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Eber Waldner - AI-generated fantasy NPC

Eber Waldner

Marshwake (High-blood; Homo draconicus marisvagus) · Artificer · Level 2

Eber Waldner

Apprentice artificer, watch repairer, and workshop hand
AC14
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice is a little gravelly from workshop air and carries the clipped precision of someone accustomed to speaking over clattering tools. His words are measured but not slow. A dry, amused edge surfaces with siblings; with strangers he favors neat phrasing and carefully chosen comparisons. The name Eber is short and blunt in his mouth, usually delivered without flourish.

Eber's voice has a dry, slightly rough edge, shaped by years of workshop dust, oil fumes, and careful speech around a mouth that no longer works as it once did. His consonants are crisp, and he tends to place a slight pause before a clever word, as if checking its fit. He does not speak softly when angry; his sentences become shorter and more exact. Around family, a warmer, less guarded rhythm occasionally slips through.

Speech patterns

Uses clever comparisons drawn from gears, hinges, and worn mechanisms.
Answers a personal question with a practical observation before deciding whether to answer honestly.
Uses dry humor to deflect sympathy, especially around food and his body.
When irritated, becomes precise and pointed rather than loud.
With children, explains complicated things through small demonstrations and patient questions.

How to play them

Meet Eber through a practical problem: a broken device, a cramped doorway, a missing tool, or a family member who needs help. He responds better to useful questions than to curiosity about his body. Give him room to decide what he will disclose. Earn trust by treating his adaptations as real needs rather than a spectacle, and show that his family relationships matter even when he is aloof.

Goal

Develop a safe, affordable way to adapt the Waldner home and workshop for high-blood bodies, while learning whether his ongoing changes can be understood without surrendering his autonomy.

Motivation

To remain a beloved son and brother without pretending his body is unchanged, and to make useful things that give his family more choices.

Secret · GM only

Appearance

Eber is a young man of 5 feet 10 inches, unexpectedly tall beside his stout halfling family. Fair skin and freckles show between sheets and mottled patches of olive-green scales, which run from his temples down his throat, shoulders, ribs, and tail. The scales are supple rather than armor-hard, with a damp leaf sheen and darker flecks that look like shadows under water. His red hair grows in unruly curls, often caught in the little crest of scales at his crown. His eyes, once dark brown, became molten amber after adolescence; their narrow, steady focus can make a friendly question feel like an inspection. Pointed ears, long green-dragon teeth, a sinuous tail, and strong folded wings crowd his outline. He moves with a careful, coiling balance, habitually turning sideways in doorways to keep his wings from knocking things over. His hands are the first surprise: broad, square-fingered, and densely callused from filing gears and fitting tiny screws, with green scales ridged across the knuckles. They smell unmistakably of machine oil, crushed mint, and the smooth river stones he keeps in his pockets.

Clothing

German-influenced Marshwake craftsman's clothes: a laced linen shirt, dark wool vest, sturdy trousers, leather apron with stitched tool loops, and heavy boots modified to accommodate his tail's balance. The apron is patched with oversized pockets and has a slit at the back for his folded wings. He wears a leather belt with a little tin of smooth stones.

Body language

Eber folds his wings tightly in crowded rooms and curls his tail around a chair leg or his own ankle. He angles his body away when a conversation turns personal, but his amber eyes remain attentive. When thinking, he rolls a smooth stone between thumb and forefinger. Anger brings his chin forward and his tail still; affection shows as quiet practical help rather than an embrace.

Height
5 feet 10 inches
Build
Tall and lean, with a strong back, long reach, flexible tail, and compact, powerful wings. His frame is noticeably larger than his stout halfling relatives but not bulky.
Eyes
Molten amber, formerly dark brown
Hair
Red
Skin
Fair beneath mottled olive-green scales
Age
19
Gender
Male
Size
Medium

Distinguishing features

Mottled olive-green scales with darker, leaf-shadow flecks across his fair, freckled skin.
Red hair, pointed ears, a long tail, folded wings, and sharp green-dragon teeth unsuited to chewing.
Molten amber eyes that replaced the dark brown eyes he had as a child.
A habit of carrying smooth stones for his painful adapted digestion.
Callused, oil-scented hands that are unexpectedly adept at delicate watch repair.

Personality

17 traits and drives

Eber wants closeness and resents being fussed over. He can spend an entire evening repairing a sibling's broken tool, then dodge that sibling's invitation to sit together afterward. He is observant, clever, and sometimes deliberately aloof; the distance is partly self-protection, partly an attempt to control how much of his changed life other people get to interpret. When someone is in genuine danger, his reserve drops away and he becomes direct, quick, and stubbornly protective. When he is embarrassed, he reaches for a joke or a technical explanation. When he is tired or in pain, he becomes exacting and can turn a small mistake into a sharp rebuke. He likes beautiful, shiny things, but does not think of himself as greedy; he loves the moment light catches an object and gives it a second life. He envies the simple meals, familiar beds, and easy physical affection his stout halfling parents share with one another. At the same time, he knows they are trying to make room for him, and this knowledge can make his resentment feel unfair. He wishes his brothers would stop treating high-blood changes as either a joke or a heroic adventure. He is proud of his craft, uncertain about his magic, embarrassed by the attention his body attracts, and deeply moved by small acts of accommodation. In a calm workshop, he is patient and almost playful. Among strangers, he is guarded and deft with clever words. Around children, he is gentle and unhurried. When a relative is threatened, he can become startlingly fearless. His moods are not a neat progression: tenderness may appear as a repaired buckle, anger as a coldly accurate sentence, and fear as an insistence that he has work to finish.

Alignment
Neutral Good, though his guarded manner can make him seem more calculating than he is.

Quirks

Sorts smooth stones by how they feel against the ridges of his thumb, not by size alone.
Turns shiny scraps toward the light before deciding whether to keep them.
Counts the clicks of a clock under his breath when thinking through a difficult problem.
Cuts meals into tiny, even pieces and arranges them in a strict spiral before eating.
Taps a doorway twice with one knuckle before attempting to squeeze through it with folded wings.

Habits

When uncomfortable, Eber finds a nearby object to repair or inspect, even if it does not need fixing.
He watches people from the side rather than holding a direct gaze, except when negotiating or warning someone.
He saves shiny fragments in a small tin and sorts them by the quality of their reflected light.
He often prepares tiny portions of food in private, then joins the family meal after everyone else has started.
When a family member is in trouble, his distance vanishes and he becomes brisk, practical, and difficult to dislodge.

Traits · 4

He can be tender in practical ways while refusing to accept overt fussing.
He studies a room like a mechanism, but avoids explaining what he has noticed.
He enjoys clever conversation and shiny objects, yet distrusts people who mistake charm for an invitation.
He is proud of his independence and quietly grateful when someone anticipates a need without making a spectacle of it.

Flaws · 4

He hides pain and practical needs until they become difficult to ignore.
His sharp observations can become cutting when he feels pitied or managed.
He hoards shiny scraps and useful components even when the workshop needs them.
He withdraws from family affection because it reminds him that he no longer fits easily into their routines.

Fears · 4

That his body will continue changing until he can no longer share ordinary family life.
That the healer's interest in him will turn him into a specimen rather than a person.
That the high-blood changes will leave his younger relatives hungry, cramped, or frightened.
That he will someday hurt someone because of an instinct he does not understand.

Wants and needs · 5

A home and bed that fit his wings and height without making him feel exiled from the family.
Reliable access to food he can safely swallow, prepared without drawing attention.
The freedom to decide what the healer records about his changing body.
A way to support Ignatz without pretending his brother's hunting impulses are harmless.
Reassurance that his family wants him near, not merely protected.

Combat

AC 14 · HP 17 · 30 ft.

Eber tries to control space rather than trade blows. He uses cover, his crossbow, and support spells, keeping allies between himself and a dangerous opponent when possible. If threatened at close range, he uses his hammer and looks for a way to retreat. He saves his custom menace trait for a pursuer or a foe about to harm a family member. He does not willingly use his wings to fly, since they cannot sustain flight.

Eber Waldner

Medium humanoid (marshwake (high-blood; homo draconicus marisvagus)), neutral good, though his guarded manner can make him seem more calculating than he is.
Armor Class14
Hit Points17
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationDeceptionPerceptionTinker's tools
SensesDarkvision 60 ft. (custom Marshwake setting trait, if used by the campaign); passive Perception 11
Languages
Common,
Halfling,
Draconic
High-blood Marshwake. Medium size; Eber is proficient in Deception.
Custom adaptation, stone-gizzard. Eber cannot chew. He cuts food into small pieces and swallows it, sometimes with smooth stones that grind food in a second stomach. This is painful and does not grant extra hit points or other mechanical benefit.
Custom adaptation, folded wings. Eber can use his strong wings to slow a fall and glide a short distance. They do not grant flight.
Artificer spellcasting. Eber uses Intelligence for his artificer spells. Spell save ; spell attack bonus +5.
Infuse Item. As a 2nd-level artificer, Eber knows two infusions and can have two infused items at a time. His usual choices are Enhanced Defense and Repeating Shot.
Magical Tinkering. Eber can imbue a Tiny nonmagical object with one minor magical property, such as a faint sound, light, or recorded message.

Spells

Fire Bolt (cantrip, evocation). A flickering mote of fire darts to a creature or object within range.
Mage Hand (cantrip, conjuration). Eber sends a tiny magical hand to manipulate an object at a distance.
Shield (level 1, abjuration). A sudden warding force grants Eber +5 AC until the start of his next turn, including against the triggering attack, and negates Magic Missile damage.
Cure Wounds (level 1, evocation). A creature Eber touches regains hit points. This spell has no effect on constructs or undead.
Identify (level 1, divination). Eber magically identifies the properties of a touched object or creature, subject to the spell's normal limits.

Actions

Light Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. Eber uses a compact hammer balanced for one-handed work.
Infused Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage. The repeating shot infusion supplies ammunition, if Eber has applied it to this weapon.
Spellcasting. Eber casts a prepared spell, using Intelligence as his spellcasting ability. His prepared spells are listed in the spells section.
Marshwake Menace. Eber chooses a creature he can see within 10 feet. The target must succeed on a Wisdom saving throw or be frightened of Eber until the end of Eber's next turn. Once used, this custom Marshwake high-blood trait cannot be used again until Eber finishes a long rest.

Reactions

Shield. When a creature Eber can see hits him with an attack, Eber can use his reaction to cast Shield if he has the spell prepared and an available spell slot. His AC increases by 5 until the start of his next turn, including against the triggering attack, and he takes no damage from Magic Missile.

Services they sell

Repairs watches, small mechanisms, and precision tools.
Can inspect a broken device and explain what failed.
Can modify simple equipment for an unusual body or cramped space.
May assist with artificer infusions if given suitable materials and time.

Rewards they can give

A repaired watch or small piece of precision mechanism, if Eber trusts the party.
A practical modification to a tool, door, harness, or piece of equipment.
A custom infused item, if the party helps him obtain materials and he has time to work.
A family connection and information about the Waldners' concerns over high-blood changes.

Equipment

  • Workshop apron and clothes (clothing)A practical, fitted leather apron worn over a craftsman's vest; reinforced where tools rub against his scales.
  • Light hammer (weapon)A compact hammer with a balanced wooden handle, used for delicate assembly as well as defense.
  • Light crossbow (weapon)A well-maintained crossbow adjusted with an artificer's repeating shot infusion when prepared.
  • Tinker's tools (tool)A set of small precision tools, files, oil, spare springs, and watchmaker's implements.
  • Gizzard stones (personal item)A leather pouch containing smooth stones sorted by size and texture; used to aid his altered digestion.
  • Shiny fragments (personal item)A tin holding a handful of polished scraps and bits of glass that catch lamplight.

Possessions

Tinker's tools and a small watch repair kit
A tin of polished metal and glass fragments
A pouch of smooth stones for his altered digestion
An altered light crossbow
A folded note listing symptoms he has not yet shown the family healer
A small brass gear from one of Trogi's early clocks

Background

Eber Waldner was born the eighth child of Trogi and Wilma Waldner, in a home where a person was rarely alone and a tool was never put away before somebody else had borrowed it. Trogi, a low-blood Marshwake with greying black hair and green eyes, built and repaired things in the family workshop. He would announce that retirement was imminent, then spend another afternoon coaxing a stuck gear back to life. Wilma, fair-haired and sharp-minded, preferred her garden, chickens, and the stream where she and Trogi fished together. She could make a chicken surrender its feathers without flinching, but the thought of violence against one of her children made her go faint. The Waldners were of stout halfling descent, and their house had been designed for bodies that stayed compact. Eber grew up surrounded by older siblings, cousins, and nieces and nephews, learning to wait his turn and to find quiet places inside a busy life. His eldest brother, Windle, was already working toward taking over the workshop. Windle had a family of his own: Otto, a solemn brown-haired boy with hazel eyes, and baby Anika, whose cheerful smile seemed to light her brown eyes from across a room. Windle's practical worries rarely came out as words, but Eber could see him measure his children against the changes in the Marshwake and fear that they might one day become high-blood too. Karl, the second eldest, loved tools and complicated mechanisms, and could turn an argument into a contest to see who could repair a clock fastest. His marriage to Leanora, a rough-edged sailor descended from the celebrated dragon hunters Wilks and Nailia, was rocky and often lonely. Leanora spent long stretches away at sea. Their son Hansel lived with the noise of his parents' quarrels and the absences between them. Ragni, Leanora's pale-skinned child with white hair and milky blue eyes, was also part of the family, though the adults' tangled feelings around Ragni made some gatherings tense. Eber learned early that belonging did not always mean everyone was comfortable. Yonda, the only sister, was a social butterfly with a gift for making a newcomer feel expected. She was kind to Eber and proud of him, but regularly encouraged him to visit, talk, and stop hiding in the workshop. She and her spouse had five children: Willow, with dark hair and startling blue eyes; Trude, auburn-haired and soft-eyed; Liesel, dark blond with hazel eyes; Hans, blond with vivid green eyes; and Birke, whose hazel eyes turned yellow in certain light. Yonda's sons were beginning to show signs of high-blood inheritance, and Eber could see her bright manners falter when she thought no one was watching. Alder was a low-blood town guard who often let merriment take precedence over his shifts. His son, Black Alder, was a high-blood cousin who visited often and spoke about his adventures beyond the family grounds. Eber liked hearing about the wider islands, but felt the ache of comparison: Black Alder seemed able to make his altered body part of a story, while Eber mostly experienced his as a list of things he could no longer do. Kasper, a quiet watch repairer and workshop clerk, preferred his garden and chickens to a crowd. He and his wife were content with their daughters, Wonda and Ilse, who followed each other around the garden. Kasper was among the first to help Eber adapt small household tools to his changed reach. Then came the transformations. Eber had always had red hair, a trait family members half-jokingly called a high-blood mark, but his childhood eyes were ordinary dark brown. In adolescence, pain arrived in surges: bones aching, skin tightening, teeth pushing into a new arrangement. His eyes changed. Scales spread. A tail grew, and folded wings strained against his back. His mouth changed most painfully. The teeth were strong and sharp, but his jaw and tooth arrangement no longer worked for chewing. The food that had once meant family comfort became a problem to solve. The first weeks were frightening. His parents worried over whether he was eating enough, and healers examined him with fascinated caution. Eber hated being studied as much as he hated needing help. He discovered that small bites, painstakingly cut, were manageable. Smooth stones helped grind the food in his altered second stomach, but swallowing them hurt. He tried to hide that pain until Ignatz noticed him flinch. Ignatz, the closest of his brothers, had recently changed too. Ash-blond and green-eyed, with grey-green scales becoming more vivid by the month, he had once tried to prove himself a proper high-blood by killing a chicken with his bare hands. The impulse had terrified him. Afterward he retreated to the workshop, where tools obeyed rules he could understand. One cold night soon after Eber changed, the high-blood brothers slept together in the kitchen. Their old beds were too small, the family rooms too narrow, and the dining hall offered only hard floor and a draft beneath the door. Trogi and Wilma insisted on piling blankets near the stove, though the brothers' wings and tails made a proper nest impossible. Ignatz stayed close without asking questions. Rodrick, older by two years, grumbled that the floor was uncomfortable and then gave Eber the thickest blanket. In the morning Rodrick pretended he had only done it because Eber's shivering kept him awake. Rodrick was bigger, broad-shouldered, and built like a predator. His auburn hair, yellow eyes, fair skin, and reddish-tipped green scales made him hard to miss. He had sorcery from his green-dragon heritage and was not shy about reminding his siblings. His teasing about Eber's food sometimes landed like a blow. Rodrick called himself honest, not cruel, and believed that people grew tougher by hearing the truth. Eber knew that underneath the arrogance was a brother who had also been afraid of his own changes. When Eber's temper finally snapped, Rodrick usually stopped. The two of them had not yet learned how to talk about why. The house's practical problems grew with the boys. Their clothes split at the shoulders. The beds were too short. The kitchen had to produce more food, while Eber himself needed it prepared in a way that could be swallowed. Wilma and Trogi worried over every shortage, not only because they loved their children but because the family could not build a whole new house in a day. The workshop became a refuge and a source of arguments: some jobs required lifting that the high-blood sons could do, but many tools and benches were still sized for low-blood hands. Eber began modifying fixtures, extending handles, and making smaller mechanisms that could be operated without twisting his wings into a wall. He found a place among gears. He learned to diagnose the faint stutter of a worn watch and to make a repair with a patience he rarely showed in conversation. His hands were strong, but nimble. His mind was faster than his willingness to explain it. At level two, he has begun to learn artificer's magic through careful experiments: a tiny charm that lets a scrap of metal hold a whisper, a crossbow altered to fire without fumbling for a bolt, and a protective infusion fitted into his work clothes. He treats each innovation as both craft and argument: his body may have changed without his permission, but he can still decide what to make of it. His family is not a single harmonious circle. Windle's stoicism can turn into worry that Eber resents being watched. Karl's household is strained by Leanora's absences and the complicated place Ragni holds in it. Yonda wants Eber to be more social, and he loves her for caring even as he resents being treated like a problem to coax out of hiding. Kasper understands the comfort of quiet work. Alder's son Black Alder offers an image of a high-blood life that is adventurous but not necessarily safe. Rodrick needles him, Ignatz quietly backs him, and Trogi and Wilma keep trying to fit everyone around one crowded table. Eber's current problem is not only that he cannot eat as his parents do. A healer who examined him believes the changes in his body may still be progressing, especially around the digestive tract and wings. The healer wants to document him and arrange further tests. Eber suspects that some of the questions are less about his wellbeing than about the larger mystery of the Marshwake: why a wounded green dragon's blood changed the people who accepted it, and what the next generation will become. He refuses to be treated as an exhibit, but he is frightened that refusing will leave his family without answers. He keeps smooth stones sorted by shape and texture, tests them carefully, and hides the worst of the pain from his mother. He saves shiny scraps not merely from greed but because their light reminds him of the small, beautiful objects he can still choose to keep. He wants to make the house livable for high-blood and low-blood family alike, to help Ignatz find a way to live with his hunting impulse, and to prove that distance is not the same thing as a lack of love. He has not figured out how to do all three. When the family sleeps, he sometimes stays at the workbench, listening to the house settle around him and planning a better hinge for a door that never quite closes on his wings.

Role in the story

A young craftsman whose transformation makes the Marshwake's changing inheritance personal and immediate. Eber can be a wary ally, a source of practical inventions, or a witness to the strain between old halfling life and a new draconic future. His family offers the party multiple relationships, obligations, and conflicts rather than a single quest-giver.

“Trogi, a low-blood Marshwake with greying black hair and green eyes, built and repaired things in the family workshop.”
From their background
Faction
The Waldner family workshop and the Marshwake community. He has no formal faction allegiance.

Known connections

Trogi Waldner, his calm, tool-loving father, worries about the family's finances and still claims he will retire soon.
Wilma Waldner, his warm and perceptive mother, gardens, tends chickens, and quietly monitors whether Eber is eating enough.
Windle Waldner, his eldest brother and likely future workshop manager, fears that his young children Otto and Anika might inherit high-blood changes.
Karl Waldner, his tool-loving brother, has a strained marriage to Leanora and a complicated household that includes Hansel and Ragni.
Yonda Waldner, his only sister, loves him and repeatedly urges him to be more social; her sons Hans and Birke show possible high-blood signs.
Alder Waldner, his merrymaking guard brother, is father to Black Alder, a high-blood cousin with stories of adventure.
Kasper Waldner, his watch-repairing brother, shares Eber's comfort in quiet work and helps him adapt tools and routines.
Rodrick Waldner, his arrogant and blunt high-blood brother, teases him about eating but stops when Eber's anger is unmistakable.
Ignatz Waldner, his closest brother, supported him through adolescence and is privately frightened by his own predatory impulses.
Major secret · GM only
Minor secrets · GM only

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