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It's quite simple here.
To make Rune magic work, you need to do the following:
1) Acquire a Dwarf hero who has the "Rune Knowledge" skill. Naturally, all Dwarves have this skill.
2) Build a Rune School in the Dwarf Castle, which will grant 2 runes, 1 of the first level and 1 of the second level.
3) Enter the Dwarf Castle with a Dwarf hero. When this happens, a hint will appear at the top, indicating that you have learned a new spell, for example, the Rune of Energy.
4) Attack any creature head-on.
5) Now, when any Dwarf creature takes its turn, a row of small squares with rune images will appear above the initiative scale – the turn order of creatures.
6) If you have enough resources (e.g., wood for the Rune of Energy), click on the rune square. This creature will gain the rune's spell for 1 turn (and, for example, move twice as far with the Rune of Energy). That's all.
Now, about caravans (they are available in any Castle).
In the creature hiring window, on the left, there are tabs. Select the third tab from the bottom. It becomes available if you have another Castle and there is a spawn point (!not a purchased one!) in that Castle. Also, the road between the Castles must be clear, i.e., there must be no neutral creatures blocking the caravan's path. So, hire a spawn point and watch as the caravan travels across the map...
The same applies to neutral creature dwellings – the purchase is similar, but from the second tab from the bottom.
You can monitor caravans using the bottom tab.
Good luck