TEXT:  
   
   
   
   
   
     The STORMPUNK
   STORMPUNK Character Primer
   Character Primer
    
  by 
  by JAYE SONIA
  JAYE SONIA
  
  The STORMPUNK Character Primer
  REQUIRES THE PATHFINDER ROLEPLAYING GAME™ CORE RULEBOOK
  by Jaye Sonia
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  iiii
  Author Jaye Sonia
  Cover Artist Nicole Cardiff
  Interior Artists Darren Calvert, Nicole Cardiff, Julie Dillon, Jonathan Roberts and Hugo Solis
  Cartography Jonathan Roberts
  Logo Darren Calvert
  Editing Bill Collins, Nerine Dorman and Jason Sonia
  Layout Stephen Wark
  Publisher Jaye’s Games
  Special Thanks: Wolfgang Baur, Darren Calvert, Nicole Cardiff, Bill Collins, Joshua Devine, Julie Dillon, 
  Thomas Dorman, Nerine Dorman, Jason Erbe, Arielle Namara, Jonathan Roberts, Tom Seymore, Hugo 
  Solis, Allison Tsatsa, Stephen Wark, Christopher Wilbanks and Rick “Where are the Tieflings?” Wright.
  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.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  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 declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of  this 
  campaign setting are Open Game Content as defined in the Open Gaming License version 1.0a Section 1(d). 
  No portion of  this work other than the material designated as Open Game Content may be reproduced in 
  any form without written permission.
  Pathfinder is a registered trademark of  Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of  Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more 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.
  RHUNE: DAWN OF TWILIGHT STORMPUNK CHARACTER PRIMER is 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, RHUNE: DAWN 
  OF TWILIGHT, and its logo are all copyright Jason Sonia, 2010. 
  Requires the PATHFINDER® ROLEPLAYING GAME CORE RULEBOOK™.
  CREDITS
  
  RHUNE
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  1. INTRODUCTION 
   
  1
  Cosmology  
  4
  Technology  
  5
  Planar Travel  
  8
  The Nine Realms  
  8
  The Elder Runes  
  11
  The Grand Galdr  
  13
  Languages  
  14
  2. RACES 
   
  15
  Ælves 
   
  15 
  Aryandai 
   
  17
  Automata  
  19
  Clockwork Elves  
  19
  Dwarves 
   
  22
  The Glitterfane 
   
  22
  Humans 
   
  24
  Racial Height and Weight Chart 
   
  24
  3. CLASSES  
  25
  Alchemist  
  25
  Barbarian  
  26
  Bard  
  26
  Cavalier 
   
  27
  Cleric  
  27
  Druid  
  27
  Fighter 
   
  28
  Inquisitor 
   
  28
  Monk  
  29
  Oracle 
   
  29
  Paladin 
   
  29
  Ranger 
   
  29
  Rogue 
   
  30    OGL                                                             45
  Sorcerer 
   
  30
  Witch 
   
  30
  Wizard 
   
  31
  4. SKILLS 
   
  32
  Craft (Clockworks)  
  32
  Knowledge (Clockworks)  
   
  33
  Clockwork Kits 
   
  34
  5. FACTIONS  
  35
  Brotherhood of the Wraith 
   
  35
  Children of Passion 
   
  35
  Clockwork Accord 
   
  35 
  Dawngard  
  36
  Gloomers  
  36
  Green Way  
  36
  Greengard  
  36
  House Scræ 
   
  36
  Order of the Grand Lodge 
   
  36
  Veiled 
   
  36
  6. RELIGION  
  37
  Rhunic Pantheon  
  37
  Alnara 
   
  38
  Dægr  
  39
  Dark Leighhanna  
  39
  D’Iessha 
   
  40
  Felashurann 
   
  40
  Felhorath 
   
  41
  Hothur 
   
  41
  Mhamnoch  
  42
  Nayadia 
   
  42
  Oridynn 
   
  43
  Velash 
   
  43
  Velluna-Akka 
   
  44
   
  S
  
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  ARE YOU READY FOR RAGNARÖK?
  RHUNE: DAWN OF TWILIGHT—THE WORLD GUIDE
  COMING AUGUST 2012
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  v
  A
  lthough I’ve worked long and hard bringing RHUNE: DAWN OF TWILIGHT
  into being, I’d be out of  place if  I didn’t acknowledge all the people who 
  have inspired, worked on or otherwise helped me keep this project in 
  perspective. 
  First, I’d like to thank my Houston gamers – Tom, Amy, Beau, Charles, David 
  and Kevin. Each of  you inspired me in your own way, whether you realize it or 
  not. Getting old school with you guys made me want to write RHUNE: DAWN OF 
  TWILIGHT.
  I’d also like to thank my NOLA gamers. Marty and Jacque deserve a special call 
  out. Rising Phoenix was a second home and made GMing fun. Of  course, gaming 
  on Halloween still worries me now…
  I’d also like to thank all of  my Sheboygan gamers. Ari, Joel, Corey, Mikal, 
  Justin, David and Tsi—while we don’t get to game often, you certainly keep me 
  on my toes when we do! Remember that it only takes one bard turned vampire to 
  build a campaign…
  Of  course, I’d be beaten senseless if  I didn’t give my gamers here in Kuwait 
  the respect they deserve. Goodness knows they’ve suffered through “Rhune this, 
  Rhune that” long enough to warrant more than an honorable mention. So, Rick, 
  Josh, David, Jason, Mimi, Steve, Stephen and Mike – this goes out to each of  
  you. 
  I’d also like to thank all of  the people who will play RHUNE: DAWN OF TWILIGHT. 
  I’m writing this for each of  you. Get your game on!
  Lastly, I’d like to thank my Dad. He’s a pain in the posterior, doesn’t particularly 
  like gaming, and is thankful I have a “real job.” If  you hadn’t guessed, he’s the 
  perfect model for a gun-slinging, grumpy old dwarf. All my love dad.
  Jaye Sonia
  July 2010
  DEDICATION
  
  vivi
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  B
  ut they weren’t, and that’s the truth. At best, they were 
  civil.” Everyone knew Lady Mikal of  Westholme’s 
  adventures.  It was no oddity to see so many of  this 
  small town packed into its sole inn to hear her story. She 
  was from the lands beyond, well traveled and seemingly 
  untouched by the normalcy in which each of  them lived. 
  When she spoke, she enchanted the dining hall.
  “They were upon us as soon as we entered their lands.  
  Even as foreign diplomats, their disdain for our ways 
  was palatable. They searched our gear thrice, questioned 
  us extensively, and then cast divinations just to be safe. All 
  before we were allowed to enter their hallowed forests! 
  Really, I couldn’t believe it,” Mikal said as she deeply took 
  a deep pull from her tankard. She smiled, pushed aside her 
  red locks, then continued.
  “Their lands were…well, we just weren’t prepared for 
  what we saw. The word majesty comes to mind, and even 
  as fitting as it might sound to my human ears, it doesn’t 
  quite do them justice. If  I had…hells, if  any of  us had 
  lacked an appreciation for their security, it vanished there 
  and then the trees were vast, towering into clear blue skies 
  that seemed to go on forever. Their homes were carefully 
  worked into the giant branches, but in such a way that they 
  seemed part of  the canopies themselves. Only the silver 
  inlay—glowing with a gentle green light—gave them 
  away.” Mikal paused, drained the rest of  her tankard, 
  then gazed off  momentarily. She brushed her locks aside 
  once again and continued.
  “We didn’t waste time there. After we met our ælven 
  contact, we cleaned, dined, and then rested for a night. We 
  traveled the very next day.”
  “Our journey into the caverns below their lands was 
  quick. As you might expect, we were bound, blindfolded, 
  and gagged before passing through their secret entrance. 
  We walked a short way before ascending stairs to a 
  platform. They led us to a machine of  sorts. I could hear 
  the soft humming of  clockworks in the background; it 
  was very subtle. We were led into another smaller room 
  and sat carefully on a soft, velvet-covered couch. I didn’t 
  realize it was a vehicle until it hissed, closed its door, and 
  then began to move.
  “The capsule we traveled in was cool to the touch—
  that much I recall—and it hummed ever so slightly as 
  we traveled. I felt slightly dizzy as it descended. The 
  speed increased to such a degree that I doubt any common 
  streetcar could dare match it. All the while, it grew damp, 
  and then suddenly, bright.
  CHAPTER ONE
  CHAPTER 
  ONE
  INTRODUCTION
  “You’d think the ælves would have been 
  friendly, with titles as exalted as 
  “The Ageless” and “The Shining Ones.”
  
  RHUNE
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  “When our ælven guides lifted our blindfolds and 
  removed our gags, we remained silent. I think Ghe’llnya, 
  our ælven companion, was in shock. The rest of  us were 
  in such a state of  awe that it took several ‘gentle’ pushes 
  to stir us. We left the capsule to step out into another 
  platform. This one, as I looked down, was made of  black 
  steel.
  “The chamber before us glowed with a golden radiance 
  that pulsed in time with our hearts. All about the periphery 
  runes glowed blue and green, in a grand circle. I thought 
  perhaps they held something at bay, some terrible thing 
  that kept the ælves forever on guard, but I later learned 
  that this magic was solely intended to stabilize the device 
  that dominated the center of  the chamber.” Mikal smiled, 
  knowing she held her audience’s attention. She let her 
  pause drag on, knowing the sweetness of  anticipation.
  The chamber itself  must have measured a half  of  a 
  mile in diameter, and measured that much again alone in 
  height, which it no doubt needed to house the device at its 
  heart. The device—which they called the Bilröst Gate—is 
  one of  several Clockwork Gates hidden on Midgard. Its 
  activation, I was told, allowed users to freely enter any of  
  the other eight realms. The realms of  Ash Lords and the 
  realms of  the Æssinyr would, with the flip of  a switch, 
  unfold before us. Of  course I asked what kept travelers 
  from using the gate to travel to Midgard, but the ælves 
  remained silent. I was assured that the ælves guarded all 
  of  the gates with ruthless determination. Nothing entered 
  …or exited, without their consent.
  “The device itself? I could only describe it as a series of  
  overlapping metal rings, each attached to a series of  rods 
  and pistons that descended into a shining metal sphere 
  that appeared to be have been halved and then carefully 
  parted—like the petals of  a flower in bloom—just below 
  the surface of  the cavern. At its heart a single, golden orb 
  floated freely, alight with blue and green energy.” 
  Mikal looked at the patrons below her, winked, then 
  stood. She wasn’t very tall, but she commanded their 
  attention with every graceful movement. She was lithe, 
  with a fey like quality, and one could easily see her serving 
  tea at court as readily as she enchanted commoners in 
  taverns. She wore her red hair short, cut just above her 
  shoulder, and let part of  it fall into her face in a deliberate 
  manner that no doubt attracted women and men alike. 
  Her attire was that of  a simple traveler, predominately 
  dark blues, highlighted in yellow and orange. A gusli, 
  alight with small glowing runes, hung at her side.
  Immediately, she spread her arms wide, holding them 
  slightly above her head. Her audience’s collective gaze 
  followed the dramatic gesture to the ceiling.
  “Then the ælves—who remained silent for most of  
  this journey—told me the sad story of  Rhune. A story 
  that, should you dine with me tomorrow, you’ll hear. 
  Ladies and gents, I must retire. I do hope to see each of  
  you tomorrow evening.” Mikal, knowing she had the 
  audience for another dramatic night, descended the small 
  stairs and headed for her room. 
  
  Chapter One: 
  Chapter One: INTRODUCTION
  3
  The next night, Mikal sat, in her customary blues and 
  yellows, on the inn’s small stage. As the audience dined, 
  she softly strummed her gusli, letting it rest on her lap. 
  She hummed to herself  as she did, keeping the tune subtle 
  and entertaining. The storyteller watched the audience, 
  knowing she must time her entrance carefully. If  she began 
  her story before they had relaxed with enough wine, then 
  they’d fill the hall with too many questions. If  she let them 
  drink too much, however, one of  them would invariably 
  doze off.  A snoring patron would kill her performance. 
  Mikal had learned that lesson the hard way. 
  She watched the waitresses pour the second round then 
  stood. Her voice washed boldly over the crowd. “Having 
  descended deep under the fabled Court City of  Ælveheim, 
  my companions and I found ourselves standing in a great 
  chamber containing one of  the Clockwork Gates. The 
  ælves, silent until this point, began their tale. 
  “They explained how this gate—and all like it—
  had been a cruel trick of  fate, a subtle jest thrust upon 
  them by the Ash Lords during the Age of  Myth.” She 
  paused, making the sign of  Velluna-Akka. Several of  her 
  audience made the sign as well.
  “They told us that, long ago, the gods had walked 
  among their kind. The Æssinyr were the Very First, the 
  beloved teachers and guardians of  the Great Tree and 
  all the heavens its branches touched. The ælves knew and 
  loved them greatly. When the Æssinyr disappeared and 
  grew silent, the ælves were distressed. Try as they might, 
  they could not commune with them. They called this the 
  Time of  Silence. It was during this time that the Ash 
  Lords—the Thrall Lords as we know them—began to 
  weave a dark enchantment that would ultimately inspire 
  Lady Y’Draah to build the Bilröst Gate.
  “I was told that Lady Y’Draah was both a famous 
  astronomer and a priestess, beloved of  the people and 
  respected for her wisdom. Her faith, up until the Time of  
  Silence, was unquestionable. But that silence changed her. 
  Her faith turned to a passion that the other ælves did not 
  understand. She began to spend great hours meditating 
  in an abandoned stone chamber, contemplating strange 
  angles and planar travel—ultimately seeking new ways 
  to reach the gods. It was here that she conceived the 
  Bilröst Gate.” Mikal stopped, accepted a tankard from 
  the barmaid, and drank deeply. 
  “Her ideas were radical and met with much questioning. 
  She argued that the celestial realms she studied had 
  undoubtedly changed. This she believed signaled trouble. 
  She feared unholy, unnatural forces were preparing to 
  assault the Great Tree and that the ælves, as a people, 
  would need to come to its defense. The ælves, swept up in 
  her passionate speech, agreed.
  “It took decades, but the ælves eventually completed the 
  complex series of  gates. Y’Draah gathered her workers, 
  the soldiers who would accompany her, and prepared to 
  pass through the gate. She set the timer and activated it. 
  But as the gate began to move something unexpected 
  happened. The ælves closest to it began to grow pale, 
  their life force draining from them to power it Y’Draah 
  rushed to the gate and tried to deactivate it, but as she did, 
  ælves continued to fall. Those who could, fled, sealing 
  Y’Draah and her loyal followers in the chamber.
  Yet Lady Y’Draah was ultimately unable to 
  deactivate the gate. Finally, and only after many ælves 
  died, it stabilized. Those who still lived, seeing little 
  other options, passed through the gate alongside Lady 
  Y’Draah. What they learned in the realms beyond 
  chilled them to the bone, bleaching their skin and, 
  ultimately, stole their immortality. When they finally 
  returned, their kin were at a complete loss. Not only 
  had they changed physically, but they had embraced a 
  whole new philosophy. They spoke of  a war in heaven, 
  of  gods that would never again walk with them, and 
  of  a need to prepare for the final battle.”
  Mikal straightened, drank more from her tankard, 
  and continued. 
  “The ælves tell me this is when Rhune, as we know 
  it today, sprung into being. The Bilröst Gate was a 
  nefarious trick they eventually renamed the Ragnarök 
  Clock. Try as they might, they were—and still are–
  unable to stop the device. They watched in horror as it 
  slowly began to count down.
  “Of  course, Lady Y’Draah and her followers were 
  banished from Ælveheim, forced to wander the face 
  of  Midgard an aging and disconnected people. They 
  eventually made peace with their fate, transforming 
  their mortality into a passion to conquer their physical 
  limitations through the same technology that doomed 
  them. After doing so, they brought their message to the 
  dwarves, to the aryandai, and eventually to us.
  “Our journey out of  Ælveheim was as quick as our 
  journey inward. We were escorted by ælves the whole 
  way, stopping infrequently to rest. Finally, we reached 
  the eastern edge of  their lands and they returned our 
  gear.”
  Mikal stood, descended the stairs, and walked into 
  the center of  the hall.
  “The rest you know,” she said as she curtsied to her 
  audience.
  Summer, ~513
  Summ
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  4
  COSMOLOGY: 
  THE SUN AND SEASONS
  M
  idgard has a relatively normal (earthlike) 
  physical cosmology. Its single sun—
  Heidhra—rises in the east each day, setting 
  in the west only after its single moon—Mhyr—comes 
  into view. This is a daily occurrence that lengthens 
  as spring stretches into summer, shortening again 
  in the fall. As summer approaches, Heidhra appears 
  to grow slightly larger (as Rhune rotates closer 
  to it). In general, Heidhra’s passage through the 
  sky marks the passing of  the seasons, with winter 
  ending on the first day of  the month of  Lenzme. 
  Spring continues for three months, with summer 
  beginning on the first day of  Waldma. It continues 
  for three more months, ending on the first day of  
  Todma. Fall’s three months end with the first sign 
  of  snow. This generally occurs in early Ashma, but 
  can occur as early as the last week of  Vellama. 
  The thirteen months and their meanings are: 
  Dawsma (Storm’s End), Ostaren (Hare’s Hide), 
  Lenzme (The Seeding), Shudmu (First Green), 
  Undmid (Under Wake), Waldma (Spring’s End), 
  Leichru (First Heat), Siebhi (High Heat), Todma 
  (Death’s End), Vaterma (Growth’s End), Vellama 
  (Last Harvest), Ashmu (First Snow), and Festfir 
  (Festival’s Fire). 
  Each month divides evenly into four-week periods, 
  each seven days long. The year is 364 days long. 
  The normal workweek lasts six days from spring 
  until fall, with a single day for rest. In winter, this 
  workweek shortens to four days and the weekend 
  lengthens accordingly. The days of  the week are: 
  Firstday, Myhrday, Thulsday, Weansday, Thornsday, 
  Ashday, and Restday. 
  Mhyr is visible most of  the month, slowly waning 
  from the beginning of  each month until disappearing 
  completely mid-month. It remains invisible for 
  two to three days before waxing again. It reaches 
  its fullness at the end of  each month. While Mhyr
  remains yellow primarily, its shade shifts to a light 
  blue during the winter months.
  While countless stars decorate Rhune’s starry 
  night, several notable constellations guide travelers 
  and intrigue scholars. Primary among these are 
  the Seven Stars of  Oridynn, a series of  unnaturally 
  bright stars in the northern sky that resemble a 
  tree. The Chalice brightens the southern sky, the 
  lowest star hanging lazily over the horizon. The 
  constellation Arbiter is composed of  nine stars that 
  resemble a quill resting on a heart. It hangs low 
  R
  HUNE: DAWN OF TWILIGHT is a campaign 
  setting designed for THE 
  PATHFINDER 
  ROLEPLAYING GAME that combines elements 
  from traditional steampunk, planar travel and Norse 
  mythology. 
  At its heart, RHUNE: DAWN OF TWILIGHT is a 
  world counting down the days until its ruin—a 
  land desperately in need of  heroes. Competing 
  factions, each with very distinctive views about 
  Ragnarök, prepare for the inevitable. These factions 
  bypass racial boundaries and national borders alike, 
  creating distinctive groups with highly focused 
  agendas. Some, like the Clockwork Accord, race to 
  stop the Ragnarök Clock, hoping to use technology 
  to bend the lands of  Rhune to their will. Others, 
  like the ælves and their druid allies, shun technology 
  and actively work to return all of  Midgard to its 
  natural state. Groups like the Dwarves of  Redwall 
  embrace the inevitable conflict and prepare for the 
  final battle; training day and night for the greatest 
  war they will ever fight. 
  Players exploring the lands of  Rhune will face 
  singular challenges on Midgard, as well as on the 
  other eight realms making up the Great Tree. From 
  the frozen wastelands of  the north to the shadowy 
  realms of  Nachtland, players will explore lands of  
  dark angles and strange realms overlapping both 
  time and space. Some will do so as champions of  
  ancient, noble gods. Others will serve as cultists to 
  renegade godlings. Some will move forward their 
  own agendas, as well.
  Players exploring RHUNE: DAWN OF TWILIGHT 
  will find ample opportunities to examine traditional 
  character roles while simultaneously approaching 
  social issues all too familiar to the modern world. 
  Players may advocate philosophies and ideologies 
  familiar to them, while still enjoying the action THE 
  PATHFINDER ROLEPLAYING GAME rules encourage.
  Will you take the side of  the dwarves and 
  clockwork elves to champion technology? Will you 
  be one of  the self-awakened? Will you take the side of  
  the ælves and their druid allies, working to actively 
  return much of  Midgard to its pre-industrial state? 
  Or will you side with the glitterfane, pacifist healers 
  dedicated to spreading Alnara’s mercy? 
  How will you face the Thrall Lords and their 
  barbaric servants? As an ally or enemy?
  
  Chapter One: INTRODUCTION
  INTRODUCTION
  5
  in the northern sky. The Ashlord is easily the most 
  northern constellation, hanging high in the sky. Its 
  brightest star is called the Blue Star, notable for its 
  size and color. Twelve additional stars make up this 
  constellation. The Golden Hammer has eight stars 
  and is visible only during the fall and winter. It 
  dwells in the eastern corner of  the northern sky. 
  The newest, and likely most mysterious of  stars, 
  is the Heart Star, which appeared shortly after the 
  rune Gebo was discovered in -731
  TECHNOLOGY: 
  A DIVIDING LINE…
  A
  ll across Midgard, the level of  technology 
  varies. In the east, specifically in the City-
  States of  Vallinar and Redwall, technology 
  is roughly equal to 19th-century earth, although 
  not as widespread. Textiles, steam power, machined 
  tools, and alchemical solutions are all prevalent in 
  the major eastern cities—something some citizens 
  take for granted when heading west. In the smaller 
  towns, pre-industrialization still remains the norm, 
  although regular commerce with the larger cities is 
  quickly ending this. Even electricity exists, albeit 
  only in rare—and sometimes unreliable—instances 
  where individuals can afford the steam-generators 
  and the expensive lights they power.
  In addition, travel is fairly safe within the City-
  States. Railways connect most of  the major cities and 
  roads connect nearly all of  the smaller towns and 
  villages. Only the most distant towns and hamlets 
  cannot make these boasts. 
  It is this expansion of  technology, however, that 
  divides Ælveheim from its eastern and western 
  neighbors, as both Rhuneheim and the City-States 
  of  Vallinar embrace technology. Between Witch 
  Hill and the Forgestone Mountains, technology is 
  far less apparent. Throughout Ælveheim, it is all but 
  invisible. Most attempts to establish technological 
  bases directly bordering the ælven nation—for 
  whatever reasons—have met with tragedy. 
  Most of  the “civilized” races consider the ælves 
  and their allies to be savages because of  this. Of  
  course, the feeling is mutual. The ælves and their 
  allies blame technology (and those that use it) for 
  the wrongs of  the world. They consider everything, 
  from the Ragnarök Clock to the blasted fields 
  in northern Midgard, the effects of  unnatural 
  advancements.
  RED MITHRAL
  RED MITHRAL IS AVOIDED BY MOST 
  SPELLCASTERS in Rhune. While alchemists 
  use it to make blast powder, it is highly 
  resistant to magic. Because of this, some 
  wizards prize it as a material component 
  for the spell dispel magic. Most arcanists 
  avoid it, fearing that even a light dusti ng 
  might disenchant prized magical items, 
  scrolls, and poti ons. 
  advancements.
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  6
  Other races, like the aryandai and the glitterfane, 
  generally do not concern themselves with technology. 
  Most accept the inevitability of  Ragnarök and 
  actively work to prepare for it, regardless of  where 
  blame should be placed. 
  In eastern Midgard, guns are uncommon, 
  expensive and highly sought after. They are more 
  common among the dwarves, whose priesthood 
  (especially the Priest-Engineers of  Old Forge 
  Father), military, and nobility wield them as symbols 
  of  authority. In the City-States of  Vallinar, they are 
  less common. Only decorated military units and the 
  affluent own them, and even they find ammunition 
  hard to come by.
  In western Midgard, guns are incredibly rare. 
  Rhuneheim boasts a few, but beyond their borders, 
  they are nearly non-existent. In Ælveheim, guns are 
  forbidden. Guns are sometimes found in the small 
  stretch of  land between Ælveheim and the City-
  States of  Vallinar, but this is incredibly rare.
  While several types of  guns are found throughout 
  Midgard, the following are the most common.
  BLACKSTEEL HOLDOUT PISTOL
  Harriden Blacksteel, a dwarven rogue from a remote 
  outpost in the Redwall Mountains, designed this pistol 
  for close-quarter ﬁ ghting. Crafted from dwarven cold 
  steel, this pistol is famous for its dark color and cool 
  temperature. This pistol holds one normal or special 
  round.
  Requirement to wield: Exotic Weapon Proﬁ ciency 
  (pistol).
  DWARVEN GREAT PISTOL
  Known as “The Defender,” many bodyguards, cavaliers, 
  and military ofﬁ cers favor this ﬁ rearm Large by most 
  standards, this pistol is impossible to conceal and those 
  who wield it wear it openly. This pistol holds six normal or 
  special rounds.
  Requirement to wield: Exotic Weapon Proﬁ ciency 
  (heavy pistol).
  DWARVEN HAMMERLOCK
  This riﬂ e was designed by Garn ‘Trollbane’ Stonefuhr 
  to stop the largest creatures. The biggest and heaviest 
  of dwarven designs, this riﬂ e packs a punch that even 
  the Grey Trolls of the Icewall Mountains ﬁ nd hard to 
  withstand. This riﬂ e holds two normal or special rounds.
  Requirement to wield: Str 16, Exotic Weapon 
  Proﬁ ciency (heavy riﬂ e).
  DWARVEN STINGER
  The Stinger is the standard for dwarven pistols and 
  sees widespread use among the dwarven military.  It is 
  famous for its reliability and accuracy, although it lacks 
  the punch of heavier weapons This pistol holds four 
  normal or special rounds.
  Requirement to wield: Exotic Weapon Proﬁ ciency 
  (pistol).
  HAMMERFALL STRIKER
  Dwarven hunters use this short-range riﬂ e, especially 
  in remote dwarven outposts. While it packs less punch 
  than other riﬂ es, its reduced weight makes it a popular 
  ﬁ rearm. This riﬂ e holds two normal or special rounds.
  Requirement to wield: Exotic Weapon Proﬁ ciency 
  (riﬂ e).
  REDWALL WARBINE
  Designed to take down heavily armored enemy troops, 
  the Redwall Warbine is one of the few riﬂ es designed 
  around the shattersteel round. Not surprisingly, this riﬂ e 
  is relatively rare and is never found outside of dwarven 
  lands. This riﬂ e holds six normal or special rounds.
  Requirement to wield: Str 14, Exotic Weapon 
  Proﬁ ciency (pistols).
  
  Chapter One: 
  Chapter One: INTRODUCTION
  INTRODUCTION
  7
  REDWALL CUTTER
  This heavy riﬂ e has more in common with portable 
  cannon. It ﬁ res a specially prepared chain that, upon 
  clearing the barrel, unravels and rips through everything 
  in its path. This heavy riﬂ e holds a single round.
  Requirement to wield: Str 18, Exotic Weapon 
  Proﬁ ciency (heavy riﬂ e).
  SCATTERGUN
  Known as the ‘Tunnel Cleaner’ (or ‘Cleaner’ for short), the 
  scattergun is a short-range riﬂ e that ﬁ res a cone of high 
  impact shrapnel. Used exclusively by the dwarves, it is 
  commonly found in their subterranean tunnel systems. 
  The scattergun holds a single scattergun round.
  Requirement to wield: Exotic Weapon Proﬁ ciency (riﬂ e).
  SCOUT’S HALF RIFLE
  Deric Tre’Esmarc invented this riﬂ e. It is popular 
  anywhere frontiersmen might venture. It is the most 
  common riﬂ e in and around the City-Sates of Vallinar. 
  This riﬂ e holds four normal rounds.
  Requirement to wield: Exotic Weapon Proﬁ ciency (riﬂ e).
  VALLINAR ASSAULT WARBINE
  Clan Felbane designed and offered this riﬂ e to the 
  Dawngard as a sign of uniﬁ cation between the people of 
  the City-States and Redwall. This riﬂ e is relatively new, 
  very accurate, and holds six normal or special rounds.
  Requirement to wield: Exotic Weapon Proﬁ ciency 
  (heavy riﬂ e).
  VALLINAR LONG RIFLE
  A lighter, long-range variation of the assault warbine, this 
  riﬂ e is relatively rare in the City-States of Vallinar. This 
  riﬂ e holds a single cold steel or normal round.
  Requirement to wield: Exotic Weapon Proﬁ ciency (riﬂ e).
  VALLINAR NOBLE
  This small, compact pistol was designed to provide 
  a concealable form of self-defense. Known as the 
  “gentleman’s agreement” in and around the City-States, 
  this pistol is incredibly popular. It holds a single cold steel 
  or normal round.
  Requirement to wield: Exotic Weapon Proﬁ ciency 
  (pistol).
  Ranged Weapons (martial)
  Cost
  Dmg (s)
  Dmg (m)
  Critical
  Range
  Weight
  Type
  Blacksteel Holdout Pistol
  350 gp
  —
  1d6+1
  x 2
  50 ft
  5 lbs
  P
  Dwarven Great Pistol
  750 gp
  —
  2d4+1
  max dmg
  40 ft
  8 lbs
  P
  Dwarven Hammerlock
  1200 gp
  —
  1d12+2
  max dmg
  120 ft
  18 lbs
  P
  Dwarven Stinger
  320 gp
  —
  1d6
  19-20/x 2 
  60 ft
  6 lbs
  P
  Hammerfall Striker
  840 gp
  —
  2d4+2
  max dmg
  80 ft
  8 lbs
  P
  Redwall Warbine
  1480 gp
  —
  2d6+4
  max dmg
  150 ft
  12 lbs
  P
  Redwall Cutter*
  1540 gp
  —
  2d10
  19-20/x 2
  60 ft
  24 lbs
  S
  Scattergun**
  650 gp
  —
  3d4
  x 2
  30 ft
  8 lbs
  P
  Scout’s Half Riﬂ e
  550 gp
  —
  1d10
  x 2
  90 ft
  6 lbs
  P
  Vallinar Assault Warbine
  800 gp
  —
  2d8
  max dmg
  140 ft
  12 lbs
  P
  Vallinar Long Riﬂ e
  950 gp
  —
  1d6
  x 2
  180 ft
  9 lbs
  P
  Vallinar Noble 
  450 gp
  —
  1d4+2
  x 2
  50 ft
  3 lbs
  P
  *The Redwall Cutter ﬁ res a single chain in a straight line up to 60 ft. If the chain hits the ﬁ rst target, but does not kill them, it stops in the targets square and 
  does not continue to travel. If the chain misses the ﬁ rst target or destroys it completely when it hits, continue to resolve additional attacks behind that target 
  in a straight line as the chain moves onward. Continue to do so until it either stops (hits, but does not destroy a target) or travels its full distance.
  **The Scattergun attacks all targets in a 10’ cone. Roll once and resolve each attack against the single attack roll.
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  8
  AMMUNITION
  There are four types of commonly found ammunition in 
  southern Midgard. The ﬁ rst is the standard round called 
  a “normal.”  It is used almost universally in the City-
  States of Vallinar and by the Dwarves of Redwall. Normal 
  rounds are hot when ﬁ red and cauterize the wounds they 
  cause. Of all the rounds, these are considered the most 
  humane. Normal rounds cost 2 gp apiece for pistols, 4 gp 
  apiece for riﬂ es. Masterwork rounds cost 8 gp apiece for 
  pistols and 10 gp apiece for riﬂ es.
  The second type is far less common. Crafted from cold-
  forged steel, it is called a “cold.” Unlike normal rounds, a 
  cold round quickly cools after leaving the gun and causes 
  bleed damage, dealing 1 point of damage per round. 
  Once a successful Heal check stabilizes an individual, 
  this bleed damage stops (DC 15, as per First Aid). Cold 
  rounds cost 5 gp apiece for pistols and 9 gp apiece for 
  riﬂ es. Masterwork cold rounds cost 11 gp apiece for 
  pistols and 15 gp apiece for riﬂ es.
  The third type is called a shattersteel round, but is 
  more commonly called a “shatter” round. They break 
  apart (internally) when they enter a target, maximizing 
  the damage they cause. Shattersteel rounds deal an 
  additional 1d3 points of damage upon impact. Most 
  shattersteel rounds are incredibly difﬁ cult to remove, 
  adding a +5 DC to the Heal check required to extract 
  them. Shattersteel rounds cost 8 gp apiece for pistols and 
  10 gp apiece for riﬂ es. Masterwork shattersteel rounds 
  cost 14 gp apiece for pistols and 16 gp apiece for riﬂ es.
  The last type of round is called a smoke slug. Smoke 
  slugs, or “greys” contain small doses of a highly caustic 
  alchemical solution that turns to acid when mixed with 
  humanoid blood. Smoke slugs cause an additional 1d4 
  points of damage upon impact, and deal an additional 
  point of damage per round. Smoke slugs give off a 
  distinct smell that can be recognized with a Perception or 
  Heal check (DC 17). Smoke slug rounds are not available 
  for pistols; they cost 12 gp apiece for riﬂ es. Masterwork 
  smoke slugs cost 18 gp apiece.
  PLANAR TRAVEL: 
  NINE REALMS TO EXPLORE…
  P
  lanar travel should be rare and special in 
  RHUNE: DAWN OF TWILIGHT. While planar 
  travel is possible, leaving Midgard is a 
  dangerous task that commands special attention. 
  Only the most powerful runic masters—known as 
  vitkarr—are able to “Walk the Tree” and even they 
  rarely do. Most realize, in their wisdom, that the 
  celestial realms are as deadly as they are majestic 
  to the uninvited. Those vitkarr who elect to travel 
  to the realms beyond Midgard must do so through 
  either great personal sacrifice or by using one of  
  the very rare Clockwork Gates, (most of  which are 
  hidden). Doing either grants access to any number 
  of  the nine realms, although sometimes travelers do 
  not arrive at the destination sought. 
  Some of  the Thrall Lords’ servants also travel 
  the nine realms, although their travels are generally 
  restricted to Grimhæm, Neinferth, and Niflæheim. 
  Mortals traveling to these realms are known “Walk 
  the Night Side” and often find death as a result. 
  Those with the luck, stamina, and will to survive 
  that journey come back changed, altered by forces 
  alien to Midgard. 
  The Nine Realms
  The Great Tree is composed of  nine distinctive 
  realms, each represented by a part of  the tree 
  and the potential it holds. Some of  these realms 
  exists slightly askew of  Midgard’s flow of  time, 
  representing dark futures or ideal pasts. Others, like 
  Briglæss, are simply homes to the Æssinyr and their 
  servants. 
  MIDGARD
  The Middle Court. To planar travelers—who are 
  rare in Rhune—it is commonly known as the prime 
  material plane. To the people of  Rhune, however, 
  it is simply “here and now.” Midgard is home to a 
  number of  races, including the humans, the dwarves, 
  the ælves, the aryandai, and the glitterfane. 
  Midgard anchors the flow of  time. Everything 
  that comes to pass here subsequently radiates 
  outward, strengthening or weakening the other 
  realms accordingly. Within Rhune’s cosmology, the 
  trunk of  the Great Tree represents Midgard.
  BRIGLÆSS
  The Glimmering. This is the realm of  Alnara. Gentle 
  streams, rolling fields, and gentle forests fill this 
  place. While architecture is rare, the few monuments 
  that do exist tend to be light and flowing, employing 
  thin arches and even thinner spires. At the heart of  
  the realm rests Alnara’s Celestial Court, an open 
  amphitheatre filled with fey creatures of  all sorts, 
  including her beloved glitterfane. 
  As a place of  wisdom and foresight, this realm 
  represents the enlightened victory at Ragnarök, 
  with the servants of  the Æssinyr sundering the 
  enemy’s will to fight before the conflict comes to a 
  violent climax. 
  
  Chapter One: 
  Chapter One: INTRODUCTION
  INTRODUCTION
  9
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  10
  10
  Those who seek forgiveness or seek to undo their 
  terrible deeds before death, especially in Alnara’s 
  name, often earn a place here in the afterlife. 
  NACHTLAND
  The Shadow. This realm is the dark reflection of  
  Midgard and home to Dark Leighhanna, who rules 
  from her hidden Black Court. 
  Nachtland is a strange, haunted place that 
  mirrors much of  Midgard in twisted and malignant 
  ways. The realm’s architecture is in various states 
  of  decay, when not ruined altogether. A monument 
  that stands fast in Midgard very well may lie toppled 
  here. What’s worse, the sun never really rises in 
  Nachtland. Instead, an endless half-light permeates 
  the realm, casting everything in the grey dullness 
  of  unnaturally long shadows. Over time, even the 
  sounds of  life become nothing more than muted 
  whispers.
  Although this realm occupies the same place in 
  the time stream as Midgard, time appears to pass 
  slower here.
  NEINFERTH
  The Void. Alien dreams and lost desires fill this empty, 
  ethereal realm. It is the source of  the Thrall Lords’ 
  power. A place of  entropy and decay, Neinferth is 
  the only realm not directly connected to the Great 
  Tree. Instead, it occupies the distant, dark space 
  around the Great Tree, its boundaries marked by 
  the Great Tree’s failing light.
  Few among the Æssinyr dare to travel here, for 
  fear that whatever changed their children might also 
  corrupt them, and eventually, change them. Those 
  mortals brave—or insane—enough to venture 
  out into this dark realm are likely to meet with an 
  even darker fate: Felashurann hunts here.
  Many believe that the Ghoul Stone that hovers 
  above the Ruined Cities draws its power directly 
  from Neinferth, acting as a conduit for this twisted 
  realm.
  GRIMHÆM 
  The Fel. This is the home of  Felhorath and the 
  dark future that awaits Rhune should the Thrall 
  Lords win Ragnarök. 
  Filled with burning and smashed ruins, 
  Grimhæm is a hell-swept wasteland of  slavery, 
  rape and cannibalism. Giants roam this realm, 
  feasting on the weak and maddened, casting their 
  wicked spears into anything that tries to escape. It 
  is a realm where the strongest sacrifice the weak 
  to survive, familiar ties dissolve, and nothing but 
  the fires of  chaos rule the day.  
  TIEFERHÆM
  Deep Hold. War and progress poison this realm. 
  Tieferhæm represents a dark, costly win for the 
  Æssinyr and their followers.
  This realm is all but broken. Only a handful of  
  havens offer refuge to the survivors of  Ragnarök. 
  Clockwork technology is highly advanced here. 
  Most of  it turns toward violence and few enjoy 
  what it might have wrought in more peaceful 
  times. 
  Here, humans, clockwork elves, dwarves and 
  those other noble races lucky enough to survive, 
  struggle to rebuild. They work in a ruined 
  landscape wiped clean of  the dark races that 
  rained down fire and death on this once proud 
  land. This is a realm lost to the ælves, who have 
  all but perished.
  This is the home of  Velash, who plans Rhune’s 
  rebirth from deep in Grand Hold, last refuge of  
  the dwarves.
  THODHEIM
  Hel. This is the realm of  the D’iessha, where only 
  the dead dwell. 
  Thodheim is a realm divided. The Red Queen 
  usurped most of  this traditional resting place of  
  the dead, turning it into her personal workshop 
  to plan the death of  everything in Rhune, her 
  siblings included, at Ragnarök. In this capacity, it 
  represents the worst sort of  future, with nothing 
  Nine realms I see, 
  afar and wide,
  Nine realms that lie,
  revealed to my one good eye.
  Nine realms and ti mes,
  which might not be.
  Unless with honor,
  the runes we read.
  The Great Tree reveals.
  ~27th-29th stanzas
  THE SONG 
  OF ORIDYNN
  
  Chapter One: 
  Chapter One: INTRODUCTION
  INTRODUCTION
  1111
  surviving the complete and utter destruction of  all 
  life in Rhune. A majority of  the realm reflects this 
  hate-filled future, and it is a bane to all.
  Smaller, hidden pockets shelter the dead the 
  Æssinyr haven’t claimed, each awaiting their place 
  in Ragnarök. In these pockets, Thodheim maintains 
  its original identity, a place of  primordial, punishing 
  fire.
  NIFLÆHEIM
  All-Winter. Forbidden to all of  the Æssinyr, and 
  nearly all of  the Thrall Lords, Niflæhem is a frozen 
  realm encased in primordial ice.
  Mhamnoch stirs here, caught in a lucid dream, 
  awaiting All Winter. This realm mirrors a Midgard 
  seized by endless winter, where glaciers slowly 
  clutch the once proud cities and barren lands starve 
  the ill prepared. It is a white, bitter, and cold place 
  in which heat and life slowly ebbs from all but the 
  strongest. 
  The giants of  winter dwell here, slumbering 
  amongst the treasures of  the Thrall Lords and their 
  servants. 
  SOMMERFÆTH
  The Forrest Unburning. Hidden in the heart of  the 
  Great Tree, this is the home of  the Æssinyr and 
  their most trusted servants. 
  Untouched by the shadow of  Ragnarök, this 
  realm is a place of  primordial beauty. Its forests 
  are vast and green, its mountains tall and proud, 
  and its waters pure and deep. While much of  the 
  realm is untouched by civilization of  any sort, each 
  of  the Æssinyr has courts here. These courts vary 
  according to their tastes, and all of  them remain 
  hidden to everyone but their most trusted followers. 
  Dægr, Hothur, Oridynn, Nayadia, and Velluna-
  Akka all dwell here, planning for the eventuality 
  of  Ragnarök and how they might best guide their 
  children through the coming war. 
  THE ELDER RUNES
  R
  HUNE: DAWN OF TWILIGHT has several pivotal 
  concepts that drive it as a setting. The 
  runes are one of  the most important. While 
  technology represents the various mortal races’ 
  desire to reach the stars and to win Ragnarök, 
  many—like the dwarves—believe it directly ties to 
  the runes, and by extension, the gods themselves. 
  The runes are both mysterious and prophetic, 
  gifts from the ancient gods to the ælves, dwarves, 
  giants and men. The runes are divided equally into 
  three groups of  eight. These are the World Runes, 
  the God Runes, and the Heart Runes. According 
  to legend, Oridynn placed the World Runes in the 
  secret places of  Midgard for the heroes of  the world 
  to discover. He hid the second set of  runes among 
  the stars and in the secret places of  the Great Tree, 
  for the wise to find. Finally, he hid the last group in 
  the hearts of  men, to be discovered in the final days 
  before the Great Winter. 
  While some of  the Thrall Lords’ servants have 
  runes, many believe they are corrupt, twisted 
  versions of  the originals. The original 24 Elder 
  Runes, and what they mean in RHUNE: DAWN OF 
  TWILIGHT, are described below.
  FEHU (WORLD RUNE)
  Rune of  Wealth: “And from Midgard the Dwarves 
  did bring treasures untold. And with forges red and 
  bright did they turn them into art of  mithral and 
  gold. And the kings and princes bore them with 
  pride. With these little treasures did men ride.”
  THE RUNES ARE BASED ON THE ELDER 
  FUTHARK, an ancient Germanic runic 
  alphabet. 
  This 
  alphabet 
  existed 
  between the 2nd and 8th centuries CE, 
  and unlike the Younger Futhark—which 
  was used conti nuously in Scandinavia 
  from the late 8th century on—was 
  rediscovered in the 19th century. 
  Players and GMs looking to enrich their 
  games might ﬁ nd The Poeti c Edda and 
  Prose Edda, as well as countless books 
  about Runology to be beneﬁ cial.
  RUNES OF RHUNE
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  12
  12
  URUZ (WORLD RUNE)
  Rune of  the Wild Beast: “The Wild Aurachs, roving 
  through bog and moor. Tearing at the underbrush, 
  raging wild and free, the great beasts tore the land 
  with their mighty horns.”
  THURISAZ (WORLD RUNE)
  Rune of  the Giants: “The faithful of  the Thrall Lords 
  come swinging mighty hammers. They make war 
  on men and they make war on the Æssinyr. They 
  make war on the Heavens, cursing all with blows 
  from their mighty clubs.”
  ANSUZ (GOD RUNE)
  Rune of  the Sovereign God: “The All-Father smiled 
  and the Sun and Stars were born. The All-Father 
  smiled and buried in the earth the secret runes. 
  The All-Father smiled and the sun burst aflame. 
  The Lord of  Light and of  the Deep Places, eternal 
  remains.”
  RAIDHO (HEART RUNE)
  Rune of  the Journey: “They have journeyed near and 
  they have traveled far. By horse, by wagon and by 
  boat do they search Midgard, ever expanding. Ever 
  onward they journey, ever onward they journey.”
  KENAZ (HEART RUNE)
  Rune of  the Torch: “The Flame of  Inspiration is the 
  torch of  the hallowed hall. In every kingdom and in 
  every noble place, it burns bright. By the will of  the 
  heroes it burns ever brighter.”
  GEBO (HEART RUNE)
  Rune of  the Hidden Gift: “In the secret places of  
  Midgard and in the secret places of  the stars, 
  they hid the gifts. Gifts for the ælves, gifts for the 
  dwarves, and gifts for the men. They hid the gifts of  
  beauty and the gifts of  darkness in strange forests.”
  WUNJO (GOD RUNE)
  Rune of  Joy: “Ever happy is he that knows harmony. 
  Ever joyful is the hero who does the good. Ever 
  happy is the clan that does not bend on broken knee.”
  HAGALAZ (WORLD RUNE)
  Rune of  Midgard: “For all the World is hidden in the 
  seed of  the hailstone, the dawn of  winter. From the 
  Great Tree does the world spring, and to the World 
  does the Great Tree go in the dawn of  twilight.”
  NAUTHIZ (HEART RUNE)
  Rune of  Struggle: “Great need commands the hero to 
  rise above the common man. To search the ancient 
  places, to uncover the way, and to stand like a shining 
  one in the final days.”
  ISA (GOD RUNE)
  Rune of  Ice: “In stillness and dark, beyond death and 
  the pale, the Long Winter’s reign prevails. With the 
  coming of  fire, the landscape is changed, but the 
  secrets of  winter forever remain.”
  JERA (WORLD RUNE)
  Rune of  the Seasons: “From spring to summer and 
  back again, the sun does wax and wane forever. 
  Until the Long Winter takes all of  Midgard, so will 
  the seasons mark the passing.”
  EIHWAZ (HEART RUNE)
  Rune of  the Great Tree: “Its roots dig deep into the 
  realm under Midgard. Its limbs climb toward the 
  Heavens. It stands betwixt and between the all 
  and the nothing. It stands on the horizon of  dusk 
  eternal.”
  PERTHRO (GOD RUNE)
  Rune of  the Deep Well: “Buried deep in the darkness, 
  it is the source of  many mysteries. From this well, 
  the Æssinyr draw inspiration. Into this well men 
  and skalds gaze, seeking to know.”
  ELHAZ (HEART RUNE)
  Rune of  the Bridge: “It joins places, rent from birth 
  or war, and brings servants to their masters. It 
  connects the heavens to Midgard, and promises men 
  many journeys.”
  SOWILO (GOD RUNE)
  Rune of  the Sun: “Ever bright the sun does shine, 
  leading the way for those who seek perfection. Ever 
  bright the sun does shine for the humble farmer, able 
  soldier, and pious warden. Ever bright the sun does 
  shine, on all of  Midgard and beyond. Dægr smiles.”
  TIWAZ (GOD RUNE)
  Rune of  the Star: “The Star shines and lights the 
  way, by night but not by day. Alnara rules Heaven’s 
  night, and all her creatures smile. In dancing and in 
  drinking, from dusk until the dawn, all under the 
  star, her justice is on the hearts of  every noble.”
  
  Chapter One: INTRODUCTION
  INTRODUCTION
  13
  13
  BERKANO (GOD RUNE)
  Rune of  the Triple Goddess: “Nayadia in the chalice, 
  Alnara of  the ælves and night’s secret embrace. She 
  is ever the lover, to kindred and kin alike. Velluna-
  Akka is her vengeance, when she is angered and out 
  of  sorts.”
  EHWAZ (WORLD RUNE) 
  Rune of  the Horse: “Upon the plains and the fields 
  the many run, spirit of  the earth in their bones. 
  Before men walked Midgard, the horse was a noble 
  creature still.”
  MANNAZ (HEART RUNE)
  Rune of  Men: “Of  runes and men so do the skalds 
  sing, children of  the Noble Æssinyr, ever onward 
  do they spring. After dwarves and ælves, men did 
  come. To stand like stones in the river of  chaos, to 
  turn back the Fel Horde at the end of  a long winter.”
  LAGUZ (WORLD RUNE)
  Rune of  the Deep Water: “They are buried in chaotic, 
  cold places. Ever changing drowned in its depth. It 
  is a constant that even Mhamnoch fears.”
  INGWAZ (GOD RUNE)
  Rune of  the Temple: “Held high in his honor, the 
  Great Builder builds. He crafts day and night, for 
  the perfect place, to honor the Æssinyr above men. 
  A sanctuary comes into being.”
  DAGAZ (WORLD RUNE)
  Rune of  the Day: “Bright comes the sun, the light 
  of  morning to cheer our faces. He warms the earth 
  and makes her green with joy. He burns those that 
  anger him.”
  OTHALA (HEART RUNE)
  Rune of  the Old Lands: “From the Old Lands we 
  come. From deep mountains, ancient seas, and cold 
  ground we hail! Our hearts shall seek these places 
  again. We shall ever seek these places again.” 
  THE GRAND GALDR
  S
  kalds tell of  an ancient time when all runic 
  lore was one. A time when the gods gave the 
  dwarves, ælves, and giants a piece of  their 
  divine secrets, a sacred text called the Grand Galdr. 
  It was a collection of  poetry, songs, and spells that 
  taught them the secrets of  the elder runes. It gave 
  them power—some say unbelievable power—and 
  was the foundation of  all the runic lore and magic 
  known today. Those same skalds, however, say this 
  glorious gift was ultimately a burden too tempting 
  to keep peacefully. Over time, each of  the three 
  races began to covet it. Eventually, it drove them 
  apart. Before it did, however, each copied a portion 
  of  it. The giants and their kin, ever primordial and 
  chaotic, copied the elemental runes into a tome 
  they called the Galdrasvid. The ælves, delicate and 
  graceful, copied the runes of  beauty and travel into 
  a tome they called Galdrdain. The dwarves copied 
  the runes closest to their hearts, creating a tome 
  called Galdrdvalin. It contained runes of  crafting, 
  forging, and lore. 
  Today, the truth of  this is lost to the Age of  
  Myth. What is known, however, is this; the ælves 
  have Galdrdain, hidden deep within the Moodwalde. 
  The giants, now dark servants bound to the Thrall 
  Lords, have Galdrasvid hidden far in the north, likely 
  in the Black Ice Wastes. The dwarves safeguard 
  Galdrdvalin in the deepest of  their halls. It is from 
  these three books that the three primordial races 
  craft their runes, creating magic in their homes, on 
  their weapons, and in their temples. 
  Perhaps the most famous among these three, 
  especially in the places under the mountains, is the 
  Galdrdvalin. Those lucky enough to study from the 
  text (or one of  its lesser copies; mithral tomes called 
  Codex Runar) can expect to learn much, including 
  how to identify and activate the rune stones. 
  Ch
  Ch
  We shall ever seek these places
  
  RHUNE
  RHUNE:  Dawn of Twilight
  14
  14
  LANGUAGES
  R
  HUNE: DAWN OF TWILIGHT encourages using 
  its custom list of  languages to supplement 
  those listed in chapter 4 of  the PATHFINDER® 
  ROLEPLAYING GAME CORE RULEBOOK™. Each 
  of  these languages and their associated cultures 
  will be expanded upon in future print and online 
  supplements.
  • Ælven—Th e ancient language of the ælves. 
  Spoken by very few outside of their lands.
  • Aryandai—A soft , clicking language spoken by 
  the aryandai.
  • Ash Tongue—Th e dark language spoken by the 
  followers of the Th rall Lords, the hags and many 
  of the Th rall Lords’ clerics. 
  • Aquan—A rare language spoken by creatures of 
  water (and some seafaring folk).
  • Auran—A rare language spoken by creatures of 
  air.
  • Celestial—Th e divine tongue spoken by the 
  Æssinyr and their servants. Spoken by most of 
  their clerics, as well.
  • Common, Low—A widespread and simple trade 
  language used by most people.
  • Common, High—A widespread and refi ned 
  version of common used by scribes, kings, and 
  scholars.
  • Druidic—A specifi c dialect of High Common 
  with a unique lexicon known only to the Druids.
  • Dwarven—Th e common language of the 
  dwarven people.
  • Elven, Low—Th e common language of the 
  Clockwork Elves and some exile ælves. Most ælves 
  refuse to speak this language as they consider its 
  knowledge a mark of shame.
  • Glittertongue—A refi ned and fl owing version 
  of Goblin. Spoken by the glitterfane and their 
  trusted allies.
  • Goblin—Th e common tongue of most of the 
  fel races, including giants, gnolls, goblins, and 
  hobgoblins. 
  • Gypsy—A specifi c dialect of common with a 
  unique lexicon known only to the gypsies and 
  their allies. Sometimes called “thieves’ chant.”
  • Rhunic—A specifi c dialect of dwarven spoken by 
  Rune-Singers, Vitkarr and other students of the 
  arcane. 
  • Ignan—A rare language spoken by creatures of 
  fi re.
  • Sylvan—Th e light and delicate language of the 
  fey and their trusted allies.
  • Terran—A rare tongue spoken by creatures of 
  earth.
  • Undercommon—A rare cross between terran, 
  dwarven, and goblin spoken by some of the fel 
  races that live under the mountains.
   
  CURRENCY
  CURRENCY 
  IN 
  RHUNE 
  VARIES.
  The common currency of the City-
  States of Vallinar—which has been 
  embraced by the trade families—
  has several types of coinage; In the 
  City-States, copper coins are called 
  “Lesser Marcs,” silver coins are called 
  “Marcs,” and gold coins are called 
  “Full Marcs. ” In additi on, there are 
  “Crowns” and “Sovereigns,” which 
  equal 5 gold pieces and 1 plati num 
  piece, respecti vely.
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  15
  15
  Many are the races that walk Midgard.
  I
  n south-central Midgard, both the ælves and the 
  aryandai rule the forests—each in their own way—
  hunting the enemies of  their beloved Æssinyr. 
  In the City-States of  Vallinar, automata, clockwork 
  elves, dwarves and humans build grand machines 
  and the cities that contain them. Throughout 
  southern Midgard, the glitterfane—divine servants 
  of  Alnara—wander the lands bringing healing and 
  redemption to those that accept her path.  
  While GMs may alter RHUNE: DAWN OF TWILIGHT 
  to suit their individual campaigns, some of  the races 
  found in chapter 2 of  the PATHFINDER® ROLEPLAYING 
  GAME CORE RULEBOOK™ do not exist in Rhune. 
  GMs may want to leave out halflings, gnomes, and 
  half-orcs.
  ÆLVES
  A
  shlynn inched forward. She pressed close to the 
  ground, letting the tall grass shroud her from the 
  tree-bound sentries that stood a few feet ahead. 
  From their alert postures she could tell they sensed her, 
  but, from their occasional frustrated glance, she could also 
  tell they couldn’t see her. One shifted a makeshift spear 
  from his shoulder, weighing it with a practiced hand. She 
  wasn’t keen on becoming its target, so she held deathly 
  still. They continued to scan. 
  Ashlynn let the minutes pass. The sentries relaxed. She 
  inched forward, again.
  Her approach took an hour. She could see the sentries’ 
  bright green pupils reflecting the moonlight as they subtly 
  shifted. Minutes later, she readied herself, sliding her 
  arm behind her, reaching for Scryer’s globe. As she did, a 
  weight rested gently on her wrist. She slowly turned her 
  head.
  Another sentry stood over her, spear pointed down at 
  the base of  her neck. 
  CHAPTER 
  TWO
  RACES
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  16
  16
  “Rise slowly and without aggression,” he said.
  Ashlynn grunted to herself.
  “I am Greengard Theynn. You are in ælven lands, 
  without invitation. Explain yourself, Dirge Elf.” Ashlynn 
  cringed at the insult.
  “Quickly,” he added, his sky-blue eyes narrowing in 
  the moonlight.
  Ashlynn stood, opened her hands, and turned to face 
  the sentry. He leveled his spear to her throat in response. 
  He didn’t blink. Ashlynn noted his posture; his foot pitched 
  in such a way as to spring at a moment’s notice. She didn’t 
  envy her chances if  he did. She sighed.
  “I am Lady Ashlynn Arcwe’….” She trailed off, 
  leaving her full name out. “I’m Ashlynn. I’m looking for a 
  rare herb, said to grow in your lands, to heal a close friend. 
  In the City-States of  Vallinar, it is called the Dawnstar 
  Flower. I do not know the ælven name for it.”
  Greengard Theynn held his hand up, cutting Ashlynn off. 
  “What you seek is sacred, in our lands, like all things that 
  grow. What you seek we will not provide. If  your friend 
  is to pass, then it is the will of  Velluna-Akka. If  he is to 
  stay, thank Alnara for her endless mercy. But do not seek 
  such in our lands again.”
  Ashlynn shifted her weight to her right foot, and 
  shrugged her shoulders. 
  “So, he is to die, then? Because you cannot spare a petal 
  from a single flower! Because you are so removed from 
  the cycle of  life and death of  those who live and love? 
  Because you are….” 
  Ashlynn squared her shoulders and leaned into the 
  spear’s tip, pressing it against her throat to make her 
  point. She felt the razor sharp stone cut her slightly. Blood 
  trickled.
  Greengard Theynn held firm, letting the tip slide 
  further into her throat. More blood trickled. He sighed.
  “You believe your friend will die. We know he will not. 
  He will simply change forms, returning to Midgard. Do 
  not ask us to challenge the will of  the Æssinyr, as we will 
  not. If  he is to stay, you will find your flower. But you 
  will not find it on our lands. It is forbidden.”
  Ashlynn stared into the Greengard’s eye. Sadly, he 
  would slay her without a second thought if  she pushed 
  this. She would have to turn back and hope, on her return 
  journey, she might find the rare flower. She had to. 
  C
  alled “The Ageless Ones” or “The Shining 
  Ones” by other races, ælves are the oldest 
  living race on Midgard. In fact, ælves are 
  Rhune’s only truly immortal race, having walked 
  her primordial forests with the Æssinyr long before 
  even the dwarves came into being. To outsiders, 
  ælves sound like beings born of  pure myth. In 
  a sense, they are. Where other races embrace the 
  current age, the ælves have not. They continue 
  to live as they did during the Age of  Myth. They 
  contest the technology others call progress, claiming 
  it is the catalyst that leads to Ragnarök. Moreover, 
  they refuse to take an active part in preparing for 
  Ragnarök, a stance that puts them at odds with the 
  other races surrounding them. Instead, they live day 
  to day, aspiring to master their relationship with the 
  Æssinyr.
  PHYSICAL
  The ælves are a silent lot, towering above most 
  races. They tend to be thin and fair-skinned with 
  hair colors ranging from black to green. Most 
  ælves dye their skin and hair with wild berries, 
  so colors (from pinks to purples to even bright 
  yellows) of  any combination are possible. Ælves are 
  effectively immortal, though they begin to “wither” 
  (age naturally) when outside of  their primordial 
  kingdoms for long periods. Accordingly, most ælves 
  appear youthful, even though most of  them are 
  several centuries old.
  SOCIETY
  The ælves consider themselves to be an open people. 
  Their rejection of  modern times and technology—a 
  stance tied to their history—often isolates them. In 
  addition, ælves rarely share their native tongue—
  which they hold sacred—and this clearly worsens 
  their relationship with outsiders. Accordingly, the 
  ælven kingdom tends to be a wild, primordial land 
  devoid of  agriculture, infrastructure, or other races. 
  While some races do spend time among them, all 
  must abide by ælven laws while in their kingdoms, 
  adopting their simple, vegetarian lifestyles. Often 
  misunderstood, most ælves find it is far easier to 
  embrace their xenophobic stereotypes, remaining 
  aloof  and alien to outsiders. Outside of  Ælveheim, 
  ælves occasionally gather in small, semi-permanent 
  communities called ‘sils’.
  RELATIONS
  The ælves mistrust a number of  the younger 
  races, condemning them alone on their youth and 
  ignorance. They look down on the clockwork 
  elves, viewing their ancestral transgression—the 
  
  Chapter Two: 
  Chapter Two: RACES
  RACES
  1717
  activation of  the Clockwork Gates—with sadness 
  and regret. They have little love for the dwarves, 
  who they know have embraced technology in an 
  attempt to win Ragnarök. However, they treat them 
  fairly when they do interact. They are curious about 
  the glitterfane, yet keep them at arm’s length. They 
  share a strange kinship with the aryandai, who they 
  view as fellow servants of  their Starry Goddess, 
  Velluna-Akka.
  ALIGNMENT AND RELIGION
  Religion is straightforward for the ælves, who have 
  had intimate knowledge of  the Æssinyr since the 
  Age of  Myth. There are no “unbelievers” among 
  them. Although the gods rarely manifest for them 
  directly, they recall fondly when they did. Most ælves 
  see it as their sacred duty to serve in the holy places 
  and very few claim to have passed on the chance. 
  Ælves tend to be neutral, with strong tendencies 
  toward order and law. Only a few embrace the chaos 
  of  nature. Most wander when they do.
  ADVENTURING
  Naturally, most ælves prefer to stay in their 
  forest kingdom and avoid adventuring altogether. 
  Occasionally they travel to bordering lands, 
  reclaiming ruins and eradicating small settlements 
  of  evil humanoids in an attempt to reclaim those 
  lands in Velluna-Akka’s name. Ælves excel as druids 
  (serving Alnara, the All-Mother) and rangers, 
  where their connection to nature is best served. 
  On occasion, individual ælves are called “to Quest”. 
  When this happens, they do not share the details 
  with outsiders.
  NAMES
  Male—Shenyvian, Calloriynn, Theynn, Vennyll, 
  and Arveiynnis
  Female—Ahlanna, Eliynna, Nayyia, Cynnicca, 
  Synnvii, and Delyinnia
  Family—A’Airrona, 
  E’Chennitha, 
  I’Fellyn, 
  O’Verianna, U’Stellinna 
  ÆLVEN RACIAL TRAITS
  +2 Dexterity, +2 Constitution, -2 Charisma
   Ælves are agile and tenacious, but are naturally xenophobic and 
  purposefully difﬁ cult.
  Medium: Ælves are Medium creatures who have no bonuses or 
  penalties due to their size.
  Fleet of Foot: Ælves have a base speed of 35’.
  Darkvision: Ælves can see in the dark up to 60 feet.
  Nature’s Child: Ælves receive a +2 racial bonus on Knowledge 
  (Nature) and Survival skill checks due to their innate 
  connection to nature.
  Forest Bound: Ælves share a spiritual link with their ancient 
  primordial forests. As long as they remain within their borders, 
  they do not age. Additionally, they may freely use the spell pass 
  without trace as a spell-like ability. Ælves that travel outside of 
  their homeland lose this ability and age normally, albeit slower 
  than other mortals.
  Ælven Magic: Ælves with Wisdom of 11 or higher gain the 
  following spell-like abilities: 1/day—create water, detect animals 
  or plants, entangle, and know direction. The caster level for 
  these effects is equal to the ælves’ character level. The DC 
  for these spells is equal to 10 + the spell’s level + Wisdom 
  modiﬁ er.
  Languages: Ælves begin play speaking High Ælven and 
  Sylvan. Ælves with high Intelligence scores can choose 
  from the following: Celestial, Low Common, High Common, 
  Glittertongue and Goblin.
  ARYANDAI
  V
  enthar closed his eyes and let the music and 
  laughter wash over him. The skalds’ hornpipes 
  dueled as he felt the mead warm his blood. He had 
  been too long out of  the grand hall of  his family and 
  was relishing every moment. Even after so long, he could 
  easily identify the voices of  all of  them. His sister Rayne, 
  with her high-pitched giggle, was talking to his boyhood 
  friend Auldin. His father and mother were boasting to the 
  neighbors of  his journeys. Cousins, Heirnn and Strunn 
  asked questions at every lull in the conversation. All this 
  floated around him, whirling vividly in his mind’s eye. 
  He smiled to himself.
  After several more songs, the announcement came.
  “Lords and ladies, family and friends, it is my distinct 
  honor to welcome home young Venthar Entwode. He has 
  traveled long and far, to distant lands, in the service of  
  beloved lord Dhungar the Balanced. And now he returns 
  to taste homemade mead and relax by his hearth,” said 
  Auldin.
  The room exploded with applause and cheering, 
  requiring nothing less than a toast from Venthar before 
  his friend could continue.
  “Venthar has been silent a great deal, but I have no 
  doubt of  his good cheer. He’s a mug of  mead, good 
  fellows and family about him, and a warm fire! And 
  look at him smile! I dare say nothing could wipe off  that 
  grin,” Auldin teased, tossing a bit of  bread at Venthar.
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  18
  18
  PHYSICAL
  Most aryandai look like short, primitive 
  humans with a slightly bowed posture. 
  They tend to have darker skin tones 
  and nearly all are covered in fine, 
  dark hair. Most grow their hair long, 
  although few are capable of  growing 
  facial hair. Almost all aryandai have 
  skin discolorations that form strange 
  patterns—many of  these ranging in 
  coloration from light to dark. They 
  have striking eyes with colors ranging 
  from red to amber. 
  SOCIETY
  The aryandai are a tribal people that 
  live in large groups that resemble 
  extended families, gathering in massive 
  villages covered in webs. Most of  these 
  villages appear (at least to outsiders) 
  to be abandoned human settlements. 
  These villages, however, are really 
  nests and often contain subterranean 
  chambers that run for miles (sometimes 
  connecting them to other villages). At 
  the heart of  each of  these nests is a 
  hatchery, where they keep the eggs of  
  the youngest under constant guard. 
  The aryandai don’t have strong 
  political or social structures. Instead, 
  they tend to defer to the elders of  their 
  tribes. These elders make important 
  decisions.
  “So, old friend, recount for us. Tell us what wonders 
  you saw. Make us marvel at your adventure!” Auldin 
  leaned forward, giving Venthar all of  his attention and, 
  by doing so, commanding the rest of  the room to do the 
  same. 
  Venthar stood and slammed his mug down on the table 
  with a loud bang, letting the sound echo throughout the 
  hall. When it died, he cleared his throat then spoke.
  “Kith, give me your hearts for a night and I will tell you 
  a tale both terrible and marvelous. I will tell you of  my 
  journey south and how I came to meet the Spiderkin…”
  A
  lien and ancient, aryandai are a race of  shape 
  changers that can assume the form of  spiders. 
  Known as “Spiderkin” to the humans of  the 
  City-States of  Vallinar (and as Weavers to the ælves 
  and dwarves), they dwell primarily on the Aryandai 
  Peninsula and have so since the Age of  Myth. While 
  they have strong ties to their forests, they are oath 
  bound hunters that are dedicated to the destruction 
  of  the Thrall Lords and their servants.
  RELATIONS
  The aryandai hold a special place in Midgard’s 
  distinct social order. Unlike the majority of  the other 
  races, the aryandai are hunter-killers that appear 
  alien to the other races. This sometimes isolates 
  them. Aside from the ælves), the other races tend to 
  view them with trepidation. But they are not aliens. 
  In fact, they are nearly as ancient and natural as the 
  other mythic races. Their ability to take the form of  
  spiders is their most striking difference, but most of  
  Midgard’s scholars know this is a combination of  
  time, adaptation and Velluna-Akka’s divine will. 
  While the aryandai prefer racial solitude, they 
  are not xenophobes and welcome outsiders into 
  their land in small groups. They don’t encourage 
  outsiders to dwell among them for long periods of  
  time, but they occasionally allow Velluna-Akka’s 
  favored servants small havens. 
  PH
  Mo
  hu
  Th
  an
  dar
  alt
  fac
  ski
  pat
  col
  hav
  fro
  SO
  Th
  liv
  ex
  vil
  vil
  to 
  Th
  ne
  cha
  con
  the
  hat
  the
  po
  the
  tri
  dec
  “So, oldd friend, recount ffor uus. Tell us what wonders 
  you saw Make us marvel at your adventure!” Auldin
  RELATIONS
  
  Chapter Two: 
  Chapter Two: RACES
  RACES
  19
  19
  ALIGNMENT AND RELIGION
  Aryandai tend to be good, if  not a little chaotic. 
  They have little use for the north’s social laws, 
  considering the natural laws of  their lands more 
  than enough to guide them. They worship Velluna-
  Akka almost exclusively, whom they call the Grand 
  Weaver. 
  The aryandai don’t have a particular problem 
  with technology, but they don’t tend to use it, 
  either. Accordingly, they take a neutral stance when 
  dealing with both ælves and dwarves. While they 
  aren’t opposed to peaceful living, the aryandai have 
  vowed not to rest until the offspring of  the Thrall 
  Lords have been dealt with. Accordingly, they tend 
  to be more aggressive than the other races.
  ADVENTURING
  Nearly all aryandai are compelled to hunt the 
  Thrall Lords’ offspring and many become fighters, 
  inquisitors and rangers in order to do so. While 
  many travel solo, some will align themselves with 
  groups that oppose the Thrall Lords. Many younger 
  aryandai travel to the City-States of  Vallinar for 
  just this reason.
  NAMES
  Male—Andrei, Danii, Vhlad, Zahkar
  Female—Anfisna, Radja, Fheginna, and Vera
  Family—Aryandai avoid formal last names and 
  simply add their tribal title as a suffix. Examples 
  include: ‘of  the redstalkers, ‘of  the widowwalkers, 
  ‘of  the bloodwebs, and ‘of  the darkwoods.”
  ARYANDAI RACIAL TRAITS
  +2 Strength, +2 Constitution, -2 Charisma 
  Aryandai are strong and durable, but their alien nature unnerves 
  outsiders.
  Medium: Aryandai are medium creatures that have no bonuses or 
  penalties due to their size.
  Normal Speed: Aryandai have a base speed of 30 feet.
  Darkvision: Aryandai can see in the dark up to 60 feet.
  Nightwalker: Aryandai receive a +4 racial bonus on Stealth skill 
  checks at night
  Spider Empathy: This ability functions as the druid’s wild 
  empathy, save that aryandai can only use this ability on 
  spiders, with a +4 racial bonus on this check. While normal 
  spiders are mindless, this empathic communication gives them 
  a modicum of implanted intelligence, allowing aryandai to train 
  giant spiders and use them as guardians.
  Spider Form: Aryandai can transform themselves into a Giant 
  Spider (see the PATHFINDER® ROLEPLAYING GAME BESTIARY™) a 
  number of rounds per day equal to their Constitution score. 
  These rounds need not be consecutive. They do not gain the 
  Giant Spider’s poisonous bite.
  Languages: Aryandai begin play speaking Aryandai and Low 
  Common. Aryandai with high Intelligence scores may choose 
  from the following languages: Auran, Glittertongue, Goblin, Low 
  elven, and Sylvan.
  AUTOMATA
  A 
  unique blend of  clockworks, magic, and 
  curiosity made the automata what they are 
  today. An extremely scarce race, they are the 
  former servants of  the humans of  the City-States of  
  Vallinar. Automata appear as finely crafted, delicate 
  reflections of  humans or clockwork elves. Although 
  some have particular designs that augment their 
  original functions—some as servants, some as 
  laborers, and some as guardians—many automata 
  today altered themselves to fulfill their professions 
  or to satisfy their own craving for individuality. 
  The automata will appear as a playable race in 
  future supplements.
  CLOCKWORK ELVES
  I 
  don’t know how others tell this story, but I’ll recite it 
  as best I recall,” Jainynn sighed. He hefted his tankard 
  high, letting a bit of  lager spill out, and silently toasted 
  some unseen ally. Then, he continued.
  “We know the ælves built the Clockwork Gates, deep 
  in the heart of  their homelands, during the Time of  
  Silence. What historians continue to speculate is as to 
  why. Some believe the ælves, concerned by their beloved 
  Æssinyr’s silence, built the gates in order to travel to 
  the heavens. Others, however, suggest the Thrall Lords 
  tricked them into building them. In either case, we know 
  that they locked them away and forbade their use shortly 
  after completing them. 
  “Some of  them went and studied the gates in secret. 
  Several of  their priests, servants of  the Starry Lady, 
  attended. Throughout the process, they communed with 
  their goddess, hoping to know her will. After a time, she 
  answered.” Jainynn sipped his drink then closed his eyes, 
  pulling some forgotten memory from deep within. 
  “We can’t be sure of  what She said, but there was a 
  great debate. Some of  the ælves wanted to reactivate the 
  gates, which they had determined were part of  a greater 
  device. Others swore it would only bring sorrow. Even 
  among the priesthood, there was strife.
  “That didn’t stop those that lusted after this great 
  mystery. Traveling by unseen routes, several came again to 
  the Clockwork Gates. They say it was Magistra Y’dhara 
  that unlocked the gates and opened them, revealing a 
  starry chamber. In its center, there stood a single gear, 
  attached to countless cogs and wheels that descended 
  deep into the earth below it. She touched it and set it in 
  motion.”
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  20
  20
  “With a sudden flash, runes lit along 
  the device. Everything resembling color 
  or vitality drained from the ælves present. 
  Some collapsed, dead before they touched the 
  chamber floor. Others staggered and weak, 
  fled the place.
  “Some say there were only a few dozen 
  gathered when Y’dhara activated the 
  Clockwork Gate. Some tales speak of  
  hundreds. It didn’t matter. What we do know 
  is this—the ælves gathered all that still lived 
  that had entered the chamber and isolated 
  them. Their brethren communed, again with 
  their goddess.”
  Jainynn turned toward his students, his 
  face stern and solemn. A few of  them, drawn 
  “Wit
  the dev
  or vital
  Some co
  chamber
  fled the p
  “Som
  gathered
  Clockwo
  hundred
  is this—
  that had
  them. Th
  their god
  Jainy
  faf ce ster
  C
  alled “Ash Elves,” “Dirge Elves,” or simply “The 
  Dying” by their immortal cousins, clockwork 
  elves are an interesting combination of  ælven 
  frailty, history and unnatural desire. Unlike the other 
  races, the clockwork elves are historically nomads. 
  They were forced from their homeland after they 
  passed through the Clockwork Gates and activated 
  the Ragnarök Clock. Since then, they have wandered 
  Midgard as a race of  curious mortals, embracing 
  the technology that cost them their immortal lives.
  into the story, gave a little start. 
  Others observed him attentively. He 
  let his gaze fall across them before he 
  slowly finished his story.
  “The ælves always knew Ragnarök 
  would come. They held, however, a 
  particular view. This ideology, which many 
  still hold, was simple; that only by living in 
  complete harmony with the world could they 
  hope to postpone this dark end. They didn’t 
  suffer any form of  technology or agriculture. 
  Although they sometimes gathered in grand 
  cities, they did so in a manner that was 
  symbiotic with their environments.
  “Those who had gathered in the chamber 
  changed. A burning passion replaced their 
  immortality. They wanted to know, to see, 
  to wander and to create. They embraced 
  time, technology and the fact that Ragnarök 
  was inevitable. In short, they embraced their 
  mortality. In a show of  solidarity, they 
  left Ælveheim as a single family. This, my 
  students, was the Great Rivening and the 
  birth of  the clockwork elves.”
  Jainynn sighed, straightening his purple-and-black 
  vest distractedly. Again, he looked away from his students, 
  closing his eyes. After a time, he spoke again.
  “It is important to note that before this event, all of  
  the ælves were immortal. They were creatures who lived 
  solely in the Age of  Myth, free from the constraints of  
  the cycles of  time that others did their best to measure. 
  Some say that it was a divine gift. Others say it was a 
  refusal of  all progress, an act of  sheer will that bound 
  them to their timeless lands. Whatever the reason, those 
  who activated this device set something far greater into 
  motion.
  
  Chapter Two: RACES
  RACES
  21
  21
  PHYSICAL
  Clockwork elves look like tall, lithe humans with 
  dark eyes, pale skin, and dark hair. Over the centuries, 
  they have lost many of  their ælven features. Some of  
  them can pass as humans. Because most clockwork 
  elves are craftsmen or inventors, they favor heavy, 
  practical clothing. Nearly all clockwork elves have 
  some sort of  technology they embrace. They tote 
  gadgets, trinkets and clockworks of  all kinds.
  SOCIETY
  Clockwork elves live similar to humans. Although 
  some of  them maintain solitary lifestyles, most 
  prefer the company of  other clockwork elves and 
  frequently band together—many forming groups 
  that are part collective, part research party. They 
  easily form long friendships with people from other 
  races. Clockwork elves have a hard time forming 
  bonds with animals, but love the companionship 
  they offer when they manage to do so. Those with 
  the talent often build their own companions, with 
  Droggs being a favorite. (Droggs will appear in 
  future supplements.)
  RELATIONS
  Clockwork elves get along well with humans and 
  dwarves. They avoid ælves, who they view as aloof, 
  distant and often cruel. Many clockwork elves look 
  up to the glitterfane, who they view as an example 
  of  redemption. Just as many, however, regret 
  them for the same reasons. Clockwork elves rarely 
  cross paths with the aryandai and view them with 
  apprehension when they do.
  ALIGNMENT AND RELIGION
  Clockwork elves are free spirits that obey laws only 
  when it serves them. They are an introspective and 
  inventive lot. In general, clockwork elves aren’t 
  particularly religious, viewing their position in 
  history as a cruel, divine joke. For them, religion 
  is a highly personal matter. Druids among the 
  clockwork elves are all but unheard of, as the divine 
  link to nature they once possessed is all but severed.
  ADVENTURING
  Clockwork elves find adventuring an interesting 
  exercise, provided it does not take them too far from 
  their projects or gadgets. When it does, they tend to 
  be looking for technology to add to their collections. 
  Most clockwork elves excel as alchemists and 
  wizards, although some find work as rogues or bards. 
  Very few become fighters of  any variety. Clockwork 
  elves rarely become druids or rangers.
  NAMES
  Male—Asrynn, Ferrok, Justynn, Mannyn, Prikyll, 
  Renthrysk, Shent
  Female—Bella, Chindra, Ellena, Isanna, Ninna, 
  Quille, Wynn
  Family—Clocker, Clockwright, Droggman, 
  Gearsmith, Steamsmith, Tinkerer, Widget, 
  Zeallous.
  CLOCKWORK ELF RACIAL TRAITS
  +2 Dexterity, +2 Intelligence, –2 Constitution
  Clockwork elves are smart and quick, but less resilient than other 
  races.
  Medium: Clockwork elves are Medium creatures that have no 
  bonuses or penalties due to their size.
  Normal Speed: Clockwork elves have a base speed of 30 feet.
  Low-Light Vision: Clockwork elves can see twice as far as 
  humans in conditions of dim light. 
  Elven Ingenuity: Clockwork elves have a natural aptitude for 
  crafting and gain a +4 racial bonus to all Craft skill checks that 
  include mechanical items or moving parts.
  Clockwork Afﬁ nity: Clockwork elves receive a +2 racial bonus 
  of Knowledge [Clockworks] and Disable Device checks. In 
  addition, clockwork elves receive a +2 racial bonus on Appraise 
  and Spellcraft skill checks made to identify the value or magical 
  properties of clockwork items.
  Keen Senses: Elves receive a +2 racial bonus on Perception skill 
  checks.
  Nature’s Curse: Clockwork elves have a weak connection to 
  nature. When casting spells from the druid or ranger spell lists, 
  Clockwork elves suffer a -1 penalty to caster level checks (to 
  overcome spell resistance) and a -2 penalty to spell DCs. 
  Languages: Clockwork elves begin play speaking Low Common 
  and Low Elven. Clockwork elves with high Intelligence scores 
  may choose from the following languages: Dwarven, Giant, 
  Goblin and High common. 
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  22
  22
  DWARVES
  T
  he dwarves of  Rhune are a 
  hardy, stoic lot that are nearly 
  as old as the ælves. Created from 
  the “bones of  the earth” by Old Forge 
  Father, the dwarves rarely venture 
  far from the places of  stone—be they 
  deep earth or tall mountains—unless 
  in service of  the Æssinyr. Most 
  dwarves embrace technology, believing 
  that they will master then use it to 
  defeat the Thrall Lords at Ragnarök. 
  Accordingly, most dwarves spend their 
  days crafting, training, and preparing 
  for Ragnarök.
  Dwarves use the statistics provided 
  in chapter 2 of  the PATHFINDER® 
  ROLEPLAYING GAME CORE RULEBOOK™. 
  “We know that first among the Thrall Lords’ many 
  rites and challenges is the ‘Test of  the Meek,’ meant to 
  weed out the passive, the weak, and those that don’t have 
  the stomach for the dark life their comrades live. Alnara 
  knew this and tested them thus. She didn’t, however, frame 
  it so blatantly. Instead, she presented the goblins with all 
  the easy targets they would normally spring upon.”
  “When a storm-tossed vessel, full of  the weak and 
  wounded washed up on the beach of  their small colony, 
  they didn’t kill and maim. Instead, they tended to them, 
  gave them succor and helped them repair their boat. 
  Alnara saw this and blessed them.
  “When their enemies came to their small island, instead 
  of  taking up arms, they hid. They used illusions, tricks, 
  and simple charms to lead them away. Only on a single 
  night, in defense of  one of  their young, did they strike 
  down one of  their enemy. Alnara saw this, too.”
  Jainynn made Alnara’s sign again. He looked at 
  his students, leaning forward attentively—even the 
  occasionally arrogant Tev—and continued. “The last 
  test, which the glitterfane today call the ‘Test of  Spirit’, 
  was given to each in the colony as they dreamt. Each 
  was tested individually, according to his heart, and those 
  that passed awoke as glitterfane. Those that failed passed 
  away.”
  Jainynn looked around, smiling at his students. He 
  knew there was a little more to the story. This was enough 
  for their purposes. 
  “Today, very few glitterfane are born. Because the 
  glitterfane have all but sworn off  the carnal life, very 
  few engage in the act of  physical love. Their birthrate is 
  all but nonexistent.
  re a 
  early
  from 
  Forge 
  nture 
  they 
  nless 
  Most 
  eving
  it to 
  arök. 
  their 
  aring 
  vided
  DER® 
  OK™.
  k
  ll
  THE GLITTERFANE
  S
  o, what about these ‘Redeemed’ missionaries? 
  What’s their story?” Tev asked, his tone a shade 
  sarcastic.
  Jainynn didn’t really like the haughty Tev, but this 
  was a topic he held dear. He straightened his vest and 
  continued.“We all know the servants of  the Thrall Lords 
  are a vile lot, filled with a thirst for all things bestial. 
  Their dark rites include incest, bloodletting, mortal 
  sacrifice and cannibalism. They leave little room for 
  health, comfort, civility or love. While it may not be fair, 
  it’s a safe assumption that their kind live the way of  the 
  beast.”
  A few of  Jainynn’s students touched their forefingers 
  to their foreheads, making Alnara’s sign to ward away 
  evil. He stopped, did the same, and continued.
  “We do know that not all of  the Thrall Lord’s 
  servants embraced these ways freely. Many of  the lesser 
  races were forced into service. Those who did not conform 
  died. Those who adapted to their twisted evil eventually 
  became what we fight today. Some, however, escaped.
  “Several goblin tribes escaped and formed colonies, like 
  Farsil of  Blackblood Bay—which interestingly enough, 
  was named after those who died fleeing the first Fel 
  Horde—and sought to live peaceful lives. Alnara, Blessed 
  Queen of  Mercy took notice of  this, and in time, came 
  to believe their choice was genuine. Not to be fooled by 
  the Thrall Lords, she sought to test the sincerity of  these 
  colonists.” Jainynn made Alnara’s sign again.
  
  Chapter Two: 
  Chapter Two: RACES
  RACES
  23
  23
  “Occasionally, a goblin abandons the dark ways 
  and seeks out the glitterfane to study with them, 
  hoping that the Blessed Queen of  Mercy will test 
  them, although these cases are rare.”
  With that, Jainynn stood, bowed slightly, and 
  dismissed his students.
  T
  he glitterfane are an interesting and 
  magical race of  fey-like creatures with 
  a natural predisposition toward healing. 
  Unbound by the normal biological and 
  behavioral traits that restrict their forefathers, 
  the goblins, they cast off  their dark history 
  nearly two centuries ago with the help of  
  Alnara, Blessed Queen of  Mercy. They are 
  most commonly known as “the Forgiven,” “the 
  Redeemed” or “the Lady’s Gift.
  PHYSICAL
  Glitterfane are small, nimble creatures with frail 
  bodies and light, shimmering wings. They are 
  light-skinned creatures with hair ranging from 
  silver to gold. They tend to have light-colored, 
  bright eyes. Most have soft, child-like features.
  SOCIETY
  Glitterfane society is tight and well ordered. 
  Most glitterfane are either born in a colony or 
  seek out an existing one. Upon entering, they 
  embrace a communal life. Glitterfane outside 
  of  their own colonies tend to be wandering 
  ays 
  t 
  and 
  and
  with 
  ing.
  and
  ers,,
  ory
  of  
  are
  “the 
  frail
  are
  rom
  red,
  es.
  red.
  y or 
  hey
  side
  ing
  ADVENTURING
  Very few glitterfane adventure, and when they do, it 
  is ultimately in the service of  the Queen of  Mercy. 
  Some form bonds with adventurers, especially if  
  they are champions for good. While many believe 
  the glitterfane are pacifists—and a lot are—this is 
  not true for all of  them. On rare occasions, one will 
  select a cause and become a paladin. Most, however, 
  are clerics. 
  NAMES
  Male—Ardwell, Braen, Kegan, Lorne and Tristan.
  Female—Breigh, Caitell, Leighha, Morgynn, Shai 
  and Vella. 
  Family—Dawn, Kyndle, Lightwell, Luxe and Spring.  
  missionaries. In larger cities, they may be clerical 
  acolytes at temples dedicated to Alnara.
  RELATIONS
  Glitterfane get along well with the ælves and 
  aryandai, both of  whom share strong ties with the 
  Æssinyr. Dwarves tend to distrust the glitterfane, 
  although the glitterfane do not bear them ill 
  will. Instead, they steer clear of  them unless an 
  opportunity to improve that relationship is evident. 
  The glitterfane have diverse opinions about humans 
  and the glitterfane judge them according to the 
  social values they display. They treat the clockwork 
  elves like they do humans, but with a reserved pity 
  they sometimes fail to hide. 
  ALIGNMENT AND RELIGION
  Although the glitterfane honor all of  the Æssinyr, 
  they all hold a special place in their hearts for 
  Alnara. Most become her servants, acting as clerics, 
  lay priests, missionaries and oracles. By their nature, 
  the glitterfane are good. Most lean toward law and 
  goodness. 
  
  RHUNE
  RHUNE:  Dawn of Twilight
  24
  24
  f Twilight
  f Twilight
  GLITTERFANE RACIAL TRAITS
  +2 Dexterity, +2 Wisdom, –2 Constitution
  Glitterfane are nimble and wise, but lack the tenacity of most 
  races.
  Small: Glitterfane are Small creatures. They gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to their 
  Combat Maneuver Bonus and Combat Maneuver Defense, and 
  a +4 size bonus on Stealth checks.
  Slow Speed: Glitterfane have a base ground speed of 20.
  Limited Flight: Glitterfane possess small, gossamer wings that 
  they can use to ﬂ y slowly. A glitterfane has a ﬂ y speed of 15 
  (average) and Fly is always a class skill for them. 
  Divine Magic: Glitterfane with a Wisdom score of 11 or higher 
  also gain the following spell-like abilities: 1/day—detect magic, 
  detect poison, resistance and stabilize. The caster level for 
  these effects is equal to the glitterfane’s level. The DC for 
  these spells is equal to 10 + the spell’s level + the glitterfane’s 
  Wisdom modiﬁ er.
  Touch of Illusion: Glitterfane get a +2 racial saving throw bonus 
  against illusion spells or effects. In addition, glitterfane who cast 
  spells from the school of Illusion add a +1 to the DC of those 
  spells.
  Healer’s Touch: Glitterfane are natural healers and receive a +3 
  racial bonus to all Heal checks. In addition, any spells they cast 
  with the healing descriptor heal additional points of damage 
  equal to the glitterfane’s Charisma modiﬁ er. 
  Languages: Glitterfane begin play speaking Low Common and 
  Glittertongue. A glitterfane with high Intelligence scores can 
  choose from the following languages: Celestial, Goblin, High 
  Common and Sylvan.
  HUMANS
  O
  lder than only the automata they helped to 
  awaken and the glitterfane, the humans of  
  Rhune are a young, progressive and diverse 
  race. While most humans exhibit a strong drive 
  toward knowledge, wisdom and civility, some in the 
  more remote regions cannot say the same. In the 
  far north, many who succumbed to a strange disease 
  called “the Rage” have devolved into barbaric, hate-
  filled versions of  their southern cousins. In western 
  Midgard, most humans tend to emulate ælven 
  ways and live close to the earth. In the east, they 
  frequently mirror the dwarven mentality and tend 
  to be more technologically advanced. 
  Humans use the statistics provided in chapter 
  2 of  PATHFINDER® ROLEPLAYING GAME CORE 
  RULEBOOK™.
  RACIAL HEIGHT AND 
  WEIGHT CHART
  Race
  Base 
  Height
  Base 
  Weight
  Modiﬁ er
  Weight 
  Multiplier
  Ælven, 
  female
  5' 10"
  115 lbs
  3d6
  x3 lbs
  Ælven, male
  5' 7"
  130 lbs
  3d6
  x4 lbs
  Aryandai, 
  female
  4' 9"
  90 lbs
  2d6
  x3 lbs
  Aryandai, 
  male
  5' 2"
  100 lbs
  2d4
  x4 lbs
  Clockwork elf, 
  female
  5' 6"
  105 lbs
  1d6
  x3 lbs
  Clockwork elf, 
  male
  5' 3"
  120 lbs
  1d8
  x4 lbs
  Dwarf, female
  3' 3"
  85 lbs
  2d4
  x5 lbs
  Dwarf, male
  3' 6"
  100 lbs
  2d6
  x7 lbs
  Glitterfane, 
  female
  2' 6"
  30 lbs
  1d4
  x2 lbs
  Glitterfane, 
  male
  2' 6"
  30 lbs
  1d4
  x3 lbs
  Human, 
  female
  4' 6"
  90 lbs
  2d10
  x5 lbs
  Human, male
  4' 10"
  120 lbs
  2d10
  x5 lbs
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  25
  25
  Great need commands the hero to rise 
  above the common man.
  N
  early all of  the classes currently available in 
  THE PATHFINDER ROLEPLAYING GAME fit the 
  lands of  Rhune nicely. The barbarian fails 
  to fit as a player class without major alterations to 
  the setting. The summoner simply doesn’t exist. 
  GMs may certainly include these classes, but should 
  consider consulting the sidebars for ways to insert 
  them without significantly altering the underlying 
  feeling of  RHUNE: DAWN OF TWILIGHT.
  The following section provides cultural, racial, 
  and historical information about the classes 
  available in Rhune. All of  these classes are detailed 
  in both the PATHFINDER® ROLEPLAYING GAME: 
  ADVANCED PLAYER’S GUIDE™ and the PATHFINDER® 
  ROLEPLAYING GAME CORE RULEBOOK™. The roles 
  suggested below are merely guidelines. GMs and 
  players should use this section as inspiration when 
  generating PCs.
  ALCHEMIST
  A
  lchemy is a refined art exclusive to few. Only 
  the dwarves of  the Redwall Mountains—
  specifically Clan Deepwell—and several of  
  the human families found throughout the City-States 
  of  Vallinar practice it. Occasionally, clockwork 
  elves also study it, although not as readily as 
  others. Although anyone might potentially become 
  alchemists, few share the same level of  interest in it.
  Players creating alchemists should approach 
  alchemy as a combination of  science and magic. It 
  is, in essence, the art of  unifying common elements 
  to produce fantastic results in ways that are still 
  not quite understood. Alchemy is a small, exclusive 
  science. Although it has a history, some of  the most 
  learned wizards fail to grasp what makes it as potent 
  as it is.
  CHAPTER 
  THREE
  CLASSES
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  26
  26
  BARBARIAN
  B
  arbarians occupy a very specific role in Rhune. 
  They are villains of  the worst sort – cannibals 
  bound to the Thrall Lords – who love for 
  nothing more than death, destruction and slavery.
  GMs that would like to include barbarians as 
  a playable class in their campaigns may do so, 
  but should consider changing their role: The 
  barbarian’s overall statistics as presented in chapter 
  3 of  the PATHFINDER® ROLEPLAYING GAME CORE 
  RULEBOOK™ may remain the same, but GMs should 
  present them as a specific type of  fighter or monk. 
  In either case, they should not be described as 
  ‘barbarians” and they should not be from the Fel 
  Lands.
  BARD
  C
  ommonly known and respected as skalds 
  across Midgard, bards occupy many important 
  roles in Rhune. They are loved and revered as 
  entertainers in the City-States of  Vallinar. Outside 
  of  the City-States, they are respected heralds who 
  keep the most remote regions in contact with the 
  rest of  the civilized world.
  In Ælveheim, bards are known as Mythspeakers 
  and are sought after for their close connection to the 
  legends found in the Age of  Myth. Very few celebrate 
  the modern works of  their fellows, focusing instead 
  on the historic, which they value for their closeness 
  to the Æssinyr.
  In Rhuneheim and Redwall, bards fulfill specific 
  roles alongside wizards and clerics. Some, after 
  years of  work, even become vitkarr. Regardless, 
  most serve as heralds, historians and sages of  great 
  import. Beyond this, and far more importantly, they 
  are almost universally students of  the Galdrdvalin 
  and the Rune Poems, etching them into the great 
  dwarven halls below the earth. Many work as 
  diplomats, representing dwarven interests abroad.
  Amongst the aryandai, bards are rare. When one 
  does take up such a calling, they are called “Weavers”. 
  Aryandai respect them from afar for their private, 
  and sometimes deadly, understanding of  dance.
  Not surprisingly, the glitterfane produce a 
  number of  bards who take up the calling to tell 
  Alnara’s tales of  mercy. They frequently accompany 
  missionaries, using their talents to charm would-be 
  enemies instead of  using violence.
  WHILE DWARVEN BLAST POWDER 
  IS AVAILABLE IN SMALL QUANTITIES 
  OUTSIDE OF DWARVEN LANDS, its 
  formula is a carefully guarded secret. 
  Few alchemists in the City-States of 
  Vallinar know how to create it, and 
  fewer sti ll (outside of the Redwall 
  Mountains) can make that boast. 
  Accordingly, PC alchemists with this 
  knowledge probably should not 
  exist—and if they do—they should 
  be rare. 
  In fact, anyone hoping to learn this 
  secret would need to go through a 
  host of steps, including convincing 
  the elder dwarven alchemists of 
  their need for this knowledge. PCs 
  hoping to prove to the dwarves that 
  they could be trusted would face a 
  monumental task, complete with 
  challenges, quests, and missions 
  that would leave lesser men dead. 
  Should they succeed, PCs would sti ll 
  need to acquire blast powder’s main 
  ingredient—Red Mithral—which is 
  as heavily controlled as the formula 
  itself. 
  PCs hoping to bypass this lengthy 
  process with magic are likely to 
  be disappointed, as Red Mithral is 
  highly resistant to magic. In fact, 
  divinati ons that target items (such as 
  ammuniti on) containing Red Mithral 
  more than once require a caster level 
  check (DC 40). Not surprisingly, these 
  frequently fail.
  ALCHEMISTS � 
  DWARVEN BLAST POWDER
  
  Chapter Three: CLASSES
  CLASSES
  27
  27
  CAVALIER
  C
  avaliers occupy important roles within the 
  City-States of  Vallinar, and are generally 
  human. A number of  orders and fraternities 
  exist within the City-States, each dedicated to specific 
  causes, and many populated by cavaliers. Clockwork 
  elves, dwelling in human lands, occasionally take up 
  the mantle.
  Cavaliers are less common outside of  the City-
  States. The occasional order has been found in 
  foreign lands. The Order of  the Wall in Redwall is 
  a good example. 
  Cavaliers are rare among the ælves, glitterfane 
  and aryandai. 
  CLERIC
  C
  lerics are common among all the races of  
  Rhune, serving in all kingdoms and at all 
  levels of  society. 
  They are particularly prevalent among the 
  glitterfane, who Alnara called—as an entire race—
  to serve. Her missionaries are famous for their 
  dedication as healers, diplomats and pacifists. 
  Clerics are common among the dwarves, who have 
  a strong connection to the Æssinyr. They serve in 
  many roles, and like bards, seek to become vitkarr 
  in their own right. Most study the Galdrdvalin, as 
  well as the various Rune Poems. Outside of  dwarven 
  halls, clerics serve as advisors, missionaries and 
  rune-seekers.
  Clerics are less common in the City-States of  
  Vallinar, but that doesn’t reduce their demand. Far 
  more lay priests (experts) exist than clerics, most 
  working as councilors and community pillars. 
  Clerics, and the magic they wield by the will of  the 
  Æssinyr, are cherished. 
  Clerics are common in ælven communities, but 
  still find themselves outnumbered by druids.
  DRUID
  A
  mong the ælves, druids are fairly common, 
  serving as advisors, councilors and caretakers. 
  They are known for their close relationship 
  to the Moonwalde and its inhabitants, which they 
  treat—and care for—as the major living component 
  of  Ælveheim. As herbalists, they are unparalleled. 
  Druids are rare among the dwarves, as their 
  pursuit of  technology seems to inhibit them from 
  establishing the necessary connection with nature. 
  When a dwarf  does manifest such a connection, 
  however, he is called a Stonespeaker and is honored 
  for this rare gift. 
  Druids are almost unheard of  in the City-States 
  of  Vallinar, where the march of  progress has all but 
  severed the citizens’ connection to the land. They are 
  known to dwell in the lands west of  the Old Holds, 
  but these dangerous lands don’t see many travelers 
  and this remains an unconfirmed myth to many.
  Druids are equally uncommon amongst the 
  aryandai and the glitterfane, both who have strong 
  connections to particular Æssinyr—Velluna-Akka 
  and Alnara respectively—and generally dissuade 
  competing spiritual paths. 
  Clockwork elves never become druids, having 
  long severed their connection to immortality and the 
  natural world. While some might manifest strange 
  abilities that mimic the abilities of  druids, almost all 
  of  these are, in fact, sorcerers.
  NEARLY ALL  ORDERS OF KNIGHTHOOD
  (and many facti ons) in Rhune use 
  post-nominal lett ers to identi fy 
  members’ rank and stati on. While these will 
  diﬀ er with each region and organizati on, 
  the lett ers themselves are included in 
  parenthesis behind any ti tle given in a 
  descripti on. A normal member of the 
  Dawngard, for instance, will include the 
  lett ers DK aft er his or her name, separated 
  by a comma. While this has no real impact on 
  the mechanics of the game, players and GMs are 
  POST-NOMINAL LETTERS
  encouraged to include these 
  (and make up their own) for 
  ﬂ avor. 
  mselves outnumbered by druid
  
  RHUNE
  RHUNE:  Dawn of Twilight
  28
  28
  FIGHTER
  F
  ighters are widespread in Rhune. They live in 
  every kingdom, society, and region on Midgard, 
  from the most remote ælven forests to the 
  bitter cold of  the Fel Kingdom in the far north. In 
  the City-States of  Vallinar, several unique schools 
  train particular types of  fighters.
  Only the glitterfane, healers by nature, avoid 
  such a calling. Those called to defend their remote 
  monasteries use charms to turn away enemies 
  instead. 
  INQUISITOR
  I
  nquisitors are uncommon in the City-States 
  of  Vallinar. Most are attached to the various 
  churches, persecuting and correcting those that 
  deviate from their faiths. Many zealots, after years, 
  eventually become inquisitors. They are found in 
  great numbers within the Order of  Thorn, where 
  they spend their lives hunting down diabolists, 
  summoners and servants of  the Thrall Lords.
  Few dwarves become inquisitors. When they 
  do, they guard against the creeping decay of  the 
  Dark Whisper among their own kind. They guard 
  dwarven halls, protect strongholds and stand 
  besides dwarven judges at their tribunals to ensure 
  the guilty meet just ends.
  Few ælves, glitterfane, or clockwork elves become 
  inquisitors. Their particular societies don’t encourage 
  such behavior—especially the glitterfane—and 
  those that would become inquisitors frequently do 
  so because of  outside influences.
  The aryandai produce a number of  inquisitors, 
  nearly all of  them serving Velluna-Akka as hunter-
  trackers. Because the aryandai are natural enemies 
  of  the aberrations that serve the Thrall Lords, this 
  calling compliments their desire to seek out and 
  destroy such creatures.
  AFTER THE BATTLE OF WITCH HILL, 
  inquisitors ﬂ ocked to the Order of 
  the Thorn. Many did so hoping to 
  avenge the fallen, but knew that 
  such a cause would take years to 
  complete. Worse, many of the City-
  States’ citi zens were divided on 
  the issue of witchcraft . For every 
  wise woman a village loved, there 
  stood another ready to lay a curse. 
  Over ti me, the Order of the Thorn 
  developed a lengthy (but arguably 
  fair and accurate) process by 
  which they judged those practi cing 
  witchcraft . 
  Unfortunately, 
  they 
  subsequently lost many of their less 
  pati ent inquisitors to independent 
  acti vity. 
  Today, a number of inquisitors 
  conti nue to hunt down witches, 
  acti ng as executi oners without 
  license. This puts them at odds with 
  the arcane community. Far too many 
  who practi ce sorcery fall victi m 
  to ‘the cause.’ Not surprisingly, 
  the arcane community is quick to 
  hunt down rogue—and frequently 
  unstable—inquisitors. These are 
  almost universally turned over to 
  the Order of the Thorn, or in its 
  absence, the local authoriti es.
  The witches that catch a rogue 
  inquisitor have their own methods 
  of justi ce, many of which they 
  learned from past inquisitors.
  BATTLE OF WITCH HILL
  
  Chapter Three: 
  Chapter Three: CLASSES
  CLASSES
  29
  29
  MONK
  M
  onks are incredibly rare in the City-States 
  of  Vallinar, exclusive to only the city of  
  Damas, where a single fighting school 
  evolved into a monastery called the “Tattooed 
  Pagoda.” Within, people from around the City-
  States (and sometimes southern Midgard) tattoo 
  themselves with runes, study the “Way of  the Well,” 
  and perfect their understanding of  both. They 
  share a series of  strange views, but their general 
  philosophy commands them to blend the natural 
  world of  the body with the unnatural world of  
  spirit.
  Humans are most likely to take up this restrictive 
  pursuit, followed by aryandai and clockwork elves.
  While the glitterfane are also likely to become 
  monks, most are physically ill suited for it. Being 
  able to defend their ways, without entering lethal 
  combat, is an attractive concept to more progressive 
  glitterfane. More traditional glitterfane, however, 
  see this as a breach of  their values and warn against 
  it.  
  Ælves and dwarves are not restricted from 
  becoming monks, but most consider the philosophy 
  behind it incompatible with their traditional values.
  ORACLE
  C
  ommon among the ælves, oracles are found 
  in great numbers in eastern Ælveheim where 
  they serve alongside druids as emissaries of  
  the land and its primal places. While many oracles 
  feel a strong connection to aspects of  nature, not 
  all do. Some of  the ælven oracles have manifested 
  powers connected to particular aspects of  life or 
  philosophical concepts, such as liberty and travel.
  Oracles are common among the glitterfane, where 
  nearly all of  them manifest abilities focused on 
  mercy, birth, dreams, earth, love or the stars. When 
  they do appear, they are celebrated and encouraged 
  to travel, testing their abilities and acting as a 
  testament to their faith in Alnara.
  Oracles are less common among clockwork elves, 
  human and aryandai. When they do manifest, most 
  are mistaken for sorcerers. Their foci are likely to be 
  as varied as they are.
  Dwarves sometimes manifest the abilities that 
  mark them as oracles. They gravitate toward foci 
  dealing with battle, stone, earth and fire.
  PALADIN
  P
  aladins are uncommon in the City-States of  
  Vallinar. When one does hear the call, it is 
  normally in the service of  the Golden Knight. 
  Others do exist, serving the Æssinyr and their 
  churches. This is especially true when a church is 
  under siege and in need of  divinely inspired martial 
  prowess.
  Dwarves are as likely to hear the call as humans. 
  Many great paladins come from Rhuneheim and 
  Redwall. Those that take up the mantle normally do 
  so in service to Dægr, Hothur, or Oridynn. 
   Most of  the aryandai feel such a calling is too 
  restrictive, to say the least. When they do, they 
  serve under Velluna-Akka’s banner.
  Occasionally an ælf  will become a paladin, but 
  this is uncommon even for the most militant among 
  their kind. Most of  the trappings that make a paladin 
  detract from their connection to nature—which the 
  ælves hold dear.
  Most glitterfane, who abhor violence, avoid 
  taking up arms against other sentient creatures. A 
  select few, however, are called by Alnara to defend 
  their fellows and take up the mantle of  the paladin 
  in order to do so.
  RANGER
  H
  uman rangers are common outside of  the 
  City-States of  Vallinar, acting as scouts and 
  guides. 
  Clockwork elves seldom become rangers, as this 
  calling demands a connection to nature that many of  
  them simply do not have. When clockwork elves do 
  become rangers, they are more likely to form a bond 
  with their fellows than with an animal companion.
  Only a small number of  dwarves become rangers, 
  and those that do normally serve as scouts and 
  surveyors.
  Rangers are common in Ælveheim, as the ælves 
  consider this a noble pursuit. They frequently form 
  bonds with animals. Most ælven rangers serve local 
  druids as huntsmen, keeping their lands free from 
  encroaching monsters, and when necessary, sentient 
  foreigners.
  Aryandai frequently become rangers, a calling 
  that suits their need to hunt aberrations and the 
  enemies of  their goddess. 
  Glitterfane rangers are unheard of.
  
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  ROGUE
  C
  ommon to all lands, rogues fulfill a number of  
  different roles among the various races.
  In the City-States of  Vallinar, both human 
  and clockwork elves are rogues. Most become 
  scouts, locksmiths, and diplomats. Some of  the 
  less reputable find work as smugglers, cutpurses, 
  brigands, and assassins.
  Rogues are less common among the dwarves, but 
  Redwall has a number of  scouts and spies it employs. 
  Some dwarves also become trap-makers, locksmiths, 
  and engineers.
  Ælveheim has a surprising number of  rogues, 
  nearly all of  them using their skills alongside 
  druids, fighters, oracles and rangers to protect 
  Ælveheim from outsiders. Few use their skills for 
  the accumulation of  personal wealth, a trait ælves 
  attribute to humans and dwarves.
  Aryandai sometimes become rogues, a profession 
  that compliments their nocturnal instincts with a 
  host of  suitable talents and skills. Others do so to 
  perfect their natural talent for stealth, becoming 
  border guards as silent as they are deadly.
  Glitterfane sometimes become rogues, but only in 
  supporting roles. When they do, they are generally 
  scouts.
  SORCERER
  S
  orcerers are a strange phenomenon throughout 
  Rhune. Beginning with the discovery of  the 
  rune Gebo in -731, members of  all the sentient 
  races have manifested, every few generations, 
  abilities that mark them as sorcerers. Most show 
  signs shortly after puberty. 
  Clockwork elves and humans both manifest a 
  high number of  sorcerers, an observation some of  
  the other races have found unsettling. 
  Dwarves do not show an aptitude for sorcery, 
  although a small number of  them do exist. When 
  they do manifest such powers, they tend to favor 
  elemental magic above all else—especially spells 
  that shape fire and earth.
  While the ælves manifest such powers, they are 
  quiet about it and do not share this information 
  with those beyond their borders. The glitterfane are 
  similar, having no recorded cases of  sorcery among 
  their kind.
  The aryandai, on the other hand, do not seem 
  impressed with sorcery and claim to have had such 
  among their kind since the Age of  Myth. While none 
  can confirm this, none can deny that a surprisingly 
  high number of  their kind also manifest these 
  abilities.
  WITCH
  W
  itchcraft is an odd, misunderstood path to 
  power that very few in Rhune undertake. 
  Witches shroud themselves in mystery, 
  offering little in the way of  explanation as to how—
  or where from—their powers come.
  Witches are almost always humans from remote 
  lands. Most form bonds with animals at an early age, 
  and because of  this, are sometimes confused with 
  druids until it becomes evident they are something 
  entirely different.
  With the exception of  the aryandai, the remaining 
  races rarely have witches among their kind. This 
  might be because they elect not to reveal themselves, 
  hiding their abilities—and their familiars—under 
  the careful guise of  wizardry.
  The aryandai have witches among their kind, but 
  they are rare. These witches generally form bonds 
  with their closest kin, spiders.
  BECAUSE ORACLES AND SORCERERS 
  ARE SO SIMILAR, some GMs may be 
  tempted to treat them as one. While 
  this is mechanically acceptable, please 
  be mindful that the ﬁ rst oracle didn’t 
  appear unti l -652, nearly a century 
  aft er the ﬁ rst sorcerer. The disti ncti on 
  made between the two, however, is 
  ulti mately up to the GM. 
  GM NOTE
  
  Chapter Three: 
  Chapter Three: CLASSES
  CLASSES
  31
  31
  WIZARD
  B
  y far the most common practioners of  magic, 
  wizards exist equally among nearly all the 
  races of  Midgard.
  The City-States of  Vallinar boast thousands 
  of  wizards and several academies dedicated to the 
  refinement of  the arcane arts. They focus on any 
  number of  particular branches of  study. Specialists 
  eventual blend their knowledge with engineering to 
  become the highly respected Clockwork Adepts.
  Dwarves have few wizards, but those that do 
  practice access arcane magic directly through the 
  runes. Most hope to become vitkarr. Others use their 
  arcane abilities to strengthen dwarven strongholds. 
  Most wizards work hand in hand with druids, bards, 
  and clerics to shape the path of  dwarven history as 
  it prepares for Ragnarök.
   Ælves also boast wizards of  great power, but 
  do so with aloofness that suggests other forms of  
  magic are crude by comparison. Most are powerful 
  illusionists or enchanters that use their knowledge 
  to guard Ælveheim’s borders.
  Glitterfane see the arcane arts as a necessary 
  pursuit, useful for protecting their kin and hiding 
  their villages from the abominations that hunt them. 
  Not many follow this path, but when they do, they 
  are almost always illusionists.
  Not surprisingly, the aryandai have few—if  any—
  wizards among their kind. Some certainly exist, but 
  those that do often live as outcasts.
  IN -712 AN EVENT KNOWN AS ‘THE 
  DARK WHISPER’ sti rred the collecti ve 
  unconsciousness 
  of 
  Midgard. 
  While the exact nature of what 
  took place is sti ll hotly debated (by 
  both descendants of those who 
  experienced it and scholars studying 
  its eﬀ ects), one thing is agreed 
  upon. Something cold, dark, and 
  subtle reached out from the Void 
  and touched the minds and hearts 
  of many. Most dismissed this event, 
  shook it oﬀ  and went about their 
  lives as normal. 
  Others, however, found the haunti ng 
  voice far too persistent. Many later 
  claimed they discovered relief only 
  in the most atrocious of acts. Some 
  tore out their eyes. Some fed upon 
  their neighbors. Some went insane. 
  The luckiest among them walked 
  into the sea and embraced death 
  below the waves.
  A number of events att ribute to the 
  Dark Whisper. These include the 
  birth of witchcraft . Many believe 
  that a witch’s reliance on her familiar 
  (instead of the runes or the Æssinyr) 
  is a sure sign of her ‘unnatural roots’ 
  and proof enough of her dark ti es. 
  Whether or not this is true, witches 
  bear a great deal of grief and 
  hardship because of this belief.
  THE DARK WHISPER
  
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  32
  Form and function are at the heart of  all 
  our designs. We craft accordingly...
  R
  HUNE: DAWN OF TWILIGHT adds only two 
  additional skills to those presented in the 
  PATHFINDER® ROLEPLAYING GAME CORE 
  RULEBOOK™. These skills, Craft (Clockworks) and 
  Knowledge (Clockworks) represent the special 
  training needed to build, identify, modify, and 
  program clockworks, regardless of  their form or 
  function.  This includes firearms, which have highly 
  complex clockwork engines driving them. 
  Other non-clockwork technology uses either the 
  Knowledge (Engineering) skill or the appropriate 
  craft skill. 
  Runic lore is covered equally by Knowledge 
  (arcane) and Knowledge (religion), so players 
  seeking specific information about the runes can use 
  either of  these skills in Rhune.
  our designs. We craft accordingly...
  CRAFT 
  (CLOCKWORKS) (INT)
  C
  raft (Clockwork) is like any other craft skill
  found in chapter 4 of  the PATHFINDER® 
  ROLEPLAYING GAME CORE RULEBOOK™. To 
  create clockwork items, both masterwork and normal, 
  use those rules. In Rhune, Craft (Clockworks) can 
  accomplish a number of  additional tasks beyond 
  those listed. These are:
  CUSTOMIZE
  Use the Craft (Clockworks) skill to customize existing 
  constructs, clockwork items and weapons. The DC for 
  individual customizations is listed by and is speciﬁ c 
  to type. Only a limited number of customizations 
  can be made to most items. Constructs, including 
  intelligent automata, can accept a greater number of 
  customizations. Customizations occupy body slots like 
  magic items do. Customizations, unlike modiﬁ cations, are 
  generally permanent.
  CHAPTER 
  FOUR
  SKILLS
  
  Chapter Four: 
  Chapter Four: SKILLS
  SKILLS
  33
  33
  MODIFY
  Use the Craft (Clockworks) skill to temporarily modify 
  existing clockworks, clockwork items and constructs. The 
  DCs for these individual modiﬁ cations are speciﬁ c to the 
  type of modiﬁ cation and are listed accordingly. These 
  modiﬁ cations are generally temporary, lasting a number 
  of hours or days.
  PROGRAM
  Program an intelligent clockwork or construct to obey 
  speciﬁ c commands. These commands require an hour 
  of programming and a successful Craft (Clockwork) 
  skill check against the indicated DC to successfully 
  install them. Clockworks may be programmed to obey 
  a number of commands equal to one-third of their Hit 
  Dice (minimum 1).  Once programmed, constructs 
  obey these new commands until programmed to do 
  otherwise. Commanding a construct is, unless noted in 
  the command’s description, a move action. Clockworks 
  and constructs may be programmed to obey the following 
  commands:
  • Aid (DC 25): Upon command, the clockwork or 
  construct distracts an enemy. The construct makes 
  an attack against AC 10. If it succeeds, it grants a 
  +2 to hit that opponent with your next attack. The 
  clockwork or construct must be programmed with the 
  Attack task.
  • Attack (DC 20): Upon command, the clockwork or 
  construct attacks apparent enemies. The character 
  may direct it to attack particular enemies as a move 
  action.
  • Defend (DC 20): The clockwork or construct defends 
  the character (and is ready to defend you if no 
  apparent threat is present), without any command 
  being given. Alternatively, the character can command 
  it to defend a speciﬁ c individual or even an item. 
  • Flank (DC 25): Upon command, the clockwork or 
  construct moves to ﬂ ank an opponent. The clockwork 
  or construct must be programmed with the Attack 
  task.
  • Gather (DC 15): Upon command, the clockwork or 
  construct retrieves something. If you do not point out 
  a speciﬁ c item, it gathers random objects.
  • Guard (DC 20): Upon command, the clockwork or 
  construct stays in place and prevents others from 
  approaching. The clockwork or construct must be 
  programmed with the Attack task.
  • Return (DC 15): Upon command, the clockwork or 
  construct moves to you, taking the most direct route. 
  It provokes attacks of opportunity as normal.
  • Search (DC 15): Upon command, the clockwork or 
  construct moves into an area and looks for anything 
  that is obviously alive or animate.
  • Stop (DC 10): Upon command, the clockwork or 
  construct immediately stops its current action. This 
  command is a free action.
  • Stand Down (DC 15): Upon command, the 
  clockwork or construct breaks off from combat or 
  otherwise backs down. A clockwork or construct 
  that isn’t programmed with this task will ﬁ ght until 
  disabled or destroyed, or until it defeats an opponent.
  • Hold Fast (DC 15): Upon command, the clockwork 
  or construct stays in place. It does not challenge 
  others, though it still defends itself if it needs to. The 
  clockwork or construct must be programmed with the 
  Defend task.
  • Tactical Return (DC 25): Upon command, the 
  clockwork or construct returns to you, taking the 
  most direct route, but avoiding attacks of opportunity 
  in the process. The clockwork or construct must be 
  programmed with the Return task.
  • Work (DC 15): The clockwork or construct pulls or 
  pushes a medium or heavy load. Some clockworks or 
  constructs may be programmed to perform speciﬁ c 
  types of work, such as repairing armor or weaving 
  cloth. They are restricted to basic types of work (DC 
  of 10 or less).
  QUICK FIX
  You may use a full round action to remove the Broken 
  condition from a clockwork item for short time. Make a 
  Craft (Clockwork) skill check (DC 10 + points of damage 
  the item has taken). If you are successful, you may use 
  that item as normal for a number of rounds equal to the 
  number of Craft (Clockworks) ranks you have.
  REPAIR CONSTRUCT
  Repair a construct or sentient clockwork. Repairing a 
  construct takes four hours. Make a Craft (Clockwork) 
  skill check (DC = 15 + construct’s HD). If successful, 
  restore 1d4 hit points to the construct. For a success 
  that exceeds the DC by 5 or more, add Int modiﬁ er (if 
  positive) to this amount.
  TREAT CRITICAL DAMAGE
  To treat critical damage, make a Craft (Clockwork) 
  skill check (DC 20). This is a full round action. Success 
  restores hit points to a damaged construct or clockwork 
  creature. Treating critical damage restores 2 hit points 
  per level or HD of the creature. For a success of 5 or 
  more over the DC, add Int modiﬁ er (if positive) to this 
  amount. A creature can only beneﬁ t from this ability once 
  within 24 hours of being damaged and never more than 
  once per day. Expend two uses from an Engineer’s kit to 
  perform this task. You take a –2 penalty on your Craft 
  (Clockwork) skill check for each use from the Engineer’s 
  kit that you lack.
  KNOWLEDGE 
  (CLOCKWORKS) (INT; TRAINED ONLY)
  You possess special knowledge about clockworks. Not 
  only can you answer simple and complex questions about 
  them, you can also identify special characteristics they 
  might possess. Weaknesses, strengths, and their uses – 
  whether they are free-willed constructs or highly complex 
  devices – can also be identiﬁ ed with speciﬁ c checks.
  Answering simple questions about clockworks using 
  this skill is generally a free action. Identifying speciﬁ c 
  information about a clockwork device is generally a 
  standard action, but may be as much as a full round 
  action depending on what is involved and how much 
  study is required.
  
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  CLOCKWORK KITS
  C
  lockwork skills require specific tools. Using 
  the following kits improves the chances of  
  successful skill checks.
  ENGINEER’S KIT
  This kit is a collection of bearings, gaskets, seals, bolts, 
  and other consumables used in the repair of clockwork 
  devices. Without a use from this kit, you receive a -2 
  penalty to repair, modify, or ﬁ x automata and clockwork 
  devices.  Ten uses empty this kit. Cost 50 gp. 
   MASTERWORK ENGINEER’S KIT
  This kit is a collection of exceptional bearings, gaskets, 
  seals, bolts, and other consumables used in the repair of 
  clockwork devices. When you use this kit, you receive a 
  +2 circumstance bonus to repair, modify, or ﬁ x automata 
  and clockwork devices. This kit has 10 uses. Cost 100 gp.
  PRECISION TOOLS
  This kit is a collection of ﬁ nely crafted tools used for 
  precision work, such as on smaller automata and tiny 
  clockwork devices. This kit contains delicate tools (each 
  tool has a hardness of 3 and 5 hit points) in a ﬁ nely 
  crafted leather satchel. Using these tools grant a +1 
  circumstance bonus to repair, modify and ﬁ x small and 
  tiny-sized clockwork devices. Cost 35 gp.
  
  RHUNE
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  35
  35
  C
  ompeting organizations are a major theme in 
  RHUNE: DAWN OF TWILIGHT,  A number of  
  factions offer players unique opportunities to 
  move their agendas forward. Some, like the Clockwork 
  Accord, champion technology and actively look for 
  opportunities to develop it. Several knighthood 
  orders also exist, each pursuing goals that range 
  from protecting the priestesses of  Velluna-Akka to 
  hunting down diabolists. Others, like the Greengard, 
  work to protect ælven interests and frequently find 
  themselves at odds with other nations and their 
  people. Some groups, such as the Gloomers, revolve 
  around simple creeds, ignoring race and nation.
  Details on these organizations will be released 
  online in the future. Secret societies, cults, 
  universities, orders and trade families will all vie for 
  attention, presenting players with options that are 
  both easy to role-play and pivotal to Rhune’s future. 
  These organizations will follow the faction model 
  presented in THE PATHFINDER ROLEPLAYING GAME. 
  A short list of  some prominent organizations 
  follows:
  Brotherhood of the Wraith
  Formed from a cabal of  wizards in -712, this cult 
  summons and binds wraiths in the name of  the 
  Thrall Lords. While their acts appear selfish and 
  disordered, some believe they advance a much 
  grander plot.
  Children of Passion
  This group began in -776 as a collection of  fans 
  dedicated to a book called Self  First. Initially 
  believed to be little more than a philosophical 
  society, it eventually became an outlet for wealthy 
  debauchers and their ilk.
  Clockwork Accord
  Members of  the Accord agree that technological 
  advancement 
  is 
  the 
  product 
  of  
  rational 
  understanding. They believe it is only by completely 
  mastering clockwork technology that mankind can 
  hope to stop the Ragnarök Clock. 
  CHAPTER 
  FIVE
  FACTIONS
  “Individual heroes will achieve great feats. 
  But great men and women, aligned with their 
  fellows, will achieve even more...”
  ~Fenwulve of  Old Haven
  
  RHUNE
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  36
  36
  Dawngard
  This elite collection of  cavaliers, paladins and 
  warriors defend Vallingard from its enemies. It 
  gained much acclaim when it fought back the second 
  Fel Horde in -507, routing the barbarians and their 
  Thrall-bound allies just south of  the city.
  Gloomers
  Known as “Winter’s Children” by many, Gloomers 
  are depressed and disenchanted citizens who believe 
  taking part in Ragnarök is a pointless exercise in 
  futility. Their signature white coats and apathetic 
  approach to life identify them.
  Green Way
  Founded in -572 by Dvain Carraunt, this group 
  of  activists includes ælves, druids, rangers and 
  oracles dedicated to completely eradicating the 
  industrialized state and the pollution it produces. 
  Greengard
  This is one of  the oldest military orders on Midgard. 
  It is composed entirely of  ælves who pursue their 
  homeland’s interests above all else. While it is 
  responsible for Ælveheim’s defense, rumor has it 
  that it frequently works outside its borders, as well.
  House Scræ
  This former trade family refines both the arts 
  of  alchemy and brewing, operating a number of  
  prominent western vineyards. Many whisper, 
  however, that they have darker interests that include 
  necromancy.
  Order of the Grand Lodge
  Dedicated to protecting commerce and travelers, 
  Jae’n Tre’Vallinar founded this order in -798to 
  encourage the expansion of  the Kingdom of  
  Vallinar. Today, it serves much the same role, albeit 
  with some interesting views on how to do so.
  Veiled
  These priestesses cover themselves from head to toe 
  in black, hiding even their faces from all but their 
  sisters. Although there are many rumors about 
  them, they are an order dedicated to Velluna-Akka 
  and her mysteries.
  FENRIECH TRE’ASHEN GLANCED AT 
  HIS SQUIRE, shouldered his hammer, 
  and then gazed out toward the 
  ﬁ elds south of Vallingard. There, he 
  saw waves of barbarians, covered 
  in blood and ichor, heft ing banners 
  to the Thrall Lords. Blocking their 
  onslaught were the brave—and 
  unfortunate—souls that made up 
  the Dawngard. Automata of all sorts 
  stood beside them, each hoping to 
  prove their fealty to their human 
  creators, and more so, to honor Old 
  Forge Father. Fenriech knew many 
  of them—Automata, human, and 
  dwarf alike—would die this day. 
  “Sir, will you be taking your ﬁ rearm?” 
  his squire asked.
  “No. You keep it with you,” Fenriech 
  said.
  “Keep it loaded,” he said, a litt le 
  quieter. 
  “ If we fail this day, you’ll need it 
  as you make for Haven City,” he 
  ﬁ nished. 
  “Sir, if we fail today, retreat will be 
  pointless.” His squire was pale.
  “I fear, young Druennick, that you 
  may be right.” 
  THE CHARGE OF 
  THE DAWNGARD
  
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  37
  “Even the lowliest farmer has religious 
  views he’s willing to fight for...”
  I
  n RHUNE: DAWN 
  OF TWILIGHT, religion is 
  straightforward. Nearly all of  the people 
  of  Midgard are theists of  some variety and 
  religious expressions touch every aspect of  culture. 
  Technology, runic lore and social laws all share 
  relevant ties to the various churches and their 
  followers. While clerics frequently do not serve 
  in social roles outside of  their churches, people 
  commonly call upon them for their wisdom. Even 
  arcane magic, traditionally unconnected to the 
  divine, shares bonds with the Æssinyr through the 
  runes. 
  Suffice it to say, religion plays a big role in 
  Rhune. As Ragnarök approaches, the gods and their 
  servants ready themselves for the final conflict.  Few 
  can be said to be neutral in the conflict. Even the 
  lowliest farmer has religious views he’s willing to 
  fight for. With hordes of  blighted dead to the south 
  and cannibalistic barbarians to the north, he’s likely 
  to have to do just that. Additionally, numerous dark 
  cults work across Midgard; many of  them invariably 
  serving the Thrall Lords. 
  Of  course, this doesn’t mean characters must 
  be religious in nature or that campaigns must have 
  religious themes. Many will not. But ultimately, 
  the final battle between the gods – Ragnarök – is 
  religious in nature.  
  RHUNIC PANTHEON
  T
  wo sets of  divine powers vie for control of  the 
  Great Tree and the realms between, granting 
  spells and special abilities to their followers. 
  The seven Æssinyr are the oldest gods worshipped 
  in Rhune. They divide into two smaller groups: the 
  four noble lords and the three noble ladies. While the 
  ælves, aryandai, dwarves and humans worship them 
  almost universally; most of  them carry distinctively 
  different names and titles. While the automata pay 
  respect, they tend to honor only Old Forge Father, 
  whom they view as their ultimate creator. The 
  glitterfane view Alnara in much the same light.
  The Thrall Lords are a group of  five renegade 
  demigods that left the comfort of  the Great Tree 
  and delved into the unnatural darkness of  the 
  Void during the earliest days of  the Age of  Myth. 
  T
  li i
  i
  Of
  thi
  d
  CHAPTER 
  SIX
  RELIGION
  
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  38
  38
  Changed, these powers seek to usurp the traditional 
  powers – namely their parents the Æssinyr – and 
  rule all of  Rhune as they see fit. The Thrall Lords 
  are dark gods dedicated to the worst aspects of  
  humanity, enshrining the traditional sins of  the 
  created races. These sins, their followers say, are the 
  true paths to power. The Thrall Lords do little to 
  dissuade this view.
  Goddesses
  AL
  Portfolio
  Alnara
  The All Mother; Bright 
  Star; Lady of Mercy; 
  Queen of Heaven
  NG
  Balance, Birth, Dreams, 
  Earth, Love, Mercy, and 
  Nature
  Nayadia
  Queen of the 
  Waters;Lady Luck; The 
  Blue Maiden; Champion 
  of the Chalice 
  CG
  Art, Battle, Beauty, 
  Chance, Divination, 
  Healing, Luck, Lust, 
  Travel, and Water 
  Velluna-Akka
  The Veiled; The Lady of 
  Night; The Crone; Queen 
  of the Moon
  NG
  Alchemy, Death, 
  Knowledge, Moon, 
  Mystery, Night, Secrets, 
  and Women
  Gods
  AL
  Portfolio
  Velash
  Old Forge Father; The 
  Old Inn Keeper in the 
  Sky; The Even Handed
  LG
  Brewing, Community, 
  Craftsmen, Fire, 
  Freedom, Honesty, 
  Trade, and Travel
  Dægr
  Lord of the First 
  Light;Holy Sun; The 
  White God;
  NG
  Discipline, Fate, Healing, 
  Law, Sun 
  Hothur
  Old Thorn Hammer; 
  The Fury; The Golden 
  Knight;
  CG
  Battle, Bravery, Honor, 
  Justice, Protection, 
  Strategy, Valor, and War
  Oridynn
  All Father; The Stave 
  Master; The Oak King; 
  The Hanged God
  LN
  Knowledge, Mystery, 
  Prophesy, Rulership, 
  Runes, and Self-
  Sacriﬁ ce
  Thrall lords
  AL
  Portfolio
  Dark Leighhanna
  Lady of Vultures; Queen 
  of the Winds; Mistress of 
  the Grave;
  NE
  Air, Corruption, Dark 
  Magic, Death, Envy, 
  Flying things, Hags, 
  and Pain
  Felashurann
  The Fire Lord; Son of the 
  Void; The Wraith King
  CE
  Destruction, Fire, Lust, 
  Nightmares, Pride, 
  Revenge, War, and 
  Wraiths 
  Mhamnoch
  Lord of the Long Winter; 
  Sleeping Prince; The 
  Wasting Darkness
  LE
  Cold, Darkness, Death, 
  Deep Places, Earth, 
  Greed, Necromancy, 
  Secrets, and Winter
  Felhorath
  Cursed One of the 
  Deep; Son of Deceit, the 
  Wicked Storm
  CE
  Deceit, Drowning, Lies, 
  Murder, Poison, Seas, 
  Storms, Trickery, and 
  Water
  D’Iessha
  Cursed Queen; The Red 
  Lady of Haverghast; 
  Queen of the Feast
  CE
  Cannibalism, Decay, 
  Disease, Ghouls, 
  Madness, Plagues, Rot, 
  and Vermin.
  ALNARA
  Our Lady of Mercy
  Other titles: The All Mother, 
  Bright Star, Queen of Heaven
  Alignment: NG
  Domains: Animal, Earth, 
  Good, Healing, Plant, Sun, 
  Weather
  Favored Weapon: birthing 
  dagger
  W
  hile Alnara is known by many names, 
  her title “The Lady of  Mercy,” sees the 
  widest use. Throughout the City-States 
  of  Vallinar she is famous as a protector of  women, 
  young children and those dealt unfortunate lots 
  in life. Her churches frequently serve as clinics, 
  shelters and, in some cases, orphanages. Her clerics 
  also travel, spreading peace wherever possible. They 
  sometimes act as diplomats, resolving conflicts 
  requiring mediation. They are famous as healers.
  Alnara is also the mother of  the Glitterfane, a role 
  she enjoys. Acting as their divine matron, she guides 
  the relatively small race toward increasing peace, 
  hope and healing across Midgard. Where possible, 
  she encourages her followers to live as pacifists, 
  acting as examples of  her mercy in the physical 
  world. She prefers a passive role and frequently lets 
  her followers act on her behalf.
  The ælves see Alnara as the glorious queen of  
  heaven. She represents the second portion of  their 
  long lives, where those slain in her name become 
  truly immortal spirits. 
  Alnara’s clerics honor her at dusk, when the stars 
  first appear. Her symbol is a bright seven-pointed 
  star on a dark blue banner. Her motto is “Alnara’s 
  mercy upon thee.”
  
  Chapter Six: 
  Chapter Six: RELTGION
  RELTGION
  39
  39
  DÆGR
  The Holy Sun
  Other titles: Lord of the 
  First Light, The White God
  Alignment: NG
  Domains: Glory, 
  Knowledge, Liberation, Luck, 
  Strength, Sun 
  Favored Weapon: long 
  sword
  D
  ægr is beloved by many, but primarily 
  the people of  the City-States of  Vallinar 
  worship him. He is the city of  Vallingard’s 
  patron deity and the Tre’Vallinar family has long 
  held him in high regard. Among the common 
  people of  the City-States, he represents knowledge, 
  glory and liberation from the Thrall Lords. He is 
  also the patron of  scribes, guards and nobles. Most 
  villas include a small shrine or chapel to him. His 
  temples and halls commonly serve as libraries and 
  places of  learning. When built outside of  the city, 
  his temples are situated where the sun can shine of  
  them for the majority of  the day. 
  Dægr’s clerics are a diverse lot, focusing on 
  his many aspects. Primarily, they seek, enshrine 
  and protect knowledge, which they teach leads 
  to freedom. While they focus on strength of  
  arms, they also teach that emotional, intellectual 
  and spiritual strength are equally important to 
  individual growth.
  The ælves honor Dægr quite differently than 
  the humans, dwarves and other races of  southern 
  Rhune. They view Dægr as a warrior god, 
  represented by fire and the sun. He also stands for 
  the fire of  inner being and the will to power that 
  arises from that. 
  Dægr’s symbol is a white sun on a deep-yellow 
  banner. His motto is “Through knowledge you find 
  power.”
  DARK LEIGHHANNA
  Mistress of the Grave
  Other titles: Lady of 
  Vultures, Queen of the 
  Winds
  Alignment: NE
  Domains: Air, Animal, 
  Death, Evil, Magic.
  Favored Weapon: scythe
  K
  nown as the Mistress of  the Grave and the 
  Lady of  Vultures, Dark Leighhanna occupies 
  a strange place in Rhune’s cosmology. 
  While most sane people would never dream of  
  worshipping her, the mortal races see her as the 
  matron of  death and, as such, a cruel part of  natural 
  life. She is rarely invoked, but those seeking her 
  mercy sometimes honor her at funerals. To the 
  ælves, she represents the worst possible fate – the 
  loss of  their immortality. They never utter her name 
  in Ælveheim. The dwarves know her as one of  the 
  Thurses, but never invoke her, preferring to leave 
  their dead in the capable hands of  the All-Father. 
  Dark Leighhanna is widely worshipped in the 
  harsh north. She has several temples in the Fel 
  Kingdom. The most notable is in Blackstone, high 
  atop a blackened pillar called the Claw. Most of  
  her followers are drawn from the various barbarian 
  tribes in the west. While her clerics are mostly tribal 
  shamans or giants, assassins and learned men have 
  been known to adopt her as a matron. 
  Her clerics are infamous for practicing a corrupted 
  form of  apantomancy where they divine omens from 
  her sacred animal, the vulture, as it feeds.
  Her symbol is a black vulture on a white banner. 
  Her motto is “All embrace death.”
  
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  D’IESSHA
  Queen of the Feast
  Other titles: The Cursed 
  Queen, The Red Lady of 
  Haverghast
  Alignment: CE
  Domains: Chaos, Darkness, 
  Destruction, Evil, Madness
  Favored Weapon: whip
  K
  nown throughout Rhune as the Queen of  the 
  Feast, D’Iessha represents a depraved mixture 
  of  cannibalism, decay, gluttony and madness. 
  She is feared in southern Rhune, especially in the 
  City-States of  Vallinar. When rumors of  her cults 
  arise, inquisitors are quick to follow. In Haverghast, 
  they honor her as the Matron of  Ruin or as the Red 
  Queen, and then only to ward off  her wrath. To the 
  dwarves, D’Iessha is known as the Ghoul Queen and 
  she represents the darkest greed, consuming flesh, 
  bone and mineral alike.
  To her servants in the far north, she represents 
  a giant of  untamed power. They frequently depict 
  her as an ancient woman who consumes her 
  enemies and grows stronger with each meal. She is 
  worshipped almost universally in the Fel Kingdoms, 
  and her sacred animals are dire bears, dire wolves 
  and horde hounds. Barbaric tribal shamans venerate 
  her, invoking her before they feast on the remains of  
  their conquered enemies.
  Although D’Iessha has no sacred texts, her 
  followers – especially duskwights (appearing in a 
  future supplement) – claim she gains the knowledge 
  of  those who she consumes. If  this is so, then her 
  secrets rival some of  the Æssinyr themselves, a fact 
  no sane being would draw comfort from.
  Her symbol is a black skull resting on a red circle. 
  Her motto is “Consume the weak.”
  FELASHURANN
  The Wraith King
  Other titles: The Fire Lord, 
  Son of the Void, The Dark 
  Flame, The Black Forge
  Alignment: CE
  Domains: Chaos, 
  Destruction, Evil, Fire, War
  Favored Weapon: mace
  F
  ew people in southern Rhune worship 
  Felashurann and, where they do, it is in secret. 
  To some he is venerated as the Son of  the Void; 
  he represents unbridled pride and vengeance. He is 
  especially popular with the downtrodden and those 
  wronged by nobility. To some eccentric individuals 
  of  southern Rhune, they venerate Felashurann as the 
  Wraith King. To them, he represents continuation 
  beyond death, defying the Æssinyr unto the end. 
  However, most people in southern Rhune know 
  better than to fall for such disguises. In Ælveheim, 
  they know him as one of  the Ash Lords. To the 
  dwarves, however, he takes on an interesting role as 
  the Black Forge.
  The 
  Fel 
  Kingdom 
  worships 
  Felashurann 
  throughout as the Fire Lord. He is often depicted 
  as a giant sheathed in black flames, hoisting his 
  hammer toward the heavens, accompanied by a large 
  white snake. In such images, he commonly crushes 
  the weak and timid underfoot. He is the patron god 
  of  Blackstone, where the giants worship him. Those 
  barbarians strong enough to dare the city’s walls 
  venerate him as well.
  Felashurann demands that his clerics seek 
  vengeance when wronged (and in a land where 
  pride is king, there is no end of  enemies). He also 
  commands that his followers crush those weaker 
  than them, taking slaves in his name. His followers 
  brand themselves as a sign of  devotion, creating 
  terrifying vistas on their own bodies. 
  His symbol is a white eye sheathed in black flames. 
  His motto is “Make the slaves serve.”
  
  Chapter Six: 
  Chapter Six: RELTGION
  RELTGION
  41
  41
  FELHORATH
  Cursed One of the Deep
  Other titles: Son of Deceit, 
  The Wicked Storm, The 
  Black Sun
  Alignment: CE
  Domains: Death, Chaos, 
  Trickery, Water, Weather 
  Favored Weapon: dagger
  F
  elhorath is a complex god fluctuating 
  between extreme recklessness and elaborate, 
  well-designed plots. He is most commonly 
  recognized as the Cursed One of  the Deep, a power 
  waiting to erupt into a violent storm. In this aspect, 
  he represents the unknown mysteries of  the vast 
  oceans. While many sailors call upon Nayadia’s 
  grace before they travel, some older ones whisper 
  fearful prayers to Felhorath, hoping to quell the 
  storm before it comes into being. 
  As the Wicked Storm, Felhorath represents 
  nature’s fury unleashed. He stands for chaos, 
  lightning, water and the wicked storm that drags 
  men beneath the waves. He is a bane to sailors, 
  fishermen and coastal towns. When men make 
  his sign, it is generally out of  a grudging respect, 
  hoping to ward off  his wrath. 
  In southern Midgard, he is known as the Son 
  of  Deceit.  Assassins, those who poison others and 
  those who rely on deceit to ply their trades, secretly 
  worship him He is also known as the Black Sun and is 
  loosely associated with the new moon and thieves. 
  Felhorath’s clerics tend to travel frequently. Few 
  stay in one location long enough to construct proper 
  temples. Instead, they set up safe houses with cults 
  caring for small shrines. The safe houses appear to 
  be other businesses, with special chambers hidden 
  under basements. Some cults also occupy seaside 
  caves.
  Felhorath commands his clerics to perfect the arts 
  of  deception and many take great pleasure in doing 
  so. Quite a few work behind the scenes, shaping the 
  policies and practices of  governments, both large 
  and small. They must each make an annual sacrifice 
  of  a sentient creature to Felhorath. Drowning is the 
  preferred method. 
  Felhorath’s symbol is a pale gray hand, fingers 
  apart, reaching up from the deep-blue ocean. His 
  motto is, “Every lie is sacred.”
  HOTHUR
  Old Thorn Hammer
  Other titles: The Fury, The 
  Golden Knight, Arensyl the 
  Mistlord
  Alignment: CG
  Domains: Good, Luck, 
  Nobility, Protection, 
  Strength, Travel, War
  Favored Weapon: war 
  hammer
  H
  othur is a popular deity, especially among 
  the dwarves of  the Forgestone Mountains. 
  Dwarves and humans worship Hothur as a 
  god of  nobility, protection, strength and war. Some 
  worship Hothur as the Fury, calling on him for luck 
  in battle. He is the patron of  good deeds and travel. 
  While the ælves honor him as one of  the noble 
  Æssinyr, few worship him.
  As Old Thorn Hammer, Hothur is the patron 
  god of  dwarven warriors and those who wield the 
  hammer to destroy. In this form, he is the chaotic 
  twin of  Velash (who wields his hammer to create). 
  He is sometimes depicted as the son of  Velash. 
  Hothur is an old god, occasionally associated with 
  the fires of  destruction and the need to cleanse the 
  old.
  As the Golden Knight, Hothur is seen as a noble 
  human lord, encased in shining armor, who wards 
  civilized lands against the Thrall Lords. As such, 
  he is patron of  those who defend the meek, patrol 
  borders and tear down the wicked. In the City-States 
  of  Vallinar, he is the patron of  cavaliers, paladins and 
  warriors of  noble birth. While few ælves worship 
  him, Hothur is known as Arensyl the Mistlord. In 
  this aspect, he is the patron of  those who patrol 
  ælven lands. He is also the patron of  bowyers. 
  Hothur demands his followers fight the good 
  fight, protect the weak and aspire to noble actions, 
  regardless of  their station. His clerics must do the 
  same, working aside the nobility of  civilized places 
  to create safe lands Hothur’s clerics rarely build 
  large churches. Instead, they favor fortified inns 
  (called battle shrines) in remote places, especially on 
  the borders of  kingdoms. 
  Hothur’s symbol is gray hammer, pointed down, 
  on a yellow banner. His motto is “Fortune favors the 
  noble and brave heart.”
  
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  MHAMNOCH
  Lord of the Long Winter
  Other titles: The Sleeping 
  Prince, The Wasting 
  Darkness
  Alignment: LE
  Domains: Earth, Evil, Law, 
  Knowledge, Rune 
  Favored Weapon: spear
  F
  ormerly the patron of  art, reflection and 
  spiritual wellbeing, Mhamnoch represents 
  greed and desire in all their extreme forms. 
  Known as the Lord of  the Long Winter, he is a 
  complex god with several faces. In the southern 
  parts of  Midgard, he is secretly worshipped as the 
  Sleeping Prince, where he represents the return to 
  power, nobility and vengeance. Some believe his 
  form as the Winter King, is a direct reference to 
  stasis, which he slowly picks away at. In northern 
  Midgard, however, he is seen as either The Wasting 
  Darkness or the Lord of  the Long Winter. Both 
  of  these aspects are tied to the inevitability of  
  Ragnarök. Many of  the Thrall Lords’ servants 
  believe it is Mhamnoch who shall call them to the 
  final battle. In his form as The Wasting Darkness, 
  he represents the icy realms of  the unknown places. 
  He is also seen as a god of  the night. In his most 
  popular form, however, he is the king of  winter. All 
  of  Rhune honors him in this aspect while it suffers 
  under the weight of  the long winter leading to 
  Ragnarök. 
  Mhamnoch, unlike many of  his siblings, is 
  generally uninterested in what happens on Midgard. 
  He concerns himself  only with the long winter to 
  come. His clerics still receive spells and visions, but 
  the latter are almost always concerned with harsh 
  places of  the far north. Many, in fact, travel to places 
  where the weather is the worst, testing their mettle 
  in preparation for the long winter to come. 
  Mhamnoch has few temples. The most notable 
  is the Pale Tower, a place carved from white stone 
  and is covered completely in ice. While there is no 
  direct tie to Mhamnoch (other than its appearance), 
  his clerics seem to be the only ones unaffected by the 
  tower’s powers.
   
  His symbol is the Isa rune, colored blue, on a 
  white banner. His motto is “Winter comes! All hail 
  the Winter King!”
  NAYADIA
  The Blue Maiden
  Other titles: Queen of 
  the Waters, Lady Luck, 
  Champion of the Chalice
  Alignment: CG 
  Domains: Charm, Good, 
  Healing, Luck, Travel, 
  Trickery, Water
  Favored Weapon: trident
  N
  ayadia is the youngest of  the three goddesses 
  of  the Æssinyr. She represents youth, 
  vitality, luck, charm and unearthly grace. She 
  is frequently depicted rising from the waves, atop 
  dolphins, hoisting a shinning trident to the sun. 
  While she is not aggressive, she is fickle and quick 
  to temper when slighted. Fortunately, she is as quick 
  to heal, as she is to harm. 
  In the City-States of  Vallinar, Nayadia is known 
  by two names. To the more idealistic, she is the 
  Champion of  the Chalice and the matron of  good 
  actions, vitality and youthful purity. Her clerics 
  encourage people to seek the good in themselves. 
  Her sign is a chalice representing their hidden, ideal 
  selves. As Lady Luck, she is the matron of  wild 
  actions, lovers, luck and youthful vitality. While 
  she has fewer clerics favoring this aspect, she is 
  incredibly popular with the young.
  Among the dwarves, Nayadia is the Queen of  the 
  Waters. She is depicted as a young female dwarf, 
  carrying a cup filled with amber-colored mead. Older 
  dwarves, to their wives’ dismay, trip over themselves 
  to impress her. She is frequently seen winking with 
  a mischievous grin. 
  Nayadia’s clerics are commanded to encourage 
  the young to break traditions (a theme downplayed 
  considerably by her dwarven followers), to travel, 
  and to find true love. They rarely construct shrines. 
  When they do, they are in places of  pristine beauty 
  close to the ocean. They favor beaches, secret coves 
  and cliffs overlooking the sea. 
  Nayadia’s symbol is a white trident on a blue 
  banner. Her motto is, “Love as you will.”
  
  Chapter Six: 
  Chapter Six: RELTGION
  RELTGION
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  ORIDYNN
  The Oak King
  Other titles: The All Father, 
  The Stave Master, The 
  Hanged God, Ardwynn
  Alignment: LN
  Domains: Fire, Good, 
  Knowledge, Liberation, 
  Magic, Nobility, Rune
  Favored Weapon: 
  quarterstaff 
  O
  ridynn is one of  the strangest gods among 
  the Æssinyr. He occupies many roles, but is 
  especially popular as the Hanged God, where 
  he fills the role of  “he who sacrifices himself  on the 
  Great Tree.” He is a god of  self-knowledge, magic, 
  secrets and, most notably, runes. 
  Among the dwarves, his is known as the All 
  Father, a title that commonly confuses outsiders 
  who think he is identical to Velash. In this form, 
  he is the father of  all the mysteries buried deep in 
  the earth (and some say, in the hearts of  dwarves, 
  as well). He is also the patron of  knowledge, noble 
  titles and fate. 
  In the City-States of  Vallinar, people worship 
  Oridynn in several forms. He is commonly known 
  as the Stave Master. Wizards, bards and those who 
  seek after hidden knowledge favor him. Many see 
  their sacrifices mirrored in his, understanding that 
  for everything they gain studying the runes, they 
  trade some small comfort. 
  Outside of  civilized lands, he is worshipped as the 
  Oak King (sometimes the Ash King) and credited for 
  maintaining nature’s careful balance. In this form, 
  he is popular among druids, rangers and scouts. 
  To the aelves, Oridynn is the god of  nature and 
  magic. He has many titles, but “Ardwynn” is the 
  most popular. Because the ælves tend to seamlessly 
  blend magic, community and nature society, little 
  distinction is made as to whether Oridynn is a god 
  of  nature, magic or both.
  Oridynn commands his clerics to unearth the 
  runes, to uncover secrets (both inner and outer), 
  and to practice magic in some form. Consequently 
  most clerics divide their time between their divine 
  and arcane studies, developing impressive abilities 
  as a result. Oridynn’s clerics favor small, simple 
  schools to elaborate churches. Many build these 
  small schools in remote places. The Grand Hall of  
  the Vitkarr, deep in the Redwall Mountains, is one 
  example.
  Oridynn’s symbol is a half-circle of  runes above an 
  Ash or oak tree. His motto is, “Seek the mysteries.”
  VELASH
  Old Forge Father
  Other titles: The Even 
  Handed, The Old Inn Keeper 
  in the Sky, The Shining First
  Alignment: LG
  Domains: Artiﬁ ce, 
  Community, Fire, Good, 
  Healing, Liberation, Law
  Favored Weapon: war 
  hammer
  V
  elash is one of  the oldest among the Æssinyr. 
  To the dwarves, he is Old Forge Father, 
  credited with the creation of  the dwarven 
  race. He is frequently depicted as the lawful twin of  
  Hothur. As Old Forge Father, Velash is the patron 
  god of  dwarven smiths and those who wield the 
  hammer to create. He is also the patron of  dwarven 
  communities, liberation, fire and law.
  Among the ælves, he is known as Vel Ashr Dallr, 
  the Shining First, the consort to Velluna-Akka. He 
  is also known as the Even Handed, acting as the final 
  judge when Ragnarök has passed. In ælven lands, 
  they frequently honored him as the symmetry of  
  inspiration. His clerics there spend decades planning 
  elaborate community projects. 
  In the City-States of  Vallinar, Velash has a curious 
  position. He is frequently honored as ‘The Old Man 
  Upstairs’ or “The Old Inn Keeper in the Sky.” They 
  honor him as the creator of  all of  Rhune, including 
  the other Æssinyr. His clerics concern themselves 
  less with divine affairs and focus instead on the 
  community. Most inns have shrines to Velash.
  Velash has, in most lands, a very loose dogma. 
  His clerics concern themselves primarily with 
  maintaining their respective communities, healing 
  the sick, doing good deeds and maintaining lawful 
  lands. They concentrate on social roles, acting in 
  positions ranging from judge to farmer. 
  Velash’s symbol is a grey hammer with white 
  wings. His motto is, “For kith, kin, and those who 
  dine in the grand hall.”
  
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  VELLUNA-AKKA
  The Crone
  Other titles: The Veiled 
  Lady, The Lady of Night, 
  Queen of the Moon
  Alignment: NG
  Domains: Air, Darkness, 
  Death, Knowledge, Magic, 
  Repose, Travel
  Favored Weapon: sickle
  V
  elluna-Akka is arguably the darkest of  the 
  Æssinyr, a reputation she does little to 
  dissuade. Her title, in ælven, means “his dark 
  reflection”. Many believe that she is the black space 
  that gave birth to the very stars. Velluna-Akka has 
  many titles and, unlike the other Æssinyr, these 
  are frequently shared regardless of  social or racial 
  boundaries. Velluna-Akka is, for instance, the Lady 
  of  the Night in ælven, dwarven and human lands. 
  The aryandai honor her with this title, as well. If  
  her titles shift at all, it is to honor a particular aspect.
  As The Veiled Lady, Velluna-Akka represents the 
  mystery of  death. An entire order of  her clerics go 
  veiled (by their choice, not another’s). They believe 
  this does Velluna-Akka the ultimate honor.
  As the Lady of  the Night, this goddess represents 
  the unknown that exists beyond the physical 
  universe. In some schools of  thought, she is the 
  veil shielding the Great Tree from the Great Void 
  beyond. Some, however, see her as the void itself  – a 
  rumor she fails to correct. In either case, she is the 
  great darkness that embraces the points of  light, 
  the stars. She is the mother and sister of  Alnara in 
  this form, looking down with a knowing smile on 
  the youthful Nayadia.
  She is especially popular in the City-States of  
  Vallinar as the Crone, representing the old wise 
  women of  civilization. In this aspect, she is the 
  grandmother of  secrets, passing on her wisdom to 
  those who deserve it. The Crone is frequently cruel, 
  sending halfwits to die rather than spread their seed. 
  In this, she is seen as “the one who culls” and her 
  sickle is slick with the blood of  fools.
  As the Queen of  the Moon, Velluna-Akka is the 
  celestial reflection of  Dægr, a position that some 
  confuse with divine infidelity. In truth, she reflects 
  all light, whether it is from her daughters the stars, 
  the holy sun, or her divine lover. As the Queen of  
  the Moon, she is the mother of  all magic. Unlike 
  Oridynn, however, she does not encourage others to 
  seek out this secret. She posits that magic is a secret 
  for the few and her clerics whisper that her magic is 
  far more potent because of  it.
  Velluna-Akka commands her clerics to honor the 
  dead, to comfort the living, to slay fools, to share 
  her wisdom with the worthy and to keep their 
  magic secret. Velluna-Akka grants spells to her 
  female clerics only. Accordingly, she has few male 
  followers.
  Her symbol is a silver crescent, turned end-points 
  upward, on a deep-blue banner. Her motto is “I am 
  the mystery.”
  the mystery.
  
  RHUNE
  RHUNE:  Dawn of Twilight
  :  Dawn of Twilight
  45
  45
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  Based on original content from TSR.
  Rhune: Dawn of  Twilight: The Stormpunk Character Primer is 
  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, 
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  Requires the Pathfinder® Roleplaying Game Core Rulebook™.
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  www.rhunedawnoftwilight.com
  www.rhunedawnoftwilight.com
  RHUNE: DAWN OF TWILIGHT is a campaign setting designed 
  for the PATHFINDER ROLEPLAYING GAME™ that combines elements 
  from traditional steampunk, planar travel, and Norse mythology.  
  We call it “Stormpunk.”
  At its heart, RHUNE: DAWN OF TWILIGHT is world 
  counting down the days till its ruin – a land desperately in need 
  of  heroes. Competing factions, each with very distinctive views 
  about Ragnarök, prepare for the inevitable. Some race to stop the 
  Ragnarök Clock, while others embrace the inevitable conflict and 
  prepare for the final battle; training day and night for the greatest 
  war they will ever fight.
  Players in the world of  RHUNE: DAWN OF TWILIGHT will 
  find ample opportunities to explore both traditional character roles 
  while simultaneously approaching social issues all too familiar with 
  the modern world, while still enjoying the action the PATHFINDER 
  ROLEPLAYING GAME™ rules encourage.
  How will you face Ragnarök?
  Are You Ready?
  
SOURCE: textdata/thevault/Rhune/Rhune - Stormpunk Character Primer.pdf