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Eber Waldner

Marshwake High-Blood (Homo draconicus marisvagus), with Stout halfling ancestry and green-dragon traits · Artificer · Level 2

Eber Waldner

Workshop apprentice, repairer of small mechanisms, and designer of practical adaptations for high-blood Marshwake.
“That is possible, but it is not the same as likely.”
AC15
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, slightly rasping edge from years of workshop dust and careful, guarded speech. Certain consonants click faintly against his unusual teeth. When focused on a repair, he talks in quick, precise bursts; when discussing family, he slows down and names people carefully. His anger is not quieter: it sharpens his diction and makes each word deliberate.

Eber chooses exact, clever words and often qualifies a statement before anyone can challenge it. He speaks of mechanisms with affectionate precision and dislikes being asked to explain his eating in public. Around family, his humor is warmer and less guarded.

Speech patterns

Uses clever qualifications and precise wording when uncertain: 'That is possible, but it is not the same as likely.'
Talks about machines as if they have moods, then denies doing so.
Deflects questions about his body with practical observations about tools or food.
When discussing family, becomes unexpectedly direct and names each person rather than speaking in generalities.

How to play them

Begin with practical topics such as repairs, food, or local conditions. Give him time to decide whether he trusts the party. Respectful curiosity about his work earns more goodwill than questions that treat his body as a puzzle. He becomes cooperative quickly if the party shows care for his family or helps solve a concrete problem.

Goal

Make the family workshop and home workable for high-blood bodies without sacrificing the warmth and closeness of the life he grew up in.

Motivation

To preserve his place in his family while making a safer future for the high-blood Marshwake, especially the children who may inherit changes they did not choose.

Secret · GM only

Appearance

Eber is five feet ten inches tall, a startling height among the compact Marshwake, with fair skin freckled across his nose and cheeks and olive-green scales spreading over his neck, shoulders, ribs, forearms, and tail. His scales have a soft, flexible sheen, like wet leaves, with darker green flecks along his spine. Red hair, once an unmistakable family trait, falls in stubborn curls around pointed ears. His amber eyes are vertically slit and catch light like polished resin. His wings are strong but too small for sustained flight; folded, they lie close to his back like a draped, leathery cloak. A long tail balances him as he walks, though he keeps its tip tucked close in crowded rooms. His teeth are green-dragon sharp and not made for chewing. He moves with a careful, slightly side-on gait, checking the clearance above him before passing under a lintel. Within a minute of meeting him, most people notice that he turns every bright metal object toward the light with one claw. The unexpected detail: he keeps a tiny, brightly painted wooden bird pinned to his work apron, a child’s toy he repairs rather than replaces.

Clothing

German-influenced halfling craftsman's clothes adapted with deep arm slits, reinforced seams, a high-collared vest, leather apron, fitted trousers, and sturdy boots. His clothing is patched and practical, with a bright painted wooden bird pinned to the apron.

Body language

Eber angles his body to protect his wings in a crowd and keeps his tail close to his legs. He pauses beneath low beams to judge clearance. His hands are precise with delicate mechanisms, but he grips cups and tools with more force than he intends. When someone speaks kindly about his family, he looks away and rubs the edge of a bright object with his thumb.

Height
5 feet 10 inches
Build
Tall and sturdy, with a strong back, broad shoulders, flexible tail, and powerful but non-flight-capable wings.
Eyes
Molten amber with vertical pupils; dark brown before adolescence.
Hair
Red, naturally curly and usually unruly.
Skin
Fair beneath olive-green scales, with freckles across his face.
Age
19
Gender
Male
Size
Medium

Distinguishing features

Olive-green, flexible scales patterned with darker flecks along his spine and shoulders.
Amber, slit-pupil eyes that were dark brown before adolescence.
Pointed ears, a long balancing tail, and folded green wings too small for sustained flight.
Strong, sharp teeth and a jaw that cannot chew food effectively.
Red hair and freckles inherited from his halfling family.
A tiny painted wooden bird pinned to his work apron.

Personality

17 traits and drives

Eber is clever with words but not always comfortable with people. He can seem aloof because he has learned to watch first and answer second; when he feels safe, he is funny, attentive, and startlingly generous with his time. He wants the easy closeness his parents and low-blood siblings share, yet flinches from the fussing that closeness brings. He envies the ordinary meals and cramped beds he can no longer share, while insisting that he does not want anyone to pity him. In the workshop, he is patient and methodical, able to spend an hour coaxing a bent spring into shape. In a family gathering, he may retreat to the garden or find a repair to do rather than endure Yonda’s kindly matchmaking. When someone mocks his eating, he first answers with a polished, cutting joke; if they continue, anger comes hot and direct. He is tender toward children and careful around frightened animals, partly because he remembers being treated as fragile himself. His fascination with bright objects is both childish pleasure and draconic inheritance, and he refuses to decide which explanation is true. He is proud of his skill, ashamed of needing help, protective of his family, and quietly resentful that protection can feel like a cage.

Alignment
Neutral Good, though his guarded manner can make him seem indifferent.

Quirks

Turns shiny objects toward the light without noticing.
Counts ceiling beams when entering a new room.
Cuts meals into tiny pieces even when eating something soft.
Keeps the painted wooden bird on his apron and repairs it whenever a chip appears.
Sorts loose screws by size when anxious, then pretends the arrangement was accidental.

Habits

Turns polished objects toward a light source, then claims he was checking for flaws.
Cuts food into pieces smaller than necessary and keeps smooth stones close at hand.
Checks doorframes and ceilings before entering, even when he has passed through them before.
When worried, organizes nearby screws and washers by size.
When genuinely amused, his tail loosens and taps the floor before his face changes.

Traits · 5

Cautious with strangers but unexpectedly candid with anyone who demonstrates practical kindness.
Patient with broken mechanisms, impatient with people who assume they understand his body.
Wants family warmth but resists being fussed over.
Protective of children and animals, yet uneasy about the predatory instincts awakening in his brothers.
Clever and aloof in public, quietly funny at home.

Flaws · 4

He hides pain and health concerns to avoid worrying his parents.
His aloofness can read as disdain, even when he is frightened or embarrassed.
He collects shiny objects compulsively and makes poor excuses when asked about them.
He can turn a simple conversation into a clever verbal contest rather than admit he needs help.

Fears · 4

That one of the children in his family will inherit painful changes without warning.
That his digestion will worsen until even carefully prepared food becomes unsafe.
That the family will see him as a burden instead of a son and brother.
That Ignatz's sudden hunting urges or Rodrick's pride will someday lead to real harm.

Wants and needs · 4

A safe, affordable sleeping space where his wings will not cramp.
A reliable way to eat without turning every meal into a painful family worry.
To be included in ordinary family life without being handled as a fragile curiosity.
Evidence about what is changing the Marshwake and whether the next generation is at risk.

Combat

AC 15 · HP 17 · 30 ft.; custom glide: may move horizontally up to 20 ft. while descending 10 ft., but cannot gain altitude or sustain flight.

Eber prefers to stay behind sturdier allies, using Faerie Fire to expose enemies and a crossbow or spear when forced into a fight. He uses his repulsor to create space and Cure Wounds to keep an ally standing. He avoids grappling and does not use his wings to fly. If frightened, cornered, or confronted with a threat to a child, he may use his inherited menace once before retreating.

Eber Waldner

Medium humanoid (marshwake high-blood (homo draconicus marisvagus), with stout halfling ancestry and green-dragon traits), neutral good, though his guarded manner can make him seem indifferent.
Armor Class15
Hit Points17
Speed30 ft.; custom glide: may move horizontally up to 20 ft. while descending 10 ft., but cannot gain altitude or sustain flight.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationPerceptionSleight of HandIntimidation
SensesPassive Perception 10
Languages
Common,
Halfling,
Draconic
Marshwake High-Blood. Medium size; proficiency in Intimidation; once per long rest, Eber can force one creature he sees within 10 feet to make a Wisdom saving throw or become frightened of him until the end of his next turn.
Custom Adaptation, Gizzard Stones. Eber cannot chew food effectively. He cuts meals into very small pieces and swallows smooth stones to aid digestion. This is painful and not a combat benefit.
Custom Adaptation, Folded Wings. Eber has strong wings but cannot sustain flight. With room to spread them, he can slow a fall and glide up to 20 feet horizontally for every 10 feet descended.
Artificer Spellcasting. Intelligence is his spellcasting ability, spell save , spell attack bonus +4. He has two 1st-level spell slots, regained on a long rest.

Spells

Acid Splash (cantrip, conjuration). A thin greenish beam of acid strikes one creature within 60 feet. Ranged spell attack +4; hit: acid damage.
Prestidigitation (cantrip, transmutation). Eber maintains a minor magical effect, such as lighting or snuffing a small flame, cleaning an object, or producing a faint sound.
Cure Wounds (level 1, evocation). A creature Eber touches regains hit points.
Faerie Fire (level 1, evocation). Each object in a 20-foot cube is outlined in light if it is not being worn or carried. Creatures in the area are outlined as well if they fail a Dexterity saving throw, granting advantage on attacks against them.
Tasha's Caustic Brew (level 1, evocation). Eber sprays acid in a line 30 feet long and 5 feet wide. Creatures in the line make a Dexterity saving throw, taking acid damage on a failure and half as much on a success; affected creatures take acid damage at the end of their next turn unless they or another creature use an action to scrape or wash it off.

Actions

Spear. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. Eber uses a compact, carefully balanced spear.
Light Crossbow. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage.
Spring-Loaded Repulsor. Eber releases a prepared burst of force through a metal spring device. One creature within 5 feet must make a Strength saving throw or take force damage and be pushed 5 feet. Custom feature; usable once per short or long rest.
Spellcasting. Eber casts a prepared artificer spell, using Intelligence as his spellcasting ability. His prepared 1st-level spells are Cure Wounds, Faerie Fire, and Tasha's Caustic Brew.

Reactions

Spring Deflection. When a creature Eber can see hits him with a melee attack, he can use his device to shove it 5 feet away. The attacker must succeed on a Strength saving throw. Usable once per short or long rest.

Services they sell

Repairs watches, hinges, small mechanisms, and workshop tools.
Can adapt tools and furniture for people with wings, tails, claws, or unusual height.
Can identify common mechanical faults and improvise simple devices from scrap.

Rewards they can give

A repaired tool, watch, or small mechanical device.
A practical design for adapting a bed, doorway, handle, or workbench to a high-blood body.
Trust and introductions to the Waldner family, including the high-blood cousin Black Alder.

Equipment

  • Workshop spear (weapon)A compact, balanced spear with a wrapped grip sized for Eber's hands.
  • Light crossbow (weapon)A small light crossbow with a repaired stock and a pouch of bolts.
  • Artificer's tools (tools)A leather apron containing precision tools, wire, springs, screws, and a tiny file.
  • Gizzard stones (personal item)Smooth stones selected for size and texture, carried for his painful digestive adaptation.
  • Bright collection (keepsake)A tin of small polished washers, buttons, and colored glass fragments.

Possessions

A painted wooden bird from childhood, repaired many times.
A small tin of polished washers, buttons, and colored glass.
An adjustable measuring rule and a pocket notebook of designs.
A pouch of smooth digestive stones.
A family-made apron with reinforced seams.

Background

Eber Waldner was born the eighth and youngest child of Trogi and Wilma Waldner, in a crowded Stout-halfling home on the Marshwake archipelago. His red hair arrived first, a family joke and a hint that the old stories about high blood might someday trouble the household. His eyes were dark brown through childhood. The Waldners made tools, repaired watches, raised chickens, fished the local stream, and measured prosperity in whether everyone had a warm place to sleep. Eber grew up among the clatter of the family workshop and the gentle authority of Wilma’s garden. He learned to sort screws by touch, to oil a hinge without staining his sleeve, and to recognize which sibling was coming down the stairs by their tread. His eldest brother, Windle, was already building a separate household by the time Eber was old enough to understand what adulthood meant. Windle, a low-blood craftsman with hazel eyes and thinning brown hair, works in the family shop and is expected to inherit its management. His children, Otto and little Anika, visit often. Windle is dutiful and steady, but Eber has seen the way his gaze lingers on the children whenever Eber’s wings open. Windle fears, without saying so plainly, that Otto or Anika could inherit the same changes. Karl, the second brother, found delight in gears and tools, and still does. His marriage to Leanora, a rough sailor and descendant of the dragon-hunting Wilks and the heroine Nailia, is rocky and often long-distance. Their son Hansel has black hair and eyes. Ragni, a pale-haired, pale-skinned child with milky-blue eyes, was born from Leanora’s affair; Karl knows the truth, and the strain sits between them like a tool left out to rust. Eber respects Karl’s ability to make useful things from broken ones, but avoids offering advice about a marriage he cannot mend. Yonda, the only sister, is beautiful, social, and kind, with a gift for making even an awkward gathering feel welcoming. She married and had five children: Willow, Trude, Liesel, Hans, and Birke. Her sons Hans and Birke show signs that may mark them as high-blood. Yonda never treats Eber as a monster, but she gently presses him to attend gatherings and speak to people rather than retreat into the shop. Eber loves her for it and resents the reminder in equal measure. Alder, a low-blood brother with cropped black hair and green eyes, works part-time as a town guard and spends too much of his spare time at merrymaking. Alder’s son, called Black Alder, is a high-blood young man with amber serpent eyes and green scales. He visits with stories of adventure, and Eber listens more closely than he admits. Kasper, another low-blood brother, repairs watches, keeps accounts, tends chickens, and helps in the garden. He and his wife are content with two daughters, Wonda and Ilse, who often trail one another through the yard. Then came Eber’s adolescence. His eyes changed from brown to molten amber over several nights. Green scales surfaced beneath his skin, his ears sharpened, and a tail grew painfully at the base of his spine. His wings came later, forcing him to learn how to sit and sleep without folding them beneath himself. The worst change was in his mouth. His teeth grew strong and sharp, but his jaw no longer worked properly for chewing. Food that had once been comforting became a choking danger. He learned to cut everything into tiny pieces and, following the old green-dragon inheritance, swallow smooth stones to help grind food in his stomach. The adaptation hurts. It also frightens his family, who watch each meal as if it were a medical emergency. For several weeks after the transformation, Eber tried to sleep alone in a cramped upstairs room. His wings cramped against the walls, and he woke in pain and panic. Ignatz, his closest brother, was the first to bring a blanket into the kitchen. Rodrick followed, pretending he was only there because the workshop was too warm. The three high-blood brothers slept together on pallets in the kitchen, among flour bins and cooling bread, because it had the highest ceiling and the widest floor. Ignatz stayed awake when Eber struggled to breathe through a bad night. Rodrick joked too sharply about Eber’s food, then stopped the first time Eber’s anger turned frightening. After that, he defended him from outsiders with the same bluntness he used to provoke him. Rodrick, twenty-one, is taller and broader than Eber, with auburn hair, yellow eyes, fair skin, and green scales tipped reddish at the edges. His sorcery makes him proud, and his teasing can sound like cruelty. He believes he is merely honest, though the family knows he sometimes pushes until someone pushes back. Ignatz, twenty, has ashy blond hair, draconic green eyes, grey-green scales, claws, a flexible tail, and a predator’s build. He once killed a chicken with his bare hands after a sudden hunting urge overtook him. Ashamed, he now keeps mostly to the workshop. He helped Eber through the transformation even when he had no idea what to do. Their parents reacted differently. Trogi, a low-blood patriarch with black hair going grey, green eyes, and a calm craftsman’s patience, kept building and repairing while saying he wanted to retire. He secretly longs for a beard after admiring one on a visitor. Wilma, warm, clever, and white-blond, tends the garden and chickens, and faints at the thought of violence, though she can butcher a chicken or fish when necessary. She prefers Trogi to do it. They still fish together at the local stream. Both parents are grateful for their children and grandchildren, and deeply worried that their high-blood sons need more food, larger clothes, and beds the old home cannot provide. Eber apprenticed in the family workshop, where his precision with small mechanisms proved useful even as his growing strength broke tools made for halfling hands. He is an artificer by training and temperament: observant, clever, and happiest when he can make a thing behave predictably. He has begun fitting adjustable handles and hinged benches for his brothers, and quietly designing a safer sleeping loft. He also keeps a small collection of polished washers, bright buttons, and bits of colored glass. He tells himself they are useful samples. Now the island itself is changing. The marsh forest grows thicker in places where the old dragon died, and strange poisonous plants have appeared near an abandoned trail. Healers have examined Eber’s digestion and recorded his changes, but none can promise whether they will stop. Their attention makes his parents protective and makes Eber feel like a specimen. A traveling healer has suggested that the family’s transformation may be continuing across generations. Eber worries about Yonda’s boys, his nieces and nephews, and even Otto and Anika. He also worries that the high-blood children will be treated as a problem to be managed rather than relatives to be welcomed. His immediate difficulty is practical: the workshop cannot earn enough to rebuild the family home for its growing high-blood occupants. Windle expects to take over the business, while Rodrick wants work beyond it and Ignatz fears what his instincts may demand. Eber is quietly trying to devise a compact, affordable wing-safe bed and a better food-preparation tool for people who cannot chew. He has not told his parents that the design includes a hidden compartment for the bright trinkets he cannot stop collecting. He wants to remain a Waldner, not an oddity or a warning, but he is beginning to understand that belonging may mean helping his family make room for a body and future none of them chose.

Role in the story

A family-centered artisan whose unusual body and private investigation connect everyday household needs to the larger mystery of the Marshwake's changing inheritance. He can provide useful repairs, local family context, and a personal stake in any threat affecting the island's descendants.

“His red hair arrived first, a family joke and a hint that the old stories about high blood might someday trouble the household.”
From their background
Faction
The Waldner family workshop and the Marshwake community of the remote volcanic archipelago.

Known connections

Trogi Waldner, his calm father and the family workshop’s patriarch, who says he wants to retire but still repairs everything.
Wilma Waldner, his warm, shrewd mother, who worries about his health and quietly makes sure he has food cut small enough to swallow.
Windle Waldner, eldest brother and expected future manager of the workshop, whose fear for his children Otto and Anika is mostly unspoken.
Karl Waldner, gear-loving brother in a strained marriage to Leanora; Karl’s son is Hansel, and Ragni’s parentage remains a painful family matter.
Yonda Waldner, his sociable sister, who loves him and keeps urging him to join family gatherings.
Alder Waldner, a part-time town guard and merrymaker, and Alder’s high-blood son Black Alder, who visits with adventure stories.
Kasper Waldner, watch repairer and gardener, and Kasper’s daughters Wonda and Ilse.
Rodrick Waldner, his arrogant, sorcerous high-blood brother, whose teasing stops when Eber’s temper truly rises.
Ignatz Waldner, his close high-blood brother, who supported him through adolescence and is ashamed of his own hunting impulse.
Yonda’s children Willow, Trude, Liesel, Hans, and Birke; Hans and Birke show possible high-blood traits.
Major secret · GM only
Minor secrets · GM only

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