IronTithe

A Dark-Fantasy Tabletop RPG

IronTithe

The gods are dead. The world is built on their broken bodies—and it does not care what you were born to be. It cares only what you make of yourself.

No classes. No fixed fate. Forge your own path through a living dark-fantasy world, and let it measure you by the actions you take—and the scars you leave behind.

◆ The Titans fell — the Loom unravelled — the Tithe remains ◆

Coming to Kickstarter—join the first to know
Be first to the campaign, the playtest, and the world reveals. No spam—just word when it begins.

Classless · Skill-Forged · Built on the Power of Three

Descend ↓

The reckoning, in figures

0
Classes
No archetype. No cage.
3
The Power of Three
The engine of every roll.
4
Peoples
Dwarf · Elf · Halfling · Human
7
Disciplines
Schools of power, each with a price.

No Classes. No Cages.

Be measured by
what you do

There is no class to box you in, no archetype to apologise for. You build your character point by point from a living web of skills—the warrior who learned the arcane in a siege, the scholar who can throw a punch, the priest who keeps a knife. Pedigree is not destiny. A Halfling may wade through slaughter with a veteran’s grim efficiency, just as a Dwarf may master the volatile weave of the arcane.

The world does not care what you were born to be. Neither does the system. You are the sum of the choices you commit to—and the scars that prove them.

Four Peoples Walk the Unforgiving Earth

Where you begin

Birth sets the stage—never the ending. Each people carries its own grim inheritance into a world that respects only what you survive.

I Dwarf Dense · Patient · Grudge-carrying Forged in the deep halls of Kel Thurum, where the city outlasts the individual and every miner has spilled blood.
II Elf Cold · Precise · Centuries deep Scholars of a long memory, for whom mastery is a solitary burial and time is the only true teacher.
III Halfling Harmless—until they aren’t They settle near hillsides where the earth remembers old bloodshed, and slip beneath the notice of larger, slower things.
IV Human Numerous · Hungry · Driven Short-lived and relentless, building against the grave itself—adaptable where others are fixed.

Seven Disciplines of Power

The weave answers—
if you can pay its price

Magic here is not a spell list. It is seven living traditions, each drawn from a different well—and each one keeps an account. Reach past your limit and the weave reaches back. Power is always a gamble. That is exactly what makes it worth taking.

Drawn from seven wellsEach exacts a costNone of it is free

I DevotionThe Holy Radiance Light and mercy channelled from a god who no longer answers. Faith spent like coin—and the silent deity still keeps the ledger.
II WizardryThe Arcane Force Raw force of the weave, bent to shape by study and will. Knowledge bought in years; the careless are overreached.
III KiThe Inner Fire The body’s own furnace, turned outward as power. Drawn from the self—burn too bright and the body answers.
IV ShamanismThe Restless Dead Communion with the unquiet spirits that will not lie still. The dead lend their strength—and remember who is owed.
V DruidismThe Primal Earth Root, beast, and storm—the wild before the word. The wild gives freely—and takes back without warning.
VI VibhutiThe Cosmic Frequency Reality spoken as sound; creation held in a true note. Speak the note—mispronounce it, and it unmakes you.
VII RunecraftThe Bound Power Force locked into iron, stone, and sigil to be loosed at need. What is bound holds—until it breaks its keeper.
❖ Read the World — A World Made of Dead Gods →

The reckoning begins soon

Be there when it begins

IronTithe comes to Kickstarter. Join now and you’ll be first to the campaign, the open playtest, and the unveiling of the world—the peoples, the bestiary, the lore.

No spam—just word when it begins.

Classless · Skill-Forged · Built on the Power of Three

The campaign nears. Be marked before it begins.