Expanded information from Eberronbruce's post hereHouse Tharashk - Part 2 HistoryFor thousands of years, the Shadow Marches were the domain of the orcs. It was a land scarred by the ancient conflict with the daelkyr, where the descendants of the first Gatekeepers and those corrupted by the touch of Xoriat continued to battle in the darkness. Fifteen hundred years ago, humans came to the Shadow Marches: refugees from the distant land of Sarlona fleeing the growing power of the Inspired. Though many of the orcs of the Marches met the first waves of settlers with hostility, a handful of tribes welcomed these strangers. Over time, this union of cultures produced both the clans of the modern age and the jhorgun’taal: “children of two bloods,” or half-orcs.
When the Mark of Finding appeared among the clans five centuries later, it was carried by humans and half-orcs alike. Some considered this to be a divine gift to the humans and half-bloods to make up for their physical frailty—a magic mark in lieu of the great strength and dark-piercing eyes that Eberron had granted the orcs. The mark appeared among three clans—Aashta, Velderan, and Torrn—and over the next five centuries, the hunters of these clans would become legends within the Marches.
In 498 YK, expeditions from central Khorvaire reached the Shadow Marches. One such expedition was led by Zil gnomes, who had calculated that the distant land might hold rich deposits of dragonshards. In this, they were correct, but the discovery of the Mark of Finding was an even greater treasure. The clan leaders were cunning and capable, but the Sivis emissaries were intent on working with the Marchers, not exploiting them. With the assistance of the gnomes, the three great clans and their lesser kin joined together to form House Tharashk, an Orc word meaning “united.” For the symbol of the house, the first Triumvirate chose the dragonne, touched with the power of dragons and a fierce hunter in the legends of both Marcher orcs and Sarlonan humans.
Tharashk was founded on the dragonshard trade, its dragonmarked heirs employing the Mark of Finding to locate shard fields while their unmarked kin extracted those shards. The clan leaders were ambitious, however, and not content to remain in the shadows. Over the last three centuries, the house has spread across the world. Tharashk prospectors explore the darkest corners of Eberron, drawing dragonshards and other valuables from Q’barra, the Demon Wastes, and Xen’drik. City-dwellers sell their services as inquisitives and bounty hunters.
Since the rise of the Daughters of Sora Kell in Droaam, members of House Tharashk have served as intermediaries between the realm of monsters and the east, bartering the service of monstrous mercenaries across Khorvaire. The house takes great pride in having forced mainstream Khorvaire to recognize that orcs and half-orcs are worthy of the same courtesies and opportunities as the races already established in society. Now, house members have used their status to do the same for Droaam’s monstrous races, who can be found living and working across Khorvaire. Not all are pleased with this turn of events—particularly House Deneith
Today, Tharashk is said to be working with the Inspired to locate crystal wastes in Xen’drik that are key to the creation of Riedran crysteel, and even sending expeditions to the Frostfell. Tharashk might be the youngest of the houses, but it is filled with fire. Its leaders intend to make their mark on Eberron, and the house is always searching for new opportunities to do so.
GuildsFor all its short history, House Tharashk has been synonymous with the Finders Guild, and the operations of house and guild are common throughout rural and urban Khorvaire.
Finders GuildThe Finders Guild oversees a wide range of activities, from dragonshard prospecting in the wilds to inquisitive work in the larger centers of the Five Nations. Within the guild, a group known as the Dragonne’s Roar coordinates the sales of monstrous mercenaries and laborers. Members of the Roar work with clients or serve as recruiters in the wild. Agents of the group must excel at diplomacy and have a good grasp of monstrous customs and language. Accidentally insulting a fl ight of harpies is generally a bad idea.
OrganizationThe services of House Tharashk can prove useful to adventurers as well as their enemies. Explorers, bounty hunters, inquisitives, and ambitious merchant princes can all wear the mark of the dragonne, and each serves a different role in a campaign.
Due to the guidance of House Sivis in the formative years of the house, Tharashk uses the traditional dragonmarked structure of viceroys, ministers, and masters. In addition, family plays a central role in House Tharashk, in the form of the alliance of three great clans: Aashta, Torrn, and Velderan. Eac h c lan controls its ow n dis tinct territory, so that challenges within that territory must come from within the ruling clan. Instead of having a single matriarch or patriarch, the house is controlled by the Triumvirate, consisting of one leader (known as a triumvir) from each clan. The current triumvirs are Daric d’Velderan, Khundar’aashta, and Maagrim Torrn d’Tharashk. Humans and half-orcs often hold the house’s leadership, though there have been orc triumvirs and viceroys in the past, especially among the Torrn clan.
Tension is acute within the house, especially between those Aashta heirs who revere the Dragon Below and the Torrn Gatekeepers. Feuds between clans occasionally have deadly consequences, but the house’s leaders have largely managed to keep their kin focused on common goals, and dedicated to maintaining the strength of Tharashk.
Unknown even to most house members, the Valshar’ak Seal is a union of dedicated Gatekeepers who have vowed to use the resources of Tharashk to fulfill their ancient duties, and to prevent the Dragon Below from doing the same. Maagrim Torrn supports the Seal, but her position as triumvir prevents her from taking an active role with the group. Currently, the Valshar’ak Seal is led by the venerable Urlev Torrn.
Playing a memberWhatever your chosen profession, you are a hunter. Heirs of other houses lead lives of luxury, but not so the heirs of House Tharashk. As a child, you might have been stranded in the wilds or left to fend for yourself on the city streets. You would play games of hunter and prey, sometimes using real weapons. It is a harsh life, and not all heirs of the house survive it. You did, and it made you strong.
Your house is young, but what you lack in resources, you make up for in spirit. Tharashk has a destiny to fulfill, and you have a destiny in the house. Your pride is not the cultured arrogance of a Cannith dandy or the blind ambition of a toothless Deneith lord. It is calm assurance, based on skill and the will to succeed.
You are loyal to the house as a whole, but you also have a bond to one of the three great clans within the house. The Torrn and their allies have the s trongest druidic tradition and the greatest number of full-blooded orcs. The Aashta and the lesser clans bound to them produce the sorcerers of the house, and have ties to the Cults of the Dragon Below. The Velderan clan is largely human, and is known for its altruism. Torrn Tharashk are typically neutral, while the Aashta often take opportunism to dark extremes.
SurnamesAll blood heirs of House Tharashk are entitled to use d’Tharashk as a surname, or to add the d’ prefi x to their clan name. Tharashk heirs often ignore this custom, however—some as a sign of clan pride, others as a form of rebellion against established traditions. A Tharashk heir is just as likely to introduce himself as an Aashta or a Velderan, and people are familiar with the names of the three great clans.While Torrn, Aashta, and Velderan are the primary clans of House Tharashk, each of these three is allied with a number of smaller clans. Consider clan alliance when creating a Tharashk, but also feel free to devise your own surname for the character.
the Monsters of house TharashkThe alliance between House Tharashk and Droaam is one of the more colorful aspects of the house, and an aspect Tharashk continues to expand. Monsters attached to the house are evaluated, licensed, and monitored by the Dragonne’s Roar. Monsters working for the house are all capable of having basic interactions with humans without resorting to violence. Gnolls, ogres, and minotaurs work as mercenaries or laborers, while gargoyles and harpies make useful couriers, scouts, and messengers. As a rule, Tharashk sells monstrous services only to established clients with good credentials, including house heirs. A person cannot simply walk in off the street and hire an ogre as a houseboy. Services are often limited to a particular area; ogres in Sharn work in Sharn, and cannot be taken on the road. Double the indicated cost to employ a flying creature. Monstrous mercenaries are hard to come by except in large communities, and most monster types cannot be hired.
Tharashk’s financial success with its monstrous mercenaries is largely dependent on volume. Though the services of a smaller band of mercenaries can be obtained by special favor the Dragonne’s Roar normally will not hire out groups of fewer than twenty monsters, even to house heirs. The house also does not contract mercenary bands for less than one month’s full service, paid in advance. Monstrous mercenaries and laborers must be paid full rate for travel time to and from an assignment. Obviously, dangerous assignments demand double the standard fees or higher, and illegal assignments from non-Tharashk are not accepted.