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Eber Waldner - AI-generated fantasy NPC

Eber Waldner

Marshwake High-blood · Artificer · Level 2

Eber Waldner

Apprentice artificer and repairer in the Waldner family workshop
AC15
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Eber's voice has a dry, slightly rasped edge from years of workshop dust and the strain of speaking through a jaw built for swallowing rather than chewing. It catches on certain consonants when he is tired, but remains clear. His words land with a craftsman's measured precision; when amused, a breathy click sometimes follows his laugh, like a small mechanism settling into place.

He speaks with the careful clarity of a repairer explaining a delicate mechanism, using compact sentences and exact verbs. His vocabulary is clever without being flowery. He often frames a question as a small observation, waiting to see whether the listener corrects him. When offended, his speech grows sharper and more direct rather than softer.

Speech patterns

Uses precise, clever wording and asks questions that sound casual but test what another person knows.
Talks about repairs as a way to discuss people: a bent part can be corrected, but not every break should be hidden.
Becomes blunt when someone treats his eating or body as a spectacle.
Uses dry humor to deflect pity, especially from healers.
When speaking to children, explains mechanisms patiently and lets them hold safe tools.

How to play them

Meet Eber through a practical problem: a broken tool, a poorly fitted harness, or a request to examine an unusual mechanism. Show curiosity without staring at his eating or treating him as a monster. He is more forthcoming when given a useful task or when someone recognizes his siblings as individuals. Earn his trust by respecting his family's limits and not promising that his transformation can be cured.

Goal

Develop practical tools and a more spacious workshop so High-blood family members can work and live without being treated as guests in their own home.

Motivation

Eber wants to be loved without being pitied and useful without being treated as a danger. Craft gives him a way to turn a body and a future he did not choose into something he can work with.

Secret · GM only

Appearance

Eber is a nineteen-year-old craftsman's son whose adolescent transformation made him impossible to mistake for the halfling child he remembers being. At five feet ten inches, he stands a head above most of his family, with a lean, long-limbed build, strong folded wings, and a sinuous tail that often curls around a chair leg. Olive-green scales lie in flexible, overlapping patches across his fair, freckled skin, darkest along his shoulders and tail and lighter toward his hands. His red hair is thick and unruly, the familiar Waldner red now startling against his scales. His amber eyes have narrow, draconic pupils that track moving hands and glints of metal before they meet anyone's gaze. His teeth are green-dragon sharp, but their shape is poor for chewing. When he eats, he cuts each bite small with a knife, swallows carefully, and follows it with smooth stones. The careful, almost ceremonial meal makes his family's crowded table feel briefly silent. His unexpected detail is his meticulous collection of tiny, polished wind-up birds: he oils their mechanisms and sets them fluttering across the workbench whenever a room grows tense. He moves with the quiet, coiling economy of something made for thick underbrush, leaving the impression of a thoughtful young man trying not to take up more space than his body already does.

Clothing

German-influenced halfling craftsman's clothes adapted by hand: a dark green wool vest over a linen shirt, reinforced trousers with side openings for his tail, leather tool loops, and a broad work belt. The seams are repeatedly let out and patched. His sleeves are rolled high enough to keep grease off his scales, and his boots are custom-made with split rear panels for his folded wings.

Body language

Eber angles his wings close to his back in crowded rooms and keeps his tail looped around a chair or table leg. His amber gaze follows hands, pockets, and bright objects, then returns to a speaker's face. He taps a tool against his thumb when thinking. When comfortable, he leans against a doorway as if guarding it; when hurt, he becomes unusually still.

Height
5 feet 10 inches
Build
Tall for a Marshwake, lean and strong, with long limbs, a flexible tail, and sturdy wings.
Eyes
Molten amber with narrow draconic pupils; his eyes were dark brown before adolescence.
Hair
Red, thick and unruly.
Skin
Fair skin with freckles, overlaid by flexible olive-green scales that darken along the shoulders and tail.
Age
19
Gender
Male
Size
Medium

Distinguishing features

Flexible olive-green scales patterned in darker patches over fair, freckled skin.
Red hair contrasting sharply with his green scales and amber, slit-pupiled eyes.
Green-dragon teeth that do not work well for chewing; he cuts meals into small pieces and swallows smooth stones.
Strong wings folded close to his back and a long tail that curls around furniture.
A miniature collection of polished, hand-built wind-up birds.

Personality

16 traits and drives

Eber wants the comfort of his family but recoils when comfort becomes supervision. He can be warm in action and aloof in conversation: he repairs a niece's toy without being asked, then pretends he happened to have the right spring. He is clever with words, quick to spot a lie, and slower to admit that he is hurt by one. His interest in shiny objects is not simple greed; he loves the way a polished surface catches light and the way a small mechanism can be both beautiful and dependable. Still, he sometimes clings to a bright trinket when he feels excluded, and he can mistake a person's interest in his unusual body for interest in him. With strangers, Eber is guarded and observant. He studies what they carry and what they avoid saying, then offers a precise question that gives them room to reveal themselves. With customers, he is patient and practical, explaining a repair in clear steps. With healers, he is suspicious of confident promises and uses dry jokes to keep pity at arm's length. Around his parents, he becomes younger than his age: he accepts Wilma's food and Trogi's quiet help, then bristles when they fuss over his size or eating. He loves the warmth of their crowded home, but their halfling-sized habits can make him feel like a visitor who has outgrown his place. His siblings pull different responses from him. Windle's caution makes Eber want to reassure him, though he resents being treated as a warning about what might happen to Otto and Anika. Yonda's gentle invitations to socialize are loving, but Eber hears the implication that his solitude is a defect. He finds Karl's mechanical focus easy company and enjoys Kasper's practical advice. Alder's stories can make him imagine a wider life, especially when Black Alder visits, but Eber is wary of turning adventure into another performance of High-blood strength. Rodrick's teasing makes Eber defensive because the jokes often land on his most private humiliation: eating. Eber knows Rodrick's bluntness is not always meant to injure, and he knows Rodrick can be generous, but he will not accept being called delicate or helpless. Ignatz is easier to trust. They have shared the kitchen floor, the embarrassment of new bodies, and the fear of sudden impulses. Eber does not demand that Ignatz talk about the chicken he killed; sitting near him while they work is often enough. When Eber is anxious, he becomes exacting. He aligns tools, checks a repair twice, and searches for flaws in other people's plans. When angry, he does not grow quieter or more courteous. His words sharpen, his tail lashes against furniture, and his amber stare fixes on the person who crossed a line. When frightened, he may become coldly practical, calculating exits and obstacles before he admits to fear. When joyful, usually around children or a cleverly made device, he talks quickly and lets his wings loosen. His laughter shows his sharp teeth, a sight that still surprises people who have only seen his careful meals. Eber dislikes being told that his changes are a gift. They have given him strength and senses he is still learning to use, but they have also cost him the ordinary ease of eating with his family, wearing their hand-me-down clothes, and fitting comfortably into the house. He is not ashamed of being High-blood, but he mourns the life he expected as a Stout-descended halfling. He wants to be understood without being reduced to either a tragic patient or a fascinating specimen. His greatest contradiction is that he wants to be seen clearly and also fears what people will decide once they see him.

Alignment
Neutral Good

Quirks

Keeps three smooth stones in his left pocket and silently sorts them by shape when thinking.
Turns every shiny object he is offered toward the light before deciding whether to keep it.
Names each wind-up bird after the sound its mechanism makes, such as Tick or Chirr.
When a conversation becomes tense, he sets a tiny mechanical bird in motion and watches whether people follow it with their eyes.
Taps a tool twice against his thumb before beginning a repair, a habit copied from Trogi.

Habits

When someone is in danger, Eber acts quickly and then explains his plan afterward.
He studies a room through its tools, exits, and reflective surfaces before looking directly at its people.
At family meals he cuts food into careful pieces, keeps smooth stones close, and stays engaged even when eating reminds him of what has changed.
When embarrassed, he redirects attention by offering to repair something.
He is more openly affectionate with children and animals than with adults.

Traits · 4

Offers practical help more readily than emotional comfort, then feels stung when people mistake the difference for indifference.
Can be playful and inventive with children, but guarded and strategically articulate with adults.
Loves the old family rituals while resenting how visibly his body no longer fits them.
Is fascinated by beautiful mechanisms and suspicious of beautiful promises.

Flaws · 4

He hides loneliness behind cleverness and can make a sincere offer of help sound like a negotiation.
He is possessive of small beautiful objects and sometimes mistakes being admired for being understood.
He resents his family's concern when it makes him feel like a problem to be managed.
His curiosity can make him investigate dangerous devices before he has told anyone where he is going.

Fears · 4

That his body will keep changing until his family cannot recognize him.
That Windle's children or Yonda's sons will suffer the same painful transformation.
That his need for more food, clothing, and space will become a burden his parents cannot carry.
That the dragon's inheritance has a purpose, and someone else already knows what it is.

Wants and needs · 4

A bed and work space that fit his body without making him feel like a burden.
A way to eat with his family without every meal becoming a reminder of his transformation.
Honest information about the Marshwake inheritance, without sensational claims from healers or outsiders.
To be trusted with responsibility rather than protected from every risk.

Combat

AC 15 · HP 17 · 30 ft.

Eber avoids a fair stand-up fight. He uses cover, range, and the workshop or landscape to keep enemies away from his family. He opens with Fire Bolt or a thrown hammer, uses Faerie Fire to expose elusive enemies, and reserves his draconic presence for a threat that must be stopped immediately. He retreats if badly hurt and prefers to disable a pursuer rather than kill one.

Eber Waldner

Medium humanoid (marshwake high-blood), neutral good
Armor Class15
Hit Points17
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationDeceptionSleight of HandPerception
SensesDarkvision 60 ft. (custom High-blood trait); passive Perception 10.
Languages
Common,
Halfling,
Draconic
Marshwake High-blood. Medium size and proficiency in Deception.
Custom draconic presence. Once per long rest, Eber chooses one creature he can see within 10 feet. The creature must succeed on a Wisdom saving throw or be frightened of him until the end of Eber's next turn.
Custom stone-gizzard adaptation. Eber cannot chew ordinary food comfortably. He cuts meals into small pieces and swallows smooth stones, which he later regurgitates. This grants no combat benefit and can become painful if he goes without suitable stones.
Artificer spellcasting. Intelligence is his spellcasting ability; spell save , spell attack bonus +4.

Spells

Fire Bolt (cantrip, evocation). A cantrip that creates a streak of fire dealing fire damage on a ranged spell attack.
Prestidigitation (cantrip, transmutation). A cantrip that produces a harmless sensory effect or small illusion, such as a brief sound or a faint image.
Faerie Fire (level 1, evocation). A flare of colored light outlines creatures in a 20-foot cube. Affected creatures grant advantage on attack rolls against them and cannot benefit from invisibility, subject to a Dexterity saving throw.
Cure Wounds (level 1, evocation). One creature the caster touches regains hit points. This spell cannot restore hit points to undead or constructs.
Charm Person (level 1, enchantment). A creature Eber touches must succeed on a Wisdom saving throw or be charmed by him for the spell's duration, subject to the spell's normal restrictions.

Actions

Light Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage, or if used with two hands.
Light Hammer, Thrown. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: bludgeoning damage.
Fire Bolt. Eber makes a ranged spell attack at to hit, range 60 ft. On a hit, the target takes force damage. He can create this magical firearm-like effect through an artificer's tool focus.
Marshwake Menace. Eber produces a brief burst of draconic menace. One creature of his choice within 10 feet must make a Wisdom saving throw or be frightened until the end of Eber's next turn. Once used, this trait cannot be used again until he finishes a long rest.

Reactions

Tool-Quick Guard. When a creature Eber can see hits him with an attack, Eber can use his reaction to impose disadvantage on that attack roll if he is wielding tinker's tools or has half cover. He interposes a tool or shifts behind cover.

Services they sell

Repairs watches, small tools, and simple mechanisms.
Can adapt straps, grips, and work tools for larger hands, wings, or tails.
Can identify common mechanical faults and make a basic device from available scrap.

Rewards they can give

A custom wind-up bird that can carry a tiny written message across a room.
A repair or modification to a practical tool, tailored to the recipient's needs.
Eber's trust and access to the Waldner workshop, provided the party treats his family respectfully.

Equipment

  • Waldner tool roll (tools)A fitted set of smith's and tinker's tools with several custom handles adapted to his hands.
  • Light hammer (weapon)A light hammer used for shop work and, if necessary, defense.
  • Tool focus (spellcasting focus)A sturdy leather-and-wood arcane focus used to channel his artificer spells.
  • Gizzard stones (personal item)A cloth pouch of smooth stones selected for swallowing; he keeps a separate set of polished specimens for his collection.

Possessions

A tiny collection of polished wind-up birds made from salvaged watch parts.
A small pouch of smooth stones for his altered digestion.
A battered notebook of tool sketches and observations about High-blood changes.
A red-threaded family token given to him by Wilma when he first slept in the kitchen.

Background

Eber Waldner was born the eighth and youngest child of Trogi and Wilma, into a household where work, food, and affection were rarely separated. The Waldners are of Stout halfling descent and run a busy family workshop on a volcanic island in the Marshwake archipelago. Trogi, a quiet, black-haired Low-blood craftsman whose hair is now turning grey, built and repaired tools until his children learned to do the same. Wilma, warm-haired and sharp-minded, preferred the garden and chicken yard to the clamor of the shop, though she could organize eight children with a look. She and Trogi still fish together at a local stream, calling it retirement even when they bring home supper for half the family. As a child, Eber was small enough to be passed from one sibling to another and red-haired enough to be recognized before he spoke. His dark brown eyes belonged to a round-faced Low-blood boy. His parents called him the baby long after he learned to object. Windle, eldest and already building a separate family, treated him with patient steadiness. Karl showed him gears and watch springs, though Karl's own marriage to Leanora, a sailor descended from famed dragon hunters, was often roughened by absence and old family history. Their household includes Hansel and Ragni, Leanora's pale-haired, pale-skinned child with milky blue eyes, whose parentage is an uneasy subject. Yonda, his only sister, was kind and socially gifted; she brought Eber into gatherings and gently urged him to speak to people instead of studying their jewelry. Her five children filled the house with noise. Her sons Hans and Birke began showing signs of High-blood inheritance, which made every family celebration carry a small question beneath it. Alder, a Low-blood who guards the town when he is not chasing merriment, had already seen draconic change close to home through his High-blood son, Black Alder. Kasper, a watch repairer and practical gardener, taught Eber that a mechanism's smallest failure often explains its loudest trouble. Neither lesson prepared the family for Eber's adolescence. The first changes arrived in a fever. Eber's brown eyes turned amber, his ears sharpened, and green scales surfaced like new growth beneath his skin. His limbs lengthened painfully. Wings pushed from his back, his tail made balance a new problem, and his teeth changed into sharp, narrow points unsuitable for grinding food. He tried to chew a piece of bread at the family table and could not. He cried from frustration before he admitted that swallowing hurt less. Soon he learned to slice every meal into tiny pieces and swallow smooth pebbles to help grind food in a second stomach. The stones eased digestion but did not make eating ordinary. His parents sought healers, who could not promise that the adaptation would stop or explain how much more his body might change. That first winter, the three High-blood brothers, Eber, Rodrick, and Ignatz, slept together in the kitchen. The old family beds were too short, and the bedrooms could not fit their wings, tails, and growing frames. They laid blankets between the worktable and the stove, close enough to hear their parents moving about at night. Wilma tucked extra quilts around them. Trogi pretended he had merely come to check the stove, then stayed to adjust a drafty window. The boys made jokes about the kitchen smell until Eber's pain made him stop eating. Ignatz sat beside him and tried to find stones with a smooth enough surface. Rodrick, already taller and more forceful, teased him once about his careful little bites, then stopped when Eber's anger made the utensils jump in his hand. Rodrick's bluntness still hurts. He calls himself honest rather than cruel, and his own sorcery has made him insufferably pleased with his inheritance. He is also the brother who will carry a heavy crate without being asked. Ignatz is Eber's closest ally: he once killed a chicken with his bare hands during a sudden hunting impulse, was horrified by what he had done, and has since kept to workshop tasks where his claws are useful and controlled. He was the first to help Eber through the worst days of his transformation, even when he had no idea what to say. The family has adapted, but adaptation costs them. High-blood children need larger clothes, more food, more space, and beds that do not exist in a halfling-sized home. Trogi says he wants to retire, then takes another repair job. Wilma quietly stretches meals and worries over every cough. Windle, who will inherit the workshop, stoically fears his own young children Otto and Anika could change as Eber did. Yonda worries that Eber is becoming isolated. Eber dislikes hearing that he should be grateful: he loves his family, but he cannot share their ordinary meals, their old clothes, or their easy physical warmth without feeling the difference in his bones. He found some refuge in the workshop. Small mechanisms do not care how tall their repairer is. Eber learned to cut brass, set springs, and make practical adaptations for tools that had been designed for smaller hands. He is now a second-level artificer, still learning, with an aptitude for turning scraps into reliable devices. A few polished metal trinkets became a private collection, then a habit. His love of shiny objects resembles the draconic inheritance his family fears, but Eber insists that the objects matter because they are beautiful and well-made, not because they are valuable. He has begun making tiny wind-up birds from broken watch parts, giving them away only when he cannot bring himself to say something sincere. The wider Marshwake world presses in. Their people are descendants of castaways who survived a dragon-haunted wilderness by accepting the blood of a wounded green dragon. The inheritance is still unfolding after only three generations. The islands offer rich fishing grounds, hot springs, wet forests, and ash-prone fields, but the wilderness remains dangerous and old neighbors debate whether the Marshwake are adapting or being remade for someone else's purposes. Eber has heard healers speak of the blood as a legacy, a sickness, or a bargain whose terms were never understood. He has not decided which explanation frightens him most. Now he works in the family shop, repairs small mechanisms, tests ways to make larger tools comfortable for High-blood hands, and watches the younger generation for signs of change. His parents want him safe. His siblings want him close, though they do not always know how to reach him. Eber wants to remain part of the family without pretending he has the same body, needs, or future as they do. He is beginning to suspect that the best way to protect the Waldners is not to hide from his inheritance, but to learn what it can do before someone else decides what it means.

Role in the story

A young artisan caught between family intimacy and an inheritance that has made him physically, socially, and emotionally different. Eber can provide practical inventions, insight into Marshwake transformations, and a personal stake in questions about the dragon's lingering influence.

“The Waldners are of Stout halfling descent and run a busy family workshop on a volcanic island in the Marshwake archipelago.”
From their background
Faction
The Waldner family workshop and the Marshwake community; no formal faction membership.

Known connections

Trogi Waldner, his father, a Low-blood craftsman who claims he wants to retire but continues repairing tools.
Wilma Waldner, his mother, who gardens, tends chickens, and worries most about whether her High-blood children are eating enough.
Windle Waldner, eldest sibling and future workshop owner, whose quiet fear for his children Otto and Anika makes Eber feel both loved and watched.
Karl Waldner, a workshop mechanic with a troubled marriage to Leanora, whose children are Hansel and Ragni.
Yonda Waldner, his only sister, whose kindness is often accompanied by gentle pressure to socialize.
Alder Waldner, a part-time guard and father of Black Alder, a High-blood cousin who visits with stories of adventure.
Kasper Waldner, a watch repairer who taught Eber that small mechanical faults can reveal larger problems.
Rodrick Waldner, his blunt, arrogant High-blood brother, whose teasing stops when Eber truly takes offense.
Ignatz Waldner, his closest brother and fellow High-blood, who supported him through his transformation.
Major secret · GM only
Minor secrets · GM only

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