Steel Age A Tragic Fantasy TTRPG
A shield wall meeting in the press of battle.
Art to come
The shield wall
art/world.jpg

The World of Dyrhal

Dyrhal is not a land awaiting prophecy. It is a land in which survival is an achievement.

Three generations have passed since the fall of Solkaris. In the years after, Dyrhal contracted — fields went unworked, villages were abandoned, and in some regions famine took more than war did. That contraction has ended. What remains is leaner, harder and deliberate.

More than fifty independent polities stand across the continent — baronies, starostwa and jarldoms, each built around a settlement or two and the manors that ring them. All land is claimed; much of it is uncontrolled. Only what is patrolled and defended is truly possessed, and a ruler's power reaches as far as it can be enforced.

What Dyrhal holds

Glory in Dyrhal is measured in towns that endure, harvests that are not burned, and names remembered after the danger has passed.