1. Races

Ratling

THE RATLINGS

See:

Carcass Crawler 5

Survivors of the Margins

Ratlings are fur-covered, rat-like humanoids who thrive in cities, ruins, and the overlooked spaces between orderly lives. Agile, sharp-nosed, and socially dense, they are survivors by habit rather than ideology.

In the Mandala Kingdom of Reisa, ratlings are most commonly found in large cities such as Kalorand and Trushandar, where they serve as scouts, thieves, messengers, illusionists, informants, and quiet problem-solvers. They occupy the cracks of civilization: under streets, behind markets, between guild jurisdictions, and beyond the reach of ritual geometry.

Ratlings may be played either as a race or, in campaigns that allow it, as a racial class, representing a character who fully embraces ratling traditions of agility, awareness, and adaptation rather than institutional belonging.


Description

Ratlings are bipedal humanoids standing roughly 4 to 5 feet tall, with long furred tails up to 3 feet in length. Their fur ranges from mottled brown and gray to pale ash or near-black. They have large ears, sharp incisors, highly sensitive noses, and bright eyes that gleam in low light.

Their movements are quick, economical, and rarely wasted. Ratlings seldom stand still unless they are listening.

Ratlings are born in broods of 3 to 5, mature quickly around age 7 or 8, and rarely live past 40 years. This short lifespan contributes to their gregarious, risk-tolerant outlook. Many adopt a practical humor and an instinct to seize opportunity before it disappears.

Despite their intelligence and adaptability, their resemblance to vermin places them permanently on the margins of polite society. Ratlings are used to being underestimated and frequently exploit that fact.


Place in Reisa

Ratlings are tolerated but never fully accepted within Reisan civilization.

The Great Church does not persecute ratlings, but it does not rely on them either. Ratlings are considered ritually unreliable: difficult to classify, hard to bind to shrine obligation, and prone to slipping between jurisdictions. Many mandala cities unofficially depend on ratlings to manage problems that should not exist.

To the Church, ratlings are a symptom of stress.

To the ratlings, the Church is a structure best navigated sideways.

Velkari tend to treat ratlings cautiously but without contempt. Both peoples understand survival without institutional certainty, though they approach it differently.

Harudjin often find common cause with ratlings in trade wards, border towns, and caravan districts.


Ratling Racial Traits (OSE)

Requirements
Minimum Constitution 9

Ability Modifiers
+1 Dexterity
−1 Charisma

Alignment
Any (ratlings skew Neutral or Chaotic)

Languages
Common


Special Abilities

Awareness
Ratlings are only surprised on a roll of 1 due to their keen sense of smell. This may allow a ratling to act during the surprise round even if their companions are surprised.

Detect Poison
A ratling has a 25% chance of detecting poison by smell when it is mixed into food or drink or applied to an object. If a poison has its own listed detection chance, add this 25% to that value.

Infravision
Ratlings have infravision to 60 feet.

Listening at Doors
Ratlings have a 2-in-6 chance to hear noises when listening at doors or similar barriers.

Prehensile Tail
A ratling may hold a single item weighing up to 50 coins in their tail. The tail cannot be used to attack, wield weapons, or manipulate fine objects such as keys or tools. A ratling cannot climb while holding an item in their tail, as it is required for balance.


Class Availability and Maximum Levels

Ratlings may advance in the following classes:

  • Acrobat up to 8th level

  • Assassin up to 7th level

  • Fighter up to 6th level

  • Illusionist up to 6th level

  • Thief up to 8th level

In campaigns using racial classes, the Ratling class represents a character who leans fully into these traits, emphasizing agility, awareness, and survival literacy over brute force or institutional authority.


Playing a Ratling

Ratlings excel in environments where information matters more than strength.

They thrive in cities, ruins, tunnels, and crowded spaces. Many are drawn into the shadow economies of mandala cities whether they intend to be or not. Ratling adventurers often begin as couriers, lookouts, fixers, or go-betweens long before they become dungeon delvers.

Ratlings rarely adventure for prophecy, doctrine, or legacy.

They adventure because it pays.
Because it is interesting.
Because standing still is more dangerous than moving.

They are not heroes by reputation.
They are survivors by design.


Racial Bonus Skill: Urban Instinct (Unique Skill)

What It Represents

An ingrained, cultural sense for:

  • Hidden movement in cities, ruins, and crowded spaces

  • Informal power structures and who truly controls an area

  • Street rhythms, patrol patterns, and neglected routes

  • When a place is about to turn dangerous

This is not criminal training. It is survival literacy in dense, stressed environments.

How It Works in Play

A Ratling character can:

  • Sense when they are being watched, followed, or subtly herded in urban terrain

  • Identify safe routes, bolt-holes, and neutral ground without asking

  • Recognize gang, guild, or informal territorial boundaries

  • Know which doors are watched and which are ignored

This does not replace Thief skills. It provides context, warning, and positioning, not precision.


Design Note for You as Referee

Ratlings are pressure indicators in the setting.
Where they are numerous, something is wrong:

  • Mandalas are failing

  • Jurisdictions overlap

  • Guild control is weakening

  • The Church is stretched thin

Ratlings do not cause decay.
They survive it.

Ratling Naming

Ratling Naming Conventions

Ratling names are functional, contextual, and flexible. Names are tools, not inheritances. A ratling may use several names over a lifetime, and different names in different districts.

Most ratlings possess:

  • a use-name for daily interaction

  • a nest-name known only to close kin

  • one or more earned names gained through survival, reputation, or misfortune

Official records rarely capture all of these, which suits ratlings just fine.


Structure of Ratling Names

Common Forms

  • Single given name

  • Given name + descriptor

  • Given name + place-name

  • Nickname replacing birth name entirely

Surnames are rare. Lineage matters less than proximity and reliability.

Examples:

  • Vesh

  • Tikka Under-Road

  • Krel of the South Drain

  • Mossbite


Birth Names (Nest-Names)

Nest-names are short, sharp, and easy to hiss or whisper in darkness. They are often two syllables or fewer.

These names are rarely shared with outsiders.

Male Nest-Names

  • Krel

  • Vesh

  • Rutt

  • Nisk

  • Tharn

  • Jek

  • Vor

  • Slink

  • Marr

  • Drek

Female Nest-Names

  • Tikka

  • Vira

  • Nesh

  • Palla

  • Sree

  • Kesh

  • Lira

  • Mott

  • Ressa

  • Yenn


Use-Names (Street Names)

Use-names are the names outsiders hear. They are often chosen deliberately to sound:

  • unthreatening

  • forgettable

  • ironic

  • mildly humorous

Ratlings know that names shape expectations.

Examples:

  • Softstep

  • Needle

  • Quiet-One

  • Little Vesh

  • Lantern-Tail

  • Corner Rat

Use-names change easily and without ceremony.


Earned Names

Earned names replace or overwrite earlier names. They mark survival.

A ratling may earn a name for:

  • escaping pursuit

  • betraying the wrong person and living

  • saving a broodmate

  • navigating a disaster

  • witnessing something no one else did

Earned names are often blunt or unpleasant.

Examples:

  • Blood-Nose

  • Last-Out

  • Smoke-Ear

  • Broken-Tooth

  • Floodrunner

  • Twelve-Stairs

Some ratlings accumulate multiple earned names. Others discard them if they draw too much attention.


Place-Based Names

Ratlings frequently identify themselves by where they belong, not who they descend from.

Examples:

  • Vesh of the East Culvert

  • Tikka Under Kalorand

  • Marr from the Old Baths

  • Sree of the Ash Market

These names change if the place becomes unsafe, destroyed, or claimed by others.


Naming and the Great Church

The Great Church dislikes ratling names.

Reasons:

  • Names change

  • Lineage is unclear

  • Shrine records become unreliable

  • Death rites cannot be tracked cleanly

As a result:

  • Ratlings are often misnamed in records

  • Burial rolls are incomplete

  • Many ratlings are “lost” to history even when they lived visibly

Ratlings consider this a feature, not a flaw.


Naming and Adventuring Ratlings

Adventuring ratlings often adopt stable names out of necessity.

Reasons include:

  • contracts

  • party trust

  • legal recognition

  • magical binding

  • burial identification

Even then, many keep a second name in reserve.

A ratling who uses only one name everywhere is either:

  • very young

  • very careful

  • or already dead and doesn’t know it yet


Tone Summary

Ratling names should feel:

  • short

  • adaptable

  • lived-in

  • slightly disposable

Names are what you answer to, not who you are.

If you want next, I can:

  • Tie ratling names to specific districts of Kalorand

  • Create ratling thieves’ cant equivalents

  • Define how ratlings name non-ratlings

  • Add Church record misnaming tables

Names

Ratling Naming Structure (Overview)

Name TypeWho Knows ItPurposeStability
Nest-NameBrood and close kin onlyIdentity within the nestStable
Use-NameOutsiders, daily lifeNavigation of societyFlexible
Earned NameAnyone who knows the deedMarks survival or reputationSemi-permanent
Place-NameLocals of a districtIndicates territory or originChanges with movement

Nest-Names (Birth Names)

Short, sharp, and whispered easily in darkness. Rarely shared with outsiders.

Male Nest-Names

d10Name
1Krel
2Vesh
3Rutt
4Nisk
5Tharn
6Jek
7Vor
8Slink
9Marr
10Drek

Female Nest-Names

d10Name
1Tikka
2Vira
3Nesh
4Palla
5Sree
6Kesh
7Lira
8Mott
9Ressa
10Yenn

Use-Names (Street Names)

Chosen names used with non-ratlings. Often ironic, misleading, or deliberately forgettable.

d12Use-Name
1Softstep
2Needle
3Quiet-One
4Little Vesh
5Lantern-Tail
6Corner Rat
7Quick-Paws
8Drip
9Half-Shadow
10Greycap
11Taps
12No-Name

Earned Names

Granted through survival, misfortune, or witness. These may replace earlier names.

d12Earned NameWhy It Was Earned
1Blood-NoseSurvived a beating or ambush
2Last-OutEscaped after others died
3Smoke-EarLived through a fire
4Broken-ToothWon a losing fight
5FloodrunnerEscaped rising water
6Twelve-StairsFell and lived
7Cold-TailEndured exposure
8Gate-CrosserSmuggled through a guarded point
9Lost-OneReturned after presumed dead
10Quiet-BiteKilled without raising alarm
11Scar-HandMaimed but survived
12Still-BreathLived when they should not have

Place-Based Names

Used to signal territory, familiarity, or allegiance rather than lineage.

d10Place-Name
1of the East Culvert
2Under Kalorand
3from the Old Baths
4of the Ash Market
5Beneath the Bell Quarter
6South Drain
7Under the Broken Bridge
8Low-Tunnel
9Near the Salt Locks
10From the Warm Pipes

Ratling Name Generator (Fast Use)

Roll once on each applicable table:

  • Nest-Name (private)

  • Use-Name (public)

  • Optional Earned Name

  • Optional Place-Name

Example Results

  • Tikka “Floodrunner” of the South Drain

  • Krel, called Softstep, Under Kalorand

  • Marr Last-Out