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The Grimveil of Rolm

An Ironsworn Fan Site and Story Log

      This site was created for the purposes of cataloguing and showcasing a variety of tales within a singular, living world. All stories and characters contained within are designed for the purposes of expanding the scope of the world and increasing the functionality of it for future play sessions. The world itself is the primary focus, while all of the characters forge their own destinies. 

 

     The art used within this site comes from a variety of sources, and we are not hesitant to give credit where credit is due. If you see a piece that is yours - and you can prove it's your work - we will credit you and provide links to your material. This site is not a profit-making entity, and, as such, seeks no benefit from the utilization of the art provided, but we will gladly aid in the advancement and marketing of the arts and artists whose work is shown within these pages.

     Welcome to the lands known as the Grimveil, within the harsh world of Rolm. Scroll down on this page to see the World Truths and begin your journey. 

World Truths

These are the building blocks of the world. Each truth sets the table for how the games will unfold and what the characters will experience. Each tale added to the site will begin with these foundational offerings. 

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THE OLD WORLD

The Old World could no longer sustain us. We were too large in number. We had felled the forests. Our crops withered in the barren ground. The cities and villages overflowed with desperate, hungry people. Petty kings battled for scraps. We cast our fate to the sea and found the Ironlands. A new world. A fresh start. Now, we’ve branched out and conquered the whole of the Grimveil territories, and new rivalries between established countries spring forth seemingly every new dawn.

IRON

The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. There isn’t a safe harbor within all of the Grimveil to escape from the darkness of the land. But the one sustaining resource that binds all of its inhabitants is found deep in countless mines. There’s iron in these lands, and plenty of it.

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LEGACIES

We are the first humans to walk these lands. But we’ve been here for generations. Some families recall the Old World better than others.

COMMUNITIES

We have forged the Grimveil into a home. Towns within the countries are connected by well-trod roads. Trade caravans travel between settlements in the various countries and deep into outlying regions. Even so, much of this land is untamed and explorers find plenty of work.

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LEADERS

Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide. But all of the cities and towns under the banner of the country they serve are at the mercy of the rulers of their territory. Kings and queens abound in the Grimveil, and there is no shortage of those who claim power and seek to usurp those with it.

DEFENSE

Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across the Old World, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with crests of the countries they represent, depictions of their Old World history, and Grimveil victories.

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MYSTICISM

Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two.

RELIGION

A few in the Grimveil still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us or that the Grimveil itself is too powerful of a place to be affected by our ancient assumptions. That being stated, there are territories where the old religions are more prominent than others. One country in particular is governed by the gods of old.

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FIRSTBORN

The firstborn primarily live in isolation and are fiercely protective of their own lands. When we first arrived, battles were waged for control of the Grimveil. We won control in most contests, but the firstborn are still numerous and remain in the deep forests, hills, and mountains. Some firstborn have integrated into human societies, so it’s not uncommon to see them trading goods and services within every corner of the veil.  Some even hold prominent positions of power within human territories.

BEASTS

Monstrous beasts stalk the wild areas of the Ironlands. This dark and rain-soaked land has been named the Grimveil for a variety of reasons, not the least of which is the terrifying creatures that stalk us with regularity.

HORRORS

We are wary of dark forests and deep waterways, for monsters lurk in those places. It’s not just the firstborn and the beasts which inhabit the veil’s hidden areas. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.

Current Location

This is the current story's location within the veil. This map will be updated as the story progresses and new locations and features are added. 

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