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Silas Hobbs - AI-generated fantasy NPC

Silas Hobbs

Human · Commoner · Level 0

Silas Hobbs

Dockmaster and Night Watch Commander
AC12
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Deep, raspy, and rhythmic, like the grinding of pebbles on a beach.

Silas speaks in short, declarative sentences. His voice is a gravelly baritone that carries over the sound of crashing waves. He uses nautical terminology with precision and avoids flowery metaphors.

Speech patterns

The manifest says twelve crates, merchant. I count eleven and a half. Explain.
This wharf is mine until the tide takes it. Don't test the floorboards.
The ledger never lies, even if the man holding it does.

How to play them

He will initially be dismissive of the players until they show him a properly signed permit or provide information about a shipping discrepancy.

Goal

To find the original Navy ledgers that will prove his innocence, which he suspects are hidden in a merchant's private vault.

Motivation

To ensure that the wharf remains the one place in a corrupt world where the numbers actually add up.

Secret · GM only

Appearance

Silas is a man shaped by salt air and hard labor. His skin is the texture of cured leather, deeply creased around a mouth that rarely smiles. He carries a heavy, iron-bound bullseye lantern that emits a cold, unnatural blue light even in the brightest noon sun. He moves with a rhythmic, heavy limp, his boots clicking rhythmically against the cobbles. His frame is broad and hunched, like an old oak tree bowing to a permanent gale. In a strange contrast to his rough exterior, he is always immaculately clean, and the sharp scent of expensive jasmine perfume follows him through the stench of fish and rot.

Clothing

A tattered but heavily patched blue greatcoat with brass buttons, thick wool trousers tucked into grease-stained leather boots, and a wide-brimmed oilskin hat.

Body language

Silas stands with feet planted wide, his hand always resting on the hilt of his heavy club or the handle of his lantern. He tilts his head to the side to see better with his one good eye.

Height
5 feet 10 inches
Build
Broad-shouldered and stocky
Eyes
One watery blue, one milky white with a scar running through it
Hair
Salt-and-pepper gray
Skin
Weather-beaten bronze
Age
57 years old
Gender
Male
Size
Medium

Distinguishing features

Jagged scar running from his forehead through his left eye
Calloused hands with missing fingernails on the left hand
Constant smell of jasmine perfume
Heavy iron lantern that never leaves his side

Personality

10 traits and drives

Silas is a study in stubborn integrity. He is a man who treats a cabin boy with the same stern formality as a merchant prince. He is intensely protective of the dockworkers, often paying for their medicines out of his own pocket, yet he remains socially isolated, refusing to join them for a pint. He has an internal tension between his love for the sea and his absolute refusal to step foot on a ship ever again. He is patient with honest mistakes but shows a cold, terrifying wrath toward intentional deception.

Alignment
Lawful Neutral

Quirks

Polishing the lens of his lantern with a silk cloth whenever he is nervous
Muttering manifest numbers like a prayer when walking the wharf at night
Always standing with his back to the water, never looking directly at the horizon

Habits

Conducts a perimeter check of the Warehouse behind the Lighthouse Inn at precisely 2:00 AM every night
Refuses to accept any drink offered by a merchant

Traits · 4

Stubborn
Bureaucratic
Observant
Stern

Flaws · 2

Refuses to acknowledge anyone who doesn't address him by his full title
Physical limp slows him down significantly during chases

Fears · 2

The return of the Admiral who framed him
Losing his remaining good eye to the rot-curse he hides

Wants and needs · 2

A reliable crew to search a merchant's private ship
High-grade alchemical salts for his lantern

Combat

AC 12 · HP 11 · 25 ft.

Silas uses his lantern to blind foes and then strikes with his heavy oak club. He uses the environment of the docks to his advantage, attempting to shove enemies into the water.

Silas Hobbs

Medium humanoid (human), lawful neutral
Armor Class12
Hit Points11
Speed25 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomIntelligence
SkillsInsightInvestigationPerception
SensesPassive Perception 14, Darkvision 60 ft. (via lantern)
Languages
Common,
Aquan
Wharf Mastery. Silas has advantage on checks to locate hidden cargo or forged documents.
Veteran of the Night Watch. He cannot be surprised while on the wharf or near the bay.

Actions

Heavy Oak Club. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage.
Lantern Flash. Silas opens the shutters of his azure lantern. One creature within 15 feet must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Reactions

Halt!. When a creature Silas can see within 10 feet tries to move, he can use his reaction to make an Opportunity Attack with his club. On a hit, the target's speed is reduced to 0 for the rest of the turn.

Services they sell

Official weighing and measuring of goods
Legal witnessing of shipping contracts
Information on harbor arrivals

Rewards they can give

Letter of safe passage through the docks
Keys to the secondary wharf gate
The truth about the Alchemist's missing supplies

Equipment

  • The Azure Lantern (wondrous item)A bullseye lantern that sheds bright blue light in a 60-foot cone and dim light for an additional 60 feet.
  • Heavy Oak Club (weapon)A dense piece of wharf timber reinforced with iron bands.
  • Dockmaster Ledger (tool)A thick book detailing every ship, sailor, and crate that has entered the bay in the last ten years.

Possessions

The Azure Lantern
Master Key to the Warehouse behind the Lighthouse Inn
A ledger filled with names and dates
A small vial of jasmine oil

Background

Formerly a high-ranking Logistics Officer in the Royal Navy, Silas was framed for the theft of a payroll shipment after he refused to help a corrupt Admiral hide the losses. Stripped of his rank and scarred during his 'interrogation,' he returned to this coastal town with nothing but his father's lantern. He took the job of Dockmaster and turned it into a fortress of bureaucracy. He knows every hidden compartment in every ship that docks, and the local merchants hate him because he cannot be bribed, intimidated, or fooled.

Role in the story

Gatekeeper of the wharf and source of information regarding illicit shipments.

“Stripped of his rank and scarred during his 'interrogation,' he returned to this coastal town with nothing but his father's lantern.”
From their background
Faction
The Night Watch (Commander), Town Administration (Dockmaster).

Known connections

Respected by the dockworkers of the Brass Monkey Tavern
Acquaintance of Elara the Alchemist, who supplies his tonics
Mortal enemy of the Merchant Guild's local head
Major secret · GM only
Minor secrets · GM only

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