Character Creation & Contacts
In Steel Age, players take on the role of a human character living in the hard world of Dyrhal. Character creation is not the construction of a class shell or heroic archetype. It is the making of a person: someone shaped by birth, labor, obligation, skill, and the ties that bind them to other people.
Who your character becomes will be determined by the choices they make in play. Who they are at the start is determined here. You will define their core attributes, whether they are Omen-Born, the background that shaped them, the skills they begin with, and the contact that ties them to the world before the first session begins.
In Dyrhal, survival depends not only on steel and skill, but on relationships. Every character begins play with one Contact granted by their background. A Contact represents a personal bond developed before play begins — someone who remembers your name, your work, your debts, or your worth.
A Contact is not a hireling, subordinate, or controlled asset. They are an independent actor within the world who may offer assistance when it aligns with their interests, loyalties, or obligations. In Steel Age, a Contact is one of the living bonds that proves your character already belongs to the world.
- Determine Core Attributes
- Choose if Character is Omen-Born
- Choose Background
- Choose Initial Skills
- Determine Starting Contact
- Complete Final Touches
All Player Characters Are Human
In this age, Dyrhal belongs to humankind — by plow, by oath, by hunger, and by steel. The rules in this book assume all player characters are human. This matters for three reasons:
- The baseline is human. Attribute limits, injury, fatigue, travel hardship, and social order are written with human bodies and human institutions in mind.
- The world treats the “other” as an event. What is not human is typically a rumor until it is a threat — something spoken of in taverns, carved into ward-posts, or carried as a fearful story from the road.
- The tone stays grounded. Steel Age is a game of hard choices, scarce mercy, and lived consequences. Keeping characters human keeps the game’s grit and social weight consistent.
“You hear what came through the eastern pass last month? Beastkin. Six, maybe eight. And something behind them — big. Nobody could agree on what it was, only that it was large and walking.”
“What happened?”
“Garrison closed the gate. Waited. It moved on.”
“The point is — nobody asked where the men on the wall were from. Drezdani, Aurikronton, Skeljari raider turned honest, merchant’s son out of the Keshar ports. Didn’t matter. You were there, holding a spear, and you were human. Whatever was out there wasn’t.”
“Only distinction that matters. The only one.”