1. Organizations

Daask

Crime Syndicate

Khorvaire was a land of monsters long before it was home to humanity. The Dhakaani Empire of the goblins thrived for thousands of years, and it took the horrors of Xoriat to tear it down. When humans first came to Khorvaire, they enslaved the weakest creatures and drove those they couldn’t control to dark places and wild frontiers. Most of the greatest cities of the Five Nations have always had a goblin underclass, but as of a century ago the typical Brelish citizen had never seen a minotaur or a gargoyle.

The rise of the nations of Droaam and Darguun has drawn the monsters out from the shadows. Yet it is House Tharashk that has brought these creatures to the Five Nations. During the Last War, House Tharashk used its connections with Droaam to broker the services of monstrous mercenaries—a lucrative business that gave the young house an edge against rival House Deneith. Not all of these hirelings were sent to war. Gargoyles are wonderful couriers in a city of towers, and ogres’ strength is an excellent tool for hard labor. The Daughters of Sora Kell receive a share of Tharashk’s revenue from this trade, and most of these laborers are assigned a term of service by the hags; whether driven by national pride or fear of their distant leaders, they are often more reliable than local human workers. As these honest monsters have become more common in the cities of the Five Nations, this trend has opened the door for their dishonest cousins. The cartel known as Daask first appeared in Sharn in 988 YK. Over the last five years it has spread to Wroat, Passage, Starilaskur, Ghalt, and Lathleer, and a cell is laying down roots in Fairhaven.

Over the last decade, the Daask syndicate has carved out a bloody niche in the criminal underworld of Aundair and Breland. Its members are monsters, ranging from goblins and ogres to more exotic creatures. Daask primarily operates in slums, ghettos, and other areas where the law is lax and its monstrous forces attract less attention.

Source: Eye on Eberron: Daask (Dungeon #194)


Daask is an aggressive criminal organization with cells across Khorvaire. Led by monstrous immigrants from Droaam—gnolls, harpies, medusas, minotaurs, ogres, trolls, and others—the group is ultimately under the command of Sora Katra, one of the rulers of Droaam. Physical violence is its specialty, but Daask also dabbles in illegal drugs.

Operations

Daask has three primary rackets: protection, loan sharking, and illicit alchemical substances. When people think of Daask, the protection racket is what generally comes to mind. A sly goblin arrives at a merchant’s shop with an ogre towering over him. The goblin laments the constant threat of violence in the area and offers peace of mind in exchange for a weekly fee. Strangely, Daask often delivers on its promises. Most of the violence perpetrated by Daask is directed against other criminals. Rival gangs are met with brutal force, while burglars and thieves are tracked down by gnolls and worgs. Because Daask operates in relatively lawless areas, there are those who appreciate this harsh justice.

Daask’s loan sharks have stores of raw gold from the mines of Droaam, and are quick to offer it to those in need. Collateral is required, and the most infamous practice is the “stone loan.” A Daask medusa petrifies a member of the borrower’s family, and a shattered toe or similar trophy is sent to the borrower for each missed payment. There are stories of medusas shipping unclaimed victims back to Droaam to be auctioned in the markets.

The alchemical trade has put Daask in direct competition with other criminal gangs. In addition to dreamlily and other narcotics, Daask has one unique product: dragon’s blood, a mysterious and highly addictive substance that enhances arcane powers.

Daask makes its home in the depths. The largest cities of the Five Nations are built on Dhakaani foundations, and Daask’s bases are renovated subterranean fortresses. Outsiders are rarely invited into these havens; instead, a city will have a location where a Daask spokesperson can always be found. In the city of Sharn this is Shamukaar in Khyber’s Gate, a combination tavern and butcher shop for Droaam refugees. It’s rumored that Daask’s carnivorous soldiers bring their kills to Shamukaar to be prepared according to the customs of their homeland.

The composition of Daask cells varies by location. The Sharn cell has strong flying support, while the Passage cell has an unusual number of worgs. Generally gnolls, shifters, and orcs make up the bulk of Daask’s forces. Ogres, worgs, minotaurs, tieflings, and gargoyles are found in smaller numbers. More powerful and exotic creatures—harpies, war trolls, lycanthropes, medusas, trained basilisks or cockatrices—are kept in reserve for special occasions, though the threat that they might be available is an effective tool of intimidation. Leaders of Daask cells are exceptional individuals regardless of species. The Sharn cell is directed by an oni named Cavallah, an expert in aerial combat. The medusa Askhora leads the Wroat Daask, while the forces of Passage are commanded by a werewolf named Fell.

How can monsters engage in violence in the Five Nations without being brought down by the law? Few watchmen are willing to throw away their lives facing a war troll or a medusa; if it has to be done, let the King’s Citadel or some elite unit do the work. Beyond that, by staying in the wretched parts of town and focusing its aggression on other criminals, Daask has little obvious impact on upstanding citizens. Beyond this, Daask is surely using some of its ill-gotten gains to bribe the authorities, as the Boromars and others have done for centuries, and Daask has the additional lever of dragon’s blood. Quite a few noble wizards and dragonmarked heirs have developed a taste for this mysterious serum, and Daask is the only source.

Source: Eye on Eberron: Daask (Dungeon #194)

The Truth

At the moment, law enforcement is looking at Daask only on a local level, seeing its members as monstrous brutes. A clever individual who studies Daask’s activities on a larger scale will find evidence that contradicts this image. The actions of the cartel show discipline and foresight. A seemingly random attack might cripple an enemy’s resources months after the fact or hurt an opponent in a different city. There is a single entity guiding Daask: Sora Katra. The hag is a legendary schemer, and Daask is her hand in the east. Each cell leader owns a scrying crystal that allows Sora Katra to communicate with that individual at any distance. As a result, all Daask cells are guided by a single vision. Sora Katra knows who is using dragon’s blood and who owes gold. With her guidance, her agents are crippling the established criminal guilds. The authorities have little sympathy for the Boromars and their counterparts, but once Daask dominates the underworld the forces of the law might wish they had acted sooner.

The forces of Daask are elite soldiers of Droaam trained to operate in foreign lands. The trolls and ogres might play the roles of brutes, but they have been carefully selected for their intelligence. When dealing with common criminals, raw force might be all that’s required, but when there is real danger, Daask troops will pull together. The defining elements of a Daask strike team are its racial diversity and its tactical precision. In Sharn, a troll might serve as a decoy to lure opponents onto a bridge so that the harpy lurking nearby can call them to their doom. A medusa might place petrified beasts around Daask territory that can be released from stone bondage with a word of power. In addition to this brute force, Daask excels at manipulation. The innkeeper who tries to poison the party has been compelled to do it, or else his petrified daughter will be shattered. The sorcerer addicted to dragon’s blood will do as Daask wishes, or he’ll never taste that nectar again.

The connection to Sora Katra allows Daask to pose a threat to characters at any tier. Aside from the diverse range of monsters they can bring to bear as threats become more significant, Daask soldiers can have access to boons, powerful magic items, or even artifacts drawn from the hoard of the Daughters of Sora Kell. Given the cunning of Sora Katra and the oracular powers of Sora Teraza, an encounter with Daask might be staged purely to place an artifact in the hands of a particular player character to serve some future goal.

Source: Eye on Eberron: Daask (Dungeon #194)

Adventure Ideas

At its simplest level, Daask is a way to justify the presence of monsters in the city. Want to have an encounter with werewolves and a medusa? Figure out how it ties to the goals of Daask. Soldiers of Daask will be more disciplined than random bandits, but not every encounter has to tie into Sora Katra’s grand plans. If you want Daask to play a more significant role, consider the following ideas.

Friends & Family: A player character isn’t likely to take out a loan from Daask, or to be running a tavern in Lower Dura. However, no character should exist in a vacuum. Encourage your players to develop the backgrounds of their characters, and see what you can do with this information. Did any of the characters fight in the Last War? Then it’s an old war buddy—the company cook—who started that tavern. Where did the rogue learn her skills? Her mentor is working for the Boromar Clan. The wizard’s nephew is experimenting with dragon’s blood, while the cleric’s cousin has been petrified and sent to Droaam—can you track him down? Adventurers are equipped to battle monsters, but there are surely some people among their supporting cast who aren’t. Use them to create the foundation of a Daask campaign.

Mob War: Daask is engaged in a ruthless war with other criminal forces in Breland and Aundair. Although the adventurers might have no sympathy for Daask or the cartel’s enemies, they or their friends could easily be caught in the crossfire. This can be an easy way to start a session with a bang; the adventurers are relaxing at their favorite bar when Daask forces smash down the door.

The Tharashk Connection: House Tharashk is the youngest of the dragonmarked houses, and one of the most ambitious. Not content with its footholds in prospecting, bounty hunting, and the inquisitive trade, House Tharashk is using its ties to Droaam to challenge House Deneith’s long-running stranglehold on the mercenary business. Its connections to Droaam extend further, as the house has acquired lucrative prospecting contracts to help exploit Droaam’s natural resources. How far do these connections go? Is Tharashk letting the Dark Pack turn its trackers into werewolves? Is the house intentionally bringing in Daask soldiers and placing them as laborers? If the adventurers have ties to Tharashk, this mission could be a matter of exposing a single corrupt clan within the house; if their ties are to House Deneith, it could be the prelude to a war between the houses.

Dragon’s Blood: When House Cannith tasks the adventurers to solve the mystery of dragon’s blood, can they track it to its source and discover its true nature? If it does indeed bind souls to Sora Katra, can they find a way to break the hag’s connection to her victims?

The Eye: A shifter, half-orc, or changeling character receives an unexpected package: a magical amulet of considerable power. If the adventurer dons the necklace, a voice speaks in his mind. Sora Katra has been watching him, and she wants him to take control of the local Daask cell. She says that the character has a blood tie to a warlord of Droaam, and she believes that he is destined to be a leader of his people. She can guide him, but first he must prove himself in the Five Nations. What does the party do? Daask’s enemies are criminals. Will the adventurers take over the local cell and fight these thugs? Could the hag be telling the truth?

Source: Eye on Eberron: Daask (Dungeon #194)