Name: J’zhid Nugari Aliases: Known throughout the underground as “The Obtainer.” Race: Khajiit Gender: Male Age: 22 Appearance: [hider=J’zhid][img=http://th01.deviantart.net/fs70/PRE/i/2012/138/1/d/skyrim_kajiit_by_therisingsoul-d508kmg.jpg][/hider] Faction: Odd Jobs Weapons: Two enchanted Daedric daggers named “Vamp” and “Rend.” Vamp heals its wielders wounds as it cuts. The wounds caused by Rend do not stop bleeding unless they are treated with magic or are cauterized. Magics: [i]Sticky Fingers[/i] – J’zhid creates a magic aura in his hand that prevents him from dropping any objects. Great for holding on to loot while making an acrobatic escape. It only works if he can grasp and lift the object, so it does not allow him to scale walls. [i]Chameleon Fur[/i] – J’zhid can alter the color and patterns of his fur for up to one minute. It can only be changed to natural fur colors (no greens, blues, or purples). Good for escaping in a crowd or blending in with the environment. Equipment/Items: Light leather armor with lots of pockets and holsters for his daggers optimized for flexibility. A large black cloak. A gold necklace with a huge, fake diamond in it. Plenty of gold coins and some random rings and trinkets scattered in his pockets. Backstory/Personality: J'zhid was born to a group of travelling merchants. From a young age, he became accustomed to travelling from place to place and meeting new people every day. His outgoing personality made him a great merchant as a child, and it also made him many lifelong "friends" whom he still keeps in contact with today. Whether they were jewelers, Skooma dealers, or mercenaries, J'zhid made it a habit of getting to know as many people as he could and eventually developed one of the largest social networks in all of Skyrim. J'zhid's influence really began to grow when he happened across Mercer Frey. The two apparently had their eyes set on the same mansion, but rather than make an enemy of the Thieves Guild, J'zhid let Mercer have all the loot except for one pair of Daedric Daggers that he had his eyes on. He even shared information about the layout of the mansion and directed Mercer to valuables he otherwise would not have found. Mercer was so impressed with J'zhid that he gave him an invitation to join the guild, but the Khajiit declined. He was more comfortable running his own business. Even so, J'zhid kept close ties with the Thieves Guild, even though they seemed to be running into hard luck. The guild saw it as a curse; J'zhid saw it as a client. This is when he became known as "The Obtainer." If the guild was given any jobs that were to much for the down-and-out band to handle, J'zhid would take it on and let the guild get the credit... for a price of course, and the cost of saving face was often high. He expanded his business from mere thievery to obtaining anything that anybody needed. Rare ores, rare herbs, illegal substances, the crowns of Jarls. J'zhid would turn down no request so long as it followed a simple set of rules: 1.) The object must exist. I obtain real, tangible things. I do not chase down myths, legends, or other items of speculative existence. 2.) People are not objects. I am not an assassin, a butcher, or a body trafficker. 3.) Every job has a price. I tell you what to pay, not the other way around. With his skills, J'zhid acquired quite a bit of wealth in a very short time, but one day his fortune took a turn for the worse. Mercer Frey, his once trusted companion, set him up. It was true that J'zhid was letting the thieves guild take credit for his work, but there were whispers in the shadows of "The Obtainer" who was the true mastermind behind the guild. Mercer didn't like that, so he would have to housebreak the cat. He crafted a cage with a lock that for some reason only he could open and led the unsuspecting J'zhid right into it. For a week the Khajiit was trapped and nothing he could do worked on that strange lock, and then Mercer made him an offer: freedom in exchange for the location of all of his valuables. J'zhid had no choice but to accept. So, J'zhid was freed with not a gold piece to his name, but his still had his skills and his network of connections. Rather than bouncing right back, though, J'zhid decided to take things a bit more slowly this time. Odd Jobs seemed like a good place to settle down, and his skills proved to be invaluable. He handles any kind of fetch quest with masterful expediency, but he keeps his shadowy past a secret. To Odd Jobs, he is simply J'zhid, and on those rare occasions when somebody comes knocking on their door asking for "The Obtainer," he just laughs and tells them that was just a story the Thieves Guild made to scare people.