The rules of Iron & Myth are simple tools for dangerous play.
They show how characters act, endure, travel, fight, and survive.
Use them when the outcome is uncertain and the stakes matter.
When the rules are unclear, follow the fiction, make a ruling, and move on.
Skills represent training, practice, and experience.
What a character can attempt
When training matters
How Skills shape Boons, Banes, and Set Difficulty
Stamina represents effort, grit, and will.
Spending Stamina to push beyond limits
Recovering Stamina through rest
Enduring danger, pain, and hardship
Time measures risk, pressure, travel, recovery, and change.
Dawn, Day, Dusk, and Night
Delays, watches, and daily rhythm
How time changes the world
Rest restores what danger and effort take away.
Short Rests and Full Rests
Safety, shelter, food, and water
Recovery from Stamina loss, Wounds, Fatigue, and hardship
Travel and exploration bring danger, discovery, and choice beyond the safety of roads and walls.
Overland travel and navigation
Hex exploration and discovery
Encounters, supplies, and getting lost
Social play decides what happens when words, customs, fear, and reputation matter.
Language and communication
Reactions, morale, and negotiation
Allies, enemies, favors, and reputation
Combat begins when danger turns to violence.
Initiative, actions, and movement
Attacks, defense, and positioning
Morale, retreat, and surrender
Wounds make injury dangerous and lasting.
Damage, Wounds, and treatment
Dying, death, and recovery
Scars, consequences, and survival
Conditions are lasting effects that limit what a character can do.
Fear, poison, disease, and magic
Physical and mental impairment
How Conditions are resolved
Fatigue and hardship show how the world wears characters down.
Exhaustion, hunger, thirst, and exposure
Forced marches and lack of sleep
The cost of neglecting basic needs
Encumbrance makes gear, supplies, and treasure meaningful choices.
Carrying capacity and burden
Mobility, armor, and supplies
Choosing what to bring and what to leave behind.
CWealth measures what coin, treasure, favors, and influence can do in play.
Usage Dice for wealth and supply
Spending, bribing, hiring, and repairing
Treasure, trade, favors, and obligations