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Eber - AI-generated fantasy NPC

Eber

Marshwake high-blood, of Stout halfling descent · Artificer 2 · Level 2

Eber

Apprentice boatwright, repairer of fishing gear, and experimental mechanic
“Tell me what you saw, and I”
AC16
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

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

Chooses precise, slightly formal words when he feels judged, then uses blunt practical language when danger is near.
Frames difficult questions as bargains: 'Tell me what you saw, and I'll tell you what the mechanism is doing.'
Uses dry humor to soften distress, often making himself the target of the joke.
Avoids describing his transformation as a blessing or a curse; he calls it 'the change' and corrects people who insist on either label.
When discussing craft, he speaks in concrete comparisons to hinges, tides, tension, and worn teeth.

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.

Secret · GM only

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

Green scales cover much of his body, with a flexible raised ridge running from his brow down his neck.
His red hair and freckles remain striking against his pale olive-green skin.
A long, narrow tail moves with controlled, nearly silent precision.
His teeth are sharp and recurved, clearly unsuitable for chewing; he swallows food with visible care.
He routinely carries and tests smooth stones used to aid digestion.

Personality

16 traits and drives

Eber 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

He taps each smooth stomach stone against his front teeth before choosing one, listening for a pitch he claims indicates a good shape.
He quietly rotates any bright object placed on a table until its best reflection faces the room's entrance.
He names tools after the sound they make when dropped, then denies that this is naming them.
He counts doorways by touching the left side of each frame with one knuckle.
He keeps a scrap of moss in a damp tin and checks its growth whenever he is anxious.

Habits

When studying a mechanism, he goes still and follows each moving part with his eyes before touching anything.
He makes a measured pause before answering questions about his body, as if weighing whether the asker deserves a truthful answer.
He collects small bright objects, then claims he is keeping them as samples or material for repairs.
When worried, he arranges his smooth stomach stones by size and rubs one with his thumb.
He becomes unexpectedly warm and playful around children, especially those who are frightened of his teeth.

Traits · 4

Protects people instinctively, but dislikes being thanked as if he were a brave rescuer.
Carefully observant and verbally nimble, yet sometimes hides behind technical explanations instead of admitting hurt.
Aloof with strangers, unexpectedly playful with children and people who respect his boundaries.
Wants to stand on his own, but is deeply attached to the family rituals that keep him safe.

Flaws · 4

He withholds important worries to spare his family, often leaving them to discover the danger too late.
His cleverness can become evasiveness; he sometimes answers the question he wishes someone had asked.
He hoards shiny objects and becomes defensive when people call them clutter.
He is proud of being useful and has trouble accepting help without offering a repair or favor in return.

Fears · 4

That his transformation is part of a process that will worsen or spread to people who never chose it.
That his family will treat him as a patient or a danger rather than as their son and brother.
Being unable to protect someone during a disaster because he spent too long trying to understand it.
That the strange growth in the island's forest is connected to him in a way that cannot be repaired.

Wants and needs · 4

Wants reliable information about the source of the island's unnatural growth.
Needs his family to respect his right to investigate risks rather than shelter him from every danger.
Wants to be treated as a craftsperson and a young adult, not an omen or medical curiosity.
Needs safe, clean smooth stones and enough nourishing food to manage his altered digestion.

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

Medium humanoid (marshwake high-blood, of stout halfling descent), neutral good, though his guarded manners and tactical omissions can make him seem less kindly than he is.
Armor Class16
Hit Points17
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationPerceptionIntimidationSleight of Hand
SensesPassive Perception 10
Languages
Common,
Halfling,
Draconic
High-blood Marshwake. Medium size and proficiency in Intimidation.
Custom racial feature, Draconic Presence. Once per long rest, Eber targets one creature he can see within 10 feet. The target must succeed on a Wisdom saving throw or be frightened of him until the end of Eber's next turn.
Custom adaptation, Gizzard Stones. Eber cannot chew food. He swallows smooth stones to grind meals in a specialized second stomach. This causes discomfort and is not a combat benefit.
Artificer Spellcasting. Intelligence is his spellcasting ability. Spell save , spell attack bonus +5. He has two 1st-level spell slots and knows the spells listed below.
Magical Tinkering. Eber can imbue a Tiny nonmagical object with one minor magical property, such as a recorded sound, a steady light, a scent, or a static image.
Infuse Item. Eber knows two artificer infusions and can maintain two infused items. His known infusions are Enhanced Defense and Repeating Shot.

Spells

Produce Flame (cantrip, conjuration). A small flame flickers in Eber's palm. It can ignite a flammable object not being worn or carried, or be hurled as a ranged spell attack for fire damage.
Prestidigitation (cantrip, transmutation). Eber creates a burst of harmless sensory effects, such as a puff of wind, a faint sound, or a small sensory mark.
Grease (level 1, conjuration). A creature makes a Dexterity saving throw or falls prone. The spell can also grease a surface, making it difficult terrain and risking a fall.
Faerie Fire (level 1, evocation). Objects and creatures in a 20-foot cube are outlined in colored light if they fail a Dexterity saving throw. Attacks against affected creatures have advantage if the attacker can see them, and affected creatures cannot benefit from invisibility.
False Life (level 1, necromancy). Eber touches a creature and grants it a small reserve of magical protection. The target gains temporary hit points for the duration.

Actions

Light Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if used with two hands. Eber is proficient with the hammer.
Repeating Hand Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 6 () piercing damage. His infused hand crossbow ignores the loading property and creates its own ammunition when fired.
Unarmed Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Draconic Presence (1/Long Rest). Eber chooses one creature he can see within 10 feet. It must make a Wisdom saving throw or become frightened of him until the end of his next turn. Once used, this feature cannot be used again until Eber finishes a long rest.

Reactions

Bracer Deflection (Custom). When a creature Eber can see hits him with an attack, he can use his reaction to add 2 to his AC against that attack, potentially causing it to miss. He must be wearing or carrying his infused bracer, and can use this reaction only once per short or long rest. This is a custom defensive trick, not an official artificer class feature.

Services they sell

Repairs simple mechanical devices, fishing gear, lanterns, and crossbows.
Can assess whether a mechanism is damaged, tampered with, or poorly assembled.
Can make simple items with tinker's tools if he has materials and time.
Offers local guidance through coastal paths and settled parts of the island.

Rewards they can give

Repairs or modifies one nonmagical piece of adventuring gear, if given a day and suitable materials.
Provides practical knowledge of the archipelago's fishing paths, storm shelters, and ash-prone trails.
May share his notes on the island's rapid plant growth if the party earns his trust.
Can craft a small sound-recording trinket using Magical Tinkering, subject to its normal limitations.

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

A small collection of polished shell, brass scraps, glass beads, and sea-glass.
A leather pouch of smooth stomach stones.
A stitched notebook containing mechanical sketches and private observations about his changing body.
A green bead he once gave to Senneth, kept in memory of the storm rescue.
A tiny tin listening box capable of preserving a short sound.

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.”
From their background
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

Neddan, his father, is a boatwright and cooper who loves Eber fiercely but wants him to stop investigating the island's dangerous interior.
Selyth, his mother, maintains the household and carefully prepares Eber's smooth stones; she quietly asks healers for every scrap of information about high-blood changes.
Vess, his younger sister, treats his scales as ordinary and steals his polished trinkets to decorate her room.
Rhess, an older cousin, blames the Marshwake's draconic inheritance for the family's difficulties and picks arguments with Eber, though he will defend him from outsiders.
Senneth, an apprentice mapmaker rescued by Eber during a storm, trades him coastal observations and trusts him with secrets.
Thessa, Eber's aunt and a healer, knows old accounts of the dragon-blood pact and may be withholding a crucial detail.
Major secret · GM only
Minor secrets · GM only

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