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Farid Nassar

Human · Fighter (Battle Master) · Level 8

Farid Nassar

Barkeep and co-owner of Djinni's
“Who came in with you?”
AC17
HP76/76
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A chest-resonant voice with a dry, slightly gravelly edge, shaped by years of calling orders over wagon wheels and speaking above a crowded tavern. His consonants land cleanly; a laugh begins as a short rumble and often surprises him.

He speaks in measured, practical phrases, with the rhythms of someone used to giving directions over wind and wagon noise. His vocabulary is rich in food, weather, and road comparisons. When stressed, he becomes more direct rather than more formal, and his old caravan cadence returns: brief instructions, each one unmistakable.

Speech patterns

Uses short, practical questions before offering advice: “Who came in with you?” or “Which road did you take?”
Calls regulars by their preferred drink or usual seat when he cannot recall a name.
When recounting the pass, corrects small details but skips the moment he nearly gave up.
Uses dry humor to lower tension, then becomes blunt if someone threatens the staff.

How to play them

Treat Farid as a practical host first and a former soldier second. He offers food, water, and a chance to explain before making judgments. Respectful visitors can earn useful local knowledge; anyone threatening the staff or guests meets a firm warning and then immediate physical intervention. Showing concern for Nura or helping Samira with the business earns his trust faster than boasts of bravery.

Goal

Keep Djinni's a place where travelers can rest without being preyed upon, while quietly gathering proof of Hadrik Voss's return and intentions.

Motivation

To make a safe haven from the kind of place he once needed, while learning whether his old captain is still the same man who abandoned the wounded.

Secret · GM only

Appearance

Farid is a broad, dark-haired man with the heavy, grounded stance of someone used to hauling casks and holding a doorway. His sun-browned skin has a fine, weathered grain across the nose and forearms, and his black hair curls tightly at the temples where a linen headwrap usually presses it flat. He watches a room by looking at its exits, hands, and reflections in the polished bottles, rarely meeting anyone's eyes for long. His unexpected distinction is an exacting sense of smell: he can identify a spilled spice, sour wine, or a stranger's lamp oil almost at once, and will pause mid-conversation to track it.

Clothing

A dark indigo waistcoat over a loose cream shirt, a rust-red sash, sturdy trousers, and a short apron with a stitched inner pocket. He wears a plain brass ring on a cord beneath his shirt and keeps a quilted gambeson and shield within reach behind the bar.

Body language

He moves with economical strength, shoulders slightly forward as if perpetually lifting a barrel. When relaxed, he leans a hip against the bar; when alert, his hands go still and his gaze checks every exit. He turns his whole body toward a frightened person instead of looming over them.

Height
6 feet 2 inches
Build
Burly and powerfully built, with thick forearms and a barrel chest.
Eyes
Dark brown
Hair
Black
Skin
Warm olive-brown, sun-weathered across the nose and forearms
Age
42
Gender
Male
Size
Medium

Distinguishing features

His eyes track exits, hands, and bottle reflections before they settle on a speaker.
His forearms are weathered and roughened by years of rope, cask hoops, and sun.
He can pick out the smell of unfamiliar lamp oil or a spilled spice in a crowded room.

Personality

11 traits and drives

Farid is generous with food but guarded with trust. He can be warm and teasing when the room is safe, yet becomes brisk and unyielding when he senses someone is cornering a weaker person. He dislikes being praised as a hero and grows stubborn when anyone implies that his old choice was simple.

Alignment
Neutral good

Quirks

Turns a tankard handle to face the drinker before setting it down, even when serving himself.
Keeps a pinch of ground cumin in a tiny tin and smells it when he needs to think.
Counts the steps from the bar to every exit whenever he enters a new room.
Taps twice on the underside of a table before seating a nervous guest there.

Habits

He checks the front door and courtyard gate whenever someone enters, then returns to his work as if he had not noticed them.
He steps between an argument and the nearest bystander before he raises his voice.
When the tavern is busy, he remembers orders by where people sit rather than by their faces.
After closing, he walks the rooms in the same route he once used to inspect a guarded camp.

Traits · 3

He offers hospitality freely but asks careful questions before he offers allegiance.
He is patient with frightened people and impatient with those who use fear to control others.
He wants the tavern to feel welcoming, yet cannot stop himself from planning for the next emergency.

Flaws · 3

He takes responsibility for other people's safety even when they have not asked him to.
He can mistake caution for wisdom and keep useful information to himself too long.
Once he judges someone a threat, it takes a great deal to convince him otherwise.

Fears · 2

Being forced to choose between protecting the tavern's people and keeping the tavern solvent.
Discovering that his decision at the pass saved some lives only to put others in danger later.

Wants and needs · 3

Needs the tavern's income to remain steady through the slow season.
Wants Samira to trust that he can protect the business without turning it into a barracks.
Needs to decide whether the truth about the pass is worth the danger it could bring to an innocent family.

Combat

AC 17 · HP 76 · 30 ft.

Farid first tries to end a fight with a warning and a clear path to the door. If that fails, he uses his shield and position to protect patrons, breaks up groups with controlled shoves, and targets whoever threatens the most vulnerable person. He reserves Action Surge for a decisive intervention and uses Second Wind once he has taken a serious hit. He does not pursue fleeing opponents beyond the tavern unless they are carrying someone away.

Farid Nassar

Medium humanoid (human), neutral good
Armor Class17
Hit Points76
Speed30 ft.
Level8
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsInsightPerceptionIntimidationSurvival
SensesPassive Perception 15
Languages
Common,
Arabic
Fighter level 8; proficiency bonus +3.
Extra Attack. takes two attacks when he takes the Attack action.
Action Surge (1/short rest): takes one additional action on his turn.
Second Wind (1/short rest): regains hit points as a bonus action.
Custom feature, Barkeep's Read. after a minute observing a creature in Djinni's, Farid can usually tell whether it is frightened, spoiling for a fight, or concealing a weapon. This is instinct, not magic.

Actions

Scimitar. Farid makes two attacks with his scimitar. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage.
Improvised Throw. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 7 () bludgeoning damage. Farid throws a brass tankard or similar improvised object.
Clear the Floor (Recharge 5–6). Farid plants his feet and sweeps his shield across the room. Each creature of his choice within 5 feet must succeed on a Strength saving throw or be pushed 5 feet away. Custom feature; he uses this to clear space around a fallen patron or bar staff.

Reactions

Protection. When a creature Farid can see hits a target other than him within 5 feet, Farid can use his reaction to impose disadvantage on the attack roll by interposing his shield, provided he is wielding it. This is the Protection fighting style.

Services they sell

Food, drink, and modest lodging at Djinni's.
A secure place to hold a private conversation.
Advice about local roads and the habits of caravan guards.

Rewards they can give

A safe room and a hot meal for guests who have earned his trust.
A practical account of caravan routes, road hazards, and local rumors.
If the party helps protect Djinni's, Farid may share the dispatch and testify against Hadrik Voss.

Equipment

  • Scimitar (martial weapon)A well-kept curved blade carried for emergencies; use the scimitar statistics.
  • Shield (armor)A battered but serviceable shield kept behind the bar.
  • Quilted gambeson and breastplate (armor)Padded armor worn beneath his clothes when he expects trouble; use the breastplate and shield combination for AC 17.
  • Tavern keys (tool)A ring of keys for the cellar, courtyard, and upstairs rooms.
  • Old dispatch (personal keepsake)A small, folded note from the caravan ambush that he has never shown Samira.

Possessions

A small brass ring on a cord, a keepsake from his aunt's kitchen.
A well-used recipe notebook in Samira's handwriting.
The hidden dispatch from the caravan pass.

Background

Farid Nassar grew up carrying water and firewood for his aunt's roadside kitchen, learning early that a hungry traveler could be more dangerous than a well-armed one. He enlisted as a caravan guard at nineteen and spent eight years escorting merchants through dry country. During a night ambush at a narrow pass, his captain ordered the guards to abandon a wagon carrying injured teamsters. Farid disobeyed, held the pass long enough for the wounded to escape, and was badly outnumbered. He survived, but the captain's report blamed him for the lost cargo and ended his soldiering career. Years later, a former caravan cook, Samira Qadri, helped him buy the tavern called Djinni's, named for the small brass bells that chime in its drafty courtyard. Farid now runs the bar with her, though they disagree about whether to shelter desperate strangers at the cost of the business. His former captain, Hadrik Voss, has recently arrived in town under a false name, and Farid is deciding whether to expose him before he can recruit the tavern's regulars for a new expedition.

Role in the story

A grounded ally, source of local information, and possible witness to an old military betrayal. Djinni's can serve as a refuge, a meeting place, or the first location threatened by Hadrik's return.

“He enlisted as a caravan guard at nineteen and spent eight years escorting merchants through dry country.”
From their background
Faction
Owner of Djinni's; formerly served as a caravan guard for the Qadri trading route.

Known connections

Samira Qadri, his co-owner and former caravan cook, trusts his judgment but thinks his hospitality is becoming a liability.
Hadrik Voss, his former captain, is in town using a false name and wants Farid's silence.
Nura Haddad, a young courier who sleeps in the upstairs storeroom, reminds Farid of the injured teamsters he once refused to abandon.
Major secret · GM only
Minor secrets · GM only

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