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Eber

Marshwake (Homo draconicus marisvagus), high-blood lineage · Artificer 2 · Level 2

Eber

Apprentice craftsperson and junior artificer in the family workshop
AC15
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a slight rasp from a throat still adjusting to draconic anatomy, with a dry, even cadence shaped by long hours speaking over workshop noise. He articulates carefully and can sound unexpectedly warm when explaining a craft to a child. When irritated, his words grow crisp and matter-of-fact, like instructions being read from a work order.

Eber speaks in measured phrases, with the practical vocabulary of a workshop apprentice and occasional halfling turns of phrase inherited from his parents. He explains unfamiliar ideas through gears, hinges, and tool balances. He pauses to choose accurate words, not to sound grand. With family he uses easy shorthand and dry jokes; with strangers he begins cautiously and becomes more direct once trust is earned.

Speech patterns

Explains mechanical ideas by comparing them to familiar tools, sometimes forgetting that other people do not think in gears.
Asks practical questions when emotional subjects make him uncomfortable.
Uses family nicknames and understated humor with relatives, but formal, measured phrasing with strangers.
When angry, speaks more directly and with sharper consonants rather than raising his voice.
Avoids discussing his appetite unless someone asks plainly or makes it a public joke.

How to play them

Treat him as a capable craftsperson rather than a curiosity. Offer a concrete task or ask about a mechanism to start conversation. Do not crowd his food or touch his gizzard stones without permission. If players show patience, he will share what he has noticed about the village's changing politics and may help adapt equipment for their needs.

Goal

Develop a safe, reliable set of tools and household practices that let high-blood family members live comfortably without abandoning the communal life that raised them.

Motivation

To keep his family close without pretending he is still the child he was, and to understand his altered body before others decide what it means.

Secret · GM only

Appearance

Eber is a young man of 5 feet 10 inches, startlingly tall beside his stout halfling family. Fair skin and freckles show between overlapping olive-green scales, which are supple rather than armor-hard and dapple darker along his spine. His original red hair has grown coarse and rust-bright, usually flattened beneath a work cap, while a narrow green crest begins at his hairline and lies folded back over his crown. His amber eyes have vertical pupils and a reflective, molten quality in dim light. His pointed ears have small, unobtrusive openings instead of rounded outer rims. His teeth are strong, greenish, and sharply conical, useful for gripping but awkward for chewing. A long tail balances him as he walks, giving his careful steps a quiet, gliding quality. He is unexpectedly fastidious about polishing the brass buckle on his apron, even when the rest of him is dusted with sawdust.

Clothing

Practical German-influenced craftsman's clothing: a fitted wool jacket over linen, sturdy trousers, an embroidered family apron, work boots, and a leather cap. He has altered the apron to leave his tail free and keeps spare cloth ties for repairs.

Body language

He keeps his shoulders slightly turned, as if making room for his tail, and moves with careful, balanced steps that can become suddenly quick. When thinking, he presses his thumb against the edge of his brass buckle. Around family, his tail curls loosely around a chair leg; with strangers, it stays close to his body. He looks at people's hands and tools more readily than their faces.

Height
5 feet 10 inches
Build
Tall for his family, lean but sturdy, with long arms, a flexible tail, and compact strength developed through workshop labor.
Eyes
Molten amber with vertical pupils
Hair
Rust-red, coarse, and usually flattened beneath a work cap
Skin
Fair skin visible between olive-green, supple scales, with freckles across the bridge of his nose
Age
19
Gender
Male
Size
Medium

Distinguishing features

Olive-green scales with darker, leaf-like mottling along his back and shoulders.
Amber, vertically slit eyes that replaced his childhood dark-brown eyes during adolescence.
Strong, pointed teeth that grip food but cannot chew it.
A small green crest folded back from his hairline, usually hidden beneath his cap.
A long, expressive tail and pointed ears with small ear openings.
A conspicuously polished brass apron buckle that he checks without noticing.

Personality

16 traits and drives

Eber's nature is a knot of opposing needs. He longs for the crowded warmth of his childhood home, yet his changed body and new solitary habits make closeness exhausting. He will work late beside a sibling without complaint, then leave a family meal early because the attention around his food makes him feel like a problem to be solved. He is clever and patient with objects, but awkwardly defensive when people try to read his feelings. He can be gentle with children and animals, especially when showing them how something works, while becoming coldly precise with adults who treat him as a spectacle. His humor is dry, usually delivered after he has watched a conversation long enough to find its weak joint. When relaxed, he enjoys teasing Rodrick back and lets his tail curl around a chair leg. Under pressure, he becomes practical and overly controlled, asking about measurements or chores instead of admitting fear. Anger brings blunt honesty rather than shouting: he names the insult, its effect, and what he expects to stop. If ignored, he withdraws before he lashes out. He is proud of being useful and ashamed of needing help. That contradiction shows most clearly around meals. He resents his family's concern when they fuss over his stones, but is hurt if they forget to set them out. He dislikes being called the baby of the family now that he is taller than most of his siblings, yet he still seeks his mother's approval and feels safest when his father is nearby in the workshop. He wants to be accepted as high-blood without being pushed into the cold, calculating role some villagers expect of him. He distrusts dragon worship and the new fashion for dominance, but is curious about the source of his changes and does not want to reject his own body simply because it is strange. With strangers he is watchful, economical with words, and alert to exits. With family he is more expressive, though he often communicates care through repairs, food preparation, or quietly taking the unpleasant task off someone's hands. Around Rodrick he is quick to bristle but trusts his brother's loyalty. Around Ignatz he is patient, understanding that shame can make a person retreat. Around Yonda he alternates between affection and irritation when she tries to make him socialize. He is not a naturally solitary person, but solitude is currently the only place where he can hear his own thoughts.

Alignment
Neutral Good, though his instincts toward solitude and self-preservation sometimes make him seem colder than he is.

Quirks

Sorts his stomach stones by weight when anxious, lining them up like tiny gears.
Polishes his brass apron buckle with his thumb before entering a room, even when it is already shining.
Tilts his head to catch light on an unfamiliar object, then looks away as if he had not been staring.
Names tools after the relatives who taught him to use them, but refuses to explain the system.
Leaves small repaired objects where family members will find them, never admitting he fixed them.

Habits

Checks the brass buckle at his apron before entering an unfamiliar room, then seems not to notice he has done it.
Studies exits, windows, and reflective objects before deciding where to sit.
When comfortable, helps with a task before anyone has asked; when overwhelmed, vanishes into the workshop without explanation.
Keeps a pouch of smooth stones within reach and sorts them by weight when anxious.
If teased about eating, he gives the offender one chance to stop; if they do not, his tail goes rigid and his voice turns blunt.

Traits · 4

Wants family closeness but retreats when affection becomes public concern.
Patient and meticulous with mechanisms, impatient with people who make assumptions about him.
Protective of younger relatives, yet resents being treated as the family's fragile baby.
Curious about draconic changes while distrustful of those who turn them into a status symbol.

Flaws · 4

Withdraws instead of explaining when he feels watched or pitied.
Can become possessive of small shiny keepsakes and deny that the attachment matters.
Mistakes his careful observation for understanding other people's feelings.
Resents his family's help even when he needs it, then feels guilty for resenting them.

Fears · 4

That his body will keep changing until he no longer recognizes himself.
That a hunting impulse like Ignatz's will make him hurt someone he loves.
That his family will always see him as either their helpless baby or a frightening high-blood, never simply Eber.
That the village's growing hierarchy will turn his family against one another.

Wants and needs · 4

A room and bed suited to his height and tail.
A dependable supply of smooth stones and meals he can safely swallow.
To be included in family decisions without being handled like a child.
A private place to think that does not mean abandoning his family.

Combat

AC 15 · HP 17 · 30 ft. walking, 30 ft. climbing (custom Marshwake trait)

Eber avoids a fair fight. He uses cover, distance, and battlefield clutter, casts Faerie Fire to expose hidden foes or grants protection with Sanctuary, then helps an ally or strikes with a light hammer. He retreats if cornered and will not deliberately hunt a fleeing enemy. He has no breath weapon, poison resistance, or dragon-scale armor.

Eber

Medium humanoid (marshwake (homo draconicus marisvagus), high-blood lineage), neutral good, though his instincts toward solitude and self-preservation sometimes make him seem colder than he is.
Armor Class15
Hit Points17
Speed30 ft. walking, 30 ft. climbing (custom Marshwake trait)
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsInvestigationArcanaPerceptionSleight of Hand
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Halfling
Custom Marshwake trait. Stone-Gizzard. Eber cannot chew food. He can swallow small stones, which his altered second stomach uses to grind swallowed food; he must replace them periodically. This is a biological trait, not a combat ability.
Custom Marshwake trait. Draconic Frame. Eber is Medium, has a 30-foot walking speed, a 30-foot climbing speed, and natural claws. His claws are not magical.
Custom Marshwake trait. Greenwake Senses. Eber has darkvision out to 60 feet. He does not have poison resistance or a breath weapon.
Artificer spellcasting. Intelligence is his spellcasting ability; spell save , spell attack +5. He has two 1st-level spell slots and knows two artificer cantrips.

Spells

Mage Hand (cantrip, conjuration). Cantrip. A faint magical force lifts or nudges an unattended object weighing up to 5 pounds within range, producing small, precise motions.
Prestidigitation (cantrip, transmutation). Cantrip. Creates a brief sensory effect, such as a small sound, a harmless spark, or a momentary odor.
Faerie Fire (level 1, evocation). 1st level, prepared. A flash of colored light outlines creatures in a 20-foot cube. Affected creatures shed dim light and attack rolls against them have advantage if they fail a Dexterity saving throw.
Sanctuary (level 1, abjuration). 1st level, prepared. A warding spell that protects one willing creature against attacks and hostile spells until the spell ends or the creature attacks or casts a spell.
Shield (level 1, abjuration). 1st level, prepared. One creature or object gains a magical protective ward that grants +5 AC, including against the triggering attack, until the start of Eber's next turn.
Protection from Evil and Good (level 1, abjuration). 1st level, prepared. One willing creature gains a small measure of magical protection and a bonus to saving throws for up to 8 hours.

Actions

Claws. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage. Eber's claws are natural weapons, but do not count as magical.
Light Hammer. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: piercing damage, or bludgeoning damage if used as an improvised club. Eber is proficient with simple weapons.
Spellcasting. Eber casts a prepared artificer spell using his tools or an infused item as a focus. Spell save , spell attack +5. He has two 1st-level spell slots, recovered after a long rest.

Reactions

Flash of Genius. 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 holding or wearing his tinker's tools or another artificer spellcasting focus. This is the artificer's 1st-level feature.

Services they sell

Repairs small mechanisms, fittings, buckles, and simple tools.
Can modify furniture or equipment for unusual body shapes when given time and materials.
Can identify common workshop materials and explain the practical use of a mechanism.

Rewards they can give

A custom-repaired tool, buckle, or piece of practical gear.
A reliable local contact among the workshop families.
His trust, which can lead him to share observations about the village's factional tensions.

Equipment

  • Tinker's tools (tool)A compact, practical kit of files, pliers, small screwdrivers, wire, and measuring tools used for artificer work.
  • Gizzard-stone case (personal equipment)A small wooden case containing clean, smooth stones of different sizes for his altered digestion.
  • Light hammer (weapon)A light hammer, useful for workshop work and as a simple weapon.
  • Workshop apron (clothing)A leather apron with a polished brass buckle, patched elbows, and a tail slit.

Possessions

A wooden case of smooth stones he needs for digestion.
A small pouch of polished screws, glass beads, and bright scraps he insists are useful samples.
A leather-bound notebook of measurements, repair sketches, and observations about his changing body.
A worn family token from his childhood, kept in an inner pocket.

Background

Eber is the youngest of Trogi and Wilma's eight children, the last small body carried through the family kitchen before the older siblings began leaving its benches. For much of his childhood, he was the red-haired baby of the household: passed from one set of arms to another, allowed to nap beneath the worktable, and teased into helping with harmless jobs in the family workshop. His father, Trogi, a calm low-blood craftsman, taught him to fit gears and judge a tool by its balance. His mother, Wilma, taught him to weed the garden, feed the chickens, and offer thanks before a shared meal. Eber's red hair was unusual, and relatives sometimes joked it marked him as high-blood, but his eyes were dark brown and his body was unmistakably halfling. He felt safe in the crush of siblings, cousins, and grandchildren. That safety altered during adolescence. His brown eyes turned amber, his limbs lengthened, and green scales spread over his fair, freckled skin. His ears sharpened; his teeth changed into gripping fangs; a tail grew in fits painful enough to keep him awake. The change did not make him a dragon, but it made his own home feel built for someone else. He became too tall for the old beds, too strong for the small chairs, and too visibly different to disappear in a crowd. Most unsettling was food. His new jaw could not chew. He learned by miserable trial that he had to swallow food and small stones, letting a changed second stomach grind it down. The first meal after the change ended with him frightened and choking on a mouthful he could not manage. Wilma and Ignatz stayed with him through the night, and Trogi built him a small, careful kit of smooth stomach stones and a wooden case to keep them clean. In the days that followed, Rodrick and Ignatz, his two high-blood brothers, slept in the kitchen with him. There was no room for their growing bodies in the old sleeping arrangements, and none of them wanted Eber to wake alone among unfamiliar aches. Rodrick pretended the floor was an adventure and made sharp jokes about Eber's strange meals, but stopped when Eber's anger turned real. Ignatz, already frightened by the strength of his own hunting urges, kept watch and quietly fetched water. The brothers were awkward, close, and scared together. Eber remembers the warmth of their shoulders on either side of him more vividly than the pain. His family is a whole village's worth of care and pressure. Windle, the eldest, is a balding low-blood with hazel eyes who works in the workshop and expects to inherit its management. He has two young children, Otto and Anika, and fears they might someday undergo the same transformation as Eber. Karl, second eldest, is a gear-loving craftsman in a difficult marriage with Leanora, a sailor descended from the dragon hunters Wilks and Nailia. Karl's son Hansel is black-haired and black-eyed; Ragni, Leanora's pale, white-haired child with milky blue eyes, is also part of the family's complicated household. Yonda, the only sister, is a generous social butterfly with five children. She is kind to Eber but keeps urging him to join village gatherings. Her sons Hans and Birke show signs that may mark them high-blood, while Willow, Trude, and Liesel are low-blood children with their own temperaments and appearances. Alder, a low-blood part-time guard who often chooses merriment over duty, has a clever high-blood son, Black Alder, who visits with stories of adventure. Kasper, a low-blood watch repairer and garden hand, is content with his wife and two daughters, Wonda and Ilse. Eber's high-blood brothers have become different men under the same changes. Rodrick, twenty-one, is bigger than Eber, with auburn hair, yellow eyes, reddish-tipped green scales, and an arrogant streak he calls honesty. He has sorcerous magic from his draconic inheritance and enjoys showing it off. Ignatz, twenty, has ashy blond hair, green eyes, grey-green scales, claws, and a flexible tail. After he deliberately killed a chicken during a sudden hunting urge, he retreated into workshop labor, ashamed of himself and afraid of what he might do next. He supported Eber during their shared adolescence even when he did not know what help to offer. The village itself is a compact settlement of timber homes, stone footings, steep roofs, covered yards, and muddy paths, built by survivors who endured drowning, hunger, dangerous woods, and a volcanic eruption before reaching the island. Three generations later, their halfling customs of shared work, gardens, hospitality, and remembrance still bind people together. But high-blood youths are numerous, and old mutual habits are under pressure from dragon worship, status display, hunting prestige, and stricter ideas about gender and power. Elders blame the green dragon whose blood changed their people. Some young folk see that legacy as proof they should rule. Others suspect an unfinished ritual, or the influence of a dragon's daughter. A secret circle is exploiting those fears, while a returning green dragon patriarch treats the village as a useful piece in his revenge. Eber has become an apprentice artificer in the family workshop, especially good at small mechanisms, kitchen fittings, and adaptations for bodies that do not fit old furniture. He is clever and observant, but his first instinct is to watch from the edge rather than join in. He collects polished buckles, glass beads, bright screws, and any little object that catches the light. He tells himself he likes their workmanship. The hoard-like impulse embarrasses him, and he worries it is evidence that the dragon in his blood is becoming more than a family resemblance. He is trying to learn what his body needs without treating it as a curse, and what his family needs without disappearing into their expectations. His present problem is practical and urgent: the old house has too few beds, clothes, and food stores for its growing high-blood children, and Eber's stone-dependent diet adds strain to a household already stretched thin.

Role in the story

A young artisan caught between halfling family traditions and an increasingly divided high-blood community. Eber can be a practical ally, a source of insight into the village's changing customs, or a personal stake in conflicts over draconic inheritance and the secret circle.

“His father, Trogi, a calm low-blood craftsman, taught him to fit gears and judge a tool by its balance.”
From their background
Faction
The Greenwake Kin, by family and village belonging; the family workshop, where he is an apprentice. He is not a member of the secret dragon-worshipping circle.

Known connections

Trogi, his father, taught him the craft and is trying to plan a dignified retirement he never quite begins.
Wilma, his mother, makes sure he has suitable food and clean stomach stones, though she worries aloud when he skips communal meals.
Windle fears his young children Otto and Anika could change as Eber did.
Rodrick teases him but is fiercely protective once a joke crosses a line.
Ignatz was his closest companion during the painful changes and still seeks Eber's judgment when frightened of his own instincts.
Yonda loves him and repeatedly tries to draw him into village life.
Kasper lets Eber repair watch mechanisms in the workshop and trusts him around the garden and chickens.
Black Alder visits with stories of travel that Eber secretly treasures.
Major secret · GM only
Minor secrets · GM only

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