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daask [2019/12/19 13:00] – ↷ Links adapted because of a move operation 0.0.0.0daask [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +/* À compléter */
 +
 +====== Daask ======
 +
 +<WRAP box fgblack 350px left :en>
 +{{ daask.jpg |}}
 +<panel type="primary" no-body="true">
 +^Provenance  | [[Droaam]] |
 +^Fondation | 988 AR |
 +^Status      | En Opération |
 +^Uniforme      | Cuir noir et rouge |
 +^Alignement | Neutre Mauvais |
 +^Leader | Secret, Voir plus bas |
 +</panel>
 + </WRAP>
 +
 +Daask est une organisation criminelle qui s'est récemment répandue en [[brelande|Brelande]] et dans l'[[:aundair|Aundair]]. Utilisant la violence et l'intimidation pour se faire une place dans le monde du crime, le groupe est composé presque exclusivement de races monstrueuses du [[:droaam|Droaam]]. Des rumeurs prétendent que [[npc:sora_katra|Sora Katra]] serait le cerveau de ce groupe. En commun, le nom **Daask** se traduirait par « l'Œil du Monstre ».
 +
 +Apparus pour la première fois à [[:sharn|Sharn]] en 988 AR, ils se sont rapidement répandus à [[:wroat|Wroat]], [[:passage|Passage]], [[:starilaskur|Starilaskur]], [[:ghalt|Ghalt]], [[:lathleer|Lathleer]] et [[beaurefuge|Beaurefuge]] au cours des cinq années suivantes, Beaurefuge étant leur plus récente initiative. Dans chaque ville, ils opèrent uniquement dans les zones les plus anarchiques et se consacrent principalement au racket de protection, aux prêts usuraires et à la fabrication de substances alchimiques illicites et autres drogues. Leurs bases sont des forteresses souterraines rénovées de l'[[empire_dhakaani|Empire Dhakaani]], auxquelles les étrangers n'ont presque jamais accès. Chaque cellule Daask dispose d'un emplacement en surface où se trouve l'un de leurs porte-parole. À [[:sharn|Sharn]], c'est Shamukaar, au [[Sharn:Porte du Khyber]], une taverne et une boucherie pour les réfugiés du [[:Droaam]].
 +
 +====== Composition des membres ======
 +
 +La plupart de leurs membres sont des [[:Gnolls]], des [[:Férals]] et des [[:Orcs]], le reste étant composé d'[[:Ogres]], de [[:Minotaures]], de [[:Tiefling]] et de [[:Gargouilles]]. [[:Harpies]], [[:Trolls]] de Guerre, [[:Méduses]], [[:Lycanthropes]] et plusieurs types de monstres sauvages sont disponibles pour les occasions spéciales, bien que la menace de leur implication potentielle se soit avérée être un outil d'intimidation efficace. La composition exacte d'une cellule Daask varie selon la ville ; à Sharn, on trouve un nombre inhabituellement élevé de Harpies et de Gargouilles. Le chef d'une cellule Daask peut être de n'importe quelle race, mais ce sont toujours des individus imposants.
 +
 +===== Membres notables =====
 +
 +  * [[npc:askhora|Askhora]], Méduse et chef de la cellule Daask de [[:wroat|Wroat]].
 +  * [[npc:cavallah|Cavallah]], Oni, expert en combat aérien et chef de la cellule Daask à [[:sharn|Sharn]].
 +  * [[npc:cazha_ailesanglante|Cazha Ailesanglante]], résidante de [[:sharn|Sharn]].
 +  * [[npc:fell|Fell]], Loup-Garou et chef de la cellule Daask de [[:passage|Passage]].
 +
 +====== Activités criminelles ======
 +
 +Leur principal source de revenue est le racket de protection, et ils tiennent leurs promesses avec une fréquence surprenante. La plupart des violences commises par Daask visent d'autres groupes criminels. Opérant exclusivement dans les zones les plus anarchiques, beaucoup apprécient leur justice juste mais sévère.
 +
 +Comme usurier, ils offrent l'or brut des mines du [[:Droaam]] à ceux qui le nécessitent. Pour garantir un remboursement rapide, ils exigent souvent une garantie sous la forme d'un « prêt de pierre », où l'un des membres de la famille de l'emprunteur est pétrifié par une [[méduse|Méduse]]. En cas de non-remboursement à l'échéance, un doigt ou un orteil est arraché de la statue et envoyé à l'emprunteur pour chaque paiement manqué. Les victimes non réclamées sont souvent ramenées au Droaam, où elles sont vendues aux enchères au plus offrant pour compenser les revenus de perdu.
 +
 +Le commerce de substances alchimiques illicites est le domaine où Daask se heurte le plus à d'autres organisations criminelles., car elles se disputent les mêmes marchés. Outre les produits phares des junkies comme le [[:Lys des Songes|]], Daask propose également un produit mystérieux qu'aucune autre organisation ne propose : le [[:Sang de Dragons]], une substance hautement addictive qui renforce la magie des arcanes. Plusieurs membres influents de la société sont devenus dépendants de cette substance, et comme Daask est la seule organisation à pouvoir la fournir, cela représente un niveau d'influence supplémentaire pour le groupe. De plus, Daask offre depuis tout récemment la [[Slush]], un concurrent bon marché au [[:Lys des Songes|]] dont ils sont les seuls à détenir la recette.
 +
 +<ifauth @admin><alert type="warning">
 +====== Secret Purpose ======
 +
 +Anyone studying Daask for a prolonged time will notice that many of their actions show too much thought and foresight, some of their activities only hitting an enemy months after the fact, and sometimes in a different city altogether. The reason for this is that Daask is guided by one hand: that of [[npc:sora_katra|Sora Katra]].
 +
 +Each cell leader owns a scying crystal that puts them in direct contact with Sora Katra whenever she wishes. She knows who owes Daask gold, she knows who uses Dragon's Blood, and she uses this knowledge to slowly but surely manipulate events across the east on a massive scale. Slowly but surely her agents are crippling the established criminal guilds, and once they are through with them Daask will have free reign in the east's seedy underbelly.
 +
 +Daask is expert at manipulation, and there's no telling how many high-placing members of society are already under their control through the threat of violence (against them, or a petrified loved one) or the threat of being cut off from their Dragon's Blood supply forever.
 +
 +Each member of Daask is an elite soldier, chosen more for intelligence than for anything else. The ogre enforcers may seem like brutes, but it is all a carefully constructed facade. When circumstances demand it a Daask cell pulls together with all the precision of a military strike team, and they have an immensely diverse set of monstrous abilities to pull from. With all the resources of Droaam behind them, their operatives are often armed with Objets Magiques, artifacts and oracular insight to boot.
 +
 +===== Dragon's Blood =====
 +
 +So far, Dragon's Blood has defied all analysis; somehow, one of the ingredients is known only to the [[filles_de_sora_kell|Filles De Sora Kell]]. It is unlikely to be actual dragon blood, and the exact effects vary by user and by dosage.
 +
 +Dragon’s Blood Dragon’s blood is a mysterious substance produced in Droaam. So far it has defied mystical analysis; there is some ingredient known only to the Filles De Sora Kell, and neither Maison Bombardier nor the Congrès Ésotérique has managed to reproduce it. As with an Machine Occulte, the precise effects of dragon’s blood are in your hands; they vary by dose and by user. At its simplest level, dragon’s blood can serve as a power jewel or a potion of clarity; however, it could have more dramatic effects, such as providing temporary access to higher-level spells or powers, temporarily providing at-will access to an encounter power, or dramatically amplifying the efficacy of a ritual. It is also highly addictive. Player characters are remarkable individuals, though, and it might be that the only penalty they suffer is the knowledge of the power the blood can give them. However, lesser individuals might be consumed by their lust for that power. Depending on how significant a role you want the substance to play, dragon’s blood could provide Sora Katra with a link to the user’s spirit, allowing her to twist the character’s powers in a variety of ways. It could be that the reason no one has been able to replicate the serum is because it has no power of its own; its utility comes entirely from Sora Katra herself.
 +
 +
 +</alert></ifauth>
 +
 +<ifauth @admin>
 +
 +Daask Lore
 +
 +Streetwise DC 20: Daask makes its home in the depths. The largest cities of the Cinq 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, Férals, and orcs make up the bulk of Daask’s forces. Ogres, worgs, Minotaures, tieflings, and Gargouilles are found in smaller numbers. More powerful and exotic creatures—harpies, war trolls, lycanthropes, Méduses, 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 Méduse Askhora leads the Wroat Daask, while the forces of Passage are commanded by a Loup-Garou named Fell. 
 +
 +Streetwise DC 25: How can monsters engage in violence in the Cinq Nations without being brought down by the law? Few watchmen are willing to throw away their lives facing a war troll or a Méduse; 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 Saputos and others have done for centuries, and Daask has the additional lever of dragon’s blood. Quite a few noble wizards and Héritier des Dragonss have developed a taste for this mysterious serum, and Daask is the only source.
 +
 +===Using Daask===
 +
 +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 Méduse? 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 La Dernière Guerre? 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 Clan Saputo. 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 Brelande 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: Maison Tharashk is the youngest of the Maisons Marquées Du Dragon, and one of the most ambitious. Not content with its footholds in prospecting, bounty hunting, and the détective trade, Maison Tharashk is using its ties to Droaam to challenge Maison Garda’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 La Meute Noire 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 Maison Garda, it could be the prelude to a war between the houses. 
 +
 +Dragon’s Blood: When Maison Bombardier 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 Sorcière’s connection to her victims? 
 +
 +The Eye: A Féral, Demi-orc, or changelin 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 Cinq 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 Sorcière be telling the truth? 
 +
 +DAASK
 +Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber's Gate and Malleon's Gate districts of Sharn for the last decade. It is most infamous for its monstrous enforcers, but the organization also draws members from the destitute populace of Sharn-largely goblins and shifters, but also humans, dwarves, and any other humanoid who feels that the current system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket-threatening violence if tribute isn't paid-and entering into the drug trade, selling both dreamlily and a mysterious substance called dragon's blood.
 +From the outside, Daask appears to be interested solely in fomenting violence and chaos. The monstrous nature of its members reinforces this impression; most people consider the members of Daask to be savage beasts. The truth is more complicated. The Droaamites who make up the core of Daask aren't merely criminals; they are elite soldiers of Droaam working for Sora Katra, and part of an operation that is taking root in larger cities across Khorvaire. The seemingly random attacks by Daask are part of a larger plan that, if it succeeds, will eventually give Sora Katra a foothold in the heart of Khorvaire.
 +Over the last two years, the Daask cell in Sharn has been waging a slowly escalating war against the holdings of the Saputo Clan. The Saputos were surprised by the violence of these attacks and have suffered significant losses. Daask prefers guerrilla tactics, using only as many combatants as necessary to get a job done, never staying in one place too long, and quickly retreating back to their turf. Though the Saputos still control much of criminal activity in the middle and upper parts of Sharn, Daask is gaining ground in the lower level of the city and controls crime in the Cogs.
 +
 +DAASK OPERATIONS
 +Violence and intimidation are Daask's most used tools. Rather than using bribery, Daask manipulates la Sureté through displays of force and brutal reprisals against officers who dare to stand in the way. Coupled with the fact that Daask primarily targets businesses with ties to the Saputos, this means that many of the Watch officers of the lower wards will step aside and allow a Daask raid to run its course.
 +
 +As Daask has seized territory from the Saputo Clan, it has also begun taking over a few of the clan's traditional businesses. In addition to dreamlily, Daask sells a highly addictive drug called dragon's blood.
 +
 +Daask has another, perhaps surprising area of operation: religion. The organization has brought priests of the Dark Six to Sharn and has restored a ruined temple to the Dark Six in Khyber's Gate. Followers of the Dark Six have few other opportunities to practice their faith, and providing this new facility for them has made many allies for Daask across the city.
 +
 +DAASK N P C s
 +Daask's lower ranks are made up of goblinoids, humans, shifters, and other humanoids recruited from the population of Sharn. The Droaamish soldiers that make up the core of the organization include changelins, gnolls, harpies, ogres, minotaurs, medusas, trolls, and other monstrous beings. Basilis.ks, cockatrices, death dogs, displacer beasts, and similar monsters are kept by Daask, though these creatures are usually used only within the Cogs.
 +Some of Daask's most important members are these individuals:
 +  * Sora Katra is the ultimate leader of Daask, but as one of the Daughters of Sora Kell, she remains in Droaam. The hag stays in contact with all of her main subordinates by magic and keeps a detailed ledger of the group's activities.
 +  * Cavallah is a disciplined female oni and the current leader of the Daask cell in Sharn. She is the mastermind of the organization's machinations against the Saputo Clan, a scholar obsessed with studying Sharn's manifest zone, and a devoted servant of Sora Katra. The oni wears a hag eye (see "Hags" in the Monster Manual) that enables Sora Katra to both see and hear what occurs in her presence.
 +  * Barash, a male medusa, is Cavallah's right hand. He is a specialist in diplomacy and intimidation whom Cavallah trusts to monitor the members of Daask and maintain morale.
 +  * Ash is a female human priest of the Shadow. As the most powerful and beloved of Daask's priests, she runs the Temple of the Six. Some worry that Ash plans to challenge Cavallah for leadership, which could cause a rift in the organization's membership.
 +  * The gnoll Keshta commands a small unit of elite gnoll commandos. Disciplined and ruthless, these soldiers are often called upon to carry out retaliatory strikes against those who defy Daask.
 +  * Zaeran, an elf werewolf, is a recent arrival to Sharn. He's one of the sons of the Droaamish warlord Zaeurl. Zaeran has come to the city with a small group of wererats and werewolves, and has an agenda known only to himself and Sora Katra.
 +
 +C O G HUB
 +Daask members congregate in safe houses that are hard to find and easy to defend or escape from. The most popular gathering location is a Cog hub. The dark, twisting halls of these underworld hot spots are familiar to Daask members and confusing to their enemies. A Cog hub's tight passages have plenty of choke points, forcing one-on-one confrontations in which Daask's powerful monsters often have the advantage. Daask also uses Cog hubs to stash bodies, drugs, or prisoners.
 +
 +Trying to find a Daask hub in the Cogs is an adventure in itself. Most members are understandably tight-lipped about the location of their meeting and hiding places. Once the characters know a hub's location, they still must navigate the mazelike Cogs to find the place.
 +
 +C HAPTER 4 I BUILDING E B ERRON ADVENTURES
 +CO G HUB FEATURES
 +The Cog hub shown in map 4.13 could be a Daask location, or it could be any Sharn underworld location you need it to be. Several crafted and natural labyrinthine passages no more than 10 feet wide lead to the main chamber. Many of these passages connect with stairs, ladders, and wells that lead higher or lower in the Cogs, in addition to small chambers that could be ambush points, temporary quarters for criminals or squatters, or places to lay a trap or place an alarm trigger. These passages converge into a single large chamber that can hold a large group for meetings and serve as a temporary safe house or a place to stash contraband.
 +When criminals occupy the area, at least one guard is always on duty, and typically there is one guard at every entrance to the chamber.
 +Smaller rooms with heavy iron doors adjoin the largest chamber. These rooms can serve as holding cells for captives, vaults for valuables, or hiding spots.
 +CO G HUB ADVENTURES
 +The Cog Hub Adventures table offers reasons why your characters might need to visit such a location. In addition, the characters could meet with a Daask patron in a Cog hub.
 +Coe H u s ADV E N T U R E S
 +d l O Adventure Goal
 +Obtai n samples of d ragon's blood h idden in the Cog h u b.
 +2 I n fi ltrate a Daask meeting to d iscover the next Saputo Clan holding they plan to target.
 +3 Captu re a Daask worg and replace it with a worg loyal to the Saputo Clan.
 +4 Sniff out a traitor among Daask l i eutenants.
 +5 Escape the Cog h u b after being captured by Daask forces.
 +6 Kick out sq uatters to get the Cog h u b ready to serve as a Daask safe house.
 +7 Assault Daask mem bers meeting i n the Cog h u b to d isrupt the organ ization .
 +8 Defend a Daask Cog h u b from a Saputo Clan attack.
 +9 Rescue an i n j u red Daask soldier h id den inside a Cog h u b that has been taken over by the Saputo Clan.
 +1 0 Place a lethal trap i n a Cog h u b, t o b e triggered the next time Daask forces enter the place.
 +
 +DAASK VILLAINS
 +If Daask villains want something, they take it, and they destroy anything that gets in their way. Though some members of the organization are brutes, many are more cunning than they appear. Often what seems to be random violence might be motivated by something other than greed and cruelty.
 +Examples of Daask villains appear on the Daask Villains table.
 +
 +DAASK VILLAINS
 +^d6 ^Villain ^
 +|1| Several harpies travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for valuables.|
 +|2| A pack of gnolls rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies.|
 +|3| A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual.|
 +|4| A changelin agent of Daask seeks to frame the Tyrants for attacks on the Saputo Clan, driving a wedge between the two organizations.|
 +|5| A wererat priest of the Mockery starts a cult in Lower Dura, teaching its followers the arts of assassination.|
 +|6| A gargoyle sharpshooter continually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards.|
 +
 +DAASK CAMPAIGN THE M E S
 +On the surface, Daask appear to b e nothing more complicated than a gang of violent monsters wreaking havoc in the worst parts of the city. If you want, this can be the only role they play in a campaign: a ready source of sudden violence. Low-level characters might work with the Sharn Watch or the Saputo Clan to curtail Daask muggings and raid dreamlily houses. This crusade against Daask will escalate as the adventurers become more powerful; Daask will unleash ever more powerful monsters, and its forces might start targeting the adventurer's allies and loved ones. Those attacks won't end until the adventurers delve deep into the Cogs and defeat Cava11ah herself.
 +Another option is to delve deeper into the motives of Daask, to explore the idea that these monsters aren't as savage as they appear. The elite members of Daask are spies, soldiers, and saboteurs using their criminal activities as a cover for their true agenda. What is Sora Katra rea1ly trying to accomplish in Sharn? This question ties to how you decide to use the Daughters of Sora Ke11, described earlier in this chapter. Do the Daughters simply want to ravage their enemies? Or, guided by the oracular visions of Sora Teraza, are they actually working toward some greater good? For instance, Daask agents could break into the vaults and workshops of dragonmarked houses and discover secret projects forbidden by the Treaty of Thronehold. They could clash with spies of foreign powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others' hands. Dreamlily is relatively safe; dragon's blood is not. Its effects are intentionally unpredictable, and you can take this idea wherever you like. Could drinking dragon's blood cause someone to develop a dragonmark? Could it turn addicts into crazed, draconic creatures? Is Daask simply selling it to make money, or is the drug's introduction part of a grander plan? Neither the Saputo Clan or the dragonmarked houses have been able to learn anything important about dragon's blood. Daask can also serve as a group patron for a party of adventurers, as described in chapter 1. The Daask Assignments table provides objectives for adventurers working with the organization, and the discussion of crime syndicates in chapter 1 includes additional ideas for parties with a crime syndicate patron.
 +
 +DAASK ASSIGNMENTS
 +d6 Assignment
 +1Convince several new businesses in the lower wards to pay protection fees to Daask.
 +2 Cause as m u ch death and destruction as possible i n s i d e a Saputo-owned establish ment.
 +3 Guard a priest of the Dark Six as he preaches the word of the M ockery o n the street.
 +4 Assassinate a member of the Saputo Clan.
 +5 Convince a d ragon marked noble to offer the house's services to Daask for free.
 +6 M u g someone to steal a magic item i n their possession.
 +
 +DAASK ADVENTURE HOOKS
 +The Daask Adventure Hooks table presents ideas for
 +additional adventures themed around Daask.
 +DAAS K A DV E N T U R E H O O K S
 +d4 Adventure Hook
 +Daask harpies raid a Skyway mansion and tear the place apart looking for a Saputo Clan mem ber.
 +2 People who take dragon's blood begin turning to stone, and no one can figure out why.
 +3 Cavallah annou nces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most m e m bers of the Saputo Clan.
 +4 Ash challenges Cava l l a h for control of Daask, creati n g a s c h i s m that erupts i nto a violent g a n g war.
 +
 +
 +DAASK
 +Founded by monstrous immigrants from Droaam, the criminal organization known as Daask has been build­ ing its power for a decade and has recently begun an ag­ gressive campaign of expansion. Daask engages mainly in violent crime, including armed robbery, assault, arson, and murder. As its reputation has grown, it has added extortion to this list.
 +If you have a contact in Daask, you might know some­ one on the Daask Contacts table.
 +0AA S K  CO NTACTS
 +d6 Contact
 +Whyhyr (gnoll), a talented tracker, loves a good hunt and finding people who don't want to be found.
 +2 Ralscar Shal (goblin) is a fence and information broker, who is happy to be paid in gold or secrets.
 +3 Kar Bloodhorn (minotaur) is an enforcer who leads raiding parties in Callestan. Kai is rough and loud but wel l  liked in the organization.
 +4 Ash (kobold) is a sorcerer with talent in fire magic, who specializes in arson and assault.
 +5 Cask (changelin), an artificer and alchemist, supplies Daask with drugs and explosives and likes devising new concoctions and finding people to test them on.
 +6 Teller (human) is one of the few humans with a posi­ tion of influence in Daask. A grifter, Teller serves as a spy in the upper levels of the city where monsters aren't able to move around freely.
 +
 +</alert></ifauth>
 +{{tag>["Organisations"]}}
 +{{tag>["Mauvais"]}}