The Duckfolk of Amaryn
Duckfolk, also known as Mallards, are a new and high obscure addition to the peoples of Amaryn. The Mallards’ arrival is one of constant discussion and argument, because of its most unusual circumstance. The common understanding is that the 26 Mallards were transported here via an inter-dimensional portal. Obviously, to most Amari people, this sounds ridiculous and their arrival is more likely to result from some horrific and unfortunate experiment. To others, they’re a sign of dark times ahead, bad omens, and something to steer clear of.
The Mallards themselves do not fully understand why they’re here. They all arrived at the same time on different parts of the continent. All of them alone. None of them know that the others have arrived. It was only by traversing the land did they discover others had been dealt the same card. Most curiously, when they cross paths, all the Mallards know each other. They know each other exceptionally well. They are colleagues, cousins, old childhood friends, and bitter rivals. To the Mallards, this is a sign that they’re here for a reason and they’ve made it their mission to discover why.
Local Rumours
People always talk. Talk and talk and talk. Someone it’s true, maybe, but most of it is nonsense.
1d8 Rumours
- Them ducks aren’t from no portal, they’re from The Hells they are.
- You know, a Mallard was seen walking through fields near Oatsmill last month and they say it’s been the worst crop in years.
- We had one of them stay here for a whole. He was a fine chap. Happy to chat and share stories… however, a bit grumpy at times.
- There’s no reason to worry about em’. They’re just lost, like the rest of us.
- You know, they all lay eggs? You could feed a family with one of em’, I’d say.
- They like to travel, but I think they’re just on the run.
- They’re portal travellers, that’s for sure. Scouts, I’d say, scouting out our weakness.
- They are looking for folks to help them find their way home.
Mallard Meetings
All 26 mallards know each very well, however they don’t necessarily all like each other. Whenever a mallard PC arrives at a new settlement or adventure site their is a 10% chance that another mallard will be there. Roll a d20, on 1 they like each other and on 20 they dislike each other. It up to the player and GM to decide if they have seen this mallard since arriving in Amaryn.
Making a Mallard
When the PC discovers a new Mallard use this table to help build the framework for a new NPC.
1d8 | Name | Profession | Virtue | Weakness |
---|---|---|---|---|
1 | BIll | Artisan | Ambitious | Gullible |
2 | Webster | Bard | Cautious | Foolhardy |
3 | Moggee | Fighter | Courageous | Gluttonous |
4 | Hackleswell | Hunter | Gregarious | Vain |
5 | Don/Donna | Mage | Honrable | Craving Knowledge |
6 | Louis | Merchant | Humble | Boastful |
7 | Howard | Scholar | Merciful | Overbearing |
8 | Drake | Thief | Tolerant | Haughty |
Mallard Theories
The Mallards themselves are worried about why they have been selected and transported to another dimension. They have all developed theories as to the bizarre situation that they find themselves in. When they meet, their conversation will always eventually lead to this topic.
1d6 Mallard Theories
- Quaxocotl, the Mallard God of Mischief has done this for a lark.
- There is something in this world that we need to find and bring back. Figuring out what it is, that’s the problem.
- The Great Portalling is a sign of a greater purpose. This is a spiritual expedition something buried here will enlighten us.
- One of those numpty's at that school has done this and they don't even know about it. Settle in, we're not going home.
- This is a collective dream. When we sleep we are back in our world, the real world.
- We are hear to save these people from a world ending event. We just don't know what that is yet.