Darguun
The founding of Darguun in 969 YK marks the second time a mercenary army rebelled against Cyre to carve out its own nation. Cyre might have wished to re-evaluate its mercenary policy after the Valenar seized their territory 14 years prior; instead, history repeated itself. While it had long been Cyran territory, the region that is now Darguun was also home to goblinoids whose lineage traced back to the ancient Dhakaani Empire that once dominated Khorvaire. These goblinoids never forgot their imperial past.
Few others knew about the extensive population of goblinoids quietly inhabiting the Underdark beneath the region, keeping the faith of their Dhakaani forebears. From hidden caverns under the Seawall Mountains— cautiously shared with local kobolds— they preserved the traditions of their ancestors. One day in 969 YK, goblinoid mercenary companies on the surface began to swell in numbers, bolstered by reinforcements streaming forth from the underground and down the slopes of the Seawall Mountains. Before Cyre fully grasped the threat, a formidable goblinoid army raised its own banner, claiming the new nation of Darguun. Most Cyrans fled or were expelled, while those who remained became slaves under their new goblinoid rulers.
The Seawall Mountains which straddle the border between Darguun and Zilargo are home to a stateless population of kobolds who have long allied themselves with the dominant goblinoids of Darguun, trading skilled labor in construction and manufacturing for protection and treaties of no harm that are usually respected.
As a Region of Origin
Principle Races: Goblinoids and Kobolds
Ability Score Increase: +1 to Constitution or Charisma
Learn 1 Skill: Athletics, Stealth, or Intimidation
or 2 Tools: armorsmithing tools, leatherworking tools, thief's tools, tinker's tools, trapmaking tools, or weaponsmithing tools
Choose a Bonus Language: Kobold Draconic, Gnomish, Goblin, or Human