Homebrew Ratkin Species Details
"Steeling themselves, the pitiful remnants of the city's once proud populace descended. In the ancient halls of kingship they found the Dwarfs, now naught but gnawed bones and scraps of cloth. And there they saw by the dying light of their torches the myriad eyes about them, glittering like liquid midnight as the rats closed in for the kill. The manlings stood back to back and fought for their lives, but against such implacable ferocity and countless numbers of the verminous horde, their weapons were useless. The tide of monstrous rats flowed over them one by one, dragging them down to be torn apart, the yellow chisel-teeth sinking into their soft-flesh, the dark-furred mass drowning their pitiful screams with their hideous chittering..."
The Skaven, sometimes known as the ratmen, the Ratkin, the "Children of the Horned Rat," or the Underfolk are a malevolent and diabolical race of large, intelligent humanoid rats that inhabit a massive inter-continental subterranean empire known in their tongue simply as the "Under-Empire." At the very heart of Skavendom lies the horrific city of Skavenblight, the ratmen's capital city and the probable birthplace of the Skaven race.
The Skaven as a whole are a cruel, treacherous, and highly numerous species that have since spread their loathsome corruption to the farthest corners of the Known World. From deep below the earth, these scavengers have built a vast Empire, whose military power and incomprehensible numbers have the potential to smother the kingdoms of the Old World in a seething tide of violence and anarchy.
Council Matters
The insidious Council of Thirteen is the nefarious body comprised of twelve of the most powerful Skaven clan lords that rules over the Skaven Under-Empire. Its eponymous thirteenth member is symbolically the Horned Rat. It also has a daemonic counterpart in the Horned Rat's Realm of Ruin in the Aethyr known as the Shadow Council of Thirteen comprised of the most powerful and influential of the Skaven deity's Verminlord Daemons and the Great Horned One himself.
It is the council's role to unite the clans against the Skaven's enemies and interpret the will of the vile Skaven deity -- the Horned Rat. In truth, the Council of Thirteen is far more interested in pursuing its own nefarious plots and schemes, manipulating the lesser Skaven clans and assassinating those who pose them the slightest threat.
The Council of Thirteen's members, known as the "Lords of Decay," are always twelve in number, being completed symbolically by the Horned Rat. The positions on the council command a descending order of precedence. The first and twelfth places (the right and left hand of the Horned Rat) are the most important seats and the sixth and seventh places the least.
The seats on the council are occupied by the most wicked and cunning of Skaven. In times past any clan leaders strong and devious enough could seize power if only he could depose a rival and 'create' a vacancy. However, not since the Second Skaven Civil War and the coming of the Horned Rat have any challengers defeated, disposed of or else supplanted any of the existing Lords of Decay.
- 1st Seat: Seerlord Kritislik -- Grand Grey Seer of all Skavendom, and secret ruler of Clan Scruten.
- This seat always serves as the head of the Order of the Grey Seers.
- 2nd Seat: Warlord Gnawdwell -- Ruler of Clan Mors.
- 3rd Seat Warlord Kratch Doomclaw -- Ruler of Clan Rictus.
- 4th Seat: Paskrit the Vast -- Warlord-General of all Skavendom. No known Clan affiliation.
- The corresponding rune matches one used by Clan Morbidus, so it is possible that he hails from that clan.
- 5th Seat: Warlord Vrisk Ironscratch -- Fleetmaster of the Skaven Clanfleet, ruler of Clan Skurvy.
- 6th Seat: Arch-Brutelord Hesh Vrakspine of Clan Krizzor, noted political rivals to Clan Moulder.
- 7th Seat: Arch-Pontifex Sitch -- Ruler of Clan Morbidus.
- As a thrall clan, this seat grants Clan Pestilens additional sway despite its low rank on the council, always voting or vetoing in line with Ar-Plaguelord Nurglitch's lead.
- 8th Seat: Lord Griznekt Mancarver of Clan Skab.
- Clan Skab's ownership of this seat is determined by process of elimination in recent sources but was previously said to have been in the 6th seat instead. This is further complicated by Clan Skab's apparent near-destruction at Nuln in 2499 IC.
- 9th Seat: Grand Nightlord Sneek -- Ruler of the Great Clan Eshin.
- Despite Eshin being one of the Four Great Clans, Clan Mors and Clan Rictus, both Warlord Clans, have 'stronger' seats among the Lords of Decay.
- 10th Seat: Arch-Plaguelord Nurglitch VII -- Ruler of the Great Clan Pestilens and leader of the Plaguelords.
- 11th Seat: Packlord Verminkin -- Packlord of Moulders ruler of the Great Clan Moulder.
- 12th Seat: Lord-Warlock Morskittar -- Emperor of Warlocks, ruler of the Great Clan Skryre.
- 13th Seat: The Horned Rat -- The Unholy God of all Skaven, seated symbolically with his will interpreted by the Grey Seers when needed.
The Great Clans
- Clan Moulder - Clan Moulder is the first of the Four Great Skaven Clans that specialises in the mastery of breeding, mutating, and surgically creating some of the most horrific and fearsome war-beast to have ever existed. It is still unclear how these loathsome ratmen have managed to achieve such results in their experiments, for the Pack-Moulders are a greedy and jealous lot, but what is no secret is that the Clan is considered one of the wealthiest of the Skaven Clan within the entire Under-Empire.
- Clan Skryre - Clan Skryre is the second of the four great Skaven clans that specializes in the creation and research of demented diabolical machinery by using a horrible combination of arcane magic and technological machinery. Its members, known as Warlock Engineers are both inventors and magicians alike, whose expertise aids in the manufacturing of all kinds of War-machines and weaponry for the use of those willing to pay. Many of them are full-fledged wizards themselves, capable of manipulating the Winds of Magic to cast spells on their own, but their most potent of weapons lies in their use of their own deadly weaponry.
- Clan Pestilens - Clan Pestilens is the third of the four great Skaven clans that are feared throughout their domains for the vile diseases and plagues these Skaven have mastered and unleashed upon this world. Probably the most feared out of all the Great Clans, these Skaven are hated by enemies and allies alike, having been the main aggressor and instigator of both the two great Skaven Civil Wars that has ravaged much of the Under-Empire for four centuries, and almost overthrowing the Council of Thirteen from their power. Also known as Plague Monks, the disciples of disease and decay, these Skaven have dedicated an unhealthy fervour to spreading pestilence and corruption in the name of the Horned Rat to all those they see fit, even their own brethren.
- Clan Eshin - Clan Eshin is the fourth of the Four Great Skaven Clans which specialises in the deadly and secretive arts of stealth, murder, poison and assassination learned from the exotic Far East. Out of all the other clans which populates the Under-Empire, Clan Eshin is by far the most secretive and hidden of them all. This mysterious Clan has eyes and ears everywhere and its deadly operatives are scattered throughout the Under-Empire as well as secreted about within the cities and settlements of the surface dwellers. For the right price, the black-clad agents of Clan Eshin will steal any information, commit any act of ruthless sabotage or assassinate any rival with ruthless efficiency.
Status Symbols
- White Fur Skaven are prized amongst Skaven litters, as they will often go on to become high ranking members of Skaven society. If one can survive long enough from birth most will go to become leaders of their own Clan Packs building their own holds deep in the underworld, Warlords going onto to build massive Skaven hoard armies to wage war against the surface dwellers, or become elite guards known as Albino Stormvermin these soldiers will protect the highest ranking members of Skavendom such as those placed on the Council of Thirteen. Some may even join others Clans as Generals, Assassin-Adepts, Master Molders, or Warlock Engineers. All usually growing to be the largest amongst their kin, White Furred rats will not only live longer if not indefinitely due to magic but normally will stand a towering six feet tall well shadowing the lower echelon of Skaven society further implanting their superiority to the lowly slave. These members of Ratkin culture are to never be trifled with usually possessing great power through warpstone modifications done to their body or through the mastering of ancient arcane arts.
- Grey Fur Skaven typically become what is known as Grey Seers, also called the "Prophets of the Great Horned Rat", and "Grand Intermediaries to the Council of Thirteen," are the members of the Skaven Order of the Grey Seers. They are the chosen, grey-furred emissaries of the Horned Rat, the minor Chaos God who is worshipped by the ratmen. They are unholy prophets of ruin and destruction capable of channeling eldritch magical energies in destructive ways, levelling armies with lightning, or summoning ravening swarms of rats, all for the sake of furthering the Skaven cause and bringing about the Great Ascendancy of their foul deity over all his divine rivals. Though the majority of Grey Seers have grey fur, thus providing the name of their order, a few are white-furred or even albinoid and are even know to grow horns becoming symbols of their god the Horned Rat.
- Green Fur Skaven also known as Plague Monks, the disciples of disease and decay, these Skavens have dedicated an unhealthy fervour to spread pestilence and corruption in the name of the Horned Rat to all those they see fit, even their own brethren. These foul warriors are not only recognizable by their characteristic appearances and looks, but also by the terrible stench and disease that accompanies them, as the clan's doctrine believes that in order to truly obey the Horned Rat's wishes, they must be the very embodiment of their god's title as the Harbinger of Disease. Unlike their brother clans, Clan Pestilens doesn't sell their military service for mere economic gains; but rather to lend their warriors to any cause that they believe will only further their own objective. Their current leader, Lord Nurglich the VII, Arch-Plaguelord of Clan Pestilen, has ensured a position of power within the Council of Thirteen.
- Black Fur Skaven is a catch-all category for those Skaven born heavier, larger, and far more powerful than the ordinary Ratman. This breed of Skaven has dark, if not black, fur, and fierce features. Almost all Black Skaven train to join the ranks of the illustrious Stormvermin. Until then however, they guard Apprentice Grey Seers, Clawleaders, and other figures of minor import. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Some Black Skaven are entrusted with powerful, experimental weaponry, such as the lightweight Ratling Guns of Clan Skryre. Others, like those within Clan Eshin, are trained in the martial arts and tactics of their clan, combining the speed of their smaller kin with brawn seldom found amongst the ratmen.
- Brown Fur Skaven usually occupy the role of Skavenslaves, also known as Slave Rats or Clanrat Slaves, occupy the lowest caste within the Skaven race's brutal hierarchy, though they also make up the overwhelming majority of its teeming population. Standing a stunted four feet tall, Skavenslaves form the largest bulk of the swollen Skaven population. They are usually born in this manner, barely holding out through a cruel, abused childhood and, being of little value, simply shoved into forced labour. Living past any more than a handful of years is quite a cursed accomplishment. Skavenslaves are also always swelling with captured or defeated Clanrats demoted in their loss and shoved into the lowly ranks. Almost all Skaven born as slaves die as slaves.
| d10 | Status Symbol |
|---|---|
| 1-2 | White Fur |
| 3-4 | Grey Fur |
| 5-6 | Green Fur |
| 7-8 | Black Fur |
| 9-10 | Brown Fur |
Ratkin Magic
As chief agents for the Horned Rat and the priesthood dedicated to his worship, Grey Seers wield tremendous influence amongst the Skaven clans, and only a fool would ignore their counsel and incur the wrath of the Horned Rat's chosen. The spiritual leaders of the Skaven Under-Empire, these grey, white, or albino ratmen are born with tiny horns that, along with the color of their fur, mark them as the chosen priests of the Horned Rat. Cloistered away from the rest of the Under-Empire, they are tutored in the magical Lore of Ruin. Much of their time is spent in prayer to their horned god, seeking his favor and guidance against those that would seek to undermine him. While most Ratkin that are learnt in the ways of magic are taught that of the Lore of Ruin, Depending on one clan this lore of magic can change drastically. Those who are born into greater clans such as Clan Pestilence, Clan Eshin, Clan Moulder, or Clan Skryer may find themselves tutored in the ways of Plague Magic becoming Plague Priest a cult tasked with the protection and propagation of the Cauldron of a Thousand Poxes. Or one might be a member of Clan Eshin the 4th greatest's Skaven Clan whos members are elite assassins and spies and whos sorceress are tasked with learning the Lore of Stealth masters of the shadows and cloaked in mystery they are rare to see but for many reasons other than not being many. Members of Clan Moulder though may not be directly masters of magic are known as Harbingers of Mutation, master molders who have learned the ways of harnessing arcane energy trapped in Warp Stone to shape monsters from living flesh. Or the Great Warlock Engineers of Clan Skryer who have found ways to use the coveted green rock to build incredible weapons of war and whos ingenuity is only out matched by their insanity.
Though it may seem a less hazardous course than other Skaven livelihoods, the path of the Grey Seer is as treacherous as the road followed by any Skaven in the Under-Empire; perhaps more so. Initiates are commonly killed during their apprenticeship, both by the rigors of their training, as well as by the duplicity of their peers. If the competition between Skaven in the warrens is fierce, then it is doubly so in the cloisters of the Grey Seers. The Skaven that survive their apprenticeship are perhaps the most dangerous ratmen of all. Apprentices are required to walk the Labyrinth of the Horned Rat to be fully initiated into the Order of the Grey Seers, and should they succeed in all of this, they prove their fitness to guide, or some would say lead, the clans to greatness.
"Oh my brothers, what need be said? We are the chosen of our Master, the true Lord of Decay, whose seat remains always-always filled upon the Council of Thirteen. Other seats may change hands, but His will always remain, and no-none other can lay claim to it. We speak His truths. We hear His thoughts. We know His purpose. We are the guides of our people, the spiritual compass that guides-leads them to their destinies as killer-masters of the world"
Lore of Ruin
While the Grey Seers and Tinker-Rats of Skryre are the foremost users of magic in the Under-Empire, they are hardly the only ones capable of manipulating the winds. Clans Eshin and even Moulder have their own wizards in Sorcerers and Harbingers respectively. The Pestilential rats of Clan Pestilence are a noted exception to the Law of the Under-Empire, as described on the Black Pillar. Only Seers and Warlocks may use magic, yet Plague Priests and Deacons have their own brand of plague magic, the Pestilent Brotherhood standing starkly in defiance of the law in general and the Order of the Grey Seers in particular. The Grey Seers are knowledgeable of what they call "heretical practices" regarding magic and some, such as Skrittar, go so far as to stamp out and destroy those who break this law. Done under the guise of concern for "unchecked magical practice", the true motivation behind the Grey Seers is jealousy.
Lore of Stealth
The Art of the Silent Death wasn’t the only thing Clan Eshin brought back when they returned from Cathay. A few Skaven delved into the black arts of magic. Blending what they already knew of the warp with the techniques used by Cathay sorcerers, they developed a new lore, one that serves to enhance their Clan’s power and mystique. Eshin Sorcerers are mysterious, rare, and keep to themselves; they are well aware that the Grey Seers brook no competition from other Skaven spellcasters.
Versed in the dark arts, the magic of an Eshin Sorcerer may seem paltry beside the might of a Grey Seer, but their arcane power is still considerable. Their magic is focused upon the strategies of deception, concealment and swift death favored by Clan Eshin. An Eshin Sorcerer is a valuable asset to any warband, but one a wise Assassin will keep a wary eye on.
Plague Magic
The Plague Priests of Clan Pestilens occupy the highest and most senior position within the Clan, just below the Plaguelords themselves. These lords of pestilence guide their foul brothers in the eternal pursuit to create the greatest and most horrific virulent disease known to all Skavendom and use it to weaken the surface world for their final apocalyptic invasion. It is the Plague Priest who stoke the righteous fury of the younger Plague Monks, teaching them litanies of hate and breeding intolerance for all customs outside their own. Loyal and fanatical, these ratmen are singularly devoted to their holy cause.
Within the workings of Clan Pestilen, each member does not seek individual wealth for themselves, but instead are utterly and insanely focused on their masters work. It is the diseased, but devoted Plague Priest who enforce this harsh discipline. Under the guidance of the Plaguelords, the Plague Priest are responsible for leading daily rituals meant to record and monitor the newest strain of virulent diseases that are forced upon not just captives, but even other Skaven and the Monks themselves.
Harbingers of Mutation (Master Moulders)
A Master Moulder is the senior-ranking member of Clan Moulder, a rank just above the more common Packmasters, but below the great Master Mutators. Master Moulders are expert fleshmoulders and are responsible for creating and breeding many of Clan Moulder's most savage mutant monstrosities. Through the techniques of fleshmoulding, these Master Moulders create a menagerie of deadly creatures. Ever evolving, this process involves a combination of surgery and exposure to Warp energy to create something new and terrifying. Trained in flesh-shaping techniques passed down generation after generation, they are responsible for Giant Rats, Rat Ogres, and any number of other abominations.
These burly commanders often personally lead their beasts to battle to better inspect the performance of both pack and Packmaster. Master Moulders instill great control and discipline in a pack, largely on account of their ability to cause even more severe pain. Many Master Moulders bear unique (if not downright horrific) tools of their trade, such as the Things-Catcher (a wicked-looking prod with a mechanical grabber).
Warlock Engineers
The notorious Warlock Engineers of Clan Skryre are the artificers of Skaven society, blending arcane sorceries with technology in an insane and mind-boggling mix. For the other races of the world it is hard to differentiate or define where the science stops and the power of magic begins, although such delineation never occurs to Skaven. Warlock Engineers see the two elements as one and the same – machines and sorcery blended together to create impressive killing power.
On the battlefield, it is readily apparent that some of the Warlock Engineers are able to channel and cast magic in the traditional ways understood by the races of the world. They harness the energies of the Winds of Magic and channel it to foul Skaven effects. Whether or not this is done with the aid of warped machinery is unknown. Although they can cast and counter magic, the Warlock Engineers are not nearly as adept at sorcery as the horned Grey Seers. Some Warlock Engineers are unable to cast spells at all, but instead, seem wholly absorbed with the building and firing of a variety of mechanical weapons capable of dangerous and unpredictable effects.
Ratkin Traits
Your Ratkin character has the following racial traits.Ability Score Increase
Your Dexterity score increases by 2
Age
Ratkin reach adulthood at age 4 and live up to 30 years.
Size
Ratkin are between 4 and 6 feet tall and weigh between 40 and 120 pounds. Your size is Medium or Small.
Speed
Your base walking speed is 35 feet with a climb speed of 15 and a burrow speed of 10.
Darkvision
You can see in dim light within 60 feet of you 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.
Languages
You can speak, read, and write Common, Undercommon, and Queekish.
Nimble Paws
You are proficient in Acrobats checks and you can take the Disengage or Hide action as a bonus action on each of your turns.
Sharp Claws & Teeth
Ratkin are never unarmed your claws and teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Comments