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Eber Waldner - AI-generated fantasy NPC

Eber Waldner

Greenwake · Commoner, custom Greenwake traits · Level 0

Eber Waldner

Famous metalworker and repair smith
“That plan has a bent hinge.”
AC11
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“more often than”
From how they speak

Voice

His voice has a dry, slightly rasping edge from years of breathing forge smoke, with a small catch when he has to swallow. Before speaking, he often takes a measured breath through his nose, as if checking the air for heat.

He speaks in practical phrases shaped by forge work: blunt verbs, measured pauses, and comparisons to tools or materials. His speech is clear but occasionally interrupted by a careful swallow. He does not sing or growl; when worried, he becomes more precise and names each problem as if listing parts on a bench.

Speech patterns

Uses workshop comparisons to explain difficult ideas: 'That plan has a bent hinge.'
Introduces himself by name, then quickly clarifies what he can and cannot eat if offered food.
When discussing his changes, says 'so far' more often than 'always.'
Uses short, direct sentences while working, but becomes unexpectedly expansive when talking about flowers or good craftsmanship.

How to play them

Approach Eber through practical conversation, a repair problem, or a sincere question about his craft. Do not make his eating or changing body a spectacle. He responds warmly to people who treat him as capable while leaving him room to admit fear.

Goal

Keep the family workshop open and discover whether his changes can be safely understood before they progress further.

Motivation

To remain a craftsman and brother first, not a portent that everyone else gets to interpret.

Secret · GM only

Appearance

Eber is tall and broad through the shoulders, with a craftsman's dense, weight-bearing build. Rust-red hair grows in a rough crest that he trims himself with shears, leaving uneven ends. Fine olive-brown scales overlap his jaw, neck, and forearms, catching the light like worn roof tiles. His yellow eyes travel constantly to doorways, tools, and hands, rarely settling on a face for long. His fingers end in blunt, dark claws that leave little crescents in soft wood. A thick tail curves behind him, its tip twitching when he concentrates. He moves with a careful, side-on gait to avoid knocking things over. Unexpectedly for a celebrated metalworker, he keeps a tiny collection of pressed flowers tucked into the lining of his tool roll.

Clothing

A soot-dark leather apron over a russet work shirt, patched trousers, and thick boots modified with a split back for his tail. He wears a brass throat guard with a small hinged cup for taking broth and carries a cloth pouch of smooth river stones.

Body language

He turns one shoulder toward people when standing, leaving his tail clear of their path. His eyes keep count of exits and loose tools. When embarrassed, he presses his claws together as though checking their edges; when angry, he plants his feet and grips the nearest solid surface rather than advancing.

Height
6 feet 5 inches
Build
Tall, sturdy, and heavily muscled from years at the forge, with a long, balancing tail.
Eyes
Yellow, with narrow amber rings around the pupils
Hair
Rust red
Skin
Warm brown beneath overlapping olive-green scales
Age
Twenty-three
Gender
Man
Size
Medium

Distinguishing features

Olive-brown scales form overlapping ridges along his jaw, neck, and forearms.
Dark blunt claws leave small crescent marks in wood and leather.
A thick tail sways to counterbalance his careful, side-on walk.
His yellow eyes scan exits, tools, and other people's hands before meeting their gaze.
A pressed white meadow bloom is stitched inside his tool roll, an unlikely keepsake among his forge equipment.

Personality

13 traits and drives

Eber is proud of his craft but uncomfortable with fame; he welcomes a real question about a hinge or hammer, yet bristles when people treat him as a wonder. In a crisis he is brisk and generous, taking on more work than is sensible. In private he can be anxious and evasive about his changing body, then unexpectedly frank if someone admits their own fear first.

Alignment
Neutral good

Quirks

Sorts stones by how they feel against his tongue, then insists the smoothest ones are 'the polite ones.'
Counts hammer blows under his breath, but restarts at one whenever someone compliments his work.
Tucks a pressed flower into the tool roll after every repair that matters to him.
Asks doorways, 'Will you be kind to the tail?' before entering, even when alone.
When thinking hard, taps each claw against his thumb in a steady pattern like testing a row of nails.

Habits

Checks thresholds and overhead beams before entering unfamiliar rooms, judging whether his tail can pass without striking anything.
When praised, immediately names the person who helped him, then changes the subject to practical work.
Keeps working through discomfort until someone he trusts directly tells him to stop.
Offers guests a choice of water, broth, or tea without drawing attention to his inability to eat ordinary meals.

Traits · 4

Confident at the forge, self-conscious in a crowd gathered to stare at him.
Generous with his skill but reluctant to accept help with his own problems.
Wary of grand explanations, yet secretly hopes that his condition has a meaningful cause.
Likes being remembered for a well-made object, though he pretends not to care about his fame.

Flaws · 3

Treats his worsening symptoms as a private inconvenience until they become impossible to hide.
His pride in being useful makes him accept dangerous workloads.
Can become defensive when people discuss his body as a mystery rather than speaking to him as a person.

Fears · 3

That his family's fear is justified and the physical changes will continue until he is no longer himself.
Choking in front of a crowd that has come to see the famous Greenwake craftsman.
That Shirin will return with a cure that demands an unbearable price, or not return at all.

Wants and needs · 3

A reliable way to understand his changing condition without being treated as an experiment.
Someone to check on Shirin's search for a healer.
Time away from the workshop before his health forces him to stop.

Combat

AC 11 · HP 9 · 30 feet

Eber is a level 0 commoner-style NPC, not a trained adventurer. He tries to end a fight by appealing to shared interests, putting a workbench or heavy door between himself and danger, and retreating. If cornered, he uses a hammer or claws to make space, then flees. The listed statistics and attacks are simple custom 5e-compatible estimates, not a claim that Greenwake is an official 5e species.

Eber Waldner

Medium humanoid (greenwake), neutral good
Armor Class11
Hit Points9
Speed30 feet
Level0
STR
DEX
CON
INT
WIS
CHA
SkillsSmith's toolsPersuasion
SensesNormal vision and hearing; no special senses.
Languages
Common,
Dwarvish
Greenwake traits are custom to this setting; Eber's scaled hide and clawed hands are physical changes, not evidence of a known lineage or curse.
Stone-swallowing digestion. Eber can safely swallow small, smooth stones, which settle an unusual digestive discomfort. This offers no combat benefit.
Clawed hands. Eber's hands can rake at close range, though he avoids using them on people.

Actions

Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () slashing damage.
Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Workshop Flight. Eber makes a hurried retreat, using his tail and long stride to keep his balance. This is a custom narrative maneuver, not a special rules feature.

Reactions

Make Space. When a creature enters his reach, Eber can use his reaction to shove a nearby stool, crate, or tool between them if one is at hand. This creates an obstacle at the GM's discretion and is a custom improvised response, not an official class feature.

Services they sell

Repairs household metalwork, tools, hinges, and simple fittings.
Can assess the workmanship and likely failure points of forged objects.
Can introduce travelers to local smiths, barge crews, and craftspeople.

Rewards they can give

A carefully repaired tool or piece of household hardware, made to fit the recipient.
A useful introduction to local craftspeople and river workers.
If treated with respect, an honest account of what he has observed about his changing body.

Equipment

  • Work hammer (tool)A short-handled smith's hammer with a worn ashwood grip; useful as a tool and, if desperate, a crude weapon.
  • Smith's apron (clothing)A thick, soot-dark leather apron that offers no special armor protection.
  • Stone pouch (personal item)Smooth, thumb-sized stones kept for his unusual digestion.
  • Pressed meadow bloom (keepsake)A tiny pressed flower kept carefully away from the forge's heat.

Possessions

Family smith's hammer
Leather tool roll
Cloth pouch of smooth stones
Pressed meadow flowers
Letters from his sister Taz

Background

Eber was born to a Stout-descended family of toolmakers at the settlement of Bent Rock, where his parents, Serek and Hesh, made hinges, stove plates, and repair parts for river barges. His red hair and yellow eyes were treated as striking but ordinary traits until, in adolescence, his nails thickened into claws and scales spread across his skin. His tail appeared over the following years. The changes made him a local curiosity, then a celebrated Greenwake, prized for his striking presence and his work at the forge. His fame grew after he rebuilt the flood-broken bellows at Silt Ford using scavenged parts during a winter shortage. The formative moment came when his younger sister, Taz, found him choking on a mouthful of bread. He has been unable to chew since; he can manage liquids and soft food, and swallows small smooth stones to ease his unsettled digestion. His family fears these changes herald something worse. Eber is now trying to keep the workshop open while hiding how frequently the scales are spreading. He trades letters with his former apprentice, Shirin, who left to seek a healer and has not written back in weeks.

Role in the story

A celebrated craftsperson whose unusual transformation has made him both a local source of pride and a focus of anxious speculation. He can provide repairs, connections, and a personal stake in investigating the Greenwake, while his family and missing apprentice give his story momentum beyond the party's visit.

“The changes made him a local curiosity, then a celebrated Greenwake, prized for his striking presence and his work at the forge.”
From their background
Faction
A famous member of the Greenwake; independently associated with his family's workshop at Bent Rock.

Known connections

Serek Waldner, his practical father, fears the changes but still leaves a warm lamp burning in the family workshop.
Hesh Waldner, his mother, quietly researches remedies and hides each new scale-shed from frightened neighbors.
Taz Waldner, his younger sister, treats his condition as a puzzle to solve and refuses to let him isolate himself.
Shirin, his former apprentice, traveled to find a healer and has not answered his latest letters.
Major secret · GM only
Minor secrets · GM only

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