Eber Waldner
Eber Waldner
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
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.
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
Personality
16 traits and drivesEber 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
Habits
Traits · 4
Flaws · 4
Fears · 4
Wants and needs · 4
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
Spells
Actions
Reactions
Services they sell
Rewards they can give
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
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.”
- Faction
- The Waldner family workshop and the Marshwake community; no formal faction membership.
Known connections
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