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Characters
With Class
Twilight’s Dawn
Issue #1 [April 2011] Are you ready for Ragnarök?
The Black Hand Strikes!
Two distinct groups of characters are currentlyexploring (and play testing) thelands of 
Rhune: Dawn of Twilight
.The first group meets locally (herein Kuwait) and the other groupplays through less conventionalmeans – using the ‘play-by-post’method.Each issue, we will showcase one of their characters, complete withstatistics and goals.
The Campaign Journal:In our very first session
, our heroes gathered – at therequest of Misses Ari Naraheim – at her home south of theWestwald. Each, having received a letter of invitation, traveledfor days to arrive her remote vacation home. The heroes arrivedto discover that not only was Ari nowhere to be seen, but her once beautiful home was little more than a pile of smoking ruins.Most of her windows were broken and the sturdy lock that oncebarred her front door was smashed to bit. Without knowing whowas responsible, the Raila, Elissar, and Denjii quickly descendedupon the home and began to look for survivors…Continued on page 2
The Black Hand
is abane to trade in thelands west of the Old Holds.Comprised of bandits, scouts,and former soldiers from theKingdom of Vallinar, thiscollective of disenchantedindividuals serve none butthemselves, raiding the weak and wrecking havocwherever they ride.
Twilight’s Dawn
is theofficial newsletter for the
Rhune:Dawn of Twilight
campaignsetting. If you hadn’t alreadyguessed from the logo directlyabove, Rhune: Dawn of Twilight isdesigned around the D20mechanics and compatiblewith the Pathfinder Roleplaying Game. It’s not abig newsletter, but hopefullyit’ll keep you up to date witheverything happening in thelands of Rhune! If you’re not afan of Rhune (you should be), youcan still make use of the newsletter,which will introduce new organizations,rules, traits, Feats, spells, and NPCs on aregular basis. Or at least that’s my goal.Cheers,Jaye Sonia, April 2011
 
AriNaraheim
 
 Issue #1 [April 2011] Are you ready for Ragnarök?Players can learn about
The Black Hand
 by making a
Knowledge (local)
or 
Knowledge (history)
roll.
DC 10
– The Black Hand is a group of dangerous men and women that raid caravansthroughout the City-States of Vallinar.
DC 15
– The Black Hand is a collective of thieves,bandits, and smugglers that run the most of theillegal activity in the City-States of Vallinar. They useseveral of the abandoned forts in the Old Holds asheadquarters.
DC 20
– When the Second Fel Horde invaded theKingdom of Vallinar, a group of brave men andwomen volunteered to hold the kingdom’s westernfront. Promised supplies and reinforcements, theyfought bravely, even when none came. After theinvasion, they learned that they were betrayed bytheir former masters and vowed, from that day, towreck havoc upon the former kingdom. Thesesurvivors made a pact and founded The Black Hand.
DC 25
– The Black Hand has expanded its influenceand now works as spies, with agents in a number of other influential organizations.
The Campaign Journal (continued)
Soon after entering Ari Naraheim’s home, black-cloaked men wielding rapiers and daggers ambushedthe three heroes. Each of the men danced intocombat, wielding their weapons with deadlybravado. The heroes fought bravely at first, but soonrealized they were outmatched as bravery turned todesperation. The battle lasted only moments, but thethree heroes eventually slew their ambushers, takingtheir weapons and coin as reward.Afterward, they searched the house, eventuallylocating Ari’s basement. They lit torches anddescended, sweeping the rooms carefully for clues.They salvaged what valuables they could find,securing a finely crafted lance, sturdy hide armor, apair of masterwork glasses, an embroidered leather satchel, a rapier with silver inlay, a scale mail shirt,and a map of some tunnels beneath the DwarvenCity of Redwall. Before leaving, they discovered ahidden room in the basement. Unbeknownst to thegroup, the door to the room was trapped and Raila -eager to be gone - set it off. It dealt her a horriblewound, opening part of her gut. Had shebeen less hardy, it certainly would havebeen fatal. After quickly providing first aid,the group searched the room and foundAri’s research notes, tucked beneath analchemical glow globe. They secured theseand returned upstairs, ready to leave.As they exited the house, they met the secondhalf of the ambush party. Three men, each wieldinglight crossbows, with an additional man onhorseback, stood before them. All looked ready todeal death. They demanded, in low common, thatthe group surrender. The group, already injured,slammed the front door closed and made for the back room.A second battle soon erupted, with the heroesplaying a deadly game of cat and mouse. Raila andElissar made for the forest, but the bandits gavechase. A lucky strike by Raila brought the horsedown atop its rider and quickly ended the life of thefirst bandit. A second bandit fought them in theforest, but the two heroes won the day. MeanwhileDenjii and his companion – a spotted grey mountainlion – fought inside the burnt shell of the house.Denjii fought the two bandits alone, driving one off (who escaped) before retreating into a side room justas Raila and Elissar arrived to help.
The Black Hand
 
 Issue #1 [April 2011] Are you ready for Ragnarök?
Campaign Traits
Each issue, I’m going to release anumber of traits that players canintroduce into their campaigns.These traits are intended for campaigns set in
Rhune: Dawn of Twilight
, but can be used in anysetting.
Careful Tactics (Combat trait):
Youhave spent years studying defensivetechniques that give you a slight edgein combat. Whenever you fightdefensively as a full round action, yougain a +1 trait bonus to attacks(reducing your penalty to attacks to -3).
Forest's Fleeting Shadow (Ælvenracial trait):
You spent most of your youth moving in the shadows of theMoonwalde, creeping beneath its vastcanopy with silent precision. Over theyears, you have perfected this art,moving much faster than others of your kind. Whenever you are in aforest, you do not suffer the -5 penaltyfor moving at full speed while usingthe Stealth skill.
Ancient Way of Orlog (Dwarvenracial trait):
 
Using relativelyunknown and ancient dwarventechniques, you are able to empower your channeled energy. Whenever youchannel positive energy to harmundead, you deal additional damageequal to your Int modifier.
Faithless (Faith trait):
Unlike a vastmajority of Midgard’s residents, youdon’t believe any of the stories aboutdivine wars or the end of the world.Sure, there’s magic, but that’s only aforce that science has yet to explain.It’s only a matter of time, too. Yougain a +1 trait bonus to Will savesagainst divine spells. If you have or gain the ability to cast divine spells (or select a faith), you lose the benefits of this trait.
 
Want to learn more about Rhune:Dawn of Twilight?
Download Rhune:Dawn ofTwilight’sStormpunk Character Primer!Visit the library here:http://www.rhunedawnoftwilight.com 
Ari Naraheim is a lady of many talents that grew up inHaven City. Ari spent much of her youth traveling around theCity-States of Vallinar, learning about its history, battles, nobleaspirations, and tragic failures. Over time, she grew to appreciatenot only its vast history, but how the City-States themselvesplayed into the runic prophesy found in the
Galdrdvalin.
Thisinterest led to research, and at the young age of 25, Ari becameone of the foremost experts on runes in the City of Haven. Sheaccepted a position as a professor in Haven City University,where she taught classes on a number of subjects includingplanar travel (in theory), mathematics, alchemical biology, andrunic linguistics. She taught at the university for nearly 20 yearsbefore retiring to her home south of the Westwald.When she wasn’t teaching, Ari was fond of traveling,brewing exotic teas, and fencing. She was a strong supporter of the merchant families and a harsh opponent of the Sea Wardens,whom she called ‘brigands of the worse sort.’
Building your background: How do youknow Ari Naraheim?
 
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