Homebrew Mousefolk Species Details
Physical Description
Mousefolk are small humanoids, with the tallest of their race usually being just about 4 feet tall, and the heaviest about 80 or 90 pounds. They have either sleek or rough fur, which can be white, black, grey, or, rarely, green. Their eyes can be brown, red, white, or black. They have a long tail, about half of the height of their body, and small claws, with large teeth.
History
Mousefolk were born in skaven society and almost all we’re killed and eaten due to them being smaller but the few that survived escaped creating their own race in the underdark and are Neutral preferring to dabble in commercial affairs compared to militaristic ones. for while other races had aggression, brute force, and magic, the ratfolk only had cunning and the ability to flee. However, despite the odds, their excellent fleeing abilities allowed them to survive in the brutal Underdark around skaven and orks until one day they escaped to the surface. On the surface, the mousefolk became merchants, tradesmen, and artisans, giving what other races needed, (for the right the right price).
Society
Mousefolk society is similar to what one would expect in a more honorable thieves' guild; Pickpocket from those who have more than they need, never steal from another from the group, and never travel without an accomplice. These three unwritten rules have allowed most mousefolk societies to thrive as places of prosperity. The leader of a ratfolk society is called the Highwhisker, and they oversee similarly to a king, though the ruler is decided every three years by a contest to see who the best thief in the land is.
Relationships
Mousefolk are typically not seen as the most trustworthy by most races, due to their reputation of pickpocketing even those that they invite into their home, however their ability to procure the most expensive items and reagents in the land makes them a necessity for most trade nations to trust.
Mousefolk Personality
You can use the mousefolk Quirks table to determine a personality quirk for a mousefolk character or to inspire how your character might act.
Ratfolk Quirks
| d8 | Quirks |
|---|---|
| 1 | I involuntarily squeak when I am startled. |
| 2 | I constantly dream of bathing in riches. |
| 3 | I'm better at cutting a throat than cutting a deal. |
| 4 | When I'm lying, my tail swishes in anticipation for their reaction to my ruse. |
| 5 | I enjoy telling people's secrets. |
| 6 | I gnaw on things when I'm nervous. |
| 7 | I constantly reach into my pocket when anyone is near me, expecting someone to pickpocket me. |
| 8 | I constantly survey my surroundings, calculating possible escape routes and plans. |
Mousefolk Names
Mousefolk names typically are more simple than most races, just consisting of mouse-like noises or sounds. They take on a last name based on the group that they are currently aligned with, which may be a party of adventurers, band of thieves, or even just a town they live in.
Male: Twitch, Tiq, Zez, Skat, Rirzet
Female: Vech, Frukehm, Jumu, Kuni, Tetich
Group: York, Alexandria, Wound, Sight, Scars
Ratfolk Traits
Merchants by trade, cowards by mind, and agile by nature, mousefolk are common for being the swindlers and party faces of most groups.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Ratfolk mature at a much faster pace than humans, but die earlier. They are considered mature at age 9, and can live to be 60 years old.
Alignment. Ratfolk typically don't take sides in conflicts, preferring to be merchants for both. They are typically Neutral.
Size. Ratfolk are between 3-4 feet tall, and weigh up to 80 lbs. Your size is Small.
Speed. Your base walking speed is 30 feet. You can drop to all fours to increase your movement speed to 60 ft., but it takes half of your movement to stand back up, and you cannot be holding anything in either hand.
Bite. You have large fangs, which are natural weapons you are proficient with. They deal 1d4 piercing damage, and have the finesse property.
Fleeing Bite. If you take the Disengage action on your turn, you can make a Bite attack as a bonus action.
Darkvision. You have 60 ft. of Darkvision.
Keen Smell. You have advantage on Perception checks that rely on smell.
Languages. You can speak, read, and write Common, Undercommon, and a language of your choice.
Mousefolk Traits
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