Steel Age A Tragic Fantasy TTRPG
◇Contents
Mourners at a graveside on the road.

Survival in Dyrhal

A worked exampleEight Miles Before Dark ◇

The road takes from you in ways that do not show until you need what it took.

The town ends at its gate. Beyond it a lord’s men walk the roads every other day at best, and the land past the patrolled roads is occupied, by things that keep no borders and answer to no lord. Out there the day is counted: the miles, the light, the food in the pack, and what the walking takes out of the people doing it.

A day in Dyrhal holds twelve Segments of two hours, and at the start of each the party chooses what it is for. There are only four answers. Travel moves you. Action changes the situation. Rest pays down the afternoon. Sleep pays down the tenday.

And the road is not empty. Something out there has usually noticed you before you notice it: wolves holding to the vale, men who want what is in the cart, something out of a barrow that should have stayed in it. Most of what kills on the road is ordinary, hungry men with a spear, a beast that commits too far, and it finds you tired.

You can always push. You can always take one more march, one more search, one more night on the move. There is no roll to stop you and the system will not argue. It will simply remember what it cost. Two Segments of hard going are free; the third is paid for in Lingering Fatigue, and every one after it costs more than the last, and it comes off only in sleep.

How it works ◇ Travel & Exploration, at a glance

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