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Verdan

The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, when they passed into the Feywild and became trapped there. As generations passed they acclimated to the chaotic environment and became something quite differunt to their Material plane counterparts.



Crafted in chaos

When the magic of the Feywild started changing the to-be verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew longer and more pointed, and they gained a limited form of telepathy- but at the cost of forgetting their history. The goblinoids and their clans are strange and terrifying concept to the verdan and they hold no affection for their progenitors.

The Verdan now appear closer to smaller, green-skinned half elves than their ancestors. Despite all their differences people are quick to judge those possessing green skin, and people who live in areas where the threat of 'greenskins' are higher tend to be quite discriminatory to the verdan.



The face of chaos

The aging process of the verdan represent the chaotic nature of the Feywild, but also their adaptive nature. As such the physical changes they undergo as they age are rarely the same across two different verdan. Their growth spurts come at seemingly random intervals and amounts. At the same time, most also undergo changes in colouring as they age. Male verdan rarely have hair, while the females that do have hair usually sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin. and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings. and which are often pierced behind the head with a single ring to keep them from flapping about. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. Although these chaotic, random changes are seen as strange by most the verdan have long since accepted them as a normal part of life and spares no real thought for their ever changing physiology.



Culturally Adaptive

As the verdan started returning to the material plane their adaptive nature lends itself well to integrating into different cultures and races. Even when they are happily steeped in a culture, the verdan value freedom above all else, and as such they remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress.



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.



Verdan Traits


Ability Score Increase: Your Constitution score increases by 1, and your Charisma score increases by 2

Age: Verdan reach maturity at about 24 years old and generally live to be about 80 years old.

Size: Verdan start out similar in size to the goblins they were created from, 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 5th level, you become a Medium creature.

Speed: Your base walking speed is 30 feet.

Fey: Your creature type is fey, rather than humanoid.

Black Blood Healing: The black blood that is a sign of your people's connection to The Feywild 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 re-roll 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: 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, Sylvan, and one additional language of your choice. 


Variant ASI: Instead of increasing your Constitution by 1 you can choose to increase any other ability score by 1, excluding Charisma.