TEXT: $5.00
  by Will Cooper 
  & Jaye Sonia
  c h i l d r e n  
  A Guide to the ælves And aryAndAi  
  of rhune
  o f  
  t h e
  Wo d e
  
  2
  PrefAce
  ne of the themes that dominate Rhune: Dawn of Twilight as a setting is the pronounced conflict between the East 
  and West, between those who embrace technology and those who abhor it. In Children of the Hammer, we explored 
  a great deal of the Eastern views, detailing how the dwarves and clockwork elves lived. 
  Children of the Wode gives those who embrace the natural lands—the savage ælves and the wild, tribal Aryandai—their 
  turn on stage. It explores a whole range of concepts; from the creation myths that gave rise to the Aryandai’s various 
  tribes to the ælves’ darkest secrets. It offers up mechanical support for these themes, as well, presenting a whole slew of 
  information that doesn’t come within a mile of gunpowder or the automata. New archetypes, new spells, and new items all 
  appear within, all of them perfect for inclusion in a regular Rhune: Dawn of Twilight campaign. Of course, creative players 
  and GMs could easily cherry-pick this book for their own settings.
  In closing, I’ll say this: The lands around Ælveheim have grown a lot since our 2010 release, something the whole team 
  involved in Rhune: Dawn of Twilight deserves recognition for! So, let me take a moment to say thanks! Stephen Wark, 
  Terry Maranda, Will Cooper, Allison Tsatsa, Darren Calvert, Jon Roberts, Bill Collins, Rick Wright, Joshua Kitchens, and David 
  Headquist all deserve a giant high-five! Each has been helpful or inspirational in unique ways; these are the people who push 
  and inspire.  
  As you dive into these new lands, whether you’re a new explorer or seasoned veteran, let me thank you! Welcome! You’re 
  in for a wild ride. 
  Jaye Sonia
  May 2013
  credits
  Written and developed by: William Cooper and Jaye Sonia
  additional development by: Joshua C. Kitchens
  Cover artsist: Terry Maranda
  interior artists: Darren Calvert, Terry Maranda, Hugo Solis
  editing and development: David Headquist, Jaye Sonia, and Allison 
  Tsatsa
  layout: Stephen Wark
  publisher: Storm Bunny Studios, LLC
  produCt identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.)
  open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game 
  product are Open Game Content, as defined in the Open Game 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.
  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.
  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.
  Children of the Wode – a guide to the ælves and aryandai of rhune: daWn of tWilight is published by Storm Bunny Studios, LLC 
  under the Open Game License.  Copyright 2013
  
  3
  IntroductIon 
   
  4
  the Ælves 
   
  5
  PhysicAl 
   
  5
  society 
   
  6
  relAtions  
  6
  AliGnment And reliGion  
  6
  Adventurers 
   
  6
  rAciAl trAits 
   
  8
  heiGht & WeiGht  
  8
  Ælves of AlnArA’s BlessinG 
   
  8
  Ælves of nAyAdiA’s BlessinG 
   
  9
  Ælves of vellunA-AkkA’s BlessinG 
   
  9
  mAster of the sil (sPellcAstinG temPlAte) 
  9
  servAnts of summer niGht 
   
  10
  shAdoW stAlker rAnGer  
  11
  feAts of the Wild  
  12
  the AryAndAI  
  13
  PhysicAl 
   
  13
  society 
   
  14
  relAtions 
  14
  AliGnment And reliGion  
  14
  AdventurinG 
   
  14
  nAmes 
   
  14
  rAciAl trAits 
   
  15
  AryAndAi of the true niGht triBe 
   
  15
  AryAndAi of the tWiliGht WAlker triBe 
  15
  AryAndAi of the killinG moon triBe 
   
  16
  heiGht & WeiGht  
  16
  niGhtsPinner (ninjA ArchetyPe)  
  16
  true niGht AuGur (orAcle ArchetyPe)  
  19
  rites And PAssAGes 
   
  19
  feAts of Wyrd 
   
  20
  tAnGled Wyrds—trAits of destiny 
   
  21
  the Well of Wyrd 
   
  22
  the WeAvlinGs, GuArdiAns of Wyrd 
   
  22
  contents
  FActIons oF the WIld 
   
  24
  the BlAck hAnd  
  24
  the GreenGArd  
  25
  the Green WAy  
  26
  oF spIder And Moon 
   
  28
  ArAchnomAncer (summoner ArchetyPe) 
  28
  ArAchnomAncy—sPells of the WeB 
   
  30
  moon mystery 
   
  31
  Wyrd domAin 
   
  32
  mAGic (items) from the Wild Wode 
   
  32
  open GAMe lIcense  
  34
  
  4
  introduction
  lves have long occupied a traditional role in fantasy 
  gaming (a role informed by both Northern myth 
  and Western literature) that all but enshrines them 
  as infallible, ethereal beings – creatures whose insight and 
  longevity have afforded them extraordinary kingdoms. 
  They are the special folk, the enlightened ones whose 
  names mean shining, blessed, and eternal. In most fantasy 
  settings, they retain this role until the end, departing their 
  beloved homelands in place of making total war. It’s a 
  theme that storytellers and players know well; a theme that 
  is hard for most settings to break free from.
  Although Rhune: Dawn of Twilight doesn’t completely 
  depart from this role, we’ve elected to twist this role 
  considerably, creating what we believe is an immortal 
  race as prone to conflict, confusion, and assumption as 
  any other. In Rhune, the ælves have no place to retreat to 
  and their sole kingdom – Ælveheim – is their final refuge. 
  Pushed to their limits and facing the inevitability of 
  Ragnarök, the ælves have stepped into a far more militant 
  role, one that places ideology and cultural preservation 
  above the traditional absolutes of good and evil. This role 
  takes the form of an active war against technology and 
  Eastern expansionism (focused notably on the City-States 
  of Vallinar). It does not exclude the Thrall Lords or their 
  servants to the North, but those threats are still remote. 
  The ælves of Rhune do share some things in common 
  with their standard fantasy cousin, however. They 
  are defiantly regal, the literal children of the Æssinyr 
  themselves, and prone to the same degree of isolationism 
  common in most settings. They are also very beautiful, a 
  trait they share with their cousins as well. Unlike common 
  elves, however, this beauty hides a cold, matter-of-fact 
  dedication to their whole kingdom. This manifests in 
  all manner of atrocities for those who push too close 
  to ælven borders—from razed farming communities to 
  murdered diplomats. While the ælves do not glory in this 
  behavior, they accept it as necessary. For them, securing 
  their borders is natural; it is no different than the raging 
  storm or the hungry pack of wolves. Because of this, it 
  would be easy for storytellers to portray the ælves as 
  villains in any adventure, slowly revealing their complex 
  needs (and desires) over the whole course of a campaign. 
  Likewise, players who elect to play ælves in Rhune: Dawn 
  of Twilight are adopting a complex social role —one 
  that they will be hard pressed to safely incorporate into 
  the lands east of Ælveheim. This means that the classic, 
  ‘misunderstood dark elf ranger’ is far more likely to be shot 
  on sight in most human settlements than asked to explain 
  his presence—something GMs should take note of. 
  The Aryandai, the second race presented in this book, 
  are just as wild and violent as the ælves—although they 
  focus their violence solely against the Thrall Lords and 
  their servants. Unconcerned with the ælven war against 
  progress, this alien race of shape-changers seeks only one 
  end—to do the will of their goddess, Velluna-Akka. While 
  not every member is religious, their overall culture is 
  one of fanatical devotion, a fact that often alienates them 
  from the citizens of the City-States of Vallinar. This fact, 
  combined with their alien nature, paints them into the role 
  of the outsider, a common theme in fantasy RPGs. 
  The Aryandai are also very tribal, their views and beliefs 
  shaped by the creation myths they choose to hold dear. 
  While this does not bring a great deal of internal conflict, it 
  does provide a fair degree of competition—something that 
  they exercise regularly. Theirs are the wild rituals, the rites 
  of passage that force young Aryandai to test their mettle in 
  the deep, cold places of their native rainforests. They are 
  hunters and gatherers, a people who live by web and weave, 
  stalking the night like the predators they are.
  This guide will be essential to GMs who decide to 
  explore the lands west of the City-States of Vallinar, giving 
  them an insight into the psychology and beliefs of the 
  wild peoples that live there. Whether players explore the 
  outlying lands that surround Ælveheim or the temperate 
  rainforests that dominate the Aryandai Peninsula, this book 
  will give GMs enough flavor to make every single encounter 
  as memorable as it is deadly.
  
  5
  chApter 1
  the Ælves
  alled “The Ageless Ones” or “The Shining Ones” by 
  other races, ælves are the oldest living race on The 
  Great Tree (including Midgard). They 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 seem like beings born 
  out of legend and in a sense they are. Where other races 
  embrace the current age of progress, the ælves continue to 
  live as they did during the Age of Myth. Within their ranks 
  are warriors who hunted beside Oridynn the All-Father 
  and mystics who learned healing enchantments at the feet 
  of Alnara the All-Mother. Their direct living memories 
  encompass a time before the oldest stories of dwarves and 
  humans, even before the creation of Midgard. Long ago 
  they slept in a divine trance beside the Æssinyr, learning 
  mysteries that can only be gleaned in dreams. Even when 
  they slept, dreaming their divine visions, their connection 
  to Midgard was strong. In fact, the ælves played a direct 
  role in creating the physical world itself alongside the 
  Æssinyr, and enjoy a connection to it that few other races 
  understand. 
  When the Ash Lords—the very first of the giants to 
  rebel—made war on the Æssinyr, the ælves took up arms. 
  Their mighty spells and bright spears became part of 
  legend—giving birth to even more sagas from the Age 
  of Myth. The ælves of Rhune still counts those warriors 
  and wizards among their leaders. Within the bounds of 
  their blessed forests they are truly immortal, as only the 
  gods are otherwise and they do not die except by violence 
  unless they leave their woodland home. But for their entire 
  individual might, their numbers have always been few and 
  their population grows slowly. The tragedies surrounding 
  the creation of the Ragnarök Clock and the birth of the Ash 
  Elves dealt a severe blow to the ælves; both from the direct 
  loss of life, and from a lingering malaise of the spirit that 
  continues even now, centuries later. 
  The ælves, once the most welcoming and joyful of all 
  races, are now angry, withdrawn, and aloof. The coming 
  of fast-breeding humanity and its technological alliance 
  with the dwarves poses a real and present threat to the 
  forests that preserve the immortal life of the ælves. Where 
  the ælves once considered themselves to be an open 
  people, now their furious rejection of modern times and 
  technology—a stance tied to their history and prophecies 
  — isolates them. Accordingly, the ælven kingdom is a wild, 
  primordial land devoid of agriculture, infrastructure, or 
  other races; a land where every shadow may hide silent 
  and deadly guardians. The ælves contest the technology 
  others call progress, claiming it is the catalyst that leads 
  to Ragnarök. Moreover, they refuse to take a cooperative 
  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 and the natural world around them. They cling 
  to the hope that self-mastery and faith in the gods will be 
  enough to preserve them. But even within their guarded 
  realm dark forces stir and require endless vigilance to 
  protect all of Midgard from the dire bane of a deathly curse. 
  More than any other race, the bright ælves of Rhune suffer 
  in the oncoming twilight.
  PhysicAl
  The ælves are a silent graceful race, towering above most 
  outsiders. They tend to be thin and fair-skinned with hair 
  colors ranging from black to green. Most ælves of Midgard 
  dye their skin and hair with wild berries, so colors from 
  deep blues and crimson to pinks and purples are possible. 
  A few ælven lineages with strong ties to Sommerfæth, the 
  celestial realm and original homeland of the ælves before 
  Midgard, have bronzed skin and golden or red-tinted 
  hair. In contrast, some of the families that travelled from 
  Nachtland before The Silence are dark of skin and eye, with 
  bleached white hair—these, however, are rare.
  
  6
  Ælves are 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
  With a small population and bountiful lands supported by 
  their natural magic, the ælves once had the time and leisure 
  to spend centuries studying one particular esoteric branch 
  of arcana or perfecting their mastery of just one musical 
  instrument. Those working in similar areas would self-
  aggregate into in communities of shared interest, called 
  sils, which formed the beating heart of ælven society. They 
  chose civic leaders only from those focused on improving 
  Ælveheim and fielded armies composed only of those who 
  felt called to perfect the arts of war. 
   The sils have always changed slowly over time, as 
  individual ælves were called to new areas of focus. Once a 
  particular calling was perfected, an ælf would continue to 
  work in that area for another decade or two, advising and 
  training those just starting. This way of life worked well 
  down the seemingly endless centuries, filling their ageless 
  lives with a rich quest for self-perfection. Then, sooner 
  or later they would move on, relishing the challenge of 
  starting again as a mere beginner in some new endeavor, 
  with decades to perfect this new calling. 
  Ælves have always given birth rarely, but children were 
  treasured and raised by the whole community, spending 
  time with any interest group that took their fancy, before 
  settling down some time in their second century to focus 
  on their first true calling. With the rise of technology in 
  Midgard something has changed, and now there are no 
  ælves younger than a century old. In bitter despair the 
  ælves accept their current lack of children as a blessing. 
  Few among the ælves would choose to raise a child in these 
  dark times, with less than a century remaining before 
  Ragnarök, when the whole race may fade from Midgard.
  The time before Ragnarök grows short and many ælves 
  feel called to warlike pursuits. Ælven passion and focus now 
  drives them to achieve martial perfection with a single-
  mindedness that would be obsessive in other cultures. 
  More and more mystics who previously devoted decades 
  to the meanings inherent in the glimmer of one particular 
  constellation now study the sword and train their minds 
  to unleash destructive magic. In their way — despite the 
  doubts of the dwarves — the ælves prepare for war as 
  naturally and spontaneously as they do all things.
  relAtions
  The ælves mistrust a number of the younger races, 
  condemning them alone on their youth and ignorance. 
  In addition, ælves rarely share their native tongue— 
  which they hold sacred—and this clearly worsens their 
  relationship with outsiders. They pity the clockwork elves, 
  viewing their ancestral transgression—the activation of the 
  Clockwork Gates—with sadness and regret. 
  Beyond their hatred for all technology, the ælves harbor 
  a special distrust for awakened constructs—rarely allowing 
  them to enter their sacred lands. Dreams and divinations 
  revealed something of the fate of ælves in the distant realm 
  of Tieferhame, where the ælves embraced the creation 
  of automata as a desperate act in last defense of their 
  forests against the Thrall Lords. The visions revealed that 
  Felashuran the Wraith Lord possessed their machines of 
  war and turned them against their creators. The ælves of 
  Tieferheim were utterly destroyed. However high-minded, 
  righteous and brave an awakened construct considers itself 
  to be, the ælves are convinced that they are vulnerable to 
  Felashuran’s possession. They fear that any automata may 
  carry of a plague of darkness and believe that in the end 
  every single machine is a potential warrior for the Thrall 
  Lords’ armies.
  Worse, ever since Ashnu Falr developed the spell awaken 
  construct in 211 YUR, ælves have stopped bearing children. 
  Some whisper that this is no coincidence; that there is a 
  direct link between their lack of children and the automata 
  as a race, suggesting their unborn souls are somehow stolen 
  to awaken the automata.
  The ælves also have little love remaining for the 
  dwarves, who have embraced technology in an attempt 
  to prepare for Ragnarök. However, they treat them fairly 
  when they do interact, considering their use of iron and 
  storm-tech to be an honorable mistake rather than a sign 
  of true enmity. 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.
  While some outsiders do spend time among the ælves, 
  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, or sils, that serve 
  some strategic purpose. 
  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 few 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 and most 
  choose to wander when they do.
  Adventurers
  Ælves are immortal if they remain safe from war and 
  injury in their blessed woods and only start to age if they 
  leave Ælveheim. Naturally, most ælves prefer to stay in 
  their forest kingdom and avoid adventuring altogether. 
  
  7
  AgAinst the RAgnARök CloCk (& the WAR AgAinst PRogRess) 
  The ælves have good reason to fear and despise the age of progress that engulfs the eastern cities. 
  Technology endangers the ælves in two ways. The first threat is direct, linked to the destruction of the 
  natural world, and the ælves guard against it with constant watchfulness, stern laws, and violence. The 
  second problem is more insidious, linked to the ælves’ own prophecies and beliefs; it threatens their 
  very souls.
  In a handful of fleeting centuries much of the eastern part of the continent has been cleared of 
  forest, bound in stone and steel, and crushed under the foundations of new cities. Where meadows 
  once flowered with natural beauty now regimented fields of crops feed growing populations. The 
  ælves know that every part of the natural world that perishes draws their race closer to destruction. 
  All along their border with the City-States of Vallinar they keep an armed watch, forbidding any 
  expansion of the cities and banning technological artifacts from entering their blessed realm. This 
  edict has caused 800 years of outright bloodshed with humans and dwarves, both of whom see such 
  intransigence as foolish and narrow-minded. The dwarves in particular believe that the ælves have 
  turned their back on the only hope of saving Midgard in the inevitable war to come. The ælves know 
  better; their destiny is linked inextricably to the natural places of Midgard and they will not outlive the 
  last wild places. Their violent rejection of the cities is an act of pure necessity.
   Beyond the destruction of their woodlands is a peril linked to the visions of Lady Y’Draah and the 
  creation of the Ash Elves, or Clockwork Elves as they are called in the east. As the eldest race after the 
  treacherous giants, the ælves lived beside the Æssinyr during the Age of Myth. Later, when the gods 
  fell silent, the great ælven seer Lady Y’Draah travelled far into dream and vision in search of them. She 
  saw a small part of the fateful vision-cycle that Oridynn was still trying to understand. The future was 
  dark, filled with iron and lightning, with all the Realms of the Great Tree at war. The visions foretold 
  the burning of the great forests and the end of the ælves as a race upon Midgard. While only Oridynn 
  truly understood the full prophecy — and only because he cast his vision out into the Void, courting 
  madness — Lady Y’Draah saw enough to decide that she must create a means to reach the absent 
  Æssinyr.
  Lady Y’Draah’s fateful vision led her, alongside her followers, to build the Bilröst Gate so that they 
  could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized 
  the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, 
  and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent 
  clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an 
  uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true 
  nature. These became the Ash Elves. Others perished utterly and in the ensuing years it became clear 
  that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as 
  had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y’Draah’s gate 
  were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead 
  became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. 
  The ælves dislike storm-tech for many of the same reasons, least of all because the dwarves cherish 
  it. While it is true that the dwarves and humans, alongside the clockwork elves, invented storm-tech 
  to power their technology, it derives a large part of its inspiration from the pioneering work of Lady 
  Y’Draah.  Many also believe that the runes carved into jotunstone to create storm-tech engines harm 
  the ælven race’s connection to their spiritual afterlife in the same way as the Bilröst Gate. Every storm-
  tech engine created binds the ælven ghosts more strongly to cursed unlife on Midgard. Each new 
  human factory or dwarven siege engine makes it harder for slain ælves to pass on to the celestial 
  halls. This increases their rage and loss, empowering the dark powers that haunt Summer Night, the 
  shadowed ælven city of the dead. Many also believe that further progress in runic technology will only 
  harm the ælves’ natural cycle of birth and death—further widening their cultural gap. 
  This is why they meet encroaching human settlements with bow and blade and bloodshed. This 
  is why they bury their great stores of knowledge beneath The Court City in Ælveheim, alongside the 
  sealed-off Bilröst Gate. This is why they close their borders to all devices of clockwork or storm-tech, 
  under pain of death. The bane of technology is a curse on the world, tainted by interference from 
  the Thrall Lords, leading steadily to the destruction of all the realms. The ælves have good reason to 
  despise technology and the races that wield it.
  
  8
  Occasionally they travel to bordering lands, reclaiming 
  ruins and eradicating small settlements of evil humanoids 
  in an attempt to reclaim those lands in the Æssinyr’s 
  name. Few ælves go further, risking the loss of eternity by 
  becoming an adventurer. On occasion, however, individual 
  ælves are called specifically “to Quest.” When this happens, 
  they do not share the details with outsiders, but take to 
  adventuring with the perfectionism and commitment to 
  eternal self-renewal typical of their race. After spending a 
  score of decades perfecting a craft, such as sculpting their 
  delicate wooden buildings from living wood, an ælf will 
  know that it is time to take an active role in the world. They 
  challenge themselves to discover joys of battle and master 
  the threat of death. These ælves answer the call to face, and 
  overcome, the many evils of Rhune. 
  Many ælven adventurers draw on their connection with 
  nature, excelling as druids (serving Alnara the All-Mother) 
  and rangers, when called to quest. Others lean more upon 
  their arcane heritage, favoring the path of the wizard or 
  magus. The ælven propensity for perfection often drives 
  fighters to specialize in a single weapon as a weapon 
  master. A race that has walked with the gods themselves 
  has no shortage of divine spellcasters and the nature of 
  their personal experience leads many to take arms as 
  clerics and paladins. Where ælven oracles arise, they serve 
  alongside druids as emissaries of the land and its primal 
  places, or serve such abstract philosophical concepts as 
  liberty, travel or dedication.
  rAciAl trAits
  Long ago during the Age of Myth the three goddesses—
  Alnara, Nayadia, and Velluna-Akka—desired beautiful, 
  complex children. They created the ælves from the 
  remnants of a dying Age of Ice, shaping their bodies from 
  frozen starstuff and granting them sentience with a touch. 
  Alongside their own divine essence, each of the goddesses 
  gave the ælves a gift. Velluna-Akka, the Grand Matron of 
  the Gods, gave them patience and determination. Nayadia, 
  the youngest goddess, gave them physical beauty, mental 
  grace, and eternal youth. Alnara, kind and motherly, knew 
  they would be caretakers and gave them hope.  
  The ælves of Rhune are individualistic and passionate 
  about self-perfection, pursuing their calling through a 
  variety of professions and crafts. Every ælf who takes up 
  adventuring brings a rich personal background to their 
  calling; from those most deeply attuned to the ancient 
  forests, to those who lift their vision to the night sky 
  seeking wonder, to those who gaze within to uncover the 
  secrets of the ælven spirit. The three sets of ælven racial 
  traits below emphasize the different aspects of what it 
  means to be an ælf in Rhune. These racial packages modify 
  the ælven racial traits presented in Chapter 2 of the Rhune: 
  Dawn of Twilight Stormpunk Character Primer.
  heiGht & WeiGht
   
  Race
  Base 
  Height
  Base 
  Weight
   
  Modifier
  Weight 
  Multiplier
  Ælven, female 
  (Alnara)
  5’ 8”
  110 lbs
  3d6
  x3 lbs
  Ælven, male  
  (Alnara)
  5’ 6” 
  125 lbs
  2d6
  x4 lbs
  Ælven, female 
  (Nayadia)
  5’ 10”
  115 lbs
  3d6
  x3 lbs
  Ælven, male  
  (Nayadia)
  5’ 7”
  130 lbs
  3d6
  x4 lbs
  Ælven, female 
  (Velluna)
  5’ 11”
  105 lbs
  2d6
  x3 lbs
  Ælven, male  
  (Velluna)
  5’ 6”
  120 lbs
  1d6
  x4 lbs
  Ælves of AlnArA’s BlessinG
  These ælves are tireless guardians of Alnara’s natural 
  world. They cling to the fragile hope that, through their 
  ruthless protection, the deep green silence of the forest 
  may survive the coming storms. Patrolling beneath the 
  spreading branches of ancient oaks or among the sparse 
  trees where the forest meets the plains, these are the most 
  commonly encountered ælves. The ælves of the Alnara’s 
  Blessing make excellent druids and rangers.
  +2 Dexterity, +2 Constitution, -2 Charisma
  Ælves are agile and tenacious, but their physical beauty belies a 
  fearsome reputation for sudden violence.
  Type humanoid (ælf)
  Medium Ælves are Medium creatures that have no bonuses or 
  penalties due to their size.
  Darkvision Ælves can see in the dark up to 60 feet.
  Fleet of Foot Ælves receive Run as a bonus feat and a +2 racial 
  bonus on initiative checks. 
  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 at will as a spell-like ability. Ælves that travel 
  outside of their homeland lose this ability and age at a rate of 1 
  year for every decade they spend in the outside world.  
  Weapon Proficiency Ælves are proficient with longbows 
  (including composite longbows), longswords, rapiers, and 
  shortbows (including composite shortbows). 
  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 ælf’s character level. The DC 
  for these spells is equal to 10 + the spell’s level + Wisdom 
  modifier.
  Alnara’s Hope Ælves possess divinely inspired strength of mind. 
  They are immune to magic fear effects and gain a +2 racial 
  bonus on saving throws made against enchantment spells and 
  effects.
  Guardian of the Wild Ælves gain a +2 dodge bonus to AC when 
  in a wilderness terrain. 
  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.
  
  9
  Ælves of nAyAdiA’s BlessinG
  These ælves are nimble of body and mind. Like Nayadia, 
  the graceful Queen of the Waters, their movements are 
  lithe and surprisingly quick. Many focus their intelligence 
  to grim purpose; obsessively scouring aged texts in the 
  Halls of Mystery in Court City for hints from the ancient 
  prophecies of doom. The ælves of Nayadia’s Blessing make 
  excellent magi, rogues, and wizards.
  +2 Dexterity, +2 Intelligence, -2 Charisma
  Ælves are quick of body and mind, but their physical beauty 
  belies a fearsome reputation for sudden violence.
  Type humanoid (ælf)
  Medium Ælves are Medium creatures who have no bonuses or 
  penalties due to their size.
  Darkvision Ælves can see in the dark up to 60 feet. 
  Fleet of Foot Ælves receive Run as a bonus feat and a +2 racial 
  bonus on initiative checks. 
  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 at a rate of 1 year for 
  every decade they spend in the outside world. 
  Weapon Proficiency Ælves are proficient with longbows 
  (including composite longbows), longswords, rapiers, and 
  shortbows (including composite shortbows). 
  Heaven’s Child Ælves gain a +2 bonus on Knowledge (planes) 
  skill checks, and they cast spells with either the good or 
  darkness descriptor (chosen at character creation) at +1 caster 
  level.
  Nayadia’s Grace Ælves possess divinely inspired grace and 
  reactions. This enables them to act in the surprise round even if 
  they failed to make a Perception skill check to notice a foe; they 
  are still considered flat-footed until they take an action. 
  Nimble Attacks Ælves receive Weapon Finesse as a bonus feat. 
  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.
  Ælves of vellunA-AkkA’s BlessinG
  These ælves look deep within for the determination to 
  face the perils and tragedies of life in the twilight of 
  their race. They plan with grim patience to ensure that 
  others might survive the coming apocalypse, even if they 
  themselves perish. They bear a special hatred for the dark 
  perversions of necromancy that twist the mysteries of 
  death into creatures of terror and mindless destruction. 
  Ælves of Velluna-Akka’s Blessing make excellent clerics and 
  paladins.
  +2 Dexterity, -2 Constitution,  +2 Wisdom
  Ælves are agile and attuned to the mysteries of the world beyond, 
  but their connection to unlife can make them frail.
  Type humanoid (ælf)
  Medium Ælves are Medium creatures who have no bonuses or 
  penalties due to their size.
  Darkvision Ælves can see in the dark up to 60 feet. 
  Fleet of Foot Ælves receive Run as a bonus feat and a +2 racial 
  bonus on initiative checks.  
  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.
  Weapon Proficiency Ælves are proficient with longbows 
  (including composite longbows), longswords, rapiers, and 
  shortbows (including composite shortbows). 
  Night Watcher Perception and Stealth are always class skills for 
  Ælves.
  Spiritual Protector Ælves add +1 to the caster level of any 
  abjuration or divination spells they last. They also gain the 
  following spell-like abilities: 1/day—faerie fire, obscuring mist, 
  and sanctuary. The caster level for these effects is equal to the 
  their character level. The DC for these spells is equal to 10 + 
  the spell’s level + Wisdom modifier. 
  Veiled by Starlight Ælves enjoy additional protection from the 
  shadows that surround them. While they are within areas of dim 
  light, ælves enjoy a 50% miss chance instead of the normal 
  20% miss chance. This trait does not grant total concealment; it 
  just increases the miss chance. This is a supernatural ability.
  Velluna-Akka’s Determination Ælves gain resistance 5 against 
  negative energy damage. They do not lose hit points when they 
  gain a negative level and they gain a +2 racial bonus on saving 
  throws against death effects, energy drain, negative energy, 
  and spells or spell-like abilities of the necromancy school.
  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.
  mAster of the sil  
  (sPellcAstinG temPlAte)
  Masters of the Sil are the dedicated, compelled guardians of 
  the ælven sils—acting both as leaders and councilors. While 
  most are druids or oracles, they may be of any spellcasting 
  class—including arcanists. These ælves, by virtue of their 
  connection to the lands around them, speak for the people.
  Creating a Master of the sil
  “Master of the Sil” is a template that can be applied to a 
  single ælven (elven) spellcaster (hereafter referred to as 
  the base creature) who forms a bond with a particular sil 
  (or sacred site)—acting essentially as its sacred guardian. 
  While these guardians will (and do) change, this template 
  grants individual ælven spellcasters gifts normally beyond 
  their capabilities. In order to gain these abilities, the master 
  must remain within the confines of the specific sil, leaving 
  for no more than three hours per day. If the master leaves 
  the sil for an extended period, she must spend twenty-four 
  consecutive hours within it to re-attune.
  CR Same as base creature +2.
  Alignment Same as the base creature.
  Type The type remains the same.
  Senses A Master of the Sil gains a +4 sacred bonus to Perception 
  skill checks while within 100 ft. of the Sil.
  Armor Class As the base creature.
  Hit Dice As the base creature.
  Special Abilities All Masters of the Sil have the following traits:
  Attunement (Su) While a Master of the Sil is attuned, she gains 
  fast healing 3 and uncanny dodge. 
  Sacred Domain (Su) Just as a cleric gains access to bonus 
  spells from her patron’s domains, a Master of the Sil gains 
  access to bonus spells from the domains associated with her 
  
  10
  Occasionally, driven by a sense of loss and despair, the 
  spirits of Summer Night rage beyond the confines of the 
  city. Though not evil, they are dangerous and must be 
  turned back. The wraiths also represent a great source of 
  power to unscrupulous necromancers and the Dokkálfir 
  (dark elves) of Nachtland. The grim duty of the Servants of 
  Summer Night is twofold—to protect the world from the 
  wraiths and also to protect the wraiths from those who 
  would bind them with fell magic. Sacred guardians, they 
  patrol the perimeter of the city and safeguard those who 
  might enter unaware. 
  Servants of Summer Night receive training and divine 
  magic to help them combat and control the forces of 
  undeath. This training makes them highly regarded as 
  operatives across Midgard—when their commanders can 
  spare them from duty in their grim city. Among themselves, 
  they speak of a future dire purpose. The Servants believe 
  they are destined to sacrifice themselves to the dead of 
  Summer Night shortly before Ragnarök. Prophecies suggest 
  that on the eve of the Long Winter, the spirits of the dead 
  will overwhelm the lands, sweeping over them as a storm of 
  vengeance.
  servant of suMMer night Class Details
  Alignment Any
  Hit die d8
  Requirements +4 BAB, 4 ranks Knowledge (religion), 2d6 
  channeling
  Class Skills Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and 
  Survival (Wis)
  Skill ranks per level 4 + Int modifier.
  Class features
  Blessed Blade
  A Servant of Summer Night can call upon the aid of Velluna-Akka, 
  the Lady of the Night, to bless any weapon she wields as a 
  standard action. Velluna-Akka represents the mysteries of 
  death and while her blessing is effective against all enemies, 
  she grants particular assistance to those who combat evil 
  spirits lingering on Midgard past their appointed time.
  At 1st level, the weapon gains a +2 enhancement bonus. At 5th 
  sil (or sacred site). Each day, when a Master of the Sil prepares 
  spells, she may prepare one bonus spell per level (up to the 
  highest level she is able to cast), provided that spell is drawn 
  directly from one of the domains associated with her sil.
  Sil
  Domains
  Amersil
  Water, Liberation
  Gatesil
  Travel, Nobility 
  Goldsil
  Repose, Healing
  Greensil
  Plants, Strength
  Hulsil
  Earth, Rune
  Northsil
  Weather, Darkness
  Silwood
  Protection, Luck
  Sunasil
  Trickery, Madness
  Sunsil
  Sun, Glory
  Wulfsil
  Animals, War
   
  Spell Resistance (Su) While a Master of the Sil remains within 
  100 ft of the sil, she taps directly into its natural energies, 
  using them to wrap herself in a mantle of protective magic. The 
  Master of the Sil gains spell resistance equal to 10 + ½ her 
  character level.
  servAnts of summer niGht
  The Servants of Summer Night patrol the outskirts of this 
  once-fair coastal city in Ælveheim. They protect innocent 
  outsiders from the dark wraiths that live within the city. 
  They also protect those same wraiths from capture by 
  power-seeking necromancers and dark ælves.
  Summer Night is a city on the southwestern coast 
  of Ælveheim. Originally famed for its deep harbor and 
  the beauty of its streets at night, it now has a darker 
  reputation. Many ælves died when Lady Y’Draah activated 
  the Bilröst Gate and their spirits did not depart Midgard. 
  Instead, powerful runic magic ties them to Midgard as 
  darkling wraiths. The city of Summer Night, though many 
  leagues from The Court City where the Bilröst Gate was 
  opened, held the greatest temple of Velluna-Akka—a 
  temple dedicated to slain heroes and the cycle of birth and 
  death. With nowhere else to go, the unquiet spirits sought 
  out the temple; Summer Night became a haunted city.
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Spells per day
  1st
  +1
  +1
  +0
  +0
  Turn Undead, Blessed Blade 1
  +1 level of existing divine spellcasting class
  2nd
  +2
  +1
  +1
  +1
  +1d6 Channel
  +1 level of existing divine spellcasting class
  3rd
  +3
  +2
  +1
  +1
  Starlit Warrior
  +1 level of existing divine spellcasting class
  4th
  +4
  +2
  +1
  +1
  +2d6 Channel
  +1 level of existing divine spellcasting class
  5th
  +5
  +3
  +2
  +2
  Blessed Blade 2
  +1 level of existing divine spellcasting class
  6th
  +6
  +3
  +2
  +2
  +3d6 Channel
  +1 level of existing divine spellcasting class
  7th
  +7
  +4
  +2
  +2
  Improved Channel
  +1 level of existing divine spellcasting class
  8th
  +8
  +4
  +3
  +3
  +4d6 Channel
  +1 level of existing divine spellcasting class
  9th
  +9
  +5
  +3
  +3
  Channel Smite
  +1 level of existing divine spellcasting class
  10th
  +10
  +5
  +3
  +3
  +5d6 Channel, Blessed Blade 3
  +1 level of existing divine spellcasting class
  
  11
  level the weapon gains a +3 enhancement bonus, and at 10th 
  level the weapon gains a maximum +4 enhancement bonus. 
  These bonuses can be added to the weapon, stacking with 
  existing weapon bonuses to a maximum of +5, or they can be 
  used to add any of the following weapon properties: brilliant 
  energy, ghost touch, greyflame, disruption, holy, lifesurge, 
  and speed. Adding these properties consumes an amount 
  of bonus equal to the property’s cost. These bonuses are 
  added to any properties the weapon already has, but duplicate 
  abilities do not stack. If the weapon is not magical, at least 
  a +1 enhancement bonus must be added before any other 
  properties can be added. The bonus and properties granted to 
  the blessed blade are determined when the servant blesses 
  their blade and cannot be changed until the ability is used 
  again. The blessed blade imparts no bonuses if the weapon 
  is held by anyone other than the servant but resumes giving 
  bonuses if returned to the servant. These bonuses apply to 
  only one end of a double weapon. The blessing lasts for 1 
  minute per character level and a servant can use this ability 
  once per day at 1st level, twice per day at 5th level, and total of 
  3 times per day at 10th level.
  Channel Energy
  This is exactly like the cleric ability of the 
  same name and stacks with the 
  channel energy ability from before 
  the character became a 
  Servant of Summer Night. 
  The extra damage dealt 
  or healed increases by 
  +1d6 every other level 
  (2nd, 4th, 6th, 8th, and 
  10th). If a character 
  had more than one 
  class with the channel 
  energy ability before 
  becoming a Servant 
  of Summer Night, she 
  must decide to which 
  class she adds the 
  new dice of damage 
  dealt or healed.
  Channel Smite
  At 9th level a Servant 
  of Summer Night gains 
  Channel Smite as a bonus 
  feat.
  Improved Channel
  At 7th level a Servant of Summer 
  Night gains Improved Channel as a 
  bonus feat.
  Spells Per Day
  At the indicated levels, a Servant of Summer Night 
  gains new spells per day as if she had also gained a 
  level in a divine spellcasting class she belonged to before 
  adding the prestige class. She does not, however, gain 
  any other benefit a character of that class would have 
  gained, except for additional spells per day, spells known 
  (if she is a spontaneous spellcaster), and an increased 
  effective level of spellcasting. If a character had more than 
  one divine spellcasting class before becoming a Servant of 
  Summer Night, she must decide to which class she adds the 
  new level for purposes of determining spells per day.
  Starlit Warrior
  At 3rd level whenever a Servant uses their blessed blade ability, 
  her weapon emits the cold glimmer of Veluna-Akka’s stars. 
  This ability functions like daylight, except that it provides dim 
  light within 60 ft. and no illumination beyond 60 ft. Like daylight 
  it counters or dispels any darkness spell of 3rd level or below. 
  For any undead within the radius of illumination, the servant 
  adds the enhancement bonus provided by her blessed blade 
  ability to the DC of any saving throws made to resist their turn 
  undead ability.
  Turn Undead
  At 1st level a Servant of Summer Night gains Turn Undead as a 
  bonus feat.
  shAdoW stAlker rAnGer
  Both ælven and Aryandai rangers specialize in hit-and-
  run tactics, striking from the shadows and disappearing 
  just as quickly. Whether launching deadly volleys from 
  concealment or appearing from nowhere in the middle of 
  melee, they are masters of deception 
  within their forest realms. 
  Precision attacks from 
  deep cover find 
  their enemies’ most 
  vulnerable targets, 
  leaving disoriented 
  survivors watching 
  the shadows with 
  paranoid fear. Shadow 
  stalkers isolate and 
  confuse their prey, 
  constantly bleeding 
  their fighting morale 
  by withdrawing from 
  large groups of enemies 
  before launching 
  vicious attacks from an 
  unexpected direction. 
  Masters of this deadly 
  art are practically 
  undetectable in their 
  native terrain, and are 
  said to deal terrible 
  wounds with every blow 
  as their enemies reel, 
  off-balance and unable 
  to evade the furious 
  attack. Shadow stalkers 
  are often employed by 
  the Greengard, an elite 
  group of ælves dedicated 
  to defending the borders 
  of Ælveheim using misdirection, camouflage, and at 
  need, deadly violence.
  
  12
  Class features
  Intuitive Feint
  Shadow stalkers distract their enemies with the shifting shadows 
  of the natural world. At 1st level a shadow stalker gains 
  Improved Feint as a bonus feat, and adds Bluff to her list of 
  class skills. When using the feint action in combat, a shadow 
  stalker adds her Wisdom modifier to her Bluff check. This ability 
  replaces track.
  Shadow Strike
  Shadow stalkers deadliest strikes come from concealment. 
  At 1st level a shadow stalker gains 1d6 sneak attack as the 
  rogue class ability. The sneak attack damage increases by 
  an additional 1d6 at 5th level and every 5 levels thereafter to 
  a maximum of 5d6 at 20th level. This ability replaces favored 
  enemy.
  Shadowed Stalker
  The shifting light of the forest provides endless opportunities to 
  confuse the enemy, and a shadow stalker is most deadly when 
  unseen. At 3rd level a shadow stalker gains Moonlight Stalker 
  as a bonus feat. At 6th level a shadow stalker gains Moonlight 
  Stalker Feint as a bonus feat. At 9th level a shadow stalker 
  gains Moonlight Stalker Master as a bonus feat. The shadow 
  stalker does not need to meet the prerequisites for these feats. 
  This ability replaces endurance, swift tracker, and quarry.
  Forest Camouflage
  Within their woodland realm, shadow stalkers are hard to pin 
  down, evading attacks that seem sure to hit. As they gain 
  experience, they learn to use this ability further afield. At 3rd 
  level a shadow stalker can use blur as a spell-like ability 3 
  times per day while in forest terrain. At 8th level the shadow 
  stalker can use this ability in any wilderness terrain. At 13th 
  level the shadow stalker can use this ability in any location, 
  even in urban terrain. At 18th level a shadow stalker can 
  use vanish as a spell like ability 3 times per day. This ability 
  replaces favored terrain and improved quarry.
  Greater Intuitive Feint
  At 8th level a shadow stalker gains Greater Feint and 
  Disengaging Feint as bonus feats. This ability replaces 
  evasion. At 16th level a shadow stalker gains evasion instead 
  of improved evasion.
  Hidden Death
  At 20th level a shadow stalker has a constant blur effect. When 
  making a successful feint action, the shadow stalker causes 
  the target to lose their Dexterity bonus for the remainder of the 
  combat.
  feAts of the Wild
  Woodland Tumbler
  You move easily through wooded areas.
  Benefit When you make an Acrobatics skill check in forest terrain 
  you can roll two dice and take the best result.
  Extra Weavings
  You have a strong connection to the Well of Wyrd.
  Prerequisites Pool of weavings class feature.
  Benefit Your pool of weavings increases by 2.
  Special You can gain Extra weavings multiple times. Its effects 
  stack.
  Forest Sniper
  Your eyes pick out the telltale motions of the leaves that reveal 
  your enemies hiding place.
  Benefit When you make a ranged attack in forest terrain, you 
  treat total cover and total concealment as normal cover and 
  concealment if it is provided by vegetation.
  Normal See the normal rules on the effects of cover and 
  concealment in Chapter 8 of the Pathfinder Core Rulebook. 
  Wild Camouflage 
  You are adept at using the resources of the wilderness to hide 
  your presence.
  Benefit When in wilderness terrain you can choose to make a 
  Survival skill check instead of Stealth to avoid detection.
  Battle-Hardened Companion
  Your animal companion is closely attuned to your fighting style
  Benefit You may, as a swift action, treat your animal companion 
  as having any teamwork feat that you possess. This effect 
  lasts for a number of rounds equal to your Wisdom modifier 
  (minimum 1).
  
  13
  chApter 2
  the AryAndAi
  he Aryandai’s history, like that of the ælves, is 
  shrouded in myth. While some scholars (and the 
  occasional Great-Tree-Walker) claim the Aryandai 
  predate their appearance on Midgard, the Aryandai have 
  left little in the way of physical evidence to prove this. 
  This is compounded by the fact that the Aryandai are, by 
  tradition, both reclusive and mobile; they migrate with the 
  seasons and rarely travel outside of their peninsula far to 
  the south of the City-States of Vallinar. There is some truth 
  to what outsiders whisper when it comes to the Aryandai, 
  too. They have always been a reclusive people with a close 
  connection to spiders, a fact that most outsiders—especially 
  those who have never met them—readily point out. Many 
  among the Aryandai boast this is direct gift from the 
  Great Crone, Velluna-Akka (whom they call the Grand 
  Fate Weaver or Great Weaver), embracing it with religious 
  zeal. While this has not harmed anyone in and of itself, it 
  has served to reinforce outsiders’ views; the Aryandai are 
  a strange people. This has not dissuaded the Aryandai, 
  however, from remaining true to their nature. As a result, 
  they have long haunted the lands south of the City-States of 
  Vallinar—inspiring their own myths and legends along the 
  way. 
  The Aryandai are no stranger to myths and legends, 
  either. While none can say for sure, many whisper that 
  Velluna-Akka created the Aryandai in a fit of rage, 
  determined to send them throughout the Great Tree, 
  seeking out the Thrall Lords she believed her sister Alnara, 
  in a moment of weakness, had given refuge. Determined to 
  focus all of anger into a single magical rite, Velluna-Akka 
  transformed herself into a massive spider, her abdomen 
  blocking out Mhyr (the moon), and wove a giant web. She 
  spun will-to-be into this web, dividing it into a hundred 
  thousand tiny eggs—each a shard of her will for what 
  should pass at Ragnarök. Then she cast all of these shards 
  into Midgard, tying them all to the Well of Wyrd.
  The Aryandai—as a race—first appeared in cold forests 
  just north of the Aryandai Peninsula in ~555 YUR. That 
  interaction was limited; the result of a controlled campaign 
  to scare explorers away from their lands, a fact that only 
  increased the superstition that revolved around them. Even 
  after making peaceful contact with their human neighbors, 
  they remained (and continue to remain thus to this day) 
  a people unto themselves. Strange and tribal to outsiders, 
  they have made little effort over the last two and a half 
  centuries to integrate with others. Instead, they preferred 
  path of isolation, hunting and stalking their cold, temperate 
  rainforests completely alone.
  Need has driven the Aryandai to become slightly more 
  public in the last two centuries. With the looming threat 
  of Ragnarök, many of the tribes have begun to look to 
  the North- not so much for support, but for opportunity. 
  Although they are still very reclusive by human standards, 
  many Aryandai have already moved deep into the City-
  States of Vallinar, where they are known as ‘Spiderkin.’ In 
  most cases, these Aryandai move as individuals, seeking 
  personal goals. Others, generally doing so as small tribes, 
  have moved into the lands surrounding some of the larger 
  cities.  
  PhysicAl
  To most outsiders, the Aryandai look similar, appearing 
  like little more than heavily tattooed humans. They tend to 
  be shorter than humans, with a distinctive bowed posture 
  that easily betrays them to the trained eye. As a people, 
  they have darker skin tones, with colors ranging from 
  deep almond to rich mahogany. Almost all Aryandai have 
  skin discolorations that form strange patterns—many of 
  these ranging in coloration that only serve to compliment 
  their tattoos. Some Aryandai grow fine hair all over their 
  bodies, further darkening their appearance. Their eyes are, 
  however, their most distinctive feature, ranging in color 
  from bright amber to deep, bloody red.
  Outside of this, a well-dressed Aryandai could, 
  with minimal effort, pass himself off as a human. Most 
  
  14
  Aryandai wear tinted glasses or goggles to complete their 
  transformation into a ‘human.’ While they can pass as 
  humans, many elect not to. Instead, they adorn themselves 
  with the tokens of their prey; creating and wearing 
  elaborate bone jewelry as a sign of tribal status.
  society
  The Aryandai are a tribal people that live in large groups 
  that resemble extended families, gathering in massive 
  villages covered in webs only when the season turns its 
  coldest. 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. 
  When the seasons grow warm, however, the Aryandai 
  gather their young and burn their hatcheries, dismantling 
  the towns that sprang up around them. Within days, what 
  was once a town has completely disappeared, returned 
  to the heavy mists that carpet the floors of their cold 
  rainforests.
  Unlike some races, the Aryandai do not have a complex 
  political system. Instead, they rely on the wisdom and 
  strength of their elders. They tend to defer to those who 
  have passed their rites of passage and survived the coldest 
  winters, favoring experience over theory. 
  relAtions
  The Aryandai hold a special place in Rhune’s distinct social 
  order. Unlike the majority of the other races, the Aryandai 
  were born hunter-killers, designed by the Great Weaver 
  to serve as her sacred, nocturnal assassins. This, coupled 
  with their wild appearance, frequently alienates them from 
  outsiders, a fact many of them happily embrace. Their 
  ability to take the form of spiders further complicates 
  their relationship with some of the other races, even when 
  those races fully understand their place in Rhune’s distinct 
  ecology. There’s simply something alien and unnatural 
  about them that unnerve others. This is exceptionally true 
  among the dwarves, who for their reasons, tend to shy 
  away from the Aryandai and their lands.
  While the Aryandai are naturally reclusive and many 
  prefer solitude, they are not xenophobes (unlike many 
  ælves). In fact, many now welcome small groups of 
  outsiders into their lands, especially when those outsiders 
  offer homage to the Great Weaver. They don’t encourage 
  these visitors to tarry too long, however, knowing that very 
  few of these individuals can adapt to their unique ways. 
  On occasion, when a visitor displays great honor and trust, 
  they will extend tribal membership, but this is a rare event 
  accompanied by challenges that would easily kill most 
  outsiders. 
  As the custodians of Velluna-Akka’s war against the 
  Thrall Lords, the Aryandai sometimes embrace non-
  Aryandai, especially when those individuals are dedicated, 
  spiritual servants of the Great Weaver or arrive at 
  auspicious times.
  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, whom they call the Grand 
  Weaver, almost exclusively. While the Aryandai don’t have 
  a particular problem with technology, they don’t favor 
  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 and live their lives in that shadow of that principle. 
  They are, to many outsiders, far more aggressive than many 
  of the other races.
  AdventurinG
  Nearly all Aryandai are raised with the knowledge that 
  theirs is the hunter’s path, the Thrall Lords and their many 
  offspring their prey.  Not surprisingly, many Aryandai 
  become fighters, inquisitors and rogues in order to pursue 
  this path. Others, especially those with a close connection 
  to nature, become rangers as well. Some of these even take 
  up stranger paths, become shadow stalkers or assassins 
  dedicated to killing their racial foes. While some feel a 
  call to nature that leads them to become druids, these 
  individuals are rare.
  The Aryandai are not without mystics, though. Some of 
  the most talented Aryandai develop intimate relationships 
  with spiders, divining the will of the Great Weaver 
  directly from the elaborate webs of spiders—performing 
  a unique form of arachnomancy that few outside of their 
  culture understand. These individuals frequently become 
  clerics, oracles, and witches—the latter almost universally 
  discovering spider familiars.
  Many Aryandai, even when lawful, tend to shy away 
  from the stricter rules of combat, preferring instead to 
  strike safely from the shadows. As a result, few become 
  cavaliers or paladins.
  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 
  Redstalker Field,’ ‘of the Widowmakers,’ ‘of the Bloodwebs,’ 
  and ‘of the Ghastwald.’
  
  15
  alternate raCial traits
  Spider Form Some of the Aryandai from the True Night 
  Tribe are born with the ability to transform 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 and may only use the 
  web special ability once every 1d4 rounds. This racial trait 
  replaces the natural climber and shadow swiftness.
  AryAndAi of the tWiliGht 
  WAlker triBe
  The Aryandai of the Twilight Walker Tribe are, by birth and 
  tradition, its natural leaders. Bestowed with uncommon 
  wisdom and whit, these Aryandai are often the first to 
  meet with outsiders, determining their motives long 
  before they fully enter their beloved forests. Many gifted 
  arachnomancers and mystics have come from this tribe, 
  and many lay claim to a unique understanding how to 
  weave the wyrd gifts of Velluna-Akka.
  -2 Constitution, +2 Wisdom +2 Charisma
  Aryandai of the Twilight Walker Tribe are strong-willed and 
  naturally diplomatic, but far less tenacious than other tribes.
  Type humanoid (shapechanger)
  Medium Aryandai of the Twilight Walker Tribe are medium 
  creatures that have no bonuses or penalties due to their size.
  Normal Speed Aryandai of the Twilight Walker Tribe have a base 
  speed of 30 ft.
  Low-Light Vision Aryandai of the Twilight Walker Tribe can 
  see twice as far as a normal human in starlight, moonlight, 
  torchlight, dusk, and similar conditions of dim light. They retain 
  the ability to distinguish color and detail under these conditions.
  Keen Senses Aryandai of the Twilight Walker Tribe have a +2 
  racial bonus on Perception skill checks.
  Illusion Resistant Aryandai of the Twilight Walker Tribe are 
  naturally attuned to the natural world and gain a +2 racial 
  bonus on saving throws against illusion spells or effects.
  Weave Magic Aryandai of the Twilight Walker Tribe enjoy a 
  special connection to the Well of Wyrd and add +1 to the caster 
  level of any divination spells they cast. Additionally, they also 
  gain the following spell-like abilities: 1/day—detect magic, 
  detect poison, detect undead, and true strike. The caster level 
  for these effects is equal to the user’s character level.
  Languages Aryandai of the Twilight Walker Tribe 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.
  alternate raCial traits
  Spider Form Some of the Aryandai from the Twilight 
  Walker Tribe are born with the ability to transform 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 and may 
  only use the web special ability once every 1d4 rounds. This 
  racial trait replaces the weave magic and illusion resistant.
  rAciAl trAits
  The Aryandai are reclusive but fervent race, ultimately 
  dedicated to destroying Velluna-Akka’s enemies. This 
  dedication takes on countless forms, breathing life into 
  a whole host of paths and professions that individual 
  Aryandai take up. These paths are legion and, as a result, 
  produce a whole host of deadly adversaries: Aryandai that, 
  as deadly individuals, stalk the shadows and hunt those 
  whose allegiance is with the evil in the far north.
  But even at the height of this individuality, the Aryandai 
  collectively pay homage to their tribes and their goddess, 
  constantly seeking ways to challenge one another and 
  honor her. These challenges vary by season, but each 
  tests—almost universally—the individual’s will, strength, 
  cunning, and spirit.  And with each passing season, tribes 
  of all sorts rise to meet these challenges. While many tribes 
  weave their names into the Warpstave, three tribes have 
  managed to do so on multiple occasions. These tribes—True 
  Night, Killing Moon, and Twilight Walker—have all marked 
  themselves as fated foes of the Thrall Lords. The three sets 
  of Aryandai racial traits below emphasize these different 
  tribes. These racial packages modify the Aryandai racial 
  traits presented in Chapter 2 of the Rhune: Dawn of 
  Twilight Stormpunk Character Primer.
  AryAndAi of the true niGht triBe
  The Aryandai of the True Night Tribe claim they were 
  created at the very moment Velluna-Akka blocked the light 
  of the moon from the face of Midgard, bathing the whole 
  of the Middle Realm in darkness to herald their birth. 
  Whether or not this is true, this tribe possesses exceptional 
  skills that allow them to excel when the glorious light of 
  Heidhra has faded completely from Midgard.
  +2 Dexterity, +2 Strength, -2 Wisdom
  Members of the True Night Tribe are strong and nimble, but lack 
  the wisdom of their forefathers.
  Type humanoid (shapechanger)
  Medium These Aryandai are medium creatures that have no 
  bonuses or penalties due to their size.
  Natural Climber These Aryandai excel at hunting the dark 
  recesses of their native rainforests, often scaling heights 
  others would think twice about. These Aryandai possess a 
  climb speed of 20 ft. (along with the +8 racial bonus on Climb 
  skill checks a climb speed affords). When not climbing, these 
  Aryandai have a base speed of 30 ft.
  Darkvision These Aryandai can see in the dark up to 60 ft.
  Light Sensitivity These Aryandai are dazzled as long as they 
  remain in an area of bright light.
  Nightborn These Aryandai have a special connection to the 
  darkness that makes them incredibly difficult to detect when 
  moving about. They gain a +3 racial bonus to Stealth skill 
  checks in areas of dim light or darkness.
  Shadow Swiftness These Aryandai reduce the penalty for using 
  Stealth while moving at full speed by 5, and reduce the Stealth 
  check penalty for sniping by 10.
  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.
  
  16
  AryAndAi of the  
  killinG moon triBe
  The Aryandai of the Killing Moon Tribe are the strongest 
  and most violent of the tribes, which surprises few among 
  their kind. Of all those who stalk the shadows, this tribe is 
  the one who rallies war-parties and actively seeks out the 
  Thrall Lords and their servants, traveling great lengths 
  in order to do so. Even those who remain in the South are 
  tasked with the most vital of tasks, guarding hatcheries and 
  patrolling their borderlands.
  +2 Constitution, +2 Strength, -2 Wisdom
  Aryandai of the Killing Moon Tribe are often strong and tough, but 
  quick to leap into battle.
  Type humanoid (shapechanger)
  Medium Aryandai of the Killing Moon Tribe are medium creatures 
  that have no bonuses or penalties due to their size.
  Fast Aryandai of the Killing Moon Tribe are quicker than most 
  Aryandai and have a base speed of 40 feet.
  Agile Aryandai of the Killing Moon Tribe have a +2 racial bonus 
  on Acrobatic skill checks. 
  Darkvision Aryandai of the Killing Moon Tribe can see in the dark 
  up to 60 feet.
  Defensive Training Aryandai of the Killing Moon Tribe have a +4 
  dodge bonus to AC against monsters of the giant subtype.
  Languages Aryandai of the Killing Moon Tribe 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.
  alternate raCial traits
  Spider Form Some of the Aryandai from the Killing Moon 
  Tribe are born with the ability to transform 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 and may only use the 
  web special ability once every 1d4 rounds. This racial trait 
  replaces the defensive training and agile traits.
  heiGht & WeiGht
  Race
  Base 
  Height
  Base 
  Weight
  Modifier
  Weight 
  Multiplier
  Aryandai, female 
  (True Night)
  4’ 9”
  90 lbs
  2d6
  x3 lbs
  Aryandai, male  
  (True Night)
  5’ 3”
  100 lbs
  2d4
  x4 lbs
  Aryandai, female 
  (Twilight)
  4’ 9”
  95 lbs
  2d6
  x3 lbs
  Aryandai, male  
  (Twilight)
  5’ 2”
  105 lbs
  2d4
  x4 lbs
  Aryandai, female 
  (Killing Moon)
  4’ 10”
  105 lbs
  2d6
  x3 lbs
  Aryandai, male  
  (Killing Moon)
  5’ 1”
  105 lbs
  1d8
  x4 lbs
  niGhtsPinner (ninjA ArchetyPe)
  Beloved servants of The Great Weaver, nightspinners bring 
  Veluna-Akka’s final mercy to the corrupt and unworthy 
  across Midgard. As subtle as a silk rope around their prey’s 
  neck, the touch of their weapons brings paralysis and swift 
  death. Nightspinners understand that those who thwart 
  the will of the Æssinyr must die before their evil ways can 
  risk utter destruction at Ragnarök. They deliver this death 
  joyfully, knowing they serve their divine mother’s will with 
  every unclean life they claim.
  Class skills A nightspinner gains Knowledge (religion) and 
  Knowledge (nature), and does not gain Knowledge (nobility) 
  and Linguistics as class skills.
  Weapon and Armor Proficiency A nightspinner is proficient with 
  all simple weapons, plus the garrote, kukri, net, sap, scimitar, 
  scorpion whip, short bow, and short sword. She is proficient 
  with light armor but not with shields. This replaces the normal 
  ninja weapon and armor proficiency feature.
  sPideR FAmiliARs
  Because of their close connection to 
  spiders, it is fairly common for Aryandai 
  spellcasters (especially those who take 
  levels in the witch class) to form bonds with 
  spiders instead of more traditional types of 
  familiars. Player characters may select any 
  of the following spiders as familiars. All of 
  these spiders use the statistics for a regular 
  spider (see the Pathfinder® Roleplaying 
  Game: Bestiary™), but gain the associated 
  benefit listed below (only the Blackringed 
  Spider grants the traditional +3 to Climb 
  skill checks).
  Familiar
  Special Ability
  Blackringed Spider
  Master gains a +3 bonus to 
  Climb skill checks
  Brownback Spider
  Master gains a +2 bonus to 
  Fortitude saves
  Dream Spider
  Master gains a +3 bonus to 
  saves against Enchantment 
  spells and effects
  Ghost Spider
  Master gains a +3 bonus to 
  saves against Necromancy 
  spells and effects
  Hellsgarde Cave 
  Spider
  Master gains 3 hit points
  Moonsilk Spider
  Master gains the Extra Hex 
  feat
  Palefunnel Spider
  Master gains a +3 bonus to 
  Escape Artist skill checks
  Skull Spider
  Master gains a +1 natural 
  armor bonus to AC.
  Silver Jumping 
  Spider
  Master gains a +2 bonus to 
  Acrobatic skill checks
  Sun Spider
  Master gains a +4 bonus to 
  Initiative checks
  Wolf Spider
  Master gains a +2 bonus to 
  Reflex saves
  
  17
  Class features
   A nightspinner has the following class features:
  Weaver’s Blessing (Su) 
  Through long rituals dedicated to the Great Weaver, a 
  nightspinner learns to channel her blessings into incredible 
  powers. Starting at 2nd level a nightspinner gains a pool of 
  weavings that she can use to accomplish the Goddess’s Will. 
  The number of points in the nightspinner’s weavings pool is 
  equal to 1/2 her nightspinner level + her Charisma modifier.
  By spending 1 weaving, a nightspinner can produce spider 
  venom from special glands at the base of her throat. Applying 
  this poison to a weapon or a single piece of ammunition is 
  a standard action, which provokes attacks of opportunity. 
  The Fortitude DC of the venom is equal to 10 + 1/2 the 
  nightspinner’s level + the nightspinner’s Charisma modifier 
  (minimum DC of 11). 
  The following poisons are available, starting at the specified 
  level:
  Poison
  Level
  Onset
  Freq
  Effect
  Cure
  Blackringed 
  Spider 
  Venom
  1
  instant
  1/rd. for 
  4 rds.
  1d2 Con
  1 save
  Dream 
  Spider 
  Venom
  1
  instant
  1/rd. for 
  4 rds.
  1d2 Wis
  2 saves
  Palefunnel 
  Spider 
  Venom
  4
  instant
  1/rd. for 
  2 rds.
  Slow, as 
  the spell, 
  for 1 min
  1 save
  Wolf Spider 
  Venom
  8
  instant
  1/rd. for 
  6 rds.
  1d4 Str
  1 save
  Ghost 
  Spider 
  Venom
  12
  instant
  1/rd. for 
  4 rds.
  1 Wis and 
  confused 
  for 1 rd.
  2 saves
  Skull Spider 
  Venom
  16
  instant
  1/rd. for 
  4 rds.
  2 Con and 
  paralyzed 
  for 1 min
  2 saves
  This replaces the Ki Pool class ability.
  NiNja Tricks
  A nightspinner gains ninja tricks as normal. Tricks that require ki 
  points to activate instead use the same number of weavings. 
  A nightspinner also has access to the following additional tricks:
  Swift poisoner: 
  • 
  A nightspinner with this trick can apply poison 
  produced by her weaver’s blessing ability to her weapons as 
  a move action.
  Webspinner:
  • 
   A nightspinner with this trick can create an 
  ensnaring web at the cost of 1 weaving. This functions as 
  the web spell, using her nightspinner level as the caster level 
  for this ability, except that it creates webs in a 10 ft.-radius 
  spread.
  The following ninja tricks complement the nightspinner 
  archetype: fast stealth, hidden weapons, swift poisoner, wall 
  climber, and webspinner.
  Master Tricks 
  A nightspinner gains master tricks as normal. Tricks that require ki 
  points to activate instead use the same number of weavings. A 
  nightspinner also has access to the following additional master 
  tricks:
  Concentrated venom:
  • 
   A nightspinner with this trick adds +2 
  to the DC of poisons produced by her weaver’s blessing 
  ability. In addition, when applied to a melee weapon, the 
  weapon remains poisoned for a number of strikes equal to 
  her Charisma modifier. 
  Webrunner:
  • 
   A nightspinner with this trick can move through 
  webs and other obstacles with ease. When using her light 
  steps ability, she counts as being under the effect of freedom 
  of movement, as the spell.
  The following master tricks complement the nightspinner 
  archetype: assassinate, concentrated venom, ghost step, see 
  the unseen, and webrunner.
  Child of the Great Weaver 
  At 20th level a nightspinner takes on an aspect of Velluna-
  Akka herself, who shrouded the moon in the darkness of her 
  wrath. The many eyes of the Great Weaver see through all 
  deceptions, and her warriors hunt the servants of the Thrall 
  Lords relentlessly wherever they hide. The nightspinner gains 
  the ability to see perfectly in all forms of natural and magical 
  darkness, including deeper darkness. While in an area of 
  dim light or darker, she can cast true seeing on herself as 
  a standard action, at a cost of 3 weavings, and using her 
  nightspinner level as the caster level. In addition, she adds +2 
  to the DC of poisons produced by her blessed venom ability, 
  and once per day can deliver any one of the venoms as a touch 
  attack.
  
  18
  the FACes oF mhyR
  If there is one event that can be counted on to run like clockwork in Midgard, it is the 
  rising of its moon, Mhyr, every evening as the sun, Heidhra, sets across the horizon. 
  The orbit of this heavenly body is so accurate that the people of Midgard set their 
  calendar by it. A single 28-day cycle of Mhyr around Midgard marks a month and 
  thirteen cycles come together to form a year. The following table shows which phase 
  that Mhyr will be in on any day of any given month.
  Day of the Month
  Phase of Mhyr
  1-5
  Waning Gibbous
  6
  First Quarter
  7-11
  Waning Crescent
  12-14
  New Moon
  15-19
  Waxing Crescent
  20
  Third Quarter
  21-25
  Waxing Gibbous
  26-28
  Full Moon
  Beyond the certainty of its appearance each night, little is known about Mhyr; from 
  its possible inhabitants to its shifting of hue from yellow to blue during the long 
  winters. The priests teach that Mhyr and its seas of shadow are home to Velluna-
  Akka and her palace of ivory though no scholars have yet to discover such a place 
  through their scopes of glass and mirrors. This lack of knowledge on the true purpose 
  of Mhyr only deepens its mystery for those who look to the night sky and pray for 
  the blessing of the gods or goddesses, good or evil, which watch from beyond the 
  void behind the stars. The faces of Mhyr have many names amongst the peoples of 
  Midgard but the most commonly used are tied to each god, goddess, or Thrall lord 
  that is associated with that month.
  Month
  New Moon Name
  Full Moon Name
  Dawsma (Storm’s End)
  Drowning Deep
  Wicked Moon
  Ostaren (Hare’s Hide)
  Dark Feast
  Hungry Moon
  Lenzme (The Seeding)
  Mothers’  Tears
  Mercy’s Moon
  Shudmu (First Green)
  Empty Hearth
  Anvil Moon
  Undmid (Under Wake)
  Lover’s Tide
  Maiden’s Moon
  Waldma (Spring’s End)
  Battle’s Eve
  Golden Moon
  Leichru (First Heat)
  Dawn’s Vigil
  White Light Moon
  Siebhi (High Heat)
  Eye of the Void
  Wraith Moon
  Todma (Death’s End)
  Father’s Whisper
  Hanged Moon
  Vaterma (Growth’s End)
  Stalking Silence
  Hunter’s Moon
  Vellama (Last Harvest)
  Crone’s Vengeance
  Veiled Moon
  Ashmu (First Snow)
  Death’s Breath
  Grave Moon
  Festfir (Festival’s Fire)
  Slumbering Shadows
  Long Winter’s Moon
  
  19
  true niGht AuGur  
  (orAcle ArchetyPe)
  Devout followers of the Queen of the Moon, true night 
  augurs are the living conduits of Velluna-Akka’s divine 
  secrets. The path of the true night augur is not one selected 
  by mere whim but a spiritual calling that consumes all but 
  the strongest of wills long before their appointed hour. In 
  deepening shadows and darkness as pitch as the hearts of 
  those that would follow the Thrall Lords to destruction, 
  the true night augur watches the threads of wyrd and plots 
  which strands to sever in hopes of altering the course of 
  Midgard’s fate. 
  Recommended Mysteries dark tapestry, heavens, or moon.
  Bonus Spells silent image (2nd), augury (4th), deeper darkness 
  (6th), shadow conjuration (8th), shadow evocation (10th), 
  shadow walk (12th), project image (14th), greater prying eyes 
  (16th). These bonus spells replace the oracle’s mystery bonus 
  spells at these levels.
  revelations
  A true night augur must take the following revelations 
  at the listed levels.
  Moon Thrall (Su)
  The ebb and flow of your powers is tied intimately to the waxing 
  and waning of the moon. When the new moon slinks across the 
  night sky, the barrier between Midgard and the Great Weaver’s 
  web wears thin and your power is at its peak. At this time, you 
  may effortlessly cast spells quicker than normal. Each spell 
  you cast moves up a step in speed (up to a swift action at its 
  quickest) such that a spell that takes a full round action is now 
  a standard action, and a standard action is now a swift action. 
  Inversely, you are at your weakest during the time of the full 
  moon, when your connection to the Wyrd is hampered and 
  the only way for you to call forth the magic required for spells 
  is through rituals and rites dedicated to Velluna-Akka. During 
  this time, you are afflicted with an incurable minor spellblight 
  (ritualistic obsession) which requires you to add extra somatic 
  components to any spell cast, lengthening the time spells take 
  to cast but increasing their potency. During the moon’s waning 
  from full to new, you cast spells at +1 caster level and with a +1 
  to any spell DCs. When the moon waxes from new to full, you 
  cast spells at -1 caster level and with a -1 to any spell DCs. You 
  must take this revelation at 1st level.
  Umbral Veil (Su)
  Your face is shrouded in flowing waves of living shadow which 
  form a diaphanous, black veil that hides your features. The veil 
  grants you a bonus to saving throws equal to your Charisma 
  modifier against blinding, dazzling, patterns, or other visual 
  effects, and gaze attacks. At 11th level, once per day, you can 
  extend the folds of your veil to mask your presence and create 
  a figment of light and shadow to take your place. This functions 
  as the mislead spell. At 15th level, you become immune to 
  blinding, dazzling, patterns, and gaze attacks. You must take 
  this revelation at 3rd level.
  Secret-Keeper (Su)
  You have gazed long into the Web of Wyrd and been gifted with 
  many secrets that Velluna-Akka has deemed you worthy to 
  know. As a move action, you can study a creature to gleam a 
  brief glimpse of its fate which grants you a +1 insight bonus 
  on attack rolls, damage rolls, and skill checks made against 
  that creature for a number of rounds equal to your Charisma 
  modifier. At 14th level, this bonus increases to +2, and at 17th 
  level this bonus increases to +3. You can use this ability once 
  per day for every three oracle levels you possess. You must 
  take this revelation at 11th level.
  Shadows of War (Su)
  Once per day, as a standard action, you can grant a semblance 
  of life to your visions of Ragnarök in the surrounding area. By 
  gathering up the frayed strands of Wyrd that are damaged 
  during this traumatic event, you weave them into a battlefield 
  filled with warriors of shadow that fight out their last moments 
  in that epic war. You summon the quasi-real battlefield with an 
  area of up to one 10-foot cube per oracle level. These cubes 
  can be arranged in any pattern you desire, but each cube must 
  be adjacent to another and one must be adjacent to you. Any 
  creature caught on the battlefield takes 1d6 points of damage 
  per oracle level each round, with a successful Will save to 
  disbelieve resulting in half damage, as dozens of stray blows 
  fill the area from shadow warriors battling around them. Even 
  though it is not completely real, the battlefield is a hectic and 
  cacophonous event, imposing a -5 penalty to all Perception skill 
  checks made within the area of effect. This battlefield lasts for 
  a number of rounds equal to your Charisma modifier. You must 
  take this revelation at 15th level.
  final revelation 
  Upon reaching 20th level, you become one with the night and all 
  of its mysteries. You can apply any one of the following feats to 
  any darkness, light or shadow spell without increasing the level 
  or casting time: Enlarge Spell, Extend Spell, Focused Spell, 
  Intensified Spell, Lingering Spell, Reach Spell, Silent Spell, or 
  Still Spell. 
  rites And PAssAGes
  While every race in Rhune has its cultural trials and rites 
  of passage, the Aryandai live their entire lives seeking 
  challenges they believe will make them stronger—all so 
  that they may experience what they call ‘shadow moments’, 
  epiphanies they equate with Velluna-Akka and the Well of 
  Wyrd (which her clerics frequently call the Web of Wyrd). 
  While many of these rites confer titles and positions of 
  authority similar to those of other races or cultures, just 
  as many rites appear to be arbitrary, at least to outsiders. 
  These rites are called The Warpstave Rites. These rites 
  vary, but frequently include intense physical, social, 
  and emotional challenges, sometimes over the course of 
  several days. While many of these challenges appear to 
  be simple affairs to their participants (at least initially), 
  they often include complex problems that overlap, forcing 
  the individual Aryandai to use all of their skills and 
  resources—bridging their physical and intellectual selves. 
  These challenges vary in scope and intensity, but often 
  include puzzles, tests of prowess, combat, and even periods 
  of imposed alienation—all of which are designed by tribal 
  elders to bring out the very best in a given individual. They 
  believe these challenges will produce the necessary energy 
  the participant will need to experience these shadow 
  moments. The Aryandai believe these moments are always 
  significant, even when the insights gained do not make 
  immediate sense to the participant. In fact, it is common 
  for tribal elders to warn participants away from assigning 
  meaning or significance too soon, suggesting reflection and 
  quiet meditation instead.
  
  20
  Many Aryandai believe experiencing shadow moments 
  produce additional benefits, as well. They claim these 
  moments increase an individual’s overall magical potential, 
  allowing them to harness more arcane or divine energy 
  than those who do not experience these moments. While 
  this is difficult to prove, many Aryandai display keen 
  divinatory insights that outsiders are hard pressed to 
  explain—a claim openly championed by the Twilight 
  Walker Tribe.
  While the Aryandai celebrate numerous rites, not all 
  of these rites are Warpstave Rites. In fact, they hold five 
  principle rites—all of them purely rites of passage—above 
  all others. These rites generally mark firsts for the 
  participant, sometimes conferring social titles to mark 
  success (Venjii, who walked with the dead moon or Rician, who 
  slew his shadow). These rites are often used to test outsiders, 
  as well as lone or tribeless Aryandai seeking acceptance. Of 
  course, whole tribes practice many of these rites, especially 
  when new Aryandai are readying to enter the larger world. 
  These are:
  The Rite of the Dead Moon This rite, embraced almost 
  exclusively by the True Night Tribe, requires a participant 
  to pass three tests, all within a single moonless night. These 
  tests vary, but almost always include a night race, a test of 
  strength, and end in blind combat.
  The Rite of Life’s Blood This rite, favored by the Killing 
  Moon Tribe, requires a lone participant to seek out a spawn 
  of the Thrall Lords (usually an ogre or troll) and slay it. This 
  is normally accomplished by an ambush, but most always 
  include prey that can defend itself. Slaying sleeping giants, 
  as the saying goes, does not count. Members of the Killing 
  Moon Tribe often mark themselves in the blood of their 
  enemies, which some outsiders consider the source of this 
  rite’s name. Participants, however, know its true secret.
  The Rite of the Dark Fire Arguably the strangest of the 
  Warpstave Rites, members of the Twilight Walker Tribe 
  generally undergo this rite before taking their first magical 
  (or clerical) vows. While unique for each participant, this 
  rite includes a lone journey to an isolated location and an 
  extended test of will, sometimes lasting several nights. 
  The Rite of the Second Shadow This Warpstave Rite is rare, 
  embraced by only the bravest of the Aryandai. Participants 
  seek out portals to Nachtland and journey there, seeking 
  out their immortal double (or fylgja), which they must win 
  over or destroy.
   The Rite of the Great Weave This rite is embraced by 
  nearly all of the Aryandai, generally before they leave 
  for their first journey outside of tribal lands. Said to 
  win Velluna-Akka’s attention (and favor), it demands 
  participants pass five grueling tests: a test of will, a test of 
  insight, a test of knowledge, a test of courage, and a test of 
  faith.
  feAts of Wyrd
  Weavings Pool
  Your connection to the Well of Wyrd is strong, and you have 
  learned to draw on your destiny to assist you.
  Benefit You gain a pool of weavings, like the nightspinner 
  archetype class feature. Your pool has 3 weavings. As a swift 
  action you can spend a weaving to gain one of the following 
  benefits:
  Gain a +1 bonus to all saving throws until the end of your 
  • 
  next turn.
  Gain a +2 insight bonus to the next attack you make before 
  • 
  the end of your turn.
  Gain a +2 dodge bonus to AC against the next attack that 
  • 
  targets you before your next turn.
   Improved Weavings—Deception
  Your mastery over your own destiny enables you to better use 
  your pool of weavings to surprise and deceive your enemies.
  Prerequisite pool of weavings.
  Benefit Whenever you have at least one weaving, you gain a +1 
  dodge bonus to your AC. In addition as a swift action, you can 
  spend a weaving to gain one of the following benefits:
  Make an immediate Bluff skill check to feint, with a +2 bonus.
  • 
  Gain a +1 bonus to each dice of sneak attack damage on 
  • 
  your next attack.
  Vanish
  • 
  , as the spell, for a number of turns equal to your 
  Charisma modifier (minimum 1).
  extending the WeAve
  The strands of prophecy (“Of That Which 
  Should Be”), that Velluna-Akka weaves 
  from the Web of Wyrd touch every realm in 
  Rhune as intangible threads of fate shuttle 
  back and forth between branches of the 
  Great Tree, linking the deeds of Rhune’s 
  greatest heroes. The Great Weaver crafts 
  these threads as part of her war against the 
  giants and her long-term plan for Ragnarök 
  itself. While the Aryandai understand the 
  Web of Wyrd most directly, every race has 
  individuals who are touched by fate and 
  doomed to carry out great and terrible 
  deeds.
  The easiest way to represent the touch of 
  Wyrd is by using the Hero Points mechanic 
  from the Pathfinder® Roleplaying Game: 
  Advanced Player’s Guide™. Each Player 
  Character in Rhune: Dawn of Twilight has 
  one or more Wyrd Points representing their 
  involvement in the grand web of fate woven 
  by the goddess. Wyrd Points are gained and 
  spent in the same way as Hero Points. If you 
  do choose to use Wyrd points in your game, 
  this opens up the Wyrd Weaver feat and the 
  Wyrd domain for players. 
  
  21
  Improved Weavings—Arcana
  Your mastery over your own destiny enables you to better use 
  your pool of weavings to empower your spells.
  Prerequisite pool of weavings.
  Benefit Whenever you have at least one weaving, you gain a +2 
  insight bonus to Spellcraft skill checks. In addition as a swift 
  action, you can spend a weaving to gain one of the following 
  benefits:
  Gain a +1 bonus to the DC of the next spell you cast.
  • 
  Gain a +4 bonus to Concentration checks until the end of 
  • 
  your next turn.
  Recall a single spell at a cost of one 
  • 
  weaving per spell level. 
  Spontaneous casters regain a spell slot of that level instead.
  Improved Weavings—Mobility
  Your mastery over your own destiny enables you to better use 
  your pool of weavings to move rapidly around the battlefield.
  Prerequisite pool of weavings.
  Benefit Whenever you have at least one weaving, you increase 
  your movement by 5 feet. In addition as a swift action, you can 
  spend a weaving to gain one of the following benefits:
  Ignore the first Attack of Opportunity made against you this 
  • 
  round.
  Ignore difficult terrain for up to 10 feet of movement.
  • 
  Gain a +4 insight bonus to Acrobatics and Climb skill checks 
  • 
  for one round.
  Improved Weavings—Focus
  Your mastery over your own destiny enables you to better use 
  your pool of weavings to concentrate on the task before you.
  Prerequisite pool of weavings.
  Benefit Whenever you have at least one weaving, you gain a +1 
  insight bonus to Perception skill checks. In addition as a swift 
  action, you can spend a weaving to gain one of the following 
  benefits:
  Gain a +2 insight bonus to any skill that requires 
  • 
  concentration.
  Take 10 on any skill that requires concentration, even in 
  • 
  dangerous circumstances.
  Spend one minute meditating on a course of action and 
  • 
  receive a +2 insight bonus on your next initiative roll within 
  one hour.
  Wyrd Weaver
  You intuitively understand the threads of Wyrd that bind you 
  to your destiny and can use this connection to power your 
  abilities.
  Benefit Whenever you have at least one Wyrd Point, you 
  increase your maximum pool of weavings by one. In addition, 
  you can choose to spend a Wyrd Point to gain three temporary 
  weavings. These temporary weavings last for one hour or until 
  used.
  tAnGled Wyrds— 
  trAits of destiny
  A person’s wyrd includes the thread that links their 
  past to their future through the ever shifting loom of 
  their choices. Their wyrd is set in motion at birth, and 
  is influenced by the people they meet and the decisions 
  they make. The interaction of many threads touching, 
  connecting, and tugging on each other, forms a great 
  web that cannot be truly understood by any mortal. But 
  scholars know that some threads are tangled together from 
  the moment they leave the Well of Wyrd. Some people 
  are destined to meet as friends, as companions, or even as 
  rivals. Some wyrds are deeply entwined from before birth, 
  even if the individuals don’t meet until adulthood. Those 
  with tangled wyrds experience a shock of recognition, like 
  déjà vu, on first meeting. And they often end up sharing 
  their most dangerous experiences and adventures. 
  The following selection of traits offers players a way 
  to represent the way their wyrd tangles with another 
  character. Unlike normal traits, which help illustrate a 
  character’s individual past, these traits are designed to give 
  multiple members of an adventuring party meaning. Thus, 
  they are far more effective when multiple players select the 
  same trait.
  Tangled wyrds—Rivals: Select another player character 
  that also has this trait. The threads of your wyrds are 
  entwined and you are destined to be rivals. Once per day 
  you can gain a +2 trait bonus to initiative. When you use 
  this ability your rival, refusing to be outdone, can choose to 
  swap your initiative roll for her own.
  Tangled wyrds—Shield Sisters: Select another player 
  character that also has this trait. The threads of your wyrds 
  are entwined and you are destined to guard each other. 
  Whenever you are adjacent to each other you both gain a +1 
  trait bonus to AC.
  Tangled wyrds—Sword Brothers: Select another 
  player character that also has this trait. The threads of your 
  the Wedding oF the  
  tRee to the moon
  While Velluna-Akka’s clerics, who are 
  exclusively women, often live lives of 
  reflective abstinence, they sometimes marry 
  Oridynn’s clerics in a sacred rite known 
  as The Wedding of the Tree to the Moon. 
  This wedding is almost always a symbolic 
  gesture of union that brings the two faiths 
  closer together (normally between ranking 
  members of both faiths), but occasionally 
  includes those with romantic inclinations. 
  In some instances, established clerics from 
  both faiths will gather, bringing all of their 
  followers together for a two-day ceremony 
  that includes crafting, feasts, and rune-
  castings to celebrate this sacred event. 
  While these weddings are uncommon, 
  they are always held at the height of Mhyr’s 
  ascent in the month of Siebhi (on the Wraith 
  Moon).
  
  22
  abilities toward discerning precisely what should happen 
  in any given instance. For them, that which is becoming and 
  that which should become are separated by a very thin line. 
  Keeping these two concepts flowing into one another is at 
  the heart of their task, with most accepting that is precisely 
  why their goddess created them. They are the web’s 
  guardians, those who hunt the destroyers and deceivers 
  of the North. It falls on them to ensure the strands of 
  the Great Web are never severed. And in doing this, they 
  ultimately serve—each in their own way—their beloved 
  goddess.
  the WeAvlinGs,  
  GuArdiAns of Wyrd
  A glimmering web of threads hangs in the air, slowly 
  morphing through subtle prismatic colors. The tangle 
  constantly reconfigures and reconnects its strands 
  through intricate invisible dimensions.
  Delicate weblike creatures of 
  interconnected planar threads, 
  the Weavlings are semi-
  mythical to most races of 
  Midgard. Only the Aryandai, 
  and to a lesser extent the 
  aelves, have significant 
  contact with these elusive 
  guardians. Most often found 
  at sites sacred to Velluna-
  Akka, they wait patiently, 
  spinning themselves into 
  endless complexity in praise of 
  the Great Weaver. At the Web 
  of Wyrd itself they congregate 
  in the thousands, forming an 
  immense tapestry of living color 
  that is both stunningly beautiful 
  and utterly unsettling to mortal 
  eyes.
  Weavlings, born in the same great act of creation as 
  the Aryandai, form a second strand to Velluna-Akka’s plan 
  against the giants. While the Aryandai are hunters, the 
  Weavlings guard the Well of Wyrd against corruption by 
  the Thrall Lords. Though a single Weavling is delicate and 
  relatively weak, a swarm of them, suddenly appearing at 
  the site of a threat, can quickly disable even a giant.
  The Weavlings are intimately connected with the 
  threads of fate, and know much of Velluna-Akka’s thoughts. 
  They do not often share this knowledge, preferring to 
  protect the free will and choices of mortals. When they do 
  answer questions, their guidance is often cryptic or partial, 
  to the occasional frustration of a curious Aryandai sage. 
  Only the most holy arachnomancer would dare to summon 
  the Weavlings, but for the favored of the Great Weaver, 
  they are a powerful allies.
  wyrds are entwined and you are destined to be as close 
  as siblings, whether you are from the same family or not. 
  Whenever you flank a creature with your wyrd sibling you 
  both gain an additional +1 to hit.
  Tangled wyrds—Collaborators: Select another player 
  character that also has this trait. The threads of your wyrds 
  are entwined and you are destined to collaborate in solving 
  the mysteries of the realms. Whenever you successfully aid 
  your wyrd collaborator with a knowledge, profession, or 
  craft check, they gain a +4 bonus rather than the normal +2.
  the Well of Wyrd
  The Well of Wyrd is a complex concept that translates 
  roughly to ‘place of fate’ to those who are not initiated into 
  the Great Weaver’s mysteries. While some of those who 
  walk The Great Tree claim to have seen the actual well, a 
  planar pool from which the goddess weaves possibilities, 
  none can really confirm this. That said, the Well of Wyrd 
  is treated as both a philosophical concept and a place. 
  Associated almost exclusively with Velluna-
  Akka, it is sometimes called the Web of Wyrd 
  by both the Aryandai and Velluna-Akka’s 
  followers. Whether or not it is a real 
  place, the Aryandai honor it as such. As 
  a result, many of them treat natural 
  wells, vertical caves, and standing 
  pools as sacred places, weaving 
  elaborate and intricate barriers 
  around them in her honor. 
  These barriers leave a 
  single passage, generally 
  woven into the form of 
  a funnel-like tunnel that 
  ends at a shrine. 
  As a pure concept, the 
  Well of Wyrd represents that 
  which Velluna-Akka weaves 
  into being and her clerics 
  understand it as ‘that which is, 
  that which is becoming, and that which should become.’ This 
  concept reflects a lot of runic thought and many Vitkarr 
  have suggested that Velluna-Akka’s weavings are a mirror 
  to the runes—a concept that many heartily accept. Not 
  everyone, however, attributes the Well of Wyrd to Velluna-
  Akka alone. Many of the Æssinyr’s faithful attribute the 
  Well of Wyrd to all three of the goddesses—Alnara, Nayadia, 
  and Velluna-Akka—suggesting that each controls a strand 
  of fate, weaving each man and woman’s destiny as they 
  gaze into the well in unison. This concept, in fact, is fairly 
  common among the people of Haven and Union cities, 
  many of whom are henotheists.
  In the case of the Aryandai, particular attention is 
  paid to the strands of the woven web, or that, which should 
  become, with many of them focusing their divinatory 
  
  23
  Weavling 
   
  CR 5
  XP 1600
  NG Tiny Outsider (good)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DefeNse
  AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size, +3 natural)
  hp 45 (6d10+12)
  Fort +4, Ref +8, Will +7
  Defensive Abilities amorphous; Immune critical hits, precision 
  damage
  Weakness vulnerability to fire
  OffeNse
  Speed 10 ft., flight (40 feet, perfect)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks planar strands (at will) (DC 15), weaver’s wrath 
  (at will)
  Spell-Like Abilities (CL 6th)
  At Will—dimension door, divination
  3/day—prayer, true strike, web
  1/day—dimensional anchor, magic circle against evil, plane shift 
  sTaTisTics
  Str 2, Dex 16, Con 14, Int 12, Wis 14, Cha 16
  Base Atk +6; CMB +7; CMD 13 (can’t be Tripped)
  Feats Go Unnoticed, Point Blank Shot, Target of Opportunity
  Skills Acrobatics +3 (-5 jump), Bluff +12, Fly +15, Knowledge 
  (arcana) +10, Knowledge (planes) +10, Knowledge 
  (religion) +10, Perception +11, Sense Motive +11, Stealth 
  +20
  Languages Celestial, Common; telepathy (100 feet)
  SQ planar call
  ecOlOgy
  Environment Any (Well of Wyrd)
  Organization Solitary, flock (3-6), swarm (12-60)
  Treasure None
  special abiliTies
  Planar Call (Su) At need weavlings can manipulate threads of 
  wyrd to pass warnings or call for help between the realms. 
  This acts like a sending spell to the swarm of Weavlings 
  that constantly spins itself around the Well, with no chance 
  of the message going astray.
  Planar Strands (Su) Weavlings can wrap their enemies in 
  conjured strands of planar material. With a successful 
  ranged touch attack, a target within 40 feet gains the 
  entangled condition for 6 rounds. The planar strands 
  affect both material and incorporeal creatures, as if they 
  have the ghost touch property. In addition the target must 
  succeed on a DC 15 Fortitude save or become helpless 
  instead. Additional uses of planar strands on the same 
  target increase the DC by one for each use after the first. 
  The DC is Constitution based.
  Weaver’s Wrath (Su) Weavlings can channel Velluna-Akka’s 
  power to smite their snared enemies. As a standard 
  action they deal 2d6 damage to all creatures entangled 
  or helpless in their Planar Strands or their web spell-
  like ability. Against evil creatures this ability deals 4d6 
  damage. This damage bypasses anything less than DR/
  epic.
  
  24
  chApter 3
  fActions of the Wild
  hile a number of factions operate within the safe 
  walls of the cities in the east, a select few have 
  evolved outside of the City-States of Vallinar 
  for almost identical reasons. These factions, both illegal 
  and occasionally radical, happily operate from the remote 
  places—from caves, abandoned forts, and wooded groves. 
  the BlAck hAnd
  DesCription 
  The Black Hand is a collective of rogues and brigands—
  disenfranchised men and women that were once proud 
  patriots. Betrayed by the Kingdom of Vallinar in their 
  hour of need when the Second Fel Horde invaded the 
  Kingdom of Vallinar, these former loyalists have sworn 
  eternal vengeance—fighting 
  until they rule the people they 
  once defended. Where others 
  fight, steal, and kill for duty or 
  personal gain, the Black Hand 
  does this only on the surface. 
  Their overall agenda is far 
  more insidious, with members 
  planning moves that sometimes 
  take years to expose. To the 
  layperson, the Black Hand holds 
  a simple but criminal place in 
  the City-State’s economy as its 
  very own black market.
  Although its members dress 
  normally, most bear the mark 
  of a black hand somewhere on 
  their person. Members actively 
  frequently wield weapons and 
  armor that bear their symbol, as 
  well.
  goals
  The Black Hand has a number 
  of goals, all of which revolve 
  around its main agenda—the 
  destruction of the City-States of Vallinar. While it does 
  not actively seek to hurt most of the territory’s innocent 
  citizens, it does not balk at burning down settlements or 
  destroying caravans to send back a clear message to its 
  former masters. It takes what steps are necessary to achieve 
  its goals, even when those steps are frequently distasteful.
  alignMent ne
  The Black Hand frequently engages in tactics that other 
  would call chaotic as frequently as it twists laws to serve 
  its will. It does not fight a noble battle, nor does it believe 
  in doing so. In fact, it has taken a great deal of care to 
  dominate most of the underworld of the City-States of 
  Vallinar, placing its agents within easy reach of numerous 
  targets. 
  leaDer
   Gar the Ghost (CE male human fighter 5/rogue 9) currently 
  runs the Black Hand from his lair in an abandoned fort in 
  the Old Holds. The grandson of a longtime veteran from 
  Haven City, Gar was raised on tales of horror and eternal 
  vengeance, his upbringing a twisted tale of hate and pain. 
  As the current head of operations, he has actively engaged 
  in a campaign of hit and run tactics that has made the Black 
  Hand a notable enemy to a number of groups, the City-
  States of Vallinar chief among them.
  heaDquarters
  Although the Black Hand has 
  numerous secret locations 
  throughout the Old Holds 
  region, its oldest and best 
  established safe house his 
  hidden deep within the City of 
  Damas. Some believe it part of 
  the city’s elaborate wastewater 
  system, although others suggest 
  it is locked between dimensions, 
  accessed only by secret keys 
  possessed by its highest-
  ranking members. Although 
  rumors suggest a number of 
  locations, none outside of the 
  organization have been able to 
  divine its true location—and if 
  they have, they have died by its 
  agents hands soon after.
  Joining anD aDvanCing
  The Black Hand attracts its 
  members from all walks of life, 
  inviting the poor and powerless 
  with ease. As a result, it is made up primarily of brigands, 
  thieves, and highwaymen, all of which actively work to 
  increase their personal wealth and power in their given 
  regions. The Black Hand accepts this, using them as the 
  tools they are. Some, however, glean the secret heart of 
  their effort and rise through the ranks quicker because of 
  it. These men, known only has Blades, act as an extension of 
  the Black Hands’ will. 
  resourCes
  Friendly
  • 
   You enjoy a respectful relationship with the 
  Black Hand. Although you cannot use its resources on 
  a regular basis, you do enjoy a significant break on 
  
  25
  expensive items sold on the black market. Once per 
  week, you may purchase any item at a 25% discount. 
  Additionally, any time you sell an item, you can 
  demand a higher return, gaining 65% of the listed 
  price instead of the standard 50%.
  Helpful
  • 
   You have actively worked to forward the 
  Black Hands’ agenda and they recognize you as a 
  loyal ally. Once per week, you can call upon them to 
  aid you in your tasks, granting you a +4 competence 
  bonus on a single Diplomacy (to gather information), 
  Knowledge (local), or Linguistics skill check. In 
  addition, you may employ 1d4 1st level rogues for a 
  number of days equal to your Charisma modifier once 
  per month.
  Loved
  • 
   You have actively worked against the City-
  States of Vallinar for so long that the Black Hand 
  values you, taking steps to protect you (regardless 
  of whether you’re a member). Unbeknownst to you, 
  you gain a number of Blades equal to your Charisma 
  modifier that shadow you, ensuring your 
  safety. These are GM controlled NPCs 
  that only enter the story to save 
  your life, and once expended, 
  are not replaced. 
  faCtion traits
  Black Bladed
  • 
   Will 
  You have studied 
  alongside agents of 
  the Black Hand for a 
  number of years and 
  draw strength from 
  that knowledge. You 
  gain a +1 morale bonus 
  to Will saves whenever 
  you fight alongside 
  other agents.
  Hand Know-How
  • 
   Your 
  time with the Black 
  Hand has taught you a 
  number of things, namely how 
  to twist a blade and surprise an 
  enemy. Whenever you strike an enemy 
  and deal sneak attack damage, you deal a 
  number of additional points of damage equal to ½ your 
  Intelligence modifier (rounded down). 
  Poisoned Blade
  • 
   You have spent years learning how 
  to handle poisoned blades of all sorts and never 
  worry about suffering from an ill-placed strike. 
  Whenever you roll a 1 with a poisoned blade, you do 
  not automatically expose yourself to the effects of the 
  poison. Instead, you suffer the normal 5% chance as if 
  you had applied the poison to the blade.
  the GreenGArd
  DesCription
  Sworn to protect ælven interests at home and aboard, the 
  Greengard are an ancient order of ælves that serve a number 
  of roles. Feinn E’onna founded the order in 697 YUR to 
  safeguard Ælveheim’s purity. Dedicated to keeping foreign 
  technology out of Æleheim, the Greengard has followed Lady 
  Adalyanna I’nnu’s lead for centuries. Today, however, they 
  serve additional roles, working as an elite defense force, as 
  spies, and as border agents. The Greengard have established 
  themselves as the pinnacle of ælven combatants—spilling 
  blood without question to defend ælves and their interests 
  anywhere on Rhune.
  Members of the Greengard wear no set uniforms, but 
  some members do magically mark their clothing and 
  personal items with their order’s emblem. 
  goals
  The Greengard’s goals are simple—safeguard ælves and their 
  homeland from the advancing horrors of the 
  outside world. The group considers all 
  threats in equal measure, but pays 
  particular attention to illegal 
  technology, believing it 
  to be a true bane to the 
  ælves.  The Greengard 
  spends most of its time 
  far afield, patrolling the 
  kingdom’s borders and 
  safeguarding the remote 
  Sils. 
  alignMent ln
  The Greengard is a strict 
  organization that places 
  Lady Adalyanna I’nnu’s 
  word above all others, 
  even those of their beloved 
  founder. They regard the 
  safety of Ælveheim (and its 
  people) above all else and 
  rarely concern themselves with 
  what outsiders consider good or evil. 
  Instead, they judge everything against its impact 
  on the ælven way and make their decisions accordingly. 
  Because of this, many outsiders consider this group to be 
  little better than unthinking brutes—ælves whose only 
  concern is their goodwill and safety. 
  leaDer
  Lord Irien I’Drienn (LN male ælven ranger [shadow 
  stalker] 12) was a renowned astronomer before joining the 
  Greengard some two centuries ago. Rising quickly through 
  the ranks, he pioneered an advanced form of dulamu-mara 
  
  26
  (a mixture of deceptive magic and sudden brutal violence). 
  Lord Irien delights in leading field operations while his 
  capable subordinates manage logistics; few of Ælveheim’s 
  enemies survive an encounter with his blades.
  heaDquarters
  The formal headquarters of the Greengard is a slim tower 
  of wood and green crystal in the Blade’s Ward of The 
  Court City. They also boast a series of hidden camps in 
  glades and dells along the eastern edge of Ælveheim. These 
  houses patrols and anchor a network of mystic wards that 
  crisscross the borderlands.
  Joining anD aDvanCing
  Almost all members of the Greengard are ælves. Although 
  they use members of other races as informants beyond 
  their borders, after long years of bloody warfare, the 
  Greengard hold deep suspicion of anyone who is not from 
  Ælveheim. Ælves join as volunteers and advance through 
  keeping watch on the border, seizing illicit technological 
  artifacts and raiding nearby settlements.
  resourCes
  Friendly
  • 
   You have a positive relationship with the 
  Greengard. Although they do not yet fully trust you, 
  you can travel safely in the lands around Ælveheim. 
  Additionally, the Greengard will, once per month, sell 
  you non-magical ælven crafts.
  Helpful
  • 
   You have actively worked to protect the 
  borders of Ælveheim from the bane of technology 
  and non-ælven incursions. You may travel along the 
  outskirts of Ælveheim unmolested. Ælven patrols will 
  even go so far as to guide you to safety when need be. 
  Additionally, once per month, you may enter the one 
  of the remote Sils to purchase minor magical items 
  from the Greengard.
  Loved
  • 
   You have gained great renown in the war 
  against technology and the Greengard regard you as 
  one of their own. You can freely use the Greengard’s 
  network of hidden camps outside of Ælveheim, though 
  if you are not ælven they guide you in blindfolded 
  to the camps. Additionally, once per month, you can 
  purchase regular magical items (including magical 
  arms and armor) from the Greengard.
  faCtion traits
  Ælven Bow-Master
  • 
   You have studied with the best 
  archers that Ælveheim has to offer. Whenever you 
  confirm a critical strike with a longbow or shortbow, 
  you deal additional damage equal to your Dexterity 
  modifier (rounded down).
  Dulamu-mara Maven
  • 
   You have spent years 
  practicing the deceptive ælven art of combat and 
  excel in keeping your opponent off guard. You gain a 
  +3 trait bonus on Bluff skill checks to feint in combat.
  Ghost Bane
  • 
   Your training with the Greengard has 
  taken you closer to Summernight City than most 
  ælves ever get. As a result, you’ve learned to harness 
  your inner fire—which you can channel to harm the 
  undead. You may prepare disrupt undead as a spell-like 
  ability.
  the Green WAy
  DesCription
  The Green Way is a collective of individuals dedicated to 
  preserving nature in all its forms, be it the gentle stream or 
  the wild, storm-filled night. These men and women believe 
  that the spread of technology has grown too far and that, 
  if left unchecked, it will bring all of Rhune to its knees. 
  Accordingly, they actively work to stop technological (and 
  by extension, human and dwarven) expansion at all costs. 
  To outsiders, its members are no worse than brigands or 
  highwaymen, striking at farms, settlements, and other 
  remote wilderness locations to dissuade people from 
  spreading. Although members argue they avoid murder, far 
  too many members have shown a willingness to engage in 
  violence to give this claim much weight. 
  Members of the Green Way wear a wide variety of 
  greens, browns, and other naturally colored leathers. They 
  favor small bits of wood, tied into both their clothing and 
  hair.
  goals
  The Green Way’s goals are simple—stop technological 
  progress and eastern expansion at all costs. They believe 
  that the Goddess Alnara has charged them with this sacred 
  mission and will stop at nothing, death included, to see 
  this mission through. Frequently supported by the ælves 
  of the west, members of the Green Way see themselves as 
  ecological heroes that are above the simple morality of 
  clans and cities.
  alignMent 
  Cn
  While the Green Way often claims it prefers non-violent 
  tactics against those who embrace technology and 
  development, the reality of their mission frequently 
  demands they ignore this ideal. As a result, they frequently 
  act in a manner that is clearly illegal and more than one jarl 
  has placed bounties on their member’s heads. While most 
  of the individual members are genuinely good people, they 
  are not above breaking local laws and killing those who 
  oppose them.
  leaDer
  Fjarda the Bold (CN female human rogue 8) currently leads 
  the Green Way. She is a complex, if rustic, woman from the 
  Old Holds who claims ties to the ælves. She has confided in 
  her closest lieutenants that she, as a young woman, visited 
  Ælveheim and met with Lady Adalyanna I’nnu’s—who 
  charged her with cleansing the human lands of the bane 
  of technology. Whether or not anyone can confirm this 
  as truth remains unknown, but Fjarda has been seen in 
  the company of ælves on many occasions and many of her 
  followers count this as confirmation of her stories.
  
  27
  heaDquarters
  The Green Way currently operates out of a number of bases 
  west of the Old Holds, but most believe their base camp lies 
  somewhere between the Writhewald and Myrrwald. The 
  Green Way also claims to have safe houses in most major 
  cities, where its members plan anti-industrial operations 
  that include everything from reconnaissance to outright 
  sabotage. 
  Joining anD aDvanCing
  Joining the Green Way is relatively simple and it welcomes 
  new converts all the time. Its leadership, however, is 
  very careful about who it allows into its inner circle, 
  knowing full well plenty of folks from the City-States of 
  Vallinar would love nothing more than to bring the group 
  to its knees. Those who do prove their worth, mostly by 
  destroying industrial 
  targets or driving off 
  eastern explorers, are 
  eventually introduced 
  to one of the local 
  lieutenants and given the 
  chance to become one of 
  the ælf-marked. 
  resourCes
  Friendly
  • 
   You have 
  developed a trusted 
  relationship with 
  the Green Way 
  and they regard 
  you as an ally. You 
  gain a +4 bonus to 
  Diplomacy skill 
  checks to locate 
  their hidden camps, 
  which you may then 
  make use of for 
  up to one week a 
  month.
  Helpful
  • 
   You have 
  actively worked to 
  forward the Green Way’s many goals, including the 
  destruction of an industrial target, and they have 
  agreed to grant you a measure of exclusion when 
  it comes to your particular use of technology. You 
  may openly display and use modern weapons and 
  technology that you steal or discover without loosing 
  favor in the group’s eyes, provided you continue to 
  forward their goals. In addition, provided you are 
  not in a city, you gain a +4 competence bonus to 
  Knowledge (nature) skill checks.
  Loved
  • 
   Your work with the Green Way has attracted 
  the attention of its senior members and their allies, 
  the ælves. In addition to gaining their admiration 
  and trust, you become ælf-marked, a process that 
  infuses you with a number of arcane abilities. You 
  gain the following spell-like abilities: 1/day—faerie fire, 
  obscuring mist, and sanctuary. The caster level for these 
  effects is equal to your character level. The DC for 
  these spells is equal to 10 + the spell’s level + Wisdom 
  modifier.
  faCtion traits
  Ælf Favored
  • 
   You have 
  developed mannerisms 
  that are pleasing to the 
  ælves and they regard 
  you kindly because of 
  it, regardless of your 
  ethnicity. You gain a +3 
  trait bonus to Diplomacy 
  skill checks when dealing 
  with ælves.
  Saboteur
  • 
   Your work 
  with the Green Way has 
  long embraced the violent 
  need to sabotage the 
  industrial machine that 
  slowly awakens in the 
  east—which you happily 
  embrace. You gain a +1 
  trait bonus to Disable 
  Device and Stealth skill 
  checks. Additionally, you 
  may select one of these 
  skills; it becomes a class 
  skill for you.
  Treehopper
  • 
   You have spent years in the wild 
  forests, watching and learning from the numerous 
  creatures that live therein. You gain a +3 trait bonus 
  to Acrobatics skill checks to balance on outcrops, tree 
  limbs, and other narrow, natural ledges.
  
  28
  chApter 4
  of sPider And moon
  oth the Aryandai and the ælves pay homage to 
  Velluna-Akka, Weaver of the Web of Wyrd. While 
  both of these races hold this holy goddess in high 
  regard, both do so in their own ways. 
  To the ælves, she is the Starry Goddess, the Crone-
  Mother, and the Dark Queen of the Night. She is 
  responsible for guiding slain ælves back to Sommerfæth 
  and her temples in ælven lands reflect this ideology. To 
  a great degree, she is also a protector of the dead and 
  many ælves, especially those who wield spell and blade 
  in defense of the dead (like the Servants of Summer 
  Night), honor her as their matron. She is, in similar 
  regard, the Goddess of Fate and responsible for culling the 
  weak—killing infants and giants with the same, crescent-
  shaped blade. While some view her as a cruel goddess, her 
  clerics—all of them women—are quick to point out that 
  her nature is necessary, even when it appears wanton or 
  remorseless. It is this nature that her followers grimly 
  accept, even when that curved blade cuts close to 
  home.
  To the Aryandai, Velluna-Akka is the 
  Great (or Grand) Weaver. She is the 
  Great Spider of Mhyr and her watchful 
  gaze does not miss much. In this 
  aspect, she is the wise woman and her 
  visions suggest a longer vision, one 
  that perhaps only Oridynn, Master 
  of the Runes, truly understands. Her 
  clerics, deep in their jungle homes, 
  weave giant alters to her between the 
  trees, building alters inside tunnels of 
  spider’s silk and in high, dark places. While 
  most of the Aryandai venerate her as the 
  Great Weaver, almost all of them call upon 
  her aspect as the Queen of the Night when hunting 
  down her enemies—the servants of the Thrall Lords. In 
  this aspect, she is a hunting-spider that stalks the night, 
  bringing death upon its enemies from the shadows. She is 
  silent, efficient, and embodies all of the deadly beauty of 
  her spider servants—laying intricate traps for her enemies 
  in tangled webs few understand. 
  Of course, to the humans (and all of the other races 
  that venerate her), Velluna-Akka is a strange, alien 
  goddess whose will is often shrouded in mystery. It is 
  probably for this very reason her followers meditate on 
  her motto, “I am the mystery” when they recite their 
  midnight prayers to the goddess. 
  GMs wishing to run adventures in the lands west of the 
  City-States of Vallinar in their Rhune: Dawn of Twilight 
  campaign will find much of the following information 
  invaluable. This chapter contains information on the 
  arachnomancer (a summoner archetype favored by the 
  Aryandai), a brief description of what arachnomancy is, 
  several spells, the moon mystery, wyrd domain (suitable 
  for clerics of Velluna-Akka from any land), and a handful 
  of magical items suited for both ælven and Aryandai lands. 
  Although the arachnomancer might appear anywhere in 
  Rhune, this archetype fits perfectly among the Aryandai. It 
  certainly also fits other settings (especially if those settings 
  featured subterranean elves and spiders). Creative GMs, 
  of course, will find use for any of the following materials, 
  regardless of whether or not they are running adventures 
  set in Rhune!
  ArAchnomAncer  
  (summoner ArchetyPe)
  While many study the Web of Wyrd to uncover what fate 
  may have in store for them, the arachnomancer taps 
  directly into the power of the Web to make Velluna-Akka’s 
  will manifest. The arachnomancer molds his abilities and 
  body to pay homage to the form the Great Weaver is often 
  depicted, as a great spider endlessly weaving the fates 
  of men and gods into a world-spanning web. As Midgard 
  hurtles closer toward Ragnarök, many in the Thrall Lords’ 
  hordes have come to dread the sound of chitinous legs and 
  sight of shimmering web that hint that an arachnomancer 
  is on the prowl.
  Wyrd Summoning (Sp) 
  An arachnomancer is so focused in 
  his study of the Web of Wyrd and its 
  denizens that he sacrifices knowledge 
  in other areas of magic. When an 
  arachnomancer uses his summon 
  monster ability or casts the summon 
  monster spell, he cannot summon the 
  normal list of creatures that is allowed but instead 
  must use the following modified list (these changes also apply 
  to using a higher-level summon spell to summon multiple 
  creatures from a lower-level list).
  Summon Monster I: 
  • 
  An arachnomancer can only summon 
  Giant Crab Spiders.
  Summon Monster II
  • 
  : An arachnomancer can only summon 
  Giant Spiders and Spider Swarms.
  Summon Monster III
  • 
  : An arachnomancer can only summon 
  Ebonweaver Swarms (treat as a  spider swarm with the 
  advanced template and Entrap special attack (DC 13)).
  Summon Monster IV
  • 
  : An arachnomancer can only summon 
  Araneas and Giant Black Widow Spider.
  Summon Monster V
  • 
  : An arachnomancer can only summon 
  Ogre Spiders, Phase Spiders, and Weavlings.
  Summon Monster VI
  • 
  : An arachnomancer can only summon 
  Giant Tarantulas.
  Summon Monster VII
  • 
  : An arachnomancer can only summon 
  Web Sentinels (treat as a Phase  Spider with the advanced, 
  giant, and half-celestial templates).
  
  29
  Summon Monster VIII
  • 
  : An arachnomancer can only summon 
  Daughters of Velluna-Akka (treat as a Jorogumo with 
  extraplanar subtype).
  Summon Monster IX
  • 
  : An arachnomancer can only summon 
  Keepers of the Wyrd (treat as a Morrigna Psychopomp).
  This ability otherwise functions as and replaces the 
  summoner’s normal summon monster spell-like abilities.
  Skittering Eidolon 
  The arachnomancer’s eidolon is an outsider from the Web of 
  Wyrd and thus usually has the form of an arachnid-like creature 
  as it is shaped by the energies of that place. At 1st level, if 
  the arachnomancer’s eidolon has the quadruped base form, 
  it gains a bonus of two limbs evolutions in addition to those 
  granted by the base form, but his eidolon cannot take the 
  following evolutions:
  1-point evolutions: hooves, unnatural aura, wing buffet;
  • 
  2-point evolutions: flight, head, undead appearance, weapon 
  • 
  training;
  3-point evolutions: major magic, sacrifice;
  • 
  4-point evolutions: breath weapon, incorporeal form, ultimate 
  • 
  magic;
  This ability alters the normal summoner eidolon class feature, 
  but in all other ways is identical to that class feature.
  Tangled Ink (Su) 
  By marking his skin with ritualistic rune tattoos that bear a 
  resemblance to a sprawling web, an arachnomancer 
  forms an intimate bond with the Web of 
  Wyrd that lets his body act as a conduit 
  for every creature, including his eidolon, 
  which he summons. When summoning 
  his eidolon, using his summon monster 
  ability, or casting a summon monster 
  spell, an arachnomancer’s body acts as 
  a doorway to the Wyrd while a miniature 
  ink caricature of the summoned monster 
  or eidolon appears on his flesh. In a 
  matter of seconds, the creature grows 
  to full size and pries itself from the 
  arachnomancer. If possible, it always 
  appears in a space adjacent to the 
  arachnomancer. 
  At 1st level, an arachnomancer redirects 
  conduits of energy from the Web of Wyrd, 
  through his body, to heal his eidolon. He can, 
  as a swift action, sacrifice uses of his summon 
  monster spell-like ability to heal his eidolon for a number of 
  hit points equal to his summoner level. He may do this once per 
  use of summon monster expended.
  At 12th level, as a full round action, an arachnomancer can force 
  his body to create a gateway from the Web of Wyrd for his 
  eidolon to be summoned through even if the eidolon was slain 
  that same day. The eidolon appears the next round beside the 
  arachnomancer as if it had been summoned normally. Doing 
  this causes great pain to the arachnomancer, who suffers a 
  magical backlash as he uses his body as a bridge between the 
  worlds. The arachnomancer suffers 1d8 points of damage for 
  every 4 summoner levels he possesses. This damage may be 
  healed normally.
  This ability replaces greater shield ally and the function of life link 
  that allows the arachnomancer to sacrifice hit points to absorb 
  damage to his eidolon, but in all other ways is identical to that 
  class feature.
  Web Magic (Ex) 
  An arachnomancer adds certain web-based spells to his spells 
  known list as his study of the Web of Wyrd produces tangible 
  results. He adds these abilities to his spells known list as soon 
  as his summoner level allows him to cast spells of that spell 
  level. 1st—web bolt; 2nd—web, web shelter; 3rd—caustic 
  web; 4th—ghost web, poison web, web cloud; 5th—webjaunt; 
  6th—greater webjaunt.
  ToTem of The ArAchnid (Su) 
  At 4th level, the arachnomancer selects an aspect of Velluna-
  Akka to exalt and model his own abilities after. The different 
  aspects (facets of her divinity) available for selection by the 
  arachnomancer include Velluna-Akka’s position as a protector 
  and guardian of the souls of the dead, her personal vendetta to 
  hunt and slay all of those that would see Midgard burn, and her 
  role as weaver of fates—for both heroes and men alike. The 
  arachnomancer can only pick one of the following aspects.
  Aspect of the Guardian The arachnomancer becomes a 
  protector of the dead and metes justice upon those that would 
  prey upon them. 
  At 4th level, the eidolon of the arachnomancer gains the 
  • 
  ability to treat its natural attacks as if they had the ghost 
  touch weapon property. 
  At 10th level, as a standard action, the arachnomancer can 
  • 
  produce a 10-foot radius aura around himself and his eidolon 
  that grants each of them immunity to energy drain and any 
  negative energy effects. In addition, anyone in the aura 
  gains a +4 morale bonus on saves against death spells and 
  effects. The arachnomancer can use this ability for number 
  of minutes per day equal to his summoner level. The 
  duration does not need to be consecutive, but it must 
  be spent in 1-minute increments.
  At 18th level, whenever the 
  • 
  arachnomancer or his eidolon is 
  targeted by a spell or spell-like 
  effect, as an immediate action, 
  he can choose to reflect the spell 
  back upon the original caster. This 
  ability functions as spell turning. 
  The arachnomancer can affect a 
  total number of spell levels per 
  day equal to 3 plus his Charisma 
  modifier.
  Aspect of the Hunter The 
  arachnomancer seeks to end the 
  lives of any that would follow the Thrall 
  Lords and see Midgard’s destruction. 
  At 4th level, the arachnomancer’s 
  • 
  eidolon can generate an aura of silence 
  in a 20-foot radius around itself. This 
  ability functions as the silence spell. The 
  arachnomancer can command the eidolon to turn this 
  aura on or off as a swift action and he can use this ability for 
  a number of rounds per day equal to his summoner level. 
  At 10th level, whenever the arachnomancer or his eidolon 
  • 
  score a critical hit and confirm it, they may roll the attack’s 
  damage dice (but not extra or precision damage dice) twice 
  and take the higher result of the two.
  At 18th level, whenever the arachnomancer or his eidolon 
  • 
  have a hand in slaying an enemy, they gain a +1 morale 
  bonus to attack and damage rolls for 1 minute. For each 
  additional enemy slain during this time period, they gain 
  a cumulative morale bonus of +1 to add to this total to the 
  maximum of +5. When they reach the max for this morale 
  bonus, every enemy slain resets the duration of the bonus to 
  1 minute.
  Aspect of the Weaver The arachnomancer watches over the 
  filaments of wyrd that surround his  fellow mortals and offers a 
  helping hand to any whose fate is to be severed prematurely.
  At 4th level, the arachnomancer can call upon the guardians 
  • 
  of the Web of Wyrd, the Weavlings, to answer a question 
  about his or another’s fate. This ability functions as an 
  
  30
  augury spell. Regardless of the answer received from the 
  Weavling, the arachnomancer and his eidolon gain a +1 
  morale bonus to attack rolls, damage rolls, and saving 
  throws for 10 minutes after each use of this ability. The 
  arachnomancer may use this ability once per day for every 4 
  summoner levels he possesses.
  At 10th level, as an immediate action, the arachnomancer 
  • 
  and his eidolon gain the ability to move normally through 
  any obstacle, terrain, or effect that would restrict movement 
  as if it didn’t exist. This ability functions as a freedom of 
  movement spell. The arachnomancer can use this ability 
  each day for 10 minutes per his summoner level. The 
  duration does not need to be consecutive, but it must be 
  spent in 10-minute increments.
  At 18th level, once per day, the arachnomancer can take a 
  • 
  corpse (or some small portion of it), gather up the strands 
  of severed Wyrd that surround it, and weave them back 
  into a single, connected strand. This ability functions as a 
  resurrection spell on the target creature without the need for 
  a material component.
  This ability replaces the shield ally, aspect, and greater aspect 
  abilities.
  ArAchnomAncy— 
  sPells of the WeB
  Arachnomancy is a strange school of magic with strong ties 
  to both the schools of conjuration and divination. While it 
  is actively practiced by the Aryandai, it is rare outside of 
  their peninsula. Unlike some schools of magic, its theories 
  are not taught in the classroom or recorded in rune 
  poems. Rather, this spider-magic is handed down orally 
  or as glyphs and formula woven into sigils that resemble 
  elaborate webs.  
  The following spells are commonly taught to 
  arachnomancers and to those who befriend the Aryandai’s 
  shamans. 
  Caustic Web
  School conjuration (creation); Level magus 3, sorcerer/wizard 3, 
  witch 3
  Casting Time 1 standard action
  Components V, S, M (spider web, bat guano)
  Range medium (100 ft. + 10 ft./level)
  Effect caustic webs in a 20 ft. radius spread
  Duration 10 min./level (D)
  Saving Throw Reflex negates; see text; SR no
  Description
  Caustic web creates an area of strong sticky strands, which glow 
  with a sickly green radiance and constantly seep burning acid. 
  In addition to the standard effects of the web spell any creature 
  grappled by the caustic web, or moving through its area, takes 
  2d4 points of acid damage per round.
  Ghost Web
  School conjuration (creation); Level magus 4, sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M (spider web, clear crystal worth 10 gp)
  Range medium (100 ft. + 10 ft./level)
  Effect ethereal webs in a 20 ft. radius spread
  Duration 10 min./level (D)
  Saving Throw Ref / Fort negates; see text; SR no
  Description
  Ghost web creates an area of ghostly strands, which constantly 
  shift in and out of visibility. The strands have their full effect on 
  incorporeal creatures, as per the web spell.
  Physical creatures can move through the strands without 
  resistance, but must make a Fort save or suffer 1d2 points of 
  Strength damage each turn that they spend in contact with the 
  ghost web.
  Webjaunt
  School conjuration (creation); Level magus 5, sorcerer/wizard 5, 
  witch 5
  Casting Time 1 standard action
  Components V, S, M (spider web)
  Range touch
  Target you and 1 willing target
  Duration 1 min./level (D)
  Saving Throw none; SR no
  Description
  Webjaunt creates a ghostly intangible web connecting you to a 
  single, willing target. This web binds them to you with a strand 
  of planar material, providing the following benefits while the 
  target remains within 400 ft. + 40 ft. per level of you. For the 
  duration of the spell you automatically have line of effect to the 
  targets and they count as being within touch range.
  In addition, the target can:
  Gain the benefits of the 
  • 
  spider climb spell.
  Communicate with you at will as the 
  • 
  message spell.
  Teleport to a location adjacent to you as a standard action, 
  • 
  as per the dimension door spell  (your ally may only use this 
  ability once).
  Poison Web
  School conjuration (creation); Level magus 4, sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M (spider web, vial of poison worth at least 50 
  gp)
  Range medium (100 ft. + 10 ft./level)
  Effect poison webs in a 20 ft. radius spread
  Duration 10 min./level (D)
  Saving Throw Ref / Fort negates; see text; SR no
  Description
  Poison web creates an area of faintly glowing strands, which are 
  imbued with ghost spider poison. In addition to the standard 
  effects of the web spell, any creature grappled by the poison 
  web, or moving through its area, suffers the effects of a dose of 
  ghost spider venom.
  Ghost spider venom
  Onset instant
  Frequency 1/rd. for 4 rds.
  Effect 1 Wis and confused for 1 rd.
  Cure 2 saves
  Greater Webjaunt
  School conjuration (creation); Level arachnomancer 6, magus 7, 
  sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, M (spider web)
  Range touch
  Target you and 1 willing target per 2 caster levels
  Duration 1 min./level (D)
  Saving Throw none; SR no
  Description
  Greater Webjaunt creates a ghostly, intangible web connecting 
  your allies. This web binds them to you with strands of planar 
  material, allowing great tactical coordination, providing the 
  following benefits while the allies remain within 400 ft. + 40 ft. 
  per level of you. For the duration of the spell you automatically 
  
  31
  have line of effect to the targets, and they count as being within 
  touch range.
  In addition, the targets can:
  Communicate with you and each other at will as the 
  • 
  message spell.
  Gain a +2 insight bonus to all attack rolls, as per the 
  • 
  tactical 
  acumen spell.
  Ignore difficult terrain created by any of your spells with ‘web’ 
  • 
  in the name.
  Teleport to a location adjacent to you, as a standard action, 
  • 
  as per the dimension door spell (and each allied target may 
  only use this ability once).
  moon mystery
  An oracle of the Moon mystery casts her gaze up toward 
  that heavenly body and is changed forever by the hidden 
  secrets of Velluna-Akka uncovered in this contemplation. 
  Oracles of the Moon can be found in all societies that 
  pay homage to the Queen of the Moon, but they are 
  most commonly found amongst the ranks of those that 
  consider themselves her children, the Aryandai. Their 
  mastery over the blending of light and darkness 
  to confound the senses and their strong 
  connection to the very binding forces of 
  Midgard makes them formidable enemies 
  to any that would challenge the Veiled 
  Lady’s desires.
  Class Skills An oracle with the Moon mystery 
  adds Knowledge (arcana), Perception, 
  Stealth, and Survival to her list of class 
  skills.
  Bonus spells faerie fire (2nd), mirror image 
  (4th), clairaudience/clairvoyance (6th), 
  moonstruck (8th), dream (10th), cloak of 
  dreams (12th), lunar veil (14th), reverse gravity 
  (16th), polar midnight (18th)
  revelations 
  An oracle with the moon mystery can choose from any 
  of the following revelations.
  Aegis of Reflection (Su) 
  Once per day, as a standard action, you can draw a protective 
  rune upon a single shield or suit of armor that bestows upon it 
  the mirrored property. At 11th level, you gain an additional use 
  of this ability per day and may instead choose to give the shield 
  or armor the radiant property. At 15th level, you gain a third 
  use of this ability each day and may instead bestow a shield 
  with the reflecting property or armor with the improved energy 
  resistance property. The effect lasts for 1 round per oracle 
  level.
  Bounding Stride (Su) 
  Your every step grows lighter as you learn to unshackle yourself 
  from the world’s gravitational pull. At 1st level, as a swift action, 
  you can bound and leap about as if under the effects of a jump 
  spell for a number of minutes per day equal to your oracle 
  level. At 5th level, as a swift action, you can float downward 
  from any height as if you weighted next to nothing, like the spell 
  glide, for a number of minutes per day equal to your oracle 
  level. The duration does not need to be consecutive, but it must 
  be spent in 1-minute increments. At 10th level, your ability to 
  glide transforms into the ability to fly.
  Dark of the Moon (Su)
  As a standard action, you can darken the area around you by 
  absorbing the nearby ambient light. When using this ability, 
  you generate an aura of darkness out to a 20-foot radius that 
  lowers the illumination level within it by one step as per the 
  spell darkness. This aura is centered on you and follows your 
  movement. The effect lasts for 1 minute per oracle level or until 
  released. As a standard action, you may release the absorbed 
  light in a brief flash that dispels the effect and can cause a 
  single creature facing your direction to be dazzled for 1 minute 
  unless it makes a successful Fortitude save. At 11th level, you 
  can absorb more light, which decreases the illumination level 
  by two steps instead of one, and when you release the light, it 
  now affects all creatures within your aura of darkness. You can 
  use this ability once per day, plus 1 additional time per day at 
  7th and 15th level.
  Lunar Conjunction (Ex) 
  Your study of the moon and its position in the heavens has gifted 
  you with rare insight into the secrets of the nine realms. Once 
  per day, you may meditate for 1 round on the knowledge 
  received from your study and attempt to convert these secrets 
  into a powerful vision, as per the spell. You must be at least 
  11th level to choose this revelation.
  Mark of the Moon Beast (Su)
  As a standard action, you can call upon the divine fury of 
  Velluna-Akka to induce a ferocious, bestial transformation 
  within yourself. Your features grow more animal-like though 
  not enough to make you appear to be a lycanthrope in hybrid 
  form. You gain natural weapons in either the form of two claw 
  attacks that deal 1d4 damage each (1d3 if you are Small) or a 
  bite attack that deals 1d6 damage (1d4 if you are Small). These 
  natural weapons are considered primary attacks. If you already 
  possess either claws or a bite attack, you can instead increase 
  the damage of that attack 
  temporarily by one size category.  
  At 5th level, and every 5 levels 
  thereafter, you can select an ability 
  to gain during this transformation 
  from the following list: burrow 30 feet, 
  climb 30 feet, swim 30 feet, darkvision 
  60 feet, low-light vision, scent, ferocity, 
  grab, and trip. At 10th level, you may 
  select from these additional abilities as well: blindsense 
  30 feet, blood rage, tremorsense 60 feet, and pounce. Only 
  abilities with a range of 30 to 60 feet can be selected more than 
  once, in which case they stack to increase the range of that 
  ability. You may use this transformation for a number of minutes 
  a day equal to your oracle level. The duration does not need to 
  be consecutive, but it must be spent in 1-minute increments. 
  Moonbeam (Su)
  As a standard action, you call forth a focused ray of moonlight 
  to freeze your enemies and confound their senses. This is a 
  ranged touch attack that deals 1d6 points of cold damage + 1 
  point for every 2 oracle levels you possess to any enemy within 
  30 feet. If struck, an enemy must make a Will saving throw 
  or be dazed for 1 round. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  Moonlight Matter (Su)
  You possess the uncanny ability to spin the moon’s light into a 
  physical substance. As a standard action, you can create any 
  simple, unattended object up to a size of 1 cubic foot per oracle 
  level that is completely made of hardened layers of light. This 
  material has a hardness of 20, hit points equal to 10 per oracle 
  level, and can hold up to 100 lbs per oracle level. While simple, 
  solid objects such as keys, ladders, shields or swords can be 
  produced from this tangible moonlight, it is beyond its ability to 
  
  32
  be molded into more complex items with multiple moving parts 
  or multiple separate objects such as locks, crossbows, or a 
  pile of arrows. You may create an object of moonlight matter a 
  number of times per day equal to your Charisma modifier and 
  each object lasts 10 minutes per oracle level. You must be at 
  least 7th level to choose this revelation.
  Pale Rune (Su)
  You have acquired rare insight into the runes and symbols that 
  the gods used to forge the world, the very language of creation. 
  When you use any rune or spell with the word “symbol” in 
  its name, you add +1 to your caster level and the DC of any 
  saves that might be required. In addition, any rune or symbol 
  spell you cast is drawn in luminescent light that is invisible at 
  all times except during a full moon, where it glows brightly and 
  visibly. This invisibility effect adds an additional +5 to the DC 
  of any Perception or Disable Device skill checks to detect and 
  disable any runes or symbols that you have created.
  Shroud of Luminescence (Su)
  You weave a gossamer shroud fashioned of moonlight around 
  yourself that grants a +4 armor bonus. At 7th level, and every 4 
  levels thereafter, this bonus increases by +2. At 13th level, the 
  shimmering folds of the shroud distort the light waves around 
  you and grant concealment (20% miss chance). You can use 
  this shroud for 1 hour per day per oracle level. The duration 
  does not need to be consecutive; it can instead be spent in 
  1-hour increments.
  Tidal Force (Su)
  You have grown accustomed to the moon’s cyclic gravitational 
  connection with the world and can use it to make yourself 
  sturdier in the face of certain combat maneuvers. You may add 
  your Charisma modifier to your Combat Maneuver Defense 
  against bull rush, drag, reposition, and trip attempts. At 7th 
  level, once per day, your knowledge of these connections 
  allows you to exert influence over bodies of water as if you had 
  cast control water.
  final revelation 
  Upon reaching 20th level, your understanding of the moon 
  and all its mysteries allows you to ascend into a higher 
  state of being. Your type changes to outsider with the 
  native subtype and you are treated as this new type from 
  now on for the purpose of spells and magical effects. You 
  gain immunity to cold and no longer need to breathe, eat, 
  and sleep. Your skin radiates with soothing moonlight in a 
  20-ft.-radius aura centered on you. This moonlight mimics 
  the spell calm emotions and affects, at your discretion, any 
  creature that enters the aura. Creatures that successfully 
  save against this effect cannot be affected by it again for 
  24 hours. Once per day, you can cast teleportation circle as a 
  spell-like ability without requiring a material component 
  that can transport yourself and others to any location that 
  is visible to the moon at that moment.
  Wyrd domAin
  As Velluna-Akka weaves the skeins of fate from the Well of 
  Wyrd, webs spin across the realms and forge the destiny 
  of every hero in Midgard and beyond. Some servants of 
  the Great Weaver learn to manipulate their fate, and the 
  fates of those around them. Most of these servants are 
  found among the Aryandai, where they are known as 
  Moon Weavers. But Velluna-Akka is worshipped by all 
  races, and may grant her blessings to any that she finds 
  worthy. Eastern clerics and inquisitors who master the 
  Ways of Wyrd often refer to themselves as Wyrdsmiths, and 
  are considered strange and aloof by their countrymen, 
  possessed of uncanny intuitions and a grimly certain belief 
  in destiny.
  Granted Powers Your worship allows you to manipulate the 
  Weave of Wyrd to aid your friends and dismay your enemies.
  Touch of Wyrd (Su) 
  You gather the threads of fate in your hand, strengthening an 
  ally’s connection to their heroic destiny. You can touch a 
  creature as a standard action to give it a bonus on its next 
  attack roll, skill check, or saving throw. The bonus is equal to 
  the number of Wyrd Points that the target currently possesses 
  (minimum 1). You can use this ability to grant the bonus a 
  number of times per day equal to 3 + your Wisdom modifier.
  Cut the Web (Su) 
  At 8th level once each day you can rip a single target from the 
  Web of Wyrd. Invoking Velluna-Akka’s wrath, you sever their 
  connection to destiny with a grasping, ripping motion. Each 
  time the target rolls a d20, they must roll twice and use the 
  worse result. This effect lasts for a number of rounds equal to 
  the number of Wyrd Points you currently possess. A successful 
  Will save with a DC of 10 + 1/2 your cleric level + your Wisdom 
  modifier halves this duration.
  Domain Spells 1st—true strike, 2nd—heroic fortune, 
  3rd—threefold aspect, 4th—ghost web*, 5th—webjaunt*, 
  6th—shadow walk, 7th—greater webjaunt, 8th—trap the soul, 
  9th—foresight
  *in this book
  mAGic (items)  
  from the Wild Wode
  While the Aryandai have a whole host of tribal rites and 
  fetishes that they make use of in their personal war against 
  the Thrall Lords, the ælves have crafted some of the most 
  unique items west of the civilized lands. Unlike items 
  crafted in the City-States of Vallinar, none of these items 
  incorporates modern materials—these are not items born 
  in the foundry or forge. That said, each of these items is as 
  strong as something forged by one of Velash’s smiths and 
  the ælve’s magic produces a whole host of weapons and 
  armors that are unique unto them, items shaped from the 
  forests around them and infused with the magic of nature 
  itself.
  Whisperwood Scale Armor
  Price 11,000 gp
  Aura faint transmutation 
  CL 5th
  Weight 15 lb
  Ælven armorers craft this +2 shadow scale armor from thin 
  overlapping strips of pale silver bark. On command, once per 
  day, the wearer can assume the form of a Large silver birch 
  tree. This effect lasts for 3 hours or until dismissed as a free 
  action. Even the closest inspection does not reveal that the tree 
  in question is actually a magically concealed creature. To all 
  
  33
  normal tests you are, in fact, a tree or shrub, although a detect 
  magic spell reveals a faint aura of transmutation on the tree. 
  Construction Craft Magic Arms and Armor, invisibility, silence, 
  tree shape Cost 5,500 gp
  Starlit Band
  Price 18,000 gp
  Aura faint divination and evocation
  CL 6th
  Weight — 
  The pale topaz gem set in this simple ring of polished stone 
  seems to gather and refract whatever light is present. On 
  command the ring glows with a soft illumination that provides 
  dim light in a 20 ft. radius. Allies within the area of this light 
  gain a +2 enhancement bonus on Perception and Sense 
  Motive checks.  In addition, once per day when the wearer 
  successfully strikes a creature with a melee attack, the wearer 
  may deal 3d8 points of additional damage. Undead targets take 
  6d6 points of damage instead. 
  Construction Craft Wondrous Item, discovery torch, searing light 
  Cost 9,000 gp
  Flask of Glimmermead
  Price 10,000 gp
  Aura faint enchantment
  CL 4th
  Weight — 
  Sipped from an engraved amber flask, this intoxicating ælf-
  brewed mead carries hints of the summer breeze on a long 
  dusk evening and was created to provide energy for a long 
  night of revelry. Now the ælves commonly use glimmermead 
  as a restorative on the field of battle. Anyone drinking 
  glimmermead gains 1d8+3 temporary hit points and a +2 
  morale bonus to attack rolls, saves, and physical skills. The 
  effects last for 1 hour. The flask contains three doses when 
  full, and while stoppered it slowly refills at a rate of one dose 
  per day.
  Construction Craft Wondrous Item, aid, heroism  
  Cost 5,000 gp
  Cleanleaf Cookpot
  Price 500 gp
  Aura faint transmutation
  CL 1st
  Weight 2 lb
  This collapsible traveller’s cookpot is crafted 
  from large green leaves, magically 
  treated and stitched together to form a 
  waterproof container. The cleanleaf 
  cookpot holds has a capacity of 
  five liters when open, but folds 
  down to the size of a clenched fist. 
  When used to prepare meals a cleanleaf 
  cookpot helps to make the most of nature’s 
  bounty; a forager using one gains a +4 bonus on 
  any Survival check to provide food and water.
  Construction Craft Wondrous Item, purify food and drink 
  Cost 250 gp 
  Blade of Misdirection
  Price 22,000 gp
  Aura moderate illusion
  CL 5th
  Weight 2 lb
  Crafted from magically annealed ceramic, this curve-bladed  
  +2 kukri does not reflect the light. Etched runes shift 
  distractingly with every slight motion of the blade. The wielder 
  of a blade of misdirection adds their Dexterity modifier to 
  damage rather than their Strength modifier. Once per day as a 
  standard action, the wielder can summon 1d4 shifting blurred 
  mirror images that surround him in melee, as per the spell. 
  Until destroyed, the distracting images provide a +1 bonus per 
  image to the wielder’s dirty trick, disarm, feint, and reposition 
  checks. 
  Construction Craft Magic Arms and Armor, cat’s grace, mirror 
  image Cost 11,000
  Treelord’s Last Defense
  Price 24,000 gp
  Aura strong transmutation
  CL 11th
  Weight 1 lb
  This apparently normal acorn hums with a faint living vibration 
  and feels unnaturally heavy. Once per day the owner may 
  throw the acorn to the ground and call on the primeval spirits 
  of the forest. Over the course of the next 2 rounds the acorn 
  rapidly grows into a Huge oak tree, which immediately attacks 
  the owner’s enemies as directed. The oak tree uses the 
  statistics for a treant, and remains active for ten minutes before 
  shrinking back into its acorn. If the treant is slain the acorn 
  cannot be used again for one week.
  Construction Craft Wondrous Item, liveoak Cost 12,000 gp
  
  34
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  Children Of The Wode—A Guide  to the Ælves and Aryandai of Rhune: Dawn of Twilight. Copyright 2013, Storm Bunny Studios, LLC.  
  
  Ælves & AryAndAi in the 
  dAWn of tWiliGht
  hildren of the Wode describes the harsh, dark 
  lands west of the City-States of Vallinar—lands 
  that dominate most of southern Midgard. It 
  describes the refined society lying in the heart of an 
  otherwise wild and violent kingdom, one that the 
  citizens of the City-States of Vallinar rightly fear.  
  his volume describes, in detail, the unforgiving 
  ælves and the reasons they strive against the 
  East’s progress. It also describes the Aryandai, 
  one of the youngest and strangest of Rhune: Dawn of 
  Twilight’s varied races—detailing what these wild, 
  tribal alien spider-kin do and believe.
  
SOURCE: textdata/thevault/Rhune/Rhune - Children of the Wode.pdf