Bestiary
Dyrhal is not a land of safe roads. Most deaths are not glorious, and most enemies are not legendary. They are hungry men with a spear, a beast that commits too far, or something dead that refuses to stay quiet. In Steel Age, danger is practical: bad footing, poor light, fatigue, and a single mistake that turns into momentum.
This bestiary is not an exhaustive ecology. It provides a small, reliable set of foes that can carry an entire arc of play — enemies you can reskin, recombine, and escalate without rewriting the system every time you open a new location. Humans remain the most common threat, because in Dyrhal, an “ordinary” person with intent and desperation can still kill you.
Threat Marks
Threat Mark (TM) is a quick measure of how dangerous a foe is in the Steel Age combat loop — how easily it can seize momentum, convert that momentum into injury, and endure long enough to matter. Threat Marks are not a promise of balance. Terrain, numbers, surprise, fatigue, morale, and a good roll can shift a fight more than any rating.
Threat Mark Scale (TM 0–5)
| TM | Tier | What it means |
|---|---|---|
| TM 0 | Nuisance | Not a true combatant alone. Dangerous as a complication, hazard, or swarm element. |
| TM 1 | Common | Baseline danger. Individually manageable, but deadly with numbers, surprise, or strong positioning. |
| TM 2 | Hard | A serious fight. Typically has armor, discipline, reach, or a defining pressure trait. |
| TM 3 | Grim | Veteran-grade threats. Expect injuries unless the party creates advantage or controls tempo. |
| TM 4 | Ruinous | Boss-tier danger. These fights should be planned, avoided, or won by leverage. |
| TM 5 | Legendary | Campaign events. Victory is possible, but rarely clean. |
Tags That Change the Math
- Relentless: Commits once engaged. Forces the party to spend fatigue, space, and time.
- Multi-Pressure: Can apply pressure to multiple targets in the same melee phase — treat as “one creature behaving like several.”
- Mindless: Does not rout, bargain, or flee. If the party cannot end the fight quickly, it becomes a grind.
Creature Categories
Humans — Desperate criminals, hard-raiding opportunists, and disciplined soldiers whose lives have taught them to press every advantage. Even “ordinary” men can kill you if they gain the upper hand, exploit an exhausted opponent, or force the fight into bad ground.
Humanoids — These foes do not meet you on equal ground unless forced. They swarm, harry, and ambush. When they stand their ground, something larger and nastier is usually close enough to make courage feel like the safer choice.
Beasts — Animals do not posture. When one commits, it commits with the whole body — pressing until driven off, satisfied, or dead. These are not random encounters. They are living hazards with teeth.
Undead — The dead of Dyrhal do not rise from hunger or instinct. They rise because something refuses to release them. They do not flee and they do not tire. If the living cannot end the fight quickly, the dead will grind them down through fatigue, missteps, and the slow collapse of morale.
Monsters — Not simply stronger foes — the places where the world’s rules bend. A monster encounter is a chapter-closing moment: a hunt, a siege, a desperate retreat. Monsters demand preparation and hard choices, because they bring pressures the living were never built to endure.