Verdan

Verdan are a strange and little-understood race of goblinoids who are reletively new to the world. Even more than their goblinoid cousins, verdan are characterized by their adaptability and deep connection to the forebears and the Old Sciences. Many verdan hold the foebears in a place of reverance, and work hard to establish settlements in the dangerous forebear ruins. This outlook isn't exactly popular with other races, but the verdan's optimistic curiousity and earnest outlook on life makes them easy to get along with. Additionally, thier visual similarities to elves mean they can move much more freely in the lands of other tribes.

## Mutated Goblinoids

At first glance, verdan seem to be strange, green-skinned half-elves. Their skin spans a broad range of greens, from dark blue greens to light green yellows, and they often sport splotchy or stripped markings. The verdan's size varies greatly throughout their life from that of a goblin to that of a hobgoblin, and they painfully undergo this growth spurt within just a few days. A verdan's ears are long and swept back, with some verdan piercing them behind their heads to keep them from flapping abut.

Verdans are in a constant state of mutation, with their bodies undergoing dramatic, random mutations throughout their lifetime. Their signature black blood holds strange mutagenic and revenerative properties. When making a verdan character, you can consider how in-game advancements may manifest physically on your character. Does an increase in strength when you level up mean your verdan spontaneously increases their muscle mass? Does a new class feature give your verdan physical growths?

## Cryptic History

The true origin of the verdan is a mystery shrouded in puzzling enigmas. Legend tells of a large group of goblins and hobgoblins who sought the true origin of the Flame and the reason for the end of the forebears. They set out deep into the forebear ruins, traveling beyond where any other creature had dare to venture and were never heard of again. Centuries later, the verdan emerged from the ruins, strange black blood flowing through their veins and capable of a crude form of telepathy. Though they did not remember where they came from, relics that they carried with them seem to tie them to the goblins who went missing so long ago.

These days, verdan seem to still carry with them the unending curiosity of their ancestors. Without the shadowed histories of war and hardships that older races have, verdan tend towards optimisim that can sometimes border on naivete. They are always excited to learn more about other people and cultures and will happily sttle in cities outside their own. Verdan culture also values fairness and believe in inherent balance to the universe. Bad people should be punished and good people should prosper.

## Verdan Names

Verdan names have a basis in goblin, but they also may take up tonal differences depending on what races the verdan live near. For instance, a verdan living with dwarves may have hints of dwarvish in their name, while a verdan passing through dragonborn territory may adopt a draconic sounding name. Verdan also have a fluid concept of gender, with some changing biological sex through their mutations. Their names must be as changeable as their bodies, often being switched out when the verdan mutates.

Verdan Names: Weelm, Klirt, Brylinn, Lael, Jarxir, Stadin, Jann, Wyq, Keeld, Lag, Rimyls, Weemvert, Toivlash, Klunvet, Sten, Dals, Slenn, Vyg, Salm, Prulsig

## Verdan Characteristics

*When creating a Verdan character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

*(Cha. +2; Con. +1)*

**Black Blood Healing.** The black blood that is a sign of your people’s connection to the forebears boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.

**Limited Telepathy.** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

**Persuasive.**Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.

**Telepathic Insight.** Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

**Languages.** You can speak, read, and write Common, Goblin, and additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.