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Ratfolk Vermin

Vermin are the commoners among Ratfolk communities. With no purposeful breeding they tend to be weaker, frailer, and more timid. This makes them little better then a slave class to the Ratfolk Elite. Occasionaly a stronger, brighter, or otherwise superior specimen can emerge from within the Vermin class, prove their worth and secure a place within the hold as an elite, but this is uncommon and often driven by genetics.

Naming Traditions

Feminine names

  • Aqzitch
  • Neri
  • Mimin
  • Rimmu

Masculine names

  • Thilk
  • Trual
  • Ramkag
  • Jenac

Family names

Vermin do not keep track of lineage and thus have no familial names

Culture

Major language groups and dialects

Low Chitterin, is a half language of squeeks, shirps, clicks and other such sounds that convey the very basics of communication. The lowest tiers of Ratfolk society are often kept such by their base language. While there are many branches of Chitterin that evolve in some social groups among the Vermin, they are confined and make more broad mass communication among them near impossible.

Culture and cultural heritage

Ratfolk Vermin tend to be too weak to survive on their own, breed to quickly when together, are driven out of most places due to disease and in general create terrible conditions to foster a thriving society. Ever on the brink of collapse and famine, Ratfolk have little notion of Culture. Music and art, while they do exist, are short moments of respite and never linger long enough to create tradition or consistency.

Shared customary codes and values

Open violence among the Vermin is harshly suppressed. It is generally considered good form to not gain the notice of the Elites guards, or otherwise draw too much attention within the vermin warrens. While open bloodshed is rare, extortion, theft, and other such things are common place and to be expected, as the stronger of the Vermin class pray upon the weaker.

Common Dress code

Vermin class wear whatever scraps they can find and generally try to go by unnoticed. This ensures they are not selected for the worst jobs of the Citadel. Those with ambition or ability will often buck this trend and attempt to stand out to prove themselves.

Art & Architecture

Most buildings of the Vermin class are ramshackle and hastily made of poor quality. There is little art to speak of but the occasional musical tune will present itself. Ratfolk prefer precusion and vocal performances when they have the opportunity.

Ideals

Beauty Ideals

Vermin tend to look for mates that can provide some level of relief to their current suffering. Tho few Ratfolk of this class mate for prolonged periods of time, stronger, faster, smarter, or better fed mates tend to garner the most attention.

Gender Ideals

The Ratfolk Vermin have no concept of gendered roles or work, their struggle to eek out an existence under the oppressive overlords and overpopulated nature of their swarms make survival of the utmost importance, and survival has little room for a gendered normative.

Courtship Ideals

Pairings are generally short lived and mutually exploitive. One mate will leave when another better prospect comes available or their partner can no longer provide the resources they previously did.

Poor Stock: Vermin suffer an additional -1 to Str   Defensive Trait
  • One of Many: When in crowded environments vermin have excelled at going unnoticed with out great effort. Vermin may roll a stealth check in any situation where there are several others to go unnoticed or unseen. This can include being targeted in combat.
  • Treacherous Ally: These Vermin gain the Ally Shield Teamwork feat.
  Feat and Skill Trait
  • Skulking: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty).
  • Skilled Scavenger: Some ratfolk can only eek out their sustenance from careful scavenging of the citadel or countryside. Gain a +2 bonus to perception check to locate useful items. The ratfolk may also take a +2 racial bonus to survival when collecting food.
  Magical Trait
  • Forever in Darkness: Some Ratfolk have spent so long in the dark their dark vision has improved, gaining an additional 30ft of darkvision, however their light sensitivity is increased to light blindness.
  • Diseased: Some Ratfolk have been infected for so long their strain of a disease has become more virulent. Gain +2 to the DC of the chosen disease
  Offensive Trait
  • Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls.
  • 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.

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