Oh right. So I've heard about a system called Ironsworn. It's sth like a low-fantasy rules-heavy PbtA game and it's supposed to be cool for solo play. It won't hurt to try. I'll tweak it to have northern mood with naming, so any time I would use Old World names from the rulebook I'll use Norse name generator from the interwebz instead.

I'll start with setting up some facts about the world (p. 123 of the rulebook) by picking the Truths.

The Old World

I'll go with a slightly customized first choice from the workbook:

The powerful King Warlock and his save armies have conquered the Old World, the Fatherland. Those who escaped set sail aboard anything that would float. After an arduous months-long voyage, the survivors made landfall upon the Ironlands.

Iron

The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained "only those made of iron would dare live in this foul place" — and thus our land was named.

Legacies

Other humans sailed here from the Old World untold years ago, but all that is left of them is a savage, feral people we call the broken. Is their fate to become our own?

Communities

We have forged the Ironlands into a home. Villages within the Havens are connected by well-trod roads. Trade caravans travel between settlements in the Havens and those in outlying regions. Even so, much of this land is untamed.

Leaders

Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Others 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.

Quest starter here sounds really interesting. I'll tweak it a little bit to suit my Old World pick:

You are heir to an ancient dynasty from the Old World. Your grandmother has told you stories of a city of her youth. Capital of lands her father ruled. It had strong stone walls, bustling markets, and a castle with towers reaching to the clouds. And so many people! Nowhere in the Ironlands does such a city exist. You will rebuild what King Warlock has taken from your family. Maybe one day your descendant will unite the Ironlands, sail south and reclaim the Old World. But first things first: You will fulfill your dream and build a city, a hold for you house.

Defense

Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together and protect their own as best they are able.

Mysticism

Magic is rare and dangerous, but those few who wield the power are truly gifted.