Episode Transcript
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1:05
This series, we are doing
1:07
things a bit differently and covering
1:09
a different solo game every week.
1:12
And this week, it is
1:14
just me here this whole episode.
1:16
But I will be diving into
1:18
the Dark Fantasy solo RPG
1:20
called Iron Swan by Sean Topkin.
1:23
But before we get into that,
1:25
here's what to expect in our
1:28
calls to action. Happy New
1:30
Year, everyone! We are so
1:32
glad to have you here with
1:34
us at the start of 2025.
1:37
Right now marks our seventh year
1:39
that we have been working on
1:41
this show. Back in 2018, in
1:43
January, I think on the third,
1:46
Amelia and I first plotted out
1:48
the format of the show together,
1:50
and now, seven years later, we
1:53
are still going. But we have
1:55
been so busy this last month.
1:57
So because of this we will
2:00
only have a quick update about
2:02
our Patreon as well as our
2:04
normal patron thank yous and other
2:06
information on how you can best
2:09
support the show after this episode
2:11
we do also have the announcement
2:13
that the episodes are going to
2:16
be recorded throughout the month as
2:18
well probably one at a time
2:20
and probably every week because that's
2:23
all we really have time for
2:25
so far so we'll see kind
2:27
of how all of that lines
2:29
up. All of that out of
2:32
the way. Enjoy the show, everyone.
3:08
Welcome to Character Creation cast
3:10
a show where we discuss
3:12
and create characters, the best
3:15
part of role-playing games, with
3:17
guests using their favorite systems.
3:19
I'm one of your host's
3:21
Ryan and this series. We
3:24
are doing things a little
3:26
bit different as we will
3:28
be covering a different solo
3:30
game every week this month.
3:32
First up is one of
3:35
the more well-known solar RPG
3:37
with a decent amount of
3:39
character creation. Iron Swan, a
3:41
dark fantasy RPG of perilous
3:44
quests. I am here by
3:46
myself for this episode, so
3:48
buckle up everyone. Let's go
3:50
ahead and get into this
3:53
and we will start by
3:55
discussing what this game is
3:57
all about. What's in a
3:59
game? So what are the
4:01
core concepts of Iron Swan?
4:04
So the... The core concept
4:06
revolves around players taking on
4:08
the roles of heroes who
4:10
undertake perilous quests in a
4:13
dark fantasy setting known as
4:15
the Iron Lands. This game
4:17
uses a narrative-driven gameplay where
4:19
players will make decisions, face
4:21
challenges, and progress through their
4:24
stories using a combination of
4:26
roleplay. and mechanics such as
4:28
action roles, progress tracks, and
4:30
various moves. It's got a
4:33
very like PBTA feel to
4:35
it, only that's like underselling
4:37
how interesting and intricate everything
4:39
is. One of the main
4:41
concepts of the game are
4:44
the iron vows that players
4:46
swear and strive to fulfill.
4:48
This drives their adventures their
4:50
adventures. and the character development
4:53
shows see as we go
4:55
through kind of what this
4:57
this game all entails. The
4:59
really interesting thing this game
5:01
supports solo play cooperative play
5:04
with like two to four
5:06
players or something like that,
5:08
as well as guided play.
5:10
So like traditional GM and
5:13
players at the table. So
5:15
I thought that was a
5:17
really interesting way to set
5:19
up this game. I always
5:21
thought of it as Iron
5:24
Smorn is the solo RPG
5:26
out there, but like it's
5:28
for group play as well,
5:30
which is really cool. Speaking
5:33
of the Iron Lands, what
5:35
sort of setting. Do you
5:37
play in? So the ironlands
5:39
are divided into nine distinct
5:41
regions that we would be
5:44
kind of exploring. Each of
5:46
them has its own unique
5:48
characteristics and challenges. So let's
5:50
see what they have here.
5:53
We've got the barrier. islands,
5:55
which features things like crashing
5:57
waves, treacherous currents, jagged rocks,
5:59
snow-dappled cliffs, ferocious winds, and
6:01
decaying shipwrecks. And this place
6:04
is inhabited by aspartially populated
6:06
by fisherfolk and lurking seaborn
6:08
raiders, mainly. So not too
6:10
populous in the barrier islands.
6:13
There is the Ragged Coast,
6:15
which is narrow fords, rocky
6:17
shores, trade ships, shipbuilders, raiders,
6:19
orca schools, and monstrous sea
6:21
serpents. Lots of interesting stuff
6:24
along the Ragged Coast. Settlements
6:26
are at the Ford Heads.
6:28
Memorial Stones are also in
6:30
settlements for like lost sailors
6:33
and stuff, so a lot
6:35
of interesting. cultural stuff there
6:37
as well. There is also
6:39
the deep wilds. It features
6:41
unbroken woodlands, thick canopy, constant
6:44
rains, ancient trees, streams, and
6:46
skittering creatures. Living in the
6:48
deep wilds are a few
6:50
iron landers. Many are first
6:53
born beings like elves and
6:55
monstrous beasts. Sounds, sounds fun.
6:57
Let's see. There's the flooded
6:59
lands. which are fetid wetlands,
7:02
dead trees, sluggish rivers, misty
7:04
ponds, ghost lights, biting insects,
7:06
and lurking creatures. So there's
7:08
some small sediments there on
7:10
hillocks or stilts. There are
7:13
fissures living there, and peat
7:15
diggers. Probably for peat moss,
7:17
or burning peat for keeping
7:19
warm and stuff. I don't
7:22
know. All right. There's also
7:24
havens, which features rolling hills,
7:26
rocky bluffs, dense woods, walls.
7:28
settlements, verdant heaths, and wide
7:30
rivers. This is also populated
7:33
by Irelanders in hilltop or
7:35
riverside settlements. The winters are
7:37
lawn and there are threats
7:39
of raiders. The hinterlands is
7:42
a dense forest, rugged terrain,
7:44
with hunter camps, remote settlements,
7:46
bird songs, and stalking beasts.
7:48
The inhabitants in the hinterlands
7:50
are hunters, trappers, farmers, and
7:53
various bands. In the tempest
7:55
hills, there is consisting of
7:57
stunted forests, howling winds, mist
7:59
shouted waterfalls, mining settlements, and
8:02
nomadic hurders, miners, wary giants,
8:04
and grazing mammoths live there.
8:06
In the veiled mountains, there
8:08
is a bunch of massive
8:10
peaks. Endless snow, precarious trails,
8:13
stone cairns, abandoned sediments, and
8:15
circling wivers. There are small
8:17
mining communities that live in
8:19
the veiled mountains, very few
8:22
iron landers, and very harsh
8:24
winters. And finally, the shattered
8:26
wastes featuring vast fields of
8:28
broken ice, deep crevasses, piercing
8:30
cold and unnatural horrors. No
8:33
permanent residents live there. few
8:35
explorers it sounds like a
8:37
very desolate landscape there for
8:39
things that we need to
8:42
play this game we do
8:44
need the following materials there's
8:46
some dice to ten-sided dice
8:48
for each player used as
8:50
challenge dice one six-sided die
8:53
for every player to use
8:55
as the action die and
8:57
optionally you can have another
8:59
pair of ten-sided dice to
9:02
use as oracle dice You
9:04
have the character sheets and
9:06
asset cards so you can
9:08
print the character sheets. for
9:10
each player and the asset
9:13
cards. You can actually get
9:15
those downloaded at ironsworn RPG.com.
9:17
I did see there is
9:19
some printed versions of those
9:22
that you could also order,
9:24
but I'm assuming that those
9:26
cost money. You can have
9:28
some counters or tokens. You're
9:30
going to want to use
9:33
those to mark status tracks
9:35
on your character sheet. You
9:37
can use pretty much anything
9:39
you want. You could just
9:42
mark them on your sheet
9:44
as well, I imagine. So
9:46
reference sheets and maps are
9:48
optional, but those are also
9:50
available on Ironsmore and RPG.com.
9:53
They got printed reference sheets
9:55
for the moves, a blank
9:57
Iron Lands map, stuff like
9:59
that. You've got the rulebook,
10:02
of course. Internal is good
10:04
if you're going to be
10:06
going ahead and playing solo.
10:08
And you know, pencils, erasers,
10:10
whatever. You don't need friends
10:13
because this is a solo
10:15
game, but you can play
10:17
with friends if you really
10:19
want. Now, Iron Swan has
10:22
a lot of themes, so
10:24
what sort of stories and
10:26
themes is this game meant
10:28
to explore. It's got, you
10:31
know, the quests and vows,
10:33
that's kind of like the
10:35
main part of the game.
10:37
You undertake dangerous and significant
10:39
quests. by swearing iron vows.
10:42
Those vows kind of drive
10:44
the narrative and the character
10:46
development. There's themes of heroism
10:48
and sacrifice, exploration and discovery
10:51
of course, survival and hardship,
10:53
themes of surviving against the
10:55
elements, scarcity of resources and
10:57
stuff like that. Community relationships
10:59
are pretty big in this
11:02
game. You want to build
11:04
and maintain relationships with other
11:06
characters and communities if you
11:08
want to survive in this
11:11
world. It explores themes of
11:13
loyalty. and bonds of friendship
11:15
and family, stuff like that.
11:17
There's of course conflict and
11:19
combat, mystery in the supernatural,
11:22
stuff like that. There's a
11:24
lot of ancient ruins and
11:26
mystical sites and stuff like
11:28
that, strange rituals in the
11:31
world and otherworldly beings, adds
11:33
a lot of elements of
11:35
mysticism and the supernatural. Of
11:37
course, there's themes of character
11:39
growth, personal growth, and transformation,
11:42
fulfilling your vows, stuff like
11:44
that. Whether you want to
11:46
do redemption arcs or revenge
11:48
arcs or anything in between,
11:51
it's a very dark fantasy
11:53
and gritty realism from what
11:55
I'm seeing. Often has that
11:57
dark and gritty tone that
11:59
focuses on the harsh realities
12:02
of life, lost despair. and
12:04
struggling to survive against overwhelming
12:06
odds. And of course, it's
12:08
a it's a fantasy world,
12:11
so myth and legend are
12:13
huge as well. The ironlands
12:15
are steeped in myth and
12:17
legend with ancient gods, mystical
12:19
creatures, and powerful artifacts that
12:22
play significant roles in the
12:24
narrative. So what do characters
12:26
do in this game? In
12:28
Iron Swan, characters engage... in
12:31
quite a few different activities
12:33
including like the the swearing
12:35
of the vows this is
12:37
something that's going to come
12:39
up a lot because it
12:42
is central to the game.
12:44
Iron sworn is a very
12:46
interesting concept in this game
12:48
where you swear a vow
12:51
to while holding onto some
12:53
iron and that basically gives
12:55
you a pact with like
12:57
the old gods like the
12:59
iron is like from the
13:02
earth it is a connection
13:04
to the old gods that
13:06
sort of stuff so swearing
13:08
these vows to complete quests
13:11
which drive the narrative and
13:13
provide person goals is a
13:15
huge part of this game.
13:17
Exploring the Iron Lands, you
13:19
know, discovering new locations, ancient
13:22
ruins, and hidden secrets. That's
13:24
a big part of the
13:26
game. You fight things. You
13:28
go fight raiders, wild beast,
13:31
supernatural creatures, and other threats.
13:33
That's another thing that you'll
13:35
be encountering in this game.
13:37
Of course, there's a bond
13:40
system, so you build relationships
13:42
with other characters and communities
13:44
to gain allies, support and
13:46
resources. You might have a
13:48
long-term goal that needs an
13:51
army to accomplish. You won't
13:53
be able to do it
13:55
yourself. So getting those communities
13:57
onto your side is a
14:00
big part of the game
14:02
as well. You know, survival,
14:04
gathering information for mysteries. And
14:06
even performing rituals to gain
14:08
insights and stuff, you can
14:11
envelope blessings or wield magical
14:13
powers if you want. And
14:15
it's dark and gritty, so
14:17
you're going to be facing
14:20
moral dilemmas. As Amelia liked
14:22
to say, she likes playing
14:24
in that gray area of
14:26
ethics and values and whatnot.
14:28
And this game kind of...
14:31
embodies a lot of that
14:33
philosophy of gaming. You're going
14:35
to be a lot of
14:37
moral gray areas in your
14:40
playthrough. Outside of that, what
14:42
is unique about the game?
14:44
I think the most unique
14:46
thing that I saw when
14:48
I was going through this
14:51
is how versatile the game
14:53
is. The fact that this
14:55
is a game that you
14:57
can play either solo. or
15:00
with a few friends cooperatively,
15:02
or even with a game
15:04
master is pretty unique. There's
15:06
not too many games that
15:08
allow that sort of flexibility.
15:11
giving equal weight to each
15:13
of those options is really
15:15
interesting. I mean I know
15:17
that I will probably try
15:20
out this game probably with
15:22
the character I'm going to
15:24
be making this episode for
15:26
a patron actual play solo
15:28
game for our patron this
15:31
year. So I am very
15:33
interested to see how that
15:35
works itself out, but like
15:37
we also have the option
15:40
of maybe Amelia and I
15:42
playing cooperatively just the two
15:44
of us against the game
15:46
itself and seeing how that
15:48
plays. I think that would
15:51
be really interesting. Maybe I
15:53
start a solo game and
15:55
run into her character later
15:57
and now it's a cooperative
16:00
game for a bit. That
16:02
sounds super cool. The flexibility
16:04
of the game is really
16:06
interesting and really unique and
16:08
I'm really interested to see
16:11
kind of where that goes.
16:13
Now for the history of
16:15
this game, this game was
16:17
first published in 2018 and
16:20
updated in 2019. There was
16:22
a lot of official supplements
16:24
that came out for the
16:26
game, including in 2018, there
16:28
was the iron sworn load
16:31
star. which is a short
16:33
reference guide that contains an
16:35
Oracle for character disposition, and
16:37
also alternative starting stats for
16:40
easier and harder modes of
16:42
play. Iron Swan Delve came
16:44
out in 2020. This was
16:46
the first major expansion that
16:49
adds additional content to the
16:51
game, including dungeon crawling mechanics.
16:53
Then in 2022, there was
16:55
the Iron Swan Star Forged.
16:57
It was funded in a
17:00
Kickstarter campaign, and this is
17:02
a new core rulebook adapting
17:04
the original Iron Swan System
17:06
to a science fiction setting.
17:09
Along with this new setting,
17:11
there are also new rules,
17:13
assets, moves, and oracles. And
17:15
then based on the star-forged
17:17
system, there's Iron Horn star-forged
17:20
Sundard Isles. This supplement is
17:22
an expansion. It just came
17:24
up last year in 2024.
17:26
It is an expansion for
17:29
star-forged with a sailing setting
17:31
instead of space ships. So
17:33
think pirates and whatnot. and
17:35
it requires the core iron
17:37
forged iron sworn star forged
17:40
rules to play. I had
17:42
a hard time picking between
17:44
the base iron forged game
17:46
star forged and sundered aisles,
17:49
but I figured go with
17:51
the first game to give
17:53
a nice taste of what
17:55
iron sworn is all about.
17:57
and see how it goes.
18:00
So I'm really interested to
18:02
dive into those other ones,
18:04
and maybe if my actual
18:06
play with Iron Spawn goes
18:09
fine, maybe I'll try to
18:11
star Forest One later, and
18:13
maybe Thunder Diles. I don't
18:15
know. We'll see how that
18:17
goes. Now, before we get
18:20
into the actual character creation.
18:22
There are some basic terms
18:24
of concepts that we need
18:26
to know before we start
18:29
that. And one of the
18:31
big things that I had
18:33
to do a lot of
18:35
reading on because I didn't
18:37
quite get to that first
18:40
was the assets. Assets are
18:42
a key component of your
18:44
character. They give you additional
18:46
options and bonuses when making
18:49
moves. Some of them actually
18:51
include their own special moves,
18:53
which is really interesting. Assets
18:55
are things like things like...
18:57
So there are four different
19:00
types of assets. Companions, paths,
19:02
combat talents, and rituals. So
19:04
companions are basically an animal
19:06
companion or an actual character,
19:09
an NBC companion, that you
19:11
can choose. There's like 10
19:13
of them to choose if
19:15
a number of something like
19:17
that in the base game.
19:20
paths are basically your kind
19:22
of career path or like
19:24
what you're good at. So
19:26
like a story weaver is,
19:29
is gives you a, an
19:31
advantage with inspiring or enlightening
19:33
songs or tales. And there's
19:35
like, you know, a right
19:37
which works on building stuff
19:40
or, you know, all sorts
19:42
of stuff. There are quite
19:44
a few paths that you
19:46
can choose from as well.
19:49
Anywhere from alchemist to herbalist,
19:51
infiltrator, fortune hunter, loyalist, pretender.
19:53
It's interesting. And some more
19:55
advanced ones as well. So
19:58
when you start the game,
20:00
you start with three different
20:02
assets and you can choose
20:04
any number of... them as
20:06
paths if you want. But
20:09
some paths are actually locked
20:11
out from you choosing them
20:13
at the beginning and they
20:15
actually have requirements. Like the
20:18
revenant path, once you face
20:20
death and return to the
20:22
world of the living, then
20:24
that unlocks the revenant path
20:26
for you to choose when
20:29
you level up. and we'll
20:31
get to leveling up at
20:33
the end of the episode
20:35
and how that works. But
20:38
I thought it was really
20:40
interesting that this is kind
20:42
of like your background, where
20:44
you're coming from and what
20:46
you're kind of good at
20:49
there. After the paths, there
20:51
are combat talents. These are
20:53
basically what you're especially good
20:55
at in combat. So like
20:58
archer, you have to have
21:00
a bow to use the
21:02
archer talent of course, but
21:04
if you wield a bowl.
21:06
When you secure an advantage
21:09
by taking a moment to
21:11
aim choose your approach and
21:13
add plus one So you
21:15
can either trust your instincts
21:18
or line up your shot
21:20
and each of those uses
21:22
different stats to roll with,
21:24
which is really interesting. And
21:26
then they level up after
21:29
a while. All of these
21:31
assets can level up when
21:33
you spend into them. So
21:35
they get just more and
21:38
more cool as you go
21:40
on. After the combat talents,
21:42
there are also rituals, which
21:44
are basically the magic spells
21:46
of the system. So, you
21:49
know, anything from like communion,
21:51
where you can summon the
21:53
spirits of the dead to
21:55
a light bearer, which you
21:58
can focus on a source
22:00
of light and capture its
22:02
essence, and then you can
22:04
overcome darkness later. That's kind
22:06
of cool. There is things
22:09
like... Ward where you can
22:11
walk a wide circle and
22:13
and create a ward in
22:15
an area and get some
22:18
bonuses there as well. So
22:20
there's a lot of different
22:22
options across those and your
22:24
character starts with three of
22:26
them when you're going through.
22:29
So we'll talk a little
22:31
bit more about that as
22:33
we're creating our characters as
22:35
well. But aside from that,
22:38
I think it was pretty
22:40
straightforward. Everything else kind of
22:42
makes sense as we are
22:44
going through the system. So
22:46
when we are creating our
22:49
characters, we'll go through the
22:51
different stats and what all
22:53
of that means. Of course,
22:55
there's also the vows. You
22:58
have to select two different
23:00
vows when you create your
23:02
character. One is called the
23:04
background vow and this is
23:06
kind of like the overarching
23:09
long-term story for your character.
23:11
This is the thing that
23:13
you really want to take
23:15
care of as like a
23:18
core goal of your character.
23:20
You will give this a
23:22
rank of extreme or epic.
23:24
There's five different levels for
23:27
vows everywhere from troublesome to
23:29
epic. So it's troublesome is
23:31
the easiest, dangerous is the...
23:33
next formidable is right in
23:35
the middle. Extreme is near
23:38
the end and epic is
23:40
the hardest goal and vow
23:42
that you can kind of
23:44
make. So extreme or epic
23:47
means that this is going
23:49
to be a huge goal
23:51
that you want to tackle
23:53
probably over the course of
23:55
a campaign and that might
23:58
not be something that's viable
24:00
in a like effectively one
24:02
shot. Then you also have
24:04
to have an inciting incident
24:07
and swear an iron vow
24:09
to that. So that's basically
24:11
like the more immediate like
24:13
what's getting you started on
24:15
your adventuring path. What's what's
24:18
the big thing like is
24:20
is your one of your
24:22
elders is sick in the
24:24
village and you need to.
24:27
you are the only one
24:29
that can go out and
24:31
take care of it or
24:33
somebody has to and it
24:35
just makes sense for you
24:38
to do so so you
24:40
take a vow that you're
24:42
gonna go and find help
24:44
for this elder before it's
24:47
too late so that's something
24:49
that you could do and
24:51
that would be you know
24:53
something that could be dangerous
24:55
it could be formidable or
24:58
it could just be something
25:00
that's troublesome really and you
25:02
kind of go from there.
25:04
And I think the only
25:07
other concept is that it
25:09
also includes some world building.
25:11
So there's some truths that
25:13
you select about your world.
25:15
It can be really open-ended,
25:18
but there is a worksheet
25:20
that you can work through
25:22
that lets you kind of
25:24
figure out what your world
25:27
is all about. And they
25:29
say you can go and
25:31
create the world first before
25:33
your character, but the normal
25:35
way it is laid out
25:38
in the book is create
25:40
your character and then create
25:42
a world to kind of
25:44
fit your character's story. So
25:47
I think that's the way
25:49
we are going to do
25:51
it. Okay, so I'm by
25:53
myself, so I don't have
25:55
any additional questions. So, shall
25:58
I make some people? Let's
26:01
make some people. Let's make
26:03
some people. So first thing
26:05
that we need is the
26:07
character sheet. There is an
26:09
Iron Swan play kit online.
26:11
So I downloaded that and
26:14
I am now ready to
26:16
create my character. I just
26:18
need to see what we
26:20
need to do. So there
26:22
is a character creation summary
26:24
on page 47 of the
26:26
rulebook. And the first thing
26:29
they ask you to do
26:31
is to envision your character
26:33
before making your jump into
26:35
the mechanics of your character,
26:37
consider their motivations, interest, skills,
26:39
personality, and weaknesses. It has
26:41
you to start with like
26:43
one or two ideas about
26:46
your background and goals and
26:48
flush the character out as
26:50
you play. And that's fine.
26:52
But going into this game,
26:54
not knowing too much about
26:56
almost anything about it, aside
26:58
from what we talked about
27:01
so far, it was very
27:03
hard for me to figure
27:05
out what I wanted to
27:07
do here. So I said,
27:09
well, I've got a beyond-the-wall
27:11
character who's pretty cool. What
27:13
if I just transplant her
27:16
into this world and see
27:18
what happens? This is gonna
27:20
be Elena Swan. who in
27:22
the but on the wall
27:24
world is a gifted dilatond
27:26
who is part of a
27:28
super rich family in the
27:31
area but like that's not
27:33
how you start off in
27:35
this game so it'll be
27:37
interesting to see kind of
27:39
the contrasts as we go
27:41
there so okay so I've
27:43
got a person a young
27:46
individual with a helping spirit
27:48
that is she's got some
27:50
companions and she's got a
27:52
good way with storytelling and
27:54
stuff like that so I
27:56
think that's probably good place
27:58
to start. All right, so
28:01
next up, choose a name
28:03
for the character and I
28:05
think that just makes sense
28:07
to keep the same name
28:09
there so this is gonna
28:11
be a line of swan.
28:13
Perfect. Next up, there are
28:16
five stats to populate. The
28:18
five stats get a value
28:20
between one and three. and
28:22
you get an array of
28:24
numbers to divvy out. So
28:26
let's see what these five
28:28
stats are. First up, there
28:31
is edge, which is quickness,
28:33
agility, and prowess in ranged
28:35
combat. Heart, which is courage,
28:37
willpower, empathy, sociability, and loyalty.
28:39
I'm already thinking that Elena
28:41
is going to be probably
28:43
the highest in heart based
28:46
on these two alone. Iron,
28:48
which is physical strength, endurance,
28:50
aggressiveness, and prowess in close
28:52
combat, shadow, which is sneakiness,
28:54
deceptiveness, and cunning, and then
28:56
wits, expertise, knowledge, and observation.
28:58
Okay, so I am seeing
29:00
that we start with five
29:03
different numbers, three, a two,
29:05
a one, and a one.
29:07
And based on those, I
29:09
think I'm going to do
29:11
a three in heart because
29:13
this character is somebody that
29:15
is a natural leader and
29:18
she is well loved by
29:20
everybody and tries to get
29:22
along with everybody. It was
29:24
a very kid-centric game that
29:26
we are playing and be
29:28
on the wall and I
29:30
thought having kind of the
29:33
face character be super relatable
29:35
and fun to be around.
29:37
Good. And that's what I'd
29:39
like to be too. So
29:41
whatever. Second best thing probably
29:43
of hers is wits. She's
29:45
good with knowledge. and stuff
29:48
like that. So I'm gonna
29:50
put it two in wits.
29:52
That makes a ton of
29:54
sense. Okay, what would be
29:56
her next best stat? Maybe
29:58
I'll whittle it down by
30:00
what she's not good at.
30:03
She is not sneaky, deceptive,
30:05
or cunning, or maybe is
30:07
she a little cunning? I
30:09
think she's very straightforward. I
30:11
think she's, yeah, I think
30:13
her shadow is probably gonna
30:15
be one. In this case,
30:18
so we'll make shadow one.
30:20
Okay, and then that leaves
30:22
edge and iron. One of
30:24
them's gonna be one and
30:26
one of them's gonna be
30:28
two. I think she's technically
30:30
clumsy a bit. So I'm
30:33
gonna make her edge one
30:35
and that means her iron
30:37
is gonna be two and
30:39
she has been known to
30:41
hold her own in battle.
30:43
which is cool. So I
30:45
think that fits. That fits
30:48
the concept that I'm kind
30:50
of going for there. So
30:52
one edge, three heart, two
30:54
iron, one shadow, and two
30:56
wits. Perfect. So next, you
30:58
get health. Health is representing
31:00
your current physical condition and
31:02
stamina. This is from zero
31:05
to plus five. So health
31:07
is reduced when you endure
31:09
harm, which is a special
31:11
move. and increased when you
31:13
rest or receive care through
31:15
moves such as heel or
31:17
sojourn. So, and if you're
31:20
at zero health, scoring a
31:22
miss when you endure harm,
31:24
pursuing a risk of suffering
31:26
a disability or even dying.
31:28
So to start, your health
31:30
track starts at plus five,
31:32
which is the highest it
31:35
can go. So I'm going
31:37
to go ahead and do
31:39
that now. Perfect. Okay, and
31:41
then next. What do we
31:43
have? Spirit. Spirit is your
31:45
current mental state ranked from
31:47
zero to plus five as
31:50
well. So this is like
31:52
your stress meter effectively. So
31:54
when you endure stress, spirit
31:56
is reduced. It's increased when
31:58
you find comfort and companionships
32:00
to success or relaxed moments
32:02
through moves such as make
32:05
camp. or for J bond.
32:07
And this is where a
32:09
lot of those like PVTA
32:11
kind of references come into
32:13
play when you're making different
32:15
moves like this throughout play.
32:17
And if you add zero
32:20
spirit scoring a mess when
32:22
you endure stress puts you
32:24
at risk of suffering a
32:26
debility or falling into desolation.
32:28
So spirit starts off at
32:30
plus five as well. All
32:32
right. Next is supply. So
32:35
this is like an abstract
32:37
representation of how prepared you
32:39
are, like including your ammo,
32:41
your food, your water, and
32:43
general upkeep and stuff like
32:45
that. This is also ranked
32:47
from zero to plus five.
32:50
And instead of like tracking
32:52
a detailed inventory, you consider
32:54
most of your mundane gear
32:56
that is covered under supply.
32:58
So I imagine you have
33:00
basic weapons, basic armor like
33:02
basic. camping supplies, stuff like
33:05
that. And then your supply
33:07
is decreased when you make
33:09
the undertake a journey move.
33:11
And you might also reduce
33:13
supply as a narrative cost
33:15
when you face hardships as
33:17
an outcome of other moves.
33:19
So like in the face
33:22
danger move to for a
33:24
wild river, you might lose
33:26
some gear as a result
33:28
of a weak hit or
33:30
a miss. So it's interesting.
33:32
Supply is increased when you
33:34
gather provisions through moves such
33:37
as resupply. So you see
33:39
there's a ton of different
33:41
moves, which really is the
33:43
core of why this game
33:45
works in solo play. So
33:47
this also is ranked from
33:49
zero plus five, so I'm
33:52
going to start set your
33:54
supply track to... plus five,
33:56
it says you and your
33:58
allies share the same supply
34:00
value while you travel together.
34:02
So if we were in
34:04
a group doing this, we
34:07
would all have the same
34:09
value starting at plus five.
34:11
And when each of us
34:13
raises or lowers the supply
34:15
track, each of us also
34:17
makes the adjustments. So it's
34:19
a group wide move. That's
34:22
really interesting. All right, so plus
34:24
five across the board for each
34:26
of those to start. So that's
34:28
cool. There is also the concept
34:30
of momentum. Momentum represents how you
34:32
are faring in your quests. It
34:35
is gained and lost through moves.
34:37
If you have positive momentum, you
34:39
are building on your successes and
34:42
ready to make decisive moves. If
34:44
you have negative momentum, you have
34:46
suffered setbacks and your quest is
34:49
in jeopardy. So you have a
34:51
momentum track on the left side
34:54
of your character sheet. It looks
34:56
like it's from... Negative 6 to
34:58
plus 10. And your max
35:00
momentum starts at
35:03
plus 10 and is reduced
35:05
by 1 for every marked
35:08
debility. So I can write
35:10
in here plus 10 for
35:12
the max. And it also
35:15
has a reset and the
35:17
momentum research, the
35:20
momentum reset starts at
35:22
plus 2. If you have
35:24
one debility marked, your reset
35:26
is plus one. If you
35:29
have more than one debility
35:31
marked, your reset is zero.
35:33
So my reset is plus two.
35:36
To start, perfect. And then
35:38
to start out, your current
35:40
momentum is set to plus
35:42
two. And as we said,
35:44
maximum is plus 10 and whatnot.
35:46
So I'm going to add plus
35:49
two here for my current
35:51
momentum. Now the meat of
35:53
the characters the vows When
35:56
you swear a vow you give
35:58
it a rank between those
36:00
five that we mentioned, recorded
36:02
on the sheet, then you use a
36:04
vow to track, the vowel progress track
36:07
to mark when you reach a milestone.
36:09
So, should start your first session
36:11
with two vows, a long-term
36:13
goal, and in the immediate
36:15
situation, which is your inciting
36:17
incident, and there is going to
36:19
be quest starters in chapter four.
36:22
called Your World. That is going
36:24
to be a place where you
36:27
can get some ideas for vows
36:29
and then chapter if I had
36:31
those encounters. So we can check
36:34
that out, I think, later. There's
36:36
also bonds. As
36:38
you build relationships and
36:41
complete quests, you create
36:43
bonds. We should start your
36:46
first session with up
36:48
to three background bonds.
36:50
So let's see. Making note
36:52
of the people or communities you
36:54
share bonds with and mark up
36:56
the three ticks on your bond
36:58
progress track You learn more about your
37:01
first session and your starting bonds
37:03
on page 183. So I can
37:05
go and check those out later
37:07
as well The abilities Do not
37:10
come into play at character creation
37:12
because you start with no disabilities
37:14
As we go through the quests
37:16
we can get disabilities like mentioned
37:18
before There are also conditions that
37:21
you can get as you
37:23
go through your quests, not
37:25
really applicable to characteration here.
37:27
And there are also
37:29
bains. Bains are permanent,
37:31
like maimed or corrupted.
37:33
They forever impact your
37:35
character through the momentum
37:37
penalty and more importantly
37:39
through the narrative impact
37:41
of being maimed or
37:44
corrupted. So that's something to
37:46
keep in mind during play. And
37:48
then there are burdens as well.
37:50
Burdens are a result of life-changing
37:53
experiences that leave you bound to
37:55
quests. Clearing a burden can only
37:57
be accomplished by resolving the quest.
38:00
or cursed or tormented, you should
38:02
consider the physical or emotional
38:04
manifestations of these conditions. You
38:06
have walked the lands beyond
38:09
death or suffered visions of
38:11
your greatest fears. What signs
38:13
do you bear, etc., etc.
38:15
So all the abilities should
38:17
be unmarked during character
38:19
creation. Now another big portion of
38:22
care to creation is the assets.
38:24
You get three assets
38:26
to start. and we
38:29
talked about them before
38:31
the companions paths combat
38:33
talents and rituals
38:36
so Elena Swan is
38:38
somebody that has like
38:41
she's got a main
38:43
companion it's a friend
38:45
put big quotes around
38:47
that that is the
38:49
fishermen's daughter in town
38:51
in They had a
38:54
trist in the past
38:56
and still do. And
38:58
now this friend, her
39:00
name is Sylvia, travels
39:02
with Elena and the
39:04
group and they are
39:06
pretty much inseparable. So
39:08
for now, I think that's
39:11
a potential companion
39:13
right there. There is
39:15
a kindred companion that
39:18
you can choose. Another big...
39:20
feature of Elena is her
39:23
pha-hound. It's a more magical
39:25
like dog with antlers and
39:28
it's green, I guess. It's
39:30
pretty cool. And another big
39:33
feature of Elena's is her
39:35
panda ferret that she has
39:38
as a familiar. She cast
39:40
a ritual at what's one
39:43
point and got a panda
39:45
ferret. I thought that was
39:48
kind of cool, but...
39:50
Do not have any
39:52
panda ferret companions in
39:54
the assets, unfortunately.
39:57
But they do have a path
39:59
called an kin and that
40:01
lets you actually upgrade
40:04
and add animal assets
40:06
for less experience
40:09
going forward if you
40:11
if you level that
40:13
up. So that might
40:15
be a potential option
40:18
as well. Now other
40:20
things I was considering
40:22
is where was it?
40:24
The path of the
40:26
storyteller I believe it was?
40:29
So this is the one
40:31
that can sing, write poetry
40:33
or even tell tales and
40:36
stuff like that. Somebody that's
40:38
very charismatic feels like this
40:40
would be wonderful to have
40:43
and Elena is also... gifted
40:45
with the liar. She's got
40:47
a unique, like, ornate liar
40:50
that she carries around and
40:52
plays for her companions, and
40:55
I thought that story weaver
40:57
would fit very well there.
40:59
But now we're up to
41:01
potentially four things that we
41:03
could get as assets, and
41:05
we can only get three to
41:08
start. So I think the most
41:10
important one is going
41:12
to be the kindred.
41:15
So the kindred is
41:17
a friend that stands
41:19
by you. Okay, that
41:21
makes sense. So
41:24
this friend's name
41:26
is Sylvia. I forget
41:28
what her last name
41:30
is, but that's okay.
41:33
And when you get
41:35
an option, you have
41:37
to select one of
41:39
the three abilities
41:42
there. The ones that we
41:44
have here are, the friend
41:47
is skilled. When you make
41:49
a move outside of combat
41:52
aided by your companion's expertise,
41:54
add plus one. That sounds
41:56
pretty good. There's also
41:58
shield camp. which is
42:00
this is the expertise that's
42:03
listed shield kin when you
42:05
clash or battle alongside your
42:07
companion or when you face
42:09
danger against an attack by
42:11
standing together at plus one
42:14
and there's also bonded oh
42:16
oh wait no I see
42:18
so the expertise is defined
42:20
as part of the skilled
42:23
thing and then there is
42:25
shield kin which adds additional
42:27
stuff in combat or bonded
42:29
and once you mark a
42:31
bond with your companion add
42:34
plus one when you face
42:36
dissolation in their presence I
42:38
think bonded sounds more in
42:40
the future I think skilled
42:42
makes the most sense to
42:45
start off with for Sylvia
42:47
now what would be my
42:49
companion's expertise now she's the
42:51
fishermen's daughter, so fishing, and
42:54
boats and stuff, right? So
42:56
like, I guess it's pretty
42:58
much anything, right? So fish,
43:00
fishing, fishermen, I don't know.
43:02
And that would make sense
43:05
to include, like, not for
43:07
the... boats and for the
43:09
fishing lines and the nets
43:11
and stuff like that and
43:14
and and all sorts of
43:16
stuff along those lines. I
43:18
know in Beyond the Wall
43:20
she's also a rogue class
43:22
and she has like the
43:25
abilities to sneak and and
43:27
stuff like that but like
43:29
fishing is and rope works
43:31
is kind of her biggest
43:33
thing like finding directions and
43:36
stuff like finding directions and
43:38
stuff like I'm thinking this
43:40
expertise is abstract enough where
43:42
you can apply it to
43:45
a few different situations as
43:47
long as it makes sense
43:49
to do so. Okay, so
43:51
I've got a companion, and
43:53
her name is Sylvia. Let's
43:56
see. And I think I
43:58
want to start with a
44:00
hound. So my hound's name
44:02
is Viri, which is short
44:04
for Viridescent. And Viri is
44:07
a fluffy hound of sorts.
44:09
And we're going to say
44:11
she's green or he. I
44:13
can't remember. I think Vary
44:16
is masculine in our game.
44:18
Pretty sure. So Vary, the
44:20
hound. I also get to
44:22
choose one thing here for
44:24
Vary's abilities between sharp. When
44:27
you gather information using your
44:29
hound's keen senses to track
44:31
your quarry or investigate a
44:33
scene. add plus one and
44:35
take plus one momentum on
44:38
a hit. There's also ferocious,
44:40
which means that when you
44:42
strike or clash alongside your
44:44
hound to score a hit,
44:47
inflict plus one harm or
44:49
take plus one momentum. There's
44:51
also loyal when you endure
44:53
stress in the company of
44:55
your hound, add plus one
44:58
to the role. So you're
45:00
better at getting like all
45:02
of these are really good.
45:04
And I think Elena is
45:06
probably going to start off.
45:09
trying to avoid combat as
45:11
much as possible. So I
45:13
really want to go with
45:15
sharp on this one. I
45:18
mean, ferocious makes sense to
45:20
be a little easier to
45:22
survive, but like investigating stuff
45:24
and tracking things and whatnot.
45:26
That seems like a like
45:29
the approach that a lainer
45:31
would take is being a
45:33
little easier there. Now, the
45:35
next thing I want probably
45:38
is a path. I think
45:40
probably animal can is where
45:42
I was landing on whenever
45:44
you make a move to
45:46
pacify, calm, control, aid, or
45:49
fend off an animal, or
45:51
an animal, or a beast
45:53
companion. You can add plus
45:55
one momentum on a hit.
45:57
So as we understand, momentum,
46:00
the higher it goes. the
46:02
closer you are to finishing
46:04
your quest, I guess. So
46:06
we want to get closer
46:09
to that plus 10. So
46:11
like this will help with
46:13
that as well. Plus, this
46:15
will let me get another
46:17
upgrade for VRI or even
46:20
gain a new animal companion
46:22
later. And I think that
46:24
works really well. And then
46:26
at the end of this
46:28
animal can path, I can
46:31
actually even. Re-roll dice in
46:33
combat when using the Beast
46:35
companion and whatnot and on
46:37
a hit take even more
46:40
momentum. So there's like a
46:42
lot of good potential there.
46:44
So with that in mind,
46:46
where do I put my
46:48
assets on this character sheet?
46:51
Let's see, that's Progress Tracks,
46:53
Oracle Worksheet, Blank Ironlands Map.
46:55
I think this game is
46:57
meant to utilize the assets
46:59
as cards. So they do
47:02
have sheets that you cut
47:04
out and then you would
47:06
use those as different cards.
47:08
You can print these out
47:11
and cut them out and
47:13
utilize them as cards or
47:15
get them printed for yourself
47:17
through the website. But I
47:19
think I want to make
47:22
note on my character sheets
47:24
somewhere. Form my assets Maybe
47:26
I'll just put it up
47:28
here. That'll be fine. Oh
47:31
Hound, kindred, and animal kin.
47:33
Perfect. Okay, so we've got
47:35
our assets next. Let's see,
47:37
that was the asset abilities
47:39
as well. Okay, and then
47:42
for experience, the track starts
47:44
at zero, of course, and
47:46
as we pass quests, we
47:48
get experience to add to
47:50
that, and there are some
47:53
other moves that also will
47:55
add experience. And then we
47:57
spend it. We'll talk about
47:59
that later. For characterization, it
48:02
just starts as unmarked. Okay,
48:04
so for equipment then, this
48:06
is a pretty abstract non-mechanical
48:08
benefits for your character. It
48:10
really, you probably start off
48:13
with cheap mundane gear. I
48:15
mean... This is Elena Swan.
48:17
It is my world and
48:19
my character. So I'm going
48:21
to say that she's just
48:24
got her basic starting gear
48:26
from beyond the wall, which
48:28
does include some fun stuff.
48:30
Where is the gear on
48:33
here? If it is anywhere.
48:35
So since gear is not
48:37
exactly super important to the
48:39
game, and mechanically, it is
48:41
not on the character sheet.
48:44
at least the one that's
48:46
given here. So I'm gonna
48:48
go ahead and type my
48:50
gear in separately here. And
48:52
I think she gums with
48:55
a dark teal cloak. She
48:57
has a traveling dress. She'll
48:59
have, what else? Oh, a
49:01
lighter, of course. She might
49:04
not be super great at
49:06
it currently, but like I
49:08
think that she'll grow into
49:10
it. She's got, what else
49:12
do we want her to
49:15
have? Oh, basic, basic sword
49:17
and shield and like leather
49:19
armor for now. I think
49:21
she's got chain armor in
49:23
the game, but like she's
49:26
also rich, so like whatever.
49:28
Yeah, so she's got some
49:30
basic stuff like that and
49:32
then the rest of it's
49:35
kind of in the supply.
49:37
Stat itself. So like all
49:39
of her traveling gear and
49:41
like backpack and rations and
49:43
all that sort of fun
49:46
stuff is all there. So
49:48
I'm not going to worry
49:50
too much about that. It
49:52
says keep it simple. Okay.
49:55
And then in your first
49:57
session, you envision your current
49:59
situation, something has happened or
50:01
is about to happen, which
50:03
puts you on a path
50:06
of the Aaron's Warren. This
50:08
is your inciting incident. Make
50:10
it personal. So give it
50:12
teeth. It's not a situation
50:14
you can walk away from.
50:17
You must set things right.
50:19
So that's interesting. And that
50:21
also makes me think of
50:23
the background in the background
50:26
vow. And I think that
50:28
that could be a really
50:30
interesting vow. So I think
50:32
my it might be extreme
50:34
or epic. My background vow
50:37
is going to be. find
50:39
a way to keep the
50:41
village safe for good. And
50:43
like in Beyond the Wall,
50:45
the whole point of the
50:48
campaign that we are on
50:50
is explore the surrounding areas
50:52
and make right the wrongs
50:54
that are in the surrounding
50:57
areas. and try to find
50:59
what's going to be threatening
51:01
the village and stop it.
51:03
I mean we already stopped.
51:05
an undead horde from attacking
51:08
the village and we just
51:10
found out that there is
51:12
also a dragon in the
51:14
area as well as a
51:16
necropolis to explore and figure
51:19
out what is going on
51:21
there and why your undead
51:23
army is coming from the
51:25
necropolis now. So there's a
51:28
lot of potential in a
51:30
game like Iron Sword for
51:32
similar sort of... shenanigans from
51:34
happening in the world that
51:36
would be threatening a village.
51:39
So really, find a way
51:41
to keep the village safe
51:43
for good. Sounds like an
51:45
epic quest, a five-tier quest
51:47
of we need to find
51:50
a way to either well
51:52
supply the village, get the
51:54
proper people there to protect
51:56
it, fortify it, or get
51:59
the area cleared out around
52:01
the outside and and fix
52:03
things there. So I think
52:05
that's interesting. I'll figure out
52:07
the less epic vow later
52:10
once we figure out what
52:12
to do with the world
52:14
because now that we have
52:16
all of those we can
52:19
go to the world building.
52:21
Let's see. Let's see. Create
52:23
your world. So if you
52:25
are playing in the ironlands
52:27
or a similar setting we
52:30
go through the truths exercise
52:32
and that's what I have
52:34
here. Iron sworn truths workbook.
52:36
So let's see about truths
52:38
about the old world. Let's
52:41
see the savage clans called
52:43
the scald invaded the kingdoms
52:45
of the old world. Our
52:47
armies fell and most were
52:50
killed or taken into slavery.
52:52
Those who escaped said sail
52:54
aboard anything that would float
52:56
after an urgent month long.
52:58
of voyage, the survivors made
53:01
land fall upon the iron
53:03
lens. Okay, so that's kind
53:05
of the descendants of the
53:07
people. There's also the sickness.
53:09
I don't think I want
53:12
to deal with the sickness
53:14
in my game. And then
53:16
the old world could no
53:18
longer sustain us. We were
53:21
too large in number. We
53:23
had felled the forests, our
53:25
crops withered in the barren
53:27
ground. Cities and villages overflowed
53:29
with desperate hungry people. Petty
53:32
King's battled for scraps, we
53:34
cast our fate to the
53:36
sea and found the ironlands
53:38
on a new world of
53:40
our start. That one sounds
53:43
interesting. So this is like,
53:45
at some point, we kind
53:47
of said, okay, hey, we
53:49
need to kind of do
53:52
something here. We need to
53:54
move to a new place.
53:56
So I think the old
53:58
world could no longer sustain
54:00
us is what I'm going
54:03
to choose as a truth
54:05
of this world. So the
54:07
quest starter says decades ago
54:09
the exodus ended since then
54:12
no ships have sailed here
54:14
from the old world until
54:16
now word comes from a
54:18
single ship newly arrived across
54:20
the vast ocean grounded on
54:23
the rocks of the barrier
54:25
islands when you hear the
54:27
name of the ship you
54:29
swear to uncover the fate
54:31
of its passengers why is
54:34
it so important to you
54:36
so that's potential quest started
54:38
there I don't think I
54:40
want to go with that
54:43
one for my vow okay
54:45
for iron Let's see what
54:47
this says the imposing hills
54:49
and mountains of the errandlands
54:51
are rich and iron or
54:54
most prized Of all is
54:56
the star forage black iron
54:58
That's all it's pretty cool
55:00
Let's see there's also the
55:02
weather is bleak rain and
55:05
wind sweep in from the
55:07
ocean the winters are lawn
55:09
and better one of the
55:11
first settlers complained only those
55:14
made of iron dare live
55:16
in this fall place unless
55:18
our land was named. Oh
55:20
so that we're naming we're
55:22
naming the ironlands. Okay, that's
55:25
interesting. Okay, inscrutable metal pillars
55:27
are found throughout the land
55:29
there. iron gray and smooth
55:31
as riverstone. Interesting. No one
55:33
knows their purpose. Some say
55:36
they are as old as
55:38
the world. Some, such as
55:40
the iron priests, worship them
55:42
and swear vows upon them.
55:45
Most make the warning sign
55:47
and hurry along their way
55:49
when they happen across one.
55:51
The pillars do not tarnish
55:53
or even the sharpest blade
55:56
cannot mark them. Oh. That
55:58
sounds cool. Okay, I do
56:00
love a good, weird, mystery,
56:02
alien-like pillar. I think I'm
56:04
gonna go with the inscrutable
56:07
middle pillars are found throughout
56:09
the land. That's why it's
56:11
called the Iron Lens. Okay.
56:13
Questarder, your dreams are haunted
56:16
by visions of a pillar
56:18
which stands in an unfamiliar
56:20
landscape. What do you see?
56:22
Why are you sworn to
56:24
seek it out? That's pretty
56:27
interesting. Let's see. Legacies. We
56:29
are the first humans to
56:31
walk these lands. Okay? Other
56:33
humans sailed here from the
56:36
old world until years ago,
56:38
but all that is left
56:40
to them is a savage
56:42
feral people we called a
56:44
broken. Is there fate to
56:47
become our own? Before the
56:49
Ironlanders, before even the firstborn,
56:51
another people lived here. Their
56:53
ancient ruins are found throughout
56:55
the Ironlands. Between the first
56:58
and last one, we are
57:00
the first humans here, so
57:02
like we're finally in this
57:04
harsh potentially area, or I
57:07
really do love ancient ruins
57:09
as well. So I think
57:11
I'm going to go with
57:13
the ancient ruins. Some minors
57:15
uncovered in ancient underground ruin.
57:18
There after the people of
57:20
the settlement are haunted by
57:22
strange dreams, the ruins call
57:24
to them, they say. Several
57:26
have disappeared in that dark
57:29
ancient place, including someone imported.
57:31
to you. Oh, that could
57:33
be an interesting immediate quest
57:35
order, find that somebody important.
57:38
Okay, communities. We are few
57:40
in number in this accursed
57:42
land, most rarely have contact
57:44
with anyone outside of our
57:46
own small steadying or village.
57:49
And strangers are viewed with
57:51
deep suspicion. Not too big
57:53
in that one. We live
57:55
in communities called circles. These
57:57
are sediments raging in sides.
58:00
From a studying with a
58:02
few families to a village
58:04
of several hundred, some circles
58:06
belong to nomadic folk. Some
58:09
powerful circles might include a
58:11
cluster of settlements. We trade
58:13
and sometimes viewed with other
58:15
circles. Okay. I'm leaning towards
58:17
that one so far. And
58:20
then we have forged the
58:22
ironlands into a home. Villages
58:24
within the havens are connected
58:26
by well-trod roads. Trade caravans
58:29
travel between settlements and the
58:31
havens and those in outlying
58:33
regions. Even so much of
58:35
this land is untamed. That
58:37
might be, I think that's
58:40
the one I want. I
58:42
want a nice, like, settled
58:44
area, I think, in the
58:46
ironlands. Let's see. Now we're
58:48
talking about the leaders. Leadership
58:51
is as varied as the
58:53
people. Some communities are governed
58:55
by the head of a
58:57
powerful family, or they have
59:00
a council of elders who
59:02
make decisions and settled disputes.
59:04
In others, the priests hold
59:06
sway. For some, it is
59:08
duels in the circle that
59:11
decide. Yeah, maybe. Yeah, I
59:13
do like the varied potential
59:15
for leaderships there. Each of
59:17
our communities has its own
59:19
leader as another option called
59:22
an overseer getting fallout vibes
59:24
there. Every seventh spring the
59:26
people affirm their current overseer
59:28
or choose a new one.
59:31
Some overseers wear the iron
59:33
circle it reluctantly while others
59:35
thirst for power and gain
59:37
it through schemes and threats.
59:39
Let's see what else. where
59:42
as clan chiefs rule over
59:44
petty domains, most are intended
59:46
becoming the one true king,
59:48
their squabbles will be our
59:50
undoing. I do like the
59:53
first one where leadership is
59:55
varied out there. Let's see.
59:57
You have vivid reoccurring dreams
59:59
of an Ireland city. It
1:00:02
has strong walls bustling markets
1:00:04
and a keep on a
1:00:06
high hill and so many
1:00:08
people know where in the
1:00:10
Ironlands to such a city
1:00:13
exist in your dreams. You
1:00:15
are the ruler of the
1:00:17
city somehow no matter how
1:00:19
long it takes. You must
1:00:21
make this vision the reality.
1:00:24
I don't want to do
1:00:26
that. Okay, defense. Here in
1:00:28
the Ireland supplies are two.
1:00:30
precious and the lands are
1:00:33
too sparsely populated to support
1:00:35
organized fighting forces. When a
1:00:37
community is threatened, the people
1:00:39
stand together to protect their
1:00:41
own. The wardens are our
1:00:44
soldiers, guards, and militia. They
1:00:46
serve their communities by standing
1:00:48
sentry, patrolling surrounding lands, and
1:00:50
organizing defenses in times of
1:00:53
crisis. Most have strong ties
1:00:55
to their communities. Others called
1:00:57
free wardens are wandering mercenaries
1:00:59
who hire on to serve
1:01:01
a community or protect caravans.
1:01:04
And then our war bands
1:01:06
are valid to strike at
1:01:08
our enemies or defend our
1:01:10
holdings. Though not nearly as
1:01:12
impressive as the armies that
1:01:15
once marched across the old
1:01:17
world, these forces are as
1:01:19
well trained and equipped as
1:01:21
their committees can manage, the
1:01:24
banners the war bands are
1:01:26
adorned with depictions of the
1:01:28
old world history and iron
1:01:30
land victories. I think I'm
1:01:32
going to go with the
1:01:35
first one here where the
1:01:37
communities protect themselves. That sounds
1:01:39
interesting. Let's see, there is
1:01:41
mysticism. Some still find comfort
1:01:43
in the old ways. They
1:01:46
call on mystics to divine
1:01:48
the fortune of their newborn
1:01:50
or ask them to perform
1:01:52
rituals to make or to
1:01:55
invoke a bountiful harvest. Others
1:01:57
act out their fear against
1:01:59
those who they suspect of
1:02:01
having power. However, most folk
1:02:03
believe... true magic if it
1:02:06
ever says to it is
1:02:08
lost to us now and
1:02:10
no let's see magic is
1:02:12
rare and dangerous but those
1:02:14
few who wield the power
1:02:17
are truly gifted okay and
1:02:19
then magic courses through this
1:02:21
land as the rivers throw
1:02:23
flow through the hill the
1:02:26
hills the power is there
1:02:28
for those who choose to
1:02:30
harness it and even the
1:02:32
common folk often know a
1:02:34
healthful ritual to i do
1:02:37
Okay, thinking of being on
1:02:39
the wall, I'm gonna go
1:02:41
magic is rare and dangerous.
1:02:43
I do like it being
1:02:46
rare and kind of like
1:02:48
tough to get into. I
1:02:50
don't want everybody wielding magic
1:02:52
that at least. Okay. Quest
1:02:54
starter, you have heard stories
1:02:57
of someone who wields true
1:02:59
power, they live in an
1:03:01
isolated settlement far away, who
1:03:03
told you of this mystic,
1:03:05
are they feared or respected,
1:03:08
and why do you swear
1:03:10
to seek them out? Yeah,
1:03:12
I don't need those, and
1:03:14
you don't think. Okay, how
1:03:17
about religion in here? If
1:03:19
you, Iron Landers, still make
1:03:21
signs or mumble prayers out
1:03:23
of habit or tradition, but
1:03:25
most believe the gods no
1:03:28
longer, or the gods want
1:03:30
to go abandoned us. Let's
1:03:32
see, the people honor old
1:03:34
gods anew in this harsh
1:03:36
land of prayers. A simple
1:03:39
but horrible comfort. And then
1:03:41
there is our gods are
1:03:43
many. They make themselves known
1:03:45
through manifestations and miracles. Some
1:03:48
say they even secretly walk
1:03:50
among us. The priests convey
1:03:52
the will of the gods
1:03:54
and hold sway over many
1:03:56
communities. Let's see. I like
1:03:59
the thought of, like, God's
1:04:01
being physically real and whatnot,
1:04:03
but like, not the whole,
1:04:05
this automatically gives priests, like,
1:04:07
the edge in terms of
1:04:10
leadership and everything. So I
1:04:12
think I might go in
1:04:14
the middle there. The people
1:04:16
on our old gods are
1:04:19
new. Yeah, and like, are
1:04:21
they really there? Maybe. But
1:04:23
maybe, maybe it's more rare,
1:04:25
right? I think that might
1:04:27
be the case that we'll
1:04:30
go with there. Okay. All
1:04:32
right, next, looks like there's
1:04:34
only three other things. Three
1:04:36
other truths we need to
1:04:38
figure out here, the firstborn.
1:04:41
So the firstborn have passed
1:04:43
into legend. Some say the
1:04:45
remnants of the old tribes
1:04:47
still dwell in deep forests
1:04:50
or high mountains. Most believe
1:04:52
they were never anything more
1:04:54
than myth. I think the
1:04:56
firstborn are like elves and
1:04:58
stuff. So let's see. The
1:05:01
firstborn live in isolation and
1:05:03
are fiercely protective of their
1:05:05
own lands. Okay. Or the
1:05:07
firstborn holds sway in the
1:05:10
ironlands. The elves of the
1:05:12
deforest and the giants of
1:05:14
the hills. tolerate us and
1:05:16
even trade with us for
1:05:18
now. Ironlanders, fear the day
1:05:21
they decide we are no
1:05:23
longer welcome here. I like
1:05:25
that one. I like the
1:05:27
potential to have allies with
1:05:29
elves and giants and stuff.
1:05:32
And the fact that they're
1:05:34
still there makes it much
1:05:36
more fantastical. That sounds pretty
1:05:38
cool. Okay. Beasts. The beasts
1:05:41
of old are nothing but
1:05:43
legend. A few who travel
1:05:45
in the deep forest and
1:05:47
high mountains return with wild
1:05:49
tales of monstrous creatures, but
1:05:52
they are obviously delusional. No
1:05:54
such things exist. Nope. Monsterous
1:05:56
beasts stalk the wild areas
1:05:58
of the ironlands. Sure, I
1:06:00
like that one. What's this
1:06:03
next one? Beasts of all
1:06:05
sorts roam the ironlands. They...
1:06:07
dwell primarily in the reaches,
1:06:09
but range into the settled
1:06:12
lands to hunt. There they
1:06:14
often prey on cattle, but
1:06:16
attacks on travelers, caravans, or
1:06:18
even settlements are not uncommon.
1:06:20
So I think monstrous bees
1:06:23
suck the wild areas of
1:06:25
the Ireland's sounds good. Like
1:06:27
very final fantasy-esque. There. And
1:06:29
finally, horrors. Nothing but stories
1:06:31
to frighten children. So, no
1:06:34
horrors, I guess. Next we
1:06:36
have, we are wary of
1:06:38
dark forests and deep waters.
1:06:40
Waterways for monsters lurk in
1:06:43
those places. In the depths
1:06:45
of the lawn night when
1:06:47
all is wreathed in darkness,
1:06:49
only fools venture beyond their
1:06:51
homes. And then... Finally, the
1:06:54
dead do not rest in
1:06:56
the ironlands. At night we'd
1:06:58
like torches, scatter salt, and
1:07:00
post entries at the gate.
1:07:02
It is not enough. They
1:07:05
are coming. Ooh. Okay, so
1:07:07
that sounds like how horrifying.
1:07:09
I think dark forests and
1:07:11
deep waterways sound frightening. Yeah,
1:07:14
I think we're gonna go
1:07:16
that way. Let's see, Questarder,
1:07:18
or you bear the scars
1:07:20
of an attack by a
1:07:22
whore, what was it? Are
1:07:25
those scars physical, emotional, or
1:07:27
both? How do you seek
1:07:29
to make yourself whole again?
1:07:31
Interesting, okay. So all of
1:07:34
these also have like a
1:07:36
blank bunch of lines you
1:07:38
can create your own truth
1:07:40
on, but I don't think
1:07:42
I wanted to do that
1:07:45
this first time around. So,
1:07:47
I think that paints a
1:07:49
really interesting picture. And honestly,
1:07:51
I think my second more
1:07:53
immediate thing is a friend
1:07:56
went missing. Let's see in
1:07:58
the minds. So find my
1:08:00
friend that went missing in
1:08:02
the minds is going to
1:08:05
be my second foul and
1:08:07
I must just say it's
1:08:09
dangerous. I don't think it's
1:08:11
going to be more than
1:08:13
dangerous there. Okay, so I've
1:08:16
got my two vows. I've
1:08:18
got the truths of the
1:08:20
world. Let's see, um... I've
1:08:22
got kind of... Let's see,
1:08:24
give yourself background bonds now.
1:08:27
Okay, so now we've got
1:08:29
background bonds. Since page 36,
1:08:31
but I just want to
1:08:33
see. So background bonds, these
1:08:36
may be to a community
1:08:38
or an individual. You do
1:08:40
not need to make the
1:08:42
forgy bond move for the
1:08:44
starting bonds. Mark a tick
1:08:47
for each bond on your
1:08:49
character sheet. One tick per
1:08:51
bond and make note of
1:08:53
them. So, all right, so.
1:08:55
I start with three bonds,
1:08:58
I see it's just boxes,
1:09:00
right? So I've got three
1:09:02
bonds on there, that's interesting,
1:09:04
and make note of them
1:09:07
I guess. So I'm gonna
1:09:09
have a bond with Sylvia,
1:09:11
bond with, and I don't
1:09:13
I don't know if you
1:09:15
have like more than one,
1:09:18
if you can have one
1:09:20
of the one. And Elena
1:09:22
comes from Swan home, which
1:09:24
is a small fishing community
1:09:27
where Elena's grandmother is kind
1:09:29
of like into kind of
1:09:31
rich and got her fortune
1:09:33
off of like winery. growing
1:09:35
grapes and making wines and
1:09:38
stuff like that, as well
1:09:40
as like helping this community
1:09:42
be safe and whatnot. So
1:09:44
thanks to Swan Home. Makes
1:09:46
a lot of sense there.
1:09:49
And what would be my
1:09:51
friend that I would be
1:09:53
looking for in the minds?
1:09:55
This is probably, and I
1:09:58
guess one of the other
1:10:00
characters. that are part of
1:10:02
my Beyond the Wall campaign
1:10:04
maybe. Or I could just
1:10:06
go with my character's grandmother.
1:10:09
We'll say, yeah, we'll just
1:10:11
say my character has a
1:10:13
bond with her grandmother. So
1:10:15
we've got three bonds there.
1:10:17
That sounds good. Okay, and
1:10:20
you can actually, it looks
1:10:22
like you can hold on
1:10:24
to them. So. I'm not
1:10:26
sure which friend of mine
1:10:29
is in the minds, but
1:10:31
I can probably figure that
1:10:33
out in play. And it
1:10:35
tells you to kind of
1:10:37
limit the scope up the
1:10:40
stakes, make it universal if
1:10:42
you're playing with a group,
1:10:44
giving it a ticking clock.
1:10:46
So I think we checked
1:10:48
all those boxes. The friend's
1:10:51
not going to come back
1:10:53
on there almost likely. And
1:10:55
it's personal because it's my
1:10:57
friend. So I think that
1:11:00
ticks all the boxes for
1:11:02
an inciting incident. And that's
1:11:04
it. That's character creation for
1:11:06
Iron Swan. I've got Lana
1:11:08
Swan here. She her pronouns.
1:11:11
Who is an animal kin
1:11:13
who has a hound and
1:11:15
a friend. a kindred companion
1:11:17
named Sylvia who is good
1:11:19
at fishing and being on
1:11:22
a fishing boat and stuff
1:11:24
like that. We are in
1:11:26
Swanholm which is part of
1:11:28
the Iron Lands. I don't
1:11:31
know what area of the
1:11:33
Airy Lands it's in, but
1:11:35
that'll be interesting to kind
1:11:37
of figure out as well.
1:11:39
And yeah, a lot of
1:11:42
cool stuff to play with
1:11:44
here. Okay. So, how did
1:11:46
things go? The character sheets
1:11:48
were pretty straightforward. The vows
1:11:51
are front and center. stats
1:11:53
and the momentum are flanking
1:11:55
everything. And the abilities are
1:11:57
at the bottom there and
1:11:59
experience at the top is
1:12:02
pretty simple. Does not give
1:12:04
you any room for writing
1:12:06
down what the bonds are,
1:12:08
what your gear is, or
1:12:10
any. of your assets. So
1:12:13
I'm, it's assumed I think
1:12:15
those are going to be
1:12:17
kind of like supplemental things
1:12:19
on the side or stuff
1:12:22
you will make note of
1:12:24
in your notebook. So this
1:12:26
gives you kind of everything
1:12:28
you need to know to
1:12:30
play the game, which is
1:12:33
fine. It's, it's not a
1:12:35
bad layout for a character
1:12:37
sheet and it's got, right
1:12:39
in front of it for
1:12:41
you. So, Really? Nothing I
1:12:44
can really complain about there.
1:12:46
Aside from the few things
1:12:48
that I had to keep
1:12:50
track of in completely custom
1:12:53
boxes on the copyright page
1:12:55
of this play kit. But
1:12:57
whatever, that's fine. How did
1:12:59
character creation stack up to
1:13:01
other systems? It was pretty
1:13:04
straightforward. There's a lot of
1:13:06
malleability here that we could
1:13:08
have dove into. There was
1:13:10
a lot of free form,
1:13:12
like the vows are pretty
1:13:15
open-ended, whatever those could be,
1:13:17
which kind of gives us
1:13:19
insight into what the game's
1:13:21
going to be kind of
1:13:24
like, right? Everything else was
1:13:26
just like, hey, just throw
1:13:28
these numbers into the places
1:13:30
and go. And it really
1:13:32
is that fast. It says
1:13:35
you didn't have to create
1:13:37
a world or anything. It
1:13:39
just goes and the hardest
1:13:41
part probably is figuring out
1:13:44
your character's concept and then
1:13:46
picking those assets. I did
1:13:48
have trouble at first finding
1:13:50
the assets. They are not
1:13:52
in the book. You have
1:13:55
to get the asset. supplement
1:13:57
in order to get through
1:13:59
that. So yeah, that was
1:14:01
kind of weird. But once
1:14:03
I found those, it wasn't
1:14:06
too bad. It's just makes
1:14:08
it a little harder for
1:14:10
electronic only keeping track of
1:14:12
this stuff. And then let's
1:14:15
see, how would this story
1:14:17
play out? Well, I think
1:14:19
we'll see. I think I
1:14:21
want to play this character.
1:14:23
I want to see kind
1:14:26
of where this goes. I
1:14:28
want to save my friend.
1:14:30
and see if there's any
1:14:32
progress I can make towards
1:14:34
making the village safe. So
1:14:37
I'm very curious to kind
1:14:39
of how that would play
1:14:41
out, how I want to
1:14:43
play it out is gain
1:14:46
more bonds with my good
1:14:48
friend Sylvia and probably go
1:14:50
down a like romance plot
1:14:52
with her while trying to
1:14:54
save. and keep safe so
1:14:57
on home and see if
1:14:59
my grandmother will be able
1:15:01
to help us out financially
1:15:03
as we go. I guess
1:15:05
we'll see kind of how
1:15:08
that all would play out
1:15:10
in this sort of world.
1:15:12
And that's it for those.
1:15:14
For now we can take
1:15:17
it up a level and
1:15:19
talk about advancement. Take it
1:15:21
up a level. Take it
1:15:23
up a level. So, how
1:15:25
does a character advance? And
1:15:28
what happens mechanically? So, when
1:15:30
you fulfill a vow, you
1:15:32
gain experience. And the amount
1:15:34
of experience is based on
1:15:36
the rank of the quest,
1:15:39
between one and five. So,
1:15:41
like I said, troublesome, you
1:15:43
only get one experience, dangerous
1:15:45
vows, give you two, formidable,
1:15:48
gives you three, extreme, gives
1:15:50
you four, and epic, gives
1:15:52
you five. Now it's nice
1:15:54
about that. is you will
1:15:56
use those to spend into
1:15:59
things. There's also some assets
1:16:01
like the banner sworn that
1:16:03
provide bonus experience when we
1:16:05
fulfill a vow, so there's
1:16:08
other ways to get XB.
1:16:10
But when you focus on
1:16:12
your skills, receive training, find
1:16:14
inspiration, earn a reward, or
1:16:16
gain a companion, you can
1:16:19
spend three experience to add
1:16:21
a new asset or two
1:16:23
experience to upgrade an existing
1:16:25
asset. So that should be
1:16:27
interesting. And when you spend
1:16:30
experience to add or upgrade
1:16:32
assets, you need to envision
1:16:34
how your recent experiences and
1:16:36
fulfilled vows have led to
1:16:39
those new abilities. This is
1:16:41
no learning about sailing when
1:16:43
you are in a dungeon.
1:16:45
I know Amelia says that
1:16:47
all the time, and I
1:16:50
think this game reinforces that
1:16:52
significantly. And of course, this
1:16:54
narrative justification helps kind of
1:16:56
integrate the new abilities. into
1:16:58
your character story. And as
1:17:01
a solo game, you're kind
1:17:03
of justifying the addition of
1:17:05
this new stuff. And you
1:17:07
could probably sway your experience
1:17:10
to a future asset that
1:17:12
you want as long as
1:17:14
the dice take you in
1:17:16
that direction. And it's really
1:17:18
that simple. You gain new
1:17:21
assets, you upgrade your old
1:17:23
assets, you get more powerful
1:17:25
that way. health spirit supply
1:17:27
will vary back and forth.
1:17:29
I'm not sure if your
1:17:32
stats increase at all. I
1:17:34
didn't really see anything about
1:17:36
that, but there might be
1:17:38
some assets that will boost
1:17:41
those along the way as
1:17:43
well. So a lot of
1:17:45
interesting stuff you can do
1:17:47
there for solo campaign play,
1:17:49
which is really cool. And
1:17:52
that's all I have. This
1:17:54
was really interesting. Thank you
1:17:56
all so much for joining
1:17:58
me for... the very first
1:18:01
of our solo RPG series
1:18:03
of episodes, starting with Iron
1:18:05
Sword. And thank you to
1:18:07
everybody for listening. Please join
1:18:09
us next week for another
1:18:12
flavor of the Iron Horn
1:18:14
system. I wanted to see
1:18:16
kind of how the different
1:18:18
systems stacked against each other
1:18:20
a bit, so it might
1:18:23
be a little faster than
1:18:25
this episode, but we are
1:18:27
going to tackle the game
1:18:29
called. Elegy, a solo vampuric
1:18:32
RPG by Miracle M, and
1:18:34
we'll see if I can
1:18:36
rope Amelia into that recording
1:18:38
as well, because I think
1:18:40
she would thoroughly enjoy that.
1:18:43
Until then, thanks so much
1:18:45
everyone. Call to Watch Action.
1:18:47
Yeah, like that. Okay,
1:18:49
I really enjoyed the character
1:18:52
creation in Iron Swan. The
1:18:54
truths was really interesting, and
1:18:56
I just realized that I
1:18:58
am having banter based off
1:19:00
of my own experience from
1:19:02
just recording this not even
1:19:04
20 minutes ago. So, really,
1:19:06
you got my thoughts in
1:19:08
the episode. What am I
1:19:10
supposed to say here? I
1:19:12
don't know. Either way fun
1:19:14
game. I really want to
1:19:16
try it out. I really
1:19:18
want to try out the
1:19:20
other versions of this game
1:19:23
for especially the sci-fi version
1:19:25
Star Forged as well as
1:19:27
the the priority Open Seas
1:19:29
version Sundardiles would be really
1:19:31
interesting to see what the
1:19:33
differences are there But before
1:19:35
we let you go for
1:19:37
the day we do have
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calls to action First up,
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if you haven't checked out
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1:20:12
our paying patrons will get
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1:20:20
And even bonus outtakes and
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help us out. Well, that's
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all that we have for
1:23:10
today's episode. We are going
1:23:12
to be getting into another
1:23:14
game next week. Next week's
1:23:16
game is going to be
1:23:18
allergy. A solo vampuric. RPG
1:23:20
that utilizes the iron sworn
1:23:22
system of sorts. A little
1:23:24
modified version of that. So
1:23:26
I'm really curious what that's
1:23:28
going to be like. But
1:23:30
until then, take care everyone.
1:23:32
Stay safe. Drink some water
1:23:34
and keep making those amazing
1:23:36
people. We'll see you next
1:23:39
time. You
1:23:51
don't wake up dreaming of McDonald's
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fries? You wake up dreaming of
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So go out there and create
1:26:46
some amazing people. We'll see you
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next time. In
1:27:03
the universe of Starwall Odyssey, space is
1:27:05
made out of the collective imaginations of all
1:27:07
the thinking beings who live on various
1:27:09
planets. These worlds are connected to each
1:27:11
other through imagination. Common themes and ideas
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are strings between universes. And to get between
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like animals, which are powered by emotions.
1:27:20
Also, people communicate with each other by
1:27:22
contemplating orbs. The only way you can
1:27:24
take pictures is getting stared at by a
1:27:26
big psychic bug. And people have already
1:27:28
declared victory in a war over the
1:27:30
very concept of evil. But I'm getting
1:27:32
ahead of myself. Starwall Odyssey follows the adventures
1:27:34
of the hapless inhabitants of the Lucky
1:27:36
Finn Tenement Building, who suddenly find that
1:27:38
their apartment is actually a spaceship, and
1:27:40
that they're lost in a sea of
1:27:42
boundless imagination. It's an actual play starring me,
1:27:45
James Domado, Mel Domado, Alley Grower, and
1:27:47
Drew Merzieski, as we play test the
1:27:49
No King System. which will
1:27:51
hopefully one day be Skyjacks -playing
1:27:53
system. It toes
1:27:55
the line between and
1:27:57
wonderful slice of
1:27:59
life of high high-flying fantasy.
1:28:01
You You can sample
1:28:03
the first five episodes
1:28:05
by searching for for
1:28:07
Star on your favorite
1:28:09
podcast app, or get
1:28:12
the whole thing
1:28:14
by heading to by .com
1:28:16
.one -shop slash and signing
1:28:18
up for signing month
1:28:20
or more. or more.
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