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Eber

High-blood Marshwake · Artificer · Level 2

Eber

Boatyard tinker and repairer of tools, pumps, and fishing gear
AC18
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rough voice shaped by salt air, smoke, and years of talking over tools. His delivery is practical and well articulated; when explaining a mechanism, he accelerates into precise, enthusiastic detail. His altered jaw gives certain consonants a faint catch, and he pauses before swallowing rather than pretending the motion is effortless.

His voice has a dry, slightly rough edge from years of breathing smoke and salt air around the boatyard. He speaks with the practical cadence of someone used to giving instructions over rain and hammering: compact phrases, clear nouns, little ornament. When excited about a device, his words speed up and tumble into detailed explanations. His jaw shifts carefully around sounds because of his altered teeth, and he never tries to hide the small pause he takes before swallowing.

Speech patterns

He explains a complicated idea by comparing it to a boat, hinge, or cooking tool.
He asks permission before touching a person's gear, even when the damage is obvious.
He uses precise, plain language when nervous, then catches himself and asks whether he is making sense.
He avoids grand claims and says, "I can try," even when he is confident.

How to play them

Start with practical help rather than questions. Let Eber show a repair or demonstrate a tool before asking about his history. Respect his right to refuse medical attention, and do not treat his stones or inability to chew as a joke. He warms to people who include low-blood and high-blood Marshwake equally in their plans. If pressed about the dragon-tainted wilderness, he answers cautiously and tests whether the questioner wants to help the community or study it.

Goal

Determine why the island's plants and springs are changing, while building practical tools that let high-blood and low-blood Marshwake live with dignity and independence.

Motivation

Make useful things, defend his people's right to define themselves, and find an explanation for the changes in the island before fear turns the Marshwake against one another.

Secret · GM only

Appearance

Eber stands five feet ten inches, startlingly tall beside the compact Stout-halfling relatives who raised him. Olive-green scales overlap his shoulders, forearms, ribs, and the long line of his tail; their edges are soft and flexible rather than hard, with darker dapples that vanish against wet leaves. His fair skin shows through in a freckled band across his nose and cheeks, a family feature made more striking by his green dragon teeth. His hair is a vivid, unruly red, clipped short at the temples and forever escaping its tie. Pointed ears angle back when he is concentrating. He walks with a careful, rolling balance, tail counterweighting every turn, and keeps his jaw slightly slack because chewing is impossible. He is fastidious about cleaning tools and utterly neglectful of his own grooming: solder stains and frizz usually win. An unexpected detail for a young mechanic is that he carries a tiny bundle of dried marsh flowers and presses one into the hands of anyone who looks frightened.

Clothing

A patched, sleeveless work coat cut long in the back to clear his tail, a leather apron with deep tool pockets, and a soft linen shirt whose collar has been altered to sit comfortably beneath his scales. His trousers are custom-made, repeatedly let out at the seams. He wears a broad belt with a tool loop and keeps a cloth pouch of smooth digestive stones tied at his hip.

Body language

His tail makes small, involuntary corrections whenever he changes direction, and curls close around his legs when he feels cornered. He keeps his hands busy with a washer, a bit of wire, or the edge of a tool. When he is listening sincerely, he tips his head and holds unnervingly still; when embarrassed, he touches the side of his jaw as if checking that it remains his.

Height
5 feet 10 inches
Build
Long-limbed and lean, with a boatwright's shoulders, sturdy forearms, and a tail that helps him balance. His frame is still adjusting to its growth, and his movements have the careful economy of someone who learned to account for every extra inch.
Eyes
Deep green, with a fine amber ring around each pupil
Hair
Red, bright and untidy
Skin
Fair skin with freckles, overlaid with olive-green scales across much of his body
Age
19
Gender
Male
Size
Medium

Distinguishing features

Olive-green, flexible scales with dark dappling across his shoulders, arms, ribs, and tail.
Fair, freckled skin and unruly red hair that contrast with his draconic features.
Green dragon teeth and pointed ears; he cannot chew and carefully swallows smooth stones with meals.
A long tail that moves like a counterweight, making his careful turns immediately noticeable.
He keeps dried marsh flowers in a tool pouch and gives them away to people who seem frightened.

Personality

16 traits and drives

Eber's first instinct is to fix what is in front of him: a cracked hinge, a leaking roof, an awkward silence. That practical reflex can look like calm, but it often conceals a nervous mind trying to gain control of a situation. He is proud of his skill and embarrassed by how much help his body sometimes requires. He will explain a clever repair with bright enthusiasm, then bristle if someone calls him gifted, as though praise might turn him into a curiosity. Around children and frightened strangers, he is gentle and patient; around officials or healers who claim authority over the Marshwake, he becomes exacting and difficult to distract. He wants closeness but resents being fussed over. His parents' care is precious to him, yet every widened doorway and specially prepared meal reminds him that his transformation changed the whole household. He tries to repay affection with labor: mending a net before dawn, replacing a neighbor's stove latch, or making a brace for an elder's aching wrist. When someone insists he rest, he may agree and then quietly keep working from a stool. Eber is curious without being indiscriminate. He loves mechanisms, unfamiliar tools, and stories about how people solve ordinary problems. He is much less comfortable with questions about his blood, appetite, or teeth. He dislikes being stared at, but he also knows that pretending he is unchanged will not help anyone understand the younger high-blood generation. In a good mood he makes dry jokes about the impossible dimensions of old halfling furniture. When tired, he becomes literal and clipped, and may not notice that he has hurt someone's feelings. When angry, he does not withdraw: he asks pointed questions and keeps asking until the other person admits what they want. His kindness is active rather than sentimental. He is likely to repair a stranger's broken lantern before asking their name, but he may fail to notice when that stranger wanted sympathy more than a solution. He does not believe every problem can be fixed with a tool, though he behaves as if it might be possible. Beneath his caution is a stubborn hope that the Marshwake can decide what their inheritance means instead of letting fear, tradition, or outside curiosity decide for them.

Alignment
Neutral Good. He wants to protect people, but he distrusts institutions that claim to know what is best for them.

Quirks

Sorts small objects by whether they would make a good digestive stone, then insists he is only checking their smoothness.
Taps a tool twice against his palm before using it, as if asking whether it is ready.
Leaves tiny folded paper boats on windowsills when he is worried about someone.
Turns his whole body to face a speaker because his tail makes half-turns awkward, then pretends this was deliberate.
Keeps a running count of how many times a mechanism has been repaired, but never writes the number down.

Habits

When working, he grows so absorbed that he forgets meals and answers questions by passing over the exact tool needed.
He watches people's hands when they describe a repair, then looks at their faces when they describe a fear.
At family gatherings, he takes the smallest portion first to avoid making the food shortage a subject of conversation.
When a stranger mentions dragon blood, he becomes brisk and begins asking precise questions instead of showing alarm.

Traits · 4

Practical and inventive, but uncomfortable when people praise him as exceptional.
Gentle with frightened people, yet sharply suspicious of anyone who claims authority over his body or his community.
Eager to help, but reluctant to accept help without feeling he owes something in return.
Curious about mechanisms and the natural world, but guarded about his own transformation.

Flaws · 4

He withholds frightening discoveries until he believes he has proof, even when delay puts others at risk.
He interprets concern as an attempt to control him and can push away people trying to help.
He avoids asking for assistance until a task has become unnecessarily difficult.
He is so protective of his community that he sometimes assumes outsiders have selfish motives.

Fears · 4

That his people's draconic inheritance is being deliberately manipulated.
That a healer will again treat his body as an experiment rather than his own.
That his family will keep him safe by deciding his life for him.
That his inability to chew will become a source of dependency rather than an adaptation he can manage.

Wants and needs · 4

A safe way to prepare solid food without relying on stones
The freedom to investigate the island's changes without his family taking every risk away from him
Respectful help from people who understand that the Marshwake are a people, not a medical puzzle
A reliable source of fine gears, springs, and metal stock for his workshop

Combat

AC 18 · HP 17 · 30 ft.

Eber prefers to keep distance, use cover, and disable threats rather than kill them. He opens with Faerie Fire if allies can exploit it, uses Fire Bolt against exposed enemies, and casts Cure Wounds or Sanctuary when someone is in immediate danger. He fights with a light hammer only when cornered, relying on his scale armor and shield to hold ground while retreating toward a defensible position. He saves his ancestry's menace for a pursuer threatening an ally or blocking an escape.

Eber

Medium humanoid (high-blood marshwake), neutral good. he wants to protect people, but he distrusts institutions that claim to know what is best for them.
Armor Class18
Hit Points17
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationPerceptionSleight of HandIntimidation
SensesPassive Perception 11
Languages
Common,
Halfling,
Draconic
High-blood Marshwake (custom lineage): Medium size, 30-foot walking speed, and proficiency in Intimidation. Eber can use a brief draconic aura once per long rest: 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.
Stone-gizzard (custom): Eber cannot chew. He swallows small, smooth stones with meals; a muscular second stomach grinds food against them. This is painful and tiring, not a combat benefit. Without suitable stones, he can still eat soft food, but solid meals take much longer and may leave him nauseated.
Artificer Spellcasting. Eber uses Intelligence as his spellcasting ability. Spell save , spell attack bonus +5. He has two 1st-level spell slots, regained on a long rest, and can prepare five artificer spells after a long rest.
Infuse Item. Eber knows four artificer infusions and can maintain two infused items at a time. His usual choices are Enhanced Defense and Enhanced Weapon.
Spellcasting focus. Eber can use tinker's tools or an infused item as his spellcasting focus.

Spells

Mending (cantrip, transmutation). Cantrip. Touch a creature or object. Eber repairs a single break or tear no larger than 1 foot in any dimension.
Fire Bolt (cantrip, evocation). Cantrip. Ranged spell attack, to hit, range 120 feet. On a hit, the target takes fire damage.
Cure Wounds (level 1, evocation). 1st level. One willing creature Eber touches regains hit points.
Faerie Fire (level 1, evocation). 1st level. One creature Eber can see within 60 feet must make a Dexterity saving throw or be outlined in light. Attacks against it have advantage if the attacker can see it, and it cannot benefit from invisibility.
Sanctuary (level 1, abjuration). 1st level. A willing creature Eber touches is protected from attacks. A creature that targets it with an attack or harmful spell must first make a Wisdom saving throw or choose a new target or lose the attack or spell.
Detect Poison and Disease (level 1, divination). 1st level. Eber touches a creature or object and senses poison and poisonous creatures within 30 feet for up to 10 minutes. This spell does not identify the poison.
Lesser Restoration (level 1, abjuration). 1st level. Eber touches a creature and ends one disease or one condition affecting it: blinded, deafened, paralyzed, or poisoned.

Actions

Light Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage, or if wielded in two hands.
Light Hammer, thrown. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: bludgeoning damage.
Fire Bolt. Ranged Spell Attack: to hit, range 120 ft., one creature or object. Hit: fire damage.
Marshwake Menace. Eber produces a small draconic menace once per long rest. One creature he can see within 10 feet must make a Wisdom saving throw or be frightened of him until the end of his next turn. This is a custom Marshwake ancestry trait, not a standard artificer feature.

Reactions

Shield. When a creature Eber can see hits him with an attack, he raises his shield and shifts his tail to brace. He gains a bonus to AC against that attack, potentially causing it to miss. He must be wielding a shield and able to see the attacker.

Services they sell

Repairs mundane tools, fishing gear, lamps, and small mechanisms
Can assess whether a boat or simple device is safe to use
Can improvise a basic gadget from available scrap, at the DM's discretion

Rewards they can give

A reliable repair to a mundane tool, pump, fishing reel, or small mechanism
A hand-built food grinder prototype, useful for preparing tough food as a soft meal
A careful explanation of local boat repairs and safe routes through the channels
Eber's trust, which may lead him to share what he knows about the strange hot springs

Equipment

  • Scale mail (armor)Well-fitted medium armor altered to accommodate his tail; its overlapping plates are reinforced with an infusion when he has prepared it.
  • Shield (armor)A sturdy shield with a simple carved wave pattern, also capable of bearing his Enhanced Defense infusion.
  • Light hammer (weapon)A compact hammer used for boat repairs and self-defense.
  • Tinker's tools (tool)A set of tinker's tools with custom-length handles and a hinged case.
  • Digestive stones (personal)A short pouch of smooth, carefully selected stones for his stone-gizzard adaptation.
  • Balance gauge (tool)A copper-and-glass instrument that clicks when a repaired hull or mechanism sits level.

Possessions

Tinker's tools with custom-length handles
A balance gauge of his own design
A pouch of smooth digestive stones
A small bundle of dried marsh flowers
A hidden dragon-scale fragment

Background

Eber was born in a house built for people half his height. His family, descended from Stout halfling refugees, lived in the close-set homes of Third Survey, a fishing settlement tucked between hot springs and a rain-heavy forest. His father, Tovik, is a respected boatwright whose hands can read a hull's balance by touch. His mother, Mella, keeps the settlement's smokehouse and knows which island roots ease fever. They expected their son to inherit a craft, not a body that would make the old workbench feel like a child's toy. For the first eleven years Eber was small, freckled, and stubbornly ordinary. He spent evenings under his father's boats, collecting bent nails and asking how a thing could be repaired without making it ugly. Then, during a storm season, he disappeared for a day in the brackish channels while searching for a missing goat. He returned feverish, with a burning ache in his jaw and a greenish cast spreading under his skin. Over the next months, his limbs lengthened, scales emerged, his ears sharpened, and a tail grew in painful increments. His teeth changed too. He tried to chew a piece of dried fish, broke the fish, and nearly broke a tooth. From then on, swallowing was the only way he could manage solid food. The family healer, Salla, found that small smooth stones eased the cramping after meals. No one could explain why. Eber learned to choose river pebbles by weight and texture, rinse them, and swallow them with food. He hated the attention and hated more that his parents watched every meal as if he might vanish. His father rebuilt the family table, widened doorways, and made him a stool with a tail notch. His mother quietly began cooking separate soft meals. Their care kept him safe and also made him feel like a problem they were forever solving. At fourteen, Eber joined his father in repairing a fishing boat after a volcanic tremor split its keel. The old tools were too small for his hands, so he modified them: a ratchet brace, a spring-loaded clamp, and a little brass gauge that clicked when a hull sat level. The work gave him a way to make his changing body useful. He later apprenticed with the settlement's tinker, Varka, learning to mend cookstoves, pumps, lamps, and fishing reels. He took to artificing because it joined patient observation with practical kindness. A repaired water pump mattered more to him than an impressive weapon. His formative break came when a visiting healer named Pello arrived with a polished case and a theory: the high-blood changes could be arrested if he studied Eber's blood and digestive stones. Eber agreed to a short examination, trusting the healer's calm manner. Pello's tests became painful, and his questions shifted from relief to inheritance, dragon behavior, and whether Eber could be induced to produce a stronger draconic response. Eber's parents stopped the sessions. Eber, furious at being protected and frightened by what he had allowed, destroyed the healer's notes and fled into the forest for two nights. He returned with a fever and a new conviction: no one should be treated as a specimen, even by someone who promises a cure. Now nineteen, he works from a cramped shed behind the boatyard, where he repairs gear for fishers and builds tools that can be used by both low-blood and high-blood Marshwake. His latest project is a hand-operated food grinder that can turn tough roots and dried fish into a soft meal without requiring anyone to swallow stones. It works, but its gears seize under pressure. His family is proud, worried, and sometimes too protective to admit either feeling. Eber has another problem. The island's green growth is changing around old dragon-haunted ground: vines are taking root in ash fields, and strange, bitter plants are appearing near the hot springs. Some elders think this is a natural consequence of the Marshwake blood. Others whisper that the wounded green dragon whose blood began their people's transformation is not truly gone. Eber has found a fragment of old scale lodged in a spring channel, and it warms when he holds it. He has not told his parents. He wants to discover whether the island is changing on its own or whether someone is stirring the dragon's legacy. He also wants to make sure the answer does not become another reason for outsiders to claim authority over his people.

Role in the story

A young inventor and community-minded guide whose bodily transformation makes him a living symbol of the Marshwake's uncertain future. He can help the party understand the island's practical dangers, but his hidden scale fragment may draw them into a deeper mystery about the green dragon blood that reshaped his people.

“His father, Tovik, is a respected boatwright whose hands can read a hull's balance by touch.”
From their background
Faction
No formal faction. He is part of the Marshwake community of Third Survey and works cooperatively with the local boatwrights and fishers.

Known connections

Tovik, his father, is a boatwright who loves Eber fiercely and expresses it by rebuilding anything that might make life easier.
Mella, his mother, runs the family smokehouse and hides her worry behind practical instructions about food and rest.
Salla, a healer in Third Survey, found that smooth stones ease his digestion and remains the only person he trusts to examine his changing body.
Varka, his former tinker mentor, taught him that a useful device should be repairable by the person who needs it.
Pello, the visiting healer who once examined him, left the islands after Eber destroyed his notes. Eber suspects he still sends inquiries about the high-blood Marshwake.
Major secret · GM only
Minor secrets · GM only

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