The Adventure Begins : Savage Tidings Part 1 : Savage Tide Adventure Path Supplement
Savage Tidings
The Adventure Begins
by Jason Bulmahn, James Jacobs, and Erik Mona
illustrated by Ben Wootten
With the rise of the Savage Tide, this article series presents you, the player, with the tips, tricks, and tools necessary to survive it. While the pages of Dungeon magazine present DMs with every vile plot and cunning monster needed to run the Savage Tide, Dragon is here to make sure you don’t get swept away. This month’s installment gives you an overview of the series, a brief tour of the starting city of Sasserine, and a guide to some of its more important affiliations.
Adventure Tie
This installment of Savage Tidings links to the first episode of the Adventure Path, “There is No Honor,” presented in Dungeon #139.
All of this information, and plenty more is contained in the Player’s Guide to the Savage Tide, a 16-page product available to subscribers of either Dragon or Dungeon through paizo.com.
Savage Tidings Overview
Over the next year, each Savage Tiding will present a wide variety of options and information to enrich your game, from feats and spells to regional guides and character ideas. This series is broken down into a number of components, appearing when appropriate to the flow of the Adventure Path. The primary components are as follows.
What Do You Know: The purpose of this section is to give you a basic understanding of your surroundings and enemies. You can consider all of the information given in this component common knowledge, known by almost everyone who takes an interest in the given subject.
Regional Guide: In the first few installments, this component presents you with information about the region around the adventure. Since these areas are well-known and all of this information is easy to obtain and readily available. More mysterious and unexplored environments do not have corresponding regional guides.
Replacement PCs: Characters die, and while the first characters are deeply tied to the events of the Adventure Path, new characters introduced later might have little to work with. This section gives you a bit of backstory and context to work your new character into the ongoing adventure.
New Rules: This component presents new rules and features your character might gain access to throughout the Adventure Path. New types of animal companions, gear, and spells might all find their way into this component.
Affiliations: Affiliations are powerful organizations that your character might belong to. In addition to giving you a rich background, these groups also give you tasks to help you rise within the affiliation and grant you boons upon reaching specific ranks. Affiliations originally appeared in Player’s Handbook II and any number of the samples presented there might also work in the Adventure Path.
Affiliation Updates: Updating the existing affiliations and giving information about their inner workings, these updates might alter the benefits and responsibilities of each organization, customizing them to new environments and granting members special opportunities.
Adventure Tie: Since many of these articles contain information about their concurrent adventure it would be best for you to reserve future installments until your character reaches that adventure. Your DM can help you in this regard, and each installment notes which adventure the article is connected to.
What Do You Know: Sasserine
The City of Sasserine lies perched on the edge of the known world, the last stop before the endless expanse of the Amedio Jungle. It is a hub of trade and home to more than fifteen thousand souls—a bastion of civilization in a realm plagued by piracy, disease, violent weather, and monsters.
Sasserine itself is governed by a group of seven noble families called the Dawn Council, each representing one of the city’s seven districts. Likewise, each district has a common faith shared by many of its citizens. When you create your character, you should bear the nature of your district’s nobility and religions in mind, although you aren’t required to pick the same deity or ally your interests with those of your council representative.
Sasserine is in every way a city of industry. All seven districts feature large arrays of shops ranging from simple groceries to specialized buildings like potion shops, dagger sellers, exotic pet shops, and magic item bazaars. There is little that cannot be purchased openly somewhere in Sasserine, with the exceptions of hard drugs, dangerous monsters, slaves, and other criminal services. Someone who seeks illegal wares can still find them for sale in the city’s seedier sections, but this generally requires a DC 15 (or higher) Gather Information check to learn the location of the city’s numerous black markets.
Sasserine (Large City): Conventional; AL NG; Population 15,650; 40,200 gp limit; Assets 3,300,000 gp; Mixed (79% human, 6% half-elf, 5% halfling, 4% gnome, 2% dwarf, 2% elf, 1% half-orc, 1% other).
Azure District
The Azure District is Sasserine’s true waterfront. Consisting of two sections, the east and the west, the Azure District also houses the majority of the city’s lower-class citizens. The western section of the Azure District is primarily concerned with the city’s waterways, while the eastern section is where the city’s whaling industry is located.
Champion’s District
The Champion’s District is a district of soldiers, gladiators, and mercenaries who follow in the footsteps of one of the city’s founders, the priest of Kord and one-time king, Teraknian. The Champion’s District has a not-so-friendly relationship with the Noble District, and citizens see themselves as the rightful leaders of the city.
Cudgel District
The Cudgel District is primarily a residential district. Due to the vigilance of the local watch and the church of St. Cuthbert, it’s also the safest district in Sasserine. The citizens of the Cudgel District know this, yet they are not a soft people; they remain ever vigilant to the threat of attack.
Merchant District
Sasserine’s heart, and perhaps even its soul, is lodged firmly in its Merchant District. The first district visitors reach, it’s often the only district visitors need ever explore. Little can’t be found in the Merchant District’s shops and markets, and its taverns host the finest range of food and drink within the city walls (publicly, in any event).
Noble District
Although rule of Sasserine has always been handled in Castle Teraknian, the city’s Noble District has traditionally been thought of as the city’s ruling district, despite Orem Teraknian’s treachery and the resulting years spent under Sea Prince rule. The other districts view the Noble District as a place of decadence and eagerly await the district’s fall under its own excesses.
Shadowshore
Although relatively small, Shadowshore is perhaps the most notorious of Sasserine’s districts. This strip of land nestled in the shadow of the Champion’s District has long been a haven for thieves and criminals of all kind. Generally, the only people who live here are the poor or those who can ably protect their property. The city watch has all but given up on Shadowshore, so long as a general state of peace remains.
Sunrise
Like Cudgel District, Sunrise is primarily residences, yet the citizens of Sunrise are generally a bit better off than their neighbors, in no small part due to the fact that many of them have stakes in the numerous plantations that dot the region surrounding Sasserine.
Affiliations
The following pages detail six affiliations for your characters to join, oppose, or interact with. Your DM is free to add or remove affiliations as needed to suit his campaign and you should check with him before applying to any one of these groups. All of the facts listed in these affiliations, with an asterisk (*), appear in the Player’s Guide to the Savage Tide.
Church of the Whirling Fury
Symbol: A vortex of wind behind a pair of crossed scimitars.
Background, Goals, and Dreams: The Church of the Whirling Fury seeks to oppose the advance of demonic influences into the Material Plane, while at the same time venerating its patron, the eladrin paragon Gwynharwyf. It keeps its presence in Sasserine subtle, operating on the theory that to openly oppose such dangerous forces invites open retaliation from the enemy. The church was founded by an elven woman known to the church members only as Lady Silvermane.
Enemies and Allies: The Church opposes all those who would traffic with demons and who would seek to allow demons and their influence to extend into the Material Plane. Evil religions, cabals of conjurers, and demon cultists are viewed with equal contempt. The church is wary of the Witchwardens, as it suspects some of its members of such activity.
Members: The Church of the Whirling Fury is a place of worship for those dedicated to the eladrin paragon Gwynharwyf. Her faithful consist of only a few dozen, and of these only a few know her by her name. Members meet once a month on the night of the new moon to offer prayers and hear Lady Silvermane speak. According to Lady Silvermane, a time will soon come to Sasserine when the people will need protection from themselves and it falls to the faithful of the Whirling Fury to cast aside their secrecy at this time to defend the city.
Secrets: The church’s true nature is known to only a few (such as Father Ruphus Laro of the church of St. Cuthbert). A caryatid column is said to guard the church, and rumors of a larger complex below the above-ground structure persist among its lay members.
Type: Temple.
Scale: 9 (small church).
Titles, Benefits, and Duties: Members of the Church of the Whirling Fury are expected to remain silent about the church secrets and to keep their affiliation private except among their most-trusted friends and allies. When in Sasserine, they are expected to attend the monthly meetings but eventually all members are expected to leave the city for prolonged periods so they can seek out and oppose demonic intrusions into the world.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | +1/2 PC’s level |
| Worships Gwynharwyf | +2 |
| Base attack bonus of +5 or higher | +1 |
| Base attack bonus of +10 or higher | +2 |
| Is female | +1 |
| Member of champion of Gwynharwyf prestige class | +2 |
| Completes a mission assigned by Lady Silvermane | +2 |
| Defeats a demon in combat (the demon’s CR must be equal to or greater than the character’s level) | +1/4 demon’s CR |
| Destroys an artifact tied to the Abyss | +4 |
| Makes a pilgrimage to the Court of Stars | +2 |
| Associates with those who consort with demons | -4 |
| Summons a demon to the Material Plane | -10 |
| Is lawful | -2 |
| Is evil | -10 |
| Gains fiendish graft, symbiont, or other boon from a demonic source | -20 |
| Affiliation Score | Title: Benefits and Duties |
|---|---|
| 3 or lower | Not affiliated or junior member with no benefits. |
| 4–10 | Ardent Acolyte: The church welcomes you as a faithful member of the congregation. |
| 11–20 | Blade Warden: May requisition one potion of protection from evil per month. |
| 21–29 | Fury Knight: +1 on attack rolls and weapon damage rolls made against demons. Must defeat a CR 9 demon in single combat to attain this title. |
| 30 or higher | Favored of Gwynharwyf: Gwynharwyf herself has taken note of you, and assigns a ghaele eladrin to you as a guardian angel. This grants you a +1 sacred bonus on all saving throws made against attacks from demons. Up to once a month as a swift action, you may call upon your guardian ghaele eladrin to aid you with one task, but doing so lowers your affiliation score by 4. Must defeat a CR 13 demon in single combat to attain this title. |
Dawn Council
Symbol: A red spire rising from an island.
Background, Goals, and Dreams: After emerging from the despotic rule of the Sea Princes, the citizens of Sasserine were reticent to return to the traditional rule under a solitary lord-mayor. Instead, rule of the city fell to seven long-standing noble families, each representing one of the city’s seven districts. The driving goal of the Dawn Council is to see Sasserine return to its glorious roots as a port of call for exotic trade and exploration.
Enemies and Allies: Sasserine has no shortage of enemies. The surrounding swamps are rife with bullywug tribes and other savage humanoids that constantly vex the outlying plantations and farms that support the city. The Scarlet Brotherhood is a traditional enemy of the city as well, yet it has of late been making pretenses of allegiances and truces. The pirates of the Crimson Fleet are another thorn in the Dawn Council’s side, and attacks by their ships on merchants and other ships bound for the city seem to be on the rise. The churches of the city are strong supporters of the Dawn Council, assisting with coin and divine might when needed.
Members: The seven noble families that comprise the Dawn Council include the Lidus, the Taskerhils, the Arabani, the Dracktuses, the Knowlern, the Islarans, and the Lorchesteres, yet in truth this affiliation comprises all of the minor nobles, sages, scribes, clerks, and others who help in the daily business of administration of the city. The Sasserine city watch is controlled by the Dawn Council, and the city’s churches have much invested in this group as well. Beyond Sasserine’s walls, agents of the Dawn Council function as ambassadors, emissaries, missionaries, or even spies.
Secrets: Not all of the noble families of Sasserine have the best interests of the city at heart. In particular, the Dracktus family seems uninterested in representing its district of Shadowshore at council meetings. Emil Dracktus all but stole his position on the Council from the previous title holder, and the other members are often ill at ease in his presence. Whispers that Emil has made secret allegiances with the Scarlet Brotherhood have begun to circulate.
Type: Government
Scale: 11 (multiregional/duchy).
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | +1/2 PC’s level |
| 5 or more ranks in Diplomacy | +1/2 |
| 10 or more ranks in Diplomacy | +1 |
| Charisma 13 or higher | +1/2 |
| Has the Academy Graduate feat | +1/2 |
| Wealth | +1/40,000 gp value |
| Landowner | +1 |
| Marries into a family whose head is an affiliation member | +1 |
| Exposes a plot to harm Sasserine | +1 |
| Saves the life of a member who has an affiliation score of 21 or higher | +2 |
| Is chaotic aligned | -2 |
| Associates with known members of the Scarlet Brotherhood | -2 |
| Found guilty of a minor crime | -2 |
| Found guilty of a major crime | -8 |
| Found guilty of treason | -20 |
Titles, Benefits, and Duties:
Numerous sub-affiliations work within the Dawn Council, ranging from the countless craftsman guilds to the city watch itself. All members are expected to support the city’s growth and protect its interests as best they can within the venue of their chosen fields.
| Affiliation Score | Title: Benefits and Duties |
|---|---|
| 3 or lower | Not affiliated or junior member with no benefits. |
| 4–10 | High Citizen: You are considered a valued citizen of Sasserine. |
| 11–20 | Scion of Sasserine: Gain a +2 circumstance bonus on Diplomacy and Intimidate checks when representing Dawn Council interests. |
| 21–29 | District Councilor: Gain +2 bonus on Will saving throws made against attacks from enemies of Sasserine. |
| 30 or higher | Lord/Lady of Sasserine: The Dawn Council provides you with a small villa in Sasserine or a large plantation; gain a 500 gp/month income and a +2 bonus to your leadership score. Must spend either 1 week a month tending to family issues in Sasserine or pay 1,000 gp for a trusted servant to do so. |
Executive Powers: Holiday, Law, Mint.
The Scarlet Brotherhood
Symbol: A four-pointed wavy-armed black cross on a field of red.
Background, Goals, and Dreams:
The Scarlet Brotherhood is a society of fighting monks, rogues, and assassins dedicated to rebuilding the Ancient Suel Empire on the backs of their racial and cultural inferiors.
The Brotherhood traces its history more than a thousand years, when the great human Suelise Empire stood at the zenith of five millennia of cultural accomplishment. The society survived the empire’s conflagration in the devastating Rain of Colorless Fire, migrating east across the continent and settling in the forbidding Tilvanot Peninsula. Since that disaster, the Brotherhood has schemed in secret to preserve the culture and way of life of the Suel Imperium.
In a recent continental war the Brotherhood struck from the shadows to conquer several maritime nations, including the Sea Princes who once held Sasserine. As a result Brotherhood agents are tolerated—barely—in the city, where they focus on issues of trade and exploration and claim interest in working with—rather than against—the citizens.
Enemies and Allies:
Members of the Scarlet Brotherhood present themselves to the outside world as contemplative advisers and martial artists. The organization’s monopoly of Oerik’s southeastern seas gives them considerable economic influence, and their colonial outposts reach as far as the southwest shores of Hepmonaland and deep into the Vohoun Ocean. Outside their expanding empire their members are considered spies and must live in hiding.
Members:
With almost no exceptions, members must be humans of Suel extraction. The Brotherhood occasionally dupes members of other races into acting as their catspaws, but seldom allows those of unpure lineage to join the organization. Members may worship only Suel deities such as Kord and Wee Jas.
Type:
Government (racial).
Scale:
16 (Multicontinental) empire.
Titles, Benefits, and Duties:
Most Brotherhood agents fall into three varieties. Cousins are generally rogues or cutpurses—folk who travel in shadow and who have the social skills necessary to support the Brotherhood’s agenda in the outside world. Those who serve primarily to assassinate the enemies of the order are known as uncles and aunts, with elder assassins sometimes called foster uncles or foster aunts. Monks, who form the backbone of the society, are referred to as brothers and sisters or, in the case of elders, fathers and mothers. Other members use military ranks or lesser designations.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | +1/2 PC’s level |
| Purebred Suel | +1 |
| Has the evasion class ability | +1/2 |
| Has the improved evasion class ability | +1/2 |
| Completes assigned mission | +1 |
| Infiltrates an affiliation | +1 |
| Establishes safe house or hidden temple in remote locale | +1 |
| Assassinates known enemy of the Brotherhood | +1/8 creature’s CR |
| Recovers a lost artifact of the Suel Imperium | +2 |
| Is chaotic | -2 |
| Is good | -4 |
| Is responsible for the death of a gang of cousins (see below) | -6 |
| Divulges identities of members or other secrets of the order | -6 |
| Affiliation Score | Title: Benefits and Duties |
|---|---|
| 3 or lower | Subcitizen: No affiliated or junior member with no benefits. |
| 4–10 | Citizen: You are considered a citizen of the Great and Secret Empire of the Scarlet Brotherhood. With the recitation of several lines of doctrine, you must be given safe harbor at any Brotherhood safehouse or enclave. In a settlement with a Brotherhood enclave, you receive a +4 circumstance bonus on Gather Information checks. |
| 15–20 | Agent: You may call, with a day’s notice, a gang of four cousins (4th-level human rogues) up to three times per year. The cousins serve loyally, even throwing their lives away, at your order. If a total of three complete gangs of cousins dies under your watch, the Brotherhood dispatches an assassin (two levels higher than you) as punishment. |
| 21–29 | Elder: Claim audience with the king/emperor/theocrat within 1d6 days once per month. |
| 30 or higher | Father of Obedience: You receive a permanent honor guard of four 8th-level monks who serve you to the death. |
Executive Powers: Assassinate, Harvest, Law, Shadow War, Terrorize.
The Seekers
Symbol: Eight triangular plates arrayed in a star pattern around a central circle.
Background, Goals, and Dreams: This loose-knit society of explorers, adventuring scholars, and fortune hunters scouts the world for ancient secrets and lost magic. Though some members claim high-minded goals, the primary ambition of most Seekers is personal enrichment, and the order is notorious for cutting corners and damning the consequences of their insatiable curiosity and greed. For this reason they remain a secret society, working in the shadows and pooling information to benefit themselves, regardless of the moral or financial cost.
Seeker interaction is based upon the lodge, in which members meet to discuss past and upcoming adventures, share maps, or show off the spoils of the latest expedition. Seeker lodges are often hidden behind a mundane front such as a cartography business or social club, and are renowned for their peerless libraries of Seeker journals and forgotten lore.
Enemies and Allies: Seekers benefit from anonymity, attracting the ire of only those able to follow the subtext of history or trace the wall scrapings of a plundered tomb. Exploration of the southern seas and the jungles of the Amedio coast has also attracted the enmity of the Scarlet Brotherhood, who shares the Seekers’ interest in ruined temples and forsaken tombs.
Members: Seekers can come from any race or character class. They must have a driving ambition to discover the lost secrets of the past, and they must be willing to share—to a point—information that could help other Seekers on the path to discovery, illumination, and enrichment. Most members consider themselves scholars of the ancient world, and fluency with languages (including those that fell out of use centuries ago) is considered a mark of pride.
Type: College.
Scale: 14 (continental).
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | +1/2 PC’s level |
| Ability to read and write in a “dead” language | +1/2 each |
| 5 or more ranks in Appraise | +1/2 |
| 5 or more ranks in Knowledge (geography) | +1/2 |
| 5 or more ranks in Knowledge (history) | +1/2 |
| Completes a mission assigned by master Seeker | +1 |
| Donates magic item to Seeker lodge | +1/5,000 gp |
| Wins crucial lodge debate (opposed Diplomacy check) with rival Seeker | +2 |
| Reveals Seeker secrets to non-member | -2 |
| Loses crucial lodge debate (opposed Diplomacy check) with rival Seeker | -4 |
| Wrecks a ship | -4 |
Affiliation
| Score | Title: Benefits and Duties |
|---|---|
| 3 or lower | Apprentice: Not affiliated or junior member with no benefits. |
| 4–10 | Seeker: Seekers receive free room and board from the local Seeker lodge. They receive a +2 circumstance bonus on all Knowledge checks made at the lodge’s library. |
| 11–20 | Master Seeker: Access to the lodge’s secret library grants a +4 bonus on all Knowledge checks made at the lodge. A master receives an unflinchingly loyal apprentice (6th-level human expert) as a personal chronicler and servant. |
| 21–29 | Member of the Seeker Council: Access to a lodge’s most forbidden tomes, grants the seeker a +8 circumstance bonus on all Knowledge checks made inside the lodge. Members of the council must spend 30 days each year in seeing to the affairs of the lodge. The days need not be consecutive. Failure to serve in this capacity results in a –10 penalty to the Seeker’s affiliation score. |
| 30 or higher | Grand Master: Once per year, you may borrow for one week any wondrous item with a value of 18,000 gp or less from the lodge’s treasure vaults. While you do so, the affiliation takes a –1 penalty to its capital. |
Executive Powers: Gift, Research, Trade.
Witchwardens
Symbol: A round disk bearing a circle of runes with eight daggers inside pointing toward the center. Each dagger represents one school of magic, each contributing to the greater cause. Members of the guild typically wear the symbol as a badge on their robes.
Background, Goals, and Dreams: Originally founded 600 years ago as a religious group dedicated to Wee Jas, the goddess of magic, death, and beauty, this guild has become much more secular over the years. Based in the Noble District, the Witchwarden Tower is the primary home of the guild. The 80-foot-tall tower houses numerous libraries, workshops, and meeting halls, all freely available to members, provided that they share their findings and knowledge with the guild. The Witchwardens prefer to keep an air of secrecy about them, requiring all visitors to the tower to first make an appointment and restricting their access to the well-appointed meeting rooms on the first floor.
The first goal of the Witchwardens is the pursuit of arcane magic, and members spend a great deal of their time researching new spells and recovering lost lore. The guild is also charged with the defense of the city against any magical threat. The current mistress of the guild, High Warden Lux Seoni (LN female human wizard 11), takes these responsibilities very seriously; constantly pushing guild members to strike out in new directions with passionate lectures and rallying them to the defense of the city in times of need.
Members: The Witchwardens are open to anyone who can cast arcane magic, including bards, sorcerers, and wizards. While some today still venerate the Witch Goddess, members may be of any faith. Many of the most powerful wizards and sorcerers in the city are members, giving this guild important ties to the powerful and the wealthy.
Type: College
Scale: 7 (city and outliers).
Affiliation Score Criteria: To join the Witchwardens, you must present yourself for review, where you are required to display your arcane talents in front of a panel of guild leaders. Prospective members must also pay a fee of 20 gp for the review. If you do not pursue arcane magic as your primary focus, you won’t derive much benefit from membership.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | +1/2 PC’s level |
| Has the Knack for Magic* feat | +1 |
| 5 or more ranks in Knowledge (arcane) | +1 |
| Can cast arcane spells 3rd level or higher | +2 |
| Can cast arcane spells 5th level or higher | +1 |
| Donates magic item valued at 1,000 gp or more to the guild | +1 per item, max three/year |
| Research or recover a new arcane spell | +1 per spell, max five/year |
| Member of the Dawn Council affiliation | +2 |
| Member of any other affiliation (except the Dawn Council) | -4/affiliation |
| Fail to assist Sasserine against a magical threat | -4 |
| Unable to cast an arcane spell | -20 |
Titles, Benefits, and Duties:
Members of the Witchwardens are required to pay a monthly due of 10 gp to cover simple expenses. Members who attain a new title are promoted at the end of the monthly arcane symposium, where they receive their new dagger (a badge of office).
| Affiliation Score | Title: Benefits and Duties |
|---|---|
| 3 or lower | No affiliated or applicant with no benefits. |
| 4–10 | Initiate: You are recognized as a member of the guild and may use the services of the tower at any time. |
| 11–20 | White Dagger: +2 circumstance bonus on Knowledge skill checks made at one of the guild’s libraries. Purchase spellcasting from the Witchwardens at 3/4 price (discounting material components). |
| 21–29 | Black Dagger: 10% discount on experience point costs when crafting a magic item made with arcane magic. Requisition one potion or scroll containing an arcane spell valued at 1,000 gp or less per month. |
| 30 or higher | Red Dagger: Once per month, you can borrow any wondrous item in the Dungeon Master’s Guide of 14,000 gp value or less for 2d4 days. You may not borrow a charged item in this fashion. |
Executive Powers: Craft, Gift, Research.
Zelkarune’s Horns
Symbol: A dragon skull pierced by a spear makes up the symbol of this organization. Members of the guild typically have this symbol tattooed on their arm or back while others paint it on their shield.
Background, Goals, and Dreams: Made up of barbarians, gladiators, and other skilled warriors, Zelkarune’s Horns is a popular organization. Based around the Sasserine Arena in the Champion’s District, this group manages and organizes all of its events. In addition, the group also funds numerous hunts and expeditions to gather new creatures for the arena or simply as trophies for the walls of its adjoining hall. Due in large part to its reputation, this group is also the largest mercenary company in all of Sasserine. Members are often hired by noble houses, wealthy individuals, and even other affiliations to take on dangerous tasks.
Members of Zelkarune’s Horns pride themselves in their combat prowess, and spend a great deal of their time practicing and sparring with one another. When out on a hunt, members are always on the lookout for some formidable beast to match up against and prove their skill. While many of the bouts and gladiatorial matches hosted by the group are to generate revenue, Zasker Grankus (NG male human barbarian 6/fighter 2), the group’s leader, honestly enjoys entertaining the people of Sasserine. Zasker, commonly known as the “reformed barbarian,” is a charismatic fellow and able leader. He spends most of his days talking to members about current problems and scheduling upcoming events.
Enemies and Allies: While no other organization considers Zelkarune’s Horns its enemy, many of the other more polite groups treat its members with disdain.
Members: Zelkarune’s Horns is open to members of any class, although barbarians, fighters, and rangers make up the bulk of the membership. A number of clerics of Kord, monks, and even a few arcane spellcasters can also be found on the roster.
Type: Fighting Company.
Scale: 6 (city).
Affiliation Score Criteria: To join Zelkarune’s Horns you must pay an initiation fee of 10 gp and fight one match in the arena (nonlethal, of course). Members of nonmartial classes might find that this affiliation has little to offer them.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | +1/2 PC’s level |
| Has the ‘Arena Blood’ feat | +1 |
| Base attack bonus of +5 or higher | +1 |
| Win a fight in the arena (foe’s CR must be equal to or greater than the PC’s level) | +1, max 2/month |
| Win 10 consecutive fights in the arena (all foes’ CRs must be equal to or greater than the PC’s level) | +4, once only |
| Donate a trophy from a non-humanoid enemy (foes’ CRs must be equal to or greater than the PC’s level) | +1, max 1/month |
| Recover a requested live creature for the organization | +2 |
| Lose a fight in the arena | -2 |
| Fail to fight or recover a creature to fight in the arena beyond 3 | -1 per month |
Titles, Benefits, and Duties:
As you advance in Zelkarune’s Horns, you are expected to fight greater foes and recover more powerful monsters for the arena. At the same time, you are given special training and a stipend.
| Affiliation Score | Title: Benefits and Duties |
|---|---|
| 3 or lower | Not affiliated or junior member with no benefits. |
| 4–11 | Pit Boy/Girl: You are a member of the mercenary company and may fight in arena matches, but you are otherwise given terrible chores. |
| 12–22 | Scrapper: Purchase nonmagical gear and weapons for 3/4 price, including masterwork items but excluding alchemical items and gear made from special materials. +2 bonus on Intimidate checks made in the city of Sasserine. |
| 23–29 | Gladiator: Purchase magic weapons and armor for 3/4 price. You draw a 200 gp/month income so long as you fight in the arena that month. |
| 30 or higher | Arena Champion: Once per month you can take one of the caged monsters (CR 12 or less) with you on an expedition for up to 1 week. The DM decides what monsters are available. These trained beasts obey basic hand signals and can be ordered to follow, stay, attack a target, or guard an area. |
Executive Powers: Holiday, Plunder, Raid.








