This is a guide to all of the locations in the Guardians of Indir D&D 5e campaign.
Bejinnens – a rural dragonborn village in eastern Daboboah, near the D’j Vilca foothills. Home of the Ugondai religion and Balasar’s hometown.
Daboboah – the region of the world in which the campaign begins. The dragonborn city-state of Indir, the dwarven lands of D’j Vilca, and the elven demense of Valtaryn together comprise the Daboboah region.
D’j Vilca – the hills of eastern Daboboah, a federation of many loosely-allied dwarven clans.
Dragon’s Blood Tavern – a cop bar in Indir, catering largely to the Indiran Guard. It is run by the Gigner family, and specializes in a famous local beverage, Gigner Ale, and a particularly fine birria.
Indir – a city-state located in southern Daboboah on the west bank of a great, as-yet-unnamed river. Several of Indir’s Council leaders organized the region’s dragonborn to resist the advance of the “dragonkin” armies and eventually won the Dragon War. Governed by a ruling Council, which until recently was dominated by war profiteer Steeev Ganalon.
Potter’s Mill – a ruined mill in the Daboboan farmlands across the river to the southeast of Indir. Site of the party’s first skirmish with elves and a troll in episode 3.
Tower of the Sun – a human bastion 1,000 years before the start of the podcast, from which the humans asserted their dominion over the surrounding region and its “lesser” people.
Valtaryn – an elven kingdom in the northwest of Daboboah, ruled by Lorenal and his court.