Sunrise District

Like Cudgel District, Sunrise is primarily residence, 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.

Sunrise’s representative noble family is the Knowlern family. Unlike the nobles of the other districts, the Knowlerns are elves. Lord Aniphastus Knowlern and his family have taken the preservation of the region’s wildlands to heart, and the foundation of Sunrise’s Standing Stone Park is one of their proudest achievements.

Affiliations

As a citizen of Sasserine, your character may also belong to one of several organizations or affi liations based in the city. The Player’s Handbook II introduced rules for affi liations and for tracking your rank and benefi ts from membership. Issue #348 of Dragon details six new affi liations based in the city of Sasserine in the first installment of “Savage Tidings,” a series of articles designed to augment the Savage Tide Adventure Path with new player options and advice on running the campaign. These six affiliations, in brief, are as follows—if one of them sounds particularly appealing to your character, speak to your DM about
starting the campaign as a member of the affiliation.

Church of the Whirling Fury: Perhaps the most mysterious of the six affi liations presented here, the Church of the Whirling Fury is in fact a semi-secret group of like-minded souls who seek to oppose the advance of demonic infl uences into the the Material Plane while at the same time venerating their patron, the eladrin paragon Gwynharwyf (Book of Exalted Deeds 155). They keep their presence in Sasserine subtle, operating on the theory that to openly oppose such dangerous forces invites open retaliation—much better to gather information and strike with the advantage of surprise. The church of the Whirling Fury accepts members of all vocations and skills, although their doctrines tend to preach “all for the greater good.” As such, they often find themselves operating on the shady side of the law. Barbarians, clerics, and rangers are the best suited classes for this affi liation.

Dawn Council: The ruling nobles of Sasserine are known as the Dawn Council, yet in truth this affi liation 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 controled by the Dawn Council, and the seven offi cial 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. Bards, clerics, fighters, and paladins are the best suited classes for this affiliation.

Scarlet Brotherhood: While the Scarlet Brotherhood itself is notorious for harboring assassins, spies, and worse, their presence in Sasserine has taken an unusual turn with the establishment of the Scarlet Embassy. This group proposes to seek less violent interactions with other nations. Recent attempts to manipulate numerous nations were a tremendous drain on the Brotherhood. Of course, many believe that the establishment of the Scarlet Embassy is merely a new stage in the Brotherhood’s nefarious attempt to rule the world from within. Only members of this affi liation know the group’s plans for sure—and even they may not see the whole truth of what the mysterious leaders of the Brotherhood intend. Bards, monks, and rogues are the best suited classes for this affi liation.

The Seekers: The Seekers have a presence in nearly every major city in the world, yet few know of their existance. A group of treasure-seeking adventurers at best, or a nefarious
organization of thieves and grave-robbers at worst, the Seekers themselves are a loosely-knit group of explorers, adventuring scholars, and fortune hunters who scour the world for ancient secrets and lost magic for personal gain and profit. All character classes are equally suited for this affiliation.

Witchwardens: Sasserine’s mage’s guild was founded by a priest-mage of Wee Jas many centuries ago, but today the Witchwardens have become more secular. Their embers study magic in all its forms, seeking to discover new spells or recover forgotten lore from ancient ruins across the world. They are charged with the defense of the city against magical threats, and many of their members have ties to the city’s high society. Bards, sorcerers, and wizards are best suited for this affi liation.

Zelkarune’s Horns: Based in the Champion’s District where, among other things, they manage the hugely popular events in the Sasserine Arena, Zelkarune’s Horns consists of gladiators, big-game hunters, mercenaries, and explorers of the surrounding wildlands. Beyond Sasserine’s walls, members of the Horns often operate alone (or as members of small groups), seeking new creatures to populate arena fi ghts or merely looking for
adventure and treasure to further their own (and by extension,the Horns’) fame and glory. Barbarians, fighters, rangers, and rogues are best suited for this affiliation.

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