Series 79.1 - Solo RPGs - Ironsworn with Ryan Boelter

Series 79.1 - Solo RPGs - Ironsworn with Ryan Boelter

Released Monday, 6th January 2025
Good episode? Give it some love!
Series 79.1 - Solo RPGs - Ironsworn with Ryan Boelter

Series 79.1 - Solo RPGs - Ironsworn with Ryan Boelter

Series 79.1 - Solo RPGs - Ironsworn with Ryan Boelter

Series 79.1 - Solo RPGs - Ironsworn with Ryan Boelter

Monday, 6th January 2025
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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

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we let you go for

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help us out. Well, that's

1:23:08

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

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until then, take care everyone.

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Stay safe. Drink some water

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and keep making those amazing

1:23:36

people. We'll see you next

1:23:39

time. 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

1:27:13

are strings between universes. And to get between

1:27:16

them, people fly wooden ships that look

1:27:18

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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