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Ironsworn hero art
Shawn Tomkin / Ironsworn RPG

Ironsworn

"One player. One world. Vows that cannot be broken."

Dice2d6 + d10
Players1–4
Prep~0 min
Foundry VTT
Complexity
What is this system

Ironsworn is THE dark fantasy solo RPG. Free, complete, uncompromising. Play alone, co-op with a GM, or fully GM-less — the same rules support all three modes. Inspired by Powered by the Apocalypse: moves, not rules — narrative always first. Oracles generate the world, threats, and unexpected twists right at the table. Zero prep. Just vows, stakes, and iron.

Setting

The Ironlands — a grim, hostile north. Not heroic fantasy with dragons and taverns — here people cling to survival at the edge of a scorched world. Clans, feuds, dark forests, forgotten ruins. Inspiration: Norse myth, Celtic melancholy, and the feeling of a besieged frontier. Every quest isn't 'save the world' — it's 'survive. Fulfill the vow. Die with honor.'

What it looks like at the table
You're alone. The village is ash. You press your hand to a piece of iron and swear: 'I will find those who did this.' Roll on Swear a Vow — 5 against 7 and 3. Weak hit: the vow is accepted, but the Fates (you, via the oracle) add a complication. You enter the forest. Roll an encounter — 'A threat approaches.' Oracle: 'A wolf? No. Something larger.' You write it in your journal. The story unfolds.
Playstyle
Solo Exploration Narrative Combat Fantasy
Key mechanics

Iron Vows

Every quest begins with a sworn vow on iron. A progress track shows how far you've come. Breaking a vow means losing part of yourself.

Three play modes

Full solo (you and the oracles), co-op GM-less (everyone shapes the narrative together), or classic with a GM. One ruleset — three distinct experiences.

Oracles & the Fates

Tables for random events, NPCs, threats, and places stand in for a GM. Ask a question — roll the dice — interpret. The world builds itself.

PbtA-style moves

No rule for every situation — only moves. Face danger, undertake an expedition, aid an ally. Failures earn experience. Successes raise the stakes.

What people say
Ironsworn is the game that made me realize I didn't need a group to scratch my RPG itch. Three months of solo play and it's produced the most emotionally resonant campaign I've ever run — and I've been playing TTRPGs for 20 years.— u/lone_delver, r/solorpg
The Vow system is genius. Instead of 'do a quest', you literally swear an iron oath and the game mechanically tracks whether you're honoring it or failing. Consequences feel EARNED.— u/narrative_ironist, r/ironsworn
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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