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## Erina *"Here it is." The small librarian adjusted his spectacles with a paw and flipped open the book.* *"According to this..." his words trailed away, the spines that covered his body rustled in alarm, rising slightly. "Oh my."* *He carefully closed the book, not allowing the contents to be seen by his guest. Still looking shaken, he called quietly into the dimly lit passages of the underground warren turned library, "Can someone fetch Lore-Master Orrin please?*
The Hedgehogfolks, more properly known as the Erina, are usually solitary creatures, fond of exploring and managing their small territories to the best of their abilities, monitoring the ebb and flow of the seasons, the growth cycles of the plants and the movement of the animals. Through their contemplations and study of nature, they amass wisdom, which they guard with great care, only to be shared out with a trusted few or in times of dire need. Beyond their masterfully hidden libraries, they have very few interactions with the other races of the multiverses, preffering to remain hidden, observing the passage of the world from the shadows of obscurity. ### Gatherers of Knowledge Since the dawn of the wolrd, the Erina have been observers. They love to learn, not by interfering in the natural processes of the world, but by watching them cycle, repeat and vary time and time again. It is this trait that holds sway in the folktales of the other races. The ever wise Erina are little more than myth to most, but to the great scholars of the world, the scientists, mages and archeologists, the adventurers who value and gather knowledge, they are an invaluable and hidden ally. ### Remote Burrows and Great Log Piles Much like their more primitive cousins, the Erina like to settle in well insulated log piles, filled in with leaves and earth. These mounds, in the few cases where Erina form large settlements of libraries, grow to enormous size, often carefully managed and extended by the Erina themselves, aided by the beats of the wilds. Few ever get to see these remote outposts, and even those who do may not recognize them for the structures that they are. After all, a hill in the woods, with the odd buried tree trunk sticking out, is nothing out of the ordinary, until, that is, you find the concealed entrances and the maze of tunnels and chambers and the wealth of knowledge thought lost that lie beneath the inconspicuous surface. > ##### Keepers of Order and Knowledge > On the few occasions that they are recognized by common folk, the Erina are treated with utmost reverence. > > The folktales surrounding them tell of good, lawful beings that, while they may appear stern and disinterested, are kind and shrewd and wise. ### Erina Names The erina are given names at birth, which they keep throughout their lives. These names are extremely similar to the adult names of the elves. The erina do not change their names throughout life and do not have any sort of family or second name. Very occasionally, an erina who works in one of the libraryies may take the library name as a second name. ### Erina Traits Your erina character has an assortment of inborn abilities, part and parcel of erina nature. ***Ability Score Increase.*** Your Wisdom score increases by 2 and you Intelligence score increases by 1, to a maximum of 20. ***Age.*** Erina mature at the same rate to humans, but don't live as long. On average, they live about 70 years. ***Alignment.*** Most Erina are lawful good, seeking to learn from, understand and coexist with most other races. Their solitary nature occasionally leads to selfishness, or worse, the belief that nature should be protected from the other races by any means. ***Size.*** Erina stand between 3 and 4 feet tall and average about 50 pounds. Your size is small. ***Speed.*** Your base walking speed is 25 feet. ***Darkvision.*** Accustomed to life in underground burrows and foraging during the night, 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 Observant.*** You have proficiency in Wisdom (Perception). If you gain proficiency from another source, you instead gain expertise in Wisdom (Perception). You may also add you proficiency bonus to your passive Wisdom (Perception). ***Naturally Stealthy.*** You can attempt to hide even if you are obscured only by a creature that is at least one size larger than you. ***Defensive Spines.*** Your body is covered in defensive spines. When you take the dodge action, you curl up into a ball , spines erect. In addition to the benefits normally gained by performing the dodge action, any creature that makes a melee attack against you, including grapple attempts, suffer 1d4 piercing damage, even if they miss. ***Languages.*** You can speak, read and write Common, Sylvan and one extra language of your choice. They tend to learn languages associated with their primary field or race of study. \pagebreakNum ## Ratfolk *Shae's slender ears perked up in alarm, rotating this way and that. The guards were entering the building!* *Shae carefully lowered her slender paw into the bag, placing the stolen goods inside as quietly as she could. Wrapping her short claws around the neck of the bag, she leaped down from the stack of crates just as the beam of light from the guard's lantern swept over the area, landing lightly on her soft paws.* *Before the clumsy humans had a chance to find her, she dashed for the rear entrance, her small cloaked form blending into the darkness, she climbed over crates and squeezed between barrels.* *Slipping through the door into the the back alley, Shae paused to inspect her haul. It was less than she had hoped, but it would sell well on the black market. Smiling to herself, she slipped through a nearby grate and into the maze of sewer passages.*
Ratfolk are an ancient race of rodents that have lived in the wilderness and grasslands for as long as the grasses themselves have grown. Seeking little more than the security of their own communities and a plentiful supply of food, their societies tend to remain small and simple, often overlooked entirely by the larger folk. When their worlds do collide, the ratfolk tend to mimic their more primitive cousins, retreating to the hidden spaces, sewers and back alleys of humanoid settlements, from where they take what they want. This gives them a reputation for thievery and lawlessness that they well deserve, especially since they make for excellent thieves and spies. ### Descended from Wilderness The ratfolk are almost as widespread as their primitive cousins, the common rat. Just like the common rat, they can be found in any environment that offers sufficient shelter, preferably underground, and food. Forests, grasslands, plains, even swamps and marshes, can house ratfolk communities, although they'll rarely be seen by passers by. Adept in both stealth and survival, they scavenge from larger predators, steal from goblin encampments and occasionally hide small farms between the trees So long as they keep their tracks covered, they are safe from repercussions. ### Sewer Dwellers When they do settle among other races, they prefer to stay out of the limelight, maintaining their communities in the dark, hidden spaces made by the larger settlement. These groups often live or spend time in the sewers and aqueducts or, if any ruins exist under the town, in the forgotten tunnels of whoever lived here before. Sheltered in the dark depths of the earth, as they like to be, they will just as likely steal what they need from the larger folk as buy it. \columnbreak > ##### Talking Vermin > Just as rats are often seen as vermin, so are ratfolk. > > Their disregard of laws, love of dark spaces and tendency to steal from the other races in a settlement all contribute to their unfavorable image. > > The situation is further exacerbated by the high rates of ratfolk in criminal organizations, itself a result of their sneaky reputation. ### Ratfolk Names Ratfolk earn their names over the course of their childhoods. These names tend to reflect their notable characteristics, feats and actions and are not devidid in any way between the age or gender of the individual. These names tend to differ significantly between the Sewer Dweller and Wilderness Dweller Populations. **Sewer Dweller Names:** Basher, One-Paw, Ripper, Shadow, Shanker, Short-Tail, Snatcher, Stalker, Taker, White-Eye **Wilderness Dweller Names:** Ber, Djet, Ennet, Half-Ear, Long-Tail, Nife, Popi, Sayva, Seeker, White-Fur ### Ratfolk Traits Your Ratfolk character has an assortment of inborn abilities, part and parcel of being a ratfolk. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Ratfolk mature extremely quickly, reaching maturity in as little as 3 or 4 years, but they also don't live very long. On average, they live about 30 years. ***Alignment.*** Most ratfolk are true neutral, serving only themselves and their own interests. ***Size.*** Ratfolk stand between 3 and 4 feet and average about 40 pounds. Your size is small. ***Speed.*** Your base walking speed is 25 feet. You also have an innate climbing speed of 35 feet. ***Darkvision.*** Accustomed to life in underground burrows and foraging during the night, 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 if 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 extra language of your choice. Ratfolk typically learn the languages of other peoples they live near, often burrowing words or phrases to create their own lingo that is indecipherable to others. ***Subrace.*** Two main subraces of ratfolk populate the worlds of D&D: sewer dwellers and wilderness dwellers. Choose one of these subraces. \pagebreakNum #### Sewer Dweller Sewer dwellers are larger and more powerfully built than their wild counterparts, but just as they are stronger, they are also better at hiding among the shallows and alleys of civilization. ***Ability Score Increase.*** Your Strength score increases by 1. ***Extremely Stealthy.*** You gain proficiency in Dexterity (Stealth). ***Ratfolk Resilience.*** You have advantage on saving throws against poison and you are resistant to poison damage. #### Wilderness Dweller Wilderness dwellers are familiar with the ebb and flow of the seasons, the growth of the plants and the roaming of the animals. While less capable in a straight up brawl, they are far better equipped to survive in the wilds. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***One with Nature.*** You gain proficiency in Wisdom (Survival) and Intelligence (Nature). ***Speak with Small Beasts.*** Through sounds and gestures, you can communicate simple ideas with small or smaller beasts. \pagebreakNum ## Height and Weight Vou can decide your character's height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character's ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy. If you want to, you can roll randomly for your character's height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character's extra height (in inches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight (in pounds) beyond the base weight. ##### Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier | |:-----:|:---:|:---:|:---:|:---:| | Erina | 2'11" | +2d4 | 35 lb. | x (1d4) lb. | | Ratfolk | 2'11" | +2d4 | 35 lb. | x 1 lb. | \columnbreak ## Racial Feats In a game where the DM allows the use of feats, these additional, race-specific feats can be used to further explore your race. A racial feat represents either a deepening connection to your race’s culture or a physical transformation that brings you closer to an aspect of your race’s lineage. ##### Racial Feats | Race | Feat | |:---:|:-----------:| | Erina | Squat Nimbleness | | Erina | Prodigy | | Ratfolk | Squat Nimbleness | | Ratfolk (Sewer Dweller) | Inherited Immunity | | Ratfolk (Wilderness Dweller) | Natural Gatherers | ### Inherited Immunity Generations of living in disease-rich environments, the sewers and back alleys of larger settlements, have granted you increased resistances to diseases. You gain the following benefits: - Increase you Constitution score by 1, to a maximum of 20. - You are resistant to poison damage and have advantage on saving throws against being poisoned. - You are immune to disease. ### Natural Gatherers Your ancestors have been living in and gathering food from the wilds since before they differentiated from rats. You gain the following benefits: - You gain Expertise in Intelligence (Nature) and Wisdom (Survival). - If you spend a day traveling through a rich natural environment, such as a forest or plains, you gather nearby food and water as you travel, as if you had been foraging. If you actively spend time foraging, you find twice as much food as you normally would. - You are resistant to poison damage. ### Prodigy *See page 75 of Xanathar's Guide to Everything.* ### Squat Nimbleness *See page 75 of Xanathar's Guide to Everything.*