Creating a character in Iron & Myth is quick, simple, and guided by discovery.
Characters begin as capable but unproven adventurers. Their past matters, their choices matter, and the world may not care whether they survive.
Character creation answers three questions:
What are you?
Who were you before adventure?
What kind of adventurer are you now?
A character has five Abilities that define how they face danger, solve problems, endure hardship, and act in the world.
Ability | Abbreviation | Use For |
|---|---|---|
Strength | STR | force, lifting, breaking, climbing, grappling, and physical power |
Agility | AGI | balance, stealth, reflexes, precision, speed, and careful movement |
Constitution | CON | endurance, pain, poison, disease, exhaustion, and physical resilience |
Lore | LOR | memory, reason, craft, learning, history, languages, doctrine, and practical wisdom |
Presence | PRE | awareness, instinct, courage, discipline, social force, will, and judgment in the moment |
Each Ability has a die.
All Ability Dice begin at d8.
During character creation, your Heritage, Background, and Class may increase your Ability Dice.
When an Ability Die increases, step it up once:
d8 → d10 → d12
No Ability Die can be increased beyond d12.
Create a character in this order:
Step | Procedure |
1 | Choose Heritage |
2 | Choose Background |
3 | Choose Class |
4 | Calculate Character Stats |
5 | Roll Life Path |
6 | Review Final Details |
Choose your Background to show who you were before becoming an adventurer.
Your Background represents training, work, hardship, social place, and lived experience.
It may increase one Ability Die and tells the Referee what your character can reasonably know, attempt, recognize, or gain access to.
A Background is not just a bonus. It gives your character roots in the world.
Choose your Class to define what kind of adventurer you are now.
Class | Primary Ability |
Sellsword | STR |
Ranger | AGI |
Priest | PRE |
Arcanist | LOR |
Druid | PRE |
Your Class increases its Primary Ability Die, grants class features, and provides starting equipment.
Your Background shows who you were before.
Your Class shows what you have become.
After choosing Ancestry, Background, and Class, calculate your main stats.
Stat | Formula |
HP | 2x CON die maximum |
Stamina | CON die maximum |
Carrying Capacity | STR die maximum |
HP measures how much harm, injury, and punishment you can suffer before falling.
Stamina measures exertion, strain, grit, endurance, and the ability to keep going under pressure.
Carrying Capacity measures how many significant items you can carry ready for use.
Roll on the Life Path table to discover what shaped your character before play begins.
The result may create bonds, debts, enemies, duties, regrets, goals, or a reason to seek adventure.
Life Path should give your character a past, not a script.
Use it as a spark.
Finish your character by choosing or recording:
name
appearance
manner
equipment
personal goal
reason for joining the party
Before play begins, answer one question:
Why are you willing to risk your life with these people?
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