[hider=Sadri Beleth] [center] [h3][u] Sadri Beleth [/u][/h3][/center] [center][sup][sup][h3]Dunmer Male | 75 | Lord[/h3][/sup][/sup][/center] [sub][h2][b]P[/b]rofile[/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent] [b]§ [u] Birthplace [/u][/b] [indent]Bergama, Hammerfell[/indent] [b]§ [u] Appearance [/u][/b] [indent]Sadri Beleth has many eccentricities that make him stick out like a sore thumb in a crowd; the most easily noticeable one amongst all the others being his height. For a Dunmer, Sadri is unnaturally tall, reaching almost Altmer heights, although unfortunately for him, he lacks their graceful and proportionate physique; instead, Sadri is incredibly wiry and lanky, albeit broad-shouldered. He has practically no fat on his limbs, with quite long, sinewy arms (rather, arm) and legs, all covered with scars and bruises collected through years of life-threatening lines of work. Were he to go bare chested, it would be easy to assume that he'd been malnourished for years and still hadn't recovered. His good hand is large, almost reminiscent of a spider, with long, bony fingers with prominent knuckles. With a face that has been described as 'horselike' in the past (not an inapt description), Sadri has long, sunken cheeks and an overall gaunt facial structure. However, over time, his face has evolved from gaunt to plain corpse-like, thanks to the no less than impressive amount of horrid scars that his face has accumulated over the years, reminders that even Restoration magic can do so much. His time in Skyrim has given an unhealthy pallor to his normally dark skin, thanks to lack of sleep and moon sugar withdrawal, which has made his already unhealthy and very busy-looking, cluttered face look plain half-dead. His right eye, suffering from cataracts, has been clouded with white from its natural red, although his chronic hyphema occasionally turns it back into its original color, even if for the wrong reasons. Of course, not all these scars stay around as mere visual reminders these days - most debilitatingly, he has lost his right arm from halfway below the elbow and his left ear. Having had to find ways to cope with them, Sadri now bears a fully articulated prosthetic arm made of solid iron, which is dexterous enough to act as a substitute, while also being sturdy enough to act as an impromptu club when necessary. Because of his lost ear, he has gained a tendency to turn his head and listen with its right side when he has to be attentive, which conversely makes him look as if he's not paying attention. Sadri often chooses to get himself a most comfortable and extravagant costume, and recent events have played right into his hand. Having been given a sizeable sum of money to 'suit up' for a banquet, Sadri has gone all out and outfitted himself with a large burgundy overcoat in Brumese style with false sleeves, whilst an ash colored tunic sporting a vide pattern of diagonal slashes is worn right underneath the overcoat, mimicking open wounds thanks to a a red doublet underneath. While opting to keep his trusty breeches and his wide, embroidered sash, he's nonetheless bought a garish codpiece to further reinforce his obnoxiously colorful look. In place of his usual knee-length Colovian boots, Sadri has opted for leather shoes and slim slashed gaiters of ash color, with red hose beneath, to bolster the profile of his upper body and mimick wounded bare legs in line with his tunic. Beneath a plumed, slashed and puffy hat of Colovian style, Sadri has long hair, kept in a ponytail towards the neck. His hair is jet black and greasy, with a high hairline that seems as if it is receding, with only a soft widow's peak hanging on to the edge of his forehead. For the sake of 'moving forward', and for the sake of infiltrating a banquet, he's recently gotten a shave to tame his unkempt look, opting to sport large, intimidating sideburns while having the rest of his facial hair shaven clean. [/indent] [b]§ [u] Personality [/u][/b] [indent]Dejected, sarcastic, worldly, smartass, dour; all these are valid descriptions for Sadri. A mer who has lived most of his life amongst men, and a mer who has gathered stories and experiences that other mer could not reach in a lifetime in his yet (comparably) short life, he certainly doesn't fit in with either crowd, being too manlike for mer, and too merlike for men. Being born a particularly unwise person, Sadri has fortunately (or unfortunately, depending on how you look at it) gone through many an incident and catastrophe to give him the wisdom that his upbringing has not. While he's still somewhat error prone, he's wise and worldly enough to see a smart course of action from a silly one, which has given him a somewhat diplomatic demeanor. Nonetheless, he is not the sort of person to completely avoid conflict, and when riled up or when he and/or others he values are in danger, can even become quite aggressive, having burned his fair share of bridges in the past. While not immune to his surroundings, Sadri often hides his true feelings beneath a veneer of sarcasm and a 'been there, done that' act, and even though he prides himself on being a professional, he's not completely loyal, valuing his comrades and friends more than orders. Despite his fervent disregard for the fact, he's somewhat addicted to moon sugar, and has found that its lack is making it harder and harder for him to sleep.[/indent] [b]§ [u] Background [/u][/b] [indent] [hider=Beleth's Journey] Sadri's journey begins in Bergama - far away from the homeland of his ancestors. Some say that his grandfather, a caravan leader, had settled in Bergama (which had originally been just a travel stop) after hearing of the Red Year; not willing to return to a desolate wasteland, and suffer the travel just to hammer his grief home, the mer had simply decided to stay put for the rest of his life. Thus, the Beleth bloodline would find itself settled and continued in a somewhat small oasis city in the midst of the Alik'r Desert, far away from any sort of possible commotion. Sadri never knew his grandfather; according to his father, his grandfather had lost all his joy of life and excitement in those years. It was mostly thanks to this man and his father's business smarts that Sadri was born into a relatively rich household. While not nobility, or awfully rich, his parents still could afford reasonable amounts of comfort and luxury, and thus Sadri's childhood was spent much more pleasant than some of his peers. Nonetheless, it wouldn't always go on the same wavelength. After impressively pissing off his tutor and showing himself to be more of a brat than a studious child, his parents apprenticed him to a barber; while the barber was soft to him, mostly thanks to the fact that Sadri's father owned the building in which his shop was located, it was still an experience real enough to teach him the craft and soften his edges. Sadri lived as a barber for almost a decade; for some reason, though, he was not satisfied with the way he lived his life. Perhaps it was the blood of his wandering trader ancestors urging him to walk on and free himself from the shackles of settled life that his grandfather had locked the family into, perhaps it was the tales he had heard of lands beyond, or perhaps it was something else. Whatever the cause was, nearing the age of thirty, Sadri decided to move on from Bergama, and join a caravan, as his grandfather once had. His parents, although somewhat bummed about the fact that their son had let go of a stable and safe job for a much more dangerous life (for good reason - both his parents had worked in his grandfather's caravan and thus spoke from experience), did not feel bitter about it. And so he was hailed off into the horizon. His first 'voyage into the wide world' would not be as eventful as the second; setting out as a caravan guard, he spent about two years in this profession, which took him through every Imperial Province of mainland Tamriel. After leaving the job over a denied loan request (he had to pay for a gambling debt he'd made during a drunk night in Solitude), Sadri hurriedly enlisted with a whaling ship to take him away from debt collectors. He spent three years as a whaler, finding himself to be a solid rigger with his long limbs and endurance. However, when his last journey had the ship stuck in the ice and left them stranded in the midst of the Sea of Ghosts for almost a year, Sadri decided he would take a break from the job, and quit the moment they made it back to port. After a few years that took him through various occupations and various provinces, he found himself in a scavenger party that dismantled Dwemer ruins in the Velothi mountains. During this time, he became romantically involved with an Orsimer named Nuran, who was second captain of the party, and began harboring thoughts of settling with her. Unfortunately for them, their plans would be thrown out of the window by an avalanche, which would take her (and most of the party's) life. Dejected and depressed, Sadri spent the next few years in a blur, and ended up having to use most of the money he'd made to travel back home, where his family welcomed him like a prodigal son. His father hired him as his personal bookkeeper; Sadri found himself checking and correcting ledgers and comparing tables. It was during this time that the Great War began. Around this time, a caravan headed for Sentinel arrived in Bergama, attacked and most of its goods raided by brigands. Hearing that they had come to sell their goods to provide finances for their city's defense, Sadri's father bought the remainders of their goods for the price of the entire caravan (a financially unwise choice - very uncharacteristic for Dunmer). Lauded through the city for his patriotism, Sadri's father found himself in the Council of Finance of the Barony. Sadri requested to take on the job of selling the goods he'd bought from the caravan, and his father, eager to see his son in the family business, accepted. Sadri found himself with the duty of selling almost a caravan's worth of books, one of the sole things that the brigands had not been interested in. Sadri rented a vacated building and set the place up as a bookstore. Business wasn't exactly booming, thanks to the war and Sadri's inexperience in trade, but when news of a city noble's death in battle against the Aldmeri reached the city, his widow decided to donate a large sum of money to the city library to freely educate children of the poor in his memory (the man was a battlemage). Only, there was one problem. There was no such thing as a city library in Bergama; at least, not until Sadri made a deal with the local Mages' Guild and made his bookstore into one with their help. With his bookstore turned into a public library, Sadri found himself wealthy, but without anything to do. Deciding that he could make better use of his time (mostly spent playing backgammon and checkers in his office with friends), he began reading up on the contents of the library he theoretically owned. It was a slow process, thanks to Sadri not being suited for scholarly pursuits from birth, but his stubborn attitude won over his natural disposition, and thus Sadri found himself an autodidact. Finding that he did not have much aptitude with magic, he put those books aside and began reading other things, such as treatises, novels, encyclopedias, and travelogues. Thus went by almost a decade. The Beleth family's tendency to stick to their relatively extravagant lifestyle against the exhaustion and economic downfall brought by years of warfare had taken a toll on their coffers, and by the war's end, Sadri had lost most of the money he had made by the beginning of it, having had to ransom a close friend from Khajiit slavers amongst other things. Sadri was now a well-read mer, with renewed idealism about the world, and the sight of the city where he'd spent most his life in practically ruined conditions was taking a toll on his nerves. He decided to set out into the world again, to, in his words, 'get away from it all'. His parents were sad to see him go, but now that he had their respect as a grown mer, they did not argue much against it. Leaving for Sentinel with a caravan, Sadri hopped on a ship again, making sure that it was not a whaling ship this time, and with his previous experiences (and a lack of good men thanks to the war having taken them all to the grave), found himself as an able ship mate. Their ship was a frigate, part of a navy force (originally named the Sentinels) assigned to take care of the rampant piracy in the Iliac Bay, and it all went well, until they were relocated to Stros M'Kai, where news of an unstoppable pirate had emerged. With Stros M'Kai being only nominally in Hammerfell hands, the Sentinels found themselves starving for supplies, and under constant harassment from smaller ships. Eventually, they caught up with the so-called 'Pirate King', and found itself facing over a dozen ships. Hopelessly outnumbered, although definitely not outgunned (most the pirate ships were galleys, small and weakly armed), the Sentinels took down more than half the pirate fleet before they began getting overrun. Sadri's ship was amongst those boarded; as ship mate, he was amongst those responsible for keeping order amongst the crew, and thus he found himself forced to make an example against the pirates. Armed with a cutlass and a three-legged stool, Sadri made a stand on the aftcastle against an onslaught of hardened sea dogs, getting wounded multiple times before finally getting put down by a stab to his side and another that went right between his collarbone and shoulderblade. While Sadri was pulled to the rear of the ship and the defense went on, the pirates were nonetheless close to breaking through. Thankfully, the aftcastle's stalwart defense had not gone unnoticed, and the marines in the forecastle led a counteroffensive to relieve them and force the pirates to retreat once and for all. It was bloody, but it worked; by the time Sadri regained consciousness, he found himself bedridden and critically wounded, although in safe hands. He would learn that the battle had ended as a pyrrhic victory, with the Sentinels having managed to disperse the Pirate King's fleet and confirm his death, although losing all but two of their ships in the process, which were left in critical condition. For the ships, the conditions would not improve, and after getting caught in a maelstrom of unnatural conditions in the midst of the Abecean, one would be swallowed whole by it, and the other would break in half, sending its crew, and Sadri, into the open sea. Sadri would come to his senses in a Bosmer tribe, where, to his horror, he'd find out that he and his dead crewmates were fished out of the water, and were now being prepared as the main course for a feast. Thanks to tribal Bosmer customs and superstition, he would be spared their fate and instead be hailed as a guest of honor, when they found out that he was yet alive. Conflicted on how to feel about the tribe that had admittedly saved him but was eating his friends' bodies, Sadri pretended to go along with their customs, until he could heal enough to allow him to run away. Reaching the city of Woodhearth a starving and disease ridden mess, he would find himself forced to live a sedentary life because of his ailing health. In Woodhearth, he would pick up the trade of a barber, and make quite a name for himself thanks to his skill with the razor; this new occupation would not last long, however, when he would accidentally slit the throat of a Bosmer named Fargothur, who was the pro-Thalmor Viceroy of the area. Immediately jailed, Sadri would spend the next day getting tortured by Thalmor interrogators, who would quickly deduce that he had indeed made a mistake, and have him scheduled for execution instead of trying to get information out of him. Sadri was relieved that he was no longer getting electrocuted, but not very happy about the fact that he was going to lose his head. Sullen, he decided to accept his fate, until two days before his execution, when he was broken out of jail by an unknown party. He would find out that he was saved by Bosmer Separatists, who believed that what he had done was an act of defiance against Thalmor oppressors. Not wishing to be abandoned in a province that was now out for his blood, Sadri would lie and say that he was indeed a fellow traveler with them, and end up becoming an insurgent against the Aldmeris Dominion. The following year was likely the most horrifying in Sadri's life, with him finding himself dealing with constant guerilla warfare against Thalmor and pro-Thalmor forces, the intense dampness of Valenwood's forests, and even more importantly, its murderous wildlife. Suffering from malaria, dysentery and two different kinds of fever, Sadri would flee for Elsweyr in the first opportunity. Elsweyr was a familiar climate, and the life he lived there brought on a much more welcome change of pace. Drifting in and out of cities as he drifted in and out of jobs, Sadri found himself a frequenter of Skooma dens, where he would spend entire days smoking moon sugar from skooma pipes. Most thankfully, his sole experience with actual skooma gave him a trip bad enough to convince him that he had literally visited Oblivion, which halted his descent into becoming a skooma user, and kept him sticking to the pipe. After doing some work as a debt collector for an Alfiq loan shark, Sadri decided to join a caravan as a guard and left Elsweyr, suffering a crisis of conscience after having to shake down a junkie mother's money and leaving her without anything to feed her children with. In a yet another unfortunate twist of fate, he ended up in a relationship with the caravan master's daughter, one that was kept secret because of a prearranged marriage that was to take place when they returned to Hammerfell. Eventually getting caught, Sadri would find himself at the caravan master's mercy, who was quite angered at the fact that Sadri had taken his daughter's virginity, which meant great dishonor to the family. The daughter would end up saving his life (or possibly, merely his sexual organs) by agreeing to become a Chaste Priestess of Dibella, which would ensure that nobody would find out about the incident. Thus, Sadri's punishment was reduced to 'merely' a severe beatdown, after which he would find himself tossed into the wilderness with a couple of broken bones. Sadri would somehow make it to Leyawiin and spend the next few months recovering from the ordeal and practicing his rudimentary knowledge of restoration magic to make sure he wouldn't be at luck's mercy if he were to end up in a 'left for dead' situation again. This would end up saving his life not a long time after, when he would join the Leyawiin City Militia as a Mer-at-Arms, training the city populace against a roving band of deserters from the Imperial Legion, which were wandering the countryside and raiding every settlement they could find. Eventually, they would actually go out to ambush the deserters with the town guard, leading to a pitched battle where Sadri would first lose an ear to a broadhead arrow, and then lose his arm to a Nord wielding a large sword, when he would get ambushed in the forest while chasing after the routed deserters. Getting kicked downhill, he hit a tree stump and lost consciousness. Coming to his senses and providing himself with first aid with what he'd learned of restoration magic, Sadri managed to walk back to camp, where he would receive further aid, taking him back from the brink of death. While Sadri was not exactly happy about his loss of an arm, his grievous wound, and the fifteen minutes of fame he got for 'coming back from the dead' made him a somewhat popular fellow in Leyawiin, which earned him a lot more money than he was supposed to get. With this money, Sadri moved to the Imperial City, where he spent most of it getting a prosthetic arm made for himself. Having commissioned a mage and a blacksmith to work together, Sadri got a bonemold stump charged with soul gems, that had telekinetic capabilities. It was all well again, as well as it could get without an arm, at least; however, Sadri was penniless again, and he had no idea where to go anymore, having had bad experiences practically everywhere. It was around this time that the Nerevarine came back from Akavir and took over Morrowind, calling for Dunmer all over Tamriel to come and bring back glory to their ancestors' homeland. Sadri, thinking that he could possibly earn his own land if he were to spend enough effort, and also having no option that offered him better circumstances, decided to take up arms for the glory of his nation. He applied to the Great Houses to become a contracted cavalryman in their employ, but was rejected on behalf of his lost arm, and thus, ended up as a mercenary on the government payroll. Leading a group of irregulars into Argonian territory as part of the Reparation War, Sadri and his company found it their specialty to gather prisoners for ransom, their independent berth allowing them to strike areas away from the frontlines. The business was good, ransom money and booty creating a steady flow of income; however, Sadri found out the hard way that Argonians did not take to slavery kindly, and was almost killed in an inspection, when he was mauled by an Argonian who had managed to hide a broken piece of chitin within his palms. After recovering, Sadri decided to change business, sold every prisoner of his to House Dres in a vengeful fit, and disbanded the company, retreating to Vvardenfell where he bought a boat and began transporting supplies from mainland and ferrying people around the coasts. While it was a much more safer occupation, it was not as financially stable; competition was high, the prices low, and the constant sailing tiring. Upon the end of the Reparation War, Sadri, amongst other veterans, was called to New Vivec, where he would meet the Nerevarine, if only for a minute, who congragulated him on his good work (as he did with all the others). Impressed by the Nerevarine's charisma and aura, yet bummed about the lack of a material reward, Sadri sold his boat upon his return, and left for Skyrim to go back into the whaling business, planning to take a loan, put his own money on top of it, and buy a proper ship. However, his associates would desert him and take off with his money, leading Sadri to chase after them to get back what was rightfully his. Sadri would follow them to a Nordic Barrow, where he would be ambushed by his prey and to fight them back. Fate would not see to Sadri being reunited with his money, however, when in the fighting, one of the barrow's traps activated, and the floor of the corridor they were fighting in collapsed, causing all of them to fall to their deaths, except Sadri, who could only be able to watch his treasure chest smash into a rock, split open, then spill its contents into a gushing underground stream. Too exhausted and infuriated to actually comprehend his frustration, Sadri would grit his teeth and return to the living world, with not a copper to his name for all his effort. Hitching a wagon to the nearest city, Sadri joined a mercenary company, using the advance payment to sleep a good night's rest at a quality inn. The mercenary work started quite well, in Sadri's regard - the company led a raid into a Reach redoubt full of Forsworn, where Sadri ended up having to save their squad leader and a few others from a crazed, mutated Briarheart bear. As usual with the occupations that Sadri found himself in, however, it would not continue with the same pace. The company would arrive at Windhelm for rest, consolidating their ranks and payment. Here, he met the daughter of one of his comrades, a hardy young girl named Solveig; Sadri found himself harboring feelings for her. Then Windhelm got besieged by invaders from a continent whose existence a skeptic could reasonably argue against. Despite being outgunned, outnumbered and definitely overwhelmed, the defenders of Windhelm put an admirable defense against the Kamal invaders; and despite their Troll-like size and nigh-impenetrable armor, the company even managed to score a few kills against the Snow Demons, Sadri himself killing about two or three of them. However, these were small victories in face of the larger picture, and not long after, Windhelm fell, leading to a rather bleak retreat where they would find themselves under further attack by Kamal cavalry, where the company would lose many men. Nonetheless, the company managed to make it to Dawnstar, where they would be given a new mission to relieve the College of Winterhold by ship. The mission was a total disaster, with the mages saved ending up nullifying all the effort spent to save them by hopping on a dinghy in the midst of a storm, and then promptly drowning in the maddened waters of the Sea of Ghosts. Then the ship would be beached after beginning to take in water, and the company would find itself fighting Falmer and Chaurus for a night's shelter. Not good overall. At the very least, reaching Dawnstar, the company would find some consolation in the whaling festival, which would help raise their spirits somewhat. Until one of their fold went crazy and murdered another member of the Company, and was them promptly killed in a duel by a new arrival. Since then, Sadri has had to deal with nightmares, his love interest's father disappearing, his love interest leaving without a goodbye right afterwards, fanatical Ashlanders, murderous Dwemer ruins, Armigers out for blood, boarding actions against the Kamal, a second-in-command harboring a grudge against him, stuffed-up noblemen and the loss of his sugar pipe. All in all, it has not been a happy adventure for Sadri so far - however, he's trying to hope that maybe, just maybe, he'll at the very least get a happy ending in the end. [/hider] [/indent] [/indent] [sub][h2][b]C[/b]apabilities[/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent] [b]§ [u] Attributes [/u][/b] [indent][list] [*] Major Endurance [*] Minor Agility [/list] [/indent] [b]§ [u] Skills [/u][/b] [indent][list] [*] [color=lightblue]Expert One-Handed Blade[/color] [*] [color=lightblue]Adept Hand to Hand[/color] [*] [color=lightblue]Adept Acrobatics[/color] [*] [color=lightblue]Apprentice Sneak[/color] [*] [color=lightblue]Apprentice Athletics[/color] [*] [color=lightblue]Apprentice Enchanting[/color] [*] [color=lightblue]Apprentice Mercantile[/color] [*] [color=lightblue]Apprentice Medium Armor[/color] [*] [color=lightblue]Novice Speech[/color] [*] [color=lightblue]Novice Healing[/color] [/list][/indent] [b]§ [u] Weaknesses [/u][/b] [indent][u][b]A Helping Hand:[/b][/u] Has only one arm, having lost the other to a bandit somewhere in the Niben Bay. He substitutes for the other with enchanted prosthetics and learned ambidexterity. [u][b]Bloodshot:[/b][/u] One eye is half-blind thanks to cataracts and piercing trauma, and often gets worse under stress or after blunt trauma, sometimes even filling up with blood. [u][b]Say What?:[/b][/u] Sadri has only one ear, which impairs his hearing thanks to imbalanced reception, and also makes him easy to pick out from a crowd thanks to the asymmetry. [u][b]Get a Grip:[/b][/u] Constant stress and moon sugar withdrawal, alongside the way the war has been going, has soured Sadri's mood somewhat. He's professional enough to keep it concealed, but he's only mortal after all.[/indent] [b]§ [u] Spells [/u][/b] [indent][u]Restoration[/u]: Minor Respite, Heal Minor Wounds[/indent] [b]§ [u] Tactics [/u][/b] [indent]Watching Sadri fight is an insult to men at arms everywhere. Having learned solely from experience, his untrained and amateur moves look horrifyingly ineffective, yet somehow he has managed to fell foes much superior than he with his quick and brutish maneuvers. He wields a heavy blade with a heavy hand, and uses all of his limbs dexterously enough to constantly move in combat, finding or creating openings in his foes, where he then applies a more than judicious amount of force to end the fight as quickly as possible.[/indent] [b]§ [u] Relations & Affiliations [/u][/b] [indent] Sanym Beleth - Father Nelvana Beleth - Mother [/indent] [b]§ [u] Opinions [/u][/b] [indent][hider=Opinions] [b]Jorwen:[/b] He's gone, and he took Solveig with her, too. Sadri can't help but feel angry and bitter. [b]Solveig:[/b] She's gone, without a word, and, well, it hurts. Sadri's feeling sad about it, angry about it, guilty about it. He's pretending to be over it in hopes of, well, actually falling for his own lie. [b]Roze:[/b] Sadri feels guilty for her death, and tries to avoid the feelings by just not thinking about her, along with all the recent casualties. Easier said than done, though. [b]Do'Karth:[/b] It’s hard to believe that he of all people would give up, Sadri thinks. Shit’s going sour for sure. Deep down for Sadri, his leave is proof enough that they're losing. [b]Sevine:[/b] Wounded's better than dead, and Sadri would be sad to see such a lively person go. Sure, she's theatrical and too romantic, but she's cheerful and entertaining. [b]Leif:[/b] His infatuation about Sevine is somewhat angering Sadri. He can relate to Leif because he's also a clingy and jealous person, but he knows this and tries to let things slide. [i]This[/i] fellow, on the other hand... [b]Sagax:[/b] Sadri might just buy a drink for him to sate his own guilt about Roze’s death. Poor kid must have it much worse. [b]Keegan:[/b] He’s been getting worse by the day, though Sadri definitely hasn’t been around him lately. For sure. Nothing to do at all. [b]Tsleeixth:[/b] He's practical and helpful, and can summon a big-ass fucking Atronach. That bottle incident feels more and more like a bigger mistake. [b]Marcel:[/b] Didn't look like he'd be able to hold his own, especially after all that shit the Pale group's gone through. Surprised to see he's alive. Then again, men are like potatoes - the good ones are all buried underground. [b]Daixanos:[/b] This fellow unnerves Sadri. He hasn't died yet, fights well, and keeps quiet. Not fun to be around, really. It's wise to fear all danger that you can't make friends with. [b]Niernen:[/b] She's getting more unhinged by the minute, Sadri feels, and that's, well, kind of scary when it's a friend, and also a fairly potent Destruction mage who's losing it. [b]Narzul:[/b] At first, Sadri'd thought that Niernen would be the one keeping Narzul in check for his brashness - after their latest conversations, Sadri feels as if the roles are getting reversed. Beneath the asshole actually lies a conflicted fellow, he feels. [b]Wylendriel:[/b] She definitely looks the part of a primitive, although she seems like she means well from what Sadri has seen. No reason to look down on a healer in this line of work. [b]Dar’Jzo:[/b] Sadri has no idea who you’re talking about. No, he wasn't talking to him in Jehanna, you must have mistaken Do'Karth for him. [b]Alim:[/b] Quick enough to keep up with a 'bad day Sadri' in battle. Even if young and brash, that deserves some respect. [/hider][/indent] [b]§ [u] Other [/u][/b] [indent]Sadri looks intimidating thanks to his height and lanky, scarred body, and he knows how to make good use of this. He is also a decent sailor, having spent a good amount of time at sea as ship mate. Knowledgeable in history, literature, rhetoric and metaphysics, Sadri also has some experience with riding Guars and horses, although by no means is he a capable rider.[/indent] [/indent] [sub][h2][b]I[/b]nventory[/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent] [b]§ [u] Cash [/u][/b] [indent]Around 100 Septims[/indent] [b]§ [u] Keys & Lockpicks [/u][/b] [indent]Key to family house in Bergama[/indent] [b]§ [u] Tools & Crafting Materials [/u][/b] [indent]None[/indent] [b]§ [u] Clothing & Armor [/u][/b] [indent] -1 Bandana, often used as scarf -1 Plumed puffy cap -1 Chainmail coif -1 Coat of chainmail -1 Burgundy overcoat -1 Slashed ash tunic -1 Red doublet -1 White undershirt -1 Pair of gray breeches -1 Pair of burgundy breeches -1 Embroidered sash -1 Pair of red hose -1 Pair of ash colored gaiters -1 Pair of leather shoes -1 Pair of waterproof leather boots -4 Pieces of underwear[/indent] [b]§ [u] Weapon & Ammo [/u][/b] [indent]-[url=http://www.oriental-arms.co.il/photos/items/10/002110/ph-0.jpg]1 heavy backsword with guarded hilt[/url][/indent] [b]§ [u] Potion & Arcane Supplies [/u][/b] [indent]-2 potions of Cure Common Disease -2 potions of Restoration[/indent] [b]§ [u] Jewelry & Valuables [/u][/b] [indent]-3 discount amulets of Protection from Disease -2 discount amulets of Luck Fortification -2 rings of Protection from Disease -1 ring of Poison Resistance -2 rings of Luck Fortification -1 ring of Hand to Hand Fortification -1 small steel canteen full of water, inhabited by Mora the leech[/indent] [b]§ [u] Books & Documents [/u][/b] [indent]-Mercenary Contract -On the Lusty Argonian Maid -The Monomyth -Single Collected Edition of The Mythic Dawn Commentaries[/indent] [b]§ [u] Food/Drinks/Ingredients [/u][/b] [indent]-1 sack of flour -1 satchel of flame salts[/indent] [b]§ [u] Load Bearing Equipment [/u][/b] [indent]-1 duffle bag -1 belt with satchels, containing potions -1 sword belt with attached scabbard -1 skin of water [/indent] [b]§ [u] Other [/u][/b] [indent]None[/indent] [/indent] [/hider]