Although found across the Lost Lands in subterranean lairs such as those beneath the Tsendakar Mountains or the Impossible Peaks, ratfolk also make up sizeable populations of such grand cities as Bard’s Gate and Castorhage and throughout Jaati. Those coming from the ‘wilds’ beneath the surface tend to be a more feral and savage bunch that bears little in common with their urbanite king other than general form. Despite these differences, many are prejudiced against the ratfolk and blame them for wererat attacks, plagues, and crimes.

Inhuman Form

Ratfolk have slightly hunched bodies that have a general humanoid form but whose features are distinctly rodent like. Their heads have long whiskered muzzles that sport a pair of sharp incisors, large round ears, and small beady eyes. Most of their bodies are covered in short fur that ranges from white to black, with browns and reddish-browns being the most common. They have very human like hands, but their feet are more paw like than foot like. Their tails are usually hairless and very flexible. This appearance is close enough to the hybrid form of wererats that many confuse ratfolk for the former.

Rapid Growth

Ratfolk grow to adulthood quickly, breed wildly, and produce twins and triplets with a far greater frequency than humans. Their populations tend to grow as rapidly as their bodies, reaching unsustainable numbers in a few decades. When the crowding and competition for resources becomes too great, wild ratfolk tribes invade their neighbors. If they win they have expanded their living space and resources, if they fail their numbers are reduced. Urban ratfolk simply send their excess youths to another part of town or a different city, and ratfolk enclaves tend to sprout up along the trade routes passing through Bard’s gate and Castorhage.

Wild Tribes

The wild ratfolk tribes live in subterranean warrens beneath many of the major mountain ranges of the Lost Lands. There they battle with dwarves, gnomes, goblins, and other subterranean races, often living in a state of perpetual warfare. Their numbers are so great and replenish themselves so quickly that a wild tribe is diffi cult to destroy.

This is especially problematic for dwarves and gnomes for their own populations grow so slowly.

Gutter Dwellers

The urban ratfolk clans tend to be smaller than their wild brethren.

They do not war with their neighbors, even though they often suffer whenever a plague or wererat incursion occurs. Often relegated to the sewers and slums of their home cities, urban ratfolk eek out whatever life they can. Often they work odd jobs or if particularly skilled, rise to the ranks of low to mid level artisans. Many guilds will not admit them, thus forcing ratfolk artisans to produce lower quality goods for their impoverished neighbors. While they have a reputation for criminality, not all ratfolk turn to a life of crime. In fact, many thieves’ guilds are just as prejudiced as artisan guilds and will not accept ratfolk.

City Ratfolk

City ratfolk live lives much like their neighbors. Often forced into the slums and sewers of a city, these ratfolk are consummate survivors.

They make treasures out of the scraps that people throw away, make themselves useful by being night soil collectors, or otherwise earn a disreputable but honest living. Even so, most know a thing or two about criminal activities, if not from hearsay and rumor, then firsthand.

Sneaky: Some ratfolk are practiced at hiding their actions and intentions. They gain a +2 racial bonus on Bluff, Sleight of Hand, and Stealth checks. This racial trait replaces tinker.

Pearls from Sow’s Ears: You know how to make the most out of nearly any material, from turning scraps of food into nutritious (at least for ratfolk) food to making weapons and tools from junk found lying around. Each day you may spend an hour searching for and processing scraps. You can find enough food for one person for one day, or a single tool, weapon, or piece of equipment worth 50 gp or less. Any items you create this way are makeshift at best and fall apart if you ever roll less than a 10 on the die when making a check or attack roll with them. This ability replaces swarming.

Wild Tribe Ratfolk

The wild ratfolk tribes are in constant struggle with other subterranean races. This struggle defi nes their cultures and their lives; every ratfolk is born to fill the ranks and replace those lost in the last battle. Victory merely means that the next war might be delayed for a while, but population pressures will one day drive the tribe to seek more land and resources.

Scrounger Below

Some ratfolk have grown accustomed to rotten food and fetid water. They gain a +2 racial bonus on saving throws against curses and diseases, including magical diseases. This ability replaces tinker.

Section 15: Copyright Notice

The Lost Lands World Setting: Pathfinder Rules Addendum, ©2020, Frog God Games.

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