Example: Building a Reward Package
The party clears Shamble-Dead from a thane’s mill. Minor lord, moderate means. Step 1: Dangerous but not exceptional — Standard scale (40–100 SR). Step 2: 60 SR total, split: 25 coin, 35 in other forms. Step 3: The thane has wool and recovered mill goods, not loose silver. Step 4: 25 SR coin · bolt of undyed wool (~15 SR, bulky) · silver brooch found on a body in the mill (~20 SR, origin unknown). Step 5: GM rolls 1 — recognizable property. The brooch’s previous owner had a family. They are looking for it.
Results: ~60 SR total. The payment feels grounded, requires decisions, and drops a thread the GM can pull later.
Relics and Enchanted Items
Magic in Dyrhal is rare, unsettling, and rarely clean. A relic is not simply a better tool. It is a fragment of deeper truth — something that carries the touch of divinity, ancient craft, or forces not meant to rest quietly in mortal hands.
Relics should feel significant when they appear. They should invite curiosity, fear, and consequence. Even the smallest charm may carry a story, and greater relics often come with obligations, rivals, or history attached to them.
The Nature of Enchantment
In Steel Age, enchantment is not merely skilled craftsmanship. It is the binding of a fragment of divine essence into an object. Some traditions claim this essence comes from the Nine Gods themselves. Others whisper that it is drawn from the hidden power of the Nameless Tenth. Whatever the truth, the process is dangerous and rare.
Because of this, only objects of exceptional quality can hold such power. A lesser object cannot contain divine essence without warping, cracking, or bleeding the power away.
Masterwork Requirement: Only Masterwork weapons, armor, and crafted items can be enchanted.
Bounded Power: Magic items should rarely grant flat numeric bonuses. When they do, keep them within +1, and almost never exceed +2. Greater power should be expressed through new options, conditions, or narrative permissions rather than larger numbers.
Common Forms of Enchanted Effects
Most relics grant benefits under specific conditions rather than constant improvements. Common trigger types: Momentum Triggers · Defensive Triggers · Target Triggers (against particular creatures or oathbreakers) · Environmental Triggers (darkness, storm, sacred ground) · Oath or Duty Triggers (when defending a sworn person, place, or cause). Timing: Once per round effects follow combat-round timing. Once per day effects reset at dawn or after a full night's rest. Scene-duration effects last until the scene resolves.
Cost and Consequence
Power in Dyrhal rarely comes without price. Common costs: fatigue or strain when invoking the relic · attracting supernatural attention · obligations tied to faith, oath, or lineage · marks that reveal the relic’s presence · social or religious consequences for possessing it. Such costs are not punishments. They are part of what makes relics meaningful within the world.
Identification and Use
Relics reveal their nature through experience rather than simple inspection. Characters may learn an item’s properties through lore or study when the item bears recognizable symbols or history; trial and consequence when the item is used; or ritual appraisal performed by a knowledgeable practitioner.
Types of Relics
These categories are not strict ranks of power. They describe the typical scale, purpose, and narrative impact of the item.
Minor Charms
Small magical objects providing narrow or situational benefits. Function once per day, once per scene, or under specific conditions. Rarely attract significant attention.
Enchanted Arms & Armor
Masterwork equipment carrying a fragment of divine essence. Adds conditional effects rather than improving base statistics. Often recognized by warriors, collectors, and religious authorities.
Greater Relics
Named objects with histories tied to saints, rulers, fallen empires, or forgotten cults. Frequently carry obligations, enemies, or consequences. Seldom bought or sold.
Cursed or Costly Relics
Relics that exact a price. Their cost should create interesting decisions, not merely punish. Power that demands sacrifice leads to memorable choices and stories.