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Eber Waldner - AI-generated fantasy NPC

Eber Waldner

Marshwake high-blood · Artificer · Level 2

Eber Waldner

Family workshop artisan and repairer of small mechanisms
“a hinge with one screw missing.”
AC15
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a faint rasp from years of dust, oil, and talking over the workshop's clatter. It catches slightly on certain consonants because of his altered teeth, though he has learned to speak clearly. The result is dry and textured, with the brisk rhythm of a person used to giving instructions over tools striking a bench. His name, Eber, comes out with an unexpectedly off-beat stress.

Eber speaks in the measured, exact cadence of someone accustomed to explaining why a mechanism fails. His phrasing is clever without being flowery, and he often compares people or promises to tools that need adjustment. When comfortable, his humor comes out dry and quick. When cornered, he becomes precise rather than loud, asking pointed questions and correcting careless assumptions. He avoids discussing food while eating.

Speech patterns

Uses precise craft comparisons: a promise can be 'a hinge with one screw missing.'
Frames personal questions as practical ones, asking what someone needs before admitting what he needs.
Uses clever, dry replies when he feels cornered, then regrets the sting if the target is family.
Speaks plainly about tools and repairs, but changes the subject when people ask whether he is in pain.

How to play them

Approach Eber through a concrete problem, especially a broken tool or an impractical room. Give him time to decide whether to discuss his body; he responds poorly to being handled, pitied, or treated as a curiosity. Respectful questions and honest offers of help earn trust more quickly than praise.

Goal

Develop practical adaptations and trustworthy records that help high-blood Marshwake live safely, while finding a way to build an independent life without abandoning his family.

Motivation

To turn the changes he cannot control into knowledge and useful work, and to remain part of a family whose ways of living no longer fit his body.

Secret · GM only

Appearance

Eber is an unmistakably young man made too large for the compact world his family built around him. He stands 5 feet 10 inches, with fair, freckled skin broken by olive-green scales that lie close and flexible across his throat, shoulders, ribs, and forearms. Their edges catch light like damp leaves. Red hair, once his most noticeable feature, sticks up in uneven tufts around two small, swept-back ridges. His amber eyes are mottled with darker rings and hold a patient, measuring look that can feel more like an appraisal than a greeting. A long tail balances his stride; folded wings sit tightly against his back, their membranes dappled green and brown. His teeth are strong but narrow and pointed, useless for grinding food. He moves with careful economy, ducking beneath doorframes and angling himself sideways through spaces designed for halflings. Within a minute, people notice the rows of tiny tool cuts and dark grease lodged in his callused fingertips, and that his carefully patched shirt is always buttoned around an extra-deep chest.

Clothing

German-influenced craftsman's clothes adapted from halfling patterns: a dark green linen shirt, patched brown waistcoat, broad leather apron, sturdy trousers, and boots reinforced at the toes. The waistcoat's shoulders have been let out twice, and the apron is exceptionally well cared for, polished with oil and repaired with careful, nearly invisible stitches. His sleeves are rolled high to keep them clear of grease and his scales.

Body language

He angles his shoulders to protect his folded wings in tight rooms and keeps his tail tucked close around stools or chair legs. When he feels safe, the tail loosens and moves with his attention. He handles small objects with a craftsperson's concentration, but draws his hands back if someone reaches toward his mouth or scales without asking.

Height
5 feet 10 inches
Build
Tall and lean for a Marshwake, with a strong back, long limbs, and a tail that helps him balance. His wings are powerful but not built for sustained flight.
Eyes
Draconic amber with dark mottling; formerly dark brown
Hair
Red
Skin
Fair skin with olive-green scales
Age
19
Gender
Male
Size
Medium

Distinguishing features

Olive-green scales, flexible and leaf-dappled, across his body.
Amber eyes with darker mottling; they were dark brown before adolescence.
Red hair and freckles, a family trait he had before his transformation.
Pointed ears, a long balancing tail, folded wings, and narrow green-dragon teeth.
Callused fingertips marked with tiny tool cuts and persistent dark grease, noticeable when he turns a small part in his hands.
A habit of carrying smooth stones for his painful stone-gizzard adaptation.

Personality

17 traits and drives

Eber is thoughtful and observant, but he is not naturally serene. He can spend an hour patiently aligning the teeth of a damaged gear, then snap at a sibling who asks whether he is eating enough. With strangers, he uses clever phrasing and an almost formal distance to keep control of the conversation. With family, that distance thins: he is more easily embarrassed, more easily hurt, and more likely to make a joke that lands too sharply. He wants to be treated as capable, yet resents how often he must prove it. He dislikes pity, but remembers every practical kindness. He loves the close, noisy warmth of his parents' table and also finds it painful to sit there with food he cannot eat the old way. He is curious about his draconic inheritance and disturbed by it in equal measure. He can admire a beautiful piece of craftsmanship without wanting to own it, but has a fondness for bright, well-made objects that he will deny if teased. In a calm mood, he listens carefully and offers unexpectedly generous help. Under pressure, he becomes cool, exact, and argumentative, turning feelings into problems he can take apart. When frightened, he tries to become indispensable; when lonely, he insists that he prefers working alone.

Alignment
Neutral Good

Quirks

Turns small screws or washers between his fingers when thinking, sorting them by sound as well as size.
Keeps one smooth stone in his cheekless mouth only briefly before swallowing it with careful, practiced concentration.
Taps a repaired object twice against the bench before handing it over, as if listening for a final complaint.
Collects shiny salvage, then insists each piece has a practical purpose.
Counts the steps between a doorway and the nearest sturdy bench when entering an unfamiliar room.

Habits

When uncertain, Eber examines the nearest hinge, buckle, or loose screw while listening closely.
He measures food into small pieces before beginning a meal and prefers not to be watched.
He makes himself useful during family gatherings, then quietly slips away when attention turns to his body.
When angry, he becomes more exact with his words and asks questions that expose the other person's assumptions.

Traits · 5

Careful with mechanisms, impatient with people who assume they understand his body.
Longs for family closeness, but often withdraws before anyone can offer it.
Clever and dryly funny, though his wit can become a shield or a weapon.
Protective of younger relatives and quietly attentive to signs of pain or change.
Interested in draconic traits, while refusing to treat them as destiny.

Flaws · 4

He hides pain and health problems until they become difficult to ignore.
His aloofness can make concern look like disdain.
He uses cleverness to avoid admitting when he is frightened or lonely.
He sometimes keeps useful information secret because he fears how others might use it.

Fears · 4

That his body will continue changing until he no longer recognizes himself.
That his younger relatives will suffer the same pain and isolation.
That healers or officials will treat high-blood Marshwake as specimens rather than people.
That accepting his family's care means surrendering any chance of independence.

Wants and needs · 4

A bed, clothes, and a workspace that fit his body.
Reliable access to food he can safely manage, without turning every meal into a family emergency.
Privacy and autonomy without losing the warmth of his family.
A trustworthy healer or natural philosopher willing to treat high-blood Marshwake as people.

Combat

AC 15 · HP 17 · 30 feet

Eber avoids a fair fight. He uses cover, keeps distance with a thrown awl, and tries to disable a weapon or create an opening with a spell before closing in with his tool-hammer. He retreats if an ally is hurt or if his family is threatened, and uses Marshwake Menace only to interrupt an immediate danger. His folded wings can help him manage a short drop or gap, but do not grant flight.

Eber Waldner

Medium humanoid (marshwake high-blood), neutral good
Armor Class15
Hit Points17
Speed30 feet
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationDeceptionPerception
SensesPassive Perception 10
Languages
Common,
Halfling,
Draconic
High-blood Marshwake. Medium humanoid with draconic inheritance. Eber is proficient in Deception.
Custom adaptation, stone-gizzard. Eber cannot chew. He cuts food into tiny pieces and swallows small, smooth stones to help grind it in a specialized second stomach. This is a painful biological trait, not a combat ability.
Custom adaptation, folded wings. Eber has strong wings, but they are not large enough for sustained flight. With a running start, he can glide across a gap or descend safely from a height at the DM's discretion.
Artificer spellcasting. Intelligence is his spellcasting ability. Spell save , spell attack bonus +3. He has two 1st-level spell slots and prepares two artificer spells after a long rest.

Spells

Prestidigitation (cantrip, transmutation). Cantrip. He creates a tiny harmless sensory effect, such as a brief odor, sound, or flicker of light, within range.
Mage Hand (cantrip, conjuration). Cantrip. He produces a small magical hand at a point he can see within range and can manipulate simple objects with it.
Resistance (level 1, abjuration). 1st level, prepared. Eber touches a willing creature, granting a magical ward that adds to saving throws for up to 1 minute while he maintains concentration.
Shield (level 1, abjuration). 1st level, prepared. As a reaction when hit by an attack or targeted by Magic Missile, Eber gains +5 AC, including against the triggering attack, and takes no damage from Magic Missile until the start of his next turn.

Actions

Tool-Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. Eber uses a compact steel-tipped tool-hammer as a weapon.
Throwing Awl. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage. Eber throws a balanced metal awl, which can be recovered after the fight.
Marshwake Menace. Eber fixes his gaze on one creature he can see within 10 feet. The target must succeed on a Wisdom saving throw or be frightened of Eber until the end of Eber's next turn. Once used, this custom Marshwake high-blood trait cannot be used again until Eber finishes a long rest.

Reactions

Measured Guard. When a creature Eber can see within 5 feet hits him with a melee attack, Eber uses a prepared reaction to impose disadvantage on the next weapon attack that creature makes before the end of its next turn. This is the 1st-level artificer spell Absorb Elements only if the attack deals acid, cold, fire, lightning, or thunder damage; otherwise this is not an available reaction.

Services they sell

Repairs small mechanisms, watches, tools, hinges, and simple locks.
Can assess whether a piece of equipment is poorly made or likely to fail.
Can improvise a practical fitting or modification if supplied with suitable materials.

Rewards they can give

A reliable repair or a custom small mechanism made to solve a practical problem.
A carefully drawn plan for an adjustable fitting, workbench, or food-preparation tool.
His trust, and potentially private knowledge about high-blood changes in the Waldner family.

Equipment

  • Workshop leather armor (armor)Sturdy leather armor fitted around his wings and tail; it is reinforced with overlapping leather panels.
  • Fitted shield (armor)A small shield made from layered wood and metal, built to sit clear of his folded wing joints.
  • Tool-hammer (weapon and artisan's tool)A compact steel-tipped hammer used for delicate work and, if necessary, self-defense.
  • Tinkerer's tools (artisan's tools)A leather roll containing miniature files, pliers, a screwdriver, a hand drill, and fine wire.
  • Gizzard stones (personal item)A small pouch of smooth stones chosen for size and shape; he keeps them out of sight during meals.
  • Workshop notebook (personal item)A folded notebook of sketches for adjustable furniture, food-cutting tools, and observations about high-blood changes.

Possessions

Tinkerer's tools and a compact tool-hammer
A fitted leather apron repeatedly repaired by hand
A notebook of workshop designs and private observations
A pouch of smooth stones for his digestive adaptation
A tin of polished buttons, bright gears, and useful-looking scraps

Background

Eber Waldner was born the youngest of eight children in a Stout-halfling family of makers, repairers, gardeners, and keepers of more chickens than anyone could reasonably need. His father, Trogi, has spent most of his life at the family workshop, insisting he is about to retire while taking every difficult repair back onto his own bench. His mother, Wilma, keeps the garden and poultry in better order than the workshop, and can calm a quarrel with a look. She is tenderhearted about violence, though she has no hesitation when it comes to preparing fish or chickens for supper. The Waldners are Marshwake, descendants of castaways who survived a dragon-haunted wilderness by accepting the blood of a wounded green dragon. In their family, that inheritance appears unevenly. Most Waldners remain recognizably halfling; some grow into the taller, more conspicuously draconic high-blood form. Eber's red hair was there from childhood, and the family joked that it was a sign of something grand. His eyes were ordinary dark brown. He spent his early years under the workbench, learning to sort screws by touch and listen for the different complaints of a clock that needed oil, a hinge that needed reshaping, or a parent who needed help but would not ask. He was good with small mechanisms. He was also good at finding excuses to stay close to the dinner table long after the meal, listening to the crowded, affectionate arguments of his family. His adolescence began as a fever and a deep ache beneath his ribs. Then his teeth changed, his skin roughened into scales, and his body grew with disconcerting speed. His ears sharpened, a tail emerged, and folded wings stretched painfully across his back. His dark brown eyes turned amber, and his appetite became a source of fear. He could no longer chew. His first attempts to eat the family's ordinary meals ended in choking, pain, and frantic calls for help. He learned to cut food into tiny pieces and swallow it carefully. Small smooth stones, which his body could pass later, eased the grinding process in a second stomach. The adjustment works, but it hurts. He hides the worst of it because he has already watched his mother go pale with worry. The formative moment came one night when Wilma found him alone in the pantry, sweating and frightened after trying to eat a piece of bread as he used to. She did not scold him or tell him it would be fine. She sat on the floor beside him, cut the bread into small pieces, and waited while he managed them one at a time. Eber remembers that night less as a rescue than as the first time he understood that love could not make his body go back. Since then, he has tried to let his family help without letting them see how much help he needs. The family workshop has not been built for high-blood bodies. Eber sleeps in the dining hall, where the benches are too short and the ceiling beam catches his wing joints when he turns in his sleep. Clothes are hard to find, and the family keeps letting out seams in garments already borrowed from someone else. Trogi worries about lumber, bedding, food, and whether the children are safe. Wilma worries about all of that and tries to disguise it by sending Eber home with bundles of herbs. Eber's small, private resentment is not directed at them. It is directed at the fact that their warmth often reaches him through a practical solution rather than a familiar embrace: a new cot, a bigger coat, another plate of food cut into careful pieces. His siblings have become a second, unruly household. Windle, the eldest, is already a father to Otto and baby Anika, works at the shop, and is expected to take it over. He meets Eber's changes with stoicism, but fears his own children may become high-blood. Karl works with gears and tools and lives in a strained marriage with Leanora, a sailor descended from dragon hunters Wilks and Nailia. Their household includes Hansel and Ragni, whose pale coloring and unusual eyes have caused more than one uncomfortable question. Yonda, Eber's only sister, is generous and beloved, with five children of her own; she gently urges Eber to spend time with people instead of tools. Her sons Hans and Birke show signs that may mark them as high-blood. Alder, a part-time guard who is often occupied by merriment, has a high-blood son, Black Alder, who visits with adventure stories. Kasper repairs watches, tends the garden, and keeps chickens with his wife and daughters Wonda and Ilse. Rodrick, twenty-one, is a high-blood with auburn hair, yellow eyes, reddish-tipped green scales, and a predator's build. He is blunt, arrogant, and fond of teasing Eber about his eating. He insists he means no harm, which is not the same as being harmless. His sorcery gives him a platform for boasting, and Eber's dislike of the performance has made their relationship a recurring contest of sharp remarks. Rodrick usually stops when Eber's anger becomes unmistakable. Ignatz, twenty, is Eber's closest brother and the one who stood beside him through the worst of his transformation. Ignatz's own draconic instincts frightened him when he deliberately killed a chicken with his bare hands. Ashamed, he has kept to the workshop, where a precise task gives his hands something safe to do. Eber has taken up the artificer's craft as a way to make the world fit bodies that were never considered when it was built. He repairs tools, watches, locks, and kitchen fittings, and experiments with adjustable benches, broad door hinges, and a hand-cranked food chopper that makes meals safer for him. He has begun recording the changing bodies of high-blood Marshwake, carefully and with consent, hoping to distinguish ordinary inherited variation from something that needs a healer's attention. He does not yet know whether his interest is compassion, fear, or the wish to be the person who understands what is happening. His current problem is practical and political. The family has been asked to help supply repairs for a settlement whose neighbors are increasingly uneasy about the high-blood generation. Eber suspects someone is collecting accounts of the changes, but cannot tell whether the interest comes from responsible healers, frightened officials, or people who want to use the Marshwake as a resource. His own notes contain details about his painful digestion, unusual growth, and the first signs of changes in his nieces and nephews. He keeps those pages hidden even from the family. He wants a life of his own, a room with a bed that fits, and the freedom to choose when to be touched or helped. He also wants to stay near the people whose ordinary halfling life he can no longer share in the ordinary way. For now, he keeps working at the bench, building small useful things and pretending that every bright object he saves is only valuable because it can be repaired.

Role in the story

A young craftsperson and potential ally who can repair equipment, offer insight into the Marshwake, and embody the personal cost of a community's changing inheritance. His family ties can draw the party into questions of healing, privacy, prejudice, and who gets to define what the Marshwake are becoming.

“His mother, Wilma, keeps the garden and poultry in better order than the workshop, and can calm a quarrel with a look.”
From their background
Faction
The Waldner family and the Marshwake community. He has no formal guild affiliation.

Known connections

Trogi Waldner, his father, is a steady craftsman who says he wants to retire but cannot resist taking on one more difficult repair.
Wilma Waldner, his mother, is loving, shrewd, and worried about the high-blood children, though she tries to express that worry through food, herbs, and practical care.
Ignatz Waldner, his closest brother, supported him through adolescence and now struggles privately with his own predatory instincts.
Rodrick Waldner, his older high-blood brother, needles him and boasts of his sorcery, but usually knows when his teasing has gone too far.
Yonda Waldner, his sister, loves him and keeps urging him to make friends beyond the workshop.
Windle Waldner is expected to inherit the family workshop and worries that his children, Otto and Anika, might become high-blood.
Karl Waldner's complicated household includes his wife Leanora, their son Hansel, and Ragni.
Alder Waldner's son Black Alder visits with stories from beyond the family workshop.
Kasper Waldner's daughters Wonda and Ilse are frequent companions in the garden and chicken yard.
Major secret · GM only
Minor secrets · GM only

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