Maglor Maedhros


A tall and grim elf of serious demeanor and military bearing. It is said he has not laughed nor smiled in some forty years.



Selected quotations:

" These mist-laden barrow hills begrudge our very presence, I will not trod upon the grassy roofs of the dead, nor pass their lych-gate thresholds. Now, away!!"

“On the sixth day we broke their vanguard, routed their host, and slaughtered their train. We slew them to the last. So many dead. The horror. The glory. "

“Lolth? Corellon? Tempus? Nay. None. I serve no deities .”

" For Myth Drannor!!!!!"


“Long live The Fiiiighteerrs!!!”

“Ride, ride like the wind.”

“My enemies? They are all dead.”

“Curufinwe? Nope, never heard of him.”

“Make peace with your gods.”

“No man walks the high glades and lives. "

“I don’t believe in ‘dragons’.”

“You feckless, faerie dusted fool.”

“I haven’t the time for your prattle”

“On and on you go, your talk, it is a burden”

“Still your ceaseless rumination”

“Please, be quiet”

“Oh shut up.”


Race: Elf
Homeland: Evereska
Class: Fighter
Kit: Skyrider
Alignment: Good
Religion: None
Level: 5th
Experience: 34,127
Next Level: 32,000
Max Level: 9th

Ability Scores:

Stamina 6 Weight Allowance: 20 lbs Movement Bonus -1
Muscle 14 Max Press 170 lbs Attack +0 Damage +0 Feat of Strength 23%
Aim 13 Missile Attack +0
Balance 13 Surprise +0 AC +0
Health 15 System Shock 85% Poison Save +0 PSPs +0 Regeneration 0
Fitness 8 Resurrection 60% Hit Points +0 / level
Reason 9 Max Spell Level 4th Max Spells/Level 11 PSPs +0 Illusion Immunity: none
Knowledge 13 Bonus Profs +3 Bonus Paths +1 Learn Spell 55%
Intuition 10 Spell Failure 15% Bonus Runes 0 Bonus Spells 0 Earned XP +0%
Willpower 12 Mental Save +0 PSPs +0 Spell Immunity: none
Leadership 15 Max Henchmen: 7 NPC Loyalty +3
Appearance 9 NPC Reactions +0


  • NPC Reaction: +0
  • Surprise: +0
  • Initiative: +0
  • Movement: 11

Combat Statistics:
Hit Points: 18/27
Armor Class: 16 (dress), 18 (head)
Base Attack Bonus: +4

  • Paralyzation/Poison/Death: 11
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 13
  • Spells: 14
  • Fear: 10
  • Horror: 16
  • Madness: 16
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Two Handed Sword 3/2 +5 1d10+2 3d6+2 10 Melee
Lance, Medium 1 +4 1d6+1 2d6 7 Melee
Green-steel Mace 1 +2 1d6+1 1d6 7 Melee
Fine Composite Longbow 2/1 +7 by arrow by arrow 7 70 / 140 / 210
w/ Sheaf Arrow 1d8+1 1d8+1
w/ Flight Arrow 1d6+1 1d6+1
w/ Flare Arrow 1d4+1 1d4+1 50% chance to light target on fire.
Deal 1d4 fire damage per round for 3 rounds.

Non-Weapon Proficiencies:

Proficiency Proficiency Score Notes
Modern Languages (Espruar) 15 Elf bonus. Evereska bonus.
Modern Languages (Thorasta) 13 Evereska bonus.
Air-borne Riding 12 Evereska bonus. Skyrider Bonus. +2 with bonded mount.
Animal Handling 11 Skyrider Bonus.
Animal Training 12 Skyrider Bonus.
Spellcraft 7 Evereska bonus.
Arcane Order N/A 3 slots. Order of the Light
Battle Command 12 1 slot
Veterinary Healing 7 1 slot
Cartography 11 1 slot
Bowyer/Fletcher 12 1 slot

1 Open Slot

Weapon Proficiencies:

  • Longbow, Specialization (2 slots)
  • Broad Blades Group (3 slots)
  • Two Handed Sword, Specialization (1 slot)
  • Medium Lance (bonus)

Order of the Light Spells: Caster level 5th

1st 2nd 3rd 4th 5th 6th 7th
3 2

Spell List:

  • Prepared Spells:
    • 1st: Blessed Hammer, Holy Shield, Holy Shield
    • 2nd: Holy Bolt, Vengeance

Special Powers:

  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
  • Elven infravision enables them to discern gradients of heat within 60 feet in darkness.
  • Elven characters are immune to all Sleep and Charm inducing spells. This does not apply to sleep or charm inducing poisons or monster abilities that would require a saving throw type other than a save vs. spells.
  • Elves require only half the amount of sleep compared to a human. An elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
  • An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of characters with similar abilities, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
  • Used to living in wild, open lands, and dressing in ridiculously inappropriate clothing and armor, Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
  • All Western Heartland characters gain a +1 bonus to disbelieve illusions (saving throw vs. spell) and a +1 saving throw bonus against fear.
  • All Evereskans are entitled to a +2 bonus on their attack rolls when using any bow. Also, any bonus they receive on their attack roll because of a high Aim score is applied to the character’s damage roll.
  • If the character’s Elven Cloak or Elven Mail is lost or destroyed, it can be replaced at a cost of 500 gold pieces (assuming the character returns to Evereska to make the purchase).
  • A character from Evereska receives a +4 bonus to any saving throw that he must make when attacked by a creature of the Ethereal or Astral Plane. If the character is actually traveling in one of those mystical places, this bonus applies to all saving throws made there.
  • At 1st level, the Skyrider receives a bonded mount (as the Paladin ability). This mount will be either a griffon, hippogriff, giant eagle, or pegasus (player’s choice). This acts in all ways as the paladin ability-thus the mount gains +2 to its Intelligence, an extra 2 hit dice, +3 to its base speed, and has a morale of 20 when fighting alongside its rider.
  • When they are traveling with their mounts, Skyriders gain a +2 reaction bonus when dealing with members of the upper classes.
  • When airborne, all nonmissile attacks made by either the bonded mount or the Skyrider receive a +1 bonus. This includes attacks made against ground or airborne targets. In addition, the skyrider suffers no penalty on ranged attacks when his mount is moving at half-speed or less, and only a -2 penalty on ranged attacks when the mount is moving at full speed.
  • The Skyrider can teach his bonded mount a trick in 1d4+1 days, a task in 1-2 weeks. Like other bonded mounts, the Skyrider’s mount can learn 9-20 tricks and tasks, in any combination.


  • Forbidden Proficiencies: Modern Languages (any save bonuses)
  • Evereskans never gains a bonus to attack or damage rolls when attacking from behind, regardless of class.
  • It is impossible for any spellcaster trained in Evereska to learn or cast any spell from the school of Necromancy or the Necromantic priest sphere.
  • Any character who attempts to turn undead within 60 feet of an adventurer from the Evereska suffers a -2 penalty.
  • Whenever a character from Evereska is called upon to make a saving throw against any spell from the school of Necromancy, he suffers a -2 penalty. The same penalty applies to any saving throw required because of an attack by an undead creature.
  • Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.
  • Skyriders are the object of great jealousy—sometimes even hatred—from the lower classes. Their arrogant manner and disregard for beings of a lower social status earn them the enmity of the lower classes. They suffer a –3 penalty to their reaction rolls when dealing with these folk.
  • When the Skyrider loses his bonded mount, he feels the loss intensely. If the bonded mount was lost because of the Skyrider’s actions—for instance, the Skyrider’s carelessness resulted in the mount’s death—the Skyrider mourns for 1d4+1 months. If the bonded mount served its full 15 years, or the Skyrider voluntarily releases it, the Skyrider mourns for 2d4 weeks. During the mourning period, the Skyrider suffers a –2 penalty to all attack, ability, and proficiency rolls.

Advancement Notes

  • Armor Allowed: Any Armor or Shields.
  • Weapons Allowed: Any Weapons
  • A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
  • A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
  • At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
  • Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit always consists of warriors of the same race and background as the fighter (that is, if the fighter is part of a barbarian tribe, so is his first unit of followers).
  • When the Skyrider reaches 12th level, he gains the ability to communicate telepathically with his bonded mount, sending and receiving mental messages at will. This ability’s range is 10 times the Skyrider’s level, in feet.


  • Griffon mount ‘Gwaierramar’ (The Gray Wing in Thoassta)

Packed and Worn by/Carried on Griffon:

  • Bread, Hard-tack (dozen) 1 lb.
  • Butter (per lb.) 1 lb.
  • Cheese, Farmer’s Cheese (per lb) 1 lb.
  • Bridle, with bit 3 lbs
  • Saddle Bags, Large 8 lbs
  • Saddle, Riding 35 lbs
  • Stirrups 1 lb
  • Saddle Blanket 4 lbs
  • Songbird
  • Goose
  • Quiver 1 lb
  • Bandages (25 yards) 1 lb


Base Speed: 11

Total Weight of Gear: ??? lbs.

Unencumbered Light Moderate Heavy Severe
Weight 0 – 20 lbs. 21-62 lbs. 63-85 lbs. 86-148 lbs. 149-170 lbs.
Movement 11 7 5 3 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3




Maglor Maedhros

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