A waitlist gift for solo roleplayers

A Solo RPG with an AI Game Master.

Join the waitlist. Get the Tír na Scáth Player Supplement.

A session is run, not generated. Real rules, dice, consequences, and persistent state remain meaningful.

Join the waitlist and get the supplement

Free to join. No payment required. Expected to open September 2026 at $9.99/month.

An Croílár Cladach Mór Oileáin an Tuile Coill Dhubh Móinteach na Scáile Cnoc na Catha Móinteach na Gaoithe Sliabh an Scáil Críocha na Fola Tír Imill
The drove roads of Tír na Scáth dangerous  formidable  epic

Pages from the waitlist gift

Open the supplement.

Three pages from the complete Tír na Scáth Player Supplement. The Letter edition is 55 pages; the A4 edition is 52.

Six archetypes · Letter page 14

Begin as an Ashen Keeper, Hunter-Scout, Lore-Keeper, Raider, Sentinel, or Shadow-Smith.

Playable oracles · Letter page 34

Roll setting-specific signs, gathering places, and first words when the fiction needs an answer.

Core rules Ironsworn supplies the rules. This independent, unofficial supplement supplies the setting, character choices, moves, and prompt tables.

At your table Make a Scáthian character, cross setting-specific thresholds, and roll for the next sign, gathering place, or first words.

Delivery Submit your email. Once your request is accepted, download both Letter and A4 PDFs immediately.

Keep the setting, moves, and prompt tables within reach at your table.

Join the waitlist for the complete supplement

Get the Tír na Scáth Player Supplement now.

Join the waitlist, then download the Tír na Scáth Player Supplement in Letter or A4.

Enter your email address, then join the waitlist to get the supplement.

Expected to be $9.99/month at launch.

Free to join · no payment required.

Built with love by Ironsworn fans.

Not an AI toy. The dice decide what happens, and the rules can say no. We built this because we wanted to play Ironsworn alone and have the table keep itself.


A session is run, not generated.

If you’ve bounced off AI storytellers because nothing had stakes and nothing was remembered, this is built the other way. An AI Game Master carries the fiction. Every turn still goes through the actual Ironsworn moves: action die plus stat against two challenge dice, strong hit, weak hit, or miss. The Game Master narrates. The dice decide. What they decide is kept.

Night watch · the fen road

I follow the cart tracks into the fen while the light lasts.

The tracks hold for half a mile, then the fen takes them. What the water gives back instead: one wheel, upright, and a lantern hung from it, unlit but dry. Somebody meant it to be found. The light is going. You can make the túath fence by dark if you turn now, and you are not turning now.

Action die 4 + wits 2 = 6 Challenge 5 | 9 one die beaten

You get what you came for, and it costs you. Supply falls to 3. The vow’s track marks one.

The vow

Typeset from a session. The arithmetic is the game’s own; so is the engraving, drawn for the place when you reached it.

You play, it referees

Type what your character does and the right move triggers, rolled in the open with the math showing. Need a detail the fiction hasn’t settled? The oracles answer, and the answer feeds the story whether it helps you or not.

The rules have teeth

Health, spirit, supply, and momentum are tracked for real. Burn momentum to turn a miss around. And when you Pay the Price, the price is written down and still there next session. The Game Master cannot fudge it; neither can you.

The journal writes itself

The session becomes pages as you play: what you swore, how the rolls fell, what it cost. You end every sitting with a play report you can reread or share, without stopping to write it.

The table, laid out

The fiction stays at the center. Rules, roads, vows, and the journal remain close at hand when you need them.

01 / 06
  • The play surface Tell the Game Master what you do. The moves wait beneath the fiction.
  • Moves in the open Every roll leaves its arithmetic, outcome, and consequence where you can see it.
  • The character ledger Vows, bonds, assets, and the present fiction stay together between sessions.
  • A legend begins Character creation closes with a person, a past, and reasons to step onto the road.
  • The journal The tale becomes a record as you play, complete with the places you witnessed.
  • The roads remembered Every place reached joins the map and remains part of the journey.

The map does not improvise.

AI storytellers invent geography as they go, but journeys here work like they do at the table: swear to reach a place and the route is computed on the map itself, leg by leg, each crossing rolled and marked on a progress track at its real rank. The Game Master narrates the road it is handed. It cannot shorten the distance or move the mountains, and neither can a lucky prompt.

Journey · sworn at An Croílár

  1. An Croílár → Cnoc na Catha formidable
  2. Cnoc na Catha → Sliabh an Scáil formidable
  3. Sliabh an Scáil → Tír Imill epic

Three crossings, found by the map, not the narrator. Each one is rolled, and each one is kept. Every road to Tír Imill crosses an epic-rank edge: the graph is the geography.

Tír na Scáth

The Land of Shadow. Old, scarred, and still standing. Not ruined, not empty: held, at a price, by the people who hold it, with shadow-steel blades that are mined from places where the world wears thin. An original setting built for these rules, with its own regions, peoples, and dangers; if you know the Ironlands, you know the shape of the roads, but nothing here is a reskin.

Read the field guide to Tír na Scáth.

The line

There is a line in Tír na Scáth and everyone knows which side of it they were born on. Inside An Croílár: walls, granaries, a watch in shifts, a chance. Outside, the túatha, each with a fence and a prayer. Your character will cross that line in both directions, and it will mean something each time.

The roads

Between steadings run the drove roads: walked in daylight, held by watch-fires after dark, contested the whole way. People still travel. They go armed, they go together, and they leave word of when to expect them back. The word is the important part.

The threshold

There are hours when a crossroads is not entirely a crossroads. The old rings of standing stone are avoided at certain times, and the times are taught to children early. Nobody explains why; the custom is old enough that asking is considered a kind of carelessness. The ward-knots over the doors are small, and they work, barely, the way a thin blanket works.

The world, witnessed

Reach a new place and the game engraves it for your journal, in its own hand. A folio of plates from Tír na Scáth.

  • The drove road west Walked in daylight, held by watch-fires after dark.
  • The raven stone Its meaning is long cut away. The ravens stayed.
  • The black tower Where the world wears thin, the stone remembers being a wall.
  • A ringfort Kept the old way. The circle is the whole argument.
  • A steading under the pass Smoke still rising, which is how you know.
  • One who walks for pay Goes armed, goes told-of, leaves word of when to expect them back.
  • A hold that outlived its holders The walls kept standing. The names did not.
  • An Croílár Walls, a watch in shifts, a chance.
  • Cladach Mór Keeps a light, and counts the boats back.
  • What the tide brings Rarely driftwood.
  • Sliabh an Scáil The rock was carved before anyone now living.
  • The gate stands What it was built to keep out no longer knocks.
  • The watchtower leans The watch keeps it anyway.
  • A túath the roads forgot The fence held longer than the prayer.
  • The threshold There are hours when a crossroads is not entirely a crossroads.

An Croílár · Cladach Mór · Oileáin an Tuile · Coill Dhubh · Móinteach na Scáile Cnoc na Catha · Móinteach na Gaoithe · Sliabh an Scáil · Críocha na Fola · Tír Imill