Val CHA Cost Roll Notes 7 STR -3 10- Lift 66 kg; 1d6 HTH Damage  10 DEX 0 11- OCV: 3/DCV: 3 10 CON 0 11- 10 BODY 0 11- 10 INT 0 11- PER Roll 11-/13- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 3 PD 2 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 3 REC 0 20 END 0 19 STUN 0 Total Characteristic Cost: 0 Movement: Running: 4"/8" Leaping: 1"/2" Swimming: 6"/12" Cost Powers & Skills 1 Can See Just Fine Underwater: +2 PER with Normal Sight; Limited Power (Only underwater; -1/2) 1 Can Hold Breath: Life Support (Extended Breathing: 1 END per Turn) Talents 2 Excellent Swimmer: Environmental Movement (no penalties on Water) Skills 2 AK: Local Rivers and Wetlands 11- 2 KS: Durulz Customs and Religion 11- 0 Language: Durulz (idiomatic) (4 Active Points) 1 Language: Local human language (basic conversation) 2 Language: Tradetongue (fluent conversation) 2 Navigation (Marine) 11- 2 PS: fisher 11- 2 Survival (Marine Surface) 11- 2 TF: Rafts, Small Rowed Boats 3 WF: Common Melee Weapons, Sling 22 Total Powers & Skills Cost 22 Total Character Cost 50+ Disadvantages 10 Physical Limitation: Unwieldy Body Shape (Frequently, Slightly Impairing) 60 Total Disadvantage Points
Background/History: The Durulz (often called "Ducks" by those who don't have to live with them) are one of the many minor sentient races of Glorantha. Humans tend to believe that the Durulz are either humans cursed with a strange appearance, or ducks cursed to lose flight. The Durulz claim that they were made as they are, a separate race with nothing to be ashamed of. Little is known of the Durulz religion, though they are known to worship the gods/spirits of the bodies of water they reside near, and some of their cultural heroes have become public knowledge.
The Durulz have stayed out of most human conflicts, and have to a large extent avoided warring with their neighbors, giving the impression that they have no place in history. They are mostly found near rivers and lakes, building communities that take full advantage of Durulz swimming ability.
Personality/Motivation: The Durulz are a proud and freedom-loving people, though they are more likely to move away than to battle directly. Individual Durulz stereotypically are hard-headed, short-tempered and vain. They're also quite gregarious, and normally flock together in their crowded villages, enjoying each other's company. Adventuring Durulz are comparative loners, and it is rare to see more than one of them in a party. Female adventurers are also rare; Durulz are egg-layers, and the mother must brood on the eggs (usually one or two; three or more are very uncommon) until they are hatched. Thus Durulz women are expected to take up nestbound occupations.
There is one human god the Durulz have fully embraced, Humakt the god of death and honor. They prize him for his special talents against the undead (a problem in the wetlands) and no one who has seen a Death Drake in combat laughs at "ducks" again.
Quote: "It's not the size of the Durulz in the fight, it's the size of the fight in the Durulz."
Powers/Tactics: The Durulz are excellent swimmers and divers, spending much of their lives on the water. Naturally, the tactics of Durulz warbands rely heavily on amphibious tactics. They will avoid going very far from the water, and are quick to retreat when the odds are against them. If there is a Humakti among them, he will usually be given tactical leadership.
Campaign Use: Durulz fill the "feisty short people" slot that Gloranthan dwarves don't so much. They also make good local color and guides near large bodies of water or in swamps. They're a decent race for player characters, exotic without being overwhelming.
Pumping up a Durulz is fairly simple.
Combat Skills: The Humakti road is obvious, but many Durulz participate in the village militia even if they're not full-time warriors.
Equipment: Durulz tend to wear light armor and weapons suitable to their size and preference for quick movement in the water. Most Durulz equipment is custom-made for the wielder; they're proud of their craftmanship, though for metalwork you still want a Dwarf. They will use magical objects with suitable care and intelligence.
Magic: Again, the Humakt thing is rather obvious. Water spirit-related magics are fairly common among the Durulz, and a few misfits have taken to sorcery. (One plucky fellow went East to study their mystic ways, but has not been heard from since.)
Appearance: The Durulz look like anthromorphized ducks, with an average adult male standing about four feet tall. they come in the same variety of feather colors and patterns as their apparent cousins, but the most common breed is white-feathered with yellow beaks. Due to their unusual lower body shape and webbed feet, most human furniture and clothing is awkward for Durulz to use (and vice versa.)
(Durulz created by Greg Stafford, character sheet created by Scott Jamison)
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