Eberron Rising From the Last War

(Nancy Kaufman) #1

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abide by the terms of the treaty. Other goblins still hid­
den in the mountains-the enigmatic Heirs of Dhakaan
(see chapter 4 )-could pose a threat both to the goblins
and the rest of Khorvaire.
Traditionally, the Ghaal'dar worshiped a form of the
Dark Six. House Deneith introduced the Sovereign
Host to the region, and some goblins have embraced
this faith, especially the gods Doi Dorn, Doi 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 gob­
    linoid mercenaries for their ferocity and skills.

  • Darguun is a frontier nation. Although recognized by
    the Treaty of Thronehold, it doesn't abide by the com­
    mon 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 dan­
    gerous 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?


DHAKAANI RUINS IN THE
SEAWALL MOUNTAINS

DARGUUL CHARACTERS
Darguun is a logical point of origin for goblin, hobgoblin,
or bugbear characters. When creating a Ghaal'dar char­
acter 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 disci­
pline. 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 tran­
scend the expectations of muut.

CITIES AND SITES
Thirty years ago, this region was part of Cyre. The gob­
lins converted towns and villages and raised new set­
tlements, but many ruins and abandoned farms remain.
The region is also peppered with dungeons dating back
to the ancient goblin empire; these can be found in the
vast Torlaac Moor or beneath the Khraal rainforest.

CHAPTER 2 I KHORVAIRE GAZETTEER III
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