Verdans are thirsty to undertake novel challenges and absorb new experiences. Deprived of their history and afraid of the horrors of the Underdark, they fled to the surface and were met with curiosity by other races, as they traveled the world in search of new experiences.
When they meet with folks that are well-traveled, they spend everything in their pocket and do whatever they could to keep such folks to discuss extensively and share stories from their travels. They may go to the extent of buying gallons of ale so that hearts are lifted, spirits high and all stories told.
The verdan were a race of continuously mutating goblinoids that first appeared in Faerun in the late 15th century. Hence the newest race of Faerun. They are descendants of goblins and hobgoblins, transformed by the shadow of That-Which-Endures. Verdan owes its existence to chaos.
However, their inexperience in the world and such matters related to race lends the verdan a kind of innocence that does not work in their favor. They are gullible but most verdan now have an intuition born of empathy that aids them in deciphering whether or not a story is sincere.
Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.
Age: Verdan reaches adulthood at around the age of 24 and lives to nearly 200 years old or even more. This is because of the fact that no verdan has died of old age since the race’s initial creation, therefore, their upper age limits remain uncertain.
Alignment: Verdans are usually good-aligned. This is because of how new they are, there is not much of a framework of how they should align.
Size: Verdans are similar in size to the goblins, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a small creature. When you reach the 5th level, you become a Medium creature.
Speed: Your base walking speed is 30 feet (9.1 meters).
Black Blood Healing: The black blood that is a sign of your people’s connection to That-Which-Endures boots 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.
Flavor Note: Underlying Improvements When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.
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.
Persuasion: 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 an advantage on all Wisdom and Charisma saving throws.
Languages: You can speak, read, and write Common, Goblin, and additional language of your choice.
Young Verdans are similar in appearance to half-elves with grayish-green skin and almost as tall as the goblins. At a point during maturity, the Verdans usually undergo changes in size, skin color, and physical characteristics bringing them in like appearance as the hobgoblins.
Thanks to their extreme mutability, verdans do not assign any cultural significance to skin color, stature, gender, or appearance. They see their fluidity as an opportunity to acquire new experiences and to grow in empathy with others. Because the verdan have not dwelt long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them.
Verdans are well-traveled. Due to their love and interest in happenings, they are seen moving from one place to another. As they socialize, they pick up customs, traditions, and languages. Nevertheless, they lack a sense of belonging even in the most welcoming societies.
Verdans are better seen as nomads and travel with their properties with them.
Since Verdans spring from Goblinoids, their names are fashioned in like manner. However, most recent names now reflect their lifestyle and cultural encounters of any society they find themselves in.
When Verdans live in an Elven community, they may take on names that are Elvish in nature. It is pertinent to say that verdans are going through a discovery process. They are at this time yet to fix a permanent marker for themselves. Here is a list of some of the verdant name. Dolar, Paracii, Bronn, Varr, Veriga, Takat, Sollo, Klesh, Duglee, Wraq, Wurxee, Crahma, etc.