Before character generation, there is world generation. Ironsworn is set on a peninsula known as the Ironlands. The human settlers have only been there for a couple of generations, having made a large exodus from the Old World.

To customise the Ironlands to suit the style of experience being sought, a number of truths must be determined. Here is what was decided:

THE OLD WORLD
The Old World could no longer sustain us. We were too large in number. We had felled the forests. Our crops withered in the barren ground. The cities and villages overflowed with desperate, hungry people. Petty kings battled for scraps. We cast our fate to the sea and found the Ironlands. A new world. A fresh start.

IRON
The imposing hills and mountains of the Ironlands are rich in iron ore. Most prized of all is the star-forged black iron.

LEGACIES
Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

COMMUNITIES
We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.

LEADERS
Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.

DEFENCE
Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across the Old World, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with depictions of their Old World history and Ironland victories.

MYSTICISM
Magic is rare and dangerous. It courses through this land as rivers flow through the hills, but only those few who are truly gifted can wield the power.

RELIGION
The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.

FIRSTBORN
The firstborn (elves, giants and what-have-you) live in isolation and are fiercely protective of their own lands.

BEASTS
Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon.

HORRORS
We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.

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