Pippin's Quests

Ennahar Show more »

The City of Adventures

(153/159)

Ennahar City

(40/45)
The first step of the adventurous journey, Ennahar City is a harbor city, a bustling crossroads of dark and light, good and bad, and life and death. You’ve been warned.

Old Town

(13/13)
A quiet town where calm is the norm and where a weary traveler can find a kind face. The villagers there are older and know that wisdom comes from a simple existence.

Karasim

(27/27)
The past of Karasim still haunts as chains from departed slaves lie silent on the ground. Today the harbor is an entry point for the mineral Elinirium, courtesy of the Sylens.

Hunts

(11/11)
Hunts is a forest for those seeking adventure and the home of three very different brothers, a slow minded archer, a good hearted trapper and an odd magician. Greet them kindly.

Tebat Desert

(23/23)
A far-reaching desert, Tebat is the home of the sand diagrams of Kamza, created by the Nomads and the glue like substance called Amar. Tebat is as confusing as it is hot.

Mapparan

(21/22)
Mapparan is the land of priests trapped in time, confined to a spell of never ending amnesia. Even the Statues of the Entities are unable to shake them from their mental jail.

Shadowleaf Forest

(9/9)
A forest of great mystery, ancient secrets and the amazing Bar Bar leaves… magical foliage able to shield against the sun’s hottest rays.

Xora's Den

(3/3)
Home to one of the most dangerous creatures in all of Ennahar, and the scene of inexplicable occurrences, causing anxiety and fear in the hearts of the locals.

Sunthief Gorge

(6/6)
Hidden in the southern most corner of Ennahar rests Akkal Forest, a place with a rich history if one knows where to look.

Ashra Show more »

The Valley of Life

(113/116)

Ashra City

(37/37)
Crippled by chaos, Ashra City seems self-destructive. The Nadir's impending arrival has struck fear in the heart of the residents. Survival is their greatest wish.

Lamen

(15/16)
Home to the mines of Lamen where the famous White Stones are unearthed. The dust from the stones carries a magical force offering visions of future and past events.

Greyford

(17/18)
Home to the Master Seed, the very nucleus of the Greyford Forest and the cause of concern amongst its natives. If it is destroyed, the forest will die as will Greyford.

Silent Fields

(14/14)
An area with a vicious past, the Silent Fields are now home to a group of mystical farmers who cultivate the land while paying homage to the spirits roaming the fields.

As'Arrath

(13/13)
A land of two villages and two brothers, at war with one another because of lies. Their bond broken from years of mistrust and the destructive games of the Arrathi Guards.

Yren

(10/11)
Down river of Zenithar, Yren is a growing mountain of garbage and the odd clans living there who find use in the discarded remains of the rich. Treasures come in many forms.

Spirit Rift

(7/7)
Xander didn’t know he would inherit his father’s pain, but being the son of Anwar was a greater burden than he could’ve predicted. After defeating his brother Evomar, Xander was banished to a realm of spirits called the Other World.

Zenithar Show more »

The City of Eternal Sun

(96/251)

Sand Quarter

(12/20)
Just south of the center of Zenithar, Sand Quarter is a dusty area with a public bazaar, frantic and constantly busy. Overrun by problems, Sand Quarter goes on without peace.

Stone Quarter

(8/14)
Like an island of stone, the problems facing Stone Quarter are heavy, offering the locals little room for hope as litter, ghouls and snakes are blamed on the Inamas.

Noble Plateau

(22/30)
The Noble Plateau is home to the families of Kazem and Barad, and an exciting revelation, courtesy of Baltar the Historian. Still, pollution erupts and hope remains sparse.

Temple Plateau

(1/6)
The spiritual center of Zenithar, the Temple Plateau was once well-protected, but now seems to be overrun by simpler minds and lesser souls.

Magarin

(15/25)
Home to the infamous Vault, Magarin is a victim of past decisions. The mad mage Evomar cast spells on the area long ago and the locals have little hope of combating them.

Agban Fields

(5/18)
The dunes of Agban were built as protection against the Nadir’s onslaught, but now they have become home to the deadly snakes of the Serpent Spire.

Cradle Dunes

(22/36)
The resting place of the long since dead bird Xiloranth, Cradle Dunes is home to Dreamwalker Alarian, and the many visitors who have come to trade nightmares for dreams.

The Veiled Wilds

(0/53)
The edge of the storm separating the known from the mysterious, The Veiled Wilds is an untamed savannah with deadly termites and roaming lions.

The Vault

(0/8)
Originally built by the Zenitharian High Council to trap mages and seize their powers, the Vault is under attack by the Nerkal’s, intent on killing the mages currently held there.

Serpent Spire

(4/8)
Danger awaits as the matron of the serpents is on the verge of awakening and millions of dormant snakes will rise, wreaking havoc for all in their path.

Zenithar Outskirts

(7/9)
A poor and abandoned patch of land on the edge of Zenithar, it’s the training grounds for the Zenitharian guards who ready themselves to defend the city.

The Spider Quarter

(0/18)
A habitat for spiders the world over, Spider Quarter is a rite of passage for local children. Killing spiders is a doorway to manhood, as long as the spiders don’t win the fight.

Stronghold of Darkness

(0/6)

Dahab Show more »

(0/25)

Dahab

(0/25)

Crystalbrook Gardens Show more »

(0/10)

Crystalbrook Gardens

(0/10)

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