Difference between revisions of "Ratfolk"

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Ratfolk are small, rodentlike humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It's common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats.
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= Ratfolk =
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 +
Ratfolk are small, rodentlike humanoids originally native to subterranean regions of dry deserts and plains, but now found wherever trade, salvage, or exchange can function sustainably. Though often associated with nomadic caravans, Ratfolk families are just as likely to establish permanent roots in cities, ports, frontier towns, or illicit markets if conditions allow long-term business to thrive.
 +
 
 +
Much like the pack rats they resemble, Ratfolk possess a deep instinct to acquire, repair, repurpose, and preserve useful or interesting objects. As a people, they are widely regarded as masters of commerce, particularly in the circulation and maintenance of mechanical or magical devices. While some Ratfolk are shrewd merchants navigating formal markets and black bazaars alike, many value the ''things'' they acquire as much as abstract wealth, preferring trade for rare, clever, or beautiful items over coin alone.
 +
 
 +
Successful Ratfolk families are often recognized by the size and variety of what they carry away rather than what they sell.
 +
 
 +
== Contents ==
 +
# Physical Description
 +
# Society
 +
# Relations
 +
# Alignment and Religion
 +
# Adventurers
 +
# Ratfolk Racial Traits
  
 
== Physical Description ==
 
== Physical Description ==
Typical ratfolk are average 4 feet tall and weigh 80 pounds. They often wear robes to stay cool in the desert or conceal their forms in cities, as they know other humanoids find their rodent features distasteful. Ratfolk have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears and tails with small rings made of such metals. They are known to train giant rats (dire rats with the giant creature simple template), which they often use as pack animals and mounts.
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Typical Ratfolk stand around 4 feet tall and weigh approximately 80 pounds. They often wear layered or concealing garments suited to their environment—light robes in desert climates, heavier coverings in cities—both to regulate temperature and to avoid unwanted attention from other humanoids who find their rodent features unsettling.
 +
 
 +
Ratfolk are strongly attracted to shiny metals such as copper, bronze, and gold, and frequently decorate their ears, tails, or clothing with small rings or trinkets made from such materials.
 +
 
 +
Rather than relying on a single beast of burden, Ratfolk families select draft animals based on terrain, distance, and accessibility. Common draft animals include [[Giant Rats]] for tunnels and dense urban environments, [[Draft Hounds]] for sustained overland hauling, [[Riding Lizards]] in arid regions, and heavy quadrupeds such as [[Aurochs]] in mountainous or broken terrain.
  
 
== Society ==
 
== Society ==
Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city slums. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades.
 
  
When a specific ratfolk warren grows overcrowded and the surrounding environment won't support a larger community, young ratfolk instinctively seek out new places in which to dwell. If a large enough group of ratfolk immigrants all settle down in a new, fertile area, they may create a new warren, often with strong political ties to their original homeland. Otherwise, individual ratfolk are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home.
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Ratfolk society is fundamentally familial and communal, organized around extended family units rather than rigid hierarchies or professional castes. A Ratfolk ''family'' is a complete social organism, capable of sustaining itself independently whether permanently settled or constantly on the move.
 +
 
 +
Ratfolk families may be fully nomadic, permanently urban, seasonally migratory, or divided across multiple locations at once. It is common for a single family to maintain caravan branches, urban holdings, and discreet side ventures simultaneously. Ratfolk see no inherent contradiction between legal and illegal enterprise—only between viable and unsustainable ones.
 +
 
 +
=== Family Roles ===
 +
 
 +
Every Ratfolk family contains a full range of internal roles. These roles are not professions or castes, and a single Ratfolk may occupy multiple roles over their lifetime. What distinguishes families from one another is which voices dominate decision-making when resources are strained.
 +
 
 +
; Ledger Holders (Record Keepers)
 +
: Ledger Holders maintain family memory, tracking debts, favors, obligations, and exceptions. Trust in a Ledger Holder is essential; a family without one is considered unstable.
 +
 
 +
; Negotiators (Diplomats)
 +
: Negotiators handle trade, contracts, alliances, and dispute resolution. Precision of speech is prized, and careless words are considered dangerous.
 +
 
 +
; Badgers (Speculators)
 +
: Badgers pursue aggressive opportunity and expansion. They circle new markets, sense weakness, and apply pressure when profit appears possible. Elders caution restraint, while Ledger Holders closely monitor their impact.
 +
 
 +
; Closers (Enforcers)
 +
: Closers are responsible for recovery, protection, and final resolution when other methods fail. Violence is considered costly and inelegant, but all families maintain Closers as a last resort.
 +
 
 +
; Tinkerers (Systems Workers)
 +
: Tinkerers dismantle, rebuild, and optimize mechanical, magical, and social systems. Their work rarely produces immediate profit, but long-term family survival often depends on their insight.
 +
 
 +
; Elders (Memory)
 +
: Elders serve as living memory and judgment. They arbitrate internal disputes, temper reckless expansion, and preserve continuity across generations. Families that ignore their Elders are considered loud, not brave.
 +
 
 +
; Dependents (Kin)
 +
: Dependents include children, injured members, and those between roles. They are protected without exception; a family that sacrifices its Dependents for profit is regarded as structurally broken.
 +
 
 +
=== Cultural Speech ===
 +
 
 +
Across Ratfolk society, compressed metaphorical speech is used to express judgment, warning, and consequence. In major trade hubs such as Ra’azum, this practice has developed into a refined system of proverb and parable usage, allowing complex negotiations to occur quickly and publicly.
 +
 
 +
For a full discussion, see [[Proverbs and Parables of Profit]].
  
 
== Relations ==
 
== Relations ==
Ratfolk tend to get along quite well with humans, and often develop ratfolk societies dwelling in the sewers, alleys, and shadows of human cities. Ratfolk find dwarves too hidebound and territorial, and often mistake even mild criticisms from dwarves as personal attacks. Ratfolk have no particular feelings about gnomes and halflings, although in areas where those races and ratfolk must compete for resources, clan warfare can become dogma for generations. Ratfolk enjoy the company of elves and half-elves, often seeing them as the calmest and most sane of the civilized humanoid races. Ratfolk are particularly fond of elven music and art, and many ratfolk warrens are decorated with elven art pieces acquired through generations of friendly trade.
 
  
== Alignment and Religion ==  
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Ratfolk tend to get along well with humans and frequently establish communities in sewers, alleys, docks, and commercial shadows of human cities. They often find dwarves overly rigid and territorial, and may mistake even mild criticism as personal attack. Ratfolk have no strong feelings toward gnomes or halflings, though competition for resources can harden into long-standing clan rivalries.
Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to tinker with complex objects. The strong ties of ratfolk communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals.
+
 
 +
Ratfolk generally enjoy the company of elves and half-elves, whom they view as calm, thoughtful, and aesthetically inclined. Elven music and art are particularly prized, and many Ratfolk holdings display elven works acquired through generations of trade.
 +
 
 +
== Alignment and Religion ==
 +
 
 +
Ratfolk are driven by curiosity, acquisition, and the urge to tinker with complex systems—mechanical, magical, or social. Their strong communal bonds foster an appreciation for orderly systems and continuity, though they are willing to bend or reinterpret rules when doing so benefits their family.
 +
 
 +
Religious practice among Ratfolk is pragmatic and varied, often shaped by protection, stability, and continuity rather than strict dogma.
  
 
== Adventurers ==
 
== Adventurers ==
Ratfolk are often driven by a desire to seek out new opportunities for trade, both for themselves and for their warrens. Ratfolk adventurers may seek potential markets for their clan's goods, keep an eye out for sources of new commodities, or just wander about in hopes of unearthing enough treasure to fund less dangerous business ventures. Ratfolk battles are often decided by cunning traps, ambushes, or sabotage of enemy positions, and accordingly young ratfolk heroes often take up classes such as alchemist, gunslinger, and rogue.
 
  
Male Names: Agiz, Brihz, Djir, Ninnec, Rerdahl, Rikkan, Skivven, Tamoq.<br>
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Ratfolk adventurers commonly seek new opportunities for trade, exploration, or salvage. Some scout future markets or resources for their families, while others wander to escape overcrowding, internal politics, or reputational entanglements.
<br>
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Female Names: Bessel, Fhar, Jix, Kitch, Kubi, Nehm, Rissi, Thikka.<br>
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Ratfolk combat tactics favor preparation, ambush, traps, and sabotage. Accordingly, Ratfolk adventurers often take up classes such as alchemist, gunslinger, and rogue.
<br>
+
 
 +
=== Names ===
 +
 
 +
Ratfolk personal names are short and sharp, favoring strong consonants and compact syllables well suited to crowded markets and shouted negotiations.
 +
 
 +
Male names often feature harsher consonants and hard endings, while female names tend to flow slightly more smoothly but remain clipped and decisive.
 +
 
 +
Family names are older, longer, and treated with respect. Outsiders who shorten or misuse a family name are quickly corrected.
 +
 
 +
Examples include:
 +
 
 +
''Male Names:'' Agiz, Brihz, Djir, Ninnec, Rerdahl, Rikkan, Skivven, Tamoq
 +
''Female Names:'' Bessel, Fhar, Jix, Kitch, Kubi, Nehm, Rissi, Thikka
 +
 
 
== Ratfolk Racial Traits ==
 
== Ratfolk Racial Traits ==
* +2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
 
* Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
 
* Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
 
* Slow Speed: Ratfolk have a base speed of 20 feet.
 
* [[Darkvision]]: Ratfolk can see in the dark up to 60 feet.
 
* Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
 
* Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
 
* Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
 
* Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
 
  
[https://www.d20pfsrd.com/races/other-races/featured-races/arg-ratfolk/ Ratfolk - Pathfinder]
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* '''+2 Dexterity, +2 Intelligence, –2 Strength:''' Ratfolk are agile and clever, yet physically weak.
 +
* '''Ratfolk:''' Ratfolk are humanoids with the ratfolk subtype.
 +
* '''Small:''' Ratfolk gain a +1 size bonus to AC and attack rolls, a –1 penalty on combat maneuver checks and CMD, and a +4 size bonus on Stealth checks.
 +
* '''Slow Speed:''' Base speed of 20 feet.
 +
* '''Darkvision:''' Can see in the dark up to 60 feet.
 +
* '''Rodent Empathy:''' +4 racial bonus on Handle Animal checks to influence rodents.
 +
* '''Swarming:''' Two Ratfolk may occupy the same square; if both attack the same foe, they are considered flanking.
 +
* '''Tinker:''' +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
 +
* '''Languages:''' Common. High Intelligence Ratfolk may choose Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
  
 
[[Category:Race]]
 
[[Category:Race]]
 
[[Category:Player Race]]
 
[[Category:Player Race]]

Revision as of 12:28, 19 December 2025

Ratfolk

Ratfolk are small, rodentlike humanoids originally native to subterranean regions of dry deserts and plains, but now found wherever trade, salvage, or exchange can function sustainably. Though often associated with nomadic caravans, Ratfolk families are just as likely to establish permanent roots in cities, ports, frontier towns, or illicit markets if conditions allow long-term business to thrive.

Much like the pack rats they resemble, Ratfolk possess a deep instinct to acquire, repair, repurpose, and preserve useful or interesting objects. As a people, they are widely regarded as masters of commerce, particularly in the circulation and maintenance of mechanical or magical devices. While some Ratfolk are shrewd merchants navigating formal markets and black bazaars alike, many value the things they acquire as much as abstract wealth, preferring trade for rare, clever, or beautiful items over coin alone.

Successful Ratfolk families are often recognized by the size and variety of what they carry away rather than what they sell.

Contents

  1. Physical Description
  2. Society
  3. Relations
  4. Alignment and Religion
  5. Adventurers
  6. Ratfolk Racial Traits

Physical Description

Typical Ratfolk stand around 4 feet tall and weigh approximately 80 pounds. They often wear layered or concealing garments suited to their environment—light robes in desert climates, heavier coverings in cities—both to regulate temperature and to avoid unwanted attention from other humanoids who find their rodent features unsettling.

Ratfolk are strongly attracted to shiny metals such as copper, bronze, and gold, and frequently decorate their ears, tails, or clothing with small rings or trinkets made from such materials.

Rather than relying on a single beast of burden, Ratfolk families select draft animals based on terrain, distance, and accessibility. Common draft animals include Giant Rats for tunnels and dense urban environments, Draft Hounds for sustained overland hauling, Riding Lizards in arid regions, and heavy quadrupeds such as Aurochs in mountainous or broken terrain.

Society

Ratfolk society is fundamentally familial and communal, organized around extended family units rather than rigid hierarchies or professional castes. A Ratfolk family is a complete social organism, capable of sustaining itself independently whether permanently settled or constantly on the move.

Ratfolk families may be fully nomadic, permanently urban, seasonally migratory, or divided across multiple locations at once. It is common for a single family to maintain caravan branches, urban holdings, and discreet side ventures simultaneously. Ratfolk see no inherent contradiction between legal and illegal enterprise—only between viable and unsustainable ones.

Family Roles

Every Ratfolk family contains a full range of internal roles. These roles are not professions or castes, and a single Ratfolk may occupy multiple roles over their lifetime. What distinguishes families from one another is which voices dominate decision-making when resources are strained.

Ledger Holders (Record Keepers)
Ledger Holders maintain family memory, tracking debts, favors, obligations, and exceptions. Trust in a Ledger Holder is essential; a family without one is considered unstable.
Negotiators (Diplomats)
Negotiators handle trade, contracts, alliances, and dispute resolution. Precision of speech is prized, and careless words are considered dangerous.
Badgers (Speculators)
Badgers pursue aggressive opportunity and expansion. They circle new markets, sense weakness, and apply pressure when profit appears possible. Elders caution restraint, while Ledger Holders closely monitor their impact.
Closers (Enforcers)
Closers are responsible for recovery, protection, and final resolution when other methods fail. Violence is considered costly and inelegant, but all families maintain Closers as a last resort.
Tinkerers (Systems Workers)
Tinkerers dismantle, rebuild, and optimize mechanical, magical, and social systems. Their work rarely produces immediate profit, but long-term family survival often depends on their insight.
Elders (Memory)
Elders serve as living memory and judgment. They arbitrate internal disputes, temper reckless expansion, and preserve continuity across generations. Families that ignore their Elders are considered loud, not brave.
Dependents (Kin)
Dependents include children, injured members, and those between roles. They are protected without exception; a family that sacrifices its Dependents for profit is regarded as structurally broken.

Cultural Speech

Across Ratfolk society, compressed metaphorical speech is used to express judgment, warning, and consequence. In major trade hubs such as Ra’azum, this practice has developed into a refined system of proverb and parable usage, allowing complex negotiations to occur quickly and publicly.

For a full discussion, see Proverbs and Parables of Profit.

Relations

Ratfolk tend to get along well with humans and frequently establish communities in sewers, alleys, docks, and commercial shadows of human cities. They often find dwarves overly rigid and territorial, and may mistake even mild criticism as personal attack. Ratfolk have no strong feelings toward gnomes or halflings, though competition for resources can harden into long-standing clan rivalries.

Ratfolk generally enjoy the company of elves and half-elves, whom they view as calm, thoughtful, and aesthetically inclined. Elven music and art are particularly prized, and many Ratfolk holdings display elven works acquired through generations of trade.

Alignment and Religion

Ratfolk are driven by curiosity, acquisition, and the urge to tinker with complex systems—mechanical, magical, or social. Their strong communal bonds foster an appreciation for orderly systems and continuity, though they are willing to bend or reinterpret rules when doing so benefits their family.

Religious practice among Ratfolk is pragmatic and varied, often shaped by protection, stability, and continuity rather than strict dogma.

Adventurers

Ratfolk adventurers commonly seek new opportunities for trade, exploration, or salvage. Some scout future markets or resources for their families, while others wander to escape overcrowding, internal politics, or reputational entanglements.

Ratfolk combat tactics favor preparation, ambush, traps, and sabotage. Accordingly, Ratfolk adventurers often take up classes such as alchemist, gunslinger, and rogue.

Names

Ratfolk personal names are short and sharp, favoring strong consonants and compact syllables well suited to crowded markets and shouted negotiations.

Male names often feature harsher consonants and hard endings, while female names tend to flow slightly more smoothly but remain clipped and decisive.

Family names are older, longer, and treated with respect. Outsiders who shorten or misuse a family name are quickly corrected.

Examples include:

Male Names: Agiz, Brihz, Djir, Ninnec, Rerdahl, Rikkan, Skivven, Tamoq Female Names: Bessel, Fhar, Jix, Kitch, Kubi, Nehm, Rissi, Thikka

Ratfolk Racial Traits

  • +2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
  • Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
  • Small: Ratfolk gain a +1 size bonus to AC and attack rolls, a –1 penalty on combat maneuver checks and CMD, and a +4 size bonus on Stealth checks.
  • Slow Speed: Base speed of 20 feet.
  • Darkvision: Can see in the dark up to 60 feet.
  • Rodent Empathy: +4 racial bonus on Handle Animal checks to influence rodents.
  • Swarming: Two Ratfolk may occupy the same square; if both attack the same foe, they are considered flanking.
  • Tinker: +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
  • Languages: Common. High Intelligence Ratfolk may choose Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.