Ratfolk

Ratfolk are small, rodentlike humanoids with twitching snouts, bony feet, and long, pink tails. They are about the same size as halflings but of a slimmer build. They often wear hooded cloaks or long robes to conceal their true nature from the gaze of casual onlookers.   The Raffolk where created trough a Spellfumble, as an adventuring group attacked a lair of giant rats. The rats got more Intelligent and absorbed the essence of the Adventurers as they consumed them. A painfull transformation took place as this pack of giant rats transformed into intellegent humanoid rats, now know as Ratfolk. They build an own society with a huge underground maze and citysystem, fairly secluded thou. It is not to far away from seth. They establish themself for nearly 30 years now. They hate The Galdur  and usually face them on every opportunity. Reason for this is simple, during their live as Rats the The Galdur  made it hard for them to go anywhere, since the galdur hunted them as often as they could. Now as a Race, The Galdur  often intercept hunting or trading packs, giving the Ratfolk many casualtys   Family is important to ratfolk, and their strong communal ties mean they often form or join tight-knit criminal societies.   Ratfolk enjoy collecting interesting trinkets and baubles, and hoard these items in their homes, often in preference to more valuable (but dull) gold and silver coins.   The Ratfolk seem to have formed a communist like community. Within the The Maze everyone is equal. If they leave The Maze they usually aknowladge who has the highest skillevel for what they are about to do so this individum is taking the lead. For example, if a group of Ratfolk go for a hunt, the best hunter in the group usualy leads the pack. If they go out to trade thou, the most charismatic is taking the lead.   Within The Maze is a large Underground lake which serves as a spot to relax and a source of drinking water. The Ratfolk often go out and hunt in packs, but since they are Omnivorous they often trade for other food sources for diversion. As the Ratfolk first appeared, many where scared, so they got hunted down. But that changed, the other races noticed that these creatures are intelligent and do not wish to fight with other Intelligent beeings if not necessary. The Townguards of Seth still usualy do not let Ratfolk packs in the city. Which as driven some traders to make a small market outside of Seth  once a week where the Ratfolk come to to trade.   If a Ratfolk does not wish to stick to the rules of the society they are usualy outcast. Once outcast they still are welcome in The Maze, but not pleasently viwed at. Some Outcasted Ratfolk are infamous thieves or even scholars.   If someone endangeres The Maze he usualy is struck down and added to the ration of this day. Cannibalism is nothing the Ratfolk look down upon, on the contuary, if an inhabitant of The Maze dies, he usualy is eaten by the others. They believe the live wish and essence of their friend, comrad and familymember makes them stronger.   The Ratfolk try to figure out what the source of the spellfumble is, since it gave birth to them. They highly view Wildmagic Sorcerers as priest of the fumble. It is like they view the spellfumble itself as some kind of god. Right now a priest of the temples of Mhim  is inhabitating The Maze, spreading the word of Mhim . This procedere seems to take root in the hearts of some Ratfolk.   The Maze and the sourroundings are their beloved home. They try to fight anything that endangeres this. Repopulation, growth, building and surviving seem to be what drives this creatures. They made incredable progress regarding crafts. The Swords they make are highly regarded, even if they look rather crude and brutish, they are finely craftet nontheless. A Mazedweller, which is the name for a Ratfolk within their ranks that was not outcasted, never leaves The Maze alone. Their Instincts forbid that, if they leave then usually in a pack of 5-12 Ratfolk.
Ratfolk as a Player Race:  
Ability Score Increase: Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2.   Age: Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years.   Alignment: Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment.   Size: Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small.   Speed: Your base walking speed is 25 feet.   Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.   Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Nimbleness: You can move through a hostile creature’s space in combat as long as it is size Medium or larger.     Rat Tactics: You have advantage on an attack roll against a creature if  at least one of your allies is within 5 feet of the creature  and the ally isn't incapacitated. Rat Tactics requires you  to be able to draw a line to an allied creature that passes  through the center of the hostile creature you are attacking.     Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.   Plaguebearers Resistance: Ratfolk have advantage on  saving throws to disease and poison   Languages:  You can speak, read, and write Common and Rat-Chat.     New Language: Rat-Chat is a mixture of common vocals with squeakish noises and scratching.

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