High Elves
Lethar The Elven branch of the Star Kingdom associated with its observatories, conduits, and schools of magic.
Fey connection
High Elf schools try to explain the First Separation through stellar and vein calculations; free courts do not accept that explanation in place of their own accounts. A few Lethar academies observe signs of the Echo-Root, but observation grants no authority to open a gate. The tension keeps alive the old distinction between acquiring knowledge and recognising a living oath.
Canonical record
Lethar is the High Elves’ only coherent, permanent homeland. High Elves found in the Copper Principalities, Ordan cities, or independent academies are small envoy households, researchers, temporary exiles, and students; they are not self-renewing diaspora communities.
Lethar culture celebrates stars, education, planned gardens, and long politics. Noble houses regard social order as a reflection of heavenly order. Low Star people carry daily service, while City Gnomes are indispensable masters of canals, clocks, lenses, and terrace infrastructure; the crown’s high regard does not automatically mean political equality.
Lethar Meridian Mage
Medium humanoid (Elf), usually lawful disposition
Defense 15 (magic armor)
Hit Points 49 (9d8 + 9)
Speed 9 m.
Saves Intelligence +7, Cog +5
Skills Arcana +7, History +7, Insight +5
Senses darkvision 18 m., passive Perception 12
Languages Common Tongue, Elvish, and two science language
Threat 5 · Experience Award 1,800 • Proficiency Bonus +3
Features
Fey Origin. Has advantage on saves against being charmed; Does not affect magical sleep.
Calculated Defense. When hit by an attack, the mage can use his reaction to increase his Defense against that attack by 3.
Star Focus. Radiant damage attacks ignore half-shroud.
Actions
Multi Attack. The mage makes two attacks with his star beam.
Star Beam. Ranged Magic Attack: +7 to hit, range 36 m., one target. Hit: 13 (2d8 + 4) radiant damage.
Meridian Sword. Melee Spell Attack: +7 to hit, range 1.5 m., one target. Hit: 12 (2d6 + 5) strength damage.
Nine Dashes (Recharge 5–6). The wizard creates a line of light that is 18 meters long and 1.5 meters wide. Creatures in the area make a GM 15 Agility save; Takes 27 (6d8) radiant damage on a failure, half damage on a success.