Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by the Five Nations, and many human cities are built on goblin foundations. This empire collapsed into savagery, and when humanity arrived, goblins were driven from their ancestral lands or enslaved. Galifar ended the practice of slavery. But goblins have long been a disenfranchised people, living in the shadows of the Five Nations or in wild lands shunned by humans.

The land that’s now Darguun was once part of Cyre. The hobgoblin clans known as the Ghaal’dar were based in the Seawall Mountains, but during the Last War the demand for mercenaries drew an ever-increasing number of goblins out of the mountains to fight for Cyre and Breland. Late in the war a brilliant hobgoblin named Haruuc recognized that the goblins had become the dominant power in the region. Uniting the Ghaal’dar under his banner, Haruuc seized the territory he was supposed to protect. The Five Nations were unprepared, and Breland quickly negotiated an alliance with Haruuc to secure the border. Cyre fought the goblins until the Day of Mourning, but when the Treaty of Thronehold was forged the majority of delegates chose to recognize the new nation of Darguun to ensure peace.

Darguun is a young and volatile nation. It is ruled by the hobgoblin Lhesh Haruuc Sharaat’kor. Haruuc remains a brilliant strategist and tactician, but many wonder if he can maintain the web of alliances that hold the Ghaal’dar together, and whether he or his people will be content to abide by the terms of the treaty. And there are stories of other goblins still hidden in the mountains—the enigmatic “Heirs of Dhakaan,” who could pose a threat both to the goblins and Khorvaire itself.

Traditionally, the Ghaal’dar worshipped a form of the Dark Six. House Deneith introduced the Sovereign Host to the region, and some goblins have embraced this faith, especially Dol Dorn, Dol Arrah, and Balinor.


Interesting Things About Darguun

  • House Deneith has a strong presence in Darguun. No one will employ goblin armies in the wake of Haruuc’s betrayal, but security forces value smaller units of goblinoid mercenaries for their ferocity and skills.
  • Darguun is a frontier nation. Although recognized by the Treaty of Thronehold, it doesn’t abide by the common laws of the treaty nations. Law enforcement is unpredictable, and acts considered criminal in other nations are part of life in Darguun.
  • A number of bugbear-dominated clans known as the Marguul inhabit southern Darguun. Some of the Marguul refuse to acknowledge the authority of the Ghaal’dar hobgoblins; these clans are especially dangerous and violent.
  • Lhesh Haruuc united the Ghaal’dar clans and seized control of Darguun nearly three decades ago. If you are a non-goblin from this land, you may have been born in captivity. Were you forced into bondage, or did you adopt Darguul customs and earn a place in their society?

Darguul Characters

Darguun is a logical point of origin for goblin, hobgoblin, or bugbear characters. When creating a Ghaal’dar character from Darguun, consider the following:

Constant Struggle. Among the Ghaal’dar, you must constantly prove your strength and skill to gain and hold the respect of your kin. Ghaal’dar rarely kill in a casual battle; you might fight to prove a point but kill only when you must.

Loyal to Your Clan. Challenge your peers as you like in times of peace, but when blades unsheathe for war, you stand by your clan—or those allies you have bonded with—until death. This loyalty doesn’t extend to warriors of other Ghaal’dar clans.

Muut and Atcha. Your ancestors once forged an empire even greater than Galifar. Perhaps you believe that your people can reclaim this lost glory. The Dhakaani were renowned for their martial skill and their discipline. Muut roughly translates to “duty”—your duty to your empire, your clan, and your commander. Muut is expected; if you have no muut, you have no place in battle. Atcha corresponds to “honor,” especially your personal honor gained by virtuous deeds that transcend the expectations of muut.

Races of Eberron

"We goblinoids are just like you humans, except our empire lasted eleven thousand years."

—Lhesh Haruuc

The goblinoids are more than tribes of savages scratch- ing at the edges of civilization. They carved out a nation in Khorvaire during the Last War and ruled an empire that spanned the continent. Cunning, fierce, and strong in number, goblinoids are poised to take back the empire that civil war destroyed millennia ago—if they can manage to keep civil war from tearing apart their newborn nation.

Lands: The goblinoids live mainly in Darguun and Droaam, but a small group ekes out an existence in nearly every major city of Khorvaire.

Most of these “city goblins” are descendants of goblinoid slaves taken before and during the Last War. A few are mercenaries hired during the Last War who remained loyal to their employers despite the betrayal and rebellion that created Darguun. These goblins, hobgoblins, and bugbears live peacefully among other races, although they often live in the cities’ slums and have second-class status. The goblinoid nation of Darguun has existed only since the end of the Last War. Led by a hobgoblin tribal chief named Haruuc, the many tribes hired out to various nations as mercenaries turned against their employers and carved their own territory out of the vast battleground the continent had become.

Haruuc loosely controls a young country that strains against his reign. The tribes of gob- lins, hobgoblins, and bugbears fight among themselves,andsomeopenly defy Haruuc’s edicts. Still, the goblinoids are more unified now than they have been since the Dhakaani empire collapsed roughly five thousand years ago.

Droaam also hosts a relatively large population of goblins, many as slaves to other races. A few independent tribes eke out an existence among the other monstrous races. These tribes are proud of their independence from Darguun, but they must be ever watchful and defend themselves from those of their land who would end that independence with death or slavery.

Settlements: Goblinoid settlements differ somewhat depending on race, tribe, and landscape. In general, goblinoids have built little in recent history. A tribal existence and almost constant warfare leaves little opportunity for making more than simple wooden fortifications. Instead, goblinoids excel at converting existing constructions for their own needs. Under the Seawall Mountains, for example, the Dha- kaani clans adapt natural caverns, mines, and the tunnels dug by the Dhakaani empire. In the highlands of the nation and on the slopes of the Seawall Mountains, the Marguul clans use caves, naturally defensible areas, and fortresses built during the Last War, building longhouses when such places are not available. In the lowlands, the Ghaal’dar clans cobble together villages and cities around the ruins of the Dhakaani Empire.

Communities in Darguun often have members of many races. Typically, settlements are populated mainly by goblins, hobgoblins, or bugbears. These are support- ed by goblin and kobold slaves, with some settlements using humans and members of other races as slaves. Tribes are multiracial, although an indi- vidual clan might be dominated by one particular goblinoid race. In Darguun, tribal and clan membership is determined by merit. Some- one who holds true to a tribe’s customs, re- mains loyal, and fights off or kills enough of those who oppose his membership can be inducted into a tribe. Thus, even humans, gnomes, and kobolds can be found bearing the scars or brands that indicate tribe and clan.

When settlements are dominated by a single race, viewers can often determine which race that is by looking at the existing architecture. Goblins modify structures to lower doors and ceilings, often splitting a single story in a building into two. This makes taller races squat, kneel, and crawl in their buildings, showing goblin superiority. Hobgoblins alter the landscape and existing buildings for strong, organized defense. Entry points into buildings and cities typically require a force to funnel into an area overlooked by guards behind arrow loops. Bugbears prefer settlements and structures to be dark and convoluted, with many hiding places and dead ends. This gives them the home turf advantage and allows them to use the guerrilla tactics they prefer.

Power Groups: Haruuc maintains loose control of his nation. In theory, the country has a feudal system, with Haruuc demanding fealty, tribute, and military aid from the clans of the region. In practice, Haruuc maintains control mainly over the Ghaal’dar. The Marguul obey his edicts to varying degrees, and the Dhakaani pay him lip service at best.

The whole nation has the feel of a lawless frontier. Infighting abounds, and the strong rule the weak. Most people have respect for the idea of a lawful society, but when push comes to shove, duels and vengeance punish more crimes than any system of rules and regulations. The EBERRON Campaign Setting goes into greater detail about these and other power groups in Darguun.

Beliefs: Many goblinoids of Darguun worship the Shadow or the Mockery, sometimes under a differ- ent name. Over the last century, due mostly to their travels during the Last War, goblinoids have learned of the other gods of the Sovereign Host. Haruuc took up Dol Dorn as his patron and has spread that faith among his followers. Temples to Dol Dorn, Dol Arran, and Balinor can be found in the capital of Rhukaan Draal, but Darguun as a whole is ruled by worship of the Dark Six.

The Dhakaani tribe is the other exception. The clans of the caverns and hidden places are agnostic and pay homage to the legends of their great past through the songs and stories of bards. Clerics have no place among them, because worship of a deity distracts from rever- ence for the Empire of Dhakaan. City goblins worship the Sovereign Host to some degree, but many also pay greatest respect to a member of the Dark Six (although they take pains to hide this fact from others).

Language: Goblinoids share common speech patterns and vocabulary despite differences of race. Bugbears, goblins, and hobgoblins all speak Goblin, and bugbears and hobgoblins also speak Common. Around other races, goblinoids often speak Goblin, but around goblin slaves, hobgoblins and bugbears often speak Common. When speaking to one another, goblinoids often intermix Common and Goblin, using whatever terms are most applicable at the moment. Goblin names for the creations of other races tend to be several Goblin words strung together to describe the object, so goblinoids can most often be heard using a word in Common when the Goblin phrase is too long. For instance, even at the height of the Dhakaani Empire, goblinoids didn’t build ships with sails, and thus, even when a goblin speaks Goblin, it might say “sailboat” in Common rather than “little-warship-not- for-war-with-big-blanket-to-hold-wind” in Goblin.

Race can have an effect on the way a goblinoid speaks. Bugbears tend to speak as little as possible. Even when separated by great distance, bugbears tend to com- municate intent through pantomime punctuated by growls or grumbles rather than shouting. On the other hand, hobgoblins seem to relish raising their voices. They shout over one another, stating facts in the tone of commandments and questions like demands. Goblin slaves speak as little as possible to avoid attracting attention, but free goblins and slaves left alone tend to yammer with great energy, punctuating speech with hollering and screeches. Relations: City goblins get along well enough with every race. They sometimes have conflicts with indi- viduals from the wilderness who are unused to goblins being part of polite society, but for the most part, the goblinoids of the major cities are tolerated simply as members of the underclass.

The nation of Darguun is similarly tolerated, but the same cannot be said for its people. A great deal of bad feeling exists toward the goblinoids of Darguun. The wounds of the Last War still ache; the people of Breland and now-ruined Cyre haven’t forgotten the treachery that allowed the creation of the goblinoid nation. Thrane has never fully accepted Darguun, despite signing the Treaty of Thronehold; many people of other nations hate the goblinoids for keeping their countrymen as slaves or for harboring criminals. Of course, many people can’t really tell the difference between a Darguun goblin- oid and a city goblin, so as long as a Darguun goblinoid takes up the trappings of civilized society, he can travel in other realms relatively unmolested.

Goblinoid Characters

Goblinoid PCs offer a wealth of roleplaying opportuni- ties and mechanical benefits unavailable to other races. Accustomed to danger and hardship, goblinoids are savage opportunists and canny opponents.

Adventuring Goblinoids: Goblinoids adventure for many different reasons: fame, fortune, freedom, or the growth of their empire. Life in a goblinoid settlement always holds the threat of conflict, so adventuring seems to some to be less of a risk than simply living at home. Also, goblinoids can earn respect and even leadership in their clans through great deeds of heroism or villainy; even slaves attempt adventuring to improve their standing.

City goblins most often resemble the typical adventurer. They take up the trappings of other races, seek adventure for the same reasons, and even share many of the same morals. City goblins of any type often adventure to raise their standing in the community and to increase respect for all city goblins.

Goblinoids view adventurers as epic figures. They honor the great heroes of the past, and they respect powerful adventuring individuals. At the same time, goblinoids also view goblinoid adventurers as a threat. Leaders in particular worry about the respect and power an adventuring goblinoid can earn. This can make for hostile reactions to adventurers returning home.

Character Development: Goblinoids have varying skills and abilities. Each race has its advantages and disadvantages, and these should play into your decisions about your goblinoid character.

Character Names: Goblinoid names tend to have vowel sounds that are spoken longer than usual for most languages. In male names, these vowel sounds are most often couched between a soft consonant and a hard consonant. In female names, the sound lies between two soft consonants. Most names have two syllables, but a few have three. Some goblins are given names that describe some deed or aspect of the individual.

Goblinoids of the three types use the same names and naming conventions despite tribal differences. The Dhakaani tend to use older names and they rarely incorporate words from Common into names for indi- viduals, but most nongoblinoids find the distinction hard to make.

Male Names: Drevduul, Gudruun, Kallaad, Krootad, Reksiit, Wuudaraj.

Female Names: Belaluur, Draraaar, Kelaal, Rekseen, Shedroor, Tuneer.

History

ECG

During the Last War, House Deneith began to recruit vast numbers of goblins from the southwestern borderlands of Cyre. Three decades ago, those mercenaries turned on their masters and seized their homelands from Cyre, claiming them as the nation of Darguun. Those Cyrans not driven north were enslaved or killed. In 996 YK, the nation was formally recognized under the Treaty of Thronehold.

The goblins of Darguun are divided into a number of distinct cultures and tribes. The leader of the nation is a hobgoblin warrior called the Lhesh Haruuc Shaarat’kor—the King of the Crimson Blade. His people, known as the Ghaal’dar, are the dominant force in lowland Darguun.

Other powerful groups in Darguun include the Marguul bugbears of the south and the Heirs of Dhakaan, a league of goblin clans spread across Khorvaire. The two largest Dhakaani clans in Darguun are the Kech Volaar and the Kech Shaarat. The Dhakaani are a secretive folk, and they have little interest in the affairs of the Five Nations.

The goblins of Darguun are the descendants of Dhakaani—a great empire that once covered much of Khorvaire. The war against the daelkyr shattered the Dhakaani Empire some 5,000 years ago and reduced the once-mighty goblins to savagery.

ECS

In ages past, hobgoblins and other goblinoids controlled Khorvaire. Over the course of thousands of years a host of goblinoid nations rose and fell. The greatest civilization of this age, the hobgoblin Empire of Dhakaan, bred goblins and bugbears as slaves and warriors. The ancient empire has returned, in a weaker, less influential form, in the new nation of Darguun.

Darguun, carved from what was once the southwesternmost borderlands of Cyre, contains a variety of environs. Nestled to the east of the Seawall Mountains, Darguun has fertile plains to the north, a dense tropical forest to the east, and a vast moor to the south. The mighty Ghaal River empties into the Kraken Bay and literally divides the nation in half, separating the battlefields of the Last War from the unexplored reaches of the southern shore.

For thousands of years the goblinoids lurked in the shadows, hiding deep within the Seawall Mountains and venturing out only to engage in an occasional raid on Brelish or Cyran settlements. It was human greed that finally brought them back into the light. Lord Cail of House Deneith led an expedition into the Seawall Mountains one hundred twenty years ago (878 YK) to seek goblinoid recruits for his mercenary armies. He discovered more than a dozen tribes and clans scattered throughout the mountains. With clever words and a lot of gold, Cail won the trust of a few of the chieftains. A host of hobgoblin warriors and their goblin slaves returned to Breland with Cail. These savage hobgoblins were seen as a novelty; it became prestigious for wealthy aristocrats to employ hobgoblin guards. Then the Last War began.

Both Breland and Cyre soon turned to House Deneith to supplement their armies, and Deneith in turn brought ever-increasing numbers of goblinoids out of the mountains. Deneith’s profits soared, but ultimately this reliance on goblinoid soldiers had disastrous results. After seventy years of war, tens of thousands of well-armed goblins and hobgoblins were spread across the Cyre-Breland border. With the rise to prominence of the ambitious young hobgoblin Haruuc, all the conditions for the creation of the nation of Darguun were in place.

A cunning tactician and charismatic leader, Haruuc realized that the human and near-human forces in the region were no match for the combined power of the goblinoids. He arranged secret meetings with other chieftains, and through promises, threats, and appeals to racial loyalty he won most of the tribes to his cause. In 969 YK, the hobgoblins turned on the people they were supposed to be defending. Hundreds of humans were slain, while others fled into neighboring lands or were captured as slaves. Haruuc laid claim to the area, naming it Darguun and claiming the title of the Lhesh Haruuc Shaarat’kor—the High Warlord Haruuc of the Scarlet Blade—for himself. Breland and Cyre were completely unprepared for this treachery, and neither nation could spare enough forces to reclaim the land. The King of Breland quickly made a deal with Haruuc, offering recognition in exchange for continued protection along the eastern front, but warfare between the goblinoids and Cyre continued right up until the Day of Mourning (see The Mournland for details).

Eager to put an end to the war, Karrnath, Aundair, and Breland formally acknowledged the sovereignty of Darguun with the Treaty of Thronehold. With clearly delineated borders defining the new nation, Lhesh Haruuc swore to restrain his followers from future violence against the three nations. Thrane, however, has demonstrated disfavor with the Darguun accords, and the knights templar of the Silver Flame may yet seek to avenge those killed in the original uprising.

In general, most nations see the presence of Darguun as a necessary evil. Far more goblinoids were hidden away than most people thought possible, and since the rise of the nation many tribes have migrated from other parts of Khorvaire to claim a place in the new hobgoblin domain. Weakened by the Last War, the Five Nations have neither the energy nor inclination to battle the goblins. For their part, the goblinoids have abided by the terms of the treaty. House Deneith has reestablished relations with Haruuc and with a few of the tribes now residing within the nation and swearing fealty to Haruuc. Three questions remain: Will Haruuc be content developing the territory afforded him by the agreements of Thronehold? Can he actually keep the many goblinoid tribes that have flocked to his banner under control? Will he seek to reclaim the glory of ancient Dhakaan?

Politics

Goblin raiders and slavers frequently attack travelers wandering the wilds of Darguun. A flag of safe passage can be obtained in Rhukaan Draal or any Darguun embassy, typically for 100 gp. The pattern of the flag changes each month, and carrying an out-of-date flag is as dangerous as carrying none at all. Flags of safe passage usually protect travelers from the Ghaal’dar, but the other Darguun clans have been known to ignore them.

The Darguun capital of Rhukaan Draal has become a haven for criminals, exiles, excoriates driven from the dragon marked houses, and others on the run from the Five Nations. As such, it’s a good place to find illegal goods or services, though powerful magic items are rare in Darguun.

The Lhesh Haruuc is growing old, and it is said that he agonizes over finding a worthy successor. The court of Rhukaan Draal is a place of vicious intrigues, and more than a few observers believe that when the Lhesh Haruuc dies, the nation he founded will collapse.

Law and Order

Across Khorvaire, Darguun has a dark reputation as a lawless land. The Code of Galifar (see page 54) has no standing here, and violence, crime, and corruption are commonplace. Darguun has no control of illicit substances, and slavery is practiced by many of its tribes. Physical intimidation is a standard bargaining technique, and violence between equals is rarely worthy of note.

However, even this lawless land has its limits. When it comes to violence, the critical issues are whether an attack is justified and whether it harms others. A merchant selling shoddy goods should expect to be beaten. However, a person who attacks an honest merchant and steals her goods is a thief and will be punished. This principle extends across every level of society. Troublemakers are dealt with, but the concept of self-defense is interpreted broadly in Darguun.

Aftermath of the Last War

Darguun was born in the Last War, and the scars of its birth are still raw. Most of the Cyran population fled the goblin uprising, and those who remained were killed or enslaved. As a result, many burnt-out farms and abandoned villages have stood empty for decades. The broken paths of the lightning rail make travel into the interior difficult, and only the largest cities offer the basic services common elsewhere in the treaty nations.

Any significant settlement is likely the domain of a single Ghaal’dar clan. While these clans give their fealty to Lhesh Haruuc, every clan lord holds absolute power in their town. Some clans are friendly to outsiders and welcome commerce. Others despise non-goblins. Lhesh Haruuc has abolished slavery in Rhukaan Draal, but some of clan lords continue this practice.

Overall, Darguun is a nation that is still finding its identity—a kingdom that seeks to be more than a seized territory. The goblins carry the legacy of a mighty empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.

Adventure Hooks

Daelkyr and Dhakaan: It is said that ruins of the Dhakaani Empire are hidden throughout the Khraal rain forest and beneath desolate Torlaac Moor. Some of these sites are haunted by goblin ghosts; others remain infested by the daelkyr horrors that destroyed them. Whether the PCs are searching for Dhakaani artifacts or battling the Cults of the Dragon Below, the wilds of Darguun provide a constant threat.

Scars of War: An aging Cyran noble asks the PCs to recover a family heirloom last seen in his estate at the time of the Darguun uprising. Now an isolated fortress in territory controlled by the Kech Shaarat, the noble’s former estate is found to hold more wealth than he let on—as well as a dragon, an agent of the Chamber who has made the manor house its base of operations as it explores the Prophecy written in the stone of the Seawalls.

The Slave Road: A pair of young dragon marked heirs have gone missing on the Darguun frontier, and their house fears that they have been captured by slavers. Anxious to avoid a diplomatic incident with Rhukaan Draal, the house needs adventurers to locate the pair in Wyvernskull or beyond, then see them returned safely home.

Flushing out the Rats: Rhukaan Draal is a haven for war criminals and other fugitives of the Five Nations. Allies of the PCs are desperate to contact an on-the-run mage even as spies from his former homeland and the Order of the Emerald Claw pursue him. Can the PCs survive the dangerous underworld of the goblin capital?

Clan Wars: Since claiming Darguun for his people, the Lhesh Haruuc has acted as a stabilizing force in the region. However, the ruler of the goblin nation is growing old, and his enemies range from the Marguul bugbears to the leaders of other Ghaal’dar clans to the growing power of the Heirs of Dhakaan. Hit with a potent threat, the Lhesh Haruuc is forced to seek aid in secret from adventurers, hoping they can deal with the situation in a way that cannot be traced back to the Rhukaan Taash.

Races of Eberron

  • Haruuc needs stalwart and adventuresome people to explore the southern wilderness. A single member of a hobgoblin party sent out to explore the region recently returned, raving about a city inhabited by isolationist hobgoblins who believe they are still part of the Dhakaani Empire. Haruuc doesn’t believe this is true, but he needs to find what killed the hobgoblin party and drove the survivor mad or risk losing his grip on power as whole tribes set out in search of the lost city.
  • A merchant recently returned from Darguun reports seeing a man thought killed in the Last War alive in the hands of a Marguul tribe. The man’s family needs brave souls to seek him out and free him from slavery.
  • A goblin hero is earning a great deal of praise in the poorer parts of Sharn by attacking thieves guilds and smugglers’ rings. On the eve of his recognition by the government, he is assassinated. Investigation points to bugbears from Darguun sent by the leader of a Ghaal’dar tribe.

Industry

Between the mines of the Seawall Mountains and the plains of what was once southern Cyre, Darguun produces enough ore and grain to meet the needs of its population. It engages in relatively little trade with its neighbors, primarily exporting warriors through its deal with House Deneith. The dragonmarked house acts as a broker for the goblinoid mercenaries, selling their services across Khorvaire. The mercenaries, in turn, report back to their leaders in Darguun with news and information on the lands beyond their borders.

House Deneith

Though the rebellion of its goblin mercenaries in 969 YK was a terrible blow to Deneith, the Lhesh Haruuc managed to repair relations with the house. Goblin mercenaries remain a valuable resource to the house, and Haruuc enjoys the legitimacy an association with Deneith brings to his people. House Deneith occupies a large enclave in Rhukaan Draal, as well as maintaining the Gathering Stone—a fortress that serves as a staging area for goblins interested in selling their services to the house.

House Tharashk

The prospectors of House Tharashk are eager to take advantage of the untapped resources of southern Darguun and the Seawall Mountains, but their racial heritage works against them. Throughout the history of Dhakaan, orcs and goblins were mortal enemies, and the Darguuls still harbor strong prejudices against orcs and their kin. Nonetheless, Tharashk has established an outpost in Rhukaan Draal, and its agents work hard to find allies in Darguun.

Monster Manual 3

Geriviar

The ancient goblinoid empires of Khorvaire used geriviars as living siege engines, and a few survive to the present day in Darguun, defending Ruukhan Draal and other large goblin settlements. “Free” geriviars also roam secluded valleys in the Mror Holds and Lhazaar Principalities, attacking all they encounter.