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Heather
Aug 28, 2025 · 6 min read
Creating a Character in Ironsworn

In Ironsworn, your character is a living tale shaped by oaths, bonds, and the struggles of the Ironlands. Here’s your complete guide to building a hero worthy of the vows they’ll swear.
If you’ve read our What Is Ironsworn? guide, you already know that the game’s heart beats in the promises you make and the stories you tell. Character creation in Tomkins Press' Ironsworn is designed to be simple yet deeply meaningful, giving you the foundation for rich, player-driven narratives.
This guide walks you through creating your first Ironlander using the System Reference Document (SRD) and gives you ideas for bringing them into focus. The process is the same whether you’re playing solo, co-op, or with a Game Master.
1. Picture the Character
Before you assign numbers, take a moment to imagine the kind of person you want to play. Are they a grizzled scout who watches the horizon for raiders? A village mystic who hears voices in the wind? A blacksmith's child who swore vengeance after their home was destroyed?
Once you have an idea, assign the five core stats. These are:
- Edge: Quickness, reflexes, and ranged combat.
- Heart: Courage, empathy, and social presence.
- Iron: Physical strength and endurance, especially in melee.
- Shadow: Subtlety, deception, and stealth.
- Wits: Awareness, logic, and expertise.
You’ll assign one score of 3, two scores of 2, one score of 1, and leave one stat at 0.
Example concepts and stat spreads:
- A quick-tempered sellsword who fights with a short spear might take 3 in Iron, 2 in Edge and Heart, 1 in Wits, and leave Shadow at 0.
- A reclusive herbalist who knows the old names of the trees might go 3 Wits, 2 Heart and Shadow, 1 Edge, 0 Iron.
- A silver-tongued exile looking for redemption might favor Heart and Shadow, leaving combat stats behind.
- A vigilant bow hunter, watchful and quiet, might lean into Edge and Wits, with lower scores elsewhere.
You don’t have to overthink it! Let your idea guide your hand.

2. Choose Three Assets
Assets are special abilities or features that set your character apart. They reflect things like relationships, training, magical abilities, or unusual talents.
Pick three to start with. These can include:
- Companions: A hawk, hound, horse, or even a loyal friend.
- Paths: Story roles like Outcast, Thunderbringer, or Wayfinder.
- Combat Talents: Fighting styles linked to specific weapons.
- Rituals: Magical rites tied to the land, spirits, or memory.
Some characters begin with one of each (such as a path, a combat talent, and a ritual), but you can mix freely. A reclusive druid might take three rituals; a mercenary might focus on combat talents. Assets will expand as your character gains experience, unlocking new abilities and choices.
3. Track Your Bonds
Characters begin without bonds, but these form quickly during play. Bonds represent your ties to communities, individuals, or sacred places. They are vital to certain moves like Forge a Bond or Make a Connection.
Each bond carries narrative weight. Who does your character trust? What village took them in? Which elder guided them? As your story unfolds, so will these connections.

4. Swear a Background Vow
Every Ironsworn character begins with a vow. This is their personal quest, their reason for stepping into the wild or leaving behind safety.
It might be to find a missing sibling, reclaim stolen land, or learn the truth about a forgotten ruin. The vow should matter deeply to the character and remain unresolved at the start of play.
Assign it a rank:
- Troublesome
- Dangerous
- Formidable
- Extreme
- Epic
This sets how difficult the quest will be and how much progress is required. Examples:
- “I will bring my brother’s killer to justice.” (Formidable)
- “I will find the lost Hall of the Ironjaw Clan.” (Extreme)
- “I will learn the name whispered to me in dreams.” (Dangerous)
Write the vow down, assign its rank, and create a progress track.
5. Set Your Tracks
Your starting values are:
- Health: 5
- Spirit: 5
- Supply: 5
- Momentum: +2
These represent your body, mind, gear, and story flow. Each one rises and falls in play depending on how you act and what challenges you face. Momentum is especially important. It lets you rewrite a roll when the odds turn against you. But it can vanish when you fail or face a costly choice.

6. Enter the World
Once your sheet is ready, fill in the emotional core.
Think about:
- What did your character leave behind?
- Who did they disappoint?
- What will they lose if they fail?
You don’t need every answer right away. The story will reveal more. The important part is to start with a person and let the world press on them.
Begin the Journey on Quest Portal
Ready to become Ironsworn?
- Ironsworn no-code Character Sheet Template: Build a hero in minutes
- Ironsworn SRD (System Reference Document): Read the rules and mechanics
TL;DR
- Imagine your hero before assigning stats.
- Pick three Assets from Companions, Paths, Combat Talents, and Rituals.
- Form Bonds during play to deepen your story.
- Swear a Background Vow with a clear rank and goal.
- Start with Health, Spirit, Supply at 5 and Momentum at +2.
- Define your emotional stakes for richer play.
FAQ
Q: Do I need to create a backstory before playing?
A: Only enough to inspire your first moves. Ironsworn builds the rest during play.
Q: Can I change my Assets later?
A: Yes. As you gain experience, you can add or upgrade Assets.
Q: What’s the difference between Bonds and Vows?
A: Bonds are relationships; Vows are promises. One shapes your connections, the other drives your goals.
Q: Do stats ever change?
A: Yes, but rarely. Progress is shown through Assets, Bonds, and Vows instead.