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Daask

Daask, an aggressive criminal organization led by monstrous immigrants from Droaam, has been building its power in Khyber’s Gate (in the Upper Cogs) and Malleon’s Gate (in Lower Dura) for over ten years. But over the past two years, Daask has burst out of the Cogs and into the lower wards of the city. Daask has primarily been engaging in swift guerilla attacks against the operations of the Boromar Clan. However, Daask places great emphasis on physical violence, and armed robbery, muggings, assassination, and protection rackets are its stock in trade. The presence of these monsters is making Lower Dura a considerably more dangerous place to live, and adventurers who spend considerable time in the lower wards will probably encounter Daask forces.   While Daask uses violence and the threat of violence to expand its influence and fill its coffers, the organization is starting to diversify its interests. Daask has begun selling dreamlily and heartflow in the Lower Wards, and Daask is also the only source of the mysterious drug known as dragon’s blood. Daask also sells the services of its monstrous agents, both as assassins, bodyguards, and laborers.   In general, Daask is a fluid, mobile organization, and this has made it hard for the Boromars to fight. The majority of its members live in Khyber’s Gate, often shifting homes every few days. The group has established a base at the Temple of the Six, but this is a well-fortifi ed position protected by signifi cant forces, and Khyber’s Gate is too narrow to allow the Boromars to bring vast numbers of mercenaries to bear. Of course, a small group of capable adventurers might succeed where an army of Royal Guards would fail.   On the surface, Daask appears to be a simple criminal gang engaged in a battle for territory and power. The truth is somewhat more complicated. The ultimate leader of Daask is Sora Katra, one of the three hags who rule Droaam. Sora Katra has been establishing Daask cells across Khorvaire, building a monstrous power base in the shadows of the greatest cities of Khorvaire. But the motives of the hags are mysterious and subtle, and gold is the least of Sora Katra’s concerns. And then there is dragon’s blood, the true nature of which is another mystery. Is there some sinister side effect to this drug that has yet to be seen? Sora Teraza is said to see the future, and if her sister is acting on her advice, Daask may be playing a very elaborate game. On the surface, Daask appears to be a violent criminal organization working to increase its power. But occasionally it may inexplicably act to help the party, or take some other action that seems contrary to its criminal interests.   Joining Daask While Daask includes many monstrous races, they may accept characters from any background—although halflings rarely make the cut. Generally, an applicant is interviewed by Cavallah herself or one of the lieutenants described above. The character is assigned a task or test to prove her skills and dedication; these challenges can often be lethal. However, while it is dangerous to join, Daask does not require its members to pay any sort of dues; the organization receives its funding directly from Droaam. The only requirement is that members be willing to serve when Cavallah calls on them for assistance.   Membership Benefits: As a member of Daask, a character can always find free lodging   in Khyber’s Gate, and is exempt from the aggressive behavior of other Daask members. He can acquire dragon’s blood without difficulty, and receives a 20% discount on all purchases made at the Wounded Dragon. The cost to have goods fenced is reduced to 10%. In addition, he can pay the priests of the Dark Six to perform divine spells of 1st to 3rd level.   As the Boromar Clan consolidates its defenses, the forces of the Boromars may target characters allied with Daask, attacking them physically or politically.   Prominent NPCs   Daask includes approximately 260 active members, though this number can fluctuate on a daily basis. Sora Katra can always send additional forces from Droaam, and Daask can also recruit members of the local population. The lower ranking members of Daask are mostly goblins, humans, and shifters recruited in Sharn, along with a handful of changelings. The core organization includes 100 gnolls, 25 ogres, 12 minotaurs, 8 harpies, 6 trolls, and 5 medusas, along with a few worgs, horrid wolves, displacer beasts, cockatrices, and basilisks. Daask has gone to some effort to conceal the true extent of its forces from the surface world. It is very unusual for Daask to commit   more than ten creatures to a single task, and the magical beasts are hardly ever used beyond Khyber’s Gate.   The Sharn Daask cell is led by the ogre mage Cavallah. Cunning and exceptionally charismatic, Cavallah has gained considerable influence among the goblinoids of Malleon’s Gate and the Cogs. Cavallah is far more concerned with order and discipline than many of her soldiers, and she is personally responsible for planning Daask’s campaign against the Boromars. She is a scholar, and in her free time she studies the effects of the manifest zone of Sharn; she is fascinated by the ways that the city has incorporated the magic of fl ight and may attempt to obtain artifacts or magic items that relate to the manifest zone.   Cavallah is at home in the air. While she prefers to close and shatter her opponent’s weapons, she makes full use of her perfect aerial maneuverability, especially if she needs to escape. The benefits of Manifest Flight have already been included in her speed. Her hag eye is her connection to Sora Katra, who sends her instructions using sending.   Cavallah’s second-in-command is Harash (N male medusa rogue 1). Also a specialist in diplomacy and intimidation, Harash monitors the members of the organization and maintains morale.   Military operations are usually commanded by Cazha Bloodwing (NE female harpy fighter 4), Torarg Blackhorn (NE male minotaur barbarian 3), or Keshta (NE male gnoll ranger 4). Cavallah usually uses the minimum force required to complete the objective; she wants to conceal her power, and won’t send Cazha and a force of trolls if she thinks that Keshta and a half-dozen gnolls can handle the situation.   In battle, Keshta prefers to hang back and use his bow while his soldiers engage the opponents in melee. He despises wizards, and tries to bring them down as quickly as possible.   The final arrow in Daask’s quiver is the cult of the Dark Six. Droaam is one of the few locations where these gods are openly worshiped, but they have followers across Khorvaire. Daask brought a number of priests to Sharn, but the group also served as a magnet for the existing worshipers, especially when Cavallah restored the Temple of the Six in Khyber’s Gate. Daask has 15 priests, primarily goblin, human, and gnoll adepts of 2nd to 6th level. The most powerful of these is a priestess of the Shadow named Ash (NE female human adept 12). So far, Ash has not challenged Cavallah’s leadership; she prefers to remain in the Temple of the Six, healing the wounded and contemplating dark mysteries. But there may come a time when Ash develops her own agenda—and this could cause a disastrous split within the ranks of Daask.   More powerful muggers and other agents of Daask could include any number of monsters straight out of the Monster Manual: a gnoll (CR 1), choker (CR 2), ogre (CR 3), minotaur (CR 4), troll (CR 5), ettin (CR 6), hill giant (CR 7), stone giant (CR 8), frost giant (CR 9), fire giant (CR 10), cloud giant or troll hunter (CR 11), or similar creature.
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