In Part I, we discussed what the land is like, and a bit of history. Then we learned some important things about our people in Part II. Definitely check those out if you missed them, because they will inform many decisions we make moving forward.
Welcome to the second part of our worldbuilding series in which we are, as Bob Ross would put it, making some big decisions. If you missed Part I, I recommend checking it out. It might be confusing otherwise.
I think that it will be easier to get a good picture of who our protagonist will be if we first understand where she is coming from, in the literal sense. Ironsworn has a built-in setting with a nice set of options for several decision points on the specifics. I really like the way it’s set up, but I think I’d prefer to play in my group’s homebrew setting, Kalemin, instead. Since I and my group created it, I know that setting fairly well. I also know that there are still many blank spots in the lore and the map to explore. As I was reading through the world creation options, though, I discovered a pleasant surprise: If I set up the game at the right place in the right time, I don’t even have to do much editing.
Welcome to From the Ashes, an Ironsworn blog. Ironsworn is a Powered by the Apocalypse game created by Shawn Tomkin. It was designed from the ground up to be played in several different ways: Guided (with a GM), cooperatively (multiple players without a GM), or solo (single player, no GM). This blog will contain accounts of solo gameplay by yours truly.