Steel Age A Tragic Fantasy TTRPG
The hardback cover: the mace-bearer in charcoal on a cream label, set in the dark boards. The book open to the Omsk regional map in Appendix C. Chapter VIII open: the rules for restoring a fallen character, and a drawing of one being tended. Chapter IV open: the shield wall in charcoal facing the combat example's tables. Chapter II open: two hooded figures clasping hands, from the pages on Contacts. The page block and the red ribbon marker, the book held closed.

The Core Rules Compendium · first printing

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. 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 it was my fortune and pleasure 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, where choices carry weight, and where the company around the table goes home from a session having earned whatever they managed to keep.

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 road ahead