1. Organizations

Heirs of Dhakaan

Military

As the Kapaa’vola spread and the Empire of Dhakaan quickly unraveled, many of its greatest leaders sealed their followers in deep vaults. Each of these units took responsibility for preserving one of the pillars of the empire. Together, they called themselves the Kech Dhakaan—the Keepers of the Empire. The name of each individual clan was given based on their chosen ideal; thus the Kech Volaar are Keepers of the Word, and the Kech Shaarat are Keepers of the Sword. Uul’kala helped to coordinate this effort and to maintain communication between the isolated vaults over time, but there are kech vaults that never had uul’kala, and others who lost their uul’kala over time.

Chapter 4 of Eberron: Rising from the Last War includes general information about the Heirs of Dhakaan, campaign hooks, and possible NPCs. This section expands on the clans named in that chapter, including descriptions of some Keeper clans that are known or active. This isn’t intended to be a complete list, and DMs should feel free to add additional kech—whether they have been in communication with the others or have been in isolation—or to remove kech from this list if they don’t fit the story of a campaign.

Of these clans, both the Kech Shaarat and the Kech Volaar have made their presence known in Darguun. But while the Darguuls have heard of these clans, they don’t fully understand their origins. The other clans are currently obscure and mysterious, though dramatic action could quickly bring them fame—or infamy

Source: Exploring Eberron


In the wake of the Xoriat incursion, the Dhakaani Empire collapsed into civil war. However, even before the empire first began to fracture, the leaders of a handful of goblin clans predicted the dark future that lay ahead. Rather than fall with the empire, these clans retreated to places of isolation, from the depths of Khyber to the heights of impassable mountains, severing all connections with the outside world. For thousands of years, they remained hidden in these sanctuaries, holding fast to the true traditions of the Dhakaani.

With the collapse of Galifar and the rise of Darguun, the Heirs of Dhakaan have emerged from hiding. The clan leaders intend to rebuild their ancient empire and reclaim a continent stolen by humanity. First, however, they must unite behind a single leader, a process that has proved to be a bitter struggle so far.

Although the Dhakaani goblins are physically identical to their Ghaal’dar cousins, a number of important cultural differences divide them. The Dhakaani are dedicated to war, and beyond that, to strict order and discipline. Though they are few in number compared to the armies of the Five Nations, the Heirs of Dhakaan are superb soldiers and exceptional smiths and combat engineers, producing arms and armor of unparalleled quality.

Among the Ghaal’dar and Marguul, tensions between goblin, hobgoblin, and bugbear run high. Among the Dhakaani, however, each species serves a distinct role in society. Goblins are crafters and skilled laborers. Bugbears are shock troops and drudge workers. Hobgoblins are warriors and leaders, with those roles further divided by gender. Male hobgoblins traditionally serve as soldiers, while female hobgoblins pursue the diplomatic, spiritual, and healing paths.

The Dhakaani are an agnostic folk dedicated only to the ideals of their ancient empire. As such, the divine classes are rare among them. Their spiritual leaders are the duur’kala, or dirge singers. These bards preserve the lore of the empire and inspire soldiers in battle with tales of the past. Aside from bards, members of arcane classes are rare among the Dhakaani, but some clans (notably the Kech Volaar) are working to master the arts of magic.

Source: Eberron Campaign Setting


Though the Dhakaani Empire defeated the alien daelkyr, the war left seeds of corruption strewn throughout the empire. As Dhakaan began to fall, a number of generals and governors gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their descendants have finally emerged, competing among themselves to determine which leader deserves the imperial crown. Once this is settled, they will turn to the conquest of Darguun and Khorvaire.

The Dhakaani are far fewer in number than the Ghaal’dar; they had to carefully limit their population in the underground vaults they’ve dwelled in for the past age. However, they have held onto the martial discipline and techniques that allowed their ancestors to dominate the continent. Their weaponsmiths are superior even to the artificers of House Cannith, and they are experts in the working of adamantine and other exotic metals. Anyone who presumes to look down upon goblinoids should be surprised by the skills of the Dhakaani.

The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but exceptional goblins join the khesh’dar (“silent folk”), learning the skills of rogues, monks, or rangers. The khesh’dar spread agents across the Five Nations, and one can never know when a city goblin might turn out to be an assassin.

As an adventurer from a Dhakaani clan, consider why are you working with the other player characters? Are you a scout gathering information? Are you searching for allies to defeat a rival clan, or to support your own unlikely bid for the Imperial throne? Are you an exile? If so, do you hope to regain your position, or have you abandoned your ties to the Dhakaani?

Source: Rising from the Last War

Rising from the Last War

War drums are sounding in the depths beneath Darguun. Bugbear champions hone their adamantine greatswords, and hobgoblin dirge singers call the legions to battle. The warriors of Dhakaan are preparing to reclaim their stolen lands, and the nations of Khorvaire have no idea what’s coming.

During the struggle with the daelkyr, some Dhakaani leaders saw the madness spreading among their people and knew it would destroy their civilization. They led their forces into deep subterranean chambers and severed all contact with the outside world. In recent years these ancient clans — who call themselves the Kech Dhakaan (“bearers of [the traditions of] Dhakaan”) — have finally returned to the surface.

The Dhakaani are utterly devoted to war, matched only by the Valenar elves in their devotion to the martial arts. Their weaponsmiths and armorers know techniques that even the artificers of House Cannith cannot duplicate. Throughout the Last War, no nation faced any other force that had the skill and resources of the resurgent Dhakaani.

But there is one obstacle to their rise: the Heirs of Dhakaan have no emperor. The goblinoids are divided into clans, and each clan, or kech, believes its leader has the right to control all the others. And so the champions of Dhakaan continuously compete with each other to prove their right to rule. The Kech Sharaat (Bladebearers) believe that leadership is best achieved through force of arms. The Kech Volaar (Wordbearers) believe that knowledge is the greater weapon, and they seek to recover artifacts and weapons that were lost when the empire fell. These and several less influential clans are competing for overall leadership, while the spies and assassins of the Khesh’dar (Silent Folk) remain neutral in the struggle, gathering information on the modern world and serving every clan.

At the moment, the Heirs of Dhakaan are maintaining a low profile. They fight most of their battles underground, and occasionally dispatch small squads to carry out missions on the surface. Humans usually don’t know enough about goblins to tell the difference between the Dhakaani and the people of Darguun. The truth of the matter is gradually spreading within Darguun, but no one yet realizes the power of the force that lies beneath their nation.

The Heirs and the War

The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise of Darguun and the proliferation of that nation’s Ghaal’dar mercenaries enables the Dhakaani to move around Khorvaire without drawing undue attention. And the Mourning, ultimately, demonstrated that the races of the Five Nations could not be trusted with ruling Khorvaire. It was time for the Dhakaani to return and subjugate the other races to their firm hand once again.

The Heirs of Dhakaan are devoted to war, with an unmatched focus on sheer martial skill. Their weaponry and artillery are of the highest quality, and they place their trust in strength of arms, not on magic. The Dhakaani don’t worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.

Dhakaani Fort

All across Darguun, the Heirs of Dhakaan are reclaiming surviving remnants of their fallen empire, and they even cautiously range out into surrounding nations. You can use Map 4.3: Ruined Dhakaani Fort as the basis for a fort that has been reclaimed by the Heirs, which would be in better repair and guarded by competent troops.

Dhakaani Fort Adventures

The Dhakaani Fort Adventures table describes some tasks that could bring characters to such a place.

Dhakaani Fort Adventures

d10 Adventure Goal
1 Steal an ancient magic weapon from the fort’s commander.
2 Bring a treaty proposal to the fort, in hopes of having it conveyed to the leader of the occupying kech.
3 Gather intelligence about the force occupying the fort in preparation for a raid.
4 Rescue prospectors who were taken prisoner and held in the fort’s dungeons.
5 Steal the fort commander’s notes on troop movements in the surrounding areas.
6 Lead a strike force against the fort to drive out or destroy the occupying Dhakaani.
7 Rush to support a small squad besieging the fort before Dhakaani reinforcements arrive and break the siege.
8 Assassinate or kidnap the advisor to the fort’s
commander.
9 Work with the occupying commander to discover the spy from another kech in their ranks.
10 Break a siege by Darguun goblinoids that has trapped the characters’ Dhakaani allies within the fort.

Goblinoid NPCs

Characters who approach the Heirs of Dhakaan expecting a ragtag band of goblinoids are in for a rude awakening. The Heirs of Dhakaan are well equipped and fight with precision and efficiency, coordinating their efforts to eliminate spellcasters and other obvious threats.

Dhakaani squads are utterly devoted to their kech leaders and their empire. All are bound by the principles of muut and atcha (honor and duty), but they believe that humans and their kin don’t deserve to be treated with honor. All the goblinoid races work together among the Dhakaani, and all are convinced of the superiority of their culture. When forced to fight other Dhakaani, they will usually spare the lives of their opponents, but against all other adversaries — including other goblinoids — they are ruthless.

Goblinoid NPCs

d8 NPC
1 A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins.
2 A remarkably intelligent goblin studying at Arcanix or Morgrave is actually a Khesh’dar spy identifying tomes of arcane knowledge worth stealing.
3 A Dhakaani strike force assaults a museum or a noble’s private holdings, reclaiming goblin artifacts “pillaged” from ruins. These relics could be part of an eldritch machine, or could simply have important ceremonial value.
4 A goblin spy stirs up trouble among the city goblins in a major city, using tales of their former glory to incite them to violence.
5 A string of mysterious bombings are actually the work of Dhakaani sappers testing the strength of modern fortifications.
6 A Dhakaani strike force attacks a Deneith outpost built atop a goblin ruin. Are the goblins just angry about the desecration, or is something hidden beneath the outpost?
7 A bugbear of the Kech Sharaat, to test the mettle of the adventurers, engages them in a series of guerrilla attacks as they are traveling through the wilderness.
8 A hobgoblin warlock seeks to harness the power of the daelkyr or the fiendish overlords to win the imperial crown for her kech.

Goblinoid Campaign Themes

The Heirs of Dhakaan are a substantial military threat. The goblins can clash with adventurers while they are exploring ancient ruins, or they can launch strikes against outposts or vaults the adventurers are guarding. Whatever the Dhakaani do, it should be part of a mission objective. Is the goal to strengthen their kech? Gather information about the enemy? Recover Dhakaani relics?

Initially the Dhakaani should be mysterious: remarkably skilled goblins that fight to the death or disappear into the shadows. The characters might logically assume that they are Darguul mercenaries. Over time, the adventurers should learn more about them and realize that they are the advance force of a great army.

The Heirs of Dhakaan can remain an enigmatic foe, encountered only when they attack. But a group of adventurers could come to earn the respect of their Dhakaani foes and learn more about the enemy. Perhaps a group of adventurers chooses to respect the Dhakaani’s claim to an artifact, surrendering it willingly. If they do so, they could find out more about the goblins and the struggle for leadership among the clans. Of all the goblins, the Kech Volaar are the most interested in understanding the people of Khorvaire; if there’s any chance to negotiate a peace with Dhakaan, it would be with this clan.

As far as the goblins are concerned, humans stole their lands, pillaged their tombs, and enslaved their descendants. The Dhakaani aren’t evil, but they believe humanity to be brutal and cruel, people without muut or atcha. Faced with an adventurer wielding a magic sword taken from a Dhakaani ruin, the Heirs of Dhakaan are rightfully angry and violent in their response to this tomb robber.

Heirs of Dhakaan Adventure Hooks

The Heirs of Dhakaan Adventure Hooks table offers some options for kicking off stories that involve the Dhakaani.

Heirs of Dhakaan Adventure Hooks

d12 Adventure Hook
1 A scout patrol has gone missing near the border of Darguun.
2 A mining tunnel has collapsed, revealing a network of caverns leading into Khyber. The Heirs of Dhakaan are waiting in the darkness and decide to strike first.
3 A squad of goblins attempts to steal back spoils of a recent adventure, cursing the characters for being grave robbers.
4 A lone hobgoblin warrior stands at the gates of a town, intent on dueling the mercenary captain who slew their brother. The warrior has already killed ten soldiers that tried to remove them.
5 Race against a Dhakaani force to recover an ancient artifact from a ruin.
6 Defend a series of temples against Dhakaani raiders targeting these “houses of false gods.”
7 Explorers discover a fragment of an ancient Dhakaani song that seems to tell of the true heir of Dhakaan. The complete lyrics might settle the question of succession.
8 The Dhakaani begin kidnapping warforged so that their artificers can learn how to make their own construct soldiers.
9 In a sacked human settlement, a battle between two opposing forces of goblinoids breaks out. Which side was the cause of the destruction?
10 The Kech Sharaat send emissaries to a nearby city with a simple message: abandon the town within one week, or die.
11 Goblin scouts have been spotted far from Darguun, moving with uncharacteristic coordination and
precision.
12 A representative of the Kech Volaar approaches the characters to request their help in confronting their rivals to maintain the balance of power among the Dhakaani.

History

Source: Exploring Eberron

Raat shi anaa: the story continues. In the distant past, six mighty kings rose to power. Each sought to do their duty to their people: to bring them prosperity and security, to defeat all who would threaten them. Time and again, the six kings clashed on the field of battle, but the kings were matched in cunning and their warriors were equals in courage and skill. No victory could be won, and no compromise could be found.

Jhazaal Dhakaan called the six kings together, and none could resist her summons. She brought them to a field soaked with blood and strewn with blunted blades. Jhazaal Dhakaan sang the song of the dar, reminding the kings that they were all one people. She sang the song of muut, of the duty all dar share. She sang the song of atcha, of the glory awaiting the people, of the heroes of the past and of those yet to come. With her words, she wove a dream, and she gave that dream to the six kings and to all who followed them. It was with this song that the Empire of Dhakaan was born, and it is this dream that guides us still.

Our empire was so grand that even the spirits grew jealous. The Lords of Madness crawled out of the shadows. They made monsters of our children and sought to break our people with terror. But no power could stand against the champions of Dhakaan. Our heroes blinded the Lord of Eyes and cut the roots of the Rotting Queen. They fought the great Corruptor and brought him down, but even as he fell, he whispered to the hero who defeated him. His foul words lingered, clinging to the champions, and they drowned out Jhazaal’s song. As the whispers spread, those who heard them forgot the ways of muut and atcha. They forgot the glorious dream. They forgot what it meant to be dar. The duur’kala and the chot’uul came together, but there was no easy answer; only time would still the poisoned words. Our greatest leaders each took one of the treasures of our people and bore them down into the depths, into ancient fortresses that neither enemy nor poisoned word could penetrate. And there we remained, waiting for the echoes of that ancient curse to die, waiting to restore the dream of the people.

Now that time is upon us. We have risen from our vaults and returned to a world that has been twisted by madness. Chaat’oor—defilers—have built foul cities on our foundations. The so-called “goblins” who remain have forgotten their glory and what it means to be dar. We must unite the Keepers of Dhakaan. We must reclaim our ancient treasures and crown the Emperor Yet to Come. And under their banner, we shall cleanse this land and restore our tarnished dream.

Raat shan gath’kal dor: the story stops but never ends.


Little is known of the origins of the goblinoid species. Aereni records describe warring goblinoids on Khorvaire around forty thousand years ago, when the elves settled on Aerenal. But recent studies suggest that the goblinoids themselves appeared quite suddenly around this time. It’s commonly believed that the goblinoids evolved in vast caverns below the surface, but some modern scholars hold competing theories. Kel Kador of the Library of Korranberg believes that the goblinoid subspecies were magebred from a common ancestor, and that this goblin progenitor might still be found underground. Hass Holan of Morgrave University has advanced a more exotic theory—that the goblinoids may have emerged from a demiplane within Khyber, from a warlike realm that has yet to be found. The goblins themselves have little interest in the origins of the dar—a Goblin word meaning “the people.” For them, the history of Dhakaan is the history of the dar. The two are considered synonymous, and regardless of their origins, the Dhakaani culture emerged approximately sixteen thousand years ago.

The legend that opens this section deals with the roots of the Empire of Dhakaan, when six hobgoblin kings fought over ancient Khorvaire. Jhazaal Dhakaan was the greatest duur’kala bard of the age and the artifacts she crafted are testament to her remarkable power; the warhorn Ghaal’duur in chapter 7 is one of her creations. If the legend is to be believed, Jhazaal Dhakaan performed a feat of epic magic. She crafted the dream of an empire and bound the goblinoids of the time to this dream. This Uul Dhakaan—Dream of Dhakaan—gave the ancient goblins oneness of culture and purpose, uniting them under Jhazaal Dhakaan as the first marhu—emperor of Dhakaan. The Dhakaani empire spread across Khorvaire, pushing the dwarves back into the depths of Khyber and driving the dragonborn into the eastern jungles. The Dhakaani repelled Tairnadal colonists, and drove orcs, gnolls, and other minor cultures into the wild frontiers.

The golden age of Dhakaan lasted over five millennia, with goblins ruling over the lands that would later be claimed by Galifar. As the legend suggests, this prosperous era ended with the Xoriat incursion, when the daelkyr led armies of aberrations into Khorvaire. The daelkyr destroyed Dhakaani cities and transformed goblinoids into aberrations, such as dolgaunts and dolgrims. After a long and bitter struggle, Dhakaani champions turned the tide. The orc Gatekeeper druids bound the daelkyr in Khyber, but it was Dhakaani warriors who scattered their armies and hunted down the beasts that survived. But as legend tells, the daelkyr achieved victory even in defeat. Dyrrn the Corruptor created a psychic contagion that severed goblinoids from the Uul Dhakaan, and further encouraged chaotic behavior and irrational beliefs. Leaders among the duur’kala—dirge singers looked to for wisdom and guidance—identified the threat but couldn’t find a way to stop it; isolation was the only answer. Determined to preserve their culture, Dhakaani forces sealed themselves in subterranean fortresses, vowing to return only after the Kapaa’vola—the Treacherous Whisper—had faded. These armies called themselves the Kech Dhakaan, Keepers of the Empire— a term still used today to encompass all Dhakaani clans.

On the surface, the remnants of the empire fragmented and collapsed. As far as the Kech Dhakaan are concerned, the history of the Empire of Dhakaan came to an end the moment Dyrrn the Corruptor unleashed the Kapaa’vola. But in truth, the empire lingered for centuries after the Keepers left; the wider world doesn’t even know the term Kapaa’vola, and history books consider the fall of Dhakaan to be a long and ugly affair. Dyrrn’s curse caused paranoia and wild beliefs to flourish, further driving the survivors apart. The discipline and knowledge of Dhakaan were lost, and the traditions of the daashor—artificers of Dhakaan— and the duur’kala were forgotten. New religions and cults emerged. Some tribes embraced the Dark Six, while others revered a wider pantheon. Under Dhakaan, the goblinoid subspecies were united; in the wake of the Kapaa’vola, the strong dominated the weak. Some tribes developed unusual and complex traditions, while others were cruel and feral. When human explorers found these warring tribes living in the ruins of grand cities, many assumed that the goblinoids had claimed the remnants of a human civilization they destroyed. This false narrative was used to justify countless atrocities. Humanity slowly displaced the goblinoids, seizing the lands that once belonged to Dhakaan. Goblins were often subjugated, while bugbears and hobgoblins were driven into the wilds or the upper levels of Khyber. In time scholars learned the truth—that the foundations they’d built upon were goblin cities, not human. But few people cared; in their eyes, the goblinoids were merely savages, children of the Dark Six, dangerous and cruel. It was in this time that the terms goblinbugbear, and hobgoblintook root, even among the former dar themselves.

The oppression of goblins persisted for more than a thousand years, while bugbears and hobgoblins remained hostile forces in the fringes, dwelling in the wild lands ignored by humanity. When Galifar Wynarn began his conquest of the Five Nations, he promised freedom to any goblin who fought under his banner, Goblin soldiers played a vital role in the war that followed, and Galifar remained true to his word. Despite this freedom, goblins were still often treated with prejudice and suspicion, and denied education and other tools for success. Even today, goblins can be found in every major city of the Five Nations, but an overwhelming number live in poverty. In the shadow of Galifar, goblinoid cultures continued to develop and evolve. The most widespread were the Ghaal’dar tribes of the Seawall Mountains. While they remained severed from the Uul Dhakaan and knew nothing of the hidden Keepers, the Ghaal’dar recovered scraps of their ancient history. The hobgoblins pursued muut and atcha—their duty to their people and their personal honor—though they knew these only as abstract concepts. They honed their anger against the chaat’oor–the non-native defilers—who had stolen their ancient lands. Some of the Ghaal’dar tribes served as mercenaries during the Last War, learning more about the chaat’oor in the process.

And then in 969 YK, chieftain Haruuc of the Rhukaan Taash led the uprising that claimed the lands of southern Cyre and founded the nation known as Darguun. Little did he know that other eyes were watching. Khesh’dar scouts and spies had been gathering information on the world above since the beginning of the Last War. The founding of Darguun made it even easier for the Silent Folk to move within the world. The duur’kala of the Kech Dhakaan concluded that the Kapaa’vola had faded; these Ghaal’dar might be victims of the daelkyr curse, but associating with them posed no threat to the Uul Dhakaan. And so, over the last two decades, the Keepers of Dhakaan have emerged from their vaults and returned to the world above.

The Uul Dhakaan

Source: Exploring Eberron

To unite the Six Kings, Jhazaal Dhakaan created a dream they could share—a vision that bound them all together. However, this isn’t just a metaphor. When mortals sleep, their spirits touch Dal Quor and create temporary dreamscapes. Jhazaal Dhakaan bound the spirits of the dar together, creating a vast, permanent dreamscape within Dal Quor—a vision of the ideal empire. With the spirit of every dar tied to this place, when one of them sleeps, they dream of the empire and their place within it. The Uul Dhakaan isn’t oppressive. Each dreaming dar has their own unique dreams within the Uul, and just like normal dreams, these are a place to process recent events and experiences. But the Uul Dhakaan provides a foundation that shapes and flavors those dreams, teaching and inspiring even while allowing the dar to process their own experiences. The Uul Dhakaan also retains the memories of all those who have gone before. While dreaming in the Uul Dhakaan, a warrior could experience a battle against the daelkyr that occurred thousands of years ago, fighting alongside one of the greatest heroes of that age. A smith could forge a blade alongside a legendary daashor. These things aren’t real; both the hero and the smith are dreams, pieced together through memory. And as with any dream, the dreamer likely won’t remember most of it after they wake up. But it remains in their subconscious as a source of inspiration and instinct. The dar know what the empire could and should be. They know the role they are supposed to play, the meaning of muut and atcha. And they feel the connection to the dar around them, understanding they all share that common vision. As discussed in the next section, this reinforces the other aspects of the Dhakaani psyche, strengthens their martial discipline, and underlies their adherence to caste roles.

The Uul Dhakaan is a dream, and for most dar, it’s nothing more than that. It’s not something they discuss with outsiders, nor something they give much thought to from day to day; dreaming of the empire is just a part of life. But there are a few people within each kech who deal with the Uul Dhakaan in a more concrete fashion:

Chot’uul. The “dream watchers” are an order of monks who monitor the Uul Dhakaan and protect it from corruption. In addition to specialized training and mental discipline, the chot’uul employ tools to retain their full consciousness and memories while dreaming, even allowing them to bring prized possessions into the dream. These uul’kur and kra’uul items are described in more detail in chapter 7. The chot’uul protect the Uul Dhakaan from quori manipulation, the corruption of the daelkyr, and other spiritual threats.

Duur’kala. A dirge singer’s training often includes time within the Uul Dhakaan. An uul’kur allows the novice duur’kala to experience historical events within the dream or to study with the memory-shades of duur’kala masters.

Uul’kala. The “dream singers” are dirge singers who specialize in walking in dreams. The deep vaults of the Kech Dhakaan are spread across Khorvaire, and the uul’kala act as their ambassadors and emissaries, maintaining communication between each kech and planning strategies. This serves a similar role to the speaking stones of House Sivis, for a duur’kala equipped with an uul’kur can report back to superiors in their dreams. While useful, this practice isn’t as widespread as the speaking stones of the Five Nations. Uul’kur are a limited resource, and even with one, it takes skill to navigate within the dream. There are kech vaults that lost their last uul’kala over the centuries in isolation, and as a result, that clan’s fate remains unknown to the present day.

The Uul Dhakaan serves as a foundation for the Dhakaani psyche, reinforcing their beliefs and traditions. But it’s not an oppressive force, and for most Dhakaani, it’s simply a source of instinct and inspiration. In creating a Dhakaani character, consider whether the Uul Dhakaan holds any special importance for you.

Adventuring in the Uul Dhakaan

The Uul Dhakaan is a stable region within Dal Quor. Dar are naturally drawn to it when they sleep, but it’s possible for other creatures to stumble on it by accident, or even to seek it out. Chot’uul monks guard the dream, along with guardians formed by the dream itself, but this security isn’t absolute.

There are many reasons adventurers might seek out the Uul Dhakaan. It holds the memories of the Dhakaani Empire, and could contain secrets about a weakness of daelkyr or locations of ancient relics. The King’s Citadel might try to infiltrate the dream to learn more about the plans of the Kech Dhakaan. A Dhakaani character might need the help of other adventurers to repair some sort of disruption or corruption within the dream; are the chot’uul unable to see it, or have they themselves been corrupted? Again, while it is a repository of knowledge, the Uul Dhakaan is a dream, not designed for maximum efficiency or ease of use. Elements shift and change. You can revisit an ancient battlefield, but you’ll have to find that battlefield, or find a way to call it up from the collective well of memories. The uul’kala and chot’uul are trained to find their way around the dreamempire, but such travel isn’t always quick or easy.

At the DM’s discretion, a character that serves as an uul’kala or a chot’uul might possess rituals that allow them to draw allies into a dream, each maintaining full consciousness within the Uul. Otherwise, dream adventures will require tools like the uul’kur presented in chapter 6.

So far, the quori have largely ignored the Uul Dhakaan. If anything, the stability of the dream-empire supports the overall goals of the Dreaming Dark, and the chot’uul are always watching for outside forces manipulating the dream. However, a campaign could explore a quori attempt to subvert the Uul, or consider the consequences of an alliance between the uul’kala and the Dreaming Dark. The Uul Dhakaan was formed in the current age of the Dreaming Dark; the Dhakaani know nothing of the quori belief in the Turning of the Age, and no one knows what will happen to the Uul Dhakaan when this occurs.

Who Knows About the Dhakaani

Source: Exploring Eberron

When humans first came to Khorvaire, they knew nothing of the fallen goblin empire. What does the typical citizen of the Five Nations know today? Can a Brelish soldier tell the difference between a Ghaal’dar mercenary and a Dhakaani duur’kala? For that matter, what do the Ghaal’dar hobgoblins know about the Heirs of Dhakaan?

Anyone who has received the common education of the Five Nations knows that there was a goblin empire that fell before humans arrived on Khorvaire. Recalling the name “Dhakaan” requires a successful DC 10 Intelligence (History) check. With a DC 15 check, a character also knows broad details— the territory controlled by the empire, the timeline of its rise and fall, the role of the subspecies, and its clashes with other cultures. A DC 20 check provides very detailed information: the importance of muut and atcha, the names of specific rulers, perhaps even the knowledge of the Kapaa’vola and the belief that some clans fled from this threat. Goblinoids of Darguun are more broadly familiar with their history, and would certainly know the name of the Empire of Dhakaan, know about the duur’kala and the Silent Clans, and understand the idea of muut and atcha, even if they don’t experience these concepts in the same way as the dar. Darguuls must still make a history check to recall the names of specific heroes or events tied to the empire, but generally receive advantage on such checks.

So this is what people know about the fallen empire— but what about the Kech Dhakaan and its many clans? Do people know the origin and goals of the Keepers? This is more complicated, as the Kech Dhakaan have chosen to hide in plain sight. Before Darguun, goblinoid tribes and clans were scattered across the wilds of Khorvaire. When Haruuc established his nation, many unknown tribes stepped out of the shadows to take a place in his court. This was a perfect opportunity for the Kech Dhakaan and its Silent Clans. Two of these clans, the Kech Volaar and the Kech Shaarat have both revealed themselves to the Darguuls; but they have concealed their age, their power, and their resources. The Ghaal’dar know the Kech Volaar as an isolated clan of scholars with talented duur’kala. They know the Kech Shaarat as proud and deadly warriors. But the Ghaal’dar don’t know that these clans have a direct tie to the ancient empire, that they possess powerful Dhakaani relics and daashor artificers, or that these clans are preparing to choose a new emperor of their own. Likewise, the Ghaal’dar don’t know anything about the Uul Dhakaan, and they don’t understand the fundamental differences between the modern goblins and the ancient dar. And because the Kech Dhakaan hide their true numbers and capabilities, the Ghaal’dar don’t realize just how powerful these clans are; most of the Ghaal’dar tribes believe that the kech are small and somewhat backward, out of touch with modern life.

If the Darguuls know little about the Kech Dhakaan, the people of the Five Nations know even less. When traveling abroad, the Heirs of Dhakaan generally take advantage of the broad ignorance of goblin culture, allowing people to assume that they’re Darguul mercenaries. They won’t hide their names or distinctive equipment, but it’s a rare human who recognizes Dhakaani designs. Generally, the only way someone knows details about the Kech Dhakaan is if they’ve had personal experience with them.

What Defines the Dhakaani?

Source: Exploring Eberron

To understand the Dhakaani, one must know the factors that shape them—biological, cultural, and supernatural. Some of these factors apply to all goblinoids, while others were weakened or destroyed by the Kapaa’vola, and apply solely to the Kech Dhakaan. As with any race or culture, these are generalized traits, and any individual dar could stray radically from this foundation. But it’s a place to begin when creating a Dhakaani player character or NPC.

Biology

At a glance, the goblinoid subspecies are as different from one another as humans and halflings. The subspecies can’t interbreed and have different lifespans. But a primal connection binds the dar together, with scent, body language, and other subtle factors uniting them; at an instinctual level, they feel more comfortable around goblinoids than they do with other humanoids.

Born Underground. Goblinoid civilization began in the caverns of Khyber, and the Kech Dhakaan have lived in subterranean vaults for countless generations. They are comfortable in close and barren environments, and may find vast open spaces to be disorienting.

Living in Darkness. Tied to their subterranean origins, the dar are used to living by the dim light of luminescent fungi or with no light at all. While absolute darkness impairs their darkvision, it’s still possible to see and operate under those conditions, and many goblin tunnels have no light whatsoever. As a result, the dar have no inherent fear of darkness. They generally prefer to be active in times of dim light when their night-blind enemies are disadvantaged but the goblins can see freely, and Dhakaani communities come alive as night falls.

Lawfully Inclined. At a primal level, the dar seek structure and hierarchy. They prefer to work in groups and to have a clear plan of action, and tend toward lawful alignments. This doesn’t mean that they feel any compulsion to follow the laws humans impose; rather, they are more inclined to work with others and to respect authority within their own communities. This basic instinct strengthens both the cultural drive of muut and the impact of the Uul Dhakaan.

Inherently Rational. The minds of dar are inherently pragmatic and rational. They have trouble engaging with entirely abstract concepts or things that cannot be proven. They prefer history to fiction; while the duur’kala inspire troops with stories, these are tales of things that actually happened. As a result, divine spellcasters are rare among the dar, as they struggle with the transcendental faith required to channel divine magic. While this could be considered a cultural trait, it’s tied to the underlying psyche of the dar; they take well to structure and discipline, but struggle with pure faith. The Kapaa’vola weakened this trait within the wider goblinoid population, and there are priests of the Sovereigns and Six among the Ghaal’dar hobgoblins, but even there, priests, paladins, and divine magic are less common than among humans and their kin.

Body Language. The pointed ears of the dar are more flexible than human ears, and are an important part of the body language of the dar. Hobgoblins have especially expressive ears, and it’s common for hobgoblin soldiers to use their ears to signal allies when silence is required, the same way a human soldier would use hand gestures. Two quick flicks of the ear is a common signal to allies to be on guard. Consider the ears of a dar in describing its mood.

Muut and Atcha

Dhakaani society revolves around the concepts of muut and atcha. Muut is typically translated as “duty,” though it can also be seen as “the honor of the empire”—someone everyone must work to maintain. Muut is what is expected of you, what you owe to your comrades. Dhakaani don’t expect thanks for doing something that has to be done; rather, they are disgusted by those who shirk their responsibilities. The closest dar equivalent to “thank you” is ta muut, which simply means, “You do your duty

By contrast, atcha refers to “personal honor” or “glory,” an opportunity to exceed what is required of you. No dar is content to simply do what is expected; the quest for atcha is a powerful driving force that urges dar to chase their full potential. In battle, the exhortation paatcha means, “This is a chance to gain honor!”

The Ghaal’dar have adopted the concepts of muut and atcha, but merely as abstract concepts. For the dar, muut and atcha are the driving poles of daily life. Every dar knows muut; they know what is expected and what they owe to the empire. They feel a deep bond to their fellow dar, and know that in pursuing muut, they serve the common good. At the same time, they yearn to attain atcha—to exceed expectations, to do deeds that will be remembered by those who follow you. The deep role of muut and atcha is shaped both by childhood training, by daily life, and further by the Uul Dhakaan. So while Dhakaani have personal desires and ambitions, muut should always come first.

The Dhakaani idea of “honor in victory” is quite different from that of Dol Arrah and the people of the Five Nations. The Dhakaani prize victory and efficiency, both on and off the battlefield. Atcha comes from standing your ground against seemingly impossible odds and from displaying skill and discipline. There is honor in using cunning to defeat a superior foe, so guerilla warfare, ambushing a foe, and even assassination are acceptable tactics, if this is what muut requires. Dar must be ready to die for the empire—but when possible, it’s always better to kill for the empire. Muut demands that dar honor their debts and keep their promises; but ultimately, muut only binds dar to dar, and some feel no shame in lying to the chaat’oor who have stolen their lands and pillaged their tombs.

Dar United

The culture of the Kech Dhakaan is relentlessly martial. The Keepers are armies who have been keeping the dream of the empire alive for thousands of years. There is no place for indolence or waste among the Dhakaani; surviving countless generations in the deep vaults required strict discipline. The young are assigned roles based on their subspecies and their aptitudes, and progress is based on performance. Now that the Dhakaani have returned to the surface, resources are more plentiful and life is less austere. However, thousands of years of strict tradition remain in place.

Within the Kech Dhakaan, all of the dar subspecies are celebrated for their strengths and what they have to offer the empire. This is reinforced both by the principle of muut and by the Uul Dhakaan. While different subspecies fill different roles in their community, it’s important to note that among the Dhakaani, all roles are respected. Among the surface-dwelling Darguuls, goblins are often oppressed and dismissed, forced into menial tasks—by contrast, the Dhakaani are grateful for the service of the golin’dar, whether they are skilled crafters or menial workers. The goblin who cleans the latrines is serving the demands of muut as fully as a formidable hobgoblin warlord. The ghaal’dar lead because they are natural leaders. The guul’dar use their strength for the greater good. These things are simply understood, and the ghaal’dar don’t have to use force to enforce their rule.

Stemming from this sense of unity, dar avoid killing other dar whenever they can. The Kech Dhakaan have different views on the future course of the empire, and each kech hopes to fill the throne. But they recognize that they are few against a world, and can’t afford to carelessly spill the blood of other dar. This principle doesn’t apply to the modern goblinoids of Darguun, the “bugbears” and “hobgoblins.” Physically, these creatures are dar, but they don’t know the Uul Dhakaan, and they don’t understand muut as the dar do. The leaders of the Kech Shaarat believe that while it may be possible to use the Darguuls, ultimately, they are not dar and must be treated as enemies. Some of the Kech Volaar are searching for a way to reconcile to these lost kin, expanding the Uul Dhakaan, undoing the damage of the Kapaa’vola and restoring its victims to the fold. Others among the Volaar argue that coexistence should be considered, that the isolationism of the empire must be reconsidered in the face of the widespread, powerful nations of the modern age. But compromise has never been a virtue of the Dhakaani, and what happens next will depend on the Emperor Yet to Come.

While the principle of muut calls for individual sacrifice for the good of the empire, the dar generally have no great empathy for other species, and they are willing to take harsh action to secure the prosperity of their people. The Dhakaani don’t subjugate other species—but not because of compassion. Rather, they consider it inefficient to try to force their values and traditions on creatures who have no concept of muut and who don’t share the Uul Dhakaan. Thus, Dhakaani tradition has always been to drive enemies out of their territories, or if such exile is impossible, to kill them. They are fine with coexistence—as long as the enemy exists over there, and as long as the dar don’t need more land.

Clan Before Family

Family lines are of minimal importance among the Keepers. Rank must be earned, not inherited from a parent, and family names are only used within a clan. In a formal situation, the full clan name is used with no article (“Dhaaka of Kech Volaar”). Leaders often use the surname Dhakaan as a way of indicating that the empire itself is their family; thus, Tuura Dhakaan of Kech Volaar and Ruus Dhakaan of Kech Shaarat aren’t actually related, it’s a formal affectation.

Depending on their purpose in the wider world, it’s common for dar to use a “traveling name” among gath’dar—a general term for non-Dhakaani, without the pejorative tone of chaat’oor. The Kech Volaar and Kech Shaarat have both revealed their presence (though while posing as Darguul clans) and their names are used freely; other clans may or may not choose to operate openly.

Fashion and Art

The dar are soldiers. Most wear common uniforms, which have diverged slightly across clans, but the core designs are similar. Dhakaani uniforms and armor are durable and functional, designed to be worn comfortably for extended periods. Officers often sport hornlike protrusions on their helmets or shoulder plates that indicate rank. Many dar also wear an armored mask that covers the lower face; for lower-ranking soldiers, the design of the mask is usually tied to the clan, while for officers, it may evoke an honored ancestor or an imposing beast.

Many dar make use of tattoos or scarification. Kech symbols are a common marking, but some—notably the Kech Volaar— take this further, with an ongoing series of tattoos that reflect the bearer’s life and accomplishments.

Dhakaani art, like the rest of their culture, is practical and functional. Dar aren’t fond of abstraction, and their art is primarily instructional (depicting an ideal to strive toward) or commemorative (preserving the deeds of heroes). Dar art can be realistic—faithfully representing historical figures—or symbolic—depicting Dhaakani ideals in simple and iconic ways.

Dar clothing and art is generally designed to be viewed in dark subterranean tunnels, where darkvision conveys color in shades of gray. As a result, color combinations can seem quite odd to human eyes, but this is because they aren’t chosen for their color, but for how they appear in the dark.

Cuisine

The Kech Dhakaan began as armies, and further had limited resources in the deep vaults; as a result, their food focuses on practical nutrition, and waste is unacceptable. Dhakaani cuisine is simple, hearty, and very portable once prepared. Food tends to be thick and chewy, with sour and bitter flavors central to the dar palate, and strong spices sometimes used to mask undesirable tastes. On the surface, a grain known as noon is a primary source of sustenance. In the subterranean vaults, a fungus called suur fills this role. Surface-dwelling dar enjoy lizards and snakes—sources of both eggs and meat—while in the depths, blind cave fish and insects are common sources of protein.

Suur and noon are usually eaten in the form of starchy balls. Other Dhakaani meals are typically boiled or steamed in flavored liquids, such as eggs boiled in broth. In addition to being used for seasoning, pickling is a crucial form of preservation. Dehydrated meats, especially chewy lizard and fish jerky, are also common staples.

While sweet foods are rare within the kech, the golin’dar have a noted sweet tooth. Traveling goblins often indulge in sweets and desserts while traveling with gath’dar. However, dar are often lactose intolerant, and as a result, might avoid many gath’dar foods.

Traditions and Equipment

Dhakaani daashor are the finest weaponsmiths on Khorvaire, their skill at metallurgy outstripping even House Cannith. Their traditions blend mundane skill and transmutation to create and manipulate remarkable alloys, including adamantine, mithral, and byeshk, and Dhakaani champions often wield weapons forged from such material. Dhakaani equipment is designed for durability and efficiency, rarely gaudy or bejeweled. Likewise, armor is tough and flexible—often with the properties of mithral or adamantine armor—but not dramatic in style.

Dhakaani magic items are either created by the daashor (who specialize in armor and weapons) or by gifted duur’kala. Dhakaani magic rarely focuses on evocation effects, and they have no tradition of elemental binding. While the Dhakaani lack the wide-scale production capacity of House Cannith, they’ve had thousands of years to build supplies. Elite units are often equipped with uncommon magic items, such as adamantine armor, cloaks of protection, gauntlets of ogre power, and vola’khesh (described in chapter 7). Shaarat’khesh assassins may use hats of disguise, bags of holding, or cloaks of elvenkind—though not by that name!—and sometimes more powerful weapons, such as daggers of venom or Keeper’s fangs (also in chapter 7). So while the Dhakaani dar are relatively few in number compared to the people of the Five Nations, they’re not only disciplined and highly skilled, but also well equipped.

When the empire was at its height, the daashor and duur’kala could create grand artifacts and eldritch machines, such as Ghaal’duur and the grieving tree presented in chapter 7. The creation of such artifacts was never trivial, and relied on remarkable talents, knowledge lost during the daelkyr incursion, and the use of rare substances and planar conjunctions. As such, while it’s possible for the Dhakaani to create new artifacts, they are primarily concerned with recovering and reclaiming ancient treasures forged in the past. The Kech Dhakaan are deeply concerned about how many of their treasures have been claimed by chaat’oor, and react with anger toward other species carrying Dhakaani relics.

Dhakaani NPCs

Source: Exploring Eberron

Members of the Kech Dhakaan can be found across the world, seeking information, relics, and pursuing the goals of their people. They can be deadly foes—or unexpected allies against a common foe. While most of the characters on the Dhakaani NPCs table aren’t spies, they won’t volunteer information about their people or background unless they come to know and trust someone; generally, they allow others to believe that they’re from an obscure Darguun clan.

Dhakaani NPCs

d8 NPC
1 Khaar is a guul’dar barbarian of the Kech Ghaalrac. He’sstalking a cult of the Dragon Below that serves Dyrrn theCorruptor, intending to kill them and take their symbiontsfor himself. He could be an ally if the adventurers arealready fighting the cult, or he might expose a cult theyweren’t yet aware of.
2 Hezhaal is a ghaal’dar duur’kala of the Kech Nasaar. Theyoung dirge singer is an unexpected ally for adventurersbattling the Emerald Claw, and is interested in destroyingtheir “monstrous” undead. She’s a skilled necromancerherself, and is studying the techniques of the gath’dar; she’sparticularly interested in the Odakyr Rites used to createKarrnathi undead.
3 Jhoraash is a golin’dar artillerist. While exiled from the KechHashraac for his reckless experiments, he is devoted to hisclan and Dhakaan. He’s determined to create a weapon sowondrous the Hashraac will take him back. He always has adangerous device to test, and could prove a serious threat toadventurers without even meaning to.
4 Haara is a guul’dar hunter of the Kech Ruuska. She can befound in the wild, putting the latest generation of magebredbeasts through their paces. Is she hunting a monstrositythat attacks the adventurers, or are the heroes themselvesher prey? It’s possible that Haara is a lycanthrope—theresult of Ruuska experiments with the curse. She is fierceand joyful, and respects both skilled hunters and druids.
5 Ulaash is a ghaal’dar blademaster of the Kech Shaarat. He’sjoined the Deathsgate Guild to test the skills of chaat’oorwarriors; he may challenge martial adventurers to a duel.He respects those who show courage and skill.
6 Doovol is a young golin’dar monk of the Kech Uul, whohides her face behind a veil. She appears to an adventurerin their dreams, and offers advice and useful information.What’s her bond to the adventurer? Does she believe theycan be brought into the Uul Dhakaan? Or is she simply adisguise for a manipulative quori?
7 Ketaal is a ghaal’dar daashor of the Kech Volaar, a studentof both wizardry and artifice. He has joined the WayfinderFoundation, which provides him an opportunity to study bothgath’dar magic and the secrets of the ancient giants. He’s abrilliant scholar and valued member of the Foundation, evenwhile he’s gathering information for the Kech Volaar.
8 Duum (“Drum”) is an old golin’dar storyteller, namedfor her deep, powerful voice. She can be found amongthe goblins of a major city, sharing tales of the ancientempire and collecting news and rumors. While she hasno desire to engage in violence, she’s a deadly assassinof the Shaarat’khesh.

The Emperor Yet to Come

Source: Exploring Eberron

For the Kech Dhakaan emerging from their vaults, the modern world is a waking nightmare. Modern goblinoids are hollow mockeries of the true dar. Foul chaat’oor hold the lands of the empire and pillage the treasures of the People. But the dar still have their dream. They know what the world should be, and know that together, somehow, they can defy the chaat’oor and restore the eternal empire. However, a long path lies ahead. The dar are badly outnumbered, and can’t take on all of the Five Nations in open combat. They don’t yet understand the enemy or know what they’re capable of. The Kech Volaar, in particular, realize the power of the wide magic of the Five Nations and the dragonmarked houses, and recognize they need to know more. There’s also the question of whether there’s any hope for the modern goblinoids. Can they be instilled with Dhakaani values? Or are they no better than chaat’oor?

Only a new emperor can make this decision. But the last emperor was lost to the Kapaa’vola before the Kech Dhakaan descended into the depths, and no single kech has the power to create a new emperor. The duur’kala speak of the Emperor Yet To Come, with the belief that once all the Keepers rise, a single emperor will somehow win universal acclaim, uniting them all against the chaat’oor. But whether they be lhesh, duur’kala, or daashor, it’s unclear what will bring this to pass. The Kech Uul believe that when a single dar has the support of the majority, the Uul Dhakaan will reveal them—that the emperor will be proclaimed and crowned within the universal dream. But even if true, what will trigger this?

The Kech Shaarat believe that power will determine the emperor. They have already absorbed the Kech Nozhii and are pressuring the Kech Ruuska, using a combination of force and fear to convince the smaller clans that the path to victory lies through uniting under a single clan. The Kech Shaarat would prefer not to kill other dar, but Ruus Dhakaan is willing to take steps to prove his power and right to lead, and Shaarat and Volaar agents have clashed in the field.

Tuura Dhakaan of the Kech Volaar is following a different path as she pursues the crown. She seeks to recover lost artifacts, reminding the dar of their glory while also amassing powerful tools. There are a few she is especially keen to find: Ur’taash, the First Crown; Guulen, the Rod of Kings; and Ghaal’duur, the horn of Jhazaal Dhakaan. Ur’taash is currently in the possession of the Khesh Ghaalrac, though its authenticity is in question. The whereabouts of Guulen and Ghaal’duur remain unknown. Beyond this, Tuura is evaluating the modern world, working to see if others could be useful allies. So while the Kech Shaarat remain convinced that this conflict is solely based on dominance within the dar, the Kech Volaar believe that knowledge of the modern world is vital to any long-term success.

Other Keepers may devise their own paths to winning allies or the throne, and there may be Keeper clans that have yet to be revealed. For now, the Kech Dhakaan are focused on gathering information and competing among themselves. Once they unite behind a single leader, they’ll have to decide how to deal with the Darguuls, the dragonmarked houses, and the Five Nations.

Playing Dhakaani Characters

There are a few factors to consider when creating a dar character. This section examines questions about the story— What’s your clan? What’s your background? In addition, chapter 6 presents three new racial options for Dhakaani player characters, along with two new class archetypes associated with the Dhakaani: the Forge Adept artificer specialist, and the bardic College of the Dirge Singer.

Starting at 1st Level

The Dhakaani are among the most effective and elite forces on Khorvaire. They possess excellent training and techniques, exceptional discipline, and masterful equipment. If you’re in a campaign where characters are starting at a higher level, this isn’t an issue. But what if you’re starting at level 1? Dhakaani fighters are often Battle Master or Samurai fighters in adamantine armor, but you don’t gain your archetype until you’ve been adventuring outside your kech for several levels. Here are four ideas of how to explain the inconsistency:

Disorientation. You don’t have your traditional equipment, and it takes you a little time to get used to working with this inferior gear. You’re not used to working with chaat’oor; they don’t respond to your obvious cues, and their behavior constantly confuses you. The wide sky above is extremely disorienting, as you’ve spent much of your life underground. And worst of all is the smell. It’s going to take you a few adventures to get your groove back.

Injury. You’ve suffered a significant physical or psychological injury and it’s going to take you a while to recover. Frankly, after everything you’ve been through, it’s impressive that you’re even capable of functioning as well as you do. Is it a mundane injury, or something more exotic? Maybe you were possessed by a quori for a few years and you’re still reclaiming your identity. Or perhaps you were struck by shards of an exploding dragonshard; once you’re fully recovered, might those same slivers explain some of your unusual class abilities?

Working Undercover. Most clans don’t want the world to know their full history and capabilities. You would rather be mistaken for a Darguul or city goblin, and are keeping a low profile. You don’t have adamantine armor because it would raise questions, and you intentionally conceal your full capabilities until you trust your fellow adventurers enough to reveal your true talents.

Personal Growth. All of your training up to this point has set you on this path; your past life experience readied you for the new skills you’re learning today. You underwent endless training while in your kech, but the pieces didn’t click into place until you spent time fighting in the field. One month of adventuring didn’t trump a decade of intense training, but it helped to trigger it.

Ultimately, this is all about creating a story to carry you through your first few adventures. It doesn’t have to be a flawless explanation, just use your imagination and keep adventuring; soon, you’ll reach level 3!

Clan and Purpose

The dar went into hiding thousands of years ago to avoid the Kapaa’vola. They have only recently emerged from those deep vaults and reclaimed fortresses on the surface. As a dar character, you were surely born in one of the deep vaults and indoctrinated into the traditions of your clan. Consider the following questions about your character’s origins: Which clan are you tied to? Are you one of the Kech Volaar, or are you a hermit from the Kech Uul? Consider the list of clans from the previous section and see which works best for the story you want to tell.

What was your role within your clan? The Dhakaani are armies, working with limited resources and absolute focus. Everyone had a function to perform, likely reflected by your background and your class. What training did you receive, and what was the purpose of that training? Were you a soldier? Were you being prepared for a military specialty (possibly reflected by your choice of archetype)? If you’re a bard, were you trained to inspire troops on the battlefield or were you primarily a diplomatic envoy? You wouldn’t have been pushed into a role unless you showed an aptitude for it—but did you like the role you were given, or was it a path you had to follow?

Why have you left your clan? Despite the demands of muut and the shaping influence of the Uul Dhakaan, every dar is a unique individual with their own passions and drives. Ultimately, what do you most care about? Do you believe in the dream of the Dhakaani Empire? Do you want to become the next emperor, or do you simply want to help your people thrive? Have you rejected the bond of muut and turned your back on the empire? Or are you seeking atcha and chasing a personal story—a quest for vengeance against the defiling chaat’oor, or completing the ancient vow of an ancestor? The Dhakaani Departures table suggests some reasons a dar might leave their clan.

Dhakaani Departures

d8 Reason For Leaving
1 You were exiled for betraying your clan. Was this a crime ofpassion or a calculated decision?
2 Your clan assigned you a particular role, but you want to followa different path. What is it? Do you hope you can return to yourclan once you prove you’re on the right path?
3 You’ve had a dream-vision of an ancestor’s unfinished questand you’re determined to see it through. Does this involve thedaelkyr? The Tairnadal elves? A lost artifact?
4 You’ve been sent into the world to gather information on thegath’dar. Is there a particular nation or region you’re supposedto learn about?
5 You’re supposed to find a lost Dhakaani artifact and return it toyour clan leader. What is the artifact? Do you have any leads?
6 You’re an envoy for your leader. Are you supposed to pursue aparticular alliance—perhaps with a nation or a dragonmarkedhouse? Or are you simply looking for any valuable allies?
7 You’re supposed to deliver a message to an undercoveroperative in a distant land. They’ll give you further instructions.
8 You need to overthrow your clan leader. Is this driven bypersonal vengeance? Or do you feel your leader has betrayedthe clan, or been subverted by outside forces? Whatever thereason, you’ll need to find powerful allies and hone your skillsbefore you return.

Background

Your clan and character motivations often suggest a logical choice for your background. However, certain background features don’t make much sense for a Dhakaani character. Soldier is a logical background for a dar fighter, but your Military Rank feature is unrecognized outside your clan. Likewise, it makes sense for a golin’dar from the Kech Draal to have the skills of a guild artisan, but you don’t have membership in any guild known in the Five Nations.

Your background can be used to reflect your current mission as opposed to your basic training. If you’re operating undercover, you might have been taught the skills of a charlatan and set up with a solid False Identity, even if you’re a plainspoken soldier at heart. As a Shaarat’khesh monk, the urchin background can reflect your training and familiarity with cities, even though you were never an abandoned child. As one of the Kech Uul, the hermit background could represent your long isolation in Jhazaal’s dream—and your Discovery could be a revelation you found in the dream, whether it concerns the future of the empire or something of even greater import.

Chapter 6 includes two variant background features for use with Dhakaani characters of any background. In addition, the Dhakaani Trinkets table below suggests simple items that your character might carry from their past; your DM might let you select one of these as your trinket, or to substitute it for another small item from your background equipment. What’s its story? Why do you carry it today?

Dhakaani Trinkets

d12 Item
1 A large, well-worn copper coin. One side bears the profile ofa stern female hobgoblin, the other shows six intertwinedcrowns.
2 The hilt of an ancient dagger. The pommel is inscribed withthe word “chot” and the image of an eye.
3 A collar of black leather with adamantine spikes, sized to fitthe neck of a large creature.
4 A miniature set of sturdy mason’s tools designed for the useof a small creature. The tools are in perfect condition; anenchantment repels the effects of age and minor damage.
5 A brass hair pin in the shape of a sword, nicked and wornwith age.
6 A black leather mask designed to cover the lower face of asmall humanoid, depicting the mouth of a snarling wolf.
7 A mithral armband in the shape of a serpent; the snake’sshort fangs pierce the skin of its wearer.
8 An eight-sided bone die inscribed with Goblin numerals.
9 A small, well-worn adamantine flask. If you pour any sort ofdairy product into it, it immediately evaporates.
10 A rusted iron coin. The word muut is inscribed on one side,and atcha on the other.
11 A worg’s tooth dipped in bronze.
12 A pair of nearly indestructible socks, woven from a cleverform of adamantine mesh.

Class

Some classes and archetypes are common among Dhakaani dar, while others aren’t as likely. Here are some suggestions of interesting characters you might play for each class.

Artificer. The Kech Dhakaan call their artificers daashor. The talent of artifice is rare, and some of the greatest secrets of the past were lost to the Kapaa’vola. Dhakaani artificers typically focus on the creation of arms and armor, taking the Forge Adept archetype, provided in chapter 6, or the Battle Smith archetype. Artillerist artificers are generally only found in the Kech Hashraac. The Kech Volaar are actively seeking to unlock the arcane traditions of the Five Nations and the dragonmarked houses, and a Volaar artificer could follow any archetype with the idea that you are blazing new trails through your work. While the most legendary daashor were male ghaal’dar, there are no gender or race restrictions for this role, and golin’dar often show a talent for artifice.

Barbarian. It’s unusual for ghaal’dar to follow the path of the barbarian, and unheard of for golin’dar. However, the guul’dar— bugbears—are taught that their strength is the strength of the empire, and guul’dar warriors typically serve as the terrifying vanguard of a Dhakaani army. This path can be represented by the barbarian, but with an important story difference—guul’dar barbarians aren’t savages, and they don’t surrender to unthinking rage. Instead, guul’dar “rage” is a cultivated surge of adrenaline and combat awareness, not unlike the Fighting Spirit of the Samurai fighter. The Path of the Totem Warrior is the common choice for guul’dar barbarians; the choice of totem doesn’t reflect a primal spirit, but rather specialized combat training. If your DM approves of this concept, you might even be able to replace the 10th-level Spirit Walker feature with the Intimidating Presence of the Berserker barbarian, as it’s difficult to explain how commune with nature is tied to your military training.

Bard. Bards play a central role in Dhakaani culture, serving as spiritual leaders and taking the role that priests fill in many other cultures. However, Dhakaani bards inspire and guide the people using tales of the past and the dream of the future, as opposed to priests seeking the favor of divine forces. Bards are also found as diplomats, civic leaders, and healers, and are the primary spellcasters in Dhakaani society. The most common bards are the duur’kala (dirge singers); as a duur’kala, you’ll likely want to follow the College of the Dirge Singer included in chapter 6, or perhaps the College of Lore. The duur’kala of the Kech Nasaar may choose the College of Whispers, while the uul’kala dream singers may follow the College of Glamour. Most clans have a strongly ingrained tradition that only female ghaal’dar can serve as duur’kala. However, player characters are exceptional, and it’s always possible to defy this tradition.

Fighter. The Dhakaani are a martial culture, and this is their greatest strength. Dhakaani combat techniques have been honed over thousands of years, blended with the natural instincts and exceptional discipline of the Dhakaani soldier. Both the Champion and Battle Master archetypes are appropriate for all Dhakaani fighters. The Samurai archetype is primarily found with the Kech Shaarat, and is a ghaal’dar variation of the guul’dar barbarian technique. Cavaliers are tied to the tiger cavalry, and are especially common in the Kech Ruuska. Within most clans, fighter training is reserved for male ghaal’dar. However, player characters can certainly challenge this stereotype.

Monk. Monks are rare among the Kech Dhakaan, but not unknown. The most widespread monastic tradition is the shaarat’dor (literally, “No Sword”) technique of the Khesh’dar. Practitioners can focus on the physical art by following the Way of the Open Hand, or they can blend this with the Shaarat’khesh arts of stealth by choosing the Way of Shadow. The Khesh’dar are exclusively golin’dar, but an exceptional character of another race might be taken in by the Silent Folk. The other established monastic tradition is that of the chot’uul (Dream Watchers). Most of the chot’uul blend mental and martial discipline, and typically follow the Kensei path (from Xanathar’s Guide to Everything). Others learn how to manipulate reality as one might shape a dream; these chot’uul might follow the Way of the Four Elements. Most chot’uul are part of the reclusive Kech Uul, but most kech vaults have a small, dedicated group of dream guardians.

Ranger. The golin’dar of the Taarka’khesh are legendary scouts and skirmishers, the most common rangers among the Dhakaani. However, guul’dar and ghaal’dar may also train as skirmishers. Typically, the cavalry are Beast Master rangers, working with worgs or tigers. Skirmishers are often Hunters or Gloom Stalkers (from Xanathar’s Guide to Everything).

Rogue. Typically, the Kech Dhakaan face their foes in open combat. The arts of the rogue are the domain of the Khesh’dar goblins, who operate in the shadows of the empire. While the Shaarat’khesh are best known for their assassins, specialists can be found following almost any archetype. The Silent Folk train can dispatch Thieves when necessary. Arcane Tricksters have adapted a form of the duur’kala’s magic. And if you’re using Xanathar’s Guide to Everything, Inquisitive rogues are the top spies of the Khesh’dar, while a handful of Masterminds serve as expert strategists. It’s entirely possible to run a campaign around a team of Shaarat’khesh rogues with different specialties, with the Khesh’dar serving as an espionage patron. Outside of the Khesh’dar, the Kech Nasaar are the only clan that regularly trains ghaal’dar spies and assassins.

Sorcerer, Warlock, Wizard. At the height of the Empire of Dhakaan, the only common spellcasters were artificers and bards. Focused on martial discipline, the Dhakaani never unlocked the secrets of wizardry or embraced eldritch bargains—but today, the Kech Volaar are actively trying to bridge this gap in their arsenal. As a Volaar wizard, you can follow any path; the key is that you are likely a trailblazer and your accomplishments and discoveries may be very important to your people. There is no established tradition of sorcery among the Dhakaani, but the Volaar are likewise seeking out any dar who show signs of sorcerous potential. The clan has even been experimenting with warlocks, actively seeking out arcane patrons and attempted controlled studies. So as a Volaar warlock, you might be the first dar to work with this particular patron, and your superiors are eager to see how it turns out.

There are a few other options for arcane spellcasters. Depending on the path the DM decides to take with the Kech Hashraac, they could be training Evokers; like the Volaar wizards, this would reflect cutting-edge research. The Kech Nasaar have been studying necromancy for a long time and may have developed Necromancer wizards. The Nasaar are more willing than most to dally with sinister powers, and it’s likewise possible that they’ve had a tradition of warlocks.

Cleric, Druid, Paladin. The general mindset of the dar is ill-suited to the abstract concept of faith, whether in higher powers or the world itself. They believe in the past. They believe in their leaders. But they don’t believe that there are cosmic powers or prophecies that control fate. It is possible to play a Dhakaani paladin who draws their divine power from their absolute devotion to the empire, or a cleric who channels power from the Uul Dhakaan. But this was always intended as an intentional gap in the capabilities of the Dhakaani: they have far greater martial skill than most of the cultures of Khorvaire, but they simply don’t have access to divine magic.

Race

Chapter 6 presents new racial traits for Dhakaani goblinoids. If you’re playing a dar, your racial traits are determined by whether you’re a golin’dar (goblin), ghaal’dar (hobgoblin), or guul’dar (bugbear). The terms goblin, hobgoblin, and bugbear are part of the Common tongue, introduced by human settlers. While most modern goblinoids have adopted these terms themselves, the dar maintain the old ways.

Eberron: Rising from the Last War provided racial traits for goblins, hobgoblins, and bugbears, but those represent the modern goblinoids, denizens of Darguun and Droaam whose ancestors were touched by the Kapaa’vola of Dyrrn the Corruptor. While the goblinoids of the Kech Dhakaan—the dar—are physically identical to their modern cousins, there are some important differences. The dar are bound together both by the philosophy of muut and atcha and by the spiritual connection of the Uul Dhakaan. Their lives are shaped by a relentless martial culture and a rigid caste system. As one of the dar, you know your place in society and have undergone intense training to hone your natural strengths. The racial traits in chapter 6 reflect that training, but if you were raised outside of Dhakaani society, you should instead use the standard goblinoid traits.


Source: Chapter 6

Backgrounds

This section presents two variant background features that are designed be used with the Customizing a Background rule in chapter 4 of the Player’s Handbook. If your DM allows it, you can use any background you wish as a base, then substitute Goblin Hospitality or Uul Dhakaan for its standard background feature.

Background Feature: Goblin Hospitality

Over the last few decades, the Khesh’dar have established safe houses and agents in many of the major cities of Khorvaire. In addition, many modern goblins are keen to hear tales of ancient Dhakaan and are happy to trade a meal for a story or song. You can find a place to hide, rest, or recuperate in any sizable community of goblins. They’ll shield you from the law or anyone else searching for you, though they won’t risk their lives for you.

Background Feature: Uul Dhakaan

You have an especially strong connection to the Uul Dhakaan, the dream of the Dhakaani Empire. You are more likely than most to remember your dreams, and you may have a mentor who offers you guidance; this could be the memory of an ancestor or fallen hero, or a living uul’kala bard. Whenever you take a long rest, there’s a chance you’ll receive a vision, a mission, or a clue about your current situation.

Knell Beetles

Knell beetles were used as mounts by the warrior legions of the ancient Dhakaan Empire. The ancient hobgoblin dynasty lives on as a series of ruins across Khorvaire, and knell beetles inhabit several of these sites. They also lurk in the depths of Khyber, where their ominous sonic chimes can sometimes be heard for miles.

Dhakaani Magic Items

Source: Exploring Eberron

Though the Empire of Dhakaan has no tradition of arcane artillery, the sages of the Kech Volaar are carefully studying the tools and techniques of the Five Nation, working to grasp the principles of the evoker and the conjurer. But while wands and siege staffs aren’t yet part of the Dhakaani arsenal, their daashor artificers are exceptionally talented. The Dhakaani have mastered techniques of metallurgy and smithing that Cannith has yet to learn. They know techniques for refining and working adamantine alloys and other exotic metals, and for binding arcane energies into their creations. In ancient times, the empire produced many mighty artifacts. DMs will have to decide whether the present-day Dhakaani still have the ability to craft new artifacts, or if their greatest secrets were lost in the collapse of the empire.

This section describes a few unique Dhakaani relics that might be found across Khorvaire. Typically these are found in ancient tombs and ruins; such treasures as adamantine armor are immune to the ravages of time. However, the Heirs of Dhakaan continue to craft fine weapons and armor, and Dhakaani champions are well equipped.

The daashor value function over fashion. Their tools and weapons are impeccably designed, but typically austere in form: blackened adamantine or steel, with emblems of clan and empire woven unobtrusively into the design. In addition to adamantine weapons, Dhakaani may produce any sort of magical arms or armor. Armor of invulnerability, armor of resistance, defender weapons, mace of terror—any of these could be Dhakaani designs. While the Dhakaani use swords, bows, and spears, their champions often field flails, maces, and mauls. Other Dhakaani magic items are usually focused on battlefield use. For example, magical banners or instruments could inspire allies or instill fear in enemies.

The Heirs of Dhakaan seek to recover Dhakaani artifacts and legendary items, and they’ll try to claim these most valuable items from other creatures through force or diplomacy. While it may disturb a warrior of Dhakaan to see a human wearing Dhakaani armor or carrying an adamantine blade from an imperial forge, they don’t need to recover every relic of the past, and they may allow this to pass without incident.

Keith

Q: The Heirs of Dhakaan Novels of Don Bassingthwaite describe the city of Kech Volaarin nice detail. How would you portrait the Kech locations in your Eberron?

So I personally don't think of the strongholds of the Kech Dhakaan as CITIES; I refer to them as VAULTS, with everything that term implies. They're subterranean fortifications that were designed to shield the Kech Dhakaan from what they believed would be the end of the world. They had to be heavily fortified to resist any potential attack; large enough to support a population that could eventually reclaim the surface; and self-sustaining, even if under major austerity measures. Further more, they're deep enough and distant enough that they were able to remain undetected by the civilizations of the surface for thousands of years. Finally, each one would be centered on the core virtue of the Kech. The Volaar are the Keepers of the Word, and so they would have vast archives, and their walls might be covered with recorded history. The Kech Sharaat would be intensely martial, with countless drilling chambers, forges, and blades on display. 

With that said, in the case of a Kech that is choosing to interact with surface-dwellers—as the Kech Volaar are in Don's novels—it's reasonable to imagine that they would establish a beachhead outpost of the surface to use for purposes of diplomacy and exploration, allowing them to meet with potential allies without revealing either the location or the power of their vault. They could just repurpose an existing town. If they built from scratch, I see Dhakaani architecture in general as being both solid and brutalist, but the key again would be to express the culture of the Kech. The Volaar would be associated with words and knowledge; they'd have scriptorium where scribes would be studying and copying the works of modern cultures, chambers of maps, etc. While a Kech Sharaat outpost would have a dueling ring, drilling facilities, a forge, and an armorywhere they are gathering and testing the weapons used by modern cultures. And so on. 

Q: With the empire being rather... Hiveminded in a way with the Uul dhakaan, how would trade be like? Is there a kind of communist ideology in there, has there been trade in classical sense with different regions having different produce, what was money like in ye ole times?

So this is a slightly odd analogy, but the way to think about civilian businesses in the Empire of Dhakaan is SPORTS LEAGUES. Take the NFL: There are X teams that compete with one another. But they compete within a rigidly defined structure. They're assigned to different regions and subleagues, and they play according to a schedule. The Seahawks can't just decide that they feel like playing the Steelers this weekend instead of the Chargers, and they also can't decide to become a basketball team.

The same principle applies to civilian forces within the Empire of Dhakaan. The dar were united by the Uul Dhakaan and the concepts of muut and atcha. But it wasn't as structured as Riedra or the Eternal Dominion. Cities and regions had distinct identities and industries. Certain elements WERE rigidly control, notably the military. While civilian industry operated essentially under license to the empire. So in a major city you might have three Daashor guilds, each of which recruits apprentices from the local population, and each of which competes for contracts. The point is that all three guilds WILL produce what the empire needs them to produce—but there is competition over who gets particular contracts. They can't just refuse an Imperial contract and someone can't just split off and start their own guild; founding a new guild would be possible, but it would have to be done through the bureaucracy. Hence the sports league analogy. It's not that there's only one team—but the empire set up the structure of the league and it's the only power that can authorize the creation of a new team or any other significant change.

Likewise, on a personal level, citizens of the empire would have a degree of discretionary income for personal expenses. Key services—such housing and basic food—would be provided based on occupation. A soldier would live in barracks and have basic meals provided. But they would get a certain amount of discretionary income which they could use for better food, entertainment, unique equipment, etc.

So coins and trade bars existed both for personal use and for trade between guilds or towns. But economic forces were harnessed by the empire, and the pursuit of wealth wasn't a goal in its own right; industry and trade was always first and foremost dedicated to the good of the empire.

That was the PAST. The KECH DHAKAAN are entirely different. They survived for thousands of years in almost complete isolation, working with limited resource. This required intense discipline and structure. The Keepers are effectively armies; there are no civilians in a Kech vault. Now that they are emerging they are adapting to surface life, but they are still built on a foundation of strict vault survival mode.

Source: June 2024 FAQ

Chaat'oor

Chaat'oor are "defilers." First of all, it's a word for the daelkyr (while I hold by the idea that daelkyr appear different to different people, it's a fun way to point out that by all the pictures, DAELKYR LOOK LIKE HUMANS). Yes, Reg - essentially, the Ghaalrac heroes were the original player characters of that age. So most races that were actively present at the time of the empire's dominance weren't DEFILERS, they were simply not-dar. We have specific terms for some of those races—orces, taarn. The original defilers were the daelkyr. The current defilers are those beings who have stolen the ancient lands of the Empire. The important point, however, is that what this ultimately means is that THE FIVE NATIONS ARE ENTIRELY CHAAT'OOR. It's entirely appropriate to call a Boromar halfling or Phiarlan elf chaat'oor. Essentially, that Phiarlan elf COULD be taarn if you're identifying them purely by race, but they're chaat'oor if you're saying "Horrible person who defiled my native land."

Q: "Chaat'oor taarn", essentially

A: Sure. "Taarn" is more clinical; "this is what you ARE." "Chaat'oor" is "This is what you have DONE."

I'm sure there is a dar word for "Human" we just haven't set down, yet, because chaat'oor concretely ISN'T specific. But no one bothers to USE it, because all humans are also chaat'oor. Again, chaat'oor is "defiler" - it's not about biology, it's about your actions (and those of your ancestors) I will say, a word we haven't mentioned but likely should...

Gath'dar would simply mean "Not dar." That's the GENERAL term you'd use for, for example, Talenta halflings. It's a simple broad identifier that doesn't carry the negative impact of chaat'oor. In the eyes of many of the Kech Dhakaan, many Darguuls would actually be gath'dar.

Q: I do find it interesting there's a word for changelings, but not humans.

A: I'm sure there is a word for humans in the Goblin language, we just haven't used it. Because all humans qualify as chaat'oor, and that's the word most choose to use.

Source: http://keith-baker.com/ifaq-volaar/

Dhakaan vs Sol Udar

What is the difference in terms of magic advancement between the Dhakanni and the Dwarves of Sol Udar?

They’re vastly different. As called out in Exploring Eberron, “The dwarves of Sol Udar were an advanced civilization employing arcane science beyond that currently possessed by the Five Nations. The halls were shaped by elemental magic—an improved form of the move earth spell—and reinforced to be stronger than any natural stone. Barring any alien influence, the air is renewed by magic and remarkably fresh; a permanent prestidigitation effect keeps these halls clean after thousands of years and untold conflicts… Widespread magic was a part of daily life in Sol Udar.“

By contrast, the Dhakaani are exceptional in many ways but DON’T have a tradition of wide magic. From Exploring Eberron: “Dhakaani daashor are the finest weaponsmiths on Khorvaire. Their traditions blend mundane skill and transmutation to create and manipulate remarkable alloys, including adamantine, mithral, and byeshk. Their skill at metallurgy outstrips even House Cannith, and Dhakaani champions often wield weapons forged from such material. Dhakaani equipment is designed for durability and efficiency, rarely gaudy or bejeweled. Likewise, armor is tough and flexible—often with the properties of mithral or adamantine armor—but not dramatic in style. Dhakaani magic items are either created by the daashor (who specialize in armor and weapons) or by gifted duur’kala. Dhakaani magic rarely focuses on evocation effects, and they have no tradition of elemental binding.”

So the Dhakaani make excellent WEAPONS AND ARMOR, but part of that is tied advances in mundane science. Beyond that, the items they have are created by duur’kala, with the key point being that the duur’kala are BARDS—primarily spiritual leaders and diplomats, NOT devoted to manufacturing. So the Dhakaani HAVE magic, but it’s NOT as widespread as magic in the Five Nations—let alone Sol Adar, which is considerably more advanced than the Five Nations. Essentially, the Dhakaani excel at things that are related to WAR… though even there, the point is that they don’t employ siege staffs, airships, or similar magical tools. The Dhakaani daashor make the finest SWORDS on Khorvaire… but they don’t have a strong tradition of WANDS. Now, the catch is that the ancient Dhakaani could create ARTIFACTS, as could the dwarves of Sol Udar. But these artifacts were extremely rare—the weapons of champions and tools of the Marhu—and they didn’t have a strong tradition of EVERYDAY magic.

The Sol Udar dwarves use air refreshing magic to sustain life in the depths… What do the Dhakaani do?

There’s three factors. The first is that the Dar as a species have adapted to thrive in a subterranean environment. Much as creatures in high altitudes adapt to the lower oxygen content, as creatures who evolved in the depths I’d expect Dar to be better suited to the challenges of a deep environment. I wouldn’t see this as having a strong game effect, but if I was running a long-term subterranean campaign and decided to develop environmental effects for bad air, I might give the Dar a ribbon similar to the Goliath’s Mountain Born—”You are acclimated to deep subterranean environments.” Note that I’m specifically saying the DAR—the Dhakaani who have remained in their deep vaults for thousands of years—as opposed to all goblinoids.

With that said, just because the Dar are more capable of surviving in such environments doesn’t mean they don’t need oxygen. I have always assumed that they engineer solutions that can bring fresh air to the depths—that just like creating aqueducts and mundane systems for channeling water, they use mundane (but remarkable) solutions to channel air to the depths. Thinking further, however, there’s a third factor: certain manifest zones and demiplane portals could well serve as oxygen sources in the deeps—and Dhakaani might build around these just as they would build around good sources of water. But the general principle is that while the Dhakaani aren’t as magically adept as some cultures, they are better at many forms of mundane science… which is also why I’ve said that if I was to add traditional firearms to Eberron, I’d start by giving them to the Dhakaani.

Source: http://keith-baker.com/ifaq-lr8-21/ 

Strike Force Dhakaan

The Heirs of Dhakaan are the scions of a martial tradition that once dominated Khorvaire. For thousands of years they have been in hiding. Now they have returned. Dhakaani troops are among the most dangerous soldiers in Khorvaire; they are skilled, disciplined, well-equipped, and utterly devoted to their clans. If the clans were to come together under one leader, they might threaten Khorvaire itself. But for now they remain divided, squabbling among themselves to determine the rightful heir of Dhakaan. Some clans are engaged in full-scale wars against their brethren. Others comb the continent for relics of the ancient empire, believing that the symbolic and magical power of these items are the key to victory.

The Dhakaani are far deadlier than their Ghaal'dar cousins, and they should prove an unpleasant surprise for a party used to savage or undisciplined humanoids. Dhakaani soldiers act with elegant precision, shifting targets or formations on a single word from their commanders. Dhakaani leaders are seasoned veterans who can analyze any situation and determine the most dangerous threats. They seek to incapacitate spellcasters as quickly as possible and combine attacks to eliminate foes.

The weaknesses of this Dhakaani force include poor Will saves and a complete lack of divine magic, due to the agnostic nature of Dhakaani culture. The dirge singer can heal, and a taarka'khesh scout can attempt to use the Use Magic Device skill to trigger a wand of cure light wounds. But the lack of clerical support can prove a drawback against a well-balanced opponent or an undead foe.

Whenever possible, Dhakaani scout the terrain before battle, spreading missile support into key locations and letting snipers take advantage of Plunging Shot. Stealthy bugbears draw close to the enemy before raging into battle, followed by the hobgoblin troopers. While the bugbears are taught to hurl themselves into the foe, the troopers use Combat Expertise and Improved Trip to harangue enemies. The dirge singer uses hold person or confusion against enemy melee champions and tanglefoot bags against obvious spellcasters, while inspiring her troops with bardic music.

Between the poor Will saving throws of the melee troops and the potential of a fireball to devastate a group of soldiers, the rare wizards assigned to Dhakaani units generally take defensive roles: an evoker might start the battle with a fireball, but on subsequent rounds he'll hold his action for counterspelling until he's certain enemy spellcasters have been neutralized.

Source: http://archive.wizards.com/default.asp?x=dnd/ebds/20060109a 

All characters that are members of this organization.