Eber
Eber
At the table
Voice
A dry, lightly rasped voice shaped by salt air, workshop dust, and careful listening. His cadence is measured rather than slow, and he places technical words with unusual precision. His voice tightens into clean, blunt sentences when he is angry, while familiarity brings out a quick, crooked humor.
Eber's voice has a slightly dry, breath-shaped rasp, as if air passes over a narrow reed. Years of workshop dust and salt wind give his consonants a faint rasp, while his words are carefully chosen from a habit of listening before speaking. He articulates technical terms precisely, but everyday speech has a relaxed island cadence. He does not hiss or growl for effect; when irritated, he becomes more direct and lets his teeth show.
Speech patterns
How to play them
Eber begins guarded, watching whether strangers respect his boundaries and his family's privacy. Practical help earns his trust more quickly than flattery. He is willing to trade repairs, maps, and knowledge, but will not let someone examine his body without consent. If players show genuine concern for the island or its people, he shares his observations and may ask them to accompany him into the overgrown forest.
Goal
Trace the island's abnormal growth and water changes to their source, learn what the Marshwake inheritance is doing, and protect the next generation from an imposed transformation.
Motivation
To make his intelligence and craft useful without allowing others to define him by his blood, and to understand the changes before they become another family's crisis.
Appearance
Eber is a young man who stands a little taller than most people in his family, with pale olive-green scales laid over fair skin and a scatter of red-haired freckles still visible across his nose and shoulders. The scales are fine and flexible, matte as river stone along his ribs and glossy along the long, narrow ridge that runs from his brow down the back of his neck. His pointed ears have small ear-holes rather than rounded outer rims, and his green eyes hold a steady, assessing focus. A long, sinuous tail curls behind him, usually tucked close to avoid knocking things from benches. His green-dragon teeth are narrow and recurved, built to seize and swallow rather than grind; he keeps his mouth closed when he laughs, and eating is a careful, visibly uncomfortable ritual. He carries a little pouch of polished pebbles and sometimes tests one against his teeth before swallowing it. His hands are broad, freckled, and often stained with resin, but the unexpected detail is that he tends tiny flowering mosses in the seams of his tool case, brushing them with a softness at odds with his watchful, reptilian stillness. He moves with economical, almost silent turns, and leaves the impression of someone listening to the room even while looking at a single person.
Clothing
A close-fitting, patched work shirt with a reinforced tail slit, a dark green waistcoat with many narrow pockets, a leather apron softened by years of resin and salt, and sturdy boots modified for his longer stride. He wears a copper clasp shaped like a curled fern.
Body language
He keeps his shoulders angled so his tail has room, and his tail tip gives away irritation by tapping a measured rhythm against the floor. He watches hands as carefully as faces. When he is embarrassed, he closes his lips over his unusual teeth and adjusts the clasp of his tool case. When he is comfortable, he leans toward the work in front of him and forgets to keep his distance.
- Height
- 5 feet 10 inches
- Build
- Lean and long-limbed, with a narrow waist, strong forearms from workshop labor, and a flexible tail that counterbalances his movements.
- Eyes
- Leaf green with a thin amber ring around each pupil
- Hair
- Rust red, naturally wavy and usually tied back with a strip of leather
- Skin
- Fair skin with a pale olive-green undertone, overlaid by flexible green scales
- Age
- 19
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
16 traits and drivesEber is both protective and wary: he will quietly fix a stranger's broken clasp, then ask pointed questions about why that stranger was watching his family. He is clever with words and likes to guide a conversation toward the facts he needs, but he is uncomfortable with outright manipulation and feels guilty when he catches himself doing it. His aloofness is partly self-defense and partly a real pleasure in observing before joining in. Around elders or healers he can become formal and prickly, especially if they speak about his body as though he were absent. With children and trusted friends he relaxes into deadpan jokes, patient explanations, and a surprising willingness to play. When frightened, he becomes more analytical rather than more openly emotional; when angry, he speaks plainly and stands his ground instead of retreating into charm. He wants independence, yet relies on his family's care more than he admits. He dislikes being pitied, but is moved by small acts of practical kindness. His appetite for shiny things is not merely greed: bright objects are proof that beauty can survive rough handling, and he often gives away the ones he values most.
- Alignment
- Neutral Good, though his guarded manners and tactical omissions can make him seem less kindly than he is.
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 4
Wants and needs · 4
Combat
AC 16 · HP 17 · 30 ft.Eber avoids trading blows. He uses cover, keeps his distance, and fires his repeating hand crossbow while looking for a useful object to manipulate. He casts Faerie Fire to expose hidden threats or Grease to disrupt a rush, then uses his hammer only when cornered. If an enemy threatens a companion at close range, he may use Draconic Presence to create an opening for retreat. He will surrender or negotiate before risking an ally's life for pride.
Eber
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Tail-fitted studded leather (armor)Studded leather armor, tailored with a reinforced opening for his tail.
- Repeating hand crossbow (weapon)A hand crossbow enhanced with the Repeating Shot infusion; it makes its own ammunition when fired.
- Light hammer (weapon)A compact smith's hammer used for repairs and as a weapon in emergencies.
- Tinker's tools (tools)A leather case of small tools, wire, pliers, files, and tinker's components.
- Reinforced bracer (infused item)A copper-and-leather bracer infused with Enhanced Defense, granting a +1 bonus to AC while worn.
- Gizzard stones (personal item)A pouch of smooth, clean stones selected for comfortable swallowing and digestion.
Possessions
Background
Eber was born into a family of Stout halfling descent on the volcanic archipelago where the Marshwake have made their home for three generations. His father, Neddan, is a cooper and boatwright whose small workshop smells of pitch, wet cedar, and hot iron. His mother, Selyth, tends a shore garden and keeps the household accounts. Eber grew up among cousins, shared meals, and the unspoken certainty that a person ought to be useful to the people beside them. As a child he was curious and talkative, forever taking apart hinges to see how they worked, then patiently rebuilding them before his father noticed. He was especially fond of bright objects: polished shell, scraps of brass, glass beads, and the tiny flashes of sunlight caught in fish scales. His adolescence did not arrive gently. At fourteen, during a season of ashfall and unusually warm tides, Eber began to grow taller and leaner. Green scales appeared first along his spine and ribs, then spread over his arms and legs. His ears sharpened, his teeth changed, and a tail developed with a persistent ache at its base. The transformation made him feverish and frightened. His family sought help from healers, who could ease the pain but could not explain why some young Marshwake changed so dramatically while others retained their old halfling features. The most frightening change was his jaw. His teeth became strong but ill-suited to chewing. For weeks he tried to eat as before, choking and retching until a healer recognized the pattern in old accounts of green dragons: they swallowed food and small stones to grind it in a second stomach. The first smooth pebble he swallowed made him vomit. The next stayed down, and though it hurt, his meals began to digest. His family now keeps a bowl of clean, rounded stones beside the hearth. Neddan pretends this is ordinary household provisioning; Selyth checks that the stones are washed and warmed before Eber eats. Eber's transformation altered his place in the family. His childhood sleeping nook and the work clothes made for him no longer fit. The family widened a doorway and built a longer bed, while he learned to fold his tail around furniture instead of knocking it over. His younger sister, Vess, found his new height fascinating and treated his scales like a puzzle. Their older cousin, Rhess, was less gentle, arguing that the high-blood changes were a warning that the Marshwake had invited something dangerous into their bloodline. Eber did not answer. He remembered that Rhess had once shared his blanket during a storm and could not make himself hate him. A formative experience came when Eber was sixteen. A storm surge trapped three fishing families on a shelf below the cliffs, while ash and rain turned the path into slick mud. Eber helped his father assemble a winch from boat fittings, pulley blocks, and a salvaged gear. The device worked, but the effort left him with a torn shoulder and a brutal reminder that cleverness could not make a body invulnerable. One of the rescued children was Senneth, a shy low-blood boy who had been terrified of Eber's teeth. Eber gave the child a polished green bead from his own collection. Senneth still wears it on a cord. Since that night, Eber has measured his worth less by whether people find him frightening and more by whether they can depend on him when the weather turns. He trained in the workshop, adapting tools for his new reach and learning to repair fishing gear, lanterns, and small mechanisms. He is not yet a master craftsman, but he has a gift for seeing how one part can serve a second purpose. He built a hand crossbow with a feeding mechanism that advances its own bolts, and a little tin listening box that can preserve a short sound. His work earns modest coin and occasional admiration, though he is embarrassed when people praise him as if he were already a great inventor. Eber's family remains fiercely protective. Selyth believes the healers should continue studying his condition; Neddan thinks the best answer is practical care and privacy. Eber agrees with each of them at different times, which has caused sharp arguments at supper. He has also begun quietly keeping notes on every new change in his body: when his scales dull, when his appetite shifts, and which stones seem easiest to digest. He fears that the changes are not finished. He is particularly wary of the island's deep forest, where the fog sometimes carries a sharp, medicinal smell and where green plants grow too quickly around old ruins. His closest continuing friendship is with Senneth, now an apprentice mapmaker who takes measurements of the shifting coast. They trade useful objects: Eber repairs Senneth's compass, and Senneth brings him sea-glass and accounts of paths that have vanished beneath new growth. Eber's other important tie is to his aunt, Thessa, a healer who has treated him since the transformation. She is kind but stubborn, and Eber has started to suspect that she knows more about the original dragon whose blood saved the first castaways than she admits. The current problem is a series of strange changes in the island's water and vegetation. Fish have been turning up with pale growths in their gills, and a thicket near the old spring has swallowed a footpath in a single week. Eber's notes suggest the changes coincide with the times his own scales itch and his stomach aches. He has not told his family, because he fears they will either forbid him from investigating or treat him as evidence rather than as a person. He intends to follow the pattern to its source, learn whether the Marshwake inheritance is changing again, and find a way to keep that change from being forced on the next generation. He will not say aloud that the work is also a bid to prove he is more than a protected patient and an unsettling omen.
Role in the story
A local craft apprentice and living sign of the Marshwake's changing inheritance. Eber can become a useful guide, a worried investigator, or a personal stake in the mystery of the island's dragon-tainted wilderness. His story challenges the party to distinguish help from control and to consider what a community owes its altered children.
“His father, Neddan, is a cooper and boatwright whose small workshop smells of pitch, wet cedar, and hot iron.”
- Faction
- The Marshwake communities of the volcanic archipelago; he has no formal office and is wary of anyone who claims authority over the high-blood families.
Known connections
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