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The Venthari descend from the monks of Rimecliff who encountered the last surviving Naerids during the Reckoning Years.

After the crystalline vessel Ithis Veyra crashed at Lake Morren, the monks brought its survivors back to Rimecliff. With their people dying, the Naerids transferred part of their psionic essence to the monks. The process was dangerous, and not everyone survived. Those who did were permanently changed and became the first Venthari.

That transformation became hereditary. Modern Venthari are a distinct people, born with the psionic inheritance passed down from those first survivors. They do not carry Naerid spirits or separate minds within them, though fragments of the knowledge and instincts left by the Naerids can occasionally surface through their inheritance.

Venthari remain uncommon across Eldareth. Their oldest communities are found around monasteries associated with the Way of the Celestine, though many now live elsewhere.

Identity and Appearance

Venthari are humanoid and can superficially resemble humans or elves, particularly in the shape of the face and ears. Despite this resemblance, they are neither an elven lineage nor the result of human-elven ancestry. The transformation at Rimecliff created a people with their own inherited traits.

Fair complexions are most common. Venthari hair is naturally straight or nearly straight and ranges from white and silver through grey, charcoal, and jet black. Blonde, red, auburn, copper, and other naturally warm hair colors do not occur among them.

Their eyes are their most distinctive feature. Blue, violet, lavender, silver, blue-white, and similar cool tones are common, with a faint luminosity visible within the iris. This glow becomes noticeably stronger when a Venthari uses psionic abilities.

Their appearance retains only a restrained trace of the luminous, alien qualities associated with the Naerids.

Psionic Inheritance

Every Venthari inherits some degree of psionic potential, though training affects how reliably it can be used.

These abilities do not determine a Venthari's profession or place in society. Venthari become soldiers, healers, clerics, scholars, merchants, craftspeople, explorers, and members of many other professions. Some devote themselves more heavily to psionic disciplines, while others make relatively little use of their inherited abilities.

Traditional Venthari communities begin teaching basic control while children are young. Training commonly combines meditation, physical exercises, and controlled use of psionic abilities so that students learn how concentration, fatigue, fear, anger, and other pressures affect them.

Untrained abilities may emerge unexpectedly, particularly during periods of stress or strong emotion.

Culture and the Way of the Celestine

The Way of the Celestine developed from the older disciplines of the Rimecliff monks, knowledge passed down from the Naerids, and methods created by later Venthari to understand their new abilities.

Its influence extends well beyond dedicated monks or clerics. Venthari raised within traditional communities commonly learn some of its meditation, physical discipline, and teachings concerning the responsible use of psionic power even if they later pursue an unrelated profession.

A particular concern is mental autonomy. Traditional Celestine teaching distinguishes between communicating through thought and intruding upon another person's mind. Reading thoughts that were not deliberately shared, altering emotions, or compelling behavior are treated far more seriously than ordinary telepathic communication.

Emotion itself is not regarded as a weakness. Students are instead taught to recognize when fear, anger, grief, desire, or other strong feelings are shaping a decision and to consider their actions before committing to them.

Not every Venthari follows the Way. Some adopt other faiths or philosophies, while others leave traditional communities without maintaining Celestine practice. Their inherited psionic nature remains regardless.

The Naerid Legacy

Little remains of Naerid civilization, but its influence is still visible in some of the oldest Venthari communities.

Rimecliff Monastery preserves the Celestine Obelisk, the most important surviving Naerid object associated with Venthari history. It was entrusted to the monks who became the first Venthari and remains an important subject of psionic study, though its full function is not understood.

Fragments of Ithis Veyra and other surviving Naerid materials have also been incorporated into Venthari study and construction. At older sites, local stonework may stand beside crystal, brass-toned metal, cool blue-violet illumination, and surviving devices whose workings are only partly understood.

The Venthari have adapted what they inherited rather than recreating Naerid civilization. Some surviving devices remain in use, while others are preserved because they cannot easily be replaced.

Venthari Across Eldareth

The Venthari became considerably better known during the Incursion, when psionic disturbances began affecting communities across Eldareth.

Their training allowed them to recognize forms of mental interference that conventional magical methods did not always address effectively. Venthari practitioners helped those affected by psionic influence, investigated disturbances, and assisted in containing areas where such activity had become dangerous.

Their role during the Incursion brought several previously secluded monasteries into greater contact with surrounding communities. Venthari numbers remain small, but the Way of the Celestine and its methods are now known in regions where the people themselves are still rarely encountered.

Some Celestine monasteries accept students from other peoples. These students can learn its philosophy, meditation, physical disciplines, and methods for controlling abilities they already possess, but this training cannot grant the inherited psionic nature of the Venthari.

Venthari Traits

Ability Score Increase. When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. Venthari are similar in build to humans and elves, though they tend to be somewhat taller. Your size is Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Echoed Recall. When you finish a Long Rest, fragments of knowledge carried through your Naerid inheritance become temporarily accessible. Choose one of the following skills: Arcana, History, Insight, Investigation, or Perception. You gain proficiency in that skill until the end of your next Long Rest.

These impressions are incomplete and do not represent access to a shared Venthari consciousness or the full memories of the Naerids.

Mind Link. You can speak telepathically to any creature you can see within a range equal to 10 × your level in feet. The creature does not need to share a language with you, but it must understand at least one language to comprehend your communication.

Once per Long Rest, you can use your action to establish a two-way telepathic link with one creature you can see within this range. For the next hour, you and that creature can communicate telepathically with each other regardless of distance, provided you remain on the same plane of existence. You can end this link early as a Bonus Action.

Venthari Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast it with this trait.

Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast Detect Thoughts with it. Once you cast Shield or Detect Thoughts with this trait, you can't cast that spell with it again until you finish a Long Rest. You can also cast either spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait; choose the ability when you select this species. None of these spells require spell components when cast with this trait.

Psychic Resilience. You have Resistance to Psychic damage.

Mental Discipline. Your innate psychic defenses grant you Advantage on saving throws you make to avoid or end the Charmed condition on yourself, and magic can't put you to sleep.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.