STEEL AGE
Closed Playtest vz076
Confidential — closed external playtest. Do not redistribute, repost, stream, record, or quote publicly.
Chapter One

Setting of Dyrhal

What Dyrhal Holds

  • The Present Age and Social Order — Dyrhal is no longer collapsing, but it has not returned to peace. What remains is a world of small powers, guarded borders, and local authority that reaches only so far.
  • Authority and the Control of Violence — In Dyrhal, the right to bear organized violence is never socially neutral. Arms, armor, and sworn service imply rank, sanction, obligation, or threat.
  • Commoners and Obligation — Most people live within structures of labor, bond, duty, and fear. Their lives are local, bounded, and shaped by what protection and burden their rulers can truly enforce.
  • What Player Characters Are — Player characters are unusual not because they are chosen, but because they move where certainty ends. They work in the spaces between walls, law, and survival.
  • The Land of Dyrhal — Dyrhal is a continent of forests, rivers, uplands, ruins, and old roads that still outlast the powers that built them. Geography helps decide what realms can hold, patrol, and defend.
  • The Four Peoples — Drezdani, Aurikronton, Skeljari, and Rhenmari share the continent through inheritance, overlap, tension, and exchange.
  • Faith and the Nine — The Nine shape the calendar, rites, omens, and moral language of daily life. Faith in Dyrhal is practical, local, and inseparable from how people understand fortune, suffering, and duty.
  • A History Written in Ash — Dyrhal’s present was shaped by conquest, empire, collapse, and the memory of what those forces left behind. The past survives in roads, ruins, customs, and fear.
  • Themes of Play — Steel Age is about pressure, consequence, and mortal people trying to remain themselves in a hard world. Its tragedies are real, but so is the meaning wrested from endurance, loyalty, and cost.

The Present Age and Social Order of Dyrhal

Over three generations have passed since the fall of Solkaris. In the years immediately following, Dyrhal contracted. Fields went unworked. Villages were abandoned. Those who could not be fed did not survive. In some regions, famine claimed more lives than war. In others, the wilderness claimed them.

That period of contraction has ended. What remains is leaner, harder, and deliberate.

More than fifty independent polities now stand across the continent — baronies, starostwa, and jarldoms — each built around one or two principal settlements and the fortified manors that ring them. All land in Dyrhal is claimed, but much of it is uncontrolled. Between monster territories, humanoid incursions, and rival claims, only that which is patrolled, fortified, and defended is truly possessed.

Authority is rarely abstract. It is visible in stone walls, timber palisades, and armed patrols moving on foot along guarded roads. A ruler’s power extends only as far as it can be enforced. Distance is a meaningful barrier, and authority diminishes with every mile from a fortified gate. A road unguarded for a fortnight becomes dangerous. A watchtower left unmanned becomes a den.

Life in the Shadow of the Wall

Most people in Dyrhal are born, live, and die within a day’s walk of the settlement where they first drew breath. This is not a failure of ambition. It is the shape of a rational life in a dangerous world.

The land beyond patrolled roads and fortified holdings is not empty. It is occupied — by things that do not recognize borders, that do not respond to authority, and that have grown bolder in the three generations since the empire’s legions stopped hunting them. A farmer who works fields at the edge of a barony’s patrol range understands this with a clarity that no map can fully convey. The tree line is not scenery. It is a boundary between a world that can be defended and one that cannot.

Children in Dyrhal grow up with a precise and practical understanding of where safety ends. They learn the distance from home to the nearest palisade the way children elsewhere might learn prayers — by repetition, because forgetting has consequences. They learn which roads are patrolled and which are not. They learn that travelers who do not return by nightfall usually do not return at all.

The danger beyond the walls shapes everything it touches. It shapes economics — every good that moves between settlements must be protected, and that protection is not free. Grain, salt, iron, cloth — all of it costs more than the raw materials justify because the raw materials had to survive the journey. Merchants who move goods between settlements are not simply traders. They are logisticians of risk.

It shapes politics. A baron’s legitimacy rests not on bloodline alone but on their ability to keep the roads passable and the fields harvestable. A lord whose patrols thin, whose watchtowers go unmanned — that lord’s authority does not merely weaken, it evaporates.

It shapes culture in ways so deep they are no longer recognized as responses to danger but simply as the way things are. Hospitality toward known travelers is a serious obligation. Strangers without affiliation are viewed with deep suspicion, not from cruelty but from experience. Oaths and obligations are taken with a gravity that outsiders sometimes find excessive, because in a world where your survival may one day depend on whether a man honors his word, the weight of that word is not abstract.

Setting Note

In Dyrhal, no man lives long beyond the reach of walls. The land is worked not from scattered villages, but from fortified holdings where the people gather each night behind timber and stone. This is not a land without hope. Towns endure. Harvests come in. Children grow up and build things their parents didn’t have. But hope in Dyrhal is not optimism — it is a deliberate act, maintained against evidence, by people who have decided that what they are holding is worth the cost of holding it.

The Shape of Safety

Every settlement of consequence in Dyrhal organizes the land around it in the same way — not by decree but by necessity, because the same pressures produce the same solutions everywhere. Those who grow up in Dyrhal learn this geography instinctively. Those who arrive from elsewhere learn it quickly, or suffer the consequences of not knowing.

The innermost ring extends roughly three miles from the settlement walls. Here the land is under near-continuous patrol, farms are maintained year round, and people sleep in their own homes. Roads are walked daily. Threats are responded to quickly. This is as safe as Dyrhal gets outside a walled town, and even here no one is entirely without care.

Beyond that lies the manor ring, extending perhaps another six miles outward from the settlement’s edge. This ground is anchored by the fortified manors of the Thanes and Komes whose military obligation it is to hold it. Farms here are productive but operate on a different rhythm — fields are worked from first light to last, and when darkness comes the farmers are inside manor walls rather than their own homes. Patrols here follow a two-day loop, visiting the outer edge roughly every other day at best. Those gaps are known — by the people who shelter in the manors, and by whatever watches from beyond the tree line.

Beyond the manor ring there are no permanent homes and no fields worked by people who intend to return at nightfall. There is only the resource fringe — mines, timber operations, hunting grounds that a barony exploits because it must. Parties venture out with a specific purpose and return the same day when possible. Beyond even that, the land belongs to whatever has claimed it. No patrol goes there regularly. What lives in that darkness lives there on its own terms, and those terms do not include mercy for the unprepared.

Helga Brautsdóttir, peasant, Barony of Drevask

My father used to say the wall keeps nothing out that truly wants in. He was not wrong. But he also lived behind it his whole life, and so did I, and so will my children if I have anything to say about it. The year the patrols thinned — the baron had a dispute east and pulled the men — we lost two families from the outer holdings before the first frost. People I had known since I was a girl. They simply did not come to market one week, and then we found out why.

The ones who left did not all go far. Some took to the roads south looking for easier ground, softer lords, less to fear at the tree line. A few came back inside a season. The ones who did not — I heard things, later. Most of what I heard I believed. Dyrhal does not reward the assumption that somewhere else is safer. The wall and a harsh thane you know are better than the open country you do not. My mother taught me that. I have not found a reason to argue with her.

People from the south pass through sometimes and call it hard. It is hard. But we are here because our grandparents were here and theirs before them. We stayed when leaving would have been easier. That is its own kind of claim, even if no charter says so. We are not surviving. We are holding.

The Structure of Rule

Each sovereign domain — whether styled barony, jarldom, or starostwo — is functionally equivalent in terms of governance. Regional titles reflect cultural tradition rather than structural distinction. Each is ruled by a single sovereign — styled Baron or Baroness in baronies, Jarl in jarldoms, and Starosta in starostwa — who exercises equivalent authority within their domain.

Beneath them stand the Thanes (in Baronies and Jarldoms) or Komes (in Starostwa) — minor nobles who form the administrative and military foundation of the realm. They typically maintain the fortified manors that ring the principal settlements. Their title represents not merely landholding, but military obligation. Each is required to finance and maintain a specific number of professional men-at-arms who report directly to the Baron, not to the vassal who maintains them. This structure ensures that the core military strength of the realm remains centralized and loyal to the sovereign.

Setting Note

Manpower is the true currency of power. Every soldier represents a farmer not in the fields. Every death reduces next year’s harvest. The monopoly on violence maintained by the Baron and enforced through Thanes, Komes, and sworn men-at-arms is not vanity — it is preservation.

Guilds and Freemen

Guilds form a crucial component of baronial society. Trade and craft guilds operate under license and charter granted by the Baron. In exchange for these privileges, they meet military and financial obligations similar to those of the Thanes. Through these obligations, guilds provide a substantial number of trained men-at-arms that contribute to a Baron’s military strength.

Long-distance trade survives only under heavy guard. Merchants who move goods between settlements travel in armed convoys or fortified river barges. There are no casual caravans or small independent traders.

The heads of powerful guilds may rival prominent Thanes in influence. All guild members are considered freemen, forming an emerging middle stratum within baronial society. The social order of Dyrhal has hardened around necessity. Lords hold walls. Guilds secure trade within reach. Thanes and Komes enforce obligation. The majority labor to sustain themselves and the structure above them.

Commoners and Obligation

Outside the nobility and guilds stand the majority of the population — commoners and serfs. Most live within roughly twelve miles of a central holding, working in agriculture or manual trades in exchange for protection, food security, and limited rights.

The world beyond patrolled land is dangerous. Armed protection provided by the Baron and their subordinates is essential for survival. Tradition and law restrict the bearing of arms among commoners. Outside of kitchen knives or dual-use tools such as axes, weapons are not freely permitted. Formal military training of commoners is discouraged, both to preserve agricultural manpower and to prevent disorder.

While social mobility is difficult, it is not impossible. Exceptional individuals may be sponsored into the ranks of men-at-arms or admitted into guild membership. Yet such ascent is the exception rather than the rule.

Authority and the Control of Violence

In Dyrhal, the right to wield organized violence is not freely held. It rests in the hands of those who rule — Barons, Jarls, and Starostas — and is exercised through the networks of obligation that bind their domains together. Arms are not merely tools of defense or survival. They are instruments of authority, and their use is shaped by it.

Each ruler maintains their strength through sworn men: professional soldiers held in constant service, and lesser lords who command retainers in their name. Violence, in Dyrhal, is not improvised. It is structured.

No ruler possesses the strength to be present everywhere at once. Enforcement is therefore uneven. Authority is strongest where it is seen — within settlements, along roads, at manors — and weaker in the spaces between. Yet even where it thins, it is not absent. Those who bear arms without sanction do so within a structure that recognizes, questions, or responds to such displays.

Setting Note

To bear weapons of war in Dyrhal is to suggest affiliation, purpose, or intent. Whether that suggestion is accepted or challenged depends on circumstance, reputation, and the watchful eyes of those who hold power. The control of violence is not absolute, but it is never irrelevant.

This reality shapes the relationship between ruler and subject, between settlement and wilderness, and between those who are protected and those who must rely upon their own strength. Authority is measured not only in land or title, but in the men a ruler can keep under arms — and where those men are able to stand.

What Player Characters Are

Most people in Dyrhal do not wander armed, not because steel is forbidden everywhere, but because steel means something. A blade, a mail shirt, a war spear — these imply role and sanction, or else a willingness to be questioned by those who hold the right to organized violence. Player characters are the rare figures who live in the gap between settlements and certainty: retainers in a lord’s service, guild blades guarding coin and craft, temple agents sent where oaths and walls do not reach, caravan guards and scouts moving under contract — or simply proven survivors whose reputation travels faster than their feet. Wherever they fall on that spectrum, they are people willing to go where authority thins, where roads go unpatrolled, where ruins and rival claims begin, and where the world still needs hands capable of decisive action.

Lord Hareth Vorn, Baron of Drevask — from a letter to his Seneschal

Every man I send into those ruins is a man not standing the wall. Every man I lose to whatever lives in the old Aurikronton keep is a man I cannot replace before harvest season. My sworn men are for the hard tasks — the wall, the road, the lord across the river who has been eyeing the ford since spring. I will not spend that strength on rats and rubble.

What I will do is what I have always done. There are men in the cells who would prefer a hard road to a short one. There are desperate freemen at the gate every month who have run out of better options. I give them terms, a purse if they come back, and the understanding that whatever they find in there is theirs to keep above the fee. Half of them do not come back. The ones who do are harder and hungrier and usually willing to go again.

It is not a proud system. But my walls are standing and my men are fed and I have not had to explain to any widow why her husband died clearing someone else’s century-old problem. I call that governance.

The Land of Dyrhal

Dyrhal is one continent among several on the world of Telas. The oceans that surround it are wide and serious crossings, not casual passages — to the east lies Ardeaux, whose northern kingdoms occasionally send knights and exiles westward; further still the empire of Parzashar, vast and largely indifferent. To the south across a significant ocean lie the Keshar kingdoms. To the west, something larger and less understood, from which strange ships have occasionally appeared off Dyrhal’s coast, their crews silent, their purpose unknown.

Dyrhal itself lies between the cold winds of the Northern Ocean and the heavier swells of the Southern Ocean, a broad and temperate continent shaped by forest, water, and stone. It is not a land of extremes, but of endurance — long woodlands broken by river valleys, fertile plains, and a central spine of mountains whose ridges divide north from south and shape the course of every road.

In the north and northeast, lakes and forests define the terrain. Borders there follow riverbanks and timber lines as often as they follow walls. The settlements are old, some predating empire, and the speech and customs of earlier kingdoms remain strongest in this region. The land feels settled not by decree, but by memory.

At the continent’s heart rise iron-veined uplands and volcanic hills. From these elevations rivers descend toward both oceans, feeding inland seas and sustaining dense settlement. The soil is rich, the roads numerous, and though time and war have scarred the region, the bones of imperial infrastructure still endure.

To the southwest, the mainland narrows before breaking toward a large island separated by strait and current. There the land is ridged and wooded, its mountain roots pressing close to the sea. The jarldoms that hold this island are governed by warrior houses whose authority rests not on parchment, but on strength and reputation.

The south and east are more varied in both terrain and people. Plains, lakes, and wooded highlands intermingle. Trade roads remain active where they can be guarded. Cultures overlap along their length.

Though divided into baronies, starostwa, and jarldoms, Dyrhal remains geographically bound together. Rivers ignore borders. Mountain passes dictate ambition. Forests swallow fortifications left untended. It is a land capable of sustaining empires. It is also a land that remembers their fall.

Faith and the Nine

In Dyrhal, faith endures where empires do not.

Across the continent, the Nine Gods are acknowledged in temple, shrine, and household rite. Each is associated with one of the nine months marked by the shifting alignment of Telas’s moons. The turning of the heavens orders the calendar, the agricultural year, and the rhythm of worship.

The Nine are known across Dyrhal by name — Vargthyr, Eirveth, Arkaelos, Farrkjol, Thalarion, Verdaine, Pravon, Tajmork, and Lyubera — and their names are still spoken in every temple, shrine, and household that looks up at the turning of the moons.

Yet the true nature of the Nine is debated. Some traditions hold that the Nine were once mortal heroes who rose during the Nythrasi catastrophe and imprisoned a greater and more terrible power known as the Nameless Tenth. Others claim the Nine are not separate beings at all, but aspects or fragments of that same primordial force, divided in ancient ages. Still others argue that the Tenth never existed, and that the Nine are symbols given divine form through centuries of devotion.

There is no consensus.

The gods do not walk the land. They do not descend in visible glory or speak openly through flame and thunder. Their presence is perceived instead through omen, alignment, and subtle sign. The arrangement of the moons is studied carefully. Births under particular alignments are watched for significance.

Setting Note

Those known as the Omen-Born are believed to carry a trace of divine resonance tied to one of the Nine. Some among them demonstrate the ability to wield magic aligned with their month. Whether this power reflects divine favor, cosmic law, inherited attunement, or something else entirely remains a matter of theological dispute.

Temples stand in nearly every settlement of consequence, often enduring longer than the dynasties that surround them. Religion in Dyrhal is rarely abstract. Worship is practical and local. Communities may favor one or two aspects of the Nine according to region, profession, or history, while still acknowledging the full cycle of the months. Household shrines are common, and oaths sworn in a god’s name carry social and legal weight.

In a continent marked by fallen kingdoms, shattered sorcerer towers, and the ruins of empire, the idea of something enduring holds power. Whether the Nine guard Dyrhal, fragment it, or merely witness it is unknown. But their names are still spoken.

A History Written in Ash

Not much is known of Dyrhal’s earliest centuries, though scholars broadly agree that the ancestors of the Drezdani peoples have inhabited the continent for most of its recorded history. Over time, the Drezdani stabilized into nine kingdoms, bound by shared custom and faith but divided by lake, forest, and rivalry. At times a High King rose among them — first among equals rather than sovereign of all.

This balance ended with the arrival of the Nythrasi.

Their origins remain debated. Some claim they came by sea from lands beyond the southern deserts. Others insist they were not of this world at all. What is certain is that they wielded sorcery with a power the Drezdani had never witnessed. One by one the kingdoms fell.

For nearly six centuries the Nythrasi ruled Dyrhal. They reshaped the land with arcane works — towers, obelisks, and hidden structures whose purposes remain uncertain. The Drezdani were enslaved, and unnatural beasts spawned by the Nythrasi spread across the continent.

Their dominion ended not in rebellion, but in ambition. In a final attempt to seize immortality, the Nythrasi nobility enacted a ritual of extraordinary scale. The undertaking collapsed catastrophically. The ruling sorcerer houses were consumed in an instant, leaving behind bewildered subjects that had not known freedom in over half a millennium — and the monsters that their cruel rulers had once controlled.

Vasek Drel, Antiquarian, Free City of Strandholdt

The ritual is the thing I keep returning to. Not the conquest — conquest has a logic to it, even when it is brutal. But a sorcerer house powerful enough to hold a continent for six hundred years, choosing to end itself in a single act of collective ambition. That is not desperation. That is certainty. They believed it would work.

What they were attempting, the sources do not agree on. Immortality is the common answer, but I think that is too simple. The structures they left behind — the obelisks, the deep foundations, the sealed vaults we have never opened — those are not the work of people planning to live forever. They are the work of people planning to leave.

The Drezdani lore says that when the survivors came to the places where the Nythrasi had gathered for the ritual, there was nothing. No bodies. No wreckage. Only grey ash across the ground, uniform and cold, as if something had been burned away at the root.

I do not know where they intended to go. I am not sure anyone does. I am not sure anyone has thought to ask that question carefully.

Revival and Conquest

From the chaos that followed, Drezdani leaders emerged and began reclaiming territory. Over several generations, the outlines of the nine kingdoms reappeared. It was not a return to what had been, but a restoration of form. The revival was brief.

From the eastern seas came the Aurikronton.

Driven from their own heartlands and hardened by loss, the Aurikronton legions arrived disciplined, heavily armored, and strategically organized — driven as only a people with no home to return to can be. Among them marched Skeljari auxiliaries whose presence would leave lasting marks upon the continent. The fragmented Drezdani realms could not withstand the invasion. Resistance coalesced in the north before yielding.

The Golden Age

Where the Nythrasi domination had been alien and cruel, Aurikronton rule was structured and legalistic. Roads were laid across the continent. Aqueducts and canals improved agriculture. Monsters were hunted relentlessly. Trade expanded under guarded routes. Solkaris became the imperial capital, raised upon older foundations and reshaped into the administrative heart of a continent.

For seven generations, Dyrhal experienced stability. This era is remembered as a Golden Age — not because it was without hardship, but because it was ordered.

Its end came not through foreign conquest nor gradual decay, but through fracture at its heart.

In the later years of Emperor Basileios Eirenikos, tensions within the imperial court deepened. Officially, the dispute concerned succession law and chartered authority. Unofficially, ambition sharpened old grievances. The emperor’s brother, Theodos, advanced a rival claim. Legions were repositioned under strategic pretexts. Alliances were secured in private. Attempts at reconciliation failed.

Setting Note

Some chroniclers later argued that the rivalry did not arise naturally — that pride was inflamed, trust eroded, and compromise quietly sabotaged. They note the presence of certain advisors whose origins were obscure, whose counsel was welcomed by both factions, and whose words seemed always to deepen division. Among the names recorded in court rolls from this period is Vaelkuris Drazhir, a figure of minor rank but unusual access.

The dispute culminated in battle on the plains outside Solkaris. Imperial banners faced imperial banners. The legions assembled were among the finest ever fielded in Dyrhal. They destroyed one another.

Basileios fell mortally wounded. Theodos perished. Much of the senior nobility died in the same hour. The empire did not merely lose leaders — it lost continuity.

What followed unfolded with unnerving precision. Within days, humanoid tribes long driven into mountain redoubts descended in coordinated assault under an unknown war chief. Garrisons had been thinned to support the civil conflict. Communication between provincial commands faltered. Relief forces did not arrive in time.

Solkaris burned. An empire that had brought order to Dyrhal for two centuries descended into chaos in weeks. The remaining Imperial Banners fractured. Governors declared independence. Roads became perilous. The vigilance that had suppressed monsters faltered.

Setting Note

At the center of Dyrhal, the ruins of Solkaris remain. Portions of its outer walls still stand, though fractured and overgrown. Whole districts lie open to the sky and creeping rot. Humanoid bands are known to occupy sections of the fallen city, though none hold it entirely. The land around Solkaris has changed. The forest near the ruined walls stands stunted and dark. Low ground has sunk into marsh and stagnant pools. Travelers speak of unease along the old imperial roads that once led to its gates. What lies beneath the fallen towers is less often discussed. Whether the corruption radiating outward began with the sack of the city or long before it is a matter of debate.

Maret Ossven, factor, Kalpherion — from a letter to her employer

The Durnovka was the fastest route and we were behind schedule. I had heard what they say about the stretch past Solkaris. Everyone in Kalpherion has. I told myself it was superstition.

The river runs clean and the current is good there — the Aurikronton cut the banks straight and the water does not argue with you. We made good time until the ruins came into view on the eastern bank. Then the barge hands stopped rowing without being told. Nobody spoke. We drifted for a moment in the current before the foreman got them moving again, and even then nobody looked toward the walls.

Nothing came out of the city. Nothing showed itself. The ruins just stood there in the grey light and the water ran past them without any particular interest in us.

We reached Nikara on time. I will plan a different route next season.

The People of Dyrhal

Centuries of empire, conquest, collapse, and migration have left their mark on Dyrhal’s population in the most intimate way possible — in the people themselves. Across most of the continent, those who live on Dyrhal today carry more than one tradition in their blood, their names, their prayers, and their cooking. A man in the central baronies might bear a Drezdani surname his grandfather’s grandfather carried out of the north, worship at an Aurikronton temple because it has stood in his town longer than anyone can remember, and use a Rhenmari word for a tool because that’s simply what everyone in his village calls it. Nobody finds this remarkable. It is the accumulated result of centuries of people living alongside each other under the pressure of the same dangers, the same harvests, and the same walls.

There are exceptions. In the northern Starostwa, where the Drezdani have held the land since before any empire came, the population remains predominantly of a single heritage. The southwestern jarldoms tell a similar story, where Skeljari warrior culture dominates not through isolation but through a fierce and deliberate preservation of identity.

Four distinct heritages persist within this landscape — not as rigid boundaries between peoples but as living cultural traditions with their own languages, naming customs, histories, and geographic concentrations. They are streams that have fed into each other for generations while still running recognizably distinct in the places where they run strongest.

The Drezdani

The Drezdani are the oldest continuous culture on Dyrhal, their roots predating every empire that has risen and fallen on the continent. They held nine kingdoms before the Nythrasi came, rebuilt those kingdoms after the Nythrasi fell, and survived the Aurikronton absorption with their customs and language largely intact. They are a people accustomed to endurance.

Today the Drezdani dominate the northern and northeastern regions of Dyrhal, where their Starostwa — sovereign domains governed by elected or hereditary Starostas — preserve a political tradition older than imperial rule. Their settlements tend to follow rivers and lake shores, and their borders are defined by water and timber as often as by walls. The land feels settled not by decree but by memory.

Drezdani culture places high value on communal obligation, ancestral continuity, and practical faith. The Nine Gods are honored with particular intensity in the north, where the oldest temples stand and where the memory of what the Nythrasi destroyed runs deepest. They are not a people who forget easily — which is both a strength and a wound that never fully closes.

The Aurikronton

The Aurikronton came to Dyrhal as conquerors, but they came as survivors first. Driven from their eastern homeland by the empire that would become Parzashar, their legions crossed the sea hardened by loss and forged by necessity. What they built on Dyrhal’s soil — roads, aqueducts, courts of law, the great capital of Solkaris — was the work of a people who understood what civilization cost because they had already watched one die.

Setting Note

Three generations later the Aurikronton persist as a culture without an empire. Some carry a quiet pride in what their ancestors built. Others carry the weight of what was lost. A few, in places like the Barony of Aurikast — founded by a legion commander who refused to let the standard fall — still maintain something of the old discipline and order, as though waiting for a restoration that may never come.

The Skeljari

The Skeljari have never built an empire and have never wanted one. Their power is older than that and more personal — it lives in reputation, in the strength of a warrior house, in the memory of deeds done and enemies faced without flinching. They measure authority not in roads or charters but in what a man or woman has proven they can do.

They hold the southwestern jarldoms, a large island of ridged and wooded terrain where the mountain roots press close to the sea. It is not gentle land, and it has not produced a gentle people. The Jarldoms are governed by warrior houses whose legitimacy rests on strength and the loyalty it commands rather than on parchment and feudal obligation. Leadership is earned and can be lost. A jarl who cannot hold what they claim will not hold it long.

The Skeljari arrived in Dyrhal during the Aurikronton period as auxiliaries — warriors hired to march under imperial banners, whose presence left lasting marks on the continent’s military culture. They took their island and kept it, absorbing the Aurikronton’s fall as they absorbed everything else, with pragmatic resilience. They are not isolated — Skeljari warriors appear across Dyrhal as mercenaries, bodyguards, and hired blades — but the jarldoms remain culturally distinct, proudly so, a world apart from the baronial politics of the mainland even when Skeljari steel is very much part of those politics.

Harl Yurfressen, Ravensfjord — spoken to his son Bjarte on the night before Bjarte’s first raiding season

There is a thing your grandfather told me, and his grandfather told him, and it goes back further than any of us can say with certainty. When the empire still stood — when Solkaris had its walls and its roads and its legions — the emperor kept a guard of picked men. Not Aurikronton men. Skeljari. He chose us because he knew what we were. His own men he could never fully trust, because his own men wanted what he had. We wanted nothing he had. We wanted only the fight and the reputation that came after it. That is a thing an emperor can rely on.

They called it an honor. It was an honor. But it was also the truth of us. We were brought to the center of the world’s largest empire and given its most dangerous post because we were the only ones the emperor trusted not to want his throne.

Your name is Yurfressen. Your grandfather’s grandfather stood inside those walls. When Solkaris burned, his unit held the southern gate against the monstrous hordes for three hours. Bought time for some to escape what was coming. Then the walls came down and there was nothing left to hold.

I tell you this so you know what the name means. It does not mean we are better. It means we are expected to hold.

The Rhenmari

The Rhenmari did not come to Dyrhal as conquerors. They came first as traders, following the roads the Aurikronton built, settling where commerce was strongest. They came later as refugees, fleeing wars on their island homeland so brutal that whole generations chose made the perilous journey.

They settled primarily in the south, and their cultural heart is the Free City of Strandholdt — a city built by people who had already lost one home and were determined not to lose another. The Rhenmari of Strandholdt are industrious, pragmatic, and deliberate. They have made themselves indispensable through craft and trade rather than conquest, and the plate armor that comes from Strandholdt’s forges is the finest available anywhere on the continent.

Setting NoteNo ship from the Rhenmari homeland has arrived in Dyrhal in over two generations. Strandholdt does not send ships to find out why. The city was built by people fleeing that past, and it has never made peace with looking back. What remains of Rhenmari culture in Dyrhal is therefore something quietly transformed — shaped by loss, by distance, and by the deliberate silence of people who chose survival over memory.

Foreign Heritages

Dyrhal is not an island unto itself. The continent’s ports, trade roads, and fractured political landscape draw travelers from distant shores — merchants, soldiers, exiles, and wanderers whose origins lie beyond the Northern and Southern Oceans. They are uncommon enough to attract attention in smaller settlements and common enough in port cities that most people have seen at least one in their lifetime. All of them arrived by sea. Every foreign face in a Dyrhalan port represents a significant voyage undertaken with deliberate purpose.

From Ardeaux, the feudal continent to the east, come knights errant, noble exiles, and mercenary companies whose chivalric culture sits uneasily against Dyrhal’s grimmer realities. They are recognizable by their elaborate heraldry, their formal modes of address, and their occasional difficulty accepting that Dyrhal’s baronies do not operate by the same rules of honor they grew up with.

From Parzashar come almost no one. The distance is formidable. A Parzashari traveler in Dyrhal has crossed distances that most people cannot meaningfully imagine, and they have not done so without serious reason. They are therefore extraordinarily rare, and their purposes when they do appear are seldom transparent.

From the Keshar kingdoms to the south come merchants and sailors who have made the significant ocean crossing for profit. They represent a dozen fractious desert states with no unified voice. They are shrewd, experienced at navigating foreign cultures, and generally more interested in what Dyrhal can offer commercially than in its politics. Most arrive through Strandholdt, and relatively few penetrate far beyond the southern ports.

Setting NoteRarely — and always with unease — people report encounters with individuals from the far west. Tall, composed, wearing red or purple, armored in bronze. Their ships are ocean-going vessels of unfamiliar design, built for crossings that dwarf even the Keshar route. They ask few questions and answer none. Most in Dyrhal have never seen one. Those who have tend not to forget it.
Petra Vasken, trader, Barony of Velmorys — account written at a waystation on the northern road

We came around a bend and there they were. Six of them, on foot, moving north. Bronze scale, each plate edged and fitted — not field armor, something more deliberate. The kind of work that takes months and does not get made unless someone intends to use it. Red and purple cloth beneath, deep colors that should have faded from the road but hadn’t. They moved like men who had already decided what would happen if anyone made a problem.

Our driver pulled up without being told. Nobody spoke. They stopped, looked at the wagons and the men, looked at the road ahead, and then simply waited. Not threatening. Not cautious. Patient in the way that things are patient when they have already decided the outcome. We moved to the verge. They walked past without a word or a glance.

I watched them until the road bent and took them out of sight. They did not look back.

I asked if anyone knew what they were. Nobody did. One of the guards had heard of them — ships off the western coast, bronze armor, never speaking, always moving like they knew exactly where they were going. He said they had been seen further north the week before. He said it quietly, like saying it louder might bring them back.

I do not know what they are looking for. I have been in Dyrhal eleven years and I know most of what moves through it and why. These I do not know. I am not certain I want to.

Themes of Play

Dyrhal is not a land awaiting prophecy. It is a land in which survival is an achievement.

Most realms lack the strength to solve their problems decisively. Monsters infest old roads. Ruins conceal forgotten dangers. Borders shift slowly, and every gain is hard-won. Rulers cannot project force far beyond their walls, and even within them their resources are finite.

In such a climate, individuals matter.

Small bands can accomplish what states cannot. A single bridge reclaimed from beasts may reopen trade for a season. A hunted creature may secure a village for a winter. A negotiated truce may prevent bloodshed that no lord can afford.

Setting Note

Glory in Dyrhal is rarely spectacular. It is measured in towns that endure, harvests that are not burned, and names that are remembered after the danger has passed.

Combat is dangerous. Retreat is often wise. Loyalty carries weight. Reputation travels farther than armies.

The past looms large in Dyrhal. Ruins of Nythrasi towers, broken imperial roads, and abandoned keeps stand as reminders of former greatness. The present is narrower, harsher, and more uncertain.

The land remembers and endures, but it also hopes.