Holds
Runehold the first hold and center of society and magic.
Thornhold makes the finest weapons
In Falconhold, Gilthani hunt with falcons and train many kinds of
beasts
Deephold: mine for gems and fashion jewelry
Bramblehold: fight Timberfiends
Frosthold: cold weather warriors and mountain rangers
Elmhold: hunters of wyrms
Racial Characteristics
*Gilthani get +1 w/ bows, 1 useful skill, live no longer than
humans, 5' tall +/-6", have night vision like cats, use Runemagic.
*No Wizards, Clerics, or thieves. Only Runemasters, Loremasters,
Hunters, Trackers, and normals.
*90% resistance to all charm spells.
*Secret doors and concealed portals are treated as with elves.
*A trial in the trees tests Gilthani abilities to travel and fight
in the trees. Is also used as a non-lethal way to settle disputes.
Staffs are the weapon of choice and tradition in these battles.
*Normal arrows of gilthani make will not pierce metal armor.
*Each Gilthani will know the name of all his or her ancestor trees.
These are trees which are planted at the burial sites of Gilthani.
*No monetary system so each Gilthani must have some useful skill.
CLASSES
Hunters
d10 hit die, use ranger advancement table.
Strength, Dexterity, and wisdom over 16 = +10% XP bonus.
2 att./round w/Quarter staff and may use two weapons with no penalty
and have thieving abilities as ranger (HS=+10) if in studded leather
or lighter armor.
Choose preferred prey w/ +4 attack bonus, tree climbing and travelling
abilities.
Tracking proficiency as Ranger:+1/3 levels.
Hide in shadows and move silently as Ranger, half chance in non-natural
surroundings.
May befriend domestic animals and calm wild beasts at +1/3 levels
of experience v. rods.
Fond of battle masks.
Runemaster
d6 hit dice, wizard thac0, wizard saves, weapons not limited but must
learn staff and bow first, 2 weapon slots at first level, Advance
as wizard, choose from wizard, priest and general lists. Recieve wisdom
bonuses for spells, but must gather runes to cast and prepare to cast
them each day. % to know + intelligence limits. One task which must
be completed before 3rd level is the creation of runestaves for divination?
Spell progress as mage, wisdom and dexterity over 16 = +10% XP bonus.
Loremasters
d6 hit dice. Advance as clerics in runespells at 2nd level, must learn
staff and longbow first, but not limited thereafter. Must roll to
learn runes and obey intelligence limits. Gain proficienies and levels
as a cleric. 3w and 3nw to start and +1/3 levels. May learn from any
list. Clerics thac0. Minimums: 13s,14i,13d,14w. No XP bonus. Learn
languages, music and arts at 2x normal rate, and begin with singing
and one instrument. Thief skills: Climb walls: 50, Hear noise: 20,
Read languages: 5, Remove traps: 5, move silently: 10, Hide in shadows:
5; +25 pts./level.
Local history and legend lore 5%/level.
Gilthani Weapons and Armor
stone ax
bows, long and short
club
dagger
javelin
morningstar
quarterstaff
spear
thorns: great, normal and short
Leather or studded leather armor only + wooden shields.
Gilthani Skill List
acting
agriculture
animal training
armorer
artistic ability
boating
bowyer/fletcher
brewing
carpentry
carvingc
obbling
cooking
dancing
divination
flame lore
fishing
healing
herbalism
jewelry making
juggling
leatherworking
legends and lore
mining
musical instrument
poetry
pottery
setting snares
singing
smithing
stonemasonry
tailor
tracking
weaving