For a time, the Ratmen prospered thanks to their diligent work and the region’s rich natural resources, and soon their society grew prosperous. Within their massive cities, they organised themselves into many guilds, each specialised in providing different benefits for their society, and their cities were ruled by commissions made up of the heads of the city’s key guilds. Yet, as Tyria continued to recover from the Havoc Wars, the Ratmen’s lands fell under increasing pressure from their various neighbours, who sought to reclaim it and forced the Ratmen to endure constant sieges and warfare in order to defend their home. 

The opening of the Rift was the fatal blow to their former society. The rift tore through several cities, destroying their walls, while the forces of Havoc rallied in the north. Panic spread and soon, and the various Guilds were fighting among themselves. 

Just as the forces of Havoc approached their lands, and all hope was lost, a miracle happened. A godly figure of a female rat appeared in the sky and struck down their enemies’ army. The remaining Rats renounced their quarrels and reunited to fight in the name of their mysterious new Goddess, creating a cult in her name that now occupies every corner of their society. Her disciples whisper in the ears of the guild masters, and while many see her as a saviour, others view her as a threat to their still delicate positions. 

How will you serve the Guilds and God-Mother?

History

Humble Beginnings

As Humans started expanding their cities, a large sewer system was built underneath them. Large rats and eventually Ratmen began to appear in these sewers over time, becoming particularly numerous around the time of the Havoc Wars. None, even the Ratmen, are certain of their origins; some suspect that it may have to do with wizards experimenting with ancient ogre alchemical techniques to create Giants, others that powerful magic unleashed by the conflict itself caused these changes, while some believe that the Ratmen were dormant beneath the Earth much like the Saurians, only to be awoken by the conflict.

Unwelcome

Soon after emerging from the sewers, humans discovered them. The Humans believed that they were tainted vermin or mutants and banished them from their cities. The Ratmen sought shelter with other factions, but nobody welcomed them, seeing them as monsters. Ratmen resorted to thievery to survive undetected.

A New Home

Unable to find a welcoming territory, Ratmen ended up settling the deserted stretch of land between Human settlements and the Havoc forces, which had been particularly devastated during the Havoc Wars. Thanks to their fast reproduction cycle and resourcefulness, their population increased rapidly and soon they were able to populate this previously barren stretch of land.

Castle-Cities

The Ratmen’s little settlements turned into enormous fortress cities, meant to withstand attacks from all sides. They soon grew into a powerful and noble society, rich and prosperous. Within these massive cities, they organised themselves into many guilds, each specialising in providing different benefits for their society.

The Commission

The heads of each guild come together to form the Commission, which is the governing body that ensures that everyone is working together.

The Rift

The opening of the great Rift brought a great deal of destruction to their people, while Havoc forces began to rally once more, posing a greater threat than the Ratmen had ever based before. Surrounded by enemies, the constant barrage of attacks slowly withered down this great society until it was almost at the brink of collapse.

Guild Wars

The Ratmen retreated into their cities, but as resources became scarce and some feared that Havoc’s victory was inevitable, rivalries within the Guilds began to tear their society apart. Eventually, the Guilds began fighting openly with each other, waging an all out war while Havoc raiders roved through their lands.

Divine Intervention

Just as the enemy reached the walls of the capital city and all seemed lost, the glowing figure of a female rat appeared in the night sky and cast a powerful spell. A toxic storm erupted, dispersing the Havoc army without damaging the city walls. No one ever saw the glowing figure again, but she remains known as Mother Rat.

Cult of Mother Rat

After this event, the Guilds set aside their differences and reunited, while many rats came together to form a cult for this mysterious goddess. Her disciples now whisper in the ears of the Guild masters, with some seeing her as a threat, whilst others see her as their saviour.

Timeline

  • 322 BR - Ratmen First Appear Below Capital
  • 192 BR - Havoc Wars Reveal Scale of Ratman Population
  • 168 BR - Ratmen Settle Territories most Devastated by Havoc Wars
  • 32 AR - Guild Wars Begin
  • 43 AR - The Miracle of the God-Mother

Society

The Ratmen have learnt to prosper in what was once a devastated wasteland. The rocky hills are punctuated by dense forests of new growth trees clumped around small lakes and meandering rivers. The Ratmen’s cities overlook the landscape, taller than the surrounding hills. Ratmen have established an extensive network of tunnels and waterways that connect the cities, but it is very discrete and a foreigner venturing there would not easily find any trace of a road or walkable path.

The fortified cities are vast conglomerates of towers. Stonework and wooden beams are used extensively to form a labyrinth of streets, plazas, and walkways. Statues, temples, markets, and fountains are everywhere. The insides are labyrinthine and constantly expanding. Ratmen often live in large extended family units.

Ratmen Guilds

Ratmen society is organised into professional guilds. The most prominent of these Guilds are the Warriors' Guild, the Engineers' Guild, the Priests' Guild, the Assassins' Guild, and the Administrator's Guild. A Ratman’s guild is their first allegiance after their species as a whole. Each guild has representatives to the Commission, an overseeing body that arbitrates conflicts between guilds. Guild politics are complex and can often lead to small-scale violent conflict. Due to the trauma of the Guild Wars, the Commission can rely on popular support when it has to intervene before hostilities get out of hand.

Uncertain Faith

Ratmen have been split on the subject of the God-Mother, also known as Mother Rat. Most of them see her as a kind of patron saint, holding festivities every year and wearing little talismans in her effigy. Despite this devotion, Ratmen culture remains divided by religion.

Many Ratmen refer to themselves as ‘a people without gods’, believing that they were born by accident. The most ardent of them believe that the God-Mother’s intervention was merely a fluke or a lucky break.

Numerous others have taken to worshipping the God-Mother; they preach and try to convert anyone who will listen and are often seen as strange. Some accuse them of having a hidden agenda, seeking to undermine the Guilds in order to create a society united under the God-Mother.

Many Shapes and Sizes

Not all Ratmen are the same size. There are smaller Ratmen, who are mostly treated the same and have a similar level of intelligence. There are also rats that have remained animals, reaching a level of intelligence comparable to that of a great ape, and are valued as pets and sometimes used in war. They also tolerate regular rats, who have learned to respect food and hygiene. It has been said that Ratmen use messenger rats to communicate with spies within enemy cities or across army lines.

Ratmen have also learned to use and modify the magic runoff from Alchemical experiments in the old human cities. They have created a serum which can be used to augment both Ratmen and pet animals like ferrets and foxes for use in war and labour. This is not done in a coercive way; Ratmen volunteer, and animals are highly valued and cared for.

A Buffer State

Given the Ratmen's position at the edge of Human territory, they act as a buffer state and constantly have to defend themselves against incursions. So far, they have been successful at driving back raiders and invaders, but they are constantly under tension. This has led them to develop a strong sense of solidarity towards each other. Some Ratmen choose to leave the Fortress Cities and join their wandering brethren, the little communities that never settled and live itinerant lives among other species. They maintain strong ties to the cities and constantly relay information to them.

Many species are starting to view Ratmen with greater respect after seeing them struggle and triumph against all odds. Ratmen have been known to found small quarters in cosmopolitan cities, and their craftsmen are sought after. A few wizards have started accepting Ratmen as apprentices, trading their magical knowledge for the Ratman’s alchemical knowledge. In neighbouring areas especially, people welcome them to their markets and sometimes celebrate Ratmen festivals as well.

The Rift

The Opening of the Rift was devastating for the Ratmen who had only begun to establish their cities in the wake of the Havoc War. The disasters drove many Ratmen to flee for the safety of their cities as fields were destroyed and Daemons rampaged towards the north and Havoc Warriors, inspired by the newfound freedom of their gods raided with increasing intensity. 

Many Ratmen remember this time as the Tumultuous Withdrawal; where they came to rely more and more on their fortifications in order to defend their homes, and were often forced to flee from the surrounding fields. This also resulted in shortages of food and goods which required strict rationing and often resulted in conflict as families faced starvation. Only the appearance of the God-Mother, some years later, would finally see their fortunes turn.

The Great Rift still makes parts of the Ratman’s territory, at once serving as an obstacle to travel, lingering threat, and a reminder of the God-Mother’s mercy as through her blessings, they have managed to regain their footing once more.

Language

The Ratmen language is generally believed to have been heavily influenced by the Humans above, emulating some of the sounds without fully understanding them while adding in a distinctive squeeking and short, highly distinct syllables that came naturally to them. The various dialects of Ratmen only became standardised as they settled into their new home and began to rebuild it, resulting in a language born out of several dialects which even today can very somewhat between different fortress cities.

Similar to many urban Human cultures in the old Empire, Ratmen have a personal name and a surname passed down through families. Male personal names generally end with a consonant while female tend to end with a vowel. Surnames are often three syllables long, while personal names are usually just two.

Example Names

[Eipva] [Latinec] - [Personal name] [Surname]

Male Names

  • Quipried Peikakip
  • Letnip Veikasip
  • Bricnip Teibacrit

Female Names

  • Eipva Latinec
  • Tibtha Veikareig
  • Micsie Britanec

Note that characters are usually referred to by their personal name (in italics).

Trivia

Notable Characters

  • Captain Kedseit Teibanec (The Last Tear) – A young, white haired Ratman descended from one of the great heroes of Brec, who dreams of performing heroic deeds and daring stunts.
  • Brother Vacnip Hepalit (The Last Tear) – A Ratman Priest who desires nothing more than to help the God-Mother’s designs come to fruition, one which he believes involves him personally.

Proverbs

  • We emerged from sewers; now we look down from citadels.
  • Who has one hundred foes needs one thousand friends.
  • Break our blades and we’ll scratch! Break our hands and we’ll bite! Break our teeth and we’ll strangle you with our tails!
  • The God-Mother brings purpose to the multitude; her words guides our many hearts and hands.
  • There’s always a bigger rat.

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