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Eber Waldner - AI-generated fantasy NPC

Eber Waldner

Marshwake High-Blood, Homo draconicus marisvagus · Artificer · Level 2

Eber Waldner

Apprentice craftsman and watch repairer in the Waldner family workshop
“That will work, if you do not need it to work twice.”
AC16
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Eber speaks from a long-necked, carefully controlled posture, with a dry rasp at the ends of phrases from years of workshop dust and an occasional click of teeth that do not meet properly. His breath catches slightly when he has been forced to swallow too quickly. He does not boom; when angry, he becomes still and articulates each word with deliberate precision.

His diction is precise and lightly dry, shaped by a craftsman's habit of naming parts and a young man's habit of protecting private feelings with cleverness. He uses short, exact sentences when uneasy and becomes absorbed in long explanations when discussing a mechanism. His words carry the restraint of someone who has been watched by worried relatives and questioned by healers.

Speech patterns

Uses careful, clever qualifications: 'That will work, if you do not need it to work twice.'
Explains emotional discomfort through practical observations about space, cost, or materials.
When embarrassed about eating, changes the subject to how a tool is made.
Uses dry wit rather than raising his voice when someone treats him as a curiosity.
When frightened, asks precise questions about exits, distance, and who has been hurt.

How to play them

Begin with a practical question or a small repair, not an interrogation about his body. Give him room to choose where to sit and do not make a spectacle of his eating. He responds well to patient curiosity, useful tools, and people who acknowledge that a helpful adaptation is not the same as a cure. Earn trust by respecting his family’s limits as well as his own.

Goal

Develop practical designs for high-blood beds, clothing, and accessible food preparation, while learning what his inheritance means without letting others decide who he is.

Motivation

To make a life that fits his altered body without surrendering his place in the family, and to protect the younger high-blood Marshwake from being treated as problems to be solved.

Secret · GM only

Appearance

Eber is a 5-foot-10 young man with fair, freckled skin, a shock of red hair, and green scales laid over his shoulders, ribs, forearms, and tail in flexible, overlapping patches. Their edges catch light like wet leaves; the scales along his spine are darker and form a low, foldable crest that lies flat beneath his hair. His long neck, pointed ears, sharp green-dragon eyes, and narrow, non-chewing teeth make his familiar freckles seem almost startlingly ordinary. He moves with measured, careful economy, turning his head before his shoulders and keeping his sinuous tail close so it will not knock things over. He takes up noticeably more room than the rest of his family, and knows it: he angles himself sideways in doorways and folds his tail around a chair leg. A battered copper caliper is always clipped to his belt, its hinge polished bright by his thumb while its jaws remain blackened with workshop soot. He leaves the impression of a craftsman trying to occupy less space than his body allows.

Clothing

Practical craftsman’s clothes with strong Germanic influences: a forest-green wool vest over a linen shirt, leather apron, sturdy trousers, and boots modified for his tail and longer stride. His sleeves are slit and reinforced to avoid catching on scales. Most garments are altered, patched, or inherited from a sibling before his growth made them useless.

Body language

He often keeps his elbows close and his tail tucked in, an effort to make his tall, scaled body seem smaller. When concentrating, his crest lifts slightly and his head tilts with predatory stillness. His thumb rubs the caliper hinge whenever he is uneasy. Anger makes him stop moving altogether, eyes fixed on the person who has crossed a line.

Height
5 feet 10 inches
Build
Tall and lean, with a long neck, flexible tail, narrow waist, and wiry strength developed through workshop labor.
Eyes
Sharp green with a narrow, reptilian focus
Hair
Red, thick and tousled, with freckles visible along his hairline
Skin
Fair, freckled skin with olive-green scales over much of his body
Age
19
Gender
Male
Size
Medium

Distinguishing features

A low, foldable crest runs from his brow into the scales along his spine.
His pointed ears, long tail, sharp green eyes, and non-chewing draconic teeth contrast with his red hair and freckles.
He carries a battered copper caliper with a hinge polished bright by constant thumb-rubbing.
He swallows smooth pebbles before meals and cuts food into small pieces because his teeth cannot chew properly.

Personality

20 traits and drives

Eber wants the uncomplicated closeness he remembers from childhood, but he is wary whenever affection arrives as supervision. He can be dryly funny and quick with a clever answer; when he is comfortable, he enjoys a puzzle and will patiently explain exactly how a tiny mechanism works. When a conversation turns toward his body, meals, or health, his wit becomes a shield. He can sound aloof not because he lacks feeling, but because he is trying not to show how much he misses being treated as ordinary. Around his parents, his old habits return. He lets Wilma fuss over his food longer than he would tolerate from anyone else, and he follows Trogi’s advice even when he has already worked out a better method. He wants their warmth, but their worry can leave him feeling like a child whose body has become a household emergency. Around Windle, he is deferential about the workshop’s future and privately resents how easily his brother imagines taking it over. With Yonda, he relaxes more readily, though he braces for her gentle reminders to socialize. He loves her children and is frightened by the signs of high-blood change in two of them, a fear he hides behind practical offers to mend their toys. His feelings toward his brothers are complicated. Rodrick’s confidence irritates him, especially when Rodrick treats his own sorcery as proof that transformation is a gift. Eber knows Rodrick is not always trying to be cruel, but the teasing about food cuts close, and Eber remembers every time it has happened. Ignatz is the person he trusts most with the awkward facts of his body. Their closeness is tender but not effortless: Eber saw Ignatz kill a chicken in a sudden hunting impulse and understands why his brother withdrew. He does not want either of them reduced to their instincts. When calm, Eber is observant and methodical. He notices how people hold tools, whether they make room for others, and whether their promises match their actions. When angry, he does not grow softer or more courteous. He becomes still, fixes his eyes on the person who has upset him, and chooses words that are exact enough to sting. If someone mocks his eating or threatens his family, the careful restraint can break into a sudden, frightening directness. Afterward he tends to retreat to work rather than apologize first, even when he knows he has gone too far. He dislikes pity more than open hostility because pity assumes there is nothing he can do. Useful help is different: a wider chair, a meal prepared in a way he can manage, or a question asked without presuming the answer. He also has a stubborn streak that leads him to refuse help simply because accepting it would feel like agreeing that he is helpless. His ideal companions neither coddle him nor pretend his difficulties are trivial. They give him choices, trust his competence, and leave room for him to be upset without treating that as proof he is dangerous. Eber is not naturally gregarious, yet he is not content with solitude. He watches gatherings from the edge, listening for a conversation he can enter on his own terms. He can be unexpectedly playful with children, especially when showing them how to make a harmless little gear spin. He likes beautiful things more than he admits: polished brass, a well-cut piece of glass, the flash of an emerald-green scale. He collects small shiny objects, but carefully, and is embarrassed by the strength of the impulse. He prefers to call it an eye for materials. His deepest contradiction is that he wants his family to recognize how much he has changed, while also wanting them to treat him as the same Eber they raised. He wants to understand the draconic inheritance without making it the whole story of his life. He fears the future, but he is not passive about it. The notebooks he keeps, the devices he designs, and the small ways he watches over his nephews are all attempts to turn fear into preparation. He can be aloof, clever, affectionate, resentful, and loyal in the space of a single visit. His feelings do not neatly cancel one another; they simply share the crowded room of his life.

Alignment
Neutral Good

Quirks

Before eating, he selects a smooth stone, taps it twice against the edge of his plate, then swallows it.
He aligns loose screws and washers by size whenever he is forced to wait.
He turns his copper caliper hinge with his thumb whenever he is uncomfortable, polishing it brighter over time.
He names tools after the sound they make when they are working properly, but refuses to explain the names unless asked twice.
When a chicken startles him, he counts backward from seven under his breath before approaching it again.

Habits

When a room feels crowded, he turns sideways and carefully coils his tail around a chair leg rather than asking others to make room.
He sorts smooth stones by size while listening, then selects one to swallow before eating.
He checks the tension of any small hinge or clasp he passes, even during serious conversations.
When family members argue, he starts repairing the nearest broken object instead of interrupting.
He studies a person’s hands and tools before deciding whether to trust their advice.

Traits · 5

He is affectionate with family but prickly when their care turns into supervision.
He can be openly curious about a mechanism and guarded about his own body in the same conversation.
He wants company but prefers to enter a gathering on his own terms.
He resents being treated as fragile, yet will quietly accept practical help from people he trusts.
He can be generous with his skills and stingy with personal explanations.

Flaws · 5

He hides pain until it becomes difficult to ignore, especially when he thinks his family is already worrying too much.
His cleverness can turn into evasive wordplay when a direct answer would require admitting he is hurt.
He assumes that people who offer help will eventually try to control his choices.
He can mistake social invitations for pity and withdraw before learning what the other person intended.
He envies his family’s old way of life and can become sharp with them for enjoying customs he can no longer share.

Fears · 5

That the changes in him will become painful or dangerous in ways he cannot control.
That his nephews will undergo the same difficult transformation and be treated as family burdens.
That his family’s love will become indistinguishable from managing him.
That a healer or scholar will call his body a specimen and ignore what he wants.
That his hunting instincts could one day harm a person he loves.

Wants and needs · 5

A bed, clothes, and workbench that fit without making him feel like an afterthought
Food he can swallow safely without turning every meal into a family concern
To be treated as capable without being expected to endure pain silently
A way to understand his draconic inheritance without being reduced to it
Someone to talk to about the younger high-blood relatives without frightening his parents

Combat

AC 16 · HP 17 · 30 feet

Eber avoids a fair fight. He uses cover, defensive magic, and his knowledge of mechanisms to create distance or an escape route. He targets weapons, footing, and escape paths rather than trying to overpower an enemy. He will use Draconic Presence to interrupt a close threat, but avoids frightening family or bystanders. If a companion is in danger, he becomes startlingly decisive.

Eber Waldner

Medium humanoid (marshwake high-blood, homo draconicus marisvagus), neutral good
Armor Class16
Hit Points17
Speed30 feet
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationSleight of HandIntimidationPerception
SensesPassive Perception 11
Languages
Common,
Draconic
Marshwake High-Blood traits. Medium size and proficiency in Intimidation.
Custom inherited trait, Stone-Gizzard. Eber cannot chew effectively. He swallows smooth pebbles to grind swallowed food in a second stomach; the process is painful, and he must cut meals into small pieces. This trait grants no combat benefit.
Custom Marshwake Draconic Presence. Once per long rest, Eber can force one creature he can see within 10 feet to make a Wisdom saving throw or become frightened of him until the end of his next turn.
Artificer Spellcasting. Intelligence is his spellcasting ability, spell save , spell attack bonus +5. He has two 1st-level spell slots and knows the listed artificer spells.

Spells

Prestidigitation (cantrip, transmutation). A cantrip that creates a harmless sensory effect, such as a small sound, an odor, or a brief image. Eber uses it to test distractions or signal a companion.
Minor Illusion (cantrip, illusion). A cantrip that creates a small, harmless sensory illusion within range. Eber favors the sound of a dropped tool or a flicker of movement.
Magic Weapon (level 1, transmutation). A touched object is imbued with magic. Eber most often enchants a small tool or spare component, allowing it to function as a magical weapon for the spell's duration.
Sanctuary (level 1, abjuration). A willing creature gains a ward that can absorb damage. Eber presents it as a compact shimmer of protective force around the target.
Shield (level 1, abjuration). A reaction spell that grants a sudden bonus to AC, including against the triggering attack, and prevents magic missile damage until the start of Eber's next turn.

Actions

Steel Awl. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. Eber can use this as a simple weapon attack with his steel awl.
Thrown Hammer. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage. Eber uses a light hammer or a thrown workshop tool.
Marshwake Draconic Presence (1/Long Rest). Eber releases a brief, unnerving wave of inherited draconic force. One creature he can see within 10 feet must succeed on a Wisdom saving throw or be frightened of him until the end of his next turn. Once used, this feature cannot be used again until Eber finishes a long rest.
Spellcasting. Eber casts one of his prepared spells, using Intelligence as his spellcasting ability. He has two 1st-level spell slots, regained after a long rest.

Reactions

Shield. When a creature Eber can see hits him with a melee attack, he adds 2 to his AC against that attack, potentially causing it to miss. He must be wielding a tool or shield to use this reaction. This is the artificer's Shield spell.

Services they sell

Repair simple tools, hinges, watches, and small mechanisms
Identify practical ways to modify furniture and clothing for larger bodies
Offer local knowledge about the Waldner family and the Marshwake community
Prepare simple equipment modifications for people with tails, claws, or altered hands

Rewards they can give

Repairs to a clock, watch, hinge, or small mechanical device
A carefully made fitting, clasp, or compact tool
Practical knowledge about Marshwake high-blood needs and family life
A handmade mechanism that can provide a modest distraction or signal

Equipment

  • Fitted leather armor (armor)A reinforced, fitted leather coat with overlapping panels and room for his tail; it offers protection equivalent to leather armor.
  • Workshop buckler (armor)A small steel shield, built with a strap arrangement that does not interfere with his tail.
  • Steel awl (tool and weapon)A steel awl, useful for fine work and a last-resort weapon.
  • Artisan's tools (tools)A hammer, pliers, screwdrivers, files, and compact measuring tools carried in a patched leather roll.
  • Worn copper caliper (personal keepsake)A copper caliper whose hinge has been rubbed bright by his thumb; it belonged to Trogi before Eber's transformation.
  • Gizzard stones (personal item)A cloth pouch of smooth, carefully selected pebbles that help grind food in his second stomach.
  • Brass gear focus (spellcasting focus)A spellcasting focus disguised as a small brass gear assembly, with several practical, removable parts.

Possessions

A battered copper caliper inherited from Trogi
A pouch of smooth gizzard stones
A small notebook of measurements and symptoms
A repaired pocket watch from Kasper
A brass gear assembly used as a spellcasting focus

Background

Eber Waldner is the eighth and youngest child of Trogi and Wilma Waldner, a Stout-halfling-descended family of makers on the Marshwake archipelago. Their workshop has always been the family’s center of gravity: tools pass from hand to hand, children grow up learning the sound of a badly seated gear, and Trogi can still identify which of his children has entered by the weight of their steps. Wilma keeps the household’s garden and chickens in order and is the family’s quiet authority. They have been married for decades, fish together at a nearby stream, and talk of retiring without ever quite leaving the workbench. Eber grew up in a crowded house where being small meant being included. As a child, he could squeeze beneath the worktable to retrieve a fallen screw, share a blanket with a sibling, and eat at the same crowded table without anyone rearranging the furniture. He was clever with small mechanisms, particularly delicate latches and clockwork. His oldest brother, Windle, was already working toward inheriting the workshop and raising two young children of his own. Karl delighted in tools and gears, though his marriage to Leanora, a sailor descended from the famed dragon hunter Wilks and the halfling heroine Nailia, was often strained by her long absences. Yonda, the only sister, had a large, affectionate family and a gift for making every gathering livelier. Alder was a part-time town guard, often distracted by merriment, while Kasper divided his work between watch repairs, bookkeeping, the chickens, and the garden. Eber also had the example of his older high-blood brothers: Rodrick, physically imposing, blunt, and proud of his sorcery; and Ignatz, a gentler presence who stood by Eber even when neither knew what the changes meant. The Marshwake were already a people living with change. Their ancestors survived a dragon-haunted wilderness by accepting the blood of a wounded green dragon. Three generations later, some descendants remained halfling-sized, while others grew taller, scaled, tailed, and stranger. Eber knew the stories, but he expected his own life to be ordinary. His adolescence taught him otherwise. His transformation came in fits: first the sharp eyes and pointed ears, then scales that itched under his skin, a tail that kept sweeping objects off shelves, and teeth that seemed made for tearing but not chewing. His jaw began to ache when he tried to eat the family’s usual food. One evening, he choked on a piece of dense bread in front of his siblings. Ignatz pulled him clear. After that, Eber could swallow food only if it was cut into small pieces, and he discovered that smooth pebbles eased digestion by grinding what his teeth could not. The stones helped, but never comfortably. He learned to carry a little pouch of river-smoothed ones and to choose meals by how easily he could swallow them. The family responded with love, worry, and too many well-meant solutions. Wilma experimented with soft foods, then turned away pale whenever Eber’s pain made him gag. Trogi built him a wider bed and reinforced a chair, insisting that the work was no trouble. His parents’ concern was sincere, but Eber could not mistake it for the warm simplicity he had once taken for granted. He was larger than them, stronger than he wanted to be, and increasingly distant from the small shared customs of home. Their old clothes did not fit; their beds were too short; the dining room had become a sleeping space for high-blood children. Food and cloth cost more than the household could comfortably spare. Eber’s health worried his parents most, and their attention sometimes felt like a reminder that his body had become a family problem to solve. He poured himself into craft. Working beside Trogi and Karl, Eber learned to make small repairs that demanded patience rather than strength. He became especially good at watches, hinges, and compact tools, where a fraction of a turn mattered. He still tends chickens when Kasper needs help, though their sudden darting movements stir an instinct he dislikes. He has watched Ignatz struggle with similar impulses: after killing a chicken with his bare hands during a sudden hunting urge, Ignatz retreated to the workshop, ashamed and frightened of what he might become. Rodrick, by contrast, treats his green-dragon sorcery as proof that the changes can be powerful. He teases Eber about eating until Eber’s anger makes him stop. Rodrick believes himself honest rather than cruel, which does not make his bluntness easier to bear. The family’s next generation makes the question personal. Windle fears his two small children may one day change as Eber did. Yonda’s two sons show signs of high-blood inheritance, and she gently encourages Eber to spend more time with people instead of hiding among tools. Alder’s son, Black Alder, is already a high-blood cousin with green scales and amber, serpentine eyes. Eber cares about all of them, but he hates being treated as either an omen or an expert simply because his changes arrived first in his immediate household. His current problem is practical as well as intimate. The workshop cannot easily serve customers and build suitable beds, clothing, and tools for a growing high-blood population at the same time. Eber wants to design adaptable furniture and a safer, more reliable way to prepare food for people with altered teeth and digestion. He has begun keeping careful notes on the stones that help him, the meals that hurt, and the changes he sees in his brothers and nephews. He has not told his parents that he is recording the symptoms, because he knows they would hear the word 'study' as a promise of a cure. Eber’s life extends beyond the workshop. He accompanies his parents to the stream when he can, though he often sits apart, sorting pebbles by shape. He checks on Ignatz after difficult days and sometimes quietly repairs a tool Rodrick has damaged by using too much force. He respects Windle’s steady labor and envies the ease with which Windle can picture a future that resembles the past. He likes Yonda’s children but is wary of her attempts to draw him into every gathering. He hopes Leanora’s knowledge of dragon hunters and old Marshwake stories might help him understand the inheritance, but he does not want another person deciding what his body means. He is not searching for a way to become small again so much as a way to belong without pretending the changes are harmless. His copper caliper, thumb-worn at the hinge, is a private reminder that even a difficult shape can be measured, understood, and worked with. He is still learning whether that belief can hold when the thing being measured is himself.

Role in the story

A young artisan whose painful transformation gives the party a personal view of the Marshwake’s changing inheritance. He can offer repairs, local family connections, and a grounded reason to investigate dragon-tainted sites, but he needs allies who respect his autonomy rather than treating him as a clue or a cure.

“Wilma keeps the household’s garden and chickens in order and is the family’s quiet authority.”
From their background
Faction
The Waldner family workshop and the Marshwake community; he has no formal faction membership.

Known connections

Trogi Waldner, his calm father, master of the family workshop and reluctant would-be retiree.
Wilma Waldner, his warm, clever mother, who gardens, tends chickens, and worries fiercely about the high-blood children.
Windle, his oldest brother, a balding, brown-haired workshop hand who will inherit the business and fears for his two young children.
Karl, his second-oldest brother, who loves tools and gears and has a rocky marriage to the often-absent sailor Leanora.
Yonda, his only sister, a kind social butterfly and mother of five who encourages him to join people rather than retreat to work.
Alder, his green-eyed brother, a part-time guard who is often drawn away by merriment; Alder’s son Black Alder is a high-blood cousin.
Kasper, his practical brother and skilled watch repairer, who is content with his two daughters and helps with the garden and chickens.
Rodrick, his taller, auburn-haired high-blood brother, a blunt sorcerer who teases Eber but usually stops when the teasing becomes genuinely painful.
Ignatz, his closest brother, a high-blood craftsman who supported Eber through his transformation and is ashamed of his own sudden hunting impulse.
Leanora, Karl’s sailor wife, descended from dragon hunter Wilks and heroine Nailia; Eber hopes she can share old accounts of dragon blood and survival.
Major secret · GM only
Minor secrets · GM only

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