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Realms Personalities
Ramas Fezim-Ret

By Sean K Reynolds

Ramas is the fourth child of the Fezim-Ret noble family in Mulhorand. Having little inheritance but his family name, he enlisted in the palace guard of the Pharaoh and quickly earned a name for himself as a loyal, trustworthy, disciplined, and intelligent man. Trained in dealing with the aloof nobles of his home country, Ramas has acted as an assistant and protector of the Pharaoh and several other members of the royal family. Versed in the lore of his people, Ramas is a proud man who is used to a certain amount of respect and deference from commoners. He may be found in the company of a noble (acting as bodyguard) or traveling in another country investigating a rumored threat to the Pharaoh.

Mulhorand is an old country and was in decline until only a decade ago. Now they have revived their military, conquered most of the territory controlled by Unther (their closest rival nation) and are looking to establish connections with the rest of Faerûn. Some nobles prefer the old Mulhorand, decadent and slothful, and have made attempts to stop the nation’s progress. Others outside of Mulhorand, particularly Thay and Chessenta, look to the new Mulhorand with a wary eye and scheme to prevent her from gaining too much power. It is against these foes, both internal and external, that Ramas fights.

Ramas sometimes hires others to investigate leads for him when he is busy defending a noble, but more often than not is seen at the head of a contingent of Mulhorandi investigators (fighters and wizards of level 1-3). When he fights, he prefers to trip opponents, giving him an advantage to hit them and making it easier for his compatriots to subdue them for later questioning. He is perfectly willing to kill those that cross him or threaten the nobles he guards, and at least once he has been sent to eliminate a known threat to the Pharaoh.

Ramas Fezim-Ret: Male Human Ftr6; CR 6; Medium-size humanoid; HD 6d10+12; hp 45; Init +4; Spd 20 ft.; AC 16 (touch 10, flat-footed 16); Atk +10/+5 melee (1d8+4/19-20, +1 khopesh) or +7/+2 ranged (1d8/x3, masterwork longbow); AL LN; SV Fort +7, Ref +4, Will +3; Str 15, Dex 10, Con 14, Int 14, Wis 12, Cha 8.

Skills and Feats: Climb +3, Diplomacy +1, Handle Animal +4, Jump +3, Knowledge (Mulhorandi Geography) +7, Knowledge (Mulhorandi local) +4, Knowledge (Mulhorandi nobility and royalty) +9, Listen +5, Ride (horse) +8, Spot +5, Wilderness Lore +2; Alertness, Education, Exotic Weapon Proficiency (khopesh), Expertise, Improved Initiative, Improved Trip, Lightning Reflexes, Weapon Focus (khopesh).

Possessions: +1 breastplate, +1 khopesh, masterwork longbow, quiver with 20 arrows, potion of haste, potion of bull’s strength (2), 185 gp.

Khopesh: The famed sword of Mulhorand, the khopesh looks like a normal longsword whose blade suddenly turns sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. A khopesh can make trip attacks due to its hooklike blade.


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