Our Truths

Following the typical format for Ironsworn, these “Truths” define the state of the setting. The campaign is based on Britain in 485 AD, so most of the Truths arise from that historical situation, flavoured by the background of The Great Pendragon Campaign.

The Old World

As this is a vaguely accurate historical setting, the British currently hold most of the land, but are fighting off Saxons in the south and east and Welsh/Celts in the west.

Iron

In terms of “Swearing on Iron” and there being “mysterious iron pillars”, this is replaced by the Vows simply being Vows or Quests and the “mysterious, magically-significant structures” are the Stone Circles.

Legacies

The Romans only abandoned Britain a century ago, so many of their Villas still stand (some with underfloor heating). Before that the British came across the channel and drove the Celts and Picts out into the deep forests.

Communities

Villages (gathered into Manors), larger Manors associated with Towns and some Towns having a Royal Charter to govern themselves via a Merchant Council. A small number of Cities (governed directly by Dukes or Kings but some having a Royal Charter to govern themselves via a Merchant Council).

Leaders

As the game specifically follows the adventures of Leaders, who are sworn into service of an Earl who in turn serves a King, it is assumed that there is a strong chain of Fealty and Taxation.

Defense

Each Manor has its own troops, led by the Thane. The Manors send their banner-men to fight for their Lord, who sends his men to fight for the Duke and the King.
The Saxons are an ever-present threat, frequent raids.
There are bands of displaced men (bandits/outlaws).

Mysticism

Magic is rare and considered dangerous (particularly at the start of the campaign). Almost a mere frightened superstition but many give respect to a few Druid and Druidess Circles. The Saxons have sorcerers who accompany their war leaders to give advice and read omens.
King Uther’s own nephew, Merlin is widely regarded as having similar powers (and being either a great magician/oracle or a secret arch-druid), but is distrusted by the Church and rarely seen at Court anymore.

Religion

Druids are still around with a couple of organised centres of worship and training – Old Gods and Forest Spirits. There are also a few sects of pagan “witches” (bordering on satanic!).
The Church of the White God is followed in almost all British lands. King Uther has pledged himself to the White God in exchange for money and support from other Christian Kings (although many believe he still worships the Old Gods in secret). There are only a few Thanes left who are openly pagan.
The Saxons worship gods of war and violence such as Thor, Tyr, Fenris, Odin.

Firstborn

Before even the Celts and Picts came to Britain, the Fae lived here – Elves in great Castles, magical beasts, dragons, faeries, dwarves and giants.
It is rumoured that the Elves built many of the Stone Circles before the Druids started to copy them.
Gradually the magic has faded until (at the start of the campaign) the Faerie World is now only legend.

Beasts

There are wolves and bears and boars in the forests that are still dangerous.
There are rumours of larger, stronger beasts in the most remote areas.

Horrors

The main horror for most inhabitants of these lands is a Saxon raiding party. However, the legends remain of magical monsters who roam the night – ghosts, will-o-the-wisps, child-stealing faeries who leave evil changelings, dragons in the mountains who cause storms and earth tremors etc.

Our Truths

Ironsworn Pendragon MickH666