Monsters of Eberron: Quaggoths and the Gaa’aram

The Quaggoth as depicted in the 2014 Monster Manual

Frontiers of Eberron is out on the DM’s Guild, and I’m going to be writing some supplemental articles tied to Quickstone and the Western Frontier over the next few weeks. But I also answer questions for my patrons on Patreon. And every now and then, something that SEEMS like an obscure question takes on a life of its own. Case in point: “What’s the role of quaggoths in Eberron?” And if you don’t care about quaggoths, there’s another way to use these concepts — consider the Gaa’aram! 

Now,  I’ve never actually SEEN a quaggoth. But I’ll tell you a story. If you know your history, you know that there wasn’t any sort of indigenous culture on Aerenal when the elves landed there. They didn’t arrive as conquerors or colonizers—they were desperate, starving refugees lucky to escape the destruction of Xen’drik. It was a stroke of good fortune that they found such a fertile, uninhabited realm. 

That’s what history says, and what the typical elf believes. But it’s not quite true. The valleys and fields of the island were uninhabited, yes. The elves came in peace, and as they laid down their roots and raised their walls, all they had to deal with were their own restless dead. But as time passed they spread farther and dug deeper. The line of Tolaen went the deepest of all. The Tolaen were from the evernight jungles of Xen’drik, and they were well used to working with wood. They made a business of lumber, and it’s a path on which they’ve prospered; to this day, it’s the Tolaen who sell soarwood to the gnomes and bronzewood to the smiths. But every path has a beginning. The Tolaen set their sights on the vast jungle they call Jaelarthal Orioth. In this wood they saw a treasure as rich as any dragon’s hoard. But the Moonsword Jungle is deep and wide, so vast that a people could live there for ten thousand years and never be seen by those beyond its edge. And so it was with the quaggoths. They had lived in the deepest part of the Orioth since before elves were elves, minding their own business and taking no interest in the world beyond the woods. Quaggoths are primal creatures on the line between beast and humanoid, more bear than bugbear. They have a simple language and use basic tools, but they are driven by instinct as much as reason. I can’t tell you how the war between Tolaen elf and quaggoth began. It’s easy to imagine it was the Tolaen that struck the first blow. Of all of the Aereni lines, they’ve always been steeped in war; Tolaen champions are as fierce as any Tairnadal. But it could have been the quaggoths who struck first. They’d never encountered any humanoid species before, and the Tolaen came for lumber; the quaggoths might have seen them as alien and abominable, a foe that had to be destroyed at all costs. Most likely the truth lies somewhere between; the quaggoths saw the elves as defilers, and the Tolaen responded to the attack as they would to an assault by giants or dragons. Whoever struck that first blow, it was no fair fight… and once the Tolaen begin a thing, they see it through. By the time the war was over there were no quaggoths living in the Moonsword Jungle. The Tolaen buried the story along with the bones of the quaggoths, and today there is no Tolaen still living that knows the tale; only the dead and the deathless remember it. 

But not all of the quaggoths died in the Jaelarthal Orioth. As their people were falling, a quaggoth clan fled east, making their way to a place where no elf would follow them—the shunned shadows of the Madwood. The roots of that jungle run all the way to Xoriat, and there are cracks and chasms that lead to the heart of Khyber. The soil soaked up the anger and despair of the quaggoths, and it bloomed in the shadows. A pure force of fury flowered in the Madwood, and it flowed into the veins of the quaggoths. Nothing can live in the Madwood for long, and the quaggoths made their way down into the sheltering darkness of Khyber. There they’ve remained for thousands of years. Their pale fur has forgotten the sun, but their hatred still burns bright… and that fury gives them power. 

DRIVEN BY RAGE

While quaggoths have a simple language, they have always possessed an intuitive empathy that allows them to understand one another. The quaggoths who fled into the Madwood were driven by fear and anger—and hatred of the alien abominations who defiled their home and slaughtered their kin. Through that empathetic link they carried all the rage of the quaggoths that had fallen with them into the Madwood, and the power within that place crystalized that into a force with a life of its own. The Quaggoth Rage is a psychic power tied to every quaggoth descended from those original survivors, in much the same way that the kalashtar are tied to their quori spirits. It is not a sentient entity that communicates with the quaggoths; but it is a potent force within their subconscious, burning anger waiting to be unleashed. Young quaggoths learn to contain this rage, so as not to lash out at their own kind—but it is always there, and can be seen when an injured quaggoth enters their Wounded Fury. Usually a wounded quaggoth has an enemy they can focus on; but when there are no enemies, it can be a challenge for the injured quaggoth to control their rage and avoid attacking their own allies. 

Wounded Fury is a trait all quaggoths share. But some quaggoths have a closer connection to the Rage, and can manifest its power in different ways. Some draw on the Rage to strengthen themselves in battle, but others learn to manipulate the rage in subtle ways. These quaggoths are called thonots. They serve as the spiritual leaders and champions of their people, filling the same role as clerics or paladins. But thonots aren’t drawing on a divine force; they are channeling their own ancestral rage, and their supernatural abilities are psionic in nature. The choices of a powerful thonot can shape the direction of an entire quaggoth community. A Thonot can use their gifts to contain the rage of their people, drawing the anger away from them and helping to maintain a stable, peaceful community. On the other hand, an angry thonot can amplify the Rage, broadcasting it through the empathic connection, driving an entire clan to roam as aggressive nomads seeking endless conflict to satiate their bottomless rage. The Rage is, ultimately, directed at elves—but most subterranean quaggoths have never seen an actual elf. Encountering an elf for the first time can be an intense trigger for even the most peaceful quaggoth; they don’t remember the details of what happened to their ancestors, but they feel an intense desire to spill elf blood. 

The Power of Rage

Under the 2014 rules of fifth edition, all quaggoths possess the Wounded Fury trait. In my interpretation, quaggoth champions could draw on the Rage to produce more dramatic effects. Here’s a few abilities a DM could choose to give to an elite quaggoth. I wouldn’t give one quaggoth ALL of these abilities; the point is to have the Rage manifest in different ways and to make quaggoths interesting and unpredictable.  

  • Reckless Attack. When the quaggoth makes an attack roll using Strength they can choose to gain advantage on the roll; if they do so, all attack rolls made against them have advantage until the start of their next turn. 
  • Vengeful Strike. When the quaggoth is struck with a melee attack, they can use their reaction to make a melee attack against the attacker. 
  • Destructive Fury. When the quaggoth makes a successful melee attack, they can enter a state of fury that lasts for one minute or until the quaggoth triggers its Wounded Fury, whichever comes first. While in this state, the quaggoth deals an additional 7 (2d6) damage to any creature it hits with a melee attack, but when it does so it suffers 3 (1d6) damage that cannot be reduced in any way.   
  • Terrifying Blow. When the quaggoth strikes an enemy with a melee attack, they can channel their Rage to strike with devastating force and terrify their foe. If they choose to do so, both the quaggoth and the target suffer an additional 7 (2d6) damage and the target must succeed on a Wisdom saving throw (based on the champion’s Strength or Dexterity, default 13) or be frightened of the quaggoth until the end of its next turn. 
  • Psychic Howl. When the quaggoth drops to half its total maximum hit points or below, it can immediately use a reaction to emit a psychic howl of pain and rage. All enemies within 30 feet must make a Wisdom saving throw (based on the champion’s Strength or Dexterity, default 13); those who fail are frightened of the quaggoth until the end of its next turn. 

Thonots, Revisited

The 2014 rules give quaggoth thonots Innate Spellcasting (Psionics). The thonot can cast a number of spells without need for components, using Wisdom as their spellcasting ability. This concept works, but the spells don’t particularly fit my concept of the thonot manipulating or channeling rage. As such, here’s a few different options you could grant to thonots, reflecting different ways of harnessing the Rage. 

  • Forceful. The forceful thonot channels the Rage into telekinetic force. They can cast the following spells: Eldritch Blast, Mage Hand; Entangle, Levitate, Shatter, Shield. When cast in this way, Entangle reflects manifestation of telekinetic threads rather than vines.   
  • Fury. The furious thonot projects the Rage as a telepathic assault, terrifying or paralyzing enemies. They can cast the following spells: True Strike, Vicious Mockery; 1/day Cause Fear, Crown of Madness, Hellish Rebuke, Hold Person. When cast in this way, Hellish Rebuke deals psychic damage. 
  • Empath. The rarest form of thonot, the empath uses their understanding of rage to absorb fury, soothing friend or foe. They can cast the following spells: Guidance, Message; 1/day Calm Emotions, Detect Thoughts, Enthrall, Sanctuary. 

This is a general set of rules for reflecting typical thonots. A more powerful thonot could have an expanded spell selection. Beyond this, powerful thonots could have broader abilities that affect a larger region. A thonot fury might modify the Wounded Fury trait of quaggoth allies to trigger when a quaggoth reaches half its hit points. Less mechanically, it would generally drive the quaggoths around it to aggression; a campaign of quaggoth attacks could be stopped by defeating the thonot enraging the clan. On the other side, a thonot empath might have a permanent sanctuary effect—negated for a round if it takes an aggressive action—and reduce the aggression of quaggoths in its clan. 

Scattered Across The Deep

Quaggoths descended into Khyber long ago and were scattered across its passages and demiplanes. As a result, they could be found almost anywhere. 

  • A quaggoth clan could be found in the Realm Below under one a Mror Holdfast; they could be fighting against aberrations, or they could be enslaved by neogi or illithids and forced to fight the surface dwellers.
  • A clan could be allied with Umbragen drow beneath Xen’drik, perhaps joining forces to fight a Sileus Tairn warclan. 
  • A new village in Aundair or the Eldeen Reaches could be plagued by a series of elf disappearances. The murderer is a quaggoth driven by their ancestral fury, not even truly knowing why they are compelled to kill these pointy-eared softskins; this could be the key that draws the adventurers to uncover the hidden shame of the Line of Tolaen. 
  • Thonots are sensitive to rage and hatred. A thonot could be drawn to the heated emotions of Thaliost. A thonot fury might unintentionally amplify the rage of the locals and trigger greater outbreaks of violence; a thonot empath could create a pocket of peace by consuming the rage, even if the locals don’t know the source of this. 

Part of the idea of the quaggoths is that they initially just appear to be aggressive berserkers, but that if adventurers dig deeper they discover that the quaggoths aren’t driven by simple cruelty or by an overlord, but rather that they are haunted by their own ancestral rage. The quaggoths themselves don’t know their perfect history, but adventurers could find a way to get to the truth and to reveal the ancient crime of the line of Tolaen; there may be Tolaen deathless who took part in the original massacre or even set it in motion. Can the adventurers help settle this ancient injustice? 

No Quaggoths? Meet the Gaa’aram.

The world of Eberron can feel kind of crowded when you start squeezing in every monster that’s ever existed. What I like about the quaggoths is the idea of a species scarred by an ancient trauma that has grown in strength and that they carry with them. Quaggoths are aggressive not because they are evil, but because they are literally haunted by the pain inflicted upon their ancestors. However, there’s another way to use these idea—a culture driven by lingering rage, whose champions and shamans channel its power—without adding a new creature to the mix. Meet the Gaa’aram orcs of Droaam—the “Children of Wrath.” Exploring Eberron says…

The Gaa’aram orcs embraced the chaotic, raiding lifestyle of the Barrens. Where the goblins and kobolds were often enslaved by more powerful creatures, the Gaa’aram voluntarily rallied around the most powerful leaders and served as fierce warriors. To an orc of the Gaa’aram, who you fight for is less important than the fact that you fight and fight well. As such, Gaa’aram orcs were often encountered as raiders; they’re the reason for the name of the Orcbone fortress that guards the Gap of Graywall. Gaa’aram orcs can be found in all of the diverse cities, and they’re passionate supporters both of Droaam and their local warlords. 

The Gaa’aram could adopt all of the ideas suggested here for the quaggoths. Rather than being driven into the depths by the elves, the Gaa’aram were driven to the edge of the Barrens by the Dhakaani. Rather than the Madwood, it was Dyrrn the Corruptor who crystalized their Rage and bound it to them, making them another point of chaos in the final days of the Dhakaani empire. The idea remains that the Gaa’aram are linked to their ancestral Rage; it’s not just that they LIKE fighting, it’s that they cannot contain their own anger; it’s only by directing it outward at enemies that they keep from tearing themselves apart. If I were to use this Quaagoth story for the Gaa’aram, I’d do the following. 

  • I’d add the Wounded Fury trait of the quaggoth to Gaa’aram orcs: While it has 10 hit points or fewer, the gaa’aram has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
  • I’d add thonots to Gaa’aram culture; they could be Vola’Aram, “Wrath Speakers.” I’d likely drop the idea of Gaa’aram empaths, BUT I could see adding mystics with the abilities of the thonot empaths to the OTHER orc culture of Droaam, the peaceful Gaa’ran. A twist would be that the Gaa’ran ALSO feel the Rage but manage to contain it; that they are pacifists because they refuse to give into that burning fury, and that if they began to fight they might not be able to stop. Their secret, essentially, is that they’re always angry. 

As the Gaa’aram are an aggressive part of Droaam and notably make up part of the population of Turakbar’s Fist, this is something you can easily use in a Frontiers of Eberron campaign! 

Why Does It Matter? 

Many of you, like me, may never have used a quaggoth in your campaign and you may wonder why write about quaggoths? As I mentioned above, I like the idea of taking these monsters long depicted as savage beserkers and cannibals and saying that they are in fact driven by ancient injustice and trauma; that they are in some ways prisoners of the pain inflicted upon their ancestors. Beyond that, I like the idea of this parallel to the Kalashtar—that there is a psychic force bound to a humanoid bloodline that can grant them psychic power. And I like the idea of creatures so tied to rage that they can either be drawn to aggression in places like Thaliost—or that, as with the empath, they are so attuned to fury that they have learned to disperse it. Meanwhile, the Gaa’aram have been a part of Droaam since Exploring Eberron. Here again I like the idea that it’s not just that they are a militant culture, but that they are involuntarily tied to this ancestral rage that drives them onward; that if they don’t find an outlet for it, they will essentially explode.

A Gaa’aram orc is an easy option for a player character, if someone chose to explore it. This could be reflected by an orc barbarian, but it could also be a path for any of the psionic subclasses in the 2024 rules, looking to the Rage as the source of their power. Quaggoths don’t exist as a playable species. Aside from their fury, their dominant traits are immunity to poison, a climbing speed, and claw attacks. One option would be to use tabaxi for a quaggoth character; the tabaxi has claws and a climbing speed. The tabaxi’s Feline Agility could be represented as furious adrenaline, or a DM might be willing to exchange it for resistance to poison damage and advantage on poison saving throws. A player character wouldn’t have the Wounded Fury trait, but this could be reflected by a barbarian’s rage. 

So for the thousands of you wondering about the role of quaggoths in Eberron—your long wait is finally over! Thanks as always to my Patreon supporters, who both determine the topics of these articles and make it possible for me to write them—if you want to see more articles like this one, check it out!