Zwunkers (Sea Dogs)
Zwunkers are black-skinned dwarves with long manes of gold hair. Their eyes are faceted and resemble yellow diamonds.Zwunkers stand anywhere from 3 to 4 feet tall, and they are heavier than they look. Zwunkers are usually found working as sailors or hired muscle, so they tend to dress simply and prefer to let their arms be bare to show off their mighty thews.
In the PARS FORTUNA setting, Zwunkers seemingly have no home. Most ports have an itinerant population of the little buggers working as sailors, bodyguards, thugs or laborers. Zwunkers like to move around, and in fact often need to move around to stay ahead of the trouble they get into. When they do settle down, it is usually to dwell in caves overlooking the sea. These caves are decorated with flotsam and jetsam and all the bric-a-brac you would expect a person to collect in the course of dozens of sea voyages.
Zwunkers are wanderers and, often, troublemakers. They enjoy stirring things up and seeing what happens – introducing a little chaos into otherwise staid and steady lives. Although not overly fond of alcohol, they are downright obsessive over gambling and wagering, and most of the trouble they get into starts as a dare-turned-wager. Zwunkers are hard, diligent workers, taking great pride in out-working other folk. This makes them popular with Oraenca. Their disregard for authority makes them popular with the Kyssai. Most other races see them as a nuisance.
Zwunker adventurers aren’t much different from normal zwunkers – they like to see new things, annoy new people, walk further, climb higher, etc. Many Zwunker adventurers got their start when somebody bet them they wouldn’t climb into a hill or plunder a tomb.
Zwunker names are little more than nicknames. They are usually monosyllabic – names like Zurk, Yan or Gord for males and Tua, Offa or Zee for females.
Zwunkers have a knack for seamanship, including navigation (even away from the sea – they have an excellent sense of direction), climbing and swimming. Zwunkers are also very anti-magical in nature, receiving a +1 bonus to save vs. magic, and actually creating a zone of magical interference within 30 feet that creates a 5% chance of spells cast in that zone or into that zone going awry and not working.
Prime Requisite: Constitution, 13+ (5% experience)
Hit Dice: 1d6+1 (+2 hp per level after 9th level)
Armor Restrictions: Zwunkers can wear light and medium armor and use shields.
Weapon Restrictions: Zwunkers can use any weapon except two-handed swords and pole arms.
Special Abilities: A Zwunker character’s anti-magic zone increases in power as they increase in level, adding a 1% chance per level of spells going awry (i.e. a 1st level zwunker’s zone has a 6% chance of ruining spells, while a 10th level Zwunker’s zone has a 15% chance of doing so). Once per day, a zwunker can control winds (and only winds) per the spell Control Weather. A 10th level Zwunker gains the ability to use the Control Weather spell, as written, once per day. Finally, Zwunker characters are skilled at climbing, navigating and other nautical tasks.
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