TEXT: MOUSEFOLK
  OBSCURED IN THE THICK UNDERBRUSH 
  of the forest, every muscle in Moira’s body was 
  screaming. She had been crouched, completely 
  still, for half a day, waiting for her quarry to 
  emerge from its den. Thick mud clumped and 
  matted her dark fur, insulating her from the high 
  sun. 
  sun. Her large round ears twitched, focusing on 
  a faint scratching coming from the cave. Her 
  prey was awake. Moira drew her bow and deftly 
  nocked an arrow without a sound. She waited. 
  Soon the mighty owlbear lumbered out of the 
  cave. A dry summer had forced it closer to 
  civilization, and it had begun preying on trade 
  caravans. Moira took aim, and let ﬂy her arrow. 
  The Barbed Trail would be safe to travel once 
  more.
  The life of the Mousefolk is one spent close to
  the ground. With no great empires or
  kingdoms to call home, the Mousefolk spend
  their lives carving a place for themselves in the
  cities of the larger races or in the untamed 
  wilds. They form tight-knit communities where
  every member is expected to contribute to the
  success of the whole. Some Mousefolk study
  a trade skill to support their families, while 
  others use their natural agility and intellect
  for contract services. 
  FURRY AND NIMBLE
  Reaching a little over 2 feet tall, the Mousefolk 
  often go unnoticed in their day to day activities. 
  Their diminutive stature and quiet demeanor 
  make the Mousefolk inoﬀensive to most, 
  granting a certain detachment from the major 
  conﬂicts and strife of the age. Their fast 
  metabolisms and qui
  metabolisms and quick feet give the Mousefolk 
  a slender build, usually weighing between 20-30 
  pounds.
   
  Mousefolk fur color ranges from white to tan
  to brown or black, with various patterns passed
  through heredity. They take care to groom
  and clean their fur, as it represents their family 
  and communit
  and community. A Mousefolk’s eye color is either 
  red or black. Mousefolk like to wear comfortable 
  dark colored clothes that allow for discretion and
  a wide range of movement.
   
  The concept of personal wealth or glory 
  doesn’t pervade through Mousefolk culture, most 
  actions taken are for the good of the community 
  rather than the s
  rather than the self. Any wealth or resources 
  gained are utilized for the betterment of the 
  group. Some Mousefolk, however, use their 
  natural abilities for personal gain. These 
  individuals tend to be outcasts or black sheep of 
  the clans. 
  
  HOME AND HEARTH 
  The Mousefolk are a resourceful and tenacious 
  race. Mousefolk settlements can be found in 
  the most unlikely and inhospitable of places. 
  They tend to build homes in the dark shadows 
  and forgotten corners of the world, such as city 
  slums, deep forests, scorching deserts, arctic 
  tundras, or port cities in exotic lands. The 
  Mousefolk aren't typically farmers, instead 
  preferring hunting, trade, and craft to meet 
  their needs. Mousefolk caravans are not an 
  easy target for bandits, guarded by skilled 
  archers within and a bristling wall of oak and 
  steel without. 
  Mousefolk families extend beyond blood 
  ties, an individual's entire community is 
  treated as kin. Mousefolk settlers will seek out 
  other colonies, and new warrens will arise 
  within close proximity to each other. These 
  communities will eventually grow and merge, 
  the members of each becoming kin to the other. 
  ARTISANS AND ADVENTURERS 
  The Mousefolk have a deep love of art, literature, 
  song, and craft, and will often spend a lifetime 
  perfecting their trade. True masterworks are 
  rarely seen by the outside world, instead they 
  are preserved and passed through the 
  generations. To be a keeper of lore and heritage 
  is among the highest honors and greatest 
  responsibilities in Mousefolk culture. 
  The Mousefolk who do not end up learning a 
  trade will often put their skills to use pursuing 
  VIRTUOUS AND HEADSTRONG 
  Despite their generally flighty appearance, mousefolk are 
  a very honorable people. They believe strongly in personal 
  honor, less so in the idea that the actions of others can 
  impugn that honor. When a mousefolk makes a mistake, 
  especially one that causes harm to others, they will work 
  hard and at long lengths to correct that mistake. 
  esoteric knowledge, training as defenders, 
  spiritual leaders, rangers, covert agents, or they 
  might even travel the world as an 
  adventurer-for-hire. 
  MousEFOLK NAMES 
  When a Mousefolk is old enough to read, they 
  are taken by an elder to the clan's archives to 
  study the lore and histories of their people. After 
  several years, the individual is allowed to pick 
  their own name, either adopting the name of a 
  past hero, or inventing a new name for 
  themselves. 
  Male Names: Aengus, Ashwin, Aynselle, Boris, 
  Byrnstan, Celanawe, Colin, Demitri, Elric, 
  Esegar, Finn, Gregory, Joseph, Luke, Martin, 
  Matthias, Mattimeo, Odric, Seyth, Thom, 
  Wald win 
  Female Names: Baeylie, Caley, Clove, Daewn, 
  Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel, 
  Millicent, Moira, Nola, Rona, Rosalee, Sayble, 
  Serra, Sylvia, Veira 
  Historical Names: Abershaw, Bluebell, Dalgill, 
  Faolan, Garrow, Gamilon, Grimwold, Hannidy, 
  Larkin, Sloan, Taryn, Tenny, Tinble, Toller, 
  Vidar, Walmond 
  
  MousEFOLK TRAITS 
  Your Mousefolk character has a number of traits 
  in common with all other Mousefolk. 
  Ability Score Increase. Your Dexterity score 
  increases by 2. 
  Age. A Mousefolk reaches adulthood at the 
  age of 5 and lives to be about 40 years old. 
  Alignment. Most Mousefolk are neutral, and 
  tend towards good. They try to keep the 
  conflicts of the other races at arm's length, but 
  display remarkable ferocity when their friends, 
  families, or communities are threatened. A 
  reverence for nature and life is close to the 
  heart of Mousefolk, and they are loath to take 
  a life if it can be avoided. They prefer to live quiet 
  and unassuming lives, giving honest work for 
  honest pay. 
  Size. Mousefolk grow between 2 and 2 1/2 
  feet tall and weigh about 25 pounds. Your size is 
  Small. 
  Speed. Your base walking speed is 25 feet. 
  Keen Senses. You have proficiency in the 
  Perception skill. 
  Mousefolk Weapon Training. You have 
  proficiency with the rapier, shortsword, shortbow, 
  and handaxe. 
  Nimble Dodge. When attacked by an Attack of 
  Opportunity, you may use your reaction to impose 
  disadvantage on that attack. 
  Languages. You can speak, read, and write 
  Common and Squeak Speak. Mousefolk place 
  great value on the written accounts of their 
  legends and histories, and encourage everyone 
  to keep journals and records of their deeds. 
  Almost all Mousefolk speak Common to 
  converse with the people on whose lands they 
  dwell or through which they are traveling. 
  Subrace. The two main kinds of Mousefolk, 
  Softpaw and Meadowgard, are more like closely 
  related families than true subraces. Choose one 
  of these subraces. 
  SoFTPAW 
  As a Softpaw Mousefolk, you avoid the dangers 
  of the untamed wilds for the security of 
  civilization. Your bookish nature gives you an 
  edge in the arcane studies and a knack for 
  trade skills and craft. The mark of the Softpaw 
  is a seal of the utmost quality. A Softpaw's 
  natural dexterity and keen intellect make them 
  desirable contract thieves and infiltrators. 
  Ability Score Increase. Your Intelligence 
  score increases by 1. 
  Artistry. You gain proficiency with one type 
  of artisan's tools or one musical instrument 
  Squirm. You can move through tiny sized 
  spaces as if you were tiny size. 
  MEADOWGARD 
  As a Meadowgard Mousefolk, you make your 
  living in the wilds. You have keen senses, deep 
  intuition, and a connection with nature that few 
  other races can boast. The Meadowgard stand 
  staunchly at the edge of civilization, knowing 
  that their eyes are the first alarm and their body 
  and blade are the last bulwark of countless 
  others. They have an unwavering sense of duty 
  and a lifetime of experience which keeps them 
  sharp against the dangers of the world. With an 
  Eider's blessing some Meadowgard leave the 
  service of their clans to travel the world and 
  record their journeys. 
  Ability Score Increase. Your Wisdom score 
  increases by 1. 
  Brave. You have advantage on saving throws 
  against being frightened. 
  Speak With Small Beasts. Through sounds 
  and gestures, you can communicate simple 
  ideas with Small or smaller beasts. 
  
  ART CREDITS IN ORDER OF APPEARANCE
  “A MOUSE GUARD” BY CHICHAPIE
  UNTITLED FOREST BY J. DICKENSON
  “森の家” BY MARY
  “LEGENDS OF THE GUARD” BY DAVID PETERSON
  “LEGENDS OF THE GUARD #4” BY RYAN LANG
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Mousefolk.pdf