# Starforged: Sundered Isles tags: #game/rpg/sundered-isles #game/rpg/starforged ![[Sundered Isles (cover).jpg|600]] **Starforged: Sundered Isles** is the seafaring expansion for **[[Ironsworn - Starforged|Starforged]]** — the same sworn-vow engine, now with sailboats, because the Kickstarter economy always wants to sell you the same chassis twice. Wooden ships and iron souls: you might be a sworn captain with a vessel and a crew, charting a course through a shattered archipelago of marauders, rebels, empires, myths, and monsters — or you might start as a lone mariner and let the captaincy be something you earn. The book's cheerfully clear about this: commanding a ship is an option, not a birthright. It's also where this engine finally sat down and wrote an actual *economy* — and that **Wealth & Treasury** system is worth the detour if you care about how games pretend to handle money. ## Setting Here's the honest version first: there is no single **Sundered Isles**. One of your opening jobs as creator is to pick your **truths** — the isles' history, the state of their technology, the nature of their magic and beasts, and more — and whatever you pick becomes your canon. Almost none of it is fixed. The default **Seafaring Realm** leans on a far-flung scattering of islands and perilous seas, and the book's example flavor goes heavy on a world whose continental heartlands were gutted by war and calamity, scattering a "golden exodus" of treasure across the archipelago for the taking. But that's a suggestion with training wheels, not scripture — you might just as easily sail a world of wondrous machines, titanic creatures, or something the book never even imagined. What stays true in every version is the sworn-vow backbone — and very little else. Commanding a ship and crew is a clearly-delineated option: you can start with the **Captain** asset at the helm, or set it aside and begin as a lone mariner, letting command come to you rather than being handed it. ## Mechanics The playbook's the same one **Starforged** already sold you — **Sundered Isles** mostly changes the weather and adds rope. The rest is accurate detail, with the parts that actually did something new called out. ### The action roll The chassis is the standard **Starforged action roll** — an **action die (1d6)** plus your stat against **two challenge dice (2d10)**, reading strong/weak/miss — with a few moves retuned for voyages and naval combat. If you know **Starforged**, you already know how to play; this is a retuning, not a rewrite. ### The cursed die **Sundered Isles**' signature twist is the **cursed die**: a d10 rolled alongside your oracle rolls. When it comes up a **10**, the result is *cursed* — you take whatever the oracle said and layer on an uncanny, horrifying, or chaotic turn. It's optional, but it's what makes this setting feel like a place where the sea itself holds grudges. ### Ships, crew & hold supply As if keeping one stomach fed wasn't enough, seafaring piles on ship and crew management, naval battles, and a second resource layer, **hold supply** — the shipwide stock of food, water, rum, and gear, distinct from your personal **Supply**, which is what you've got on your own back. Keeping a whole vessel of hired mouths fed is exactly the lever that makes the economy matter. ### Wealth & Treasure By default, **Starforged** games refuse to count coins — money is a narrative means to an end, economies run on barter and favors, and your wherewithal lives in your supply meters and legacy tracks. But **Sundered Isles** adds crewed ships, and funding their upkeep is a source of real tension, so it ships **optional Wealth & Treasure rules**: - **Treasury & ledger.** Your wealth is a **treasury** — a reserve of money, goods, and valuables — distinct from personal and hold supply, inventoried in a **ledger**. Everything you acquire gets a **value from 1 to 5**: a mundane load of trade goods is a 1, a generous payment is a 3, a major prize ship or wondrous relic is a 5. You note one `+` per point of value and mark it off as you spend. - **Upkeep.** A recurring cost to keep your ships working and crew outfitted, ranked by fleet size — 1 for a small ship up to **5 for a fleet**. You pay it as you Sojourn to rest and refit; if you can't, the crew grows discontent and the ship falls out of repair. - **Converting wealth.** Readily spendable goods (coins, stockpiles, ingots) can be parted piecemeal; awkward items — a captured frigate, say — convert to something liquid at one value step lower. Prefer less bookkeeping? Keep a running total, or treat coins as a lump sum and save the ledger for notable items. - **More money, more problems.** Once your treasury stops feeling like a struggle, the game shifts from survival to *complications*: keeping a hoard secret, fending off whoever's hunting it, and deciding how filthy lucre serves your iron vows. Wealth is a lever for trouble, not the score. ## Editions - **_Starforged: Sundered Isles_** (2024) — the expansion, shipped as the Guidebook and its Asset deck, played with the **Starforged** core rules. *In the library.* ## References - [Ironsworn: Starforged - Sundered Isles - Ironsworn RPG (official)](https://www.ironswornrpg.com/) - [Sundered Isles - DriveThruRPG](https://www.drivethrurpg.com/en/product/477033/sundered-isles-expansion-for-ironsworn-starforged)