A Note From the Designer
Before you dive into the rules of Steel Age and the dangers of Dyrhal, I would like to thank you for your interest in this game.
I read my first roleplaying game rulebook at six years old — my cousin's Boot Hill, and then the red box, of course — and I have been reading them ever since. This book is, in many ways, a love letter to the designers who shaped my imagination: all those manuals, compendiums and modules full of fantastic and ingenious ideas that it was my fortune to absorb across a lifetime of reading and playing games.
Steel Age was built to be the game I always wanted to play in: one where the world feels true, and where words and choices carry weight because our deeds bear witness to them.
If this work gives you even a fraction of the joy that those creators gave me, I will consider a small part of that debt repaid.
Now, Dyrhal is waiting — the old empires are gone, yet the roads are still there and the watchfires still burn. Beyond their fragile light, older truths resume their place. Find them.



