TEXT:  
  Characters 
  With Class 
  Twilight’s Dawn
  Twilight’s Dawn  
  Issue #1 [April 2011] 
  Are you ready for Ragnarök? 
  The Black 
  Hand Strikes! 
  Two distinct groups of 
  characters are currently 
  exploring (and play testing) the 
  lands of Rhune: Dawn of Twilight. 
  The first group meets locally (here 
  in Kuwait) and the other group 
  plays through less conventional 
  means – using the ‘play-by-post’ 
  method. 
   
  Each issue, we will showcase one of 
  their characters, complete with 
  statistics and goals.  
  The Campaign Journal: 
   
  In our very first session, our heroes gathered – at the 
  request of Misses Ari Naraheim – at her home south of the 
  Westwald. Each, having received a letter of invitation, traveled 
  for days to arrive her remote vacation home. The heroes arrived 
  to discover that not only was Ari nowhere to be seen, but her 
  once beautiful home was little more than a pile of smoking ruins. 
  Most of her windows were broken and the sturdy lock that once 
  barred her front door was smashed to bit. Without knowing who 
  was responsible, the Raila, Elissar, and Denjii quickly descended 
  upon the home and began to look for survivors…
  Continued on page 2 
  The Black Hand is a 
  bane to trade in the 
  lands west of the Old Holds. 
  Comprised of bandits, scouts, 
  and former soldiers from the 
  Kingdom of Vallinar, this 
  collective of disenchanted 
  individuals serve none but 
  themselves, raiding the weak 
  and wrecking havoc 
  wherever they ride. 
  Twilight’s Dawn is the 
  official newsletter for the Rhune: 
  Dawn of Twilight campaign 
  setting. If you hadn’t already 
  guessed from the logo directly 
  above, Rhune: Dawn of Twilight is 
  designed around the D20 
  mechanics and compatible 
  with the Pathfinder 
  Roleplaying Game. It’s not a 
  big newsletter, but hopefully 
  it’ll keep you up to date with 
  everything happening in the 
  lands of Rhune! If you’re not a 
  fan of Rhune (you should be), you 
  can still make use of the newsletter, 
  which will introduce new organizations, 
  rules, traits, Feats, spells, and NPCs on a 
  regular basis. Or at least that’s my goal. 
  Cheers, 
  Jaye Sonia, April 2011 
  Ari 
  Naraheim 
  
   
   
  2 
  Issue #1 [April 2011] 
  Are you ready for Ragnarök? 
  Players can learn about The Black Hand 
  by making a Knowledge (local) or 
  Knowledge (history) roll. 
  DC 10 – The Black Hand is a group of 
  dangerous men and women that raid caravans 
  throughout the City-States of Vallinar. 
  DC 15 – The Black Hand is a collective of thieves, 
  bandits, and smugglers that run the most of the 
  illegal activity in the City-States of Vallinar. They use 
  several of the abandoned forts in the Old Holds as 
  headquarters. 
  DC 20 – When the Second Fel Horde invaded the 
  Kingdom of Vallinar, a group of brave men and 
  women volunteered to hold the kingdom’s western 
  front. Promised supplies and reinforcements, they 
  fought bravely, even when none came. After the 
  invasion, they learned that they were betrayed by 
  their former masters and vowed, from that day, to 
  wreck havoc upon the former kingdom. These 
  survivors made a pact and founded The Black Hand. 
  DC 25 – The Black Hand has expanded its influence 
  and now works as spies, with agents in a number of 
  other influential organizations. 
  The Campaign Journal (continued) 
  Soon after entering Ari Naraheim’s home, black-
  cloaked men wielding rapiers and daggers ambushed 
  the three heroes. Each of the men danced into 
  combat, wielding their weapons with deadly 
  bravado. The heroes fought bravely at first, but soon 
  realized they were outmatched as bravery turned to 
  desperation. The battle lasted only moments, but the 
  three heroes eventually slew their ambushers, taking 
  their weapons and coin as reward. 
  Afterward, they searched the house, eventually 
  locating Ari’s basement. They lit torches and 
  descended, sweeping the rooms carefully for clues. 
  They salvaged what valuables they could find, 
  securing a finely crafted lance, sturdy hide armor, a 
  pair of masterwork glasses, an embroidered leather 
  satchel, a rapier with silver inlay, a scale mail shirt, 
  and a map of some tunnels beneath the Dwarven 
  City of Redwall. Before leaving, they discovered a 
  hidden room in the basement. Unbeknownst to the 
  group, the door to the room was trapped and Raila - 
  eager to be gone - set it off. It dealt her a horrible 
  wound, opening part of her gut. Had she 
  been less hardy, it certainly would have 
  been fatal. After quickly providing first aid, 
  the group searched the room and found 
  Ari’s research notes, tucked beneath an 
  alchemical glow globe. They secured these 
  and returned upstairs, ready to leave. 
  As they exited the house, they met the second 
  half of the ambush party. Three men, each wielding 
  light crossbows, with an additional man on 
  horseback, stood before them. All looked ready to 
  deal death. They demanded, in low common, that 
  the group surrender. The group, already injured, 
  slammed the front door closed and made for the back 
  room. 
  A second battle soon erupted, with the heroes 
  playing a deadly game of cat and mouse. Raila and 
  Elissar made for the forest, but the bandits gave 
  chase. A lucky strike by Raila brought the horse 
  down atop its rider and quickly ended the life of the 
  first bandit. A second bandit fought them in the 
  forest, but the two heroes won the day. Meanwhile 
  Denjii and his companion – a spotted grey mountain 
  lion – fought inside the burnt shell of the house. 
  Denjii fought the two bandits alone, driving one off 
  (who escaped) before retreating into a side room just 
  as Raila and Elissar arrived to help.  
  The Black Hand  
  
   
   
  3 
  Issue #1 [April 2011] 
  Are you ready for Ragnarök? 
  Campaign Traits 
  Each issue, I’m going to release a 
  number of traits that players can 
  introduce into their campaigns. 
  These traits are intended for 
  campaigns set in Rhune: Dawn of 
  Twilight, but can be used in any 
  setting. 
  Careful Tactics (Combat trait): You 
  have spent years studying defensive 
  techniques that give you a slight edge 
  in combat. Whenever you fight 
  defensively as a full round action, you 
  gain a +1 trait bonus to attacks 
  (reducing your penalty to attacks to -
  3). 
  Forest's Fleeting Shadow (Ælven 
  racial trait): You spent most of your 
  youth moving in the shadows of the 
  Moonwalde, creeping beneath its vast 
  canopy with silent precision. Over the 
  years, you have perfected this art, 
  moving much faster than others of 
  your kind. Whenever you are in a 
  forest, you do not suffer the -5 penalty 
  for moving at full speed while using 
  the Stealth skill. 
  Ancient Way of Orlog (Dwarven 
  racial trait): Using relatively 
  unknown and ancient dwarven 
  techniques, you are able to empower 
  your channeled energy. Whenever you 
  channel positive energy to harm 
  undead, you deal additional damage 
  equal to your Int modifier. 
  Faithless (Faith trait): Unlike a vast 
  majority of Midgard’s residents, you 
  don’t believe any of the stories about 
  divine wars or the end of the world. 
  Sure, there’s magic, but that’s only a 
  force that science has yet to explain. 
  It’s only a matter of time, too. You 
  gain a +1 trait bonus to Will saves 
  against divine spells. If you have or 
  gain the ability to cast divine spells (or 
  select a faith), you lose the benefits of 
  this trait. 
  Want to learn more about Rhune: 
  Dawn of Twilight? 
   
  Download Rhune:Dawn ofTwilight’s 
  Stormpunk Character Primer! 
  Visit the library here: 
  http://www.rhunedawnoftwilight.com 
   
  Ari Naraheim is a lady of many talents that grew up in 
  Haven City. Ari spent much of her youth traveling around the 
  City-States of Vallinar, learning about its history, battles, noble 
  aspirations, and tragic failures. Over time, she grew to appreciate 
  not only its vast history, but how the City-States themselves 
  played into the runic prophesy found in the Galdrdvalin. This 
  interest led to research, and at the young age of 25, Ari became 
  one of the foremost experts on runes in the City of Haven. She 
  accepted a position as a professor in Haven City University, 
  where she taught classes on a number of subjects including 
  planar travel (in theory), mathematics, alchemical biology, and 
  runic linguistics. She taught at the university for nearly 20 years 
  before retiring to her home south of the Westwald. 
   
  When she wasn’t teaching, Ari was fond of traveling, 
  brewing exotic teas, and fencing. She was a strong supporter of 
  the merchant families and a harsh opponent of the Sea Wardens, 
  whom she called ‘brigands of the worse sort.’ 
  Building your background: How do you 
  know Ari Naraheim? 
  
   
   
  Issue #1 [April 2011] 
  Are you ready for Ragnarök? 
   
  Design/Writing: Jaye Sonia 
  Art Credits: Darren Calvert, Jon Roberts, Hugo “Butterfrog” Solis 
  Legal Text:  
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
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  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that 
  have previously been designated as Open Game Content or are in the public domain are not included in this 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
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  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
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  information on the compatibility license. 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 
  2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental 
  Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Dawn’s Twilight  and Rhune: Dawn of Twilight Stormpunk Character Primer are published by Jaye’s Games 
  under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Jaye’s Games, its logo, 
  Using Hero Points 
  Both the tabletop and PbP campaigns will be using 
  the Hero Point rule explained in Chapter 8 of the 
  Pathfinder Advanced Player’s Guide. Players should 
  familiarize themselves with these rules. Additionally, 
  the following will apply: 
  • 
  You may only use 1 hero point per session 
  (or in the case of the PbP, scene). 
  • 
  You may not take Hero Point Feats without 
  prior approval from the GM. 
  • 
  You may gain additional temporary hero 
  points by the GM for performing daring or 
  heroic acts during a session (or scene). You 
  must spend these points before the encounter 
  in which they are gained is over. 
  FOR MY PLAYERS!!!  
  Our next local game is scheduled for Friday, April 22nd, 2011. It will start at 5 PM at Rick’s Villa. 
  !"#$%
  &"'$(%
  
SOURCE: textdata/thevault/Rhune/Rhune - Twilights Dawn 01.pdf