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Peoples · Lethar

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.

POWER 9 (-1)
ENGLISH 16 (+3)
DAY 12 (+1)
ZEK 18 (+4)
COMP 14 (+2)
SNOW 15 (+2)

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.