...Gods, it really bugs me when this thread goes silent. Anyway, long story short, there was a ratfolk culture thread on 4chan's /tg/ board, and it actually helped me work out a lot of details for the Quietus' Ratfolk. Can anyone think of any details I'm missing here and really need to address?
* Visually inspired by "Clan Sniek", that infamous furry-made female skaven rogue clan.
* Live on the Isle of Catastrophe, in the middle of the Sea of Destruction. It's a place that can be best described as "Australia and the Mournland had a bastard child that was then used as a dumping ground by the Nazis of Wolfenstein before styling itself after Mad Max".
* They evolves from rats that scavenged in the arcane junkyards and toxic spell dumps of the hobgoblins.
* They hate the hobgoblins, because the hobgobs tried to enslave them.
* Anarchistic scavenger-punk visual & cultural motif.
* Don't take orders well; make great friends, but lousy followers.
* Cheerfully scavenge and reverse-engineer their magitek from hobgoblin magitek.
* General magitek aesthetic is "crazy but effective"; Mad Maxian or Fallout inspired.
* Energy & chemical weaponry is their favorite stuff. Plasma-casters, bile-rifles, flame-pistols, toxin-spewers, If it burns, freezes, melts, poisons or electrocutes somebody, they like it.
>What are their key ideologies?
"Freedom is the right of all beings."
"Do what thou wilt, if it harm none."
"Respect is earned, not given."
"The strong survive, the weak die."
>What kind of family units do they have?
Haven't really decided yet. I'm kind of leaning towards a gender-enforced polygynous structure, or at least the use of communal child-rearing. Not sure if either seed works...
For what its worth, their hobgoblin nemeses practice state-controlled reproduction; they don't get to breed until they're a certain rank, and then there's a council that selects a worthy mate. They stick together until they produce children, and then their fate after that depends on how much the two like each other, and respective influence. Higher ranked hobgobs have more freedom, with some basically having harems or revolving doors of baby-making-buddies.
>Do they have any kind of talent for magic?
Yes. They display strong talents for Sorcery (Wild Magic, Shadow Magic, Storm Magic, Divine Soul) and Teknomancy (Artificer class), some talents for Wizardry (Evocation, Illusion and Bladesinging), and a rare talent for psionics.
>How do they generally feel about races apart from hobgoblins?
Humans - Strong allies, they like humans, even if they think their rules can be kind of stuffy. They also think humans make neat lovers, and can breed true with each other.
Cogsoul Gnomes - They admire the gnomish way with teknomancy, and find they actually have a crazy streak that they really like. They enjoy talking shop with them.
Wildheart Gnomes - Far less interesting than the cogsouls are, and that "protect nature!" schtick of theirs is boring. Still, they're not at open war with each other.
Haffuns (Bunnyfolk) - They're fun to tease, but they respect their skill with rifles, and the two races have a certain empathy for each other. They can even interbreed; such unions usually produce either ratfolk or haffun children in a litter, but a small number of such unions do produce "kangaroo ratfolk" hybrids, which are true-breeding in turn.
Deathtouched - As far as the ratfolk are concerned, these are just extra-exotic humans.
Hutaakans (Jackalfolk) - The only race other than hobgoblins that the ratfolk hate, as a general rule. They're slavers and tyrants who won't even let the dead rest in peace... and the ratfolk normally don't even care about necromancy.
Gnolls - They sympathize with them deeply, and whilst the sheer distance keeps the two races apart, ratfolk who travel to the Dark Continent almost invariably get involved in the gnolls' underground rebellion.
Sun Elves - They think the jungle-dwelling elven amazons are crazy yet awesome. They respect their warrior prowess and their passionate natures, and are gobsmacked by the sheer feral ferocity they can exhibit.
Moon Elves - On the one hand, they admire the mysterious technologies of the lunar-dwelling elves, when they actually get to see it. On the other hand, they're so boring with how they mope and sigh and mourn themselves as dead. Makes the average ratfolk want to slap them and point out that they're still alive.
>If they're bad at following orders, how do they typically decide what to do?
To be more precise, ratfolk will follow a person they respect, but blind obedience is not their thing. You just order a ratfolk to do something, they'll tell you where to shove it.
To earn respect, you gotta show you know your stuff. Given that ratfolk are perhaps the least civilized of the major races, that tends to boil down to stunts and duels - most ritualized posturing, but actual fights to earn command are a fact of life.
That said, trust is a Major Virtue, so once respect is earned, ratfolk usually work together quite seamlessly. There's not the constant backstabbing treachery that you'd see in Skaven, nor the endless jockeying for position you'd see in Orcs.
Still, ratfolk "society" is mostly a loose coalition of roving gangs, united by a common racial enemy. It's anyone's guess at this stage what'll happen to them if the hobgoblins disappear and stop giving them something to unite against. But, hey, the Republic IS naturalizing a growing population of ratfolk, and whilst they always display an individualistic streak, they actually make very good citizens. So long as you keep them away from the head-up-their-arse blueblood types.
>What sort of behaviors are taboo or reprehensible to them?
Betrayal of kin, murdering children, and slavery are pretty much universal taboos. Otherwise, it tends to be matter of "gang culture". One band may shun the use of drugs, another may embrace them as a spiritual tool.
>How are aberrant individuals dealt with?
It depends in part on just how abhorrent the aberrant individual's behavior is. Most petty criminal types are just given a thorough drubbing from their fellows to "encourage" them to straighten out, or ultimately booted out of their gang-pack and forced away to survive if that doesn't work or isn't an option for some reason. More serious crimes are typically punished with scarification (to let other ratfolk know that this one is unwholesome in some way) followed by exile, or death.
It really depends a lot on what they did and the attitude of their gang-pack.
>How do they organize militarily?
Most skaven gang-packs are basically guerrilla warbands, fighting against hobgoblins, monsters or even each other for survival on a daily basis. When grander operations are planned, "bosses" try to coax or command other gang-packs into following their lead.
Basically... they're pretty much either guerrilla warriors or an anarchic horde.
>What sort of cuisine do they enjoy?
Ratfolk are omnivores, and will eat just about anything. Meat is particularly savored, but the race mostly tends to hunt and forage or tend small gardens/orchards. Leafy greens, root vegetables, nuts, berries and fruit make up a significant portion of their diets. They have a tendency towards sweet tooths, and those ratfolk who can access them are crazy for sweet-breads or pastries.
> Are they susceptible to any particular illnesses or ailments?
No; growing up in toxic waste dumps has made them particularly resilient to poison and disease. They can act as carriers for certain arcane plagues, but generally speaking, they shrug off anything nature throws at them in terms of disease.
> Do they have any unique slang or speech patterns?
I... couldn't answer that off the top of my head. I don't really have any ideas for languages. I'm thinking maybe borrowing some quirks from the skaven language, but I don't know about that.
> What manner of drugs are they prone to using?
Arcane drugs distilled from various mutant fungi or alchemical leakage - that is, repurposed toxic waste. These are most commonly inhaled chemical fumes or ingested serums; injections are uncommon, and dried/crystaline drugs are even less common. "Recreational" drugs are typically narcotics, hallucinogens or depressants.
> Is there anything in particular that tends to frighten them?
Loneliness. Like real rats, they're a naturally social species, so whilst they understand and even like privacy, sustained seclusion from others is really grating to them, and suffering from panic attacks when left alone is an uncommon but prominent mental illness.
>How much do they they need to eat or sleep?
Ratfolk metabolisms is definitely higher than humans. They need about a third to a half as much food again as a human on a daily basis for optimum health, and they burn off excess weight quickly. Their sleeping habits are roughly the same as humans, but they tend to take short "rat naps" rather than sleep all in eight hours - though this is more environmental than biological.
>How quickly or completely do they heal from injury?
They heal much faster from injuries, and they're surprisingly hardy. A ratfolk that isn't killed clean or bleeds out will usually recover quite well. Ratfolk also take surprisingly well to biological or even clockwork transplants.
>What is their lifespan and growth rate?
Their lifespan is more or less human-like - averaging about 70 years, but there are arcane ways of supplementing that.
Their growth-rate is... complicated. Ratfolk have a comparatively short "infant" segment to their lifecycle compared to humans; within about 5-6 months, ratfolk infants are moving about on all fours, seemingly indistinguishable from giant rats. By the age of 3, they have the functionality of a 5-year-old child. By 15, they're a physically mature adult, and will stay that way for most of their lives; it's only in the last ten years or so of life that age seems to catch up to ratfolk, leading to them collapsing virtually overnight.
>How quickly do they bear children and how many?
Ratfolk breed quite quickly - a healthy female can have a litter every six months - but their polluted blood leads to an extremely high infant mortality rate. Whilst a typical ratfolk litter is about four to sixteen, the majority of those will either be stillborn or will die within their first three days of life; a typical litter in proper tends to end up as only 1-3 living ratfolk pups.
This is a marked contrast to haffuns, who breed at more or less the same rate, but usually produce litters of 2-6 living young.