Ratfolks
Creature Sub Type
168

🐀🕳️ Ratfolk: Chittering Sovereigns of the Underworld

Ratfolk are a crawling rumor made flesh—an infestation with language, ambition, and teeth. Deep beneath the world, in tunnels slick with filth, steam, and whispered betrayal, they thrive in sprawling warrens where the weak are devoured, the clever rise swiftly, and treachery is as natural as breathing. To most surface dwellers, Ratfolk are monsters from the dark: plague-carriers, thieves, saboteurs, and nightmare engineers. To themselves, they are the future—destined to inherit the world above once it has been softened by fear, famine, and ruin.

Few races are so underestimated at first glance. Their twitching whiskers, hunched frames, and constant chatter invite mockery from the foolish. That mistake rarely lasts long. Behind every hunched silhouette is a calculating mind, a sharpened knife, or a hidden mechanism waiting to burst, poison, or collapse at the perfect moment.

🌑 Origins: Spawn of Forbidden Sorcery

The oldest Ratfolk legends begin not with a homeland, but with a mistake.

They claim their kind first emerged from an age-old catastrophe: a powerful sorcerer meddling in forbidden arts, blending flesh, vermin, alchemy, and arcane will in pursuit of life shaped entirely by obedience and survival. What the sorcerer intended to create is long forgotten. What he actually birthed was something far worse—an entire people of rodent cunning, relentless hunger, and explosive adaptability.

Some tales say the first Ratfolk devoured their creator in his laboratory before the ink on his final sigil had dried. Others claim he still lives somewhere in the deepest tunnels, bloated with age and mutation, worshiped as a god by the descendants of his error. Whatever the truth, the Ratfolk carry the mark of unnatural creation. They are not merely beasts uplifted to reason, nor mortals touched by a curse. They are the children of tampered law, born from the kind of magic that stains the world long after the caster is gone.

This origin has shaped them profoundly. Ratfolk do not trust creation myths that speak of purity, destiny, or divine perfection. They come from accident, ruin, and violation—and so they have built a civilization that mirrors those same truths.

👁️ Appearance: The Shape of Cunning Hunger

Ratfolk stand upright like humanoids, but their features are unmistakably rodent-like. Sharp muzzles, twitching whiskers, broad rounded ears, clawed hands, and long furless tails define their silhouettes. Their bodies are lean, wiry, and quick, built less for open displays of strength and more for scrambling through narrow passages, scaling broken stone, and vanishing into places larger folk cannot follow.

Their fur varies wildly, often resembling the hues of common rats—sleek black, ash gray, mottled brown, dirty white, rust-red, or patchwork blends that help them melt into shadow and grime. Some bear scarred hides, missing patches of fur, split ears, or burn marks from laboratory mishaps, tunnel collapses, or the casual violence of their own kin. Their teeth are yellowed but strong, their claws often stained with oil, ash, blood, or rot.

Most striking of all are their eyes. Ratfolk eyes gleam with ceaseless activity: suspicion, greed, intelligence, fear, hunger, and calculation all moving at once behind glossy, reflective pupils. Even the stillest Ratfolk looks ready to bolt, scheme, or bite.

They are rarely still for long.

🏚️ Society and Hierarchy: A Kingdom of Claws and Backstabbing

Ratfolk society is not stable in the way surface civilizations understand stability. It is a snarling, shifting structure of clans, warrens, secret pacts, violent opportunism, and internal warfare held together only by mutual need and relentless fear. Their domains stretch through sewer networks, ruined crypts, collapsed mines, volcanic caverns, and endless underground corridors known collectively in many traditions as the Rathole—a sprawling underworld of filth, industry, and ambition.

Each clan is typically led by a Warlord, Schemer, Seer, or some other dominant figure who has clawed their way to power through force, cunning, sorcery, or a combination of all three. Beneath them exists a brutal social ladder where every Ratfolk watches both above and below. Superiors are obeyed out of fear. Underlings are used, betrayed, and discarded whenever useful. Loyalty exists, but usually only so long as it remains profitable.

Their hierarchy is rigid in theory and chaotic in practice. Rank belongs to those strong enough to enforce it and clever enough to keep it. Engineers, assassins, plague-priests, tunnel-runners, beastmasters, and scavenger chiefs all hold different forms of authority, each competing for influence within the nest of knives that is Ratfolk politics.

To outsiders, this should make them easy to fracture. It often does. But it also makes them terrifyingly resilient. Remove one leader, and three more emerge from the shadows, already fighting over the corpse.

⚙️ Technological Prowess: Engineers of Filth and Catastrophe

Ratfolk are among the most dangerous engineers in the world—not because their creations are elegant, but because they are horrifyingly effective. Their machines are unstable, overbuilt, smoke-belching, and often as dangerous to their operators as to their enemies. Yet again and again, these contraptions work just well enough to devastate battlefields, collapse fortifications, poison waterways, or terrify entire populations.

The Rathole itself is the greatest proof of their ingenuity. Beneath cities and wilderness alike, Ratfolk carve tunnel-webs reinforced with stolen timber, scrap metal, alchemical resin, bone frameworks, and strange arcane compounds that should not hold together, yet somehow do. Their subterranean holdings are filled with rattling lifts, steam vents, pressure doors, hidden kill-chambers, toxin laboratories, fungus farms, sewage canals, and workshops where sparks fly over tables littered with gears, saws, syringes, and half-living prototypes.

Their inventions blur the line between engineering and madness. War engines belch smoke and shrapnel. Drills chew through stone and flesh alike. Cages are fitted with spring-loaded teeth. Bombs are packed with disease, fire, acid, or stranger horrors. Everything is built with the Ratfolk mindset: expendable, vicious, efficient, and terrifying in close quarters.

Their genius is never clean. It reeks of oil, rust, blood, and singed fur.

🗡️ Subterfuge and Espionage: Masters of the Hidden Crawlspace

If brute force fails, Ratfolk have ten other methods prepared.

They are consummate infiltrators, saboteurs, spies, thieves, poisoners, and whispermongers. Moving through sewers, basements, drainways, forgotten tunnels, and crowded alley shadows, they slip beneath notice until the moment they choose to strike. Ratfolk understand cities better than many who build them. They know what lies under the cobbles, inside the walls, below the floorboards, and in the refuse heaps behind the market stalls. Where others see filth, they see roads.

This makes them maddening enemies. A Ratfolk plot rarely begins with open battle. It begins with missing grain, cut bridge supports, poisoned wells, stolen maps, sabotaged gates, vanished children, corrupted servants, and rumors spread just skillfully enough to turn neighbor against neighbor. They prefer a target softened by fear, division, or scarcity before the knives ever come out.

Among their deadliest agents are the Shadowblade Infiltrators—silent killers and covert operatives feared for their patience, speed, and surgical cruelty. Some are even hired by secretive organizations such as the Nameless Ones, selling their talent for murder and espionage to those willing to stomach the risk. A Shadowblade does not simply kill. It studies routes, rhythms, guard rotations, weaknesses, and escape paths until a perfect gap appears—then fills it with steel.

In Ratfolk society, paranoia is not a flaw. It is wisdom.

☣️ Pestilence and Plague: Children of Rot and Ruin

Where Ratfolk gather in great numbers, sickness follows.

They are intimately tied to disease—not merely as carriers, but as cultivators, weapon-smiths, and devotees of corruption. Fleas, mold, spoiled meat, stagnant water, infected wounds, corpse pits, and magical contaminants all become tools in their claws. To the Ratfolk, plague is not just a misfortune. It is leverage. It weakens armies, empties granaries, collapses morale, and turns prosperous settlements into ripe carcasses.

Many Ratfolk clans revere Qiyja, the foul Goddess of Pox, through twisted shamans and plague-priests who see disease as a sacred equalizer. These zealots nurture sickness like gardeners tending flowers. They breed vermin in filth-rich dens, concoct magical fevers in bubbling cauldrons, and bless swarms of diseased creatures before unleashing them upon the world. Their laughter is said to echo loudest in infirmaries and mass graves.

Ratfolk armies frequently march beside plague-rats, infected beasts, fungus-ridden horrors, and fever-maddened thralls. Such creatures are not always meant to win battles outright. Often they exist to spread panic, exhaust healers, clog streets, and break formations while more disciplined Ratfolk forces close in from below.

Their presence alone can feel like an omen. A cough in the night. Scratching in the walls. Spoiled bread. Dead livestock. Then fever. Then screams.

🐾 A Culture of Survival: Hunger, Utility, and Ruthless Pragmatism

Everything in Ratfolk life bends toward survival and advantage. Food is precious. Waste is repurposed. Weakness is punished. Sentiment is seen as dangerous unless it can be weaponized. They are communal when it benefits the warren, vicious when scarcity bites, and endlessly practical in matters of flesh, labor, and death.

To a Ratfolk, every creature is one of three things: a threat, a tool, or a meal. Often all three.

This ruthless pragmatism makes them difficult for outsiders to understand. They can appear cowardly one moment and suicidally bold the next, but there is always a cruel logic beneath their behavior. They flee when loss serves no purpose. They swarm when a weakness opens. They sacrifice hundreds if it buys an inch of tunnel, a stolen relic, or the death of a rival. Individual lives matter less than momentum, and momentum matters less than survival of the greater nest.

And yet, for all their cruelty, Ratfolk are not mindless. They have songs, battle-chants, scavenger superstitions, clan marks, coded signals, and oral traditions whispered in the dark. Their culture is ugly, but it is alive.

🌌 The Rathole: Empire Beneath the World

The vast tunnel-realms of the Ratfolk are not merely dwellings. They are a hidden empire under nearly every civilized landmass—a second world of scavenged wealth, plague shrines, smoke-stained foundries, breeding pits, armories, fungus gardens, and black markets where stolen surface goods are traded alongside poisons and secrets.

Many surface kingdoms live above Ratfolk territory without ever realizing how close the under-empire presses beneath their foundations. A noble estate may stand above a nest of assassins. A temple cellar may border an ancient smuggler tunnel now ruled by plague-priests. A castle’s cistern may feed directly into a Ratfolk filtration den crawling with spies. This hidden proximity is part of what makes them so unnerving: they are not always coming from afar.

Often, they are already below you.

⚔️ Using Ratfolk in Your Campaign: Vermin with Vision

Ratfolk are ideal as relentless underworld antagonists, plague-bearing invaders, mad engineers, covert urban threats, or even morally gray survivors shaped by generations of brutality. A single Ratfolk spy can destabilize a district. A hidden clan can hollow out a city from beneath. An entire under-empire can become a campaign-spanning menace of sabotage, disease, and chittering war.

They also offer more than simple villainy. Their fractured hierarchy, clan rivalries, unstable inventions, secret bargains, and gnawing ambition make them rich with story potential. Heroes may fight them, infiltrate them, manipulate their rivalries, or descend into their warrens seeking relics, prisoners, or terrible truths.

Ratfolk do not wage war like conquerors of legend. They spread, infest, undermine, and erupt.

🐀👑 Legacy of the Deep: The World Beneath the Floorboards

Ratfolk are not merely beastfolk with sharp teeth and a talent for sneaking. They are the living embodiment of infestation made intelligent—cunning enough to scheme, cruel enough to weaponize suffering, and patient enough to wait beneath civilization until the moment of weakness arrives.

They are filth with strategy. Hunger with tools. Paranoia with claws.

And when the scratching begins beneath the walls, it is already far too late to assume there is only one.

  • Speed:
  • Walking Speed: +30
  • Climbing Speed: +15

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistance:
  • Poison

  • Skill Roll ADV:
  • Sneak

  • Natural Weapon(s):
  • Bite (d4)
    39.85

  • Passive Abilities:
  • Keen Senses
    1500 gp

  • Skill Tier 1:
  • Natural Weapon Skill

  • Random Name Table Male
  • Names - Ratfolk - Male - First

  • Random Name Table Female
  • Names - Ratfolk - Female - First

  • Random Name Table Last Name
  • Names - Ratfolk - Last

Attached Items
# Type Name
1 Passive Ability Ratfolk Origins
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music