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Faramir Faduri

Human · Noble (custom level 3 martial retainer)

Faramir Faduri

Estate steward and minor noble
“I may be asking too much, but...”
AC15
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, lightly breathy voice with a friendly rasp at the edges, shaped by long days speaking over carts, rain, and busy kitchens. He projects easily when calling instructions across a yard, but his phrasing stays warm and conversational.

He speaks in complete, courteous sentences, with the practical vocabulary of someone accustomed to crop reports, kitchen errands, and village disputes. He makes room for interruptions and often repeats a person's concern in simpler words to confirm he understood.

Speech patterns

Begins difficult requests with a small admission: “I may be asking too much, but...”
Uses people's names often and asks one sincere follow-up question.
When discussing money, becomes precise and carefully separates what he can promise from what he merely hopes.

How to play them

Treat him as a warm, practical ally who is eager to help but careful about promises. He responds well to directness and to people who respect the tenants' concerns. If players exploit his generosity, he first tries to explain the consequences, then sets a firm boundary.

Goal

Keep the family estate solvent without evicting its tenants, and persuade his sister to treat the people living on the land as partners rather than bargaining pieces.

Motivation

He believes a noble's status is only justified when it makes life safer for people who have less power.

Secret · GM only

Appearance

Faramir is a human man of slight stature, with a soft, open face and a quick, attentive smile. His palms are faintly yellowed from years of handling beeswax seals, and his fingertips are tacky with the clean, sweet scent of wax and citrus peel; he notices it and keeps a little cloth ready, though the smell always returns. He moves briskly, with short sure steps and a habit of leaning in as if every conversation deserves his full attention. Despite his courtly clothes and polished manners, he has the welcoming, unguarded air of a young halfling hosting you at his kitchen table.

Clothing

A well-tailored moss-green coat with modest embroidery, practical brown boots, a cream shirt, and a brass family pin polished brighter than the rest of his outfit. His cuffs are frequently rolled up when work needs doing.

Body language

He turns his whole body toward whoever speaks, often holding his hands together to keep the waxy fingertips from touching his clothes. In tense rooms, he plants both feet and places himself between the loudest person and whoever seems most vulnerable.

Height
5 feet 5 inches
Build
Compact, lightly built, and more sturdy than his fine clothes suggest.
Eyes
Warm hazel
Hair
Dark brown, softly curled, and kept neatly trimmed
Skin
Light olive with a warm, sun-browned flush across the nose
Age
Twenty-six
Gender
Male
Size
Medium

Distinguishing features

His fingertips and palms carry a faint, persistent scent of beeswax and orange peel.
A brass family pin is polished so diligently that it catches the eye against his otherwise practical clothes.
He has a small, deliberate bow of greeting that looks formal until he adds a broad, entirely unguarded smile.

Personality

11 traits and drives

Faramir is hospitable and genuinely curious, but his friendliness is not naivety: he keeps a careful count of promises and provisions. He jokes easily among villagers, then grows formal and exacting when someone tries to bully them. In private, he is more frightened of failing his household than he lets on, and his eagerness to be useful can turn into meddling.

Alignment
Neutral Good

Quirks

Presents visitors with a chair before he has finished greeting them.
Counts doorways under his breath when entering unfamiliar buildings.
Polishes his signet ring with his thumb whenever someone mentions a debt.
Keeps a small saucer of water by windows for bees that wander indoors.
Taps twice on a table before making a promise, a habit learned from his late mother.

Habits

Remembers the names of servants and tenants, but sometimes forgets the titles of visiting dignitaries.
Offers food or a chair before asking what someone wants.
When anxious, he tries to solve the immediate practical problem before acknowledging the emotional one.

Traits · 3

Makes new people feel welcome, yet watches closely to see how they treat staff.
Prefers compromise, but becomes unexpectedly stubborn when a vulnerable person is being cornered.
Enjoys a joke at his own expense, but takes criticism of his stewardship personally.

Flaws · 3

He offers help before checking whether he has the resources to provide it.
He avoids blunt confrontation with his sister until a small disagreement becomes a crisis.
He is overly willing to trust people who show kindness to those with less power.

Fears · 2

That his family's debts will force tenants from their homes.
That he will become so preoccupied with rescuing everyone that he makes promises he cannot keep.

Wants and needs · 3

Needs a trustworthy plan for the estate's mounting debts.
Wants his sister to meet the tenants before deciding their future.
Needs to learn that help sometimes means allowing other people to take the lead.

Combat

AC 15 · HP 22 · 30 ft.

Faramir avoids a fair fight. He positions himself near allies, uses Rallying Order to create openings, and fights with his rapier only when necessary. He retreats behind cover or tries to negotiate if opponents appear willing to listen.

Faramir Faduri

Medium humanoid (human), neutral good
Armor Class15
Hit Points22
Speed30 ft.
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsPersuasionHistoryInsightAnimal Handling
SensesPassive Perception 11
Languages
Common,
Halfling
Noble upbringing. Faramir has proficiency in Persuasion and History.
Custom feature, Open-Door Hospitality. Common folk who see Faramir offer sincere aid have advantage on their first Charisma check to ask him for help.
Custom feature, Household Guard. Once per short rest, Faramir can use a bonus action to direct an ally within 30 feet who can hear him. That ally may use its reaction to move up to half its speed without provoking opportunity attacks.

Actions

Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage, or 6 () if used with two hands.
Dagger. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage.
Rallying Order (Recharge 5-6). Faramir makes one rapier attack and gives a brief, clear order to an ally within 30 feet. The ally can use its reaction to make one weapon attack.

Reactions

Protective Intercession. When a creature Faramir can see attacks an ally within 5 feet of him, he imposes disadvantage on the attack roll by stepping into the strike's path. He must be wielding a weapon.

Services they sell

Can arrange a meeting with local tenants and millers.
Offers a modest guest room and a warm meal to travelers in good standing.
Can provide introductions to minor officials and help interpret estate disputes.

Rewards they can give

A letter of introduction to the village millers and tenant families.
A modest safe-conduct through the estate and a room at the manor.
If the players resolve the debt crisis, Faramir can offer a small parcel of land or a useful local favor.

Equipment

  • Rapier (weapon)A narrow, well-balanced blade carried more for formal protection than for battle.
  • Dagger (weapon)A plain utility knife with a leather sheath.
  • Fine clothes with leather protection (armor)A fitted coat reinforced with discreet leather panels.
  • Waxing cloth (personal item)A small cloth used to wipe wax from his fingers, usually unsuccessfully.
  • Family signet ring (signet)A signet bearing the modest crest of his family.

Possessions

Family signet ring
A folded account book with tenant names and crop tallies
A small tin of beeswax and orange peel
A pressed clover kept between the pages of an old rescue roster

Background

Faramir was raised in a comfortable but indebted household, the youngest son of a minor human noble family. As a boy, he learned to entertain guests while his parents negotiated away pieces of their estate. At seventeen, a flood destroyed the family mill and trapped several tenants in its upper rooms. Faramir ignored his father's command to stay behind, led the rescue by boat, and spent the next month sleeping in the village hall with the displaced families. The experience changed his idea of nobility: he now thinks a title is a public promise, not a private prize. He serves as an estate steward and unofficial mediator, trying to keep his family land from being sold to satisfy creditors. His elder sister Vessa wants him to accept a politically useful marriage; his former tutor, Sava, quietly helps him find honest buyers for the family’s harvest. He is friendly by instinct, but anxious that kindness without money or authority will prove useless.

Role in the story

A personable noble contact who can offer shelter, local knowledge, and a moral stake in conflicts over land, debt, and power. His household troubles can draw the party into village politics without making him a helpless quest-giver.

“As a boy, he learned to entertain guests while his parents negotiated away pieces of their estate.”
From their background
Faction
House Faduri, a minor human noble family; maintains friendly ties with the mill villages on its estate.

Known connections

Vessa, his elder sister, is negotiating a marriage alliance without telling him the full terms.
Sava, his former tutor, helps him quietly find buyers for the estate's produce.
The mill families of the village of Threshing Hollow still regard him as the noble who came back during the flood.
Major secret · GM only
Minor secrets · GM only

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