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Silas Salt-Eye Vane

Human (Taint of the Deep) · Commoner · Level 0

Silas Salt-Eye Vane

Proprietor of Pelagic Provisions
“t look too deep into the puddles, boy. They”
AC10
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Gravelly and wet, with a rhythmic cadence reminiscent of a slow-moving tide.

His voice is like stones grinding against one another in a mortar and pestle. He uses naval terminology for everything, referring to rooms as cabins and the street as the main deck.

Speech patterns

The tide is coming in, can't you hear the scratching?
Every debt is paid to the sea eventually.
Don't look too deep into the puddles, boy. They're deeper than the mountains are tall.

How to play them

He uses his unsettling presence to gauge the bravery of newcomers. If they flinch at his prophecies, he charges them double.

Goal

To find a successor who can listen to the tunnels and keep the seals of the deep locked.

Motivation

To ensure that the 'Hungry Deep' stays satisfied with small offerings so it does not rise to reclaim the surface world.

Secret · GM only

Appearance

Silas is a parchment-skinned man whose body seems to have been cured in brine. His frame is hunched, resembling a hook more than a man, and his skin is mapped with a network of fine, deep wrinkles that catch the light like scales. His most striking feature is his eyes: they are entirely white, devoid of pupil or iris, appearing like two polished pearls set into a weathered skull. Despite his blindness, his head tilts toward sounds with a precision that suggests he hears things others cannot. He moves with a rhythmic, dragging gait that sounds like waves retreating over shingle. Paradoxically, while his skin is dry as old vellum, his breath is always accompanied by a faint mist, as if he is exhaling the damp air of a grotto.

Clothing

He wears a heavy, floor-length cloak made of seal fur that is perpetually slick and dark. Underneath, he wears simple canvas breeches and a tattered woolen tunic stained with squid ink. A belt of braided kelp holds a pouch of pungent pipe weed and a heavy iron key.

Body language

He keeps his hands hidden in his sleeves to conceal their constant trembling. He often leans forward as if listening to a conversation happening leagues away.

Height
5 feet 4 inches
Build
Withered and skeletal
Eyes
Cloudy pearl white
Hair
Wispy, yellowed white
Skin
Pasty gray-brown
Age
82 years
Gender
Male
Size
Medium

Distinguishing features

Milky white eyes that never blink
A rhythmic, wheezing laugh that sounds like a ship's hull groaning
Stiff, webbed skin between his thumb and forefinger
Permanent scent of heavy tobacco and stale sea salt

Personality

10 traits and drives

Silas is a man of chilling patience, treating every customer like a ship coming into a harbor that will eventually sink. He is scrupulously honest in trade, often undercharging those he pities, yet he possesses a cold indifference to personal tragedy, viewing death as merely returning to the tide. He speaks in riddles not to be difficult, but because his mind is split between the present and the cacophony of the deep tunnels he once explored. He is fiercely protective of his shop and its mundane inventory, yet he will casually hand over life-changing secrets for the price of a rare tobacco blend.

Alignment
Neutral

Quirks

He constantly cleans a single copper coin that is worn smooth
He whistles a tune that has no melody, only a vibrating low frequency
He speaks to the jars of preserved fish as if they were his children

Habits

He locks his door exactly five minutes before the tide turns high.
He never looks anyone in the face, even by accident.

Traits · 3

Haunted by secrets
Indifferent to social status
Pragmatic in the face of horror

Flaws · 3

Socially abrasive
Physically frail
Addicted to the soothing effects of his Eldritch tobacco

Fears · 2

The sound of a perfectly calm sea
A fire that would destroy his maps and journals

Wants and needs · 2

A fresh supply of Moon-leaf tobacco
A reliable person to venture into the flooded Sector 7 of the tunnels

Combat

AC 10 · HP 7 · 20 feet

Silas avoids direct conflict. If cornered, he uses smoke bombs filled with his special tobacco and disappears into the shop's hidden crawlspaces.

Silas Salt-Eye Vane

Medium humanoid (human (taint of the deep)), neutral
Armor Class10
Hit Points7
Speed20 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomIntelligence
SkillsInsightHistoryPerception
SensesBlindsight 60 feet (blind beyond this radius)
Languages
Common,
Aquan,
Deep Speech
Eldritch Awareness. Silas can perceive the presence of any creature within 30 feet through tremors and sound.
Whispers of the Abyss. Once per day, Silas can deliver a prophecy that gives a creature Advantage or Disadvantage on their next check.

Spells

Guidance (cantrip, divination). Provides a bonus to an ability check.
Thaumaturgy (cantrip, transmutation). Creates minor sensory effects, often smelling of sea salt.

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () piercing damage.
Cloud of Tobacco. Silas exhales a 15-foot cone of thick, pungent smoke. All creatures in the area must succeed on a Constitution saving throw or be blinded for 1 round.

Reactions

Slip into Shadow. When an attacker misses Silas, he can move 5 feet without provoking opportunity attacks.

Services they sell

Sale of dried rations and climbing gear
Cryptic prophecy (5 gold pieces)
Safe passage through the shop's basement tunnel (price negotiable)

Rewards they can give

Ancient navigation charts
Warding charms against madness
The Location of the sunken temple

Equipment

  • Rusted Iron Lantern (utility)A heavy lantern that burns with a pale green flame.
  • Seal-Fur Cloak (armor)A magical cloak that grants resistance to cold damage.

Possessions

Heavy seal-fur cloak
Clay pipe carved into the shape of a nautilus
The 'Anchor-Key' (a rusted iron key that fits any lock in the tunnels below)
Pouch of dried black kelp tobacco

Background

Formerly a lead navigator for the merchant guilds, Silas vanished for three years during a voyage through the Mourning Coast. He returned as the sole survivor, found drifting in a rowboat with his eyes gouged out by his own hands to stop the 'visions.' He established Pelagic Provisions on Shop Block 3, a small outpost that smells of salt and rot. Over the decades, he has mapped the tunnels beneath the city by listening to the echoes and the shifting of the tides. His knowledge of the 'Old Ones' is accidental; he didn't seek them, but he stepped into their footprints and found he could never truly step out. He now serves as an unofficial gatekeeper to the dark places below.

Role in the story

Silas serves as a lore-master and guide who provides players with information about the subterranean world. He acts as an ominous harbinger of the Cthulhu-like threats brewing beneath the streets.

“Over the decades, he has mapped the tunnels beneath the city by listening to the echoes and the shifting of the tides.”
From their background
Faction
Independent (formerly Merchant Navigators Guild)

Known connections

Maintains a tense relationship with the City Guard who fear his shop
Silent benefactor to several orphans who act as his 'shore-eyes'
A regular correspondent with an anonymous scholar at the University of Arcanum
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Maintains a tense relationship with the City Guard who fear his shop
  • Silent benefactor to several orphans who act as his 'shore-eyes'
  • A regular correspondent with an anonymous scholar at the University of Arcanum

Species

Human (Taint of the Deep)

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