Dragonmark: The Families of House Tharashk

The Tharashk Triumvirate by Anne Stokes, from Dragonmarked

House Tharashk is the youngest Dragonmarked house. The Mark of Finding first appeared a thousand years ago, and over the course of centuries the dragonmarked formed three powerful clans. It was these clans that worked with House Sivis, joining together in the model of the eastern houses. The name of the House—Tharashk—is an old Orc word that means united. Despite this, heirs of the house typically use their clan name rather than the house name. They may be united, but in daily life they remain ‘Aashta and Velderan.

House United: One, Three, and Many

The Dragonmarks are driven by more than simple genetics. In most dragonmarked houses, about half of the children develop some level of dragonmark. Over the course of a thousand years of excoriates and voluntary departures, many people in Khorvaire have some trace of dragonmarked blood. And yet, foundlings—people who develop a dragonmark outside a house—are so rare that many foundlings are surprised to learn that they have a connection to a house. Many houses allow outsiders to marry into their great lines, and the number of dragonmarked heirs born to such couples within the houses is dramatically higher than those born to excoriates outside of the houses. Scholars have proposed many theories to explain this discrepancy. Some say that it’s tied to proximity—that being around large numbers of dragonmarked people helps to nuture the latent mark within a child. Others say that it’s related to the tools and equipment used by the houses, that just being around a creation forge helps promote the development of the Mark of Making. One of the most interesting theories comes from the sage Ohnal Caldyn. A celebrated student of the Draconic Prophecy, Caldyn argued that the oft-invoked connection between dragonmarks and the Prophecy might be misunderstood—that rather than each dragonmarked individual having significance, the Prophecy might be more interested in dragonmarked families. It’s been over two thousand years since the Mark of Making appeared on the Vown and Juran lines of Cyre—and yet those families remain pillars of the house today.

This helps to explain the core structure of Tharashk, sometimes described as one, three, and many. There are many minor families within House Tharashk, but each of these is tied to one of the three great clans: Velderan, Torrn, and ‘Aashta. The house is based on the alliance between these three clans, and where most dragonmarked houses have a single matriarch or patriarch, Tharashk is governed by the Triumvirate, a body comprised of a leader from each of these clans.

When creating an adventurer or NPC from House Tharashk, you should decide which of the great clans they’re tied to. Each clan is tied to lesser families, so you’re not required to use one of these three names. A few lesser families are described here along with each clan, but you can make up lesser families. So you can be Jalo’uurga of House Tharashk; the question is which clan the ‘Uurga Tharashk are connected to. In theory, the loyalty of a Tharashk heir should be to house first, clan second, and family third. Heirs are expected to set aside family feuds and to focus on the greater picture, to pursue the rivalry between Deneith and Tharashk instead of sabotaging house efforts because of an old feud between ‘Uurga and Tulkar. But those feuds are never forgotten—and when it doesn’t threaten the interests of house or clan, heirs may be driven by these ancient rivalries.

To d’ or not to d’? Tharashk has never been bound by the traditions of the other houses, and this can be clearly seen in Tharashk names. Just look to the three Triumvirs of the house. All three possess dragonmarks, yet in the three of them we see three different conventions. Khandar’aashta doesn’t bother with the d’ prefix or use the house name. Daric d’Velderan uses his clan name, but appends the d’ as a nod to his dragonmark. Maagrim Torrn d’Tharashk uses the d’ but applies it to the house name; no one uses d’Torrn. Maagrim’s use of the house name makes a statement about her devotion to the alliance and the house. Daric’s use of the ‘d is a nod to the customs of the other houses. While Khandar makes no concessions to easterners. He may the one of the three leaders of House Tharashk, but he is Aashta. As an heir of House Tharashk, you could follow any of these styles, and you could change it over the course of your career as your attitude changes.

Orcs, Half-Orcs, and Humans. By canon, the Mark of Finding is the only dragonmark that appears on two ancestries—human and half-orc. However, by the current rules, the benefits of the Mark replace everything except age, size, and speed. Since humans and half-orcs have the same size and speed, functionally it makes very little difference which you are. It’s always been strange that this one mark bridges two species when the Khoravar marks don’t, and when orcs can’t develop it. As a result, in my campaign I say that any character with the Mark of Finding has orc blood in their veins. The choice of “human” or “half-orc” reflects how far removed you are from your orc ancestors and how obvious it is to people. But looking to the Triumvirs above, they’re ALL Jhorgun’taal; it’s simply that it’s less obvious with Daric d’Velderan. In my campaign I’d say that Daric has yellow irises, a slight point to his ears, and notable canine teeth; at a glance most would consider him to be human, but his dragonmark is proof that he’s Jhorgun’taal.

Characters and Lesser Clans. The entries that follow include suggestions for player characters from each clan and mention a few lesser clans associated with the major ones. These are only suggestions. If you want to play an evil orc barbarian from Clan Velderan, go ahead—and the lesser clans mentioned here are just a few examples.

The Azhani Language. Until relatively recently, the Marches were isolated from the rest of Khorvaire. The Goblin language took root during the Age of Monsters, but with the arrival of human refugees and the subsequent evolution of the blended culture, a new language evolved. Azhani is a blending of Goblin, Riedran, and a little of the long-dead Orc language. It’s close enough to Goblin that someone who speaks Goblin can understand Azhani, and vice-versa; however, nuances will be lost. For purposes of gameplay, one can list the language as Goblin (Azhani). More information about the Azhani language can be found in Don Bassinthwaite’s Dragon Below novels.

Clan Velderan

  • Capital: Urthhold
  • Triumvir: Daric d’Velderan
  • Primary Role: Far trade, diplomacy and administration, inquisitives
  • Common Traits: Curiosity, Imagination, Charisma, Ambition

Before the rise of House Tharashk, most of the clans and tribes of the Shadow Marches lived in isolation, interacting only with their immediate neighbors. Velderan has always been the exception. The Velderan have long been renowned as fisherfolk and boatmen, driving barges and punts along the Glum River and the lesser waters of the Marches and trading with all of the clans. The clan is based in the coastal town of Urthhold, and for centuries they were the only clan that had any contact with the outside world. It was through this rare contact that reports of an unknown dragonmark made their way to House Sivis, and it was Velderan guides who took Sivis explorers into the Marches.

That spirit remains alive today. Where ‘Aashta and Torrn hold tightly to ancient—and fundamentally opposed—traditions, it’s the Velderan who dream of the future and embrace change, and their enthusiasm and charisma that often sways the others. Torrn and ‘Aashta are both devoted to the work of the house and the prosperity of their union, but it’s the Velderan who truly love meeting new people and spreading to new locations, and who are always searching for new tools and techniques. Stern ‘Aashta are always prepared to negotiate from a position of strength, but it’s the more flexible Velderan who most often serve as the diplomats of the house. While they work with House Lyrandar for long distance trade and transport, the Velderan also remain the primary river runners and guides within the Marches.

In the wider world, the Velderan are often encountered running enclaves in places where finesse and diplomacy are important. Beyond this, the Velderan are most devoted to the inquisitive services of the house; Velderan typically prefer unraveling mysteries to the more brutal work of bounty hunting. The Velderan have no strong ties to either the Gatekeepers or the “Old Ways” of Clan ‘Aashta; they are most interested in exploring new things, and are the most likely to adopt new faiths or traditions. Many outsiders conclude that the Velderan are largely human, and they do have a relatively small number of full orcs as compared to the other clans, but Jhorguun’taal are in the majority in Velderan; it’s just that most Velderan Jhorgun’taal are more human in appearance than the stereotype of the half-orc that’s common in the Five Nations.

Overall, the Velderan are the glue that holds Tharashk together. They’ve earned their reputation for optimism and idealism, and this is reflected by their Triumvir. However, there is a cabal of elders within the house—The Veldokaa—who are determined to maintain the union of Tharashk but to ensure that Velderan remains first among equals. Even while Velderan mediates between Torrn and ‘Aashta, the Veldokaa makes sure to keep their tensions alive so that they rarely ally against Velderan interests. Likewise, while it’s ‘Aashta who is most obvious in its ambition and aggression, it’s the Veldokaa who engage in more subtle sabotage of rivals. So Velderan wears a friendly face, and Daric d’Velderan is sincere in his altruism. But he’s not privy to all the plans of the Veldokaa, and there are other clan leaders—such as Khalar Velderan, who oversees Tharashk operations in Q’barra—who put ambition ahead of altruism.

Velderan Characters. With no strong ties to the Gatekeepers or the Dragon Below, Velderan adventurers are most often rangers, rogues, or even bards. Velderan are interested in the potential of arcane science, and can produce wizards or artificers. Overall, the Velderan are the most optimistic and altruistic of the Clans and the most likely to have good alignments—but an adventurer with ties to the Veldokaa could be tasked with secret work on behalf of the clan. Velderan most often speak Common, and are equally likely to speak Azhani Goblin or traditional Goblin.

Triumvir. Clan Velderan is currently represented by Daric d’Velderan. Daric embodies the altruistic spirit of his clan, and hopes to see Tharashk become a positive force in the world. His disarming humor and flexibility play a critical role in balancing the stronger tempers of Maagrim and Khandar. Daric wants to see the house expand, and is always searching for new opportunities and paths it can follow, but he isn’t as ruthless as Khandar’aashta and dislikes the growing tension between Tharashk and House Deneith. Daric is aware of the Veldokaa and knows that they support him as triumvir because his gentle nature hides their subtle agenda; he focuses on doing as much good as he can in the light while trusting his family to do what they must in the shadows.

Lesser Clans. The Orgaal are an orc-majority clan, and given this people often forget they’re allied with Velderan; as such, the Veldokaa often use them as spies and observers. The Torshaa are expert boatmen and are considered the most reliable guides in the Shadow Marches. The Vaalda are the finest hunters among the Velderan; it’s whispered that some among them train to hunt two-legged prey, and they produce Assassin rogues as well as hunters.

Clan Torrn

  • Capital: Valshar’ak
  • Triumvir: Maagrim Torrn d’Tharashk
  • Primary Role: Prospecting and mining, infrastructure, primal magic
  • Common Traits: Stoicism, Stability, Wisdom

Torrn is the oldest of the Tharashk clans. The city of Valshar’ak has endured since days of Dhakaan, and holds a stone platform known as Vvaraak’s Throne. While true, fully initiated Gatekeepers are rare even within the Marches, the Torrn have long held to the broad traditions of the sect, opposing the Old Ways of ‘Aashta and its allies. Clan Torrn has the strongest traditions of primal magic within the Reaches, and ever since the union Torrn gleaners can be found providing vital services across the Marches; it was Torrn druids who raised the mighty murk oaks that serve as the primary supports of Zarash’ak. However, the clan isn’t mired in the past. The Torrn value tradition and are slow to change, but over the last five centuries they have studied the arcane science of the east and blended it with their primal traditions; there are magewrights among the Torrn as well as gleaners.

The Torrn are known for their stoicism and stability; a calm person could be described as being as patient as a Torrn. They refuse to act in haste, carefully studying all options and relying on wisdom rather than being driven by impulse or ambition. Of the three clans, they have the greatest respect for the natural world, but they also know how to make the most efficient use of its bounty. While ‘Aashta have always been known as the best hunters and Velderan loves the water, Torrn is closest to the earth. They are the finest prospectors of the Marches, and are usually found in charge of any major Tharashk mining operations, blending arcane science and dragonmarked tools with the primal magic of their ancestors. Most seek to minimize long-term damage to the environment, but there are Torrn overseers—especially those born outside the Marches—who are focused first and foremost on results, placing less weight on their druidic roots and embracing the economic ambitions of the house.

Most Torrn follow the basic principles of the Gatekeepers, which are not unlike the traditions of the Silver Flame—stand together, oppose supernatural evil, don’t traffic with aberrations. However, most apply these ideas to their own clan and to a wider degree, the united house. Torrn look out for Tharashk, but most aren’t concerned with protecting the world or fighting the daelkyr. Torrn miners may use sustainable methods in their mining, but they are driven by the desire for profit and to see their house prosper. However, there is a deep core of devoted Gatekeepers at the heart of Torrn. Known as the Valshar’ak Seal, they also seek to help Tharashk flourish as a house—because they wish to use its resources and every-increasing influence in the pursuit of their ancient mission. Again, most Torrn follow the broad traditions of the Gatekeepers, but only a devoted few know of the Valshar’ak Seal and its greater goals.

Within the world, the Torrn are most often associated with mining and prospecting, as well as construction and maintaining the general infrastructure of the house. The Torrn Jhorguun’taal typically resemble their orc ancestors, and it’s generally seen as the Clan with the greatest number of orcs.

Torrn Characters. Whether or not they’re tied to the Gatekeepers, Torrn has deep primal roots. Tharashk druids are almost always from Torrn, and Tharashk rangers have a strong primal focus; a Torrn Gatekeeper could also be an Oath of the Ancients paladin, with primal trappings instead of divine. The Torrn are stoic and hold to tradition, and tend toward neutral alignments. Most speak Azhani Goblin among themselves, though they learn Common as the language of trade.

Triumvir. Maagrim Torrn d’Tharashk represents the Torrn in the Triumvirate. The oldest Triumvir, she’s known for her wisdom and her patience, though she’s not afraid to shout down Khandar’aashta when he goes too far. Maagrim supports the Valshar’ak Seal, but as a Triumvir her primary focus is on the business and the success of the house; she helps channel resources to the Seal, but on a day to day basis she is most concerned with monitoring mining operations and maintaining infrastructure. She is firmly neutral, driven neither by cruelty or compassion; Maagrim does what must be done.

Lesser Clans. The Torruk are a small, orc-majority clan with strong ties to the Gatekeepers, known for fiercely hunting aberrations in the Reaches and for clashing with the ‘Aashta. The Brokaa are among the finest miners in the house and are increasingly more concerned with profits than with ancient traditions.

Clan ‘Aashta

  • Capital: Patrahk’n
  • Triumvir: Khandar’aashta
  • Primary Role: Mercenary trade, Droaamite relations, bounty hunting
  • Common Traits: Aggression, Courage, Strength

The ‘Aashta have long been known as the fiercest clan of the Shadow Marches. Their ancestral home, Patrahk’n, is on the eastern edge of the Shadow Marches and throughout history they’ve fought with worg packs from the Watching Wood, ogres and trolls, and even their own Gaa’aram cousins. Despite the bloody history, the ‘Aashta earned the respect of their neighbors, and over the last few centuries the ‘Aashta began to work with the people of what is now Droaam. The ‘Aashta thrive on conflict and the thrill of battle; they have always been the most enthusiastic bounty hunters, and during the Last War it was the ‘Aashta who devised the idea of the Dragonne’s Roar—brokering the service of monstrous mercenaries in the Five Nations, as well as the services of the ‘Aashta themselves.

The ‘Aashta are devoted to what they call the “Old Ways”—what scholars might identify as Cults of the Dragon Below. The two primary traditions within the ‘Aashta are the Inner Sun and the Whisperers, both of which are described in Exploring Eberron. Those who follow the Inner Sun seek to buy passage to a promised paradise with the blood of worthy enemies. The Whisperers are tied to the daelkyr Kyrzin; they’re best known for cultivating gibbering mouthers, but they have other traditions tied to the Bile Lord. The key point is that while the ‘Aashta are often technically cultists of the Dragon Below, they aren’t typically trying to free a daelkyr or an overlord. The ‘Aashta Inner Sun cultist is on a quest to find worthy enemies, to buy their own passage to paradise; they aren’t looking to collapse the world into chaos or anything like that. The Gatekeepers despise the cults for trafficking with malefic forces, and believe that they may be unwitting tools of evil, and it’s these beliefs that usually spark clashes between the two (combined with the fact that Gatekeeper champions are certainly ‘worthy foes’ in the eyes of the Inner Sun). But it’s important to recognize that these two paths have co-existed for thousands of years. That co-existence hasn’t always been peaceful, but they’ve never engaged in a total war. Since the union of Tharashk, both ‘Aashta and Torrn have done their best to work together, with Velderan helping to mediate between the two (… and with the Veldokaa occasionally stirring up the conflict).

The ‘Aashta are fierce and aggressive. They respect strength and courage, and take joy in competition. Having invested in the Tharashk union, they want to see the House rise to glory. It’s the ‘Aashta who pushed to create the Dragonne’s Roar despite the clear conflict with House Deneith. The ‘Aashta also recognize the power Tharashk has as the primary supplier of dragonshards, and wish to see how the house can use this influence. In contrast to the Veldokaa, the ‘Aashta are honest in their ambition and wish to see the house triumph as a whole. While they do produce a few inquisitives, their greatest love is bounty hunting, and most Tharashk hunters come from ‘Aashta or one of its allied clans.

While they aren’t as dedicated to innovation as Velderan and aren’t as invested in symbionts as the dwarf clans of Narathun or Soldorak in the Mror Holds, the ‘Aashta are always searching for new weapons and don’t care if a tool frightens others. Some of those who follow the Old Ways master the techniques of the warlock, while the Whisperers employ strange molds and symbionts tied to Kyrzin and produce gifted alchemists.

‘Aashta Characters. The ‘Aashta are extremely aggressive. While there are disciplined fighters among them—often working with the Dragonne’s Roar to train and lead mercenary troops—the ‘Aashta are also known for cunning rangers and fierce barbarians. Their devotion to the Old Ways can produce warlocks or sorcerers, and especially gifted Whisperers can become Alchemist artificers. Culturally, the ‘Aashta are the most ruthless of the clans and this can lead to characters with evil alignments, though this is driven more by a lack of mercy than by wanton cruelty; like followers of the Mockery, an ‘Aashta will do whatever it takes to achieve victory. Due to its proximity to Droaam, the people of Patrahk’n speak traditional Goblin rather than Azhani, as well as learning Common as a trade language; however, ‘Aashta from the west may prefer Azhani.

Triumvir. Khandar’aashta is bold and charismatic. He is extremely ambitious and is constantly pushing his fellow Triumvirs, seeking to expand the power of Tharashk even if it strains their relations with the rest of the Twelve. Khandar is a follower of the Old Ways; it’s up to the DM to decide if he’s a Whisperer, pursuing the Inner Sun, or if he’s tied to a different and more sinister tradition. While he is ruthless when it comes to expanding the power of the house, he does believe in the union and wants to see all the clans prosper.

Lesser Clans. Overall, the ‘Aashta have no great love of subterfuge. When they need such schemes, they turn to the ‘Arrna, a lesser clan who produces more rogues than rangers. While they are just as aggressive as the ‘Aashta, the ‘Aarna love intrigues and fighting with words as well as blades. The Istaaran are devoted Whisperers and skilled alchemists; they have a great love of poisons and have helped to produce nonlethal toxins to help bounty hunters bring down their prey. The ‘Oorac are a small clan known for producing aberrant dragonmarks and sorcerers; before the union they were often persecuted, but ‘Aashta shields them.

That’s all for now. I’m pressed for time and likely won’t be able to answer questions on this topic. Meanwhile, if you’re interested in shaping the topic of the NEXT article, there’s just four hours left (as of this posting) in the Patreon poll to choose it; at the moment it’s neck and neck between an exploration of Sky Piracy in Khorvaire and my suggestions for drawing players into the world and developing interesting Eberron characters in Session Zero. In addition, tomorrow I’ll be posting the challenge that will determine which Threshold patrons play in my next online adventure. If you want to be a part of any of that, check out my Patreon!

IFAQ: Dragonshards and Tharashk

When did dragonshards become important as magical fuel? House Tharashk was discovered in 498 YK. The lightning rail went into operation in 811 YK, but Tharashk only stepped up mining in the Shadow Marches & Q’barra in the past decade? What delayed them so long?

There’s two significant questions here: When did dragonshards become important and why did it take Tharashk so long to start major mining operations in Q’barra?

The spells, items, and services available in 998 YK represent the pinnacle of arcane science. Like any form of science, these things didn’t emerge into the world fully formed. The lightning rail of 811 YK was the result of decades of research and development—and it was quite different than the lightning rail of 998 YK. It originally used volatile Fernian ash as its fuel, and both the binding and the conductor stones had flaws.

Eberron dragonshards are found across Eberron. Xen’drik, the Shadow Marches, and Q’barra are especially rich sources of dragonshards, but there are dragonshard deposits across Khorvaire. Eberron dragonshards are an important element in the creation of magic items and in maintaining ongoing magical effects—such as the lightning rail and elemental airships. Eberron shards can be refined into a powdered form that can be used in place of any spell component with a cost.

So: it’s possible to perform most forms of arcane science without dragonshards; it just takes a range of different substance, which are usually more exotic and specific to the effect being produced. However, this uses refined Eberron dragonshard powder (also known as residuum). Raw dragonshards can be used, but unless they are processed and refined it’s inefficient; you’re significantly better off using the other alternative. Because of this, the process of refining dragonshards to create residuum was a crucial breakthrough that had cascading effects across the magical economy. While creating magic items still requires a range of additional rare elements, the universal nature of refined dragonshards allowed Cannith and others to dramatically increase both the range and scale of production. Using processed dragonshards as an energy source made the lightning rail safer and allowed Orien to operate more carriages. But again, this process of refining was a breakthrough that occured less than two centuries ago, and it’s a process that continued to be explored.

So: Eberron Dragonshards have always been a valuable source of magical energy, but it wasn’t until the last two centuries that they became as valuable and universal as they are today. Eberron dragonshards CAN be found across Khorvaire, and initially, that supply was sufficient to meet demands. But within the last century that demand has steadily grown—which has in turn driven people to find richer pools to draw on.

This brings us to House Tharashk. Why are their operations in Q’barra only a decade old? House Tharashk began as a house of hunters, not prospectors. For centuries its primary focus was on inquisitive work and bounty hunting. Prospecting is a relatively new path that arose both with the increased demand for dragonshards mentioned above and crucially with the creation of the prospector’s rod. As with many houses, the base powers of the dragonmark aren’t as important as the focus items that channel that power. As the speaking stone is to House Sivis, the prospector’s rod is to Tharashk: it is this tool that expands the powers of the mark beyond the simple scope of casting locate object and allows prospecting on an industrial scale.

In my Eberron, it’s a mistake to say that prospecting in the SHADOW MARCHES only began ten years ago. Dragonmarked calls out that House Sivis originally came to the Shadow Marches in search of dragonshards, and that the mineral wealth of the Shadow Marches has always been a secondary source of wealth for the house. That effort may have increased over the past decade as the house as a whole has realized that there’s more wealth and influence to be gained from dragonshards than bounty hunting, but it’s been something that has been scaling up over the course of the past century.

Q’barra, on the other hand, IS a new development. The world’s a big place, and Tharashk hasn’t been able to search all of it. Prior to the Last War, Q’barra was a shunned backwater thought filled with hostile scales. The Dragon articles call out that it was only ten years ago that settlers discovered rich deposits of dragonshards in Q’barra. Tharashk responded quickly to this discovery and has ramped up its efforts ever since. But why didn’t they go there earlier? Because they already had a rich source of dragonshards in the Shadow Marches and were still expanding their operations, and because no one knew there were dragonshards in Q’barra. It’s entirely possible that there are other rich deposits in Khorvaire that have yet to be discovered!

Ultimately, the key takeaway here is that the arcane industry in Eberron is just like industry and science in our world. It evolves and expands. The current state of things in 998 YK reflects the latest developments; drop back to 498 YK or 811 YK and the world will be a much different place.

Thanks as always to my Patreon supporters for keeping this blog going! I’ll be posting a poll to the inner circle soon to determine the subject of the next article.