Wednesday, November 12, 2025

Assets and Legends in Aranor

 

Post One: Aranor’s Legendary Archetypes

Intro
Some of you know I’ve been circling the question of how to make characters in Aranor feel mechanically legendary. Mythras showed me how organic growth and special effects can make a swordsman play like a myth at the table. Ironsworn, though, gives me a different lens: assets. They’re modular, narrative-driven, and they let a character grow into their legend without bending the world to fit the system.

So, with Ember’s help, I’ve forged a few custom assets for Aranor. Each one is tuned to feel legendary in play, while still breathing with the cadence of the world.


Asset: Legendary Duelist

Category: Combat Talent
Requirement: You wield a blade and have sworn to prove your mastery.

Ability 1 – The Edge of Reputation

When you Strike or Clash in single combat, on a strong hit you may choose one:

  • Disarm your foe.
  • Drive them back, seizing initiative.
  • Inflict fear, forcing hesitation.
    If you narrate the flourish, take +1 momentum.

Ability 2 – The Dance of Steel

When you Face Danger with Edge or Iron in combat, on a strong hit you may also gain +1 momentum or +1 spirit, as the duel fuels your legend.
On a miss, mark progress against your vow to prove your mastery—your failure becomes part of the story.

Ability 3 – The Name That Echoes

When you Fulfill Your Vow to prove your skill in combat, mark 1 extra experience.
In any settlement where your deeds are known, you may Compel with +1 when invoking your reputation as a duelist.


Asset: Oathbound Champion

Category: Path
Requirement: You have sworn a sacred oath to a cause, order, or liege.

Ability 1 – The Weight of Oath

When you Swear an Iron Vow, take +1 momentum on a strong hit.
If the vow is tied to your order or liege, mark +1 progress when you Fulfill it.

Ability 2 – Shield of Legacy

When you Endure Harm or Endure Stress in defense of your oath, on a strong hit you may also:

  • Seize initiative, rallying allies.
  • Mark +1 progress on the vow you are defending.

Ability 3 – Champion’s Presence

When you Compel or Secure an Advantage by invoking your oath or reputation, take +1.
On a strong hit, allies gain +1 momentum as your presence steels their resolve.


Asset: Beast-Hunter


Category:
Path
Requirement: You have sworn to track and slay the beasts that haunt the marches and wilds.

Ability 1 – The Hunter’s Eye

When you Gather Information by studying signs of a beast, take +1.
On a strong hit, also gain +1 momentum as your quarry’s trail sharpens in your mind.

Ability 2 – The Hunter’s Strike

When you Strike or Clash against a beast, on a strong hit you may choose one:

  • Exploit a weakness (inflict +1 harm).
  • Drive it into disadvantage (take +1 momentum).
  • Mark progress on a vow to slay or protect against this beast.

Ability 3 – The Hunter’s Legacy

When you Fulfill Your Vow to slay or protect against a beast, mark 1 extra experience.
In any settlement where your deeds are known, you may Compel with +1 when invoking your reputation as a hunter.


Asset: Warden of the Wild

Category: Path
Requirement: You are bound to the land and its spirits, sworn to protect and learn from them.

Ability 1 – Voice of the Green

When you Gather Information in a natural setting, take +1.
On a strong hit, you may also:

  • Learn of a nearby danger (beast, spirit, or elemental).
  • Gain +1 momentum as the land whispers guidance.

Ability 2 – Element’s Touch

When you Face Danger or Secure an Advantage by calling on elemental forces (wind, flame, stone, or water), roll +Wits.
On a strong hit, choose one:

  • Shape the element to aid you (take +1 momentum).
  • Inflict harm or impose disadvantage on a foe (mark progress).

Ability 3 – Circle of Renewal

When you Sojourn in a community or sacred grove, you may roll +Wits instead of +Heart.
On a strong hit, allies gain +1 spirit or +1 momentum, as your presence renews them.
If you invoke the land’s blessing, mark +1 progress on a related vow.


Asset: Ritualist of the Veil

Category: Path



Requirement: You have learned forbidden rites, binding yourself to powers beyond the mortal world.

Ability 1 – Whispered Incantations

When you Secure an Advantage or Gather Information by performing a ritual, roll +Wits.
On a strong hit, you may also:

  • Glimpse hidden truths (ask one additional question).
  • Gain +1 momentum as the ritual strengthens your resolve.

Ability 2 – Blood and Shadow

When you Face Danger or Endure Stress by invoking ritual power, roll +Wits.
On a strong hit, choose one:

  • Inflict harm or disadvantage on a foe (mark progress).
  • Shield yourself or an ally (take +1 momentum).
    On a miss, the ritual exacts a price: lose -1 spirit or -1 supply.

Ability 3 – Master of the Veil

When you Fulfill Your Vow tied to a ritual or arcane power, mark 1 extra experience.
In any settlement where your rites are feared or revered, you may Compel with +1 when invoking your reputation as a Ritualist.


Closing
These assets are my attempt to bridge concept and mechanics, so that a Duelist, Champion, Hunter, Warden, or Ritualist doesn’t just sound legendary—they play legendary. Next time, I’ll show how vows forge their legends, scaling from personal promises to world-shaping oaths.

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