upon the shore
31–32 Whalers or beast hunters prowl these waters in sleek ships
33–34 A ruin lies half-submerged in shallow waters
35–36 The water churns as a large school of fish flees a predator
37–38 A bleak-looking island appears uninhabited
39–40 A landed boat or ship sits upon the shore
41–42 Imposing cliffs rise from the sea
43–44 A dense fog clings to the water
45–46 Boats and ships gather at a seaside settlement
47–48 Hordes of seabirds nest upon a guano-spattered sea stack
49–50 Whales crest the surface
See the following page for entries 51–100.
60
LOCATION: COASTAL WATERS WAYPOINT (51–100)

OR AC LE OMN IBUS
51–52 Laborers toil at a waterside worksite
53–54 An ancient statue or monument stands on the shore
55–56 Rocky shoals lie within shallow waters
57–58 Just under the surface, a thick kelp forest dances in the current
59–60 Fisher folk gather their catch
61–62 A column of smoke rises from the interior of an island
63–64 Gulls peck at a floating carcass
65–66 A makeshift shelter or solitary home sits on the shore
67–68 Darkness beckons from within a sea cave
69–70 A storm gathers in the distance
71–72 You spot a seaside camp or settlement

LOCATI ON ORACL ES
73–74 Seals rest on a wave-swept rock
75–76 A boat or ship comes into view
77–78 The water stirs with the movement of a great creature
79–80 Steep cliffs flank a narrow fjord
81 A rogue iceberg drifts with the current
82 A long line of ships appears on the horizon
83 Sharks circle menacingly
84 A capsized ship or boat drifts on the water
85 A beacon tower glimmers with a warning flame
86 Debris collects in a swirling eddy
87 Eerie voices carry on the wind
88 The temperature shifts unnaturally
89 A shelf of glacial ice divides sea from land
90 You spot ships engaged in a battle
91 A lookout post or tower stands at water's edge
92 A narrow channel leads through an icy expanse
93 A whale corpse lies bloated on a beach
94 A large natural arch towers over the surrounding waters
95 A great flying creature circles overhead
96 A bridge connects the mainland to an offshore island
97 Mystic stones or strange pillars stand on the shore
98 A stone fortification stands at water's edge
99 Thickly-packed seaweed carpets the water
100 A spectral manifestation appears

For Overland Landmarks and Waypoints, see pages 54–57.


61
LOCATION: COASTAL WATERS PERIL
OR AC LE OMN IBUS

1–4 Provisions are lost, wasted, or spoiled


5–8 The weather takes a turn for the worse
9–12 Rough seas hamper your progress
13–16 Lingering foul weather tests your endurance
17–20 A piece of important gear is damaged or broken
21–23 Rocky shoals or shallows slow your progress
24–26 Powerful currents or winds pull you off course
27–29 You realize something important was lost or left behind
30–32 An injury or old pain causes trouble
33–35 Fog or darkness hides a lurking danger
36–38 A sudden storm assails you
LOCATI ON ORACL ES

39–41 A rogue wave crashes into you


42–44 A critical component of your watercraft is lost or damaged
45–47 Disease or sickness takes hold
48–50 You lose your way amidst an accursed fog
51–53 A ship or boat is in distress
54–56 Your hull is fouled or leaking
57–59 An enemy ship closes on you
60–62 You are lost or off course
63–65 Dangerous creatures harass your watercraft
66–68 You encounter a monstrous sea creature
69–71 You are trapped in frozen seas
72–74 You spot a settlement or camp in crisis
75–76 A flying beast attacks
77–78 You are caught within unnatural mist or darkness
79–80 A blockade of ships stands in your way
81–82 You face a dreadful apparition or hallucination
83–84 A companion or fellow traveler is injured or falls ill
85–86 A supernatural entity seeks vengeance or absolution
87–88 A companion or fellow traveler draws the attention of a new danger
89–90 An unnatural mist or darkness surrounds you
91–92 A dangerous current or whirlpool takes hold
93–94 You run aground in shallow waters
95–96 A maze of rocky outcroppings or ice flows forces careful navigation
97–98 A companion or fellow traveler causes a delay
99–100 Your presence triggers a spell or supernatural anomaly
62
LOCATION: COASTAL WATERS OPPORTUNITY

OR AC LE OMN IBUS
1–5 A fortuitous wind or current speeds your way
6–10 Ideal weather takes hold
11–15 There are plentiful fishing opportunities in these waters
16–19 A desolate shoreline settlement or camp offers scavenging opportunities
20–23 A nearby settlement flies a friendly banner
24–27 A nearby shore offers plentiful opportunities for hunting or foraging
28–31 A sheltered bay offers safe harbor
32–35 An intriguing shoreline location offers opportunities for exploration
36–39 You find an ideal location for a safe landing
40–43 You find clear passage through otherwise perilous seas
44–47 You spot a shipwreck ripe for the picking

LOCATI ON ORACL ES
48–51 Something about this journey sparks a fond or helpful memory
52–54 A clue offers insight into a current quest or mystery
55–57 A friendly sea creature or bird keeps pace with you—a good omen
58–60 A large ship offers the potential comforts and safety of a community
61–63 An awe-inspiring vista offers comfort or inspiration
64–66 You are forewarned of a lurking danger
67–69 You encounter a helpful or useful animal
70–72 You experience a moment of fellowship or inner peace
73–75 You spot a friendly ship or boat
76–78 A key landmark comes into view
79–81 A helpful mariner crosses your path
82–84 A monument or relic reveals something of the history of this area
85–87 The winds or terrain offer the means to avoid a threat
88–90 You learn or improve a helpful skill
91–92 A supernatural entity offers helpful guidance
93–94 An otherwise dangerous sea creature shows benign interest in you
95–96 You encounter a majestic or previously unknown creature
97–98 You experience a helpful dream or vision
99–100 You spot an object or resource of great value

63
SETTLEMENT: TYPE
OR AC LE OMN IBUS

When using this oracle to reveal the scale and purpose of a settlement, choose
whether the community is located in settled lands, boundary lands, or remote lands.
If unsure, set the location based on the region:
✴ Settled lands: Havens
✴ Boundary lands: Barrier Islands, Flooded Lands, Hinterlands, Ragged Coast
✴ Remote lands: Deep Wilds, Tempest Hills, Veiled Mountains

Settled Boundary Remote


Type Details
Lands Lands Lands
1–15 1–20 1–25 Stead Tiny, self-sustaining
settlement with a few
family dwellings
16–25 21–35 26–50 Camp Temporary settlement for
nomadic people, soldiers,
S ET T L EMENT ORACL ES

or seasonal workers
26–30 36–60 51–75 Outpost Border or frontier
settlement for defense,
trade, or exploration
31–55 61–80 76–90 Hamlet Small settlement with a few
homes, limited services,
and informal leadership
56–85 81–95 91–98 Village Moderate-sized settlement
with communal buildings
and recognized leadership
86–100 96–100 99–100 Hold Large, fortified settlement
with diverse trade skills and
well-established leadership

SETTLEMENT: CONDITION
1–5 Abandoned 36–50 Ramshackle
6–10 Devastated 51–70 Modest
11–15 Besieged 71–85 Well-kept
16–20 Under construction 86–95 Prosperous
21–35 Wretched 96–100 Grand

SETTLEMENT: DISPOSITION
1–5 Hostile 51–60 Indifferent
6–15 Threatening 61–70 In need
16–25 Demanding 71–80 Welcoming
26–35 Unwelcoming 81–90 Friendly
64 36–50 Wary 91–100 Helpful
SETTLEMENT: FIRST LOOK

OR AC LE OMN IBUS
1–2 At a crossroads 65 Loud laughter or merrymaking
3–4 Beacon or signal fire 66 Marked with cryptic symbols
5–6 Boundary of standing stones 67 Numerous comings and goings
7–8 Breached or collapsed wall 68 Oddly quiet
9–10 Built among ancient ruins 69 One building set apart
11–12 Built on a hill or crag 70 Partially abandoned
13–14 Built over or beside water 71 Prisoners or dead on display
15–16 Carved animal motifs 72 Repairs underway
17–18 Central tree 73 Scars of an attack or disaster
19–20 Building a prominent structure 74 Shrouded by mist
21–22 Decorated for a festival 75 Signs of sickness

S ET T L EMENT ORACL ES
23–24 Dense smoke from worksites 76 Signs of an occupying force
25–26 Nearby encampment 77 Signs of unrest
27–28 Encroaching woodland 78 Surrounded by fresh graves
29–30 Expansive fields or agriculture 79 Surrounded by lush terrain
31–32 Large barrow mound 80 Trophies of defeated foes
33–34 Filled with song and music 81 Lush gardens
35–36 Flying a familiar banner 82 Visited by large caravan or fleet
37–38 Hastily improvised defenses 83 Widely dispersed structures
39–40 Heavily armed guards 84 Alluring fragrances
41–42 Hung with charms and wards 85 Built from unusual materials
43–44 In the shadow of a terrain feature 86 Busy marketplace
45–46 Large communal building 87 Festooned with bones and skulls
47–48 Numerous grazing animals 88 Flooded or waterlogged section
49–50 Protected by stout walls 89 Foul stench
51–52 Ringed by a moat or ditch 90 Partially destroyed by fire
53–54 Sections divided by walls 91 Oddly-shaped structures
55–56 Watchtowers or lookouts 92 Old siege weapons left to rot
57 Adorned with colorful banners 93 Signs of infestation or corruption
58 Armed with heavy weapons 94 Solemn procession
59 Built into the terrain 95 Hung with countless torches
60 Burning pit or pyre 96 Eerie light or strange energies
61 Circling carrion birds 97 Surrounded by blighted terrain
62 Connected by bridges 98 Unusual domesticated creatures
63 Large monolith or tower 99 Eerie chanting or keening
64 Large statue or effigy 100 Spectral manifestations
65
SETTLEMENT: PROJECTS
OR AC LE OMN IBUS

1–4 Farming 32–33 Beast hunting 67–70 Forestry


5–7 Celebration 34–35 Scavenging 71–74 Healing
8–10 Conquest 36–39 Brewing 75–78 Hunting or fishing
11–14 Religion 40–43 Defense 79–81 Hospitality
15–16 Secrecy 44–46 Exploration 82–85 Craftwork
17–18 Debauchery 47–48 Patrolling 86–89 Smithing
19–21 Construction 49–52 Mining 90–92 Raiding
22–23 Evacuation 53–54 Entertainment 93–94 Treasure hunting
24–25 Diplomacy 55–58 Herding 95–96 Taming
26–29 Mysticism 59–62 Foraging 97–98 Preservation
30–31 History 63–66 Trade 99–100 Education
S ET T L EMENT ORACL ES

SETTLEMENT: TROUBLES
1–2 Outsiders rejected 47–48 Isolated by brutal weather
3–4 Dangerous discovery 49–50 Provisions are scarce
5–6 Dreadful omens 51–52 Sickness run amok
7–8 Natural disaster 53–54 Allies become enemies
9–10 Old wounds reopened 55–56 Attack is imminent
11–12 Important object is lost 57–58 Lost caravan
13–14 Someone is captured 59–60 Dark secret revealed
15–16 Mysterious phenomenon 61–62 Urgent expedition
17–18 Revolt against a leader 63–64 A leader falls
19–20 Vengeful outcast 65–66 Families in conflict
21–22 Rival settlement 67–68 Incompetent leadership
23–24 Nature strikes back 69–70 Reckless warmongering
25–26 Someone is missing 71–72 Beast on the hunt
27–28 Production halts 73–74 Betrayed from within
29–30 Mysterious murders 75–76 Broken truce
31–32 Debt comes due 77–78 Wrathful haunt
33–34 Unjust leadership 79–80 Conflict with firstborn
35–36 Disastrous accident 81–82 Trade route blocked
37–38 In league with the enemy 83–84 Caught in the crossfire
39–40 Raiders prey on the weak 85–86 Stranger causes discord
41–42 Cursed past 87–88 Important event threatened
43–44 An innocent is accused 89–90 Dangerous tradition
45–46 Corrupted by dark magic 91–100 Roll twice
66
SETTLEMENT: CULTURAL TOUCHSTONES

OR AC LE OMN IBUS
These touchstones represent common beliefs or practices of a community—not
universal truths. Individuals can contradict these assumptions, or you might find
groups of people in a single community with opposing touchstones.

1–2 Austere styles 51–52 Respect of elders


3–4 Prophecy 53–54 Courtesy and hospitality
5–6 Rites of adulthood 55–56 Body modifications or tattoos
7–8 Feasting and merrymaking 57–58 Pilgrimages
9–10 Gambling 59–60 Superstition
11–12 Code of pacifism 61–62 Ceremonies and rituals
13–14 Suspicion of outsiders 63–64 Blood debts
15–16 Formal duels 65–66 Familial clans
17–18 Mysticism 67–68 Isolationism and privacy

S ET T L EMENT ORACL ES
19–20 Adherence to authority 69–70 Communal hunts
21–22 Song and dance 71–72 Competitive tournaments
23–24 Uncommon languages 73–74 Code of honor
25–26 Heavily-accented speech 75–76 Storytelling
27–28 Artistic expression 77–78 Conquest and battle prowess
29–30 Distinctive armor 79–80 Martyred heroes
31–32 Bartering 81–82 Sacred texts
33–34 Long mourning periods 83–84 Rites of courtship
35–36 Seasonal festivals 85–86 Bonded creatures
37–38 Blood feuds 87–88 Signature weapon
39–40 Banishment of the disloyal 89–90 Hidden identities
41–42 Rigid hierarchy 91–92 Gift-giving
43–44 Unbreakable vows 93–94 Animal or nature motifs
45–46 Communal resources 95–96 Independence from authority
47–48 Spirituality 97–98 Unusual death rites
49–50 Strict laws 99–100 Elaborate styles

ENVISIONING SETTLEMENTS
Use the Type, Condition, and First Look oracles when initially sighting or revealing
a settlement. If unsure of how its leaders or inhabitants react to your character—or
to visitors in general—check the Disposition oracle.
Projects are the main industry, function, or current focus of a settlement. They
do not necessarily represent every activity at the site, but are the most visible or
noteworthy aspects. Meanwhile, the Troubles oracle provides a broad description of
the site’s most dramatic current issues, and the Cultural Touchstones oracle reveals
aspects of the community that you might learn while spending time there. 67
SETTLEMENT: NAME
OR AC LE OMN IBUS

Use this oracle for a thematic name for an Ironlander settlement. Roll once for the
category, and again to pick from the examples. Or roll only for the category and
come up with a name that fits the theme
1–15 / Terrain Feature 16–30 / Key Structure 31–45 / Creature
Where is this feature Why is this structure Why is this creature
located? What makes it important? What is its significant? How is it
unusual or distinctive? current condition? depicted in art or rituals?
1–10 Highmount 1–10 Whitebridge 1–10 Ravencliff
11–20 Brackwater 11–20 Lonefort 11–20 Bearmark
21–30 Frostwood 21–30 Highcairn 21–30 Wolfcrag
31–40 Redcrest 31–40 Redhall 31–40 Eaglespire
41–50 Grimtree 41–50 Darkwell 41–50 Wyvern's Rest
S ET T L EMENT ORACL ES

51–60 Stoneford 51–60 Timberwall 51–60 Boarwood


61–70 Deepwater 61–70 Stonetower 61–70 Foxhollow
71–80 Whitefall 71–80 Thornhall 71–80 Elderwatch
81–90 Graycliff 81–90 Cinderhome 81–90 Elkfield
91–100 Three Rivers 91–100 Fallowfield 91–100 Dragonshadow

46–60 / Historical Event 61–75 / Old Language 76–90 / Environment


What happened? What is the cultural What influence does the
What place or practice origin of this word? What weather have on this
commemorates this event? does it translate to? settlement?
1–10 Swordbreak 1–10 Abon 1–10 Winterhome
11–20 Fool's Fall 11–20 Daveza 11–20 Windhaven
21–30 Firstmeet 21–30 Damula 21–30 Stormrest
31–40 Brokenhelm 31–40 Essus 31–40 Bleakfrost
41–50 Mournhaunt 41–50 Sina 41–50 Springtide
51–60 Olgar's Stand 51–60 Kazeera 51–60 Duskmoor
61–70 Lostwater 61–70 Khazu 61–70 Frostcrag
71–80 Rojirra's Lament 71–80 Sova 71–80 Springbrook
81–90 Lastmarch 81–90 Nabuma 81–90 Icebreak
91–100 Rockfall 91–100 Tiza 91–100 Summersong

91–100 / Something Else


1–10 Trade good (Ironhome) 51–60 Firstborn heritage (Elfbrook)
11–20 Old World city (New Arkesh) 61–70 Elvish word or name (Nessana)
21–30 Founder or elder (Kei's Hall) 71–80 Mythic belief or event (Ghostwalk)
31–40 God (Elisora) 81–90 Positive term (Hope)
41–50 Historical item (Blackhelm) 91–100 Negative term (Forsaken)
68
SETTLEMENT: QUICK NAME GENERATOR

OR AC LE OMN IBUS
Use this oracle as a simple alternative for generating a settlement name. Roll once for
the prefix and once for the suffix, taking your pick of choices in that row.

Roll Prefix Suffix Prefix Suffix


1–4 Lost- -grove Forge- -break
5–8 Gloom- -haven Fallow- -mire
9–12 Night- -bourne Red- -brook
13–16 Stone- -bridge Wyrd- -wick
17–20 Bright- -peak Bleak- -harrow
21–24 Dusk- -shard Wood- -hall
25–28 White- -glade Gray- -watch
29–32 Grim- -hold Draug- -well

S ET T L EMENT ORACL ES
33–36 Wrath- -stead High- -gate
37–40 Sword- -crest Raven- -mount
41–43 Wyrm- -rock Deep- -ridge
44–46 Shield- -fall Tide- -ward
47–49 Keld- -mark Ash- -mere
50–52 Low- -fen Frost- -field
53–55 Troll- -barrow Dark- -river
56–58 New- -ford Storm- -hill
59–61 Mead- -wood Ember- -tarn
62–64 Drift- -run Flint- -spire
65–67 Wolf- -croft Thorn- -scar
68–70 Long- -knoll Axe- -roost
71–73 Iron- -march Black- -shade
74–76 Shale- -reach Nettle- -stone
77–79 Woad- -bluff Broad- -nest
80–82 Rock- -holt Hearth- -pass
83–85 Murk- -home Ice- -point
86–88 Moon- -hope Bitter- -vault
89–91 Fire- -wark Great- -cairn
92–94 Green- -burrow Bear- -hollow
95–97 Gold- -glen Skarn- -moor
98–100 Mourn- -mist Shade- -crag

69
CHARACTER: FIRST LOOK
OR AC LE OMN IBUS

1–2 Well-armed 35–36 Armored 69–70 Tattooed


3–4 Alluring 37–38 Drunk 71–72 Grim
5–6 Mystical 39–40 Silent 73–74 Masked
7–8 Pursued 41–42 Brutish 75–76 Distinguished
9–10 Beastly 43–44 Ghostly 77–78 Fit
11–12 Stout 45–46 Sickly 79–80 Firstborn
13–14 Confused 47–48 Accented 81–82 Bloodstained
15–16 Equipped 49–50 Poised 83–84 Overburdened
17–18 Distressed 51–52 Well-mannered 85–86 Furtive
19–20 Fearsome 53–54 Menacing 87–88 Aged
21–22 Cloaked 55–56 Filthy 89–90 Graceful
CHAR ACTER ORACL ES

23–24 Guarded 57–58 Wounded 91–92 Inhuman


25–26 Commanding 59–60 Mysterious 93–94 Sinister
27–28 Weathered 61–62 Imposing 95–96 Visibly disabled
29–30 Unassuming 63–64 Ill-equipped 97–98 Concealed
31–32 Attractive 65–66 Scarred 99–100 Uncanny
33–34 Youthful 67–68 Slight

CHARACTER: ACTIVITY
1–2 Guarding 35–36 Tracking 69–70 Distracting
3–4 Preserving 37–38 Escorting 71–72 Leaving
5–6 Constructing 39–40 Hiding 73–74 Fighting
7–8 Mending 41–42 Raiding 75–76 Ambushing
9–10 Assisting 43–44 Socializing 77–78 Controlling
11–12 Securing 45–46 Exploring 79–80 Observing
13–14 Learning 47–48 Journeying 81–82 Gathering
15–16 Sneaking 49–50 Supporting 83–84 Suffering
17–18 Fleeing 51–52 Avoiding 85–86 Threatening
19–20 Sacrificing 53–54 Disabling 87–88 Searching
21–22 Creating 55–56 Leading 89–90 Destroying
23–24 Luring 57–58 Assaulting 91–92 Restoring
25–26 Hunting 59–60 Ensnaring 93–94 Consuming
27–28 Seizing 61–62 Defending 95–96 Removing
29–30 Bargaining 63–64 Recovering 97–98 Inspecting
31–32 Mimicking 65–66 Patrolling 99–100 Summoning
33–34 Tricking 67–68 Resting
70
CHARACTER: DISPOSITION

OR AC LE OMN IBUS
1–6 Helpful 29–36 Indifferent 68–76 Demanding
7–13 Friendly 37–47 Suspicious 77–85 Unfriendly
14–20 Cooperative 48–57 Wanting 86–93 Threatening
21–28 Curious 58–67 Desperate 94–100 Hostile

CHARACTER: ROLE
1–2 Criminal 28–30 Traveler 59–62 Artisan
3–4 Healer 31–33 Mystic 63–66 Scout
5–6 Bandit 34–36 Priest 67–70 Herder
7–9 Guide 37–39 Sailor 71–74 Fisher
10–12 Performer 40–42 Pilgrim 75–79 Warrior

CHAR ACTER ORACL ES


13–15 Miner 43–45 Thief 80–84 Hunter
16–18 Mercenary 46–48 Adventurer 85–89 Raider
19–21 Outcast 49–51 Forager 90–94 Trader
22–24 Vagrant 52–54 Leader 95–99 Farmer
25–27 Forester 55–58 Guard 100 Unusual role

CHARACTER: GOAL
1–3 Obtain an object 52–54 Collect a debt
4–6 Make an agreement 55–57 Protect a secret
7–9 Build a relationship 58–60 Spread faith
10–12 Undermine a relationship 61–63 Enrich themselves
13–15 Seek a truth 64–66 Protect a person
16–18 Pay a debt 67–69 Protect the status quo
19–21 Refute a falsehood 70–72 Advance status
22–24 Harm a rival 73–75 Defend a place
25–27 Cure an ill 76–78 Avenge a wrong
28–30 Find a person 79–81 Fulfill a duty
31–33 Find a home 82–84 Gain knowledge
34–36 Seize power 85–87 Prove worthiness
37–39 Restore a relationship 88–90 Find redemption
40–42 Create an item 91–92 Escape from something
43–45 Travel to a place 93–95 Resolve a dispute
46–48 Secure provisions 96–100 Roll twice
49–51 Rebel against power
71
CHARACTER: REVEALED DETAILS
OR AC LE OMN IBUS

1 Stoic 26 Ambitious 51 Critical 76 Influential


2 Attractive 27 Aggressive 52 Cautious 77 Young
3 Passive 28 Conceited 53 Resourceful 78 Adventurous
4 Aloof 29 Proud 54 Weary 79 Oppressed
5 Affectionate 30 Stern 55 Wounded 80 Vengeful
6 Generous 31 Dependent 56 Anxious 81 Cooperative
7 Smug 32 Wary 57 Powerful 82 Armored
8 Armed 33 Strong 58 Athletic 83 Apathetic
9 Clever 34 Insightful 59 Driven 84 Determined
10 Brave 35 Dangerous 60 Cruel 85 Loyal
11 Ugly 36 Quirky 61 Quiet 86 Sick
CHAR ACTER ORACL ES

12 Sociable 37 Cheery 62 Honest 87 Religious


13 Doomed 38 Disfigured 63 Infamous 88 Selfish
14 Connected 39 Intolerant 64 Dying 89 Old
15 Bold 40 Skilled 65 Reclusive 90 Fervent
16 Jealous 41 Stingy 66 Artistic 91 Violent
17 Angry 42 Timid 67 Disabled 92 Agreeable
18 Active 43 Insensitive 68 Confused 93 Hot-tempered
19 Suspicious 44 Wild 69 Manipulative 94 Stubborn
20 Hostile 45 Bitter 70 Relaxed 95 Incompetent
21 Hardhearted 46 Cunning 71 Stealthy 96 Greedy
22 Successful 47 Remorseful 72 Confident 97 Cowardly
23 Talented 48 Kind 73 Weak 98 Obsessed
24 Experienced 49 Charming 74 Friendly 99 Careless
25 Deceitful 50 Oblivious 75 Wise 100 Ironsworn

ENVISIONING CHARACTERS
When first encountering a character, use the First Look, Activity, and Disposition
oracles to form an initial impression. If a character’s occupation or motivations are
important, check the Role and Goal oracles. But don’t overdo it. Focus on those
aspects that are knowable from the limited perspective of your own character.
Generate a detail or two, envision the result as appropriate to the situation, make
some assumptions to fill in the gaps, and move on.
Over time, if you interact with a character and gain a deeper understanding of
their nature and background, check for additional aspects using tables such as the
Revealed Details oracle. You may ignore, reroll, or adjust contradictions. Or envision
how those contradictions add interesting complexity to the character.
72
CHARACTER: NAME (IRONLANDER SET 1)

OR AC LE OMN IBUS
Ironlander names are often gender neutral, but selecting a name may influence how
you imagine a character’s gender presentation.
In addition, cultures in the Ironlands do not generally use surnames, but you can
mix and match names from these tables as given names and family names as you
like. To give yourself a broad set of choices, roll once and pick from that entire row.

1 Solana 26 Nakata 51 Lestara 76 Kormak


2 Keelan 27 Kynan 52 Lago 77 Zura
3 Cadigan 28 Kiah 53 Elstan 78 Zanita
4 Sola 29 Jaggar 54 Saskia 79 Brynn
5 Kodroth 30 Beca 55 Kabeera 80 Tegan
6 Kione 31 Ikram 56 Caldas 81 Pendry
7 Katja 32 Melia 57 Nisus 82 Quinn

CHAR ACTER ORACL ES


8 Tio 33 Sidan 58 Serene 83 Fanir
9 Artiga 34 Deshi 59 Chenda 84 Glain
10 Eos 35 Tessa 60 Themon 85 Emelyn
11 Bastien 36 Sibila 61 Erin 86 Kendi
12 Elli 37 Morien 62 Alban 87 Althus
13 Maura 38 Mona 63 Parcell 88 Leela
14 Haleema 39 Padma 64 Jelma 89 Ishana
15 Abella 40 Avella 65 Willa 90 Flint
16 Morter 41 Naila 66 Nadira 91 Delkash
17 Wulan 42 Lio 67 Gwen 92 Nia
18 Mai 43 Cera 68 Amara 93 Nan
19 Farina 44 Ithela 69 Masias 94 Keeara
20 Pearce 45 Zhan 70 Kanno 95 Katania
21 Wynne 46 Kaivan 71 Razeena 96 Morell
22 Haf 47 Valeri 72 Mira 97 Temir
23 Aeddon 48 Hirsham 73 Perella 98 Bas
24 Khinara 49 Pemba 74 Myrick 99 Sabine
25 Milla 50 Edda 75 Qamar 100 Tallus

See the next page for more Ironlander names.

73
CHARACTER: NAME (IRONLANDER SET 2)
OR AC LE OMN IBUS

1 Segura 26 Tristan 51 Sarria 76 Lucia


2 Gethin 27 Siorra 52 Nakura 77 Maya
3 Bataar 28 Sayer 53 Akiya 78 Reema
4 Basira 29 Cortina 54 Talan 79 Yorath
5 Joa 30 Vesna 55 Mattick 80 Rhoddri
6 Glynn 31 Kataka 56 Okoth 81 Shekhar
7 Toran 32 Keyshia 57 Khulan 82 Servan
8 Arasen 33 Mila 58 Verena 83 Reese
9 Kuron 34 Lili 59 Beltran 84 Kenrick
10 Griff 35 Vigo 60 Del 85 Indirra
11 Owena 36 Sadia 61 Ranna 86 Giliana
CHAR ACTER ORACL ES

12 Adda 37 Malik 62 Alina 87 Jebran


13 Euros 38 Dag 63 Muna 88 Kotama
14 Kova 39 Kuno 64 Mura 89 Fara
15 Kara 40 Reva 65 Torrens 90 Katrin
16 Morgan 41 Kai 66 Yuda 91 Namba
17 Nanda 42 Kalina 67 Nazmi 92 Lona
18 Tamara 43 Jihan 68 Ghalen 93 Taylah
19 Asha 44 Hennion 69 Sarda 94 Kato
20 Delos 45 Abram 70 Shona 95 Esra
21 Torgan 46 Aida 71 Kalidas 96 Eleri
22 Makari 47 Myrtle 72 Wena 97 Irsia
23 Selva 48 Nekun 73 Sendra 98 Kayu
24 Kimura 49 Menna 74 Kori 99 Bevan
25 Rhian 50 Tahir 75 Setara 100 Chandra

74
CHARACTER: NAME (FIRSTBORN)

OR AC LE OMN IBUS
Roll Elf 1 Elf 2 Giant Varou Troll
1–4 Arsula Tishetu Chony Vata Rattle
5–8 Naidita Leucia Banda Zora Scratch
9–12 Belesunna Sutahe Jochu Jasna Wallow
13–16 Vidarna Dotani Kira Charna Groak
17–20 Ninsunu Uktannu Khatir Tana Gimble
21–24 Balathu Retenay Chaidu Soveen Scar
25–28 Dorosi Kendalanu Atan Radka Cratch
29–32 Gezera Tahuta Buandu Zlata Creech
33–36 Zursan Mattissa Javyn Leesla Shush
37–40 Seleeku Anatu Khashin Byna Glush

CHAR ACTER ORACL ES


41–44 Utamara Aralu Bayara Meeka Slar
45–48 Nebakay Arakhi Temura Iskra Gnash
49–52 Dismashk Ibrahem Kidha Jarek Stoad
53–56 Mitunu Sinosu Kathos Darva Grig
57–60 Atani Jemshida Tanua Neda Bleat
61–64 Kinzura Visapni Bashtu Keha Chortle
65–68 Sumula Hullata Jaran Zhivka Cluck
69–72 Ukames Sidura Othos Kvata Slith
73–76 Ahmeshki Kerihu Khutan Staysa Mongo
77–80 Ilsit Ereshki Otaan Evka Creak
81–84 Mayatanay Cybela Martu Vuksha Burble
85–88 Etana Anunna Baku Muko Vrusk
89–92 Gamanna Otani Tuban Dreko Snuffle
93–96 Nessana Ditani Qudan Aleko Leech
97–100 Uralar Faraza Denua Vojan Herk

75
DELVE SITE: THEME
OR AC LE OMN IBUS

Roll Theme Detail Page


1–11 Ancient This place holds the secrets of a bygone age 77
12–23 Corrupted This place is tainted by dark magic 77
24–35 Fortified Foes defend this place against intruders 77
36–48 Hallowed The faithful worship here 77
49–61 Haunted Restless spirits are bound to this place 78
62–74 Infested Foul creatures dwell here 78
75–87 Ravaged Time, disaster, or strife have taken their toll 78
88–100 Wild Nature prevails in this place 78

DELVE SITE: DOMAIN


D ELVE S I TE ORACL ES

Roll Domain Detail Page


1–6 Barrow The dead are enshrined here 79
7–18 Cavern A place of stone and darkness 79
19–28 Frozen Cavern A place of deep caves and eternal cold 79
29–32 Icereach A frigid landscape formed of frozen seas 79
33–38 Mine Tunnels dug greedily and deep 80
39–48 Pass Treacherous paths over high mountains 80
49–58 Ruin The crumbling legacy of a dead civilization 80
59–68 Sea Cave Stone passages carved by ocean waves 80
69–78 Shadowfen A primeval marsh, cloaked in mist 81
79–83 Stronghold A fortress secured against trespassers 81
84–95 Tanglewood A perilous forest of eternal shadow 81
96–100 Underkeep An age-old subterranean dungeon 81

DELVE SITE: DANGER


The Reveal a Danger table (page 21) is duplicated here for ease of reference.

1–30 Check the theme card 80–82 You face the consequences of
an earlier choice or approach
31–45 Check the domain card 83–85 Your way is blocked or trapped
46–57 You encounter a hostile denizen 86–88 A resource is diminished,
broken, or lost
58–68 You face an environmental 89–91 You face a perplexing mystery
or architectural hazard or tough choice
69–76 A discovery undermines 92–94 You lose your way or are
or complicates your quest delayed
77–79 You confront a harrowing 95–100 Roll twice; if they are the same
76 situation or sensation result, make it worse
ANCIENT CORRUPTED

OR AC LE OMN IBUS
Theme Features Theme Features
1–4 Evidence of lost knowledge 1–4 Mystic focus or conduit
5–8 Inscrutable relics 5–8 Strange environmental disturbances
9–12 Ancient artistry or craft 9–12 Mystic runes or markings
13–16 Preserved corpses or fossils 13–16 Blight or decay
17–20 Visions of this place in another time 17–20 Evidence of a foul ritual
Theme Dangers Theme Dangers
1–5 Ancient trap 1–5 Denizen spawned from dark magic
6–10 Hazardous architecture or terrain 6–10 Denizen controls dark magic
11–12 Blocked or broken path 11–12 Denizen corrupted by dark magic
13–14 Denizen protects an ancient secret 13–14 Corruption marks you
15–16 Denizen reveres an ancient power 15–16 Innocents held in thrall

D ELVE S I TE ORACL ES
17–18 Living relics of a lost age 17–18 Revelations of a terrible truth
19–20 Ancient evil resurgent 19–20 Mystic trap or trigger
21–22 Warnings of a long-buried danger 21–22 Mystic barrier or ward
23–24 Ancient disease or contamination 23–24 Illusions lead you astray
25–26 Artifact of terrible purpose 25–26 Dark ritual in progress
27–28 Evidence of ancient wrongs 27–28 Lingering effects of a dark ritual
29–30 Others seek power or knowledge 29–30 Dread harbingers of a greater magic

FORTIFIED HALLOWED
Theme Features Theme Features
1–4 Camp or quarters 1–4 Temple or altar
5–8 Guarded location 5–8 Offerings or atonements
9–12 Storage or repository 9–12 Religious relic or idol
13–16 Work or training area 13–16 Consecrated ground
17–20 Command center or leadership 17–20 Dwellings or gathering place
Theme Dangers Theme Dangers
1–5 Denizen patrols the area 1–5 Denizen defends their sanctum
6–10 Denizen on guard 6–10 Denizen enacts the will of their god
11–12 Denizen ready to sound the alarm 11–12 Denizen seeks martyrdom
13–14 Denizen sets an ambush 13–14 Secret of the faith is revealed
15–16 Denizen lures you into a trap 15–16 Greater purpose is revealed
17–18 Denizens converge on this area 17–18 Unexpected disciples are revealed
19–20 Pets or underlings 19–20 Divine manifestations
21–22 Unexpected alliance revealed 21–22 Aspect of the faith beguiles you
23–24 Nefarious plans revealed 23–24 Unexpected leader is revealed
25–26 Unexpected leader revealed 25–26 Embodiment of a god or myth
27–28 Trap 27–28 Protective ward or barrier
29–30 Alarm trigger 29–30 Prophecies reveal a dark fate
77
HAUNTED INFESTED
OR AC LE OMN IBUS

Theme Features Theme Features


1–4 Tomb or burial site 1–4 Inhabited nest
5–8 Blood was spilled here 5–8 Abandoned nest
9–12 Unnatural mists or darkness 9–12 Ravaged terrain or architecture
13–16 Messages from beyond the grave 13–16 Remains or carrion
17–20 Apparitions of a person or event 17–20 Hoarded food
Theme Dangers Theme Dangers
1–5 Denizen haunts this area 1–5 Denizens swarm and attack
6–10 Unsettling sounds or signs 6–10 Toxic or sickening environment
11–12 Denizen attacks without warning 11–12 Denizen stalks you
13–14 Denizen makes a costly demand 13–14 Denizen takes or destroys something
15–16 Denizen seizes your body or mind 15–16 Denizen shows surprising cleverness
D ELVE S I TE ORACL ES

17–18 Denizen taunts or lures you 17–18 Denizen guided by a greater threat
19–20 A disturbing truth is revealed 19–20 Denizen blocks the path
21–22 Frightening visions 21–22 Denizen funnels you on a new path
23–24 Environment is used against you 23–24 Denizen undermines the path
25–26 Trickery leads you astray 25–26 Denizen lays in wait
27–28 True nature of this place is revealed 27–28 Trap or snare
29–30 Sudden, shocking manifestation 29–30 Victim’s horrible fate is revealed

RAVAGED WILD
Theme Features Theme Features
1–4 Path of destruction 1–4 Denizen’s lair
5–8 Abandoned or ruined dwelling 5–8 Territorial markings
9–12 Untouched or preserved area 9–12 Impressive flora or fauna
13–16 Traces of what was lost 13–16 Hunting ground or watering hole
17–20 Ill-fated victims 17–20 Remains or carrion
Theme Dangers Theme Dangers
1–5 Precarious architecture or terrain 1–5 Denizen hunts
6–10 Imminent collapse or destruction 6–10 Denizen strikes without warning
11–12 Path undermined 11–12 Denizen leverages the environment
13–14 Blocked or broken path 13–14 Denizen wields unexpected abilities
15–16 Vestiges of a destructive force 15–16 Denizen guided by a greater threat
17–18 Unexpected environmental threat 17–18 Denizen protects something
19–20 Echoes of a troubling past 19–20 Hazardous terrain
21–22 Signs of a horrible fate 21–22 Weather or environmental threat
23–24 Denizen seeks retribution 23–24 Benign aspect becomes a threat
25–26 Denizen leverages the environment 25–26 Overzealous hunter
27–28 Denizen restores what was lost 27–28 Evidence of a victim’s fate
29–30 Ravages return anew 29–30 Ill-fated victim in danger
78
BARROW CAVERN

OR AC LE OMN IBUS
Domain Features Domain Features
21–43 Burial chambers 21–43 Twisting passages
44–56 Maze of narrow passages 44–56 Cramped caves
57–64 Shrine 57–64 Vast chamber
65–68 Stately vault 65–68 Subterranean waterway
69–72 Offerings to the dead 69–72 Cave pool
73–76 Statuary or tapestries 73–76 Natural bridge
77–80 Remains of a grave robber 77–80 Towering stone formations
81–84 Mass grave 81–84 Natural illumination
85–88 Exhumed corpses 85–88 Dark pit
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain

D ELVE S I TE ORACL ES
Domain Dangers Domain Dangers
31–33 Denizen guards this area 31–33 Denizen lairs here
34–36 Trap 34–36 Cave-in
37–39 Death makes its presence known 37–39 Flooding
40–42 Crumbling architecture 40–42 Perilous climb or descent
43–45 Grave goods with hidden dangers 43–45 Fissure or sinkhole

FROZEN CAVERN ICEREACH


Domain Features Domain Features
21–43 Maze of icy tunnels 21–43 Plains of ice and snow
44–56 Glistening cave 44–56 Seawater channel
57–64 Vast chamber 57–64 Icy highlands
65–68 Frigid waterway 65–68 Crevasse
69–72 Icy pools 69–72 Ice floes
73–76 Magnificent ice formations 73–76 Ship trapped in ice
77–80 Frozen waterfall 77–80 Animal herd or habitat
81–84 Deep crevasses 81–84 Frozen carcass
85–88 Discovery locked in the ice 85–88 Camp or outpost
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
Domain Dangers Domain Dangers
31–33 Denizen lairs here 31–33 Denizen hunts
34–36 Fracturing ice 34–36 Fragile ice above watery depths
37–39 Crumbling chasm 37–39 Perilous climb or descent
40–42 Bitter chill 40–42 Avalanche or icefall
43–45 Disorienting reflections 43–45 Foul weather
79
MINE PASS
OR AC LE OMN IBUS

Domain Features Domain Features


21–43 Cramped tunnels 21–43 Winding mountain path
44–56 Mine works 44–56 Snowfield or glacial rocks
57–64 Excavated chamber 57–64 River gorge
65–68 Mineshaft 65–68 Crashing waterfall
69–72 Collapsed tunnel 69–72 Highland lake
73–76 Cluttered storage 73–76 Forgotten cairn
77–80 Housing or common areas 77–80 Bridge
81–84 Flooded chamber 81–84 Overlook
85–88 Unearthed secret 85–88 Camp or outpost
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
D ELVE S I TE ORACL ES

Domain Dangers Domain Dangers


31–33 Cave-in 31–33 Denizen lairs here
34–36 Flooding 34–36 Denizen hunts
37–39 Unstable platforms or architecture 37–39 Perilous climb or descent
40–42 Hazardous gas pocket 40–42 Avalanche or rockslide
43–45 Weakened terrain 43–45 Foul weather

RUIN SEA CAVE


Domain Features Domain Features
21–43 Crumbling corridors and chambers 21–43 Watery tunnels
44–56 Collapsed architecture 44–56 Eroded chamber
57–64 Rubble-choked hall 57–64 Flooded chamber
65–68 Courtyard 65–68 Vast chamber
69–72 Archive or library 69–72 Dry passages
73–76 Broken statuary or fading murals 73–76 Freshwater inlet
77–80 Preserved vault 77–80 Rocky island
81–84 Temple to forgotten gods 81–84 Waterborne debris
85–88 Mausoleum 85–88 Shipwreck or boat
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
Domain Dangers Domain Dangers
31–33 Ancient mechanism or trap 31–33 Denizen strikes without warning
34–36 Collapsing wall or ceiling 34–36 Denizen lurks below
37–39 Blocked or broken passage 37–39 Flooding
40–42 Unstable floor above a new danger 40–42 Rushing current
43–45 Ancient secrets best left buried 43–45 Claustrophobic squeeze
80
SHADOWFEN STRONGHOLD

OR AC LE OMN IBUS
Domain Features Domain Features
21–43 Narrow path through a fetid bog 21–43 Connecting passageways
44–56 Stagnant waterway 44–56 Barracks or common quarters
57–64 Flooded thicket 57–64 Large hall
65–68 Island of dry land 65–68 Workshop or library
69–72 Submerged discovery 69–72 Command center or leadership
73–76 Preserved corpses 73–76 Ladder or stairwell
77–80 Overgrown structure 77–80 Storage
81–84 Tall reeds 81–84 Kitchen or larder
85–88 Camp or outpost 85–88 Courtyard
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain

D ELVE S I TE ORACL ES
Domain Dangers Domain Dangers
31–33 Denizen hunts 31–33 Blocked or guarded path
34–36 Deep water blocks the path 34–36 Caught in the open
37–39 Toxic environment 37–39 Chokepoint
40–42 Concealing or disorienting mist 40–42 Trap
43–45 Hidden quagmire 43–45 Alarm trigger

TANGLEWOOD UNDERKEEP
Domain Features Domain Features
21–43 Dense thicket 21–43 Carved passages
44–56 Overgrown path 44–56 Hall or chamber
57–64 Waterway 57–64 Stairs into the depths
65–68 Clearing 65–68 Grand doorway or entrance
69–72 Elder tree 69–72 Tomb or catacombs
73–76 Brambles 73–76 Rough-hewn cave
77–80 Overgrown structure 77–80 Foundry or workshop
81–84 Rocky outcrop 81–84 Shrine or temple
85–88 Camp or outpost 85–88 Imposing architecture or artistry
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
Domain Dangers Domain Dangers
31–33 Denizen hunts 31–33 Ancient mechanism or trap
34–36 Denizen lairs here 34–36 Crumbling architecture
37–39 Trap or snare 37–39 Blocked or broken passage
40–42 Path leads you astray 40–42 Artifact with a hidden danger
43–45 Entangling plant life 43–45 Denizen lurks in darkness
81
DELVE SITE: NAME (TEMPLATE)
OR AC LE OMN IBUS

To generate a name for a delve site,


1–25 [Description] [Place] first roll on the Template table.
26–50 [Place] of [Detail] Then, fill in the blanks using the
51–70 [Place] of [Description] [Detail] tables in this section.
71–80 [Place] of [Namesake's] [Detail] If the form of a particular word
doesn’t work, try making it plural
81–85 [Namesake's] [Place] instead of singular (or vice-versa).
86–95 [Description] [Place] of [Namesake] Then, envision the nature and
96–100 [Place] of [Namesake] history of the site using its name
as inspiration.

DELVE SITE: NAME (DESCRIPTION)


1–2 Deep 35–36 Shrouded 69–70 Elder
3–4 Tainted 37–38 Wasted 71–72 Scorched
D ELVE S I TE ORACL ES

5–6 Grey 39–40 Grim 73–74 Unknown


7–8 Forgotten 41–42 Endless 75–76 Scarred
9–10 Flooded 43–44 Crumbling 77–78 Broken
11–12 Forbidden 45–46 Undying 79–80 Chaotic
13–14 Barren 47–48 Bloodied 81–82 Black
15–16 Lost 49–50 Forsaken 83–84 Hidden
17–18 Cursed 51–52 Silent 85–86 Sundered
19–20 Fell 53–54 Blighted 87–88 Shattered
21–22 Sunken 55–56 Iron 89–90 Dreaded
23–24 Nightmare 57–58 Frozen 91–92 Secret
25–26 Infernal 59–60 Abyssal 93–94 High
27–28 Dark 61–62 Crimson 95–96 Sacred
29–30 Bloodstained 63–64 Silver 97–98 Fallen
31–32 Haunted 65–66 Desecrated 99–100 Ruined
33–34 White 67–68 Ashen

ENVISIONING SITES
Sites are constructed using themes and domains. The theme represents the condition
or state of the site, and indicates the kinds of denizens and threats you might find
there. The domain represents the physical characteristics of the site—the terrain or
architecture you must traverse.
Pick the theme and domain which best fit your understanding of the place. If unsure,
use the oracles on page 76, or roll on the Name tables for inspiration (above and
following pages). Then, as you pursue your objective within a site, check the Theme
and Domain tables (pages 77–81) to reveal environments and hazards.
82 See the Ironsworn: Delve rulebook for details on introducing and exploring sites.
DELVE SITE: NAME (DETAIL)

OR AC LE OMN IBUS
1–2 Blight 35–36 Silence 69–70 Winter
3–4 Strife 37–38 Mist 71–72 Sadness
5–6 Nightfall 39–40 Isolation 73–74 Desolation
7–8 Fury 41–42 Runes 75–76 Bane
9–10 Terror 43–44 Rot 77–78 Lies
11–12 Truth 45–46 Corruption 79–80 Ash
13–14 Spring 47–48 Prophecy 81–82 Banishment
15–16 Sanctuary 49–50 Fate 83–84 Shadow
17–18 Bone 51–52 Twilight 85–86 Madness
19–20 Specters 53–54 Power 87–88 Stone
21–22 Daybreak 55–56 Darkness 89–90 Secrets

D ELVE S I TE ORACL ES
23–24 Doom 57–58 Gloom 91–92 Despair
25–26 Treachery 59–60 Storms 93–94 Blades
27–28 Blood 61–62 Hope 95–96 Dread
29–30 War 63–64 Lament 97–98 Light
31–32 Torment 65–66 Frost 99–100 Wrath
33–34 Iron 67–68 Souls

DELVE SITE: NAME (NAMESAKE)


1–2 Breckon 35–36 Kajir 69–70 Farina
3–4 Issara 37–38 Saiven 71–72 Yala
5–6 Milenna 39–40 Callwen 73–74 Kodroth
7–8 Thorval 41–42 Zhan 75–76 Morien
9–10 Khulan 43–44 Solana 77–78 Akida
11–12 Aurvang 45–46 Ildar 79–80 Haldorr
13–14 Kalida 47–48 Keelan 81–82 Nyrad
15–16 Keeara 49–50 Thrain 83–84 Edda
17–18 Andor 51–52 Kynan 85–86 Jorund
19–20 Zakaria 53–54 Jadina 87–88 Morraine
21–22 Willa 55–56 Radek 89–90 Lindar
23–24 Etana 57–58 Wulan 91–92 Sithra
25–26 Valgard 59–60 Garion 93–94 Torgan
27–28 Kenrick 61–62 Eysa 95–96 Arnorr
29–30 Wyland 63–64 Kolor 97–98 Thyri
31–32 Sidura 65–66 Katarra 99–100 Erisia
33–34 Svala 67–68 Dain
83
DELVE SITE: NAME (PLACE)
OR AC LE OMN IBUS

1–6 / Barrow 7–18 / Cavern 19–28 / Frozen Cavern


1–10 Barrow 1–10 Abyss 1–10 Break
11–20 Boneyard 11–20 Cavern 11–20 Brumal
21–30 Chambers 21–30 Caves 21–30 Cavern
31–40 Charnel 31–40 Chasm 31–40 Chasm
41–50 Crypt 41–50 Depths 41–50 Crevasse
51–60 Grave 51–60 Hollow 51–60 Depths
61–70 Mound 61–70 Lair 61–70 Fissure
71–80 Pit 71–80 Rift 71–80 Lair
81–90 Sepulcher 81–90 Tunnels 81–90 Moulin
91–100 Tomb 91–100 Warren 91–100 Rimevault
D ELVE S I TE ORACL ES

29–32 / Icereach 33–38 / Mine 39–48 / Pass


1–10 Drift 1–10 Bore 1–10 Cliffs
11–20 Expanse 11–20 Cut 11–20 Crag
21–30 Floe 21–30 Dig 21–30 Cut
31–40 Icemark 31–40 Forge 31–40 Gap
41–50 Icemere 41–50 Gouge 41–50 Gorge
51–60 Reach 51–60 Hoard 51–60 Heights
61–70 Rimefield 61–70 Lode 61–70 Highlands
71–80 Thule 71–80 Mine 71–80 Pass
81–90 Waste 81–90 Pit 81–90 Reach
91–100 Wintertide 91–100 Works 91–100 Ridge
49–58 / Ruin 59–68 / Sea Cave 69–78 / Shawdowfen
1–10 Citadel 1–10 Caves 1–10 Bog
11–20 Enclave 11–20 Channel 11–20 Fen
21–30 Fortress 21–30 Cove 21–30 Floodlands
31–40 Hall 31–40 Depths 31–40 Lowland
41–50 Keep 41–50 Hollow 41–50 Marsh
51–60 Sanctuary 51–60 Lair 51–60 Mire
61–70 Sanctum 61–70 Pools 61–70 Morass
71–80 Spire 71–80 Tides 71–80 Quagmire
81–90 Temple 81–90 Trough 81–90 Slough
91–100 Tower 91–100 Waters 91–100 Wetlands

84
DELVE SITE: NAME (PLACE)

OR AC LE OMN IBUS
79–83 / Stronghold 84–95 / Tanglewood 96–100 / Underkeep
1–10 Bastion 1–10 Bramble 1–10 Catacomb
11–20 Citadel 11–20 Briar 11–20 Chambers
21–30 Fortress 21–30 Forest 21–30 Den
31–40 Garrison 31–40 Grove 31–40 Hall
41–50 Haven 41–50 Silva 41–50 Labyrinth
51–60 Keep 51–60 Tangle 51–60 Maze
61–70 Outpost 61–70 Thicket 61–70 Pit
71–80 Refuge 71–80 Weald 71–80 Sanctum
81–90 Sanctuary 81–90 Wilds 81–90 Underkeep
91–100 Watch 91–100 Wood 91–100 Vault

D ELVE S I TE ORACL ES
DELVE SITE: TRAP TRIGGER
Use these oracles to envision the nature or function of a trap in a site. Roll once for
an Event and once for a Component, and interpret the response as appropriate to the
situation and environment.

1–4 Block 37–40 Imitate 73–76 Collapse


5–8 Create 41–44 Crush 77–80 Summon
9–12 Break 45–48 Drop 81–84 Move
13–16 Puncture 49–52 Conceal 85–88 Surprise
17–20 Entangle 53–56 Lure 89–92 Divert
21–24 Enclose 57–60 Release 93–96 Attack
25–28 Ambush 61–64 Obscure 97–100 Trigger
29–32 Snare 65–68 Cut
33–36 Change 69–72 Smother

DELVE SITE: TRAP COMPONENT


1–4 Pit 37–40 Trigger 73–76 Barrier
5–8 Water 41–44 Cold 77–80 Overhead
9–12 Fire 45–48 Weapon 81–84 Magic
13–16 Projectile 49–52 Darkness 85–88 Toxin
17–20 Passage 53–56 Decay 89–92 Earth
21–24 Fall 57–60 Path 93–96 Light
25–28 Debris 61–64 Stone 97–100 Denizen
29–32 Fear 65–68 Terrain
33–36 Alarm 69–72 Poison
85
MONSTROSITY: SIZE
OR AC LE OMN IBUS

1–5 Tiny (rodent-sized) 66–94 Large (giant-sized)


6–30 Small (hound-sized) 95–99 Huge (whale-sized)
31–65 Medium (person-sized) 100 Titanic (incomprehensible)

MONSTROSITY: PRIMARY FORM


1–15 Beast / mammal 67–69 Crustacean
16–25 Humanoid 70–71 Fish
26–31 Bird 72–73 Octopoid
32–37 Spider 74–75 Amphibian
38–43 Snake 76–77 Plant
44–49 Worm / slug 78 Incorporeal
MONSTROS I TY ORACL ES

50–55 Lizard 79 Mineral


56–61 Insect 80 Elemental
62–66 Amorphous 81–100 Hybrid (roll twice)

MONSTROSITY: CHARACTERISTICS
1–5 Extra limbs 67–69 Mandibles / pincers
6–10 Fangs / rows of sharp teeth 70–72 Luminescent
11–15 Claws / talons 73–75 Antennae / sensory organs
16–20 Strange color / markings 76–78 Proboscis / inner jaw
21–25 Horns / tusks 79–81 Exoskeleton / shell
26–30 Oversized mouth 82–84 Bony protuberances
31–35 Spikes / spines 85–87 Corrupted flesh
36–40 Tail 88–90 Semi-transparent
41–45 Multi-segmented body 91–93 Scarred / injured
46–50 Wings 94–95 Egg sac / carried offspring
51–54 Stinger / barbs 96–97 Rotting / skeletal
55–58 Many-eyed 98 Mummified / desiccated
59–62 Distinctive sound 99 Multi-headed
63–66 Tentacles / tendrils 100 Etched with mystic runes

86
MONSTROSITY: ABILITIES

OR AC LE OMN IBUS
1–4 Keen senses 70–71 Parasitic
5–8 Intimidating vocalization 72–73 Vibration sense
9–12 Climber 74–75 Breath weapon / toxic spew
13–16 Intelligent 76–77 Mimicry
17–20 Swift 78–79 Shapeshifting
21–24 Powerful bite 80–81 Control lesser creatures
25–28 Stealthy / ambusher 82–83 Echolocation
29–32 Horrid visage 84–85 Electric shock
33–36 Strong 86–87 Acidic
37–40 Camouflaged 88–89 Symbiotic
41–43 Flier / glider 90–91 Shoot projectiles

MONSTROS I TY ORACL ES
44–46 Poisonous 92 Paralyzing
47–49 Semiaquatic / swimmer 93 Immune to iron
50–52 Grappler / entangler 94 Feels no pain
53–55 Leaper 95 Enact rituals
56–58 Crusher / constrictor 96 Create illusions
59–61 Armored 97 Mind control / telepathy
62–64 Burrower 98 Move between realities
65–67 Noxious smell 99 Wield weapons
68–69 Trap-setter 100 Control elements

ENVISIONING MONSTROSITIES
Use the Monstrosity oracles to introduce a new type of animal, beast, or horror to
your world. Start by rolling for its Size and Primary Form. Then, roll up to three
times for Characteristics. Do the same for Abilities.
Weave the aspects of the monstrosity into your encounter. Make moves as
appropriate to overcome, avoid, or face the consequences of its characteristics
and abilities.
To learn more about your creation’s nature, use the Character oracles. Check the
Activity and Disposition oracles (pages 70–71) to reveal how the encounter
begins. Roll on the Goal oracle (page 71) to give the monstrosity a purpose.

87
THREAT: CATEGORY
OR AC LE OMN IBUS

Use this oracle to randomly select a broad type of threat for your campaign. If you
are prompted (or choose) to roll twice, take both results and decide how these two
threats act together or represent a more complex situation. For example, choosing
both a Malignant Plague and a Zealous Cult might signify an evil sect that has
unleashed a sickness upon the Ironlands in service to a dark god.

1–12 Burgeoning Conflict 61–72 Ravaging Horde


13–24 Cursed Site 73–84 Scheming Leader
25–34 Environmental Calamity 85–94 Power-Hungry Mystic
35–46 Malignant Plague 95–99 Zealous Cult
47–60 Rampaging Creature 100 Roll Twice

THREAT: ACTION
T HR EAT ORACL ES

The Advance a Threat table (page 24) is duplicated here for ease of reference.

1–30 The threat readies its next step, or a new danger looms. If you are in a
position to prevent this development, you may attempt to do so. If you
succeed, Reach a Milestone. Otherwise, mark menace.

31–70 The threat works subtly to advance toward its goal, or the danger
escalates. Mark menace.

71–100 The threat makes a dramatic and immediate move, or a major event
reveals new complications. Mark menace twice.

ENVISIONING THREATS
When you Swear an Iron Vow, you can optionally associate a threat with that quest.
The threat is the person, being, faction, or situation responsible for the problem that
motivates your vow, or is the adversary most directly opposing you in the fulfillment
of that vow.
Then, as you Advance a Threat, use the oracles on the following pages to help decide
how the threat manifests or takes action. Interpret the oracle’s answer as appropriate
to the nature of the threat and the current situation.
If you roll a match on the Advance a Threat table, this development also exposes a
surprising aspect of the threat’s plan or nature. If you’re not sure what this means,
check the Action and Theme oracles for inspiration (pages 50-51), or the Plot
Twist oracle (page 92).
If you aren’t using the threat moves in your campaign, you can still use these oracles
to inspire details for campaign-level enemies, troubles, and complications.
See pages 151–161 of the Ironsworn: Delve rulebook for details on managing threats.

88
THREAT: BURGEONING CONFLICT

OR AC LE OMN IBUS
1–10 Allow warmongers to gain influence
11–20 Break a treaty
21–30 Force a hasty decision
31–40 Deepen suspicions
41–50 Trigger a confrontation
51–60 Subvert a potential accord
61–70 Isolate the antagonists
71–80 Draw new battle lines
81–90 Reveal an unexpected aspect of the dispute
91–100 Introduce a new person or faction to complicate the situation

T HR EAT ORACL ES
THREAT: CURSED SITE
1–10 Unleash a creature or being
11–20 Lure the unwary into its depths
21–30 Offer promises of power
31–40 Reveal a new aspect of its cursed history
41–50 Expand its malignancy to surrounding lands
51–60 Leave its mark on an inhabitant or visitor
61–70 Reveal hidden depths
71–80 Ensnare an important person or object
81–90 Corrupt the environment
91–100 Transform its nature

THREAT: ENVIRONMENTAL CALAMITY


1–10 Devastate a place
11–20 Block a path
21–30 Threaten a community with imminent destruction
31–40 Manifest unexpected effects
41–50 Expand in scope or intensity
51–60 Allow someone to take advantage
61–70 Deprive of resources
71–80 Isolate an important person or community
81–90 Force refugees into hostile lands
91–100 Disrupt natural ecosystems

89
THREAT: MALIGNANT PLAGUE
OR AC LE OMN IBUS

1–10 Manifest new symptoms or effects


11–20 Infect someone important
21–30 Expand to new territory or communities
31–40 Allow someone to take advantage
41–50 Allow someone to take the blame
51–60 Create panic or disorder
61–70 Force a horrible decision
71–80 Lure into complacency
81–90 Reveal the root of the sickness
91–100 Undermine a potential cure
T HR EAT ORACL ES

THREAT: RAMPAGING CREATURE


1–10 Reveal a new aspect of its nature or abilities
11–20 Expand its territory
21–30 Make a sudden and brutal attack
31–40 Control or influence lesser creatures
41–50 Create confusion or strife
51–60 Leave foreboding signs
61–70 Lure the unwary
71–80 Imperil an event
81–90 Assert control over a location
91–100 Threaten resources

THREAT: RAVAGING HORDE


1–10 Overrun defenses
11–20 Gather resources
21–30 Attack a location
31–40 Expand forces
41–50 Appoint or reveal a leader
51–60 Send forth a champion
61–70 Create a diversion
71–80 Undermine an opposing force from within
81–90 Cut off supplies or reinforcements
91–100 Employ a new weapon

90
THREAT: SCHEMING LEADER

OR AC LE OMN IBUS
1–10 Defeat an enemy
11–20 Form a new alliance
21–30 Usurp or undermine another leader
31–40 Force the loyalty of a community or important person
41–50 Enact a new law or tradition
51–60 Rescind an old law or tradition
61–70 Reveal a true intention
71–80 Unravel an existing alliance
81–90 Incite conflict
91–100 Use an unexpected capability or asset

T HR EAT ORACL ES
THREAT: POWER-HUNGRY MYSTIC
1–10 Gain hidden knowledge
11–20 Assault an enemy with magic
21–30 Despoil a place through magic
31–40 Forge a bond with ancient forces
41–50 Create magical wards or protections
51–60 Obtain a powerful artifact
61–70 Tempt with power or secrets
71–80 Recruit a follower or ally
81–90 Sacrifice something in exchange for greater power
91–100 Use magic to trick or deceive

THREAT: ZEALOUS CULT


1–10 Overtake a faction or community
11–20 Unlock secrets to greater power
21–30 Establish false credibility
31–40 Appoint or reveal a leader
41–50 Lure new members or establish alliances
51–60 Subvert opposition through devious schemes
61–70 Attack opposition directly
71–80 Spread the word of its doctrine
81–90 Reveal a dire prophecy
91–100 Reveal its true nature or goal

91
STORY: REGION
OR AC LE OMN IBUS

Use this oracle to decide the location of a story element.

1–12 Barrier Islands 61–72 Hinterlands


13–24 Ragged Coast 73–84 Tempest Hills
25–34 Deep Wilds 85–94 Veiled Mountains
35–46 Flooded Lands 95–99 Shattered Wastes
47–60 Havens 100 Elsewhere

STORY: PLOT TWIST


Use this oracle to introduce a narrative surprise or revelation. Most of these results
have a negative implication; they can help resolve a miss with a match at a crucial
moment in your story.
STORY ORACL ES

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
96–100 Roll twice; if they are the same result, make it worse

92
STORY: CLUE

OR AC LE OMN IBUS
When you investigate a mystery, you might uncover clues in the form of messages,
rumors, eyewitness reports, supernatural revelations, or physical evidence. You can
use this oracle to help reveal what this evidence connects to or implicates.

1–3 Affirms a previously understood fact or clue


4–6 Connects to a known rumor or scandal
7–9 Connects to a previously unrelated mystery or quest
10–12 Connects to your own expertise or interests
13–15 Contradicts a previously understood fact or clue
16–18 Evokes a personal memory
19–21 Evokes a legend or prophecy
22–24 Evokes a dream or vision
25–27 Involves a hidden or mysterious community

STORY ORACL ES
28–30 Involves a hidden or mysterious person
31–33 Involves a nonhuman being or entity
34–36 Involves a creature
37–39 Involves an artifact or precious object
40–42 Involves a personal item
43–45 Involves a weapon
46–48 Involves a valuable resource
49–51 Involves a notable community or faction
52–54 Involves a leader or notable person
55–57 Involves a person or community from your background
58–60 Involves an enemy or rival
61–63 Involves someone you trust
64–65 Involves a mystic power or ritual
66–68 Involves an ailment or affliction
69–71 Involves a religion or belief
72–74 Involves a promise or debt
75–77 Leads to a nearby or familiar place
78–80 Leads to an ancient or ruined place
81–83 Leads to a settled place
84–86 Leads to a remote or wild place
87–89 Leads to a notable landmark
90–91 Leads to a mystical or unearthly place
92–94 Suggests a history of similar incidents
95–97 Suggests a looming event or deadline
98–100 Suggests an imposter or deception
93
COMBAT: BATTLEGROUND
OR AC LE OMN IBUS

Use this oracle to help envision the characteristics and complications of a combat or
battle scene. Weave these elements into the actions of your character and their foes.

Roll Environment Examples


1–5 Slippery surface Mud, ice, rain-slick rocks
6–10 Encumbering terrain Water, muck, deep snow, webs
11–15 Precipitous drop Cliff, ravine, pit, stairs
16–20 Obstructed path Barricade, toppled ruin, fallen tree
21–25 High ground Mound, outcropping, climbable structure
26–30 Cluttered terrain Rubble, rocks, roots
31–35 Low visibility Darkness, smoke, mist, torrential rain
36–40 Impassable border Deep waterway, high wall, cliff face, locked door
41–45 Scattered cover Low walls, boulders, trees, crates
COMBAT ORACL ES

46–50 Cramped spaces Narrow tunnel, crowded room, dense woods


51–55 Treacherous ground Fire pit, boiling hot spring, quagmire
56–60 Restricted approach Bridge, corridor, river ford, narrow canyon
61–65 Collapsing foundation Crumbling ruins, thin ice, undermined earth
66–70 Bounded space Dueling circle, woodland clearing, standing stones
71–75 Pitched ground Steep hillside, rooftop, collapsed ruin, ship deck
76–80 Hidden hazard Trap, sinkhole, lurking creature, waiting ambushers
81–85 Frenzied distractions Noncombatants, panicked creatures, insect swarms
86–90 Destructive chaos Storm, fire, flooding, rampaging creature
91–95 Unnatural forces Mystic energies, runic symbols, sorcerous artifacts
96–100 Cursed ground Corpses, shambling undead, ghostly specters

COMBAT: TACTIC
Use this oracle to reveal the actions of a foe, enemy force, or other NPC in a combat
scene. Alternatively, for a more flexible prompt, roll for an Event Method or Event
Target on the following page and interpret the answer.

1–3 Compel a surrender 34–39 Take a decisive action


4–6 Coordinate with allies 40–45 Reinforce defenses
7–9 Gather reinforcements 46–52 Ready an action
10–13 Seize something or someone 53–60 Use the terrain to gain advantage
14–17 Provoke a reckless response 61–68 Take advantage of an opening
18–21 Intimidate or frighten 69–78 Create an opportunity
22–25 Reveal a surprising truth 79–89 Attack with precision
26–29 Shift focus to something else 90–99 Attack with power
30–33 Destroy or damage something 100 Take an unexpected action

94
COMBAT: EVENT METHOD

OR AC LE OMN IBUS
1–2 Defy 35–36 Charge 69–70 Withdraw
3–4 Break 37–38 Escalate 71–72 Clash
5–6 Trick 39–40 Sunder 73–74 Amplify
7–8 Evade 41–42 Shatter 75–76 Batter
9–10 Protect 43–44 Aim 77–78 Feint
11–12 Overwhelm 45–46 Stagger 79–80 Shove
13–14 Persevere 47–48 Counter 81–82 Embed
15–16 Assist 49–50 Seize 83–84 Affect
17–18 Await 51–52 Impact 85–86 Probe
19–20 Abort 53–54 Entangle 87–88 Force
21–22 Block 55–56 Hold 89–90 Intensify

COMBAT ORACL ES
23–24 Collide 57–58 Deflect 91–92 Distract
25–26 Focus 59–60 Drop 93–94 Challenge
27–28 Advance 61–62 Lose 95–96 Brawl
29–30 Breach 63–64 Sweep 97–98 Coordinate
31–32 Endure 65–66 Secure 99–100 Overrun
33–34 Assault 67–68 Cover

COMBAT: EVENT TARGET


1–2 Control 35–36 Weapon 69–70 Armor
3–4 Defense 37–38 Environment 71–72 Skill
5–6 Limbs 39–40 Technique 73–74 Body
7–8 Focus 41–42 Surprise 75–76 Protection
9–10 Advantage 43–44 Pride 77–78 Resolve
11–12 Range 45–46 Wound 79–80 Ferocity
13–14 Stress 47–48 Precision 81–82 Shield
15–16 Sense 49–50 Ally 83–84 Ammo
17–18 Weakness 51–52 Ground 85–86 Anger
19–20 Opening 53–54 Courage 87–88 Opportunity
21–22 Fear 55–56 Companion 89–90 Balance
23–24 Instinct 57–58 Object 91–92 Position
25–26 Footing 59–60 Momentum 93–94 Barrier
27–28 Maneuver 61–62 Speed 95–96 Strategy
29–30 Reach 63–64 Strength 97–98 Grasp
31–32 Harm 65–66 Supply 99–100 Power
33–34 Finesse 67–68 Terrain
95
MAGIC: RITUAL BACKLASH
OR AC LE OMN IBUS

Those who deal in magic may find themselves at the mercy of chaos. This oracle
can supplement, or replace, the Pay the Price table when resolving the outcome of
a failed ritual. Use this oracle in dramatic moments, or to introduce an unexpected
outcome triggered by a match.

1–4 Your ritual has the opposite effect


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 spirit or undead being
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
MAG I C ORACL ES

33–36 You 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 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
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 a key 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
97–100 Roll twice; if they are the same result, make it worse

96
MAGIC: MYSTIC EFFECT

OR AC LE OMN IBUS
Encounters with magic forces may put you at the mercy of chaos. Use this oracle
to help envision the strange and dangerous effects of ancient artifacts, mystic sites,
powerful rituals, and other supernatural anomalies. Results on this table may have
campaign-shaking implications, so use it in rare and dramatic moments.

1–2 Alter the weather 47–48 Banish to another time


3–4 Nullify other powers 49–50 Manipulate plant growth
5–6 Imbue an object with power 51–52 Trigger a natural disaster
7–8 Disintegrate or decay objects 53–54 Reveal past events
9–10 Awaken an ancient being 55–56 Emit destructive energies
11–12 Summon a monstrous creature 57–58 Alter the flow of time
13–14 Bind to a vow or task 59–60 Inflict a consuming need
15–16 Give life to inanimate forms 61–62 Create hallucinations or illusions

MAG I C ORACL ES
17–18 Unleash a plague 63–64 Trigger a celestial event
19–20 Control elemental forces 65–66 Summon a swarm of creatures
21–22 Erase or suppresses memories 67–68 Reveal distant places
23–24 Shroud in lasting darkness 69–70 Absorb energy or essence
25–26 Alter surrounding environment 71–72 Banish to another reality
27–28 Bind to a location 73–74 Banish to another location
29–30 Inflict cursed luck 75–76 Inflict prophetic visions
31–32 Incite negative emotions 77–78 Inflict dreadful transformations
33–34 Awaken latent powers in another 79–80 Inflict sickness or weakness
35–36 Inflict aging or wasting 81–82 Absorb life
37–38 Bind to a restless spirit 83–84 Spread corruption or blight
39–40 Grant horrifying knowledge 85–86 Brand with a cursed mark
41–42 Awaken or animate the dead 87–88 Destroy terrain or architecture
43–44 Incite an obsession 89–90 Grant a lasting boon—at a cost
45–46 Manifest inner fears 91–100 Roll twice

97
SCALE: MAGNITUDE
OR AC LE OMN IBUS

Use these oracles to help answer a question related to the scale, extent, or capability
of something. Ask your question, choose one of the columns below, and roll to
reveal the answer. For example:
✴ Size: “What is the scale of the ruin?” ✴ Power: “How strong is this wyvern?”
✴ Number: “How many soldiers are in ✴ Complexity: “How tricky is the lock?
the camp?” ✴ Value: “How rare is this artifact?”
✴ Distance: “Where is the nearest ✴ Influence: “What sort of authority
trained healer?” does this clan leader wield?”
✴ Time: “How long will the winter ✴ Disposition: “What is this
stores hold out?” merchant’s attitude toward me?”

Size Number Distance


1–15 Undersized 1–15 None / one 1–15 Very close
S CA LE ORACL ES

16–35 Small 16–35 Few 16–35 Near


36–65 Medium 36–65 Several 36–65 Far
66–85 Large 66–85 Many 66–85 Remote
86–100 Huge 86–100 Countless 86–100 Inaccessible

Time Power Complexity


1–15 Fleeting 1–15 Weak 1–15 Simple
16–35 Short 16–35 Minor 16–35 Basic
36–65 Moderate 36–65 Capable 36–65 Manageable
66–85 Lengthy 66–85 Strong 66–85 Complicated
86–100 Eternal 86–100 Overwhelming 86–100 Bewildering

Value Influence Disposition


1–15 Worthless 1–15 Limited 1–15 Friendly
16–35 Cheap 16–35 Isolated 16–35 Open
36–65 Common 36–65 Localized 36–65 Wary
66–85 Valuable 66–85 Far-reaching 66–85 Threatening
86–100 Priceless 86–100 Dominant 86–100 Hostile

98
SCALE: RANK

OR AC LE OMN IBUS
Use this oracle to randomly set the challenge rank of a quest, journey, or foe.

Roll Rank Quest Journey Foe


1–15 Troublesome A challenging Traveling a Common
quest with a moderate distance enemies
small number within a single
of obstacles region

16–35 Dangerous An involved Traveling a long Capable


quest with distance within a fighters
several obstacles single region, or and deadly
across rough terrain creatures

36–65 Formidable A complex Traveling from one Exceptional


quest with many region to another, fighters

S CA LE ORACL ES
obstacles or across especially and mighty
challenging terrain creatures

66–85 Extreme An intimidating Traveling through Foes of


quest with scores multiple regions overwhelming
of obstacles skill or power

86–100 Epic A life-defining Traveling from one Legendary


quest of end of the Ironlands foes of mythic
unknowable to another, or to a power
scope separate land

MORE ORACLE TOOLS


This edition of Lodestar offers an expanded set of inspirational oracles for Ironsworn.
For even more options, use the resources available in other Ironsworn games.
Ironsworn: Starforged Sundered Isles
✴ Does your version of the Ironlands ✴ Bring the Twin Fates—Cinder and
feature ancient sites left behind by a Wraith—to your Ironsworn world.
highly advanced civilization? If so, ✴ Use the Overland oracles to add
use the Precursor Vault oracles as you more surprises and waypoint details
explore those extraordinary places. to your Ironland journeys.
✴ Use the Creature oracles to generate ✴ Use the Faction oracles to reveal
strange monstrosities and horrors cultures, communities, and powers.
from other realities. ✴ Use the Cave and Ruin oracles to help
✴ Expand your toolkit of Delve themes envision locations, opportunities,
using the Location Theme oracles. and dangers as you Delve the Depths
Reimagine any technological details within those environments.
for the fantasy setting. ✴ Use the Interlude Scene oracles to
✴ Use oracle arrays and campaign envision your character’s focus as
elements to manage the details and they take a break from their quests or
reoccurring aspects of your story. Sojourn in a community. 99

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