Dyrhal Is Waiting
The world has not ended. It has narrowed.
Three generations have passed since the last great order fell. The world has not ended. It has narrowed. Steel Age is a game about living in that narrowing: about what happens when a blade is drawn in dying light and everyone present understands, at once, that something irreversible may follow.
It is about fatigue, fear, wounds that do not vanish, roads that take longer than they should, and choices made because no clean choice exists — and the songs that will be sung in their wake.
What makes it Steel Age
- One roll — 2d6 and a modifier or two against a Challenge Mark, or in a fight against an opponent's roll. That is every check in the game.
- Combat — based on momentum and control: roll to gain position and momentum, then press the advantage or desperately try to wrest it back before fatigue unravels your defense.
- No classes — the life already lived determines where you start, not what you will become.
- Magic — the Unseen Craft is costly and rare; draw on it at the cost of strain and the attention of something older than humanity.
- Contacts — every character is tied to a living person in the world; if your character falls, this bond will be first in line to take their place.
Read the first twenty pages ◇ the Introduction and Chapter I (PDF)