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Welcome to the Sleepless City. The dungeon wants you awake.

If your adventuring party is tired of quaint villages with predictable tavern brawls, Runeheim is the next tier of chaos. It is a metropolis built atop the corpse of a dead god, powered by malfunctioning arcane reactors, and populated by zealots, scavengers, and dream-thieves.

You won’t want to leave. You won’t be able to sleep. And eventually, you won’t remember why sleep ever mattered.

Your players will love the high-stakes paranoia. They will adore the fact that the tavern doesn’t serve ale—it serves concentrated memories of ale, which give you a hangover for a memory you never had. But warn them: stay too long, and the city’s desire becomes your own.

The citizens don’t age slower, nor do they die from exhaustion. Instead, their consciousness is forcibly recycled. Memories blur, hallucinations become indistinguishable from reality, and the citizens develop a ravenous, desperate need for stimulation .

In the vast, scarred landscape of the Broken Chronos Veil, there is a place where the sun never sets and the shadows never rest. Welcome to —the city that forgot how to sleep.

Three centuries ago, the Rune-Kings attempted to drill into the “Dreaming Core” of the planet to harvest pure creative essence. They failed. The resulting "Aether-Scream" shattered the local flow of time and severed the city from the Plane of Dreams. No one in Runeheim can sleep. Not the beggars in the Glimmergutters, not the clockwork paladins of the Order of the Waking Vigil.