Session Zero - Character Creation
Session Zero
World Truths
The Sundered Isles is a realm of wind and tide, mariners and marauders, rebels and empires, myths and magic.
This is a vast realm of scattered islands and islets within equatorial seas. It is a long voyage to the isles from a continental domain on the other side of the world.
It is the age of sail.
UNCOUNTABLE ISLANDS
Thousands upon thousands of islands are spread out across these seas. Many are lush, holding their mysteries within the shadows of jungles or amid the tangle of swamps. Some sit within rain shadows or lie at the mercy of prevailing winds that leave them barren. Others are scarred by storms, volcanic forces, or the ravages of despoilers.
DIVERSE PEOPLE
Many isles are inhabited. Some folk have lived among them for ages, while others are refugees cast upon the shores like flotsam from distant lands. And some are opportunists or agents of continental empires who seek to exploit the Sundered Isles for power or riches.
PERILOUS SEAS
Sailing among the isles presents many risks. Mariners face unpredictable storms and dramatic tides. Rocky islets, numerous as stars in the sky, force careful maneuvering. Catching sight of another ship’s sails is not always welcome, as foes often outnumber friends in these waters. Some even tell of seagoing beasts and dreaded ghost ships. Despite these dangers, many follow a time-honored seafaring tradition. To them, the sea is not forbidding or mysterious; it is as much a home as their island settlements.
MIGHTY SHIPS
You and other seafarers navigate the isles in sailing ships. These vessels, often bristling with cannons, are the pinnacle of the shipwright’s craft. But even the greatest of ships is vulnerable. Commanders and crews must keep a weather eye for the threats that prowl these waters—be it marauders or monsters.
CLASHING FACTIONS
The isles bear the scars of a long history of disaster and strife. Recently, conflicts have reached a fever pitch as opposing factions conduct campaigns of espionage and open warfare. Foremost is the struggle against the tyranny of imperial powers.
THE MOONS AND THE TIDES
Two moons—Cinder and Wraith—hang over the world of the Sundered Isles. Cinder is the red of cooling flames. Wraith is silver-blue. The intricate dance of the moons creates tides that vary dramatically by hour, day, and season. These tides are the rhythm of the isles, but it is a complex and discordant beat. Skilled mariners learn to anticipate and adapt to these forces. The unlucky and careless find themselves amid rocky shallows or struggling against fierce currents.
Islanders divine omens from which moon rises or sets first, or which is shining and which is shadowed, but seldom agree on the meanings of those signs. Some favor Cinder’s ruddy glow, while others prefer Wraith’s cold light. A few see cloudy and moonless nights as a blessing—a chance to escape Cinder and Wraith’s oppressive gaze—but many fear what lurks in the darkness.
MYRIADS
The weather is fair, often as not. Trade ships sail charted passages between bustling ports, while
pirates, privateers,and wreckers hunt for easy prey. Each region is separated from the next by wide stretches of fathomless, featureless sea—the Bounds. Between the Myriads and Margins lies the Lesser Bounds, while the Greater Bounds separate the Margins and the Reaches. Traversing the Bounds is a rite of passage for young mariners.
THE SEAFARING REALM
No one knows the true extent of the isles. Untold numbers of them are scattered like broken shards
across these equatorial waters. The isles are home to a diverse array of people, societies, and cultures. Some trace their lineage to the mariners who first sailed these waters in ages past; they mark their history not in the passage of years, but through the ebb and flow of the tides and the communal memories of the generations who came before. Others settled here in recent years as refugees or outcasts from distant lands. And some seek only to exploit the resources and people of the isles for their own ends. Seafarers who chart a course through the isles face unpredictable storms, fierce currents, shifting tides, shallow waters, and lurking marauders. For those who abide and understand the whims of the sea, this realm is home. Those who seek to control the sea, to gain mastery of it, find only a watery grave.
FEATURES
✴ Mist-shrouded islands
✴ Warm, turquoise seas
✴ Rocky shoals, shallow reefs, and rugged islets
✴ Coastal boats and mighty seagoing ships
✴ Bustling ports and inland villages
✴ Fast-moving storms
✴ Stirrings of great beasts within shadowy depths
✴ Ruins nestled in jungles, standing amid high rocks, and sunk beneath the sea
✴ Skeletal frames of wrecked ships, cast against rock and reef
SUNDERING
Eons ago, a vast cataclysm shattered continents. Lands broke apart in an apocalyptic disaster. Powerful cities fell. Fire, lava, and ash scoured what remained. The isles, scattered like broken shards, are the vestiges of these once-great lands, the gravestones of a fallen dominion. Life eventually returned to this realm, but the wounds did not fully heal.
RELICS
The long history of the isles is marked by disaster, war, and exodus. Abandoned and ruined sites are grim monuments to these events. Former communities—even entire islands—are sometimes forsaken by their people. Others are lost and forgotten through the ravages of time. These places echo with the memories of lost lives, but also remind us of the perseverance of those who survived to carry on their traditions elsewhere.
MODERN ERA
It is the age of sail. Sailing ships navigate the farthest reaches and weather the fiercest storms. Their cannons unleash devastating barrages against rivals or raiders, and their crews wield muskets and blades to defend their decks. Some commanders plot a course through hazardous waters with chart and sextant, while others rely on a deeper understanding of sea and sky. But above all else, we trust in the loyalty of our shipmates and the strength of our vows
IRON VOWS
Some see iron vows as a vestige of a more superstitious age, but the tradition persists. Our forebears bound their promises to the strength and permanence of iron. Today, self-avowed Ironsworn respect this tradition by affirming their resolve with a time-honored phrase: “By iron, I vow.” Even those who forgo an iron totem say the words to lend solemnity to a promise, setting themselves on an honorbound course—wherever it may lead.
NAVIGATION
We are scattered to the winds, but our connections persist. The people of the isles are often isolated. Trade and communication must overcome distance and the fickle nature of the surrounding waterways. Known passages are undone by tumultuous weather, capricious seas, or unforeseen conflicts. In spite of those challenges, skilled voyagers and their indomitable vessels are a tether that binds the people and places of remote seas into a greater community.
EMPIRES
In the wake of a tumultuous war, a powerful empire prevailed. This supreme power holds the fate of the Sundered Isles in an iron grasp. A time before the empire is a fading memory. Today, their armies and fleets control large swaths of territory in the isles, and their expeditionary forces use coercion and warfare to expand their dominion ever further. Other nations are little more than vassals, their puppet governments loyal to the empire. But there are whispers that the empire has grown complacent. Is this the day the once-freeborn people of the isles relight the fires of revolution and reclaim their legacy?
PIRACY
Pirates are fiercely independent, but bound by a shared code. A pirate crew is a power unto itself, a diverse band of fugitives, outcasts, and rebels who serve under a ship’s charter and have a say in the operation of the vessel. Pirates do not attack indiscriminately, and give quarter to those who ask for it. They are nevertheless vilified as barbarous murderers by trade guilds, imperial governors, and other powers in the isles. In some ways, this reputation serves them; fear is more powerful than the mightiest cannons or the sharpest swords.
RELIGION
Our faith is as diverse as the people. Many have no religion, or offer an occasional prayer out of habit. Others pay homage to the gods of our ancestors as a way of connecting to their roots. Some idolize the natural order of the world, and see the divine in the ebb and flow of the tides or the whirling dance of the stars. Then there are those who see this diversity as imperfection, who seek only to bend the world to their righteous will.
MAGIC
Magic is rare and mysterious. The isles lie at the nexus of the new and the old, science and superstition, the known and the inexplicable. This collision of realities is a powerful but chaotic force, and rare folk can manipulate these unstable realities to cast spells and perform rites. In some cultures, mystics are respected; in others, they are feared or even outcast.
BEASTS
Beasts lurk in watery depths and within the reaches of remote islands. All manner of creatures dwell among the isles—including rare and incredible beasts of legend. Among them are colossal great whales and elder rays, larger than our greatest ship, and blade-winged sea dragons. Some foolish souls hunt these creatures for riches or sport. Others revere and protect them. A few are beast-bonded, forming an enduring friendship with their beast-kin.
HORRORS
The veil between life and death is as fragile as gossamer. In the darkest reaches of the isles, ghost ships stalk the seas, undead guardians protect ancient tombs, and drowned sailors emerge from the depths in search of absolution or vengeance. Others may scoff at these tales, but we know the truth—death waits for us all, but is not always an end.
Session Zero
Factions
Empire
Empire of Solas
Age-old dominion ruled by an immortal god-emperor. Their ostentatious ships are adorned with gold metalwork and filigreed sails.
Societies
Arsu / Azizos
Once a single tribe, the loyalty of these people is divided between two rulers descended from rival heirs. They often war against one another, but now have a fragile alliance against a mutual foe.
Uktanu
Reclusive people who trace their lineage to the first inhabitants of the isles. They are sworn to protect the sacred sites and relics of their ancient forebears.
Organizations
Forsaken Fleet
Powerful clan of pirates led by a marauder known as the Raven Queen. They recently sacked and seized a major port town and made it a refuge for outlaws and outcasts.
Tide Runners
Smugglers who ferry their ill-gotten goods from island to island. They rely on speed, stealth, and the cover of foul weather or moonless nights.
Arsu/Azizos united against Empire of Solas
Empire of Solas strives to Eliminate Forsaken Fleet
Tide Runners splintered from Forsaken Fleet
Tide Runners trade resources with Empire of Solas
Uktanu desire to be left alone and resist Imperial control
Tide Runners raid Uktanu land for resources
Session Zero
Character Creation
✴ You are Ironsworn. What incident, need, or responsibility sends you on your quest-bound adventures?
✴ You are a seafarer. What calls you or will send you to the sea? What skills or abilities set you apart?
✴ You are a rebel. What faction, circumstance, or obligation do you resist? Who are your allies?
Backstory - “Entrusted with a valuable secret” “Guided by a dream or prophecy”
Disposition - Wanting
Characteristics - Purposeful, Fearsome, Unassuming
Profession - Tradesperson - Metal Worker
Accessory - Braids strung with colorful beads, Ear pendant with glittering gem
Favored weapon - Fancy rapier with silver-edge hilt
Hidden aspects - Compassionate, Impulsive, Tough
Drives - Preserve the legacy of a forebear, Search out the truth of a legend
Significant Object - Compass that stubbornly points at an unknown destination
PATHS - Duelist, Peddler, Overlander
He is an Uktanu weaponsmith, last of his line. His ancestors crafted fine weapons that his people are known for. He is the final holder of this skill/knowledge/craft.
You do not have a ship or command of your own—yet. The sea has yet to sing its siren song, and your adventures are found ashore.
The name “Koa Mata” would carry a rich blend of meanings from Hawaiian and Maori cultures:
Koa: In Hawaiian, the name Koa means “warrior” or “valiant one.” It symbolizes courage and bravery.
Mata: In Maori, “mata” has several meanings, including “face,” “edge,” “blade,” and "eye"
Combining these two names, “Koa Mata” could be interpreted as “Warrior Blade,” reflecting the character’s profession as a weaponsmith and his warrior spirit.
Session One
Koa Mata is a young Uktanu weaponsmith who lives in the city of Indari on the Uktanu people’s home island of Hakana. The Uktanu are a reclusive people, resistant to change and “progress.” They are loyal to their culture and traditions that have persisted for generations.
The Uktanu revere iron, and craft elegant and intricate weapons and tools from it. The iron weapon is an individual’s most prized possession and is sometimes passed down from generation to generation.
As such, the role of weaponsmith is greatly respected among the Uktanu people. Koa Mata is proud of his heritage and diligently works to improve his craft, studying under his father.
Koa is nicknamed “Blade” by his friends, particularly his best friend Kai. Kai is an apprentice boatwright and sailor. Fishing is the Uktanu people’s main profession. They trade with nearby islands and are known for their ability to catch and cook rare, delicious fish and sea creatures.
Returning from a recent fishing expedition, sailors tell how their small fleet was set upon by pirates sailing an unknown flag. They described a deep blue flag with a stylized wave curling around a red dagger.
The fishing fleet was attacked by several small sloops flying this flag, and two of their fishing boats were sunk. The rest of the fishers were able to sail into a storm and escape.
The Uktanu people are both enraged and frightened by this attack. Pacifist by nature, they have enjoyed good relations with their neighbors.
Kai is rounding up a crew and convinces Koa to join this crew to search for these pirates. A small crew of able fighters meets together and selects Kai as captain of the vessel. Before departing on the voyage, Koa leads the others in the Swearing:
“By iron, I vow. We will avenge our fallen.”
SWEAR AN IRON VOW:
+heart, Weak Hit
+1 Momentum
“You begin with more questions than answers.”
FORMIDABLE
Momentum | Health | Spirit | Supply | Hold |
3 | 5 | 5 | 5 | 5 |
The crew boards the ship, using the information from the fishers to guide them.
SET A COURSE:
+supply, Strong Hit
“You reach your destination and the situation there favors you.”
+1 Momentum
Momentum | Health | Spirit | Supply | Hold |
4 | 5 | 5 | 5 | 5 |
The ship comes upon the wreckage of the lost boats. There are no survivors.
EXPLORE A WAYPOINT:
+wits, Weak Hit
“You uncover something interesting, but it is bound up in peril.”
+1 Momentum
Momentum | Health | Spirit | Supply | Hold |
5 | 5 | 5 | 5 | 5 |
Discovery: “Strengthen Prophesy”
As the crew is gathering anything useful from the wreckage, Blade notices an iron harpoon stuck into the hull of one of the fishing boats. It is fashioned in a design that is unfamiliar to him, as he retrieves the harpoon and grabs its iron shaft, he feels a connection and a surge of energy as a vision forms in his mind. Dreamlike, he sees a small island shrouded in mist with a singular pointed mountain rising from the mist. Atop the mountain he sees a flag with wave and red dagger.
When he tells Kai of this, some of the more experienced sailors say this sounds like the island called Horn, which is somewhere to the east. They know it is past the islands of the Uktanu’s normal trading partners but are unsure of its location.
Kai and the crew decide to sail to Azizo and the port city of Ravan, to inquire about Horn.
+1 Progress: Avenge the fallen.
Session Two
Set a Course: Azizo
+supply, Strong Hit with a Match
As the ship approaches Azizo, ships are spotted. One of the ships has the “wave and dagger” flag and is engaged in battle with a Merchantman from Azizo. The dagger ship fires its cannons, striking the Merchantman.
Since the Azizans have always been loyal trading partners with the Uktanu, they do not hesitate to assist.
Momentum | Health | Spirit | Supply | Hold |
7 | 5 | 5 | 5 | 5 |
Kai decides they should try to use the swiftness of their vessel to come alongside the pirates while they are consumed in battle.
SECURE AN ADVANTAGE
+edge, Weak Hit
+2 momentum
The Uktanu vessel uses the wind to an advantage and deftly comes alongside the pirates without taking any fire. The crew lashes ropes to the pirate ship and prepares to board. The Merchantman continues exchanging fire with the pirates.
ENTER THE FRAY
+edge, Weak Hit
“You are in control.”
The pirates are overwhelmed and confused. They have taken damage from the Merchantman and are in no position to defend against a boarding crew and cannon fire.
BATTLE
+edge, Strong Hit “You achieve your adjective unconditionally.”
+2 Momentum
Momentum | Health | Spirit | Supply | Hold |
9 | 5 | 5 | 5 | 5 |
ASK THE ORACLE
“Are we able to take any of the pirates as prisoners?”
Likely: YES
The Azizans cheer the victory, as prisoners are taken and the damaged pirate ship is looted and left to sink. The Azizans usher the Uktanu into the port city of Ravan, welcoming them as allies.
Session Three
Arriving in Ravan, the few prisoners are divided up among the Azizans and the Uktanu for interrogation. Koa and Kai share their experience with the Uktanu fishermen being attacked by this same group.
Koa and Kai take a prisoner aboard their ship for interrogation.
Who are they interrogating?
Character First Look: Flashy
Character Disposition: Desperate
Character Roles: Statesperson
Character Role Detail: Bureaucrat
Character Name: Jasper Fairchild
Jasper Fairchild seems overwhelmed by the situation. It is clear that he is unaccustomed to sea combat and is clearly used to being in control of situations. At first he is hesitant to give over any information, but it soon becomes clear that his is not willing to sacrifice his comfort (let alone his life) in order to withhold the truth.
Jasper says that the group he is sailing with is known as The Tide Runners. He himself is a diplomat of the Empire of Solas. The Uktanu are unfamiliar with both groups.
Are the Azizans aware of the Empire of Solas? (Likely)
YES
The Empire of Solas has begun what Fairchild describes as “a conquest of these Sundered Isles.” It is clear from this demeanor that Fairchild and the Empire view the islands as outlying wilderness and comparatively uncivilized.
When the conquest began, the Empire began relying heavily on its naval fleet. Some sailors saw the conquest as immoral and reprehensible and broke away. Fairchild refers to them as “The Forsaken Fleet.” The Tide Runners are the original Imperial navy, loyal to the task of subduing the Isles.
Koa asks, “What can you tell us about an island called Horn?” At this, Jasper Fairchild becomes significantly more hesitant and evasive.
COMPEL with threats, +iron
MISS with a MATCH
“They refuse or make a demand that costs you greatly.”
Descriptor/Focus: “Exposed Lair”
Fairchild looks angry. “That was our destination before these foolish Azizans attacked us, and then you showed up and ruined my chances of getting there. I need to get to Horn on business of the Empire of Solas. You have prevented my travel. If you want to know what is at Horn, you will transport me there since you have removed my own ability to get there.”
Koa and Kai leave Jasper Fairchild tied in the hold of their small ship, and confer with the Azizans to see what they learned during their interrogations of the pirates.
GATHER INFORMATION, +wits
WEAK HIT
“The information provides new insight, but also complicates your quest.”
+1 momentum
Momentum | Health | Spirit | Supply | Hold |
10 | 5 | 5 | 5 | 5 |
Action/Theme: Evade Law
The Azizans have heard of the Empire of Solas from distant trading partners to the south. They have seen more frequent ships flying the Tide Runners flag, but until today had not had a direct encounter with one. The sailors they interrogated also stated that the destination was Horn, but said that only Fairchild knew the reason. They also only had rudimentary maps to Horn, as none of them had actually been there before.
The Azizans thank the Uktanu for their assistance and prepare to take the sailors and Fairchild into their city for jailing. When Kai and Koa say that Fairchild wants to be taken to Horn, they state that their customs and laws dictate that any foreigners attacking must be put to death, Kai and Koa must convince them that taking Fairchild to Horn may reveal the truth of whatever threat the Empire of Solas and the Tide Runners pose to the island.
The Azizans reluctantly agree to relinquish Fairchild into their custody and hand over the maps. Kai and Koa return to their ship and tell Fairchild they will leave for Horn the next day.
Session Four
x