Darguun

It’s no secret that the goblin race is not held in high esteem by most of Khorvaire. Whether you’ve had to fight off a bugbear, deal with a crooked goblin merchant, or lost a family member to hobgoblin slavers, goblins usually make a bad impression. But really, why should goblins care what other people think? Their race once ruled all of Khorvaire, and every goblin child is raised on tales of the legendary bard queen Jhazaal and the Dhakaani Empire. So you could understand if they’re a litttle resentful at being looked down at by every other race on the continent. But now, goblins near and far have a cause to rally to: Darguun. Though it is a mere shadow of the glory of the Dhakaani Empire, the new nation is the center of culture and power for the goblin race, a flicker of hope for renewing goblin dominance on Eberron.

Before the last war, all the land that makes up modern-day Darguun was under the purview of Cyre. Lhesh Haruuc secretly gathered the allegiance of the major tribes and clans, and in 969 YK, declared independence with a bloody slaughter of many Cyran soldiers.

Today the nation is divided into three tribes:

  • The Ghaal’dar are coalition lead by the Lhesh’s tribe, the Rhukaan Taash (“razor crown”). Work and responsibilities are usually delegated on a racial basis. Hobgoblins are administrators, both martial and civil. Goblins are farmers and crafters, while bugbears act as the muscle in most circumstances. Although some jobs may seem lesser than others, the three subraces respect each other for their proficiency at their respective work; goblins know they could never lift a boulder, but bugbears know they could never build a crossbow. The tribe also has a fair amount of gender equality, though female hobgoblins tend more towards magic than martial power.
  • Centered around the Seawall Mountains, the Marguul tribe is completely ruled by bugbears, who have used their physical dominance to subjugate their other goblinoid cousins. Any travelers coming through the mountains usually have to pay tribute to a number of tribes as they pass their territories. The Marguuls only begrudgingly accept the new Lhesh.
  • Secret until recently, the Dhakaan tribe claim to be the remnants of the ancient goblin empire. The clan’s structure is basically a meritocracy, where all subraces and both genders are given nominally equal opportunity to do any job. The Kech Shaarat (“bladebearers”) is the largest, but Kech Volaar (“wordbearer”) is the most skilled. Their martial power is much higher per clan member, but their internecine fighting prevents them from dominating the new nation.

Geography

  • Draguun in the central south of the continent; to the west, over the Seawall Mountains is Zilargo, and the to the east is the grey mist border of the Mournland. The north border touchs the easternmost part of Breland, and the southern shore touches the Thunder Sea. The Ghaal river cuts across the middle of the country, from the mountains to the Khrall rainforest. The Torlaac river cuts across the south of the country, separating the Torlaac Moor from the rest of the settlements.
  • Notable Locations
    • The Marguul Pass is the only civilized way to get through the mountains, but since the Battle of Marguul Pass, it has been stopped up by forced avalanches and the ruins of a floating Brelish fortress.
    • Rhukaan Draal acts as the capital and royal court of the new nation.
    • North of the capital, are the plains which serve as the nation’s breadbasket, tended mostly by slave labor, of which kobolds and Cyran refugees make the largest portion.
    • South of the capital, clans loosely affiliated with the Ghaal’dar inhabit the inhospitable swamps and rainforest, tending ancient Dhakaani ruins.

Demographics

  • 800,000 residents
  • 39% goblin
  • 29% hobgoblin
  • 13% bugbear
  • 6% kobold
  • 6% human
  • 4% gnome
  • 3% other