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Eber - AI-generated fantasy NPC

Eber

Marshwake high-blood, a custom setting ancestry of stout halfling descent with pronounced green-dragon traits · Artificer · Level 2

Eber

Workshop apprentice, mechanism repairer, and aspiring artificer
“How much weight does that hinge take when it rains?”
AC15
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“I can fix that”
From how they speak

Voice

Eber's voice has a dry, slightly rasped edge from workshop dust and the effort of speaking over hammers and gears. Its texture is grounded and unshowy, with occasional roughness when he has been working for hours. He clips explanations into clear steps, but his humor emerges in a low, matter-of-fact cadence. When angry, he becomes sharper and more emphatic rather than quieter or more polite.

His words are measured and practical, shaped by years of workshop noise and the habit of making himself understood over clattering tools. He tends to give exact descriptions, then add a wry aside once he knows someone is listening in good faith. He sometimes pauses before speaking about food, family, or his changed body, not from embarrassment alone but because he is choosing how much explanation the moment deserves.

Speech patterns

He asks precise practical questions before offering an opinion: "How much weight does that hinge take when it rains?"
He uses self-deprecating jokes about doorways and chairs to make his size less uncomfortable for others.
When discussing food, he is plain and careful rather than coy: he explains what he can swallow and what he cannot chew.
He tends to answer emotional questions with an observation or useful suggestion, then circles back later with a more honest answer.
He says "I can fix that" when he means "I want to help," and may need a gentle prompt to say the second part aloud.

How to play them

Begin with practical matters: a repair, a meal, or a question about the island. Give Eber time to assess whether a stranger is safe before asking about his body or family. Respect his careful eating and do not treat his stones as a joke. He becomes more forthcoming when someone treats his work seriously or shows consideration for his siblings. If pressed about loneliness, he may retreat at first, then offer a small, concrete truth.

Goal

Create practical tools and household adaptations that let high-blood Marshwake live safely and comfortably without having to leave their families or deny what they have become.

Motivation

To prove, first to himself and then to his family, that a changed body can still belong to a loving household and a useful craft.

Secret · GM only

Appearance

Eber is five feet ten inches tall, startlingly large beside his stout halfling parents and most of the family workshop's benches. Fair skin is freckled across his nose and shoulders, interrupted by flexible green scales that gather in overlapping, leaf-veined patches along his temples, jaw, forearms, ribs, and the length of his tail. The scales are soft-edged rather than armor-hard, with darker green dappling near the joints and a wet-glass sheen after rain. His pointed ears angle back when he concentrates. His molted amber eyes have narrow pupils that catch movement even when he seems not to be looking. His red hair, the one conspicuous feature he has had since childhood, is usually tied away from his face with a scrap of leather. His tail moves with the thoughtful precision of a hand hovering over a tool: it curls around a stool leg when he is anxious and goes still when he is listening. He has a long, flexible neck and a careful, slightly sideways way of turning his head, as if taking in a room from the cover of a tree. He occupies more space than he intends to, and when he remembers, he draws his elbows in and folds his tail close. The unexpected detail is that he keeps a tiny, meticulously groomed garden of moss and pale fungus in a shallow tin beneath his workbench, tending it with the tenderness of a person caring for something much smaller than himself.

Clothing

German-influenced halfling work clothes adapted badly but lovingly for a taller body: sturdy wool trousers, a linen shirt, a leather apron with oversized pockets, and a short fitted vest with hand-replaced buttons. The sleeves and hems have been extended with mismatched cloth. His apron is carefully oiled and neatly patched, the one item he maintains as if it were a prized instrument. He leaves room for his tail with a rough slit at the back.

Body language

Eber tries to fold himself smaller in rooms designed for halflings, but his height, tail, and shoulders keep making that effort conspicuous. His tail curls around furniture when he is uneasy and straightens when he feels cornered. He turns his head slightly to listen, fixes his amber eyes on whoever is speaking, and often studies a person's hands when they discuss a tool or a problem. When comfortable, he leans against a bench and lets his shoulders loosen; when ashamed, he becomes very still.

Height
5 feet 10 inches
Build
Tall and lean, with a craftsman's strength in the shoulders and forearms, flexible joints, and a long, muscular tail. His frame is imposing beside his stout halfling relatives, though he moves with deliberate care in their small home.
Eyes
Molted amber with narrow draconic pupils
Hair
Red
Skin
Fair, freckled skin with flexible green scales and a faint green cast around the scaled areas
Age
19
Gender
Male
Size
Medium

Distinguishing features

Green, flexible scales with darker leaf-like dappling, especially at his jaw, forearms, ribs, and tail.
Molted amber eyes with narrow pupils that track movement even when his face appears relaxed.
A long tail that curls around chair legs and betrays his mood before he speaks.
Sharp draconic teeth that cannot grind food, and a habit of keeping smooth stones ready for meals.
Red hair and freckles, carried over from childhood while his dark brown eyes changed during adolescence.
His meticulously tended moss and fungus garden hidden under the workbench.

Personality

20 traits and drives

Eber is both hungry for closeness and frightened by the ways his body makes closeness complicated. At home he can be quietly affectionate, accepting a bowl from Wilma or standing shoulder to shoulder with Ignatz at a bench, but he bristles if anyone acts as though he is still a child who can be managed. He wants Yonda to invite him into family gatherings and then sometimes declines because the dining room is cramped, the meal requires explanation, or he expects to feel watched. He is not ashamed of needing stones to digest food, exactly; he is tired of having to make an ordinary meal into a lesson. He is clever, patient, and unusually good at noticing how separate parts affect one another. In the workshop, his attention is almost generous: he will spend an hour finding why a watch loses time, then explain the failure without making its owner feel foolish. That same attention becomes uncomfortable when directed at people. He notices a pause, a tightened jaw, or a glance at his tail, and can assume he has found the hidden judgment behind it. Sometimes he has. Sometimes he is protecting himself from a kindness he does not know how to receive. Eber's manners change with his mood. When content, he asks detailed questions and makes dry jokes, especially about his height or a piece of equipment that refuses to cooperate. When anxious, he gets quiet in the sense of becoming economical with words, not soft: he answers directly, keeps his eyes on the task, and may arrange objects into careful rows. When angry, he is not genteel. His voice grows rough with effort, his tail goes rigid, and his amber eyes stay fixed on the person who crossed a line. He dislikes that his anger can frighten people and dislikes even more being told that this makes him responsible for every careless remark made to him. He is neither naturally solitary nor naturally sociable. As a child he followed the household's movement from one room to another, content to be included without being the center of attention. Since his changes, he has found that being with people often requires managing his size, his tail, his appetite, and other people's reactions. Solitude is easier, but too much of it leaves him watching the family through doorways, wishing someone would notice that he is waiting. He does not always know how to cross the distance himself. His affection tends to become labor. He repairs a loose hinge, makes a stronger latch for a child's toy chest, or quietly leaves cleaned stones by the bowl of a high-blood cousin who is embarrassed to ask. When someone thanks him, he may wave it away and then remember the gratitude for days. He admires his parents' endurance and resents that they cannot solve the problems his body presents. He loves his siblings and sometimes envies their ability to occupy the family home without measuring every doorway. Eber is attracted to beauty that can be held: polished metal, glass, unusual stones, the brass face of a watch, and bright things caught in rain. He tells himself that these are materials for his craft. That is often true, but not always. He dislikes the suggestion that the habit is a draconic inheritance, because it makes an ordinary pleasure feel like evidence against his own independence. The possibility that his new instincts may be real troubles him more than the instincts themselves. He wants to understand them rather than deny them, but he fears what understanding might require. With strangers, he is reserved but not unfriendly. He offers a useful answer, listens for the other person's purpose, and watches whether they treat his family with respect. He has little patience for mockery disguised as curiosity. He can be unexpectedly warm toward children, animals, and anyone embarrassed by a limitation they did not choose. He also has a stubborn streak: once he believes a problem is his to solve, he may keep working long after he should rest, refusing help because accepting it feels too much like admitting that he has become a burden. Eber's central conflict is not whether he is halfling or draconic, but whether he can live without turning that question into a verdict. He wants the intimate, familiar life his parents have built, yet he is becoming someone who needs more space, more food, larger clothes, and a different kind of care. He can feel the pull of a clever, solitary, watchful inheritance and still choose to be a brother, son, uncle, and craftsman. He is trying to learn that choosing connection does not require pretending the distance is gone.

Alignment
Neutral Good. Eber wants to protect his family and make a place for himself, but his instinct to withdraw can make kindness look like indifference.

Quirks

Before a meal, he taps each gizzard stone once against the edge of his bowl, then chooses one without looking.
He turns shiny objects so their brightest reflection points toward the nearest window.
He silently counts the number of steps between a doorway and the nearest place where his tail can rest without being stepped on.
He tests a chair with one careful hand before sitting, even when he has used that chair many times.
When solving a problem, he arranges screws and washers into little family-like clusters, then gets annoyed if anyone moves them.

Habits

At crowded meals he chooses a seat at the end, checks that his food is cut into manageable portions, and places two clean stones beside his bowl before beginning.
When a family member is distressed, he fixes or adjusts something nearby rather than immediately asking what is wrong.
He keeps track of bright metal fragments and polished pebbles, then claims each is useful for a repair or experiment.
When he has been alone too long, he watches family activity from a doorway but waits for someone else to invite him in.
In the workshop he becomes animated and quick with ideas; in a social gathering he can seem distant, despite noticing every change in mood.

Traits · 5

He craves the warmth of family routines but often leaves the room when he becomes the focus of attention.
He is patient with broken mechanisms and impatient with people who use bluntness as an excuse to be cruel.
He speaks sparingly in company but becomes animated when discussing design, repairs, or a clever solution.
He takes pride in his growing strength while resenting how it makes him feel physically separate from his parents.
He is protective of younger relatives and quietly attentive to anyone struggling with an unfamiliar need.

Flaws · 5

Withdraws instead of asking for help, especially when a meal or physical limitation makes him feel exposed.
Can mistake honest concern for pity and respond with coldness.
Keeps useful and beautiful objects long after he has a practical reason to retain them.
Avoids difficult conversations until the problem has become too large to solve quietly.
His preference for observation can make relatives feel scrutinized rather than cared for.

Fears · 5

That his body will continue changing until he cannot share ordinary life with his family at all.
That his appetite for solitude and shiny objects is evidence that green-dragon instincts are taking control.
That Windle's children or Yonda's younger children will face the same painful changes without enough food, space, or support.
That he will hurt someone during a sudden predatory urge, as Ignatz once hurt a chicken.
That his family loves him but can never again understand what it feels like to live inside his body.

Wants and needs · 5

A place at home where he can sleep without folding his body into an ill-fitting bed.
Clothes and tools made for his altered proportions.
Affordable, dependable food that he can manage without shame or illness.
His family's affection without being treated as either a child or a frightening curiosity.
Time alone that does not become permanent isolation.

Combat

AC 15 · HP 17 · 30 feet

Eber avoids a fair fight. He uses Faerie Fire to expose hidden threats, Grease to disrupt a charge, and his crossbow from behind cover. He spends Cure Wounds to keep an ally standing rather than to extend a fight. If his family is threatened, he may use Draconic Menace to create an opening, then withdraw while an ally or the terrain separates the attackers. He has no Extra Attack, infusions do not grant him extra actions, and he is not a trained frontline warrior.

Eber

Medium humanoid (marshwake high-blood, a custom setting ancestry of stout halfling descent with pronounced green-dragon traits), neutral good. eber wants to protect his family and make a place for himself, but his instinct to withdraw can make kindness look like indifference.
Armor Class15
Hit Points17
Speed30 feet
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationTinker's toolsThieves' toolsIntimidationPerception
SensesDarkvision 60 feet, a custom setting trait reflecting his draconic inheritance; passive Perception 11
Languages
Common,
Halfling
High-blood Marshwake. Medium size, 30-foot walking speed, and proficiency in Intimidation. This ancestry trait is custom for this character's setting.
Draconic Menace. Once per long rest, Eber can force one creature he can see within 10 feet to make a Wisdom saving throw. On a failure, it is frightened of him until the end of his next turn. This is a custom adaptation of the supplied Marshwake trait.
Stone-Gizzard. Eber cannot chew. He swallows small, rounded stones or metal pieces to grind food in a second stomach. This is a custom biological trait, not damage reduction or a combat feature.
Artificer Spellcasting. Intelligence is his spellcasting ability. Spell save , spell attack bonus +4. He has two 1st-level spell slots.
Infuse Item. Eber knows four artificer infusions and can maintain two infused items at a time. His usual choices are Enhanced Defense and Replicate Magic Item (Bag of Holding), though the latter requires suitable materials and time.

Spells

Magic Stone (cantrip, transmutation). One creature must make a Dexterity saving throw or take damage and drop one held object of Eber's choice if it is not being worn or carried securely. At higher levels the damage increases. Eber uses it as a precise workshop trick rather than a flashy blast.
Faerie Fire (level 1, evocation). A flash of colored light outlines creatures in a 20-foot cube. Creatures that fail a Dexterity saving throw shed dim light and attacks against them have advantage for the spell's duration. Concentration, up to 1 minute.
Grease (level 1, conjuration). Grease slicks a 10-foot square. Creatures entering or starting their turn there must succeed on a Dexterity saving throw or fall prone. The area is difficult terrain. The grease is nonflammable. Duration 1 minute.
Cure Wounds (level 1, evocation). Eber touches a creature and restores hit points. This spell has no effect on undead or constructs.

Actions

Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. Eber's teeth are sharp but poorly suited to chewing; he avoids using them as a weapon unless cornered.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage. Eber braces the stock against his shoulder and fires with the practiced patience of a watchmaker aligning tiny parts.
Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: piercing damage.
Spellcasting. Eber casts a prepared spell, using Intelligence as his spellcasting ability. His prepared spells are Cure Wounds, Faerie Fire, and Grease. He has two 1st-level spell slots and regains them after a long rest.
Workshop Improvisation. As an action, Eber uses a set of tinker's tools or thieves' tools to make a careful adjustment, repair a small mechanical object, or attempt an appropriate ability check. This is not a separate magical ability.

Reactions

Slip Behind the Bench. When a creature Eber can see within 10 feet targets him with an attack, Eber can use his reaction to move up to 5 feet without provoking opportunity attacks, provided he ends this movement in cover or behind an ally. This is a custom tactical feature representing his watchful, flexible movement; it does not negate the attack unless the new position makes the target invalid.

Services they sell

Repairs watches, small tools, simple mechanisms, and workshop equipment.
Can inspect a damaged object and explain likely causes of failure.
Can modify small tools or fittings for a taller, stronger user when given materials and time.
Can offer practical advice on safe meal preparation for high-blood Marshwake, based on his own experience.

Rewards they can give

A reliable repair to a small mechanical device or tool, if Eber has materials and time.
A custom-fitted tool handle or household fitting designed for a high-blood body.
A modest supply of smooth digestive stones, cleaned and selected for safety.
A carefully considered introduction to his family or the workshop, if the party earns his trust.

Equipment

  • Light crossbow (weapon)A plain weapon for measured ranged attacks. Eber maintains its string and fittings with workshop care.
  • Dagger (weapon)A compact utility blade, kept sharp for cord, leather, and emergency defense.
  • Tinker's tools (tools)Includes small files, punches, pliers, a loupe, and carefully wrapped parts for repairs and artificer work.
  • Thieves' tools (tools)A practical set used for locks and small mechanisms, most often for repairs rather than theft.
  • Work apron and digestive kit (personal gear)A patched leather apron with pockets, a set of smooth gizzard stones, and a tin of clean metal fragments.
  • Explorer's pack (adventuring gear)Usually a modest supply of bandages, dried food, chalk, and spare fasteners. Exact contents vary with family needs.

Possessions

A small collection of smooth, clean stones selected for safe swallowing.
A worn watch spring Kasper gave him when he first learned repairs.
A tin containing bright metal scraps, polished pebbles, and one amber bead.
A handwritten notebook of measurements, workshop ideas, and observations about his changing body.
A tiny tin garden of moss and pale fungus concealed beneath his workbench.

Background

Eber was the eighth child of Trogi and Wilma, the little one who could be passed from lap to lap while his older siblings argued over tools and chores. His family is of stout halfling descent, and the workshop, garden, chicken yard, and crowded house were built around the habits of people who expected to remain small, close, and together. As a child, Eber had the red hair that some Marshwake families whisper marks a strong inheritance, but his eyes were dark brown, his face round, and his hands always reaching for someone else's sleeve. He was the baby. His mother could find him by the sound of his feet in the house; his father could tell which of the workshop's drawers he had opened by the way the tools had been put back. The family lived by making useful things and repairing what the islands made difficult to replace. Trogi, a calm low-blood patriarch whose black hair has turned grey, kept the workshop running and claimed every season that he would soon retire. Wilma, warm and clever, preferred her garden and chickens to the clatter of the shop, though she could read a person's mood before most of her children could read a dial. They fished together at a nearby stream. Trogi secretly wanted a beard after seeing one on a traveler, a wish Eber found funny and strangely comforting: his father still had ordinary wants, even with eight children and a household that never stopped needing him. Eber grew up surrounded by distinct older siblings. Windle, the eldest, was already building a life of his own, working in the shop and preparing to inherit its responsibilities. He is a low-blood with hazel eyes, a balding head, and a stoic way of hiding worry. His young son Otto and baby daughter Anika made Eber an uncle before he understood what being grown meant. Karl, the second eldest, loved gears and tools, though his marriage to Leanora, a sailor descended from the famous dragon hunters Wilks and Nailia, was roughened by long absences and old grievances. Their son Hansel grew up beside Ragni, a child of Leanora's from outside the marriage, whose pale hair, strange purplish skin, and milky-blue eyes made the family's complicated affection visible to everyone. Eber learned early that kinship was not always tidy, and that love did not guarantee ease. Yonda, his only sister, was beloved for her beauty and her ease with people. She had five children and a gift for making a room open around her. She loved Eber and tried, gently and persistently, to draw him into company. Her sons Hans and Birke began to show signs of high blood: vivid green eyes in one, hazel eyes that shifted yellow in the light in the other. Her daughters Willow, Trude, and Liesel each carried their own family likeness. Eber was fond of all of them, but his affection often came out as quiet practical help, such as tightening a toy wheel or holding a child steady while Yonda tied a shoe. Alder, a low-blood part-time town guard, had a talent for merriment and an inconvenient tendency to be busy when sensible work needed doing. His son, Black Alder, was a high-blood young man with amber serpent eyes and green scales, a cousin whose visits brought stories of adventure and the possibility that a changed body might still belong in the wider world. Kasper, the family watch repairer, was content with his wife and two daughters, Wonda and Ilse, and with the garden and chickens that gave him a reason to leave the bench. Eber admired Kasper's precise work and often watched him coax a stubborn watch back to life. The first high-blood changes in the household belonged to Rodrick and Ignatz. Rodrick, auburn-haired and yellow-eyed, grew bigger than Eber and developed a predator's build, reddish-tipped green scales, and sorcery from his green-dragon inheritance. He could be blunt to the point of cruelty, especially when teasing Eber about food, and could not understand why honesty did not excuse the hurt it caused. Ignatz, ashy blond, flexible, and increasingly scaled, was Eber's closest brother. He had once believed he would be the best of the high-blood children. Then, during a sudden hunting urge, he killed a chicken with his bare hands. He was ashamed, and afterward stayed close to the workshop, where tools gave his hands a safer purpose. When Eber began to change, Ignatz stayed with him even when he did not know what to say. Eber's adolescence began with pain in his jaw and a slow, frightening alteration of his mouth. His teeth sharpened and shifted, but they were not brittle; they simply could not grind food as a halfling's teeth should. A meal he once ate without thinking became an ordeal. He tried to hide it, swallowing too quickly and making himself ill, until the family realized that he was losing weight and avoiding the table. The discovery that small stones and bits of metal could aid digestion came after a miserable night and a careful examination by a local healer. His body needed a gizzard-like second stomach. He had to learn how to choose smooth, clean stones, swallow them safely, and approach food in measured portions. The stones were not a cure. They were a daily reminder that his body had become something his parents could not fully understand from experience. The night after the change became impossible to pretend away, the high-blood brothers slept together in the kitchen. There were not enough beds, and the old bedrooms could not comfortably fit their new bodies. Rodrick stretched out with arrogant sprawl and made an unkind joke about Eber's cautious supper. He stopped when Eber's anger flashed hard enough to make the room feel too small. Ignatz lay near the hearth, rigid and alert, ready to help without knowing whether help meant a blanket, water, or simply staying awake. Eber's tail kept knocking a chair leg until Rodrick shifted the chair aside without comment. Their parents sat nearby, pretending to sort linens while listening to each breath. In the morning Wilma made broth, Trogi altered a work apron into a loose sleeping wrap, and none of them said that the kitchen had become a bedroom because their sons no longer fit in their own. That night changed Eber. Before it, he assumed that growing older meant gradually becoming more capable of doing what everyone else did. Afterward, he understood that his body would not return to the family's old scale of living. He was too tall for the low doorways, too strong for some delicate fittings, and too different to share meals without preparation. His parents still offered the familiar warmth of a hand on his shoulder or a place at the table, but he could feel the distance his blood had placed between their bodies. He hated that distance and hated himself for sometimes wanting to be left alone. He turned to craft because it was a language the family already shared. He learned to repair watches and small mechanisms from Kasper, to carry materials and measure joints in the workshop, and to adapt tools that had been designed for smaller hands. His mind sharpened as his body changed. He began to notice patterns in the way the island's damp air corroded hinges, how volcanic grit wore down gears, and how a small spring could store more force than its size suggested. As an apprentice artificer, he now uses simple magic through tools, formulae, and careful preparation. He is only beginning to understand what his talent might become. His family remains his world, even when he avoids sitting in the middle of it. Windle worries that his own children may develop high-blood traits. Yonda wants him to be more social, not because she thinks he is broken but because she fears the household will lose him to solitude. Rodrick wants opportunities beyond the workshop and needles Eber partly from arrogance, partly from envy that Eber's quiet competence earns trust. Ignatz supports him with small, wordless acts: leaving smooth stones beside his bowl, moving a tool to the correct height, or keeping watch when Eber has eaten poorly. Trogi and Wilma worry about beds, clothes, food, and the health of their high-blood children in a community whose houses were not built for them. Their love is abundant, but it cannot manufacture space or provisions from nothing. Now Eber is trying to solve practical problems before they become family crises. He wants to design adjustable workstations, stronger household fittings, and a way to make high-blood meals safer and more affordable. He also wants a future that does not require him to choose between being a craftsman and being a son. He collects bright metal scraps and polished stones, ostensibly for experiments, though he likes their gleam more than he admits. His inherited solitude and attraction to shiny things unsettle him: he fears that a dragon's instincts are quietly making decisions on his behalf. The island itself is changing, and the Marshwake are still learning whether their draconic inheritance is merely a legacy or something that might claim them. Eber has no grand theory. He has a crowded kitchen, a family that keeps making room, and a mind that wants to build a better answer.

Role in the story

A young craftsman and family-centered NPC who illustrates the practical and emotional costs of Marshwake transformation. He can provide repairs, insight into high-blood needs, and a personal stake in stories about the island's draconic inheritance. His family gives him a network of allies, worries, and conflicts that can draw the party into community-scale problems.

“The family lived by making useful things and repairing what the islands made difficult to replace.”
From their background
Faction
The Marshwake community and the family workshop. He has no formal position in a larger faction.

Known connections

Trogi, his 68-year-old low-blood father, is a calm craftsman and family patriarch who claims he wants to retire. Trogi quietly worries about beds, clothes, food, and the health of his high-blood children.
Wilma, his warm and perceptive mother, gardens and tends chickens. She is uneasy around violence but capable with ordinary butchering, and she and Trogi often fish together.
Windle, 42, the eldest sibling and future workshop manager, is stoic and fears his children Otto and Anika may become high-blood.
Karl, 40, loves tools and gears. His marriage to Leanora, a sailor descended from dragon hunters Wilks and Nailia, is strained by her absences. Their household includes Hansel and Ragni.
Yonda, 38, Eber's only sister, is a kind social butterfly with five children. She loves Eber and gently urges him to stay connected to people.
Alder, 36, works part-time as a town guard and often chooses merriment over responsibility. His high-blood son Black Alder, 22, visits with adventure stories.
Kasper, 35, repairs watches, tends the garden, and is content with his wife and daughters Wonda and Ilse.
Rodrick, 21, is a high-blood brother with sorcery, a blunt manner, and a habit of teasing Eber. He is bigger than Eber and wants work outside the family workshop.
Ignatz, 20, is Eber's closest brother. Ashy blond and increasingly scaled, he supports Eber while privately fearing his own hunting instincts.
Hans, Birke, Willow, Trude, and Liesel are Yonda's children. Hans and Birke have begun showing signs associated with high blood.
Major secret · GM only
Minor secrets · GM only

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