Homebrew ฅRatfolk Species Details
Ratfolk are the secret-keepers of Valley, collectors of relics and knowledge from as early as the foundation of Valley itself. Generations ago, they were more forthright with their knowledge, until a mischievous interloper nearly caused an apocalypse with an unsuccessful attempt to control the Calamity Beasts that caused untold destruction on their home. Because of this misuse of their knowledge, ratfolk society turned isolationist, secretive, and suspicious. At their best, ratfolk are thoughtful, self-sufficient, and intelligent. At their worst, ratfolk are distrusting, dismissive, and uncooperative.
Personalities
Ratfolk are self-reliant and standoffish loners who trust their own skills and have trouble building interpersonal connections with others. Ratfolk typically bond with their insect companions more than the other animalfolk around them. They develop a strong intuitive sense of their insects' needs, but they can become frustrated when others don't share this same understanding. Ratfolk view this behavior as unempathetic.
Because ratfolk tend to be more isolated, they've developed idiosyncratic cultural habits, like talking to themselves or their insect companion, carving shells into sculptures, and meticulously journaling their discoveries to bring back home. When they form bonds with others, ratfolk tend to be clingy and somewhat overbearing, excited to meet someone who shares their interests and/or values.
Valley's Archivists
The Long River that runs down the length of Valley eventually empties out into vast marshlands that the ratfolk call home. The river carries detritus and debris from every place it flows through, a boon to the ratfolk who take these historical treasures and store them away, meticulously documenting their materials, suspected origin, and use. These artifacts are stored in the Knowledge Ossuaries, vast cavernous tunnels below the marshes. Their storerooms contain benign and cataclysmic knowledge in equal measure, hidden away and guarded preciously. Ratfolk call the sum of their knowledge The World Whorl, named for the spiraling pattern that the Knowledge Ossuaries usually take.
Psychic Companions
Ratfolk have gotten used to the rough marshland environments and befriended some of the native insects that have also chosen to live there. Ratfolk might bond with an insect their whole life, developing a psychic link between them through familiarity and magical training. This link can even apply to larger, sapient creatures as well, such as Grotgyre, a snail with hypnotic power strong enough to bend the minds of ratfolk who get close. Typically, ratfolk will train their insect to work as a combat partner, allowing for flanking maneuvers or distractions. Insects can also act as study buddies who can light up pages in the dark or traveling companions on long trips away from home.
Their Role in Valley
Valley's spirit of congeniality means that ratfolk are readily welcomed into conversations and homes, regardless of their isolationist attitudes. Similarly, other animalfolk invited into ratfolk villages are treated with similar hospitality. In conversation, ratfolk choose their responses carefully to share only the most necessary information, without causing confusion.
Ratfolk are resourceful and knowledgeable advisors, librarians, and informants. Recently, more and more ratfolk have ventured outside their sequestered homes to join in larger communities, sharing their expertise and culture with the world. When they come home, they bring new knowledge from Valley to house with their kin.
Ratfolk culture emphasizes skill and expertise, meaning that ratfolk are regarded as excellent partners for adventurers as rogues or mages and as knowledgeable collaborators or artisans. Ratfolk value terseness over verbosity, which can make them come across as standoffish. Similarly, ratfolk culture values reusing clothes, parts, and materials.
Relationships
Ratfolk tend to be fast friends with squirrelfolk since both cultures value recycling and learning from history. While squirrelfolk do tend to be a bit more careless with their valuables, ratfolk can appreciate their resourcefulness. In contrast, the recklessness of lizardfolk and their tendency to destroy their art as part of their "process" is completely antithetical to the value ratfolk place on recording history.
Weaving
Ratfolk are skilled in hypnotic magic, using snail shells as conduits to trick and undermine their unwitting foes. Developed to harmlessly send trespassers away from their knowledge stores, this magic can disguise their approach or escape and is best used when the target is caught unaware. In a pinch, ratfolk can also employ telekinetic powers to help keep their distance and provide distractions.
Structures and Settlement
Subterranean ratfolk homes are more akin to undecorated barracks. Their villages might appear simple at first, primarily made up of rows and rows of capsule-like rooms along the walls where anyone can sleep. However, their plazas and main streets are full of ratfolk culture and artistic expression, reflecting their unique way of life.
ฅRatfolk Traits
Your ratfolk character has a the following characteristics.Weaving
You know the message cantrip. When you reach 3rd level, you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the compulsion spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Ossuary Training
Your training in a ratfolk ossuary has granted you proficiency in either the Arcana or History skills.
Psychic Companion
Ratfolk of Valley's marshes often befriend the native insects that live there. Through magical training, you have developed a deep psychic bond with an insect of CR 1/2 or less.
Ability Score Increase
Your Intelligence score increases by 2.
Age
Otterfolk mature by age 8. They usually live up to 70 years at most.
Size
Otterfolk have sloping builds and go from 4 feet to well over 5 feet tall, and weigh up to 90 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common.
Comments