Rayan Demon Arc: Corruption of Champions

Lisianthus

KitKat
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Looking for partners
Posting Speed
  1. One post per week
  2. Slow As Molasses
Online Availability
It honestly depends. I have quite a busy schedule. I shall try my best to be around whenever and wherever I can though.
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Female
Genres
I would like to dabble on all genres but my favourites are definitely Historical, Medieval, fantasy and Magical.
CU


Character Guideline
Please be sure to read through everything before you make your character. (Or at least, information pertaining to your character.),

2) We encourage you to stick to our playable races list, since we did work hard on it.

But if you'd like to have any other, approval is needed. Don't be afraid to ask though, we don't usually reject.

3) Gods, Demons, Dragons and Angelic characters will be denied.

4) OP powers will be nerfed. Though it will be discussed with you.

5) Please read through our magic system to know how magic works in this land.

6) Please be thorough when writing about your magic in your CS.

7) All characters must be approved before you are allowed to join our roleplay.


CS Skeleton
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Basic

NAME
<< NICKNAME>>
Age || Sex
Species or Race
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Appearance
Height || Weight
Skin Tone || Eye Colour
Description: Hair colour, Features, Style of clothing.
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Attitude
Personality, Quirks And Habits, Likes and Dislikes, Hobbies, e.t.c

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Background
Family Background -

Run down of family history
Childhood -
Character's Childhood


Teens -
Teen Years

Current -
Where she's at, currently.

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Life (Roleplay World)
Physical Abilities



Magical Abilities

Weapons/tools



 
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Hawthorne
Male | 29 | Human
Blacksmith | Sword for Hire


Julian Windlass

  • Appearance
    For a human, Julian is slightly above average in height and weight, standing at 5'11" and 172 lbs. With the work and training that he does, his body has turned itself into one taut with muscle. His shoulders are broad, jaw sharp, and his neck has thickened considerably since his teenage years. Obviously, he is not the size of an Orc, but he is a noticeable human to pick out from a crowd. If someone were to approach him, however, they will be met with a charming smile and easy-going eyes. Julian is not an intimidating person, by any means, and takes great care to have a smile plastered on his face almost at all times. His bright blue eyes are warm, inviting whatever conversation someone may have to include him in. To be honest, he is quite the handsome man. His thick brown hair touches just the tops of his shoulders, curling outwards on its own accord. He takes great care to keep his beard the way he likes, not ever letting it grow to encompass his whole face, or he just keeps it shaved. And while not a rich human, his clothing is well taken care of. Predominately he wears loose white blouses and sturdy breeches, covering himself with his leather and gold-inlaid armor only when needing its protection. The armor was made for him specifically, and it fits beautifully. His armor has gold detailing, sure, but it is made with functionality in mind. There are three zipper-like compartments that align with his ribcage on either side of him, along with belts that wrap around his waist and shoulders. The bracers and boots that he wears are made in a similar design, as well as the sheath for his sword.

    Personality
    The core traits of humanity are traits that one would not describe Julian as, once they got to know him. The man is selfless to a fault, always willing to give his hard-earned money to those that need it more, to lessen prices after hearing a particularly sad story (made-up or not), and never seems to complain about himself. Julien is also quite talkative, just not about important things. He does not care about where someone is from or what made them cross his path, but would rather ask about interesting stories or share some of his own. Often he will have a few quick-witted jokes, even if in hindsight they don't make a lot of sense. Chivalrous, humorous, and an upstanding citizen. With that, however, it is clear how gullible the man is. He does not understand why someone would feel the need to lie about something, and trusts, in most cases, that whatever he is told is the truth. This has often gotten him into trouble or simply swindled, but he tries not to dwell on it. He is someone that lives in the moment because living in the past will only continue to hurt oneself. Although, he does not have high expectations for the world. There are always disasters and tragedies, and he has stopped expecting any form of handout from anyone but himself. And while he wouldn't call it stubborn, he is very much set in his ways. If he knows how to do something, there is really no point in trying to learn a new way to do the same task. His unruly teenage years are long behind him, but if in a bad mood someone can quickly tell the difference between him being upset and his usual self. When upset, be it angry or sad, he quietly fumes by himself. He is not the best at admitting emotions or feelings, and more often than not would rather try to move on from something by himself than include anyone else.

    History
    Like any good hero or heroine, Julian Windlass was born a bastard child to his single mother. His father had supposedly been a traveling merchant his mother had fell into infatuation with but left town before his mother even began to realize she was in the beginning stages of pregnancy. Despite this, his mother did not love him any less. A simple woman, Amara Windlass had planted roots in a small farming village outside Azuriko, planning to live out her life in moderate comfort through the help of toiling labor. Having a son did not change that, if anything it brightened up her life in ways she would have never expected. Julian has never known another life than his own, but does greatly appreciate his mother for the life she gave him.

    As a child he spent many hours outside with his mother, helping her with whatever she may need. Usually, he was less than helpful, but what child really is when they're helping out their parents at work. The part of his childhood he remembers most were at night when his mother would make him dinner and they would sit next to one another on the floor by the fireplace. Often she would sing to him, or tell stories, weaving tales of monsters and Gods, of protectors and ruiners. He quickly learned of his mother's favorite God, or Goddess really, as she sang the most about her and would often take time to pray to her for answers. Elenia was her name, and she grew to be an important part of Julian's life.

    Once Julian turned into a teenager, however, he found the life of a farmer to be horribly boring. It held no interest to him, there was no passion in the work of picking and plowing fields all day. But there was little else that could occupy his mind... Well, there were two things that he enjoyed as a teenager. Girls and fighting. Whoever he could find that was dumb enough to want to fight him he'd challenge, even if he knew he was going to lose the fight. His mother bandaged him up too many times when he'd come home bloody, a smug smile whenever he'd won the fight. And girls, well, there were a lot of girls in his home village that were quite devasted when he decided to finally leave.

    Both he and his mother knew that village-life was not something meant for him, so at twenty-one, he left home in hopes of reaching Azuriko. It was a tearful exchange, but not a heartbreaking one. He had full plans in visiting his mother whenever he could, to repay her for her kindness whenever he got the chance. Reaching Azuriko hadn't been a problem, it was the culture shock and trying to make a living that bested him. There are so many people that live in Azuriko, races, and individuals he could have only dreamed of while living with his mother. But all of these people already had lives, had ways of making money and going about their days.

    It was on his first day in the grand city that he ran into a man named Alrik Hawthorne, a middle-aged human that claimed to have gone through a similar experience when he was Julian's age. Perhaps it was fate's doing, Elenia's will that allowed him to meet Alrik. The man offered him a room to stay in, as long as he worked at his smithery while he stayed. That was eight years ago, and Julian has dutifully worked alongside his mentor since. Alrik's a bit older now, and Julian all but runs the forge for him. A lot of customers that come in only know that they're looking for a "Hawthorne", and he regularly gets called that in their confusion. In the beginning, he tried to correct them, but it's much easier to allow them to think they're right than to try and correct them.

    Alrik had a wife and child when Julian first accepted Alrik's offer, and since then the household has only grown. Two more children and a young dog keep the house in constant mayhem. Julian is just as grateful for the Hawthorne family as he is his own mother, however, and does what he can to help out with the children when he is around. In almost every sense of the word, Alrik is the father Julian never had when he was a child. His family is Julian's family, and he does his best to cause them as little problems as he can. Although most days Julian is glad he has his own private room off the side of the forge, as actually living in a house of screaming children might be different than dealing with them every once in a while.

    He does not stay completely with Alrik and his family, as he will often return home for a few days to visit his mother and do whatever work she may need around the house. If he cannot visit her, and even if he can, he often sends her letters to better stay connected. Also whatever money he thinks she may need, as she is getting older and he'd hate for her last breathes to be her still stuck in a field trying to achieve her retirement. Besides traveling to see his mother, he often takes on jobs where someone needs a bodyguard or simply needs one more hired goon. It's not the best form of money, but hell, a lot of these rich types pay good money for a big guy to follow them around with a sword.

    While he is still relatively young, for a human, he still is unsure of what it is he wishes for out of life. Others in his position would desperately hunt for their unknown father, but Julian has no interest in the man. A man with a gift for wielding swords would no doubt want to prove he is the best, right? Well, Julian already knows his skill level, he does not feel the need he had as a teenager to thoughtlessly seek out opportunities. For the most part, he feels as if is life already becoming stagnant, as if he has fallen into the same routine of life that he mother did, simply at a slightly different location. He works tirelessly over heated metal the same way she works in the fields, and yet, wasn't that the life he wanted to get away from? At the moment, he is waiting for what his purpose is in life, for Elenia to reveal what fate has in store for him.


  • Magical Abilities
    Has no magical use. However, does not mind people that do have magical abilities. He does dislike when humans use magic based technology, as he sees it as something humans have no right to have. If a human is born with magic, that is a different story, but those individuals are few and far between those without.

    Human Perks

    Combat Related Skills
    ⤝ Rapier - His pride and joy, Julian's rapier is the only weapon he truly prides himself in his ability to wield. It is not the most typical of rapier, as it is quite a bit longer and the blade wider than that of others of its kind. Rapiers are typically needle-point thin to inflict puncture damage, but Julian's blade is designed for both puncturing and slashing. It is still quite heavy, and it's designed for more strength than it does speed. If he manages to hit someone, they will know they have just received a grievous wound.

    ⤝ Blades - While he does have a preference for his own sword, almost any blade he has had some training with. Long swords, short swords, daggers, falchions, scimitars, simply give him a blade and it will know it's purpose in his hand. This is thanks predominately to his work as a blacksmith, where he has learned to forge most of these weapons. Knowing how to wield and craft a weapon is different than using one in battle, and he would rather not risk switching out his sword anytime soon.

    ⤝ Hand-to-Hand Combat - As a man of steel, he has had little need to utilize his fists in a fight. However, he's never lost a good bar brawl. Growing up he did not have the access to hand-crafted weapons so easily, so it was much more efficient to simply train in the physical sense. He could tone up his training a bit, as he focuses a bit more on weapons these days than he does his fists.

    ⤝ Strength - It may not be the strength of other races but pitted against other humans Hawthorne is not someone to scoff at. When his and another's sword lock, he has been known to smile brightly before roughly shoving the other away. It is quite helpful to know that at least in the act of pinning an opponent or blocking their moves, there is little he has to fear. It is the overly quick individuals that are his bane, the ones that offer up lightning-fast attacks and unpredictable movements.

    ⤝ Stamina - Wielding a sword as large as he does, it takes a great deal of stamina to be able to swing the blade over and over again. Often in fights, it will seem like he has endless reserves, attacking again and again until the loser admits defeat or truly loses. He does have a great stamina buildup, but while fighting it only seems this way because he pushes himself too much. After a particularly difficult fight, he will all but drop his sword, arms spasming at the over-use. For the next few days he'll be sore, but nothing he's not lived through before.

    Equipment
    ⤝ Rapier - Affectionately nicknamed Elenia's Gaze in nod to both his mother and her chosen God. It was one of the first truly workable blades that he crafted, a keepsake of sorts that has become his most personal bodyguard. It usually hangs in a sheath at his waist, although it's more of a holder for the pommel than it is the blade, as the blade is much too long to be properly sheathed at all times. It takes a lot of care to keep it sharp, and most nights he can be seen with polish and whetstone to keep it in shape. [see appearance image]

    ⤝ Pocket One, Upper Leftside - A small hidden dagger, one that he seldom uses or remembers he keeps on him. It's for emergencies, but if he forgets about it then it can't be doing much good. [image]

    ⤝ Pocket Two, Middle Leftside - Money. He keeps quite a bit on his person and likes to keep it close to heart.

    ⤝ Pocket Three, Lower Leftside - Clean cloth and a small number of medical supplies. Isn't great with bandaging himself up, but can usually get the job done.

    ⤝ Pocket Four, Upper Rightside - Keeps whatever he needs to sharpen and polish his sword. A whetstone is a must, oil or polish, a rag, and whatever else he may need.

    ⤝ Pocket Five, Middle Rightside - The most recent letter from his mother. It will be replaced with her newest one once he receives it. Alongside it is a handful of blank pieces of paper and a pen, for whenever he feels the need to write something to her.

    ⤝ Pocket Six, Lower Rightside - This one stays empty for the most part, sometimes he'll fill it with something he's bought randomly.





 
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Vulk
Skitterleap
13 || Male
Ratman​



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Appearance
Vulk stands at a measly three feet and five inches, small and diminutive like the rest of his kind. Weighing in just barely over eighty-seven pounds. Though he is far from being a heavy weight or a dangerous fighter in close quarters, he is fast and nimble, with wiry muscle adorning his frame. He wears simple, practical clothing made from solid, durable leathers. With also hemp cloth wrapped around his legs and forearms.

A thick leather vest adorned with pouches, pockets, and bandoliers rests on his frame on top of the rest of his clothing, made for carrying vials and flasks of various potions, magical or otherwise. Besides carrying such things, his vest also carries bolts for his crossbow, throwing knives, darts, and various tools such as ones for picking locks/disarming traps.

Vulk has black fur the same color as that of a raven's feathers, which in the societies of his people, marked him for the ratman art of potion making. His keen golden eyes focus intently on whatever he gazes at. A habit he has picked up from careful sharpshooting with a crossbow, or carefully measuring out precise amounts for mixing in alchemy.

When not focusing on something, his gaze moves about continuously, a habit of survival and just general environmental awareness that is drilled into the head of every pup from a young age. Ratmen are smaller and weaker than other races, being aware of your surroundings may be the one thing that keeps you alive.

He is quite fastidious and does his best to keep himself nice and clean, giving his fur a nice sheen


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Attitude

Vulk is calm and collected, any rat selected for the arts of alchemy is drilled in self-control. Alchemy requires precision, and mistakes are costly. When he sets himself to a task, he settles into a zen like calm and focus, most especially when he is sharpshooting a target. You might think this would make him aloof or perhaps reserved, but Vulk is outgoing and friendly towards others. The world is something to be explored, and it is full of experiences. To ratfolk, memory is what composes the soul, so every experience makes your soul more full of character and sensation.

The more full your life, the more you have experienced and seen, the greater your soul and spirit, you are the sum of your experiences.

This is psychologically in line with other ratfolk as well, thus they view amnesia, memory loss, or anything that can cause it as damage to what makes you who you are, if one was to lose their memory that person may as well be dead. Thus there is some superstition and fear of wizards, for their are rumors they can alter memories, and thus alter the core of who you are.

Vulk is however, not a fool, while friendly he is nonetheless wary and cautious when meeting new people, the ratfolk are aware that they are considered to be freaks of nature by some, some that would gladly kill them if given the chance. All know the legends, humans killed dragons for merely existing, and then twisted the world with dark magic.

While everyone is a potential friend, everyone is also a potential enemy too, it is wise to be cautious until you can determine which they are.

Too curious is a dead cat, and a dead rat in equal measure. That is what he has been taught his entire life.

Nonetheless, he remains optimistic about the opportunities facing him, Vulk wants to see new things, meet new people, try out new experiences, and make friends along the way.

As for what Vulk likes most out of life, he likes food. He loves the smell of food(of which his nose is very keen), he loves to cook the food, he loves to taste it, and above all he loves to eat it. Though there are things he will happily eat that other races would not consider palatable or even safe, but his ratfolk physiology has little trouble with.

This however does not mean he is incapable of cooking for other species, he is aware of what others may find palatable and what others may not, he considers himself a connoisseur of dining, of trying different ingredients, and he has tried many different things. Cooking is a lot like alchemy, just with different results and goals and a lot more leeway for error.

This, combined with his potent sense of smell means he is quite excellent at determining not only flavors for one's enjoyment, but he can even smell anything that would make someone sick, especially given his background as an alchemist, he can tell with careful application of his sniffer if the food is spoiled, or poisoned in some way.

Poison afterall, is a daily thing in ratfolk life. Once old enough ratmen regularly ingest various toxic things, such as various poisonous plants. The purpose of this is bizarrely enough because they enjoy the flavor of various toxins, but also because it helps keep their immune system and physiology healthy. Ratmen have such a strong resistance to poisons and diseases for this very reason. Ratfolk cultivate toxins in their homes, both from animals, plantlife, and fungi. Both for the purposes of creating potions and poisons, but also for this culinary appetite of theirs.

Thus, the advice to anyone who spends any time with ratfolk is this, do not take any offered alcohol if you are not certain it is safe for you, for ratfolk are capable of distilling booze more potent than anything even dwarves can handle. As Vulk would be the first to inform you, ratfolk booze meant for ratfolk hits other races like ground glass.

All of this actually however means Vulk has a very discerning palate, thus anyone lucky enough to keep his company and can supply him with ingredients will find he can cook excellent meals.

This is his main hobby, besides alchemy, which is both hobby and occupation. His other is simply practicing his aim, with both thrown weaponry, and bows. Having a deadly aim is key to survival to any ratfolk who expects to have to fight for their life one day, so a wise ratman will learn to love getting good at it.

If there's anything he dislikes, it's simply unnecessary violence and contention with others.

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Background
Vulk comes from a clan that lives in the sewers beneath Azuriko, which are maintained by the ratfolk in exchange for peaceful relations with those above ground, knowing that perhaps some might find them distasteful. Family is everything to the ratfolk, highly communal they rely on each other in tight family units, and those family units in turn rely on other family units to form the clan as a whole. The ratfolk are far from stupid and are well aware that they are physically very weak compared to many surface-dwellers, so team work and strength in numbers is relied upon.

Those born with black fur are marked for being alchemists, ratfolk can be superstitious, and believe that the color of your fur decides where your abilities lie. Vulk was born with such black fur, and was thus once old enough, apprenticed to his master. An old ratman who was reaching the end of his days, and was pleased to have a chance to pass on more of his teachings.

His master was harsh, but fair. Vulk was praised when he did well, but because alchemy is a costly trade, he remembers being beaten(though not hard enough to do anything but leave painful welts) for making mistakes with potion making. Vulk holds no resentment towards his master, understanding his motivations.

It did also teach him focus, and precision, there can be no errors when making potions, the reagents are difficult to acquire or expensive. Each one also requires a portion of your blood, and having small bodies means the ratfolk can afford to make mistakes even less than other races in that regard.

Vulk's master also would if he thought his apprentice was not paying sufficient attention or focusing enough, often reach out very quickly and yank hairs out of Vulk's tail, a painful reminder to keep your attention on what your master is teaching you. If Vulk were to give an analogy to a human, he would say it would be like yanking hairs out of your nostrils.

He was taught these by the old man, and he was taught also the ways of the ratfolk, namely moving unseen and unheard, and how to precisely land shots from a bow of any kind, or from throwing knives. These Vulk was not taught by his aged master, but by several 'Gutter Runners' as they were called, the master assassin's and guards of the clan. Assassin's because sometimes an attack can be turned aside with one, precise, well placed attack.

Their duties were to guard the clan from those that would harm them, so they plied the trade of killing only against enemies. In Azuriko this was essentially never needed, the sisters ensured that if the clan had a problem with someone trying to harm them in the city they could take it up with the law.

However the Clan has need to go out on foraging runs on many occasions, both underground and above ground, for food, alchemy reagents, and anything else the ratfolk need. Their culture placing a firm emphasis on self-sufficiency, so Vulk had once sufficiently trained been on many of these excursions, protecting those doing the work, more than once he has fired a crossbow bolt laden with poison to fend off an enemy that would mean harm to his clan mates.

Generally for most things, mundane toxins get the job done, there are plenty of natural toxins from plant and animal in the world to meet most needs of the ratfolk for these, magical toxins are held in reserve until met with a powerful foe that warrants the use of the deadly alchemical genius of the rats.

When these toxins are brought out to bear, enemies beware, for these toxins are truly fearsome to face. It is said that the ratfolk have a rare poison that can fell even adult wyverns with a single strike, however whether this is true or not has never been confirmed, but it is known they have a wide variety of magical poisons and acids to wield against enemies.

Vulk has learned how to create these, of course.

Eventually at the age of thirteen, ratfolk growing to adulthood very quickly, he has set out due to a population boom of his clan to explore the world, with the official purpose of finding valuable reagents for his clan, but in reality he is free right now to do as he wishes, provided it brings no harm to the clan.

Eager to explore, adventure, and discover new things, Vulk decides he wants to see everything he possibly can, perhaps even earn some glory along the way!


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Life (Roleplay World)
Physical Abilities
Vulk is very stealthy when he chooses to be, he prefers to rely on surprise attacks, ambushes or traps whenever possible. Usually by aiming down a spyglass to zero in on targets from long range, a single bolt covered in poison implemented for that particular target, and then retreat to allow the poison to do it's work.

If however that is not an option, he is still a good marksman in any situation, and can support others at range with his trusty crossbow, loading up poisons to weaken and debilitate the target.

If it truly comes down to it, he is trained with a blade, and will fight in melee with a shortsword and buckler, though he relies more on his dexterity than raw physical power, he can still be helpful in this situation even if he'd prefer to avoid it.

Being as small as he is can mean however he is easily overlooked, or can simply get in enemies blindspots and the like.

If the situation is truly desperate, he has flasks of magical acids that can be thrown at a target, but these are difficult to make and thus he tries to avoid any need to use them.

Outside of combat he is quite adept at scaling buildings or objects, disarming traps and breaking into things their owners would prefer remain locked.

Magical Abilities

Vulk, like all ratfolk, has no magical abilities

Weapons/Tools

Vulk carries a crossbow that is custom made, built for durability and reliability, clever ratfolk engineering allowing for relatively rapid reload(in about six seconds instead of ten or twelve). His bandolier which is stocked with many flasks and vials, along with pouches for carrying many different things.

A short sword, tools for picking locks and disarming traps, and ammunition for his crossbow.

All of these are simple, but well made.
 
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@Durandal you are accepted!! Feel free to post it in the character index.