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Ratfolk

The Ratfolk are an old and hardy race of Copulas, known for their excellent versatility in movement. Ratfolk, like the genetic derivative rat, are spectacular swimmers capable of nearly their running speed. Because Ratfolk are large, they have trouble burrowing, but can burrow into soft ground such as dirt and sand. Their large bodies take a great deal of effort to cover, and the Ratfolk's arms are too small to efficiently burrow. Nonetheless, they manage to make use of this unique gift as the Ratfolk are notorious for hiding in plain sight to gain combat advantages. Their armies are unpredictable and difficult to escape, making these uncommon creatures excellent mercenaries. There are few Ratfolk colonies, and those which are found on maps are often abandoned in favor of a quieter, more isolated location. Ease of travel and lack of material greed makes them natural nomads, who are happy to upend their lives and move to a new home so long as they are among their friends.  
"Too clean to be so foul, those tricky critters, them. Makes' me nervous, feelin' them eyes stares' back 'round me. Theyse' teeth latches' like a rabid dog. Strikin' the fear f' Avion to a fellow, way these smiley charismatic sort turn feral n' their teeths' cut down all ferocious, like serrated blades." — Larir, Steel Harbor Ambassador.
There is little to be said for a Ratfolk, if not for the company that they keep. At the precipice of their values, the apex of their interests, lies only being surrounded by good and trustworthy people. And if they cannot find someone who shares their values, they would sooner change those beliefs than walk a lonely road... not to say this can't turn them bitter.  

Undivided, Magnetic, Persistent

Much like rats, Ratfolk are also an severely social sort, so it is incredibly rare to find a Ratfolk of any creed travelling on their own. They are naturally charismatic to most, though not all species are equally preferred. A history of isolation and rejection from the Skira fuels stories of Elves and Humans -- stories which spread themselves, and embedded into the culture of leading aristocrats, politicians, and leader. The Skira, a skinless variant of Ratfolk, have always been protective and cautious, refusing to let other races into their territory or their good graces. Elves and Humans in particular took great offense to their countless rejection and their cultural bigotry, making them a hated variant of Ratfolk in most Elvish or Human territories. Undeniably, this is an exception of the other variants, who have a reputation as trustworthy and loyal. Ratfolk are desired friends, desired diplomats, and well-established people. Many Ratfolk serve in positions of authority, though they are rarer in Fahiamel since most Ratfolk have no reason to leave their homeland in Copulas.   But these are not the only traits natural to their kind. There is one generalization which never seems to fall short of complete accuracy when describing an individual Ratfolk. These creatures are annoyingly, unstoppably persistent. Once a Ratfolk has become a friend to you, they will not and cannot be convinced to leave your side. Once they have thought through a solution, they absolutely, positively will not accept an alternative. This stubborn approach which denies reason is deeply cultural, as Ratfolk colonies act this way in order to display conviction, care, and their high priority of companionship. When this behavior is judged, Ratfolk are prone to offense, which of course is no barrier for a good friend. They will be upset and nonetheless loyal. Ratfolk also recognize the likeness of other Ratfolk, making them feeble in fields of competition against friends and opposition of other Ratfolk. If they are in combat and a Ratfolk is on the other side, it is not unlikely for the creature to refuse to participate entirely. Some, though not all, would sooner die than fight their own kind.  

Trend Setters

The best hope of describing their place in a community may be "romantically unromantic", turning the disregard for social norms and expectations into a "love everyone" statement. For all of their cleanliness, they certainly do not appear clean or well groomed by most race's standards, and often completely refuse to follow the norms of a community. For example, a Ratfolk noble may be wearing a beggar's torn up rags to important events or meetings with important figures. They may eat messily at any table, loudly, or express unpopular opinions without shame. They do not fear being judged, and expect everyone to accept them for their nature as they would accept others. Sometimes jokingly referred to as 'trend setting', this disrespectful attitude is a well known behavior of Ratfolk which is generally appreciated more by the carefree type.  

Compulsive Cleaners

Fur from all over their bodies, nasty grounds and dirty people, the rats merit self grooming and cleanliness as an instinctive comfort. They clean themselves when they are happy, they clean themselves when they are nervous. They clean their homes and their friends to show companionship, and to lessen the many things around them which could make them dirty. Being thoroughly unsullied and well trimmed is second only to size in determining one's status within a Ratfolk colony. Tabaxi, who often live with unclean fur and care little for their neatness, are seen as lesser within Ratfolk communities often for their detestable habits. Still, they are friends! It makes absolutely no difference whether you are loved or hated, loyalty and companionship are sought and fellowship is built. These habits are well known and rarely abused, and make for good ways to distract yourself in times of trouble. After all, when death is looming beyond the hill in your path what better to sooth your fear then a nice, clean coat of fur?   Often placing them into positions of servitude, Ratfolk are also glad to perform simple tasks which most would view as demeaning, proudly declaring it as a profession. This means that simple chores which include cleanliness are pawned off to Ratfolk which take them very seriously for legitimate and livable wages. Ratfolk in noble abodes or a powerful figure's residence that do not find themselves in positions of power are very often simple cleaners, or in fields of difficulty. Known for learning fast, certain positions are suitable for Ratfolk, especially when they deal with subjects which are strenuous to the mind. For this reason, complex pattern designs and ciphers are among many positions which Ratfolk are seen occupying in larger society, though they are still most common among their own colonies than anywhere else. The fearsome friends rarely pass judgement to others, but if there is anything that can render you unworthy of friendship in the eyes of a Ratfolk, it is without a doubt an unwillingness to be clean or to groom oneself.  

Hidden Leaders

Many Ratfolk responsible for important roles in historic events go untitled and become forgotten due to their humble nature. Since it is expected among colonies to show appreciation for everyone, it is not an instinctive interest to seek titles or fame. There is no reason to fear being forgotten by their conventional wisdoms either, since value is placed primarily upon ones contributions to their people as opposed to their individual standing. When a colony succeeds, it is considered the success of all of its inhabitants, and thus the Ratfolk within are collectively proud for the products of their labor. Even when one outstanding individual carries the colony to wealth, they are seen as a mere link to chain which connects that group to its success. They believe greatly in the power of nurture, the romantic idea of fate, and the understanding that the greatness of the one is the result of the wisdom of the many. A hero can come from any home, but wise homes make many wise heroes, those of highest quality and humblest minds.  

Ratfolk Traits

Age: Ratfolk mature at a faster rate than humans, and are considered to be an adult by the age of 5. On average, their lives span between 20 and 40 years.   Size: Ratfolk stand between 3 and 4 feet tall and average about 80 pounds. Your size is Medium.   Speed: Your base walking speed is 25 feet. You can burrow at a speed of 5 feet, and have a swimming speed equal to your walking speed.   Ability Score Increase. Your Intelligence score increases by 2. Your Charisma score increases by 1.   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.   Natural Travelers. Ratfolk have an excellent memory when it comes to routes and paths, making it easy for them to recall routes they have traveled before.   Languages. You can speak, read, and write Common, and speak Rette (Rette has no written form, because it is inconvenient for Ratfolk to hold writing tools).   Rette makes use of squeaks and chatters which are audible only in ultrasonic tones, making it easy for rats to converse with one another without being heard. When a Ratfolk speaks in a language other than Rette, they are often well spoken, possessing sharp pronunciation and articulation which grates the ear in soft languages. Their teeth chatter quickly between some letters, causing a quiet rhythmic sound.   Razor Incisors. Your sharp bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. While you are within 5 feet of two or more enemies, you have advantage on attack rolls you make with this bite.   When you attack with this bite and hit a creature that isn’t a Construct or covered by metal, you can use a second attack action to latch onto their body as a grapple by pulling that limb towards you when they begin to move. You must make a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).   For each time you succeed a grapple check, you dig your teeth further into their body for 1d6 piercing. After two grappling checks succeed, each additional success adds 1 Bleed Counter, which drains the target for additional damage each turn for 2 turns. Each time a Bleed Counter is added, the number of turns until the Bleed effect is removed is increased by 1.   When a Bleed Counter is received, Bleed damage does not render until the end of their next turn. Before the end of the targets turn, they take a Constitution saving throw against your Bite DC (Strength Modifier + Class Level + 3). On a failed save, the target receives 2d4 damage. On a successful one, the target receives half as much (1d4).   Ratfolk Trades. You gain proficiency with the artisan’s tools of your choice: Jeweler's tools, Woodcarver's tools, or Mason’s tools. Some rats develop proficiency with jeweler's tools because Ratfolk use their skill of creating Jewelry from common or otherwise useless materials to make money or provide gifts to one another, though rarely adorn themselves with their own work.   Some rats develop proficiency with woodcarver's tools because Ratfolk enjoy creating furniture as they travel, and also to gift furniture to companions.   Some rats develop proficiency with mason's tools because underground colonies use special Ratfolk tools in order to fashion better homes from the cavesides or old buildings.   Festive Behaviors (optional). Rats are nearly always taught to play the Mibŕ (musical instrument) as it is common in ceremony and recreational activity among Ratfolk. in You gain proficiency with the Mibŕ (Pronounced MIH-burr). Mibŕ are lyre-like handheld string instruments which are played by hand plucking.   Saterfut (Keen Nose). Whenever you make an Intelligence or Wisdom check strongly related to the sense of smell, you are considered proficient in the skill and add double your proficiency bonus to the check.  

Subrace

There are four prominent subraces of Ratfolk, as many less compatible species were lost to time, or died off. These include skira (skinless), pack, fancy, and seafarer ratfolk.
Seafarer Scourge An odd species of ratfolk which became common dwellers on the open sea is notable as one of the most abundant races of pirates or nonviolent sailors. Originally, Ratfolk that were captured that did not die from loneliness would grow in popularity as servants on large ships. Their great loyalty, learning prowess, and tenacious spirit made them ideal for handling lesser tasks that require a degree of trust. Eventually these largely variable ratfolk species became known as "seafarer ratfolk", a blanket term for the largely dissimilar ratfolk which had grown on the sea in unusual circumstances.
 
Skira Ratfolk
  As a skira ratfolk, you’re distrustful and stubborn, accustomed to isolated life among friends in deep caverns. Your posture is slouched (for a ratfolk) in order to better navigate small tunnels and thin corridors, and tend toward pinker coloration. The Pola Rat Clan of eastern Apolas (Copulan territory), as well as the prestigious Ginacul clan and the wealthy Trumlunce clan of Gaverian Mountains, are skira ratfolk.  
  • Superior Darkvision. You can see in dim light within 120 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.
  • Killer Instinct. Whenever you make a Wisdom (Insight) check or a Wisdom (Perception) check related to the hostility of a creature, or whether danger is immediately present, you are considered proficient in the Insight and Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Mountain Prey. You are able to draw on your trained ears to locate all creatures within 25 feet by its sounds, as well as the path that you must travel to reach them. This is done by tracking the sounds that most creatures cannot hear, such as a heartbeat, the flow of blood, or quiet breathing. As it takes great focus, you can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
  • Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Pack Ratfolk
  As a pack ratfolk, you're familiar with communities of any kinds of creatures (usually other pack ratfolk) and have attuned yourself to society as a preferred environment. Cities and crowded homes bring great comfort, and dirty gatherings of peasants such as inns or taverns make great places to frequent for company. Your fur typically tends towards colors or patterns of gray, brown, and white. Nearly all ratfolk are pack ratfolk, as these thrive in large ratfolk colonies and in other civilizations.  
  • Pack Dweller. You are proficient in Charisma (Persuasion) checks, and have expertise in Charisma (Performance) checks related to spoken performance when speaking to an audience of over five people.
  • Constructive Confidence. In combat, each ally within 10 feet grants a +1 to hit with melee and ranged weapons.
 
Fancy Ratfolk
  Despite the name, as a fancy ratfolk, you appear more rugged and hardy, adapted to a nomadic lifestyle in many unique terrains. You posses a great control of posture and have a good sense of balance, and your fur has complicated color patterns. The "fancy" in fancy ratfolk comes from your furs "fancy" designs, which is most often from mixes of brown, gray, and white, though many other colors can appear. Through social convention, you have grown to posses a deeper understanding of conscious nature.  
  • Social Engineering. Any time that you make a Charisma skill check, or a roll related to speech on a non-hostile target, you may expend one Social Engineering die to add the roll to your result, a d6. The decision to add a Social Engineering die must be made before the DM declares the result of the roll, but can be done after the initial roll's value is revealed. This ability can only be used once per roll.
  • You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. Your Social Engineering die changes when you reach certain levels. The die is a d6, becomes a d8 at 5th Level, a d10 at 10th level, a d12 at 15th level, and a d20 at 20th level.
  • Necessary Evil. You have learned to use your strong understanding of conscious nature to your advantage, when necessary. You are proficient in Deception.
Seafarer Ratfolk
  As a seafarer ratfolk, you have some origin tying you or your ancestors to life on the water, remarkably fast thinking, and a powerful stomach. Living among the waters gives fewer opportunities to diversity one's diet, and forces you to be crafty with the supplies that are readily available.  
  • Crafty. Whenever you make a Wisdom (Survival) check related to crafting or repairing, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Iron Stomach. You have advantage on saving throws against being poisoned by food, and can go without food for 5 days + your constitution modifier (a minimum of once). The standard time is 3 days + your constitution modifier (minimum of 1).
  • Water Vehicle Training. After learning to live on the water, you have grown (or been trained) to understand the basics of seafaring mechanisms. You are capable of preparing blueprints for boats and ships, or other water vehicles, which can be understood by any intelligent creature who is able to read Common and interpret blueprints.

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