The Skarn

The Skarn, also known as Ratfolk, are humanoid rats. Shaped by their bestial nature, most ratfolk live only with their own kind, shunned by the other races. Originally a race that lived in the sewers and slums of the free cities, the skarn were elevated by the great Nurgle, and his patron Phil. Now the skarn swarm over the picked clean ruins of the free cities of the isles. Others remain beneath cities,spread across the world as cheap thugs and skillful thieves.

### Rat Kin

The Ratfolk look very much like the rodents that they were named for - they are covered in coarse fur, and they have perky ears and strong noses. Their fur comes in a variety of colors, such as greys, browns, yellows, blacks, and even some whites. They are short and thinly built, only reaching heights of 2.5 to 3 feet tall and weighing between 35-40 pounds. Their hands and feet are clawed, with three fingers and a thumb on each hand. Most of the Skarn are maimed or disfigured in some way, the result of their bizarre religious customs.

### Tribal Society

Most Skarn live in what could, at best, be called a chaotic tribal society. In truth, their social organisation is in constant flux, strong leaders are quickly betrayed and among those tribes that do hold together treachery is rampant. Ratfolk society is based primarily on the acquisition of ‘shinies’ to offer to their greedy and vindictive god, the ascended Nurgle. The scramble to aquire offerings builds to a peak in the weeks before Offering day, when the skarn proceed in a mad stampeed to their local temples and are judged, and punished, on their offerings. Often the punishments for inadequate gifts are death, dismemberment, or merely a light maiming. The givers of great gifts are given rewards of powerful artifacts, or a blessing of increased size and strength. The incredibly violent nature of Skarn society is compensated by their staggering birthrate, and the population of Ratfolk is steadily growing.

### Dread Pirates

The nimbleness, ingenuity, and sheer desperation to acquire ‘shinies’ of the Skarn has led them to the sea. This was already an inevitability given their island home, however they have taken to piracy with a skill that has surprised most sailors. While their ships are ramshackle and likely to sink in any significant weather, they have tossed aside safety and weaponry to devote their ships to pure speed. A Skarn schooner will outpace most other vessels on the water, at least for short stretches. When the ship catches their prey the Skarn show no consideration to life, either the fleeing ship’s crew or their own. The sheer desperation to provide a suitable gift for their god leads to a wave of Skarn that can overwhelm even experienced defenders. The sheer number of Ratfolk that squeeze themselves onto each of their vessels also helps.

### Thieves and Ruffians

When found outside of the Skarn Islands the ratfolk are most often involved in criminal enterprise. Their drive to acquire wealth no matter the cost coupled with their natural nimbleness and stealth make them exceptional thieves and pickpockets. If they are offered payment they will accomplish a given task with no hesitation, making them a favorite of the underworld for cheap, if not exceptionally skilled, thugs.

### Skarn Names

The Skarn often adopt names they think sound strong or menacing, although they don’t always understand the actual meaning of the words. The Names used are simple, usually one word, and are often repeated. There are no differences in names between female and male Skarn.

**Skarn Names.** Killer, Raider, Cimmerian, Till, Crack, Dredge, Vacuous, Lug, Duct, Brawl, Terrace, Scud

## Skarn Traits

Ratfolk share certain traits derived from their rodent ancestry.

**Ability Score Increase.** Your Dexterity Score increases by 2.

**Age.** Skarn generally reach adulthood at the age of 8 and can live 50-60 years, however most do not live that long, killed either by tribal conflicts or by Nurgle.

**Alignment.** Skarn tend towards the evil alignments, and almost all are chaotic.

**Size.** Ratfolk average slightly below 3 feet tall and weigh about 40 pounds. Your size is Small.

**Speed.** Your base walking speed is 25 feet. If your hands are free, you can walk on all fours with a speed of 30 feet.

**Keen Smell.** You have advantage on Wisdom (Perception) checks that rely on smell.

**Nimble.** You can move through the space of any creature that is of a size larger than yours.

**Darkvision.** As a naturally nocturnal creature, 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.

**Naturally Stealthy.** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

**Languages.** You can speak, read, and write Common and one other language of your choice.

## Subraces

Two subraces of Ratfolk are found in Aelwyd.

### Water Rats

These Skarn live on the islands and sail the waters searching for ‘shinies’, they have become very acclimated to life at sea. They also face regular combat when boarding ships to loot.

**Ability Score Increase.** Your Strength Score increases by 1.

**Natural Swimmer.** You have a swimming speed of 30ft.

**Pirate Training.** You are proficient with Scimitars, Shortbows, and Nets.

### Sewer Rats

These Skarn live in the underworld of the world’s cities, literally. Surrounded by filth they have become resistant to most of the diseases of the world, and their desperation has led them to filing their claws to razor sharp points, as swords are expensive.

**Ability** Score Increase. Your Constitution Score increases by 1.

**Claws.** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

**Living in Filth.** You have resistance to poison damage and advantage on saving throws against poison and disease.