Steel Age A Tragic Fantasy TTRPG
The hardback on the drafting table, among the charcoal drawings it was made from. The spine: Steel Age, 1st Edition, in gold on the dark boards. Chapter I open: the Aurikronton landing in charcoal, with a journal in the rail. The opening page of Chapter II, Character Creation. Chapter V open: the shield wall in charcoal, facing the actions of a combat turn. The bestiary open: the veteran, in charcoal, facing his entry. Chapter XI open: Running the Game, and a drawing of two readers over a book. Chapter II open: a manor gate in charcoal, beside the Guild and Trade contacts. The back cover: the SA mark, and the line about struggle and a name's meaning.

The Core Rules Compendium · 1st Edition

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.

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