Darguun

Depending upon one’s point of view, Darguun is either the strong rightful heir of a defeated land,
or it’s a scab growing over the wounds of deception and deceit. A nation of warriors built on the ruins of Cyran settlements, Darguun was born less than three decades ago in a single moment of betrayal. A harsh, dangerous land, Darguun still struggles to determine precisely what sort of nation it is—and what kind it will become.
Eberron map darguun
Before the Last War, the region now called Darguun was a territory of Cyre. The goblins of the nearby mountains were retained as mercenaries by House Deneith and hired out to the various nations (mostly Cyre) during the war. The hobgoblin warlord Haruuc instigated the sudden, bloody rebellion against the goblins’ Cyran employers, driving the humans and other races out or enslaving them, Haruuc declared the territory he seized to be the independent goblin nation of Darguun. Today, Darguun is ruled by the Lhesh Haruuc Shaarat’kor, the King of the Crimson Blade. Haruuc is of the Ghaal’dar, the strongest of Darguun’s tribes.
Darguun goblins conduct slaving raids on nearby communities, and travelers through the nation are
subject to attack and capture unless they carry a flag of passage purchased in one of Darguun’s major cities or at a Darguun embassy. It is a lawless nation by others’ standards. However, the goblins do have a code of rule; it’s just not one most outsiders generally recognize. The nations of Khorvaire despise Darguun but consider its existence a necessary evil, preferring the current situation to having the multitudes of goblins completely uncontrolled and uncontained as they
once were.

Regional Features

Darguun boasts several major communities, most built on the ruins of prior societies. However, the majority of goblins still dwell in mountain caves or below ground. Wide stretches of farmland surround those caves and underground cities, the fields tilled primarily by slaves. Roads wind past broken towers and ruined villages untouched since the days of the Last War.
Gorgonhorn: An outpost in the last fertile ground before the Mournland, Gorgonhorn is Darguun’s first line of defense against the creatures that emerge from that terrible wasteland.
Rhukaan Draal: The largest city in Darguun, Rhukaan Draal is the home of Lhesh Haruuc and
his Razor Crown Clan. A patchwork metropolis of ancient stone structures and canvas shantytowns
built on the ruins of a Cyran trade center, Rhukaan Draal is a hotbed of violence and intrigue. Representatives of the various goblin clans, as well as criminal fugitives from other nations, conduct business in the shadow of Haruuc’s palace, the 100-foot tower of crimson granite called Khaar Mbar’ost, or the Red House.
Shae Joridal: A city of emerald spires, this eladrin citadel remains under constant siege by the region’s goblin tribes. Great magic has allowed the eladrin to survive thus far, but Lhesh Haruuc continues to marshal forces to wipe out the eladrin resistance.
Volaar Draal: An all but impenetrable Dhakaani city built into the side of a mountain and winding through its heart, Volaar Draal is the greatest source of Dhakaani weapons. Its vaults are said to hold lore and magic dating back to the Age of Demons.
Wyvernskull: One of the few goblin ports, Wyvernskull is a major hub of the Darguun slave trade.

People of Darguun

Goblins and hobgoblins make up the greater portion of Darguun’s population; although bugbears hold a great deal of power, they are not especially numerous. Slaves—mostly humans, kobolds, and the occasional gnome—round out the populace. A few members of these races remain free, either through having made themselves useful or by winning their freedom through skill at arms. Darguuls particularly despise elves due to various grudges against Valenar, and most consider orcs to be savages.
No common faith unites Darguuls. Many goblins, including Lhesh Haruuc, worship a pantheon consisting of several Sovereign Host deities; others worship the Dark Six, particularly the Shadow and the Mockery. Most Dhakaani goblins acknowledge no god at all.

Goblin Tribes

Ghaal’dar: Currently the nation’s dominant power, the various Ghaal’dar tribes have the least focus on specific goals and traditions and, thus, the greatest personal freedom for members. A PC might be an honorable warrior trying to make amends for his people’s betrayal of Cyre, a protege of Lhesh Haruuc seeking to prove her worth, or a mercenary out to make a living amid a people she
doesn’t understand.
The Heirs of Dhakaan: Highly disciplined and devoted to the restoration of the ancient goblin empire, the Dhakaani tribes are currently split by internecine strife. They look down on other goblins and consider themselves the true preservers of a noble past. A Dhakaani PC might be a noble contending for the leadership of her people, an adventurer seeking ancient relics to aid the struggle, or a seeker of lost symbols of goblin culture that could be used to unite the squabbling clans.
Marguul: Bugbears can be full members of the Marguul tribes, and they possess a violent streak to make even other Darguuls take notice. A Marguul PC might be a slaver (if the campaign allows for such occupations), a bugbear or other goblin seeking to prove her worth and advance through the cut-throat ranks of the tribe, or an escaped slave trying to stay one step ahead of his former
masters.

Darguun

Heroes with no Homeland Roganzar