I got through about a third of this, when I heard how intricate Koebel was in his world-building. I had to finish up what I was doing so I could take notes! Good stuff!
Descrip: I make a world, swear an oath or two and take on some challenges in this solo-play session of the IRONSWORN RPG
“In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands. Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land. Are you ready to swear iron vows and see them fulfilled—no matter the cost?”
Learn more about Ironsworn here: http://bit.ly/ironswornFL
Notes: Old World sickness caused colonists to flee. Paranoia over sickness. (A variant of this is already part of my Guardians Of The Dead story, by the way.)
Settlers revere or worship precious metals / gems. Gigantic metal or gem artifacts were left over after the gods warred in ancient times. Settlers are mining these artifacts in the present, in mountains, underground, etc. Precious metals / gems could be cursed and drive users insane, but settlers may still use them for protection. The metal / gem has a secret society.
Healers are revered, but overall magic is considered a bad thing and forbidden.
Koebel used the term Viking Mad Max.
The setters are against the gods, believing the gods abandoned them.
The settlers may have conflict with those who lived there before.
Unnatural creatures haunt the land, including horror.
A lot of the details Koebel mentioned fit in with my project, or are already in there with slight variance, such as the idea of people fleeing and feeling abandoned by their one god. This is already in my story. What I will do is condense the world-building details into a single general paragraph that anyone can use for a wasteland-type settlement.