What You Play
Player characters in Steel Age are not chosen ones, destined heroes, or people the world bends itself around. Most begin as ordinary human beings shaped by the world that made them: retainers, caravan hands, shrine servants, guild apprentices, hunters, messengers, laborers, or others whose background has taught them how to survive where they come from.
What sets them apart is not greatness at the start, but the fact that they step into pressure and keep going. Some serve a lord, a shrine, a guild, or a household. Some work for coin. Some carry obligations they did not choose. Others become the hands trusted when something must be done quietly, quickly, or beyond the easy reach of law.
In Dyrhal, most people live inside structures of duty, faith, labor, and fear. Player characters are the people who begin to move at the edges of those structures — between settlement and wilderness, safety and exposure, obedience and necessity. They are not yet legends. They are the people who may become worth remembering.
Core Resolution at a Glance
Most uncertain actions in Steel Age are resolved with 2d6 + modifiers. To succeed, you must exceed the target number. Ties favor the world or the defender.
When the world itself is the obstacle, roll against a Challenge Mark (CM). When another creature is actively resisting you, roll against their Defense Score or opposing total, depending on the situation.
In General
- 2d6 + modifiers vs CM for tasks, danger, and environmental pressure
- 2d6 + modifiers vs an opponent when another creature is resisting you directly
- Ties do not favor the acting character
Steel Age uses this same core logic across the game. Combat, magic, travel pressure, injuries, and skills all build from it. The rules may become more specific, but the foundation stays the same: roll 2d6, add what matters, and beat the number in front of you.
How to Use This Book
Steel Age is an integrated game. Its rules are meant to work together: combat, travel, injury, magic, and character growth all speak the same language of pressure, consequence, and limited human endurance. You do not need to master the whole book before you begin, but the game will make more sense if you read it in a sensible order.
If you are a player, start with the Introduction, then read Setting of Dyrhal, Character Creation & Contacts, and Skills & Advancement. After that, read Combat and any later chapter directly relevant to your character.
If you are a GM, begin with the Introduction, then read Setting of Dyrhal, Character Creation & Contacts, Skills & Advancement, Combat, Magic, Travel, Injury, and Running the Game. The remaining chapters can be read as needed.
A Good Place to Begin
Introduction → Setting of Dyrhal → Character Creation & Contacts → Skills & Advancement → Combat
After that, read outward from what your table needs most. The Rules Index in the back of the book is there to help you find specific procedures quickly during play and to navigate the book without rereading it cover to cover.