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Eber

Marshwake (Homo draconicus marisvagus), high-blood descendant · Artificer · Level 2

Eber

Family workshop apprentice and watch repairer
“a story someone wants you to believe.”
AC14
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Eber’s voice has a dry, slightly rasping edge from a throat adapting to draconic anatomy, with a faint breathy catch after long explanations. Workshop dust and years of calling across the yard have given him a practical projection, but he does not raise his voice to command a room. His name is spoken plainly, without a special vocal flourish.

He speaks in careful, workmanlike phrases shaped by years around clattering tools: consonants clipped cleanly, pauses used to check a thought before committing to it. His first instinct is to describe how something works. When nervous, he overexplains measurements; when fond of someone, he lets dry jokes slip into his explanations.

Speech patterns

Explains a machine by describing what each part does, then catches himself and asks whether the listener wants the whole explanation.
Uses precise, practical questions when anxious: where, how much, how long, and what can break.
Avoids grand claims about high-blood destiny; he calls such talk 'a story someone wants you to believe.'
Jokes dryly about bad workmanship but rarely makes jokes about another person’s body.
Pauses before discussing meals, watching to see whether the other person is curious, uncomfortable, or kind.

How to play them

Begin with a practical topic, especially tools, food, or a repair, rather than pressing him to explain his body. He responds well to sincere questions that allow him to set boundaries. Treat his family’s care as something he values, not as evidence of helplessness. If Rodrick is present, do not make Eber the butt of a meal-related joke.

Goal

Build adaptable furniture, clothing fittings, and meal tools so high-blood and low-blood relatives can share the same home and routines without either group feeling displaced.

Motivation

To remain part of his family without pretending his changed body is easy, and to make the village’s practical life accommodate both bloodlines.

Secret · GM only

Appearance

Eber stands five feet ten inches, an awkward height among his stout halfling kin and a constant reminder that his body is changing faster than his place in the family. Olive-green scales lie in overlapping, flexible plates along his temples, throat, shoulders, ribs, and forearms, lightening into fine speckles toward his palms. His skin remains fair and freckled where the scales have not spread. Thick red hair, the family trait that marked him as unusual even as a child, curls over pointed ears with small, dark ear-holes. His amber eyes have narrow, draconic pupils that catch light like polished resin. His teeth are strong, pointed, and made for gripping rather than chewing; when he tries to smile naturally, the result can look more like a warning. He eats by cutting food small, swallowing carefully, and taking a pebble from a pouch when his stomach needs it. His movement is quiet and measured, his long tail making small balancing corrections behind him. He smells faintly of machine oil, damp leaves, and the mineral dust of the smooth stones he keeps for meals. The unexpected detail is that he hoards tiny, bright scraps of colored glass, not jewels or coins, and sorts them by how they catch the light.

Clothing

Practical German-influenced craftsman’s clothes: a fitted wool jacket modified with gussets, a linen shirt, a heavy apron with tool loops, and sturdy boots. The family embroidery has been enlarged and resewn as his body outgrew the original garment. His pockets contain watch parts, smooth stones, and colored glass.

Body language

Eber tends to fold his shoulders in the crowded family home, though his height makes the effort conspicuous. His tail balances him in small, controlled movements and gives away impatience before his face does. He studies people from the side rather than staring them down, then meets their eyes directly when he has decided to speak plainly. While listening, he rubs a smooth pebble between thumb and forefinger.

Height
5 feet 10 inches
Build
Tall and lean, with a sturdy craftsman’s shoulders, unusually strong hands, flexible scaled skin, and a long balancing tail.
Eyes
Molten amber with narrow, draconic pupils
Hair
Red, thick and slightly unruly
Skin
Fair skin with freckles, overlaid by flexible olive-green scales that become lighter and more dappled toward the hands
Age
19
Gender
Male
Size
Medium

Distinguishing features

A red-haired, freckled face framed by pointed ears and olive-green scales.
Amber draconic eyes that were dark brown before adolescence.
Strong pointed teeth and a jaw unsuited to chewing; he cuts food into small pieces and swallows carefully.
A long, expressive tail that makes subtle balancing movements.
A faint mineral-and-machine-oil smell from his gizzard stones and workshop clothes.

Personality

16 traits and drives

Eber wants closeness and guards his solitude as if it were the last thing his changing body has not taken from him. In a busy family kitchen he is watchful and easily crowded, yet a child asking him to fix a toy can draw out a patience he does not show adults. He is clever and observant, often noticing the loose hinge or concealed motive before others do, but he dislikes being praised as a wonder of dragon blood. Praise makes him suspect that people value the transformation more than the person enduring it. He resents being physically separated from the small, warm routines of his childhood. He cannot curl into a parent’s lap, borrow his brothers’ old clothes, or eat from the same dish in the same unthinking way. At the same time, he feels guilty for mourning those losses when his parents are trying so hard to help him. When he is tired, this tension turns into silence. When he is rested, he can be dryly funny and unexpectedly generous with his time. Eber is not ashamed of his strength, but he mistrusts how easily it can frighten people. Around family he moves carefully and often holds objects with exaggerated gentleness. If teased about eating, he first tries to absorb the insult as harmless; if it continues, his anger can emerge with a sudden, startling force. He dislikes Rodrick’s swagger but understands the insecurity beneath it. He is wary of Ignatz’s shame and tries not to make his brother feel watched. He prefers solving a problem to discussing it. Repairing a clock gives him a clear sequence of actions and a visible result; family fear has no such tidy arrangement. Yet his practical nature is not coldness. He remembers who needs a coat mended, which child is afraid of thunder, and where his mother keeps the smoothest stones. He will inconvenience himself to help, then deny that the effort cost him anything. With strangers, he starts formal and reserved, speaking as though every word should be useful. He warms when someone treats him as a craftsman rather than a curiosity. Around elders, he is more deferential than his independence suggests; around high-blood youths boasting of dominance, he becomes skeptical and sharply literal. He is capable of tenderness but dislikes making a display of it. He would rather leave a repaired toy on a child’s windowsill than announce he fixed it. His private contradiction is that he wants a future of his own and fears that wanting one means abandoning his family. He dreams of making tools for other changed youths, but worries that such work would turn him into a symbol or a leader. He wants to be treated as neither a fragile child nor a superior new kind of person. He wants to be Eber, a son and brother who has learned a difficult way to eat and is still deciding where he belongs.

Alignment
Neutral Good

Quirks

Arranges smooth stones by weight before eating, even when he is in a hurry.
Turns small gears between his fingers when trying to think through a difficult conversation.
Collects colored glass and checks how each piece looks in both sunlight and lamplight.
Taps a tool twice against the workbench before putting it away, a habit copied from Trogi.
Practices smiling in the dark reflection of the workshop window because his teeth make his expressions look more threatening than he intends.

Habits

At meals he places food into small portions, checks each bite, then discreetly swallows a smooth pebble from his pocket.
When a mechanism catches his interest, he forgets conversation and tracks the moving parts with his eyes.
He positions himself near a doorway or open space, unconsciously accounting for his height and tail.
With children he makes an effort to crouch or sit, though he sometimes misjudges how much strength a gentle touch requires.
When family tension rises, he offers a practical repair or errand rather than naming the feeling in the room.

Traits · 4

He wants company but becomes guarded when attention centers on his body.
He is proud of his craft yet uncomfortable when people treat his intelligence as a draconic gift.
He is gentle with children and tools, but can react fiercely to repeated humiliation.
He longs for family traditions and simultaneously resents being expected to fit his changed body into them unchanged.

Flaws · 4

He treats accepting help as evidence that he is a burden.
He retreats into solitary work instead of telling loved ones when he feels hurt.
He can become stubbornly defensive when anyone describes his body as a blessing.
His curiosity about mechanisms can make him overlook immediate social cues.

Fears · 4

That the family’s children will inherit changes that bring pain and isolation.
That his need for food, clothing, and space will exhaust his parents’ resources.
That his blood will make him cruel or predatory before he notices the change.
That he will become a stranger to the family whose warmth he still needs.

Wants and needs · 4

Enough food and properly fitted clothes for his changing body.
A place at the family table that does not require pretending meals are effortless.
Trustworthy materials and funding for his home-improvement designs.
To be asked for help without being treated as either a danger or a marvel.

Combat

AC 14 · HP 17 · 30 ft.

Eber avoids a stand-up fight. He uses cover, a crossbow, and tactical cantrips to keep threats away from allies. He casts Faerie Fire to reveal hidden enemies or Cure Wounds when an ally is badly hurt, and uses his bite only when cornered. He retreats if the fight risks drawing danger toward his family.

Eber

Medium humanoid (marshwake (homo draconicus marisvagus), high-blood descendant), neutral good
Armor Class14
Hit Points17
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationPerceptionSleight of HandTinker's ToolsThieves' Tools
SensesDarkvision 60 ft. (custom Marshwake trait); passive Perception 13
Languages
Common,
Halfling,
Draconic
Marshwake ancestry (custom): Eber is Medium, has a walking speed of 30 feet, and can hold his breath for up to 10 minutes.
Stone-Gizzard (custom): Eber must swallow small stones or metal fragments with meals. He can digest food without chewing; swallowing stones does not grant a combat benefit.
Draconic Adaptation (custom): Eber has advantage on Wisdom (Perception) checks that rely on smell. This is a custom trait, not a standard halfling or dragonborn feature.
Artificer Spellcasting. Intelligence is his spellcasting ability. Spell save , spell attack bonus +5. He has two 1st-level spell slots and prepares three 1st-level artificer spells after a long rest.
Magical Tinkering. Eber can imbue a Tiny nonmagical object with a minor magical property, such as a light, a recorded message, or a simple sensory effect.
Tool Expertise. Eber is proficient with thieves' tools, tinker's tools, and smith's tools.

Spells

Produce Flame (custom ancestry cantrip) (cantrip, evocation). A small magical flame appears in his hand or on an object he touches, shedding light and igniting flammable material.
Magical Tinkering (cantrip, transmutation). A touched object gains a minor magical property, such as a light, a recorded message, or a simple sensory effect.
Cure Wounds (level 1, evocation). A creature or object touched regains hit points.
Sanctuary (level 1, abjuration). A creature or object touched is protected by a faint magical ward; the spell can also be used as a reaction to impose disadvantage on one attack against the target before the spell ends.
Faerie Fire (level 1, evocation). Up to three creatures in range make a Wisdom saving throw or become outlined in light, granting advantage on attack rolls against them and preventing invisibility from hiding them.

Actions

Draconic Bite (custom). Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 () piercing damage.
Workshop Assessment. Eber makes a tool check to repair or assess a device, clockwork mechanism, or crafted object. The DM sets the DC; he is particularly practiced with small gears and watch mechanisms.

Reactions

Defensive Duelist. When a creature Eber can see hits him with an attack, he uses his reaction to add 2 to his AC against that attack, potentially causing it to miss. He must be wearing light armor or no armor and wielding a melee weapon.

Services they sell

Repairs watches, small locks, and delicate clockwork devices.
Assesses mechanical traps and mechanisms, subject to the DM's set DC.
Can create a simple magical trinket using Magical Tinkering.
Can prepare basic artificer magic, including minor repairs and protective or healing spells.

Rewards they can give

A careful repair of a small clock, lock, or mechanical device.
A practical sketch for a custom-fitting tool or piece of furniture.
A smooth, unusually lustrous gizzard stone from his personal collection, offered only to someone he trusts.

Equipment

  • Light crossbow (weapon)A compact crossbow for defense at a distance.
  • Dagger (weapon)A sturdy dagger used as a tool as often as a weapon.
  • Leather armor (armor)Reinforced leather armor modified to accommodate his tail and scales.
  • Tinker's tools (tool)A fitted kit of tiny screwdrivers, tweezers, springs, and files.
  • Gizzard stones (personal)Small smooth stones selected for swallowing with meals.

Possessions

A pocket-sized watch he repaired from mismatched family parts.
A small pouch of smooth stones for meals.
Several scraps of colored glass sorted in a wooden box.
A sketchbook of adjustable furniture and kitchen-tool designs.
A family-embroidered apron enlarged and resewn to fit him.

Background

Eber was born the eighth child of Trogi and Wilma, the baby of a crowded, practical household where a place at the table was never in doubt. His family descended from stout halflings, and his earliest memories are measured in warm laps, garden dirt, the smell of bread, and the sound of Trogi’s tools tapping steadily in the workshop. He had red hair from childhood, a distinction that prompted gentle speculation about high-blood ancestry, but his eyes were ordinary dark brown. He was small, quick, and eager to be carried by whichever sibling happened to be closest. His childhood world was full of hands reaching down to help him, and he assumed that was simply how life worked. His oldest brother, Windle, was already building a separate household by the time Eber began following him around the workshop. Windle is a low-blood craftsman with a balding head, brown hair at the sides, and hazel eyes. He works beside Trogi and is expected to take over the family business. His children, Otto and little Anika, give him a fierce tenderness that is usually hidden beneath a stoic manner. Eber knows Windle worries that the children might undergo the same changes as their uncle. Windle rarely says this aloud; instead, he checks the workshop’s braces and shelves as if sturdier timber could protect the next generation. Karl, the second son, shares the workshop’s love of tools and clever mechanisms. His marriage to Leanora, a rough sailor descended from the dragon-hunting Wilks and the famed halfling heroine Nailia, is strained by her long absences and by the complicated question of Ragni, her pale, white-haired child with milky blue eyes. Karl and Leanora also have Hansel, whose black hair and eyes resemble Karl’s. Eber has learned that families can remain loyal without being simple. Karl taught him to handle fine watch parts and never to trust a device merely because it looks finished. Yonda, the only sister, is a social butterfly whose warmth reaches Eber even when he withdraws. She has five children: Willow, Trude, Liesel, Hans, and Birke. Her sons show possible signs of high-blood traits, and the family watches their eyes with a concern that adults try not to let the boys notice. Yonda is kind to Eber but repeatedly urges him to visit, talk, and let people know him. Eber understands that this is love. He also feels the gentle pressure in it, as if she is asking him to become the boy she remembers. Alder works part-time as a town guard and often chooses merriment over duty. His son, Black Alder, is a high-blood cousin who visits and tells stories of adventure. Eber listens closely, though he dislikes being treated as an audience for someone else’s daring. Kasper, a low-blood brother, keeps accounts and repairs watches when he is not tending the chickens or family garden. His daughters, Wonda and Ilse, often follow one another around the yard. Their easy closeness stirs Eber’s longing for childhood, when no one had to calculate whether his body would fit through a doorway or whether he could safely share a meal. The changes began during adolescence. Eber’s brown eyes turned amber; his ears sharpened; green scales appeared across his body. His height and strength increased until the familiar chairs, clothes, and beds became a poor fit. His jaw changed most painfully. The teeth were not brittle, but they would not grind food, and his body developed the strange need to swallow stones to help his digestion. His mother tried to make meals feel normal, carefully preparing small portions and keeping smooth pebbles at hand. Eber hated that every meal required planning. He hated even more that he could no longer eat the same way as his parents, who had always made shared food feel like a promise that everyone belonged. His brothers Rodrick and Ignatz changed too. Rodrick, older by a year, grew taller and broader, with auburn hair, yellow eyes, reddish-tipped green scales, and a predator’s build. His sorcery came easily enough that he became insufferably proud of it. Rodrick teased Eber about meals, insisting he was only being honest, until Eber’s anger became too sharp to dismiss as a joke. Then Rodrick would stop, looking startled by the force he had provoked. Ignatz, twenty, became lean and flexible, with ashy blond hair, green eyes, grey-green scales, claws, and a long tail. Once, in a sudden hunting impulse, he killed a chicken with his bare hands. He was ashamed enough to confine himself to the workshop afterward. He had been the first brother to sit beside Eber through the worst of his transition, even when neither knew what help would work. Soon after their changes, the brothers could no longer sleep comfortably in their old beds. Trogi and Wilma laid blankets across the kitchen floor, and the three high-blood brothers slept together there, close to the warmth of the cooking hearth. Eber remembers the smell of ash, feathers from the yard, and his mother’s herbs drying above them. Rodrick complained about the cramped space. Ignatz kept apologizing for moving in his sleep. Eber lay awake listening to the house settle, comforted by their presence and ashamed that the family had to rearrange itself around his body. That night became a private measure of what he misses: not the old size itself, but how naturally his family could hold him. Trogi, greying and calm, keeps saying he wants to retire while continuing to take on repairs. He secretly wishes he could grow a beard, a small aspiration Eber considers precious because it is so ordinary. Wilma is warm, clever, and happiest in the garden or among the chickens. She can butcher poultry but goes faint at the thought of violence directed at her children. Their greatest worry is practical as well as emotional: the high-blood children need more food, stronger clothing, and beds that can bear their size. Eber sees the cost in every repaired coat and reinforced plank. Eber has become a level-two artificer by turning these needs into work. He repairs watches, strengthens hinges, modifies tools, and designs fittings that let a too-large hand manage delicate mechanisms. He is proud of the craft and uneasy about the attention his ingenuity attracts. The village is divided over high-blood descendants. Some elders remember the old dragon-blood ritual as a painful bargain that saved the refugees; some young people see the changes as proof of superiority. Stories of dragon worship and a secret circle circulate, while the village remains wary of the green dragon who once helped the settlers. Eber has no clear answer about what his blood means. He wants no throne, no hunt, and no dragon’s favor. He wants his family to have enough space, enough food, and enough time to become accustomed to one another again. He has begun a private project: a set of adjustable furniture and kitchen tools for high-blood bodies, designed so they can work and eat beside their low-blood relatives rather than apart from them. He has not shown the plans to Rodrick, who would likely call them proof of a new high-blood order, nor to Windle, who might worry the expense will hurt the workshop. Eber’s current problem is that the first prototype requires rare springs and metal, and he does not know whether to ask the family for help or risk taking paid work from people whose interests in the village he distrusts. He is learning that independence is not the same as refusing care. He has not yet learned how to accept care without feeling that it marks him as a burden.

Role in the story

A family-centered young artificer caught between inherited community traditions and the growing divide between high-blood and low-blood descendants. He can provide practical aid, insight into village tensions, and a personal stake in any threat to the family workshop or its children.

“He had red hair from childhood, a distinction that prompted gentle speculation about high-blood ancestry, but his eyes were ordinary dark brown.”
From their background
Faction
The Greenwake Kin by birth and the family workshop by labor. He distrusts the village’s emerging dragon-worship faction and has no formal membership in it.

Known connections

Trogi, his father, teaches him careful workmanship and worries quietly about the cost of raising three high-blood sons.
Wilma, his mother, prepares meals around his changed digestion and keeps smooth stones beside the kitchen stores.
Ignatz, his closest brother, supported him through adolescence and shares his discomfort with hunting urges.
Rodrick, his older high-blood brother, teases and competes with him, but stops when Eber’s anger becomes unmistakable.
Windle, his eldest brother and likely future workshop manager, fears his own children may inherit high-blood changes.
Yonda, his only sister, tries to draw him back into village life and worries that his solitude is becoming permanent.
Kasper taught him watch repair and gives him a quiet place to work among the garden and chickens.
Major secret · GM only
Minor secrets · GM only

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