Welcome to Nibarra.
Shadows of Nibarra is a D&D 4e campaign set in the remnants of the Imperial Province of Nibarra, in what was the northwestern portion of the old empire of Nerath.
In the 100 years since Nerath collapsed, the counties that made up Nibarra province have banded together into a loose alliance for trade and mutual defense. To the north, a tenuous peace exists with the Darnic people of Fraizheim. To the east, the Plains of Eiren are a buffer between these relatively civilized lands and what were once the Central Provinces of the empire. It has been generations since anyone crossed the Watchtowers that stand guard down the middle of the Plains, but few believe anything but that the hordes that crushed the empire still dominate there. Nibarran men who serve on the Tower Line do not tell the war stories that you hear from other veterans. At least, not to anyone who did not share that post.
Most threatening of all to the safety of the people of the province, the old capital city lies shrouded in a never-dissipating cloud of gloom and shadow. On its island in the middle of a vast inland lake, the city of Fal Nibarra waits, malice and despair soaked into its very stones.
In the encroaching darkness, six cities stand as bright flames, beacons of the Light:
On the western shore of Lake Romere, Danriel guards against the evil dwelling in Fal Nibarra. For reasons still unknown outside the city’s ruling council, the city transported from the Feywild 200 years ago. When Danriel appeared in this plane, it appeared under the floating Arcane Academy, the center of magical teaching throughout the province and the hub of the Mage’s Circle. For this reason, Danriel leads the region in the magic item trade (with Adinhold a close second). When Nerath fell, and Fal Nibarra corrupted in the Ash King’s final assault on the empire, it was Danriel that first swayed the other counties to remain banded together for mutual protection and trade.
In the mountains north of Fal Nibarra, Korren mines most of the metal used throughout Nibarra. Its proximity to Fraizheim has meant an influx of Darns into Korren and a slow but definite shift in culture to match.
At the southwestern extreme of Nibarra is Rensmoth, the largest trade port in the region. Almost all of the sea trade through the region passes through Rensmoth Harbor. From there, good go overland, by riverboat up the River Taren to the other cities.
Second only to Rensmoth to the south, Adinhold is host to an enormous portion of Nibarran trade. While the port city handles much of the trade with the rest of the world, and in raw materials from within Nibarra, Adinhold is the top market for manufactured goods. Weapons, art, books, antiques and curiosities are all sold in shops, in market stalls, and on the street. Adinhold is also popular with mercenary “adventurers” seeking to unload goods plundered from ancient storerooms and treasure hordes. As a result, a somewhat recent guild, the Golden Rope, has set up its main chapterhouse here.
Due east of Fal Nibarra and situated on the edge of the Plains of Eiren, Tcharne supplies a large portion of the manpower and training to the Tower Line. It is said that every Tcharne man is a swordsman, every woman an archer, and every child a battlefield messenger. What is not said is that every Tcharne man is also a bowman, every woman can match up with any other nation’s foot soldiers, and every child trains at both and dreams of fighting in the Towers. Needless to say, the Fighter’s Guild’s main chapterhouse is here, rivaling Castle Tcharne itself for size.
South of Tcharne, in the fringes of the Blackwood, is Valmorra. Dominating the city is the Abbey of the Light, the central religious body of the region. Priests and warriors from across Nibarra gather here to train, study, and meditate. Dedicated to the pantheon of benevolent gods, the Abbey is divided into two distinct factions. The Chantry, devoted to religious study and the training of priests to minister to the people of Nibarra, is headed by the Revered Mother. The Temple was founded centuries before the founding of Nerath for reasons now lost to history; rumors say, however, that it was a failed coup by a group of wizards that resulted in the necessity of the Temple. Its purpose is to train Templars, holy warriors whose primary task is to hunt down Apostates (arcane casters not associated with the Mage’s Circle.)
Within the province itself, a number of autonomous peoples exist outside of the structure of the old Empire. The Vale Elves have learned from the poverty and subjugation of their city-dwelling cousins and have withdrawn into the seclusion of the Valewood. Beneath the southern mountains lies the Dwarf city of Durranmar. Finally, the wagons of the Vistani wander the land on their own affairs, welcomed by few and trusted by fewer. Some say that they are among the last remnants of the Taern Imperium that ruled the region for centuries, long before Nerath spread its influence westward. The common thread through these cultures is their isolation and distrust for outsiders. The Vale Elves have been known to attack non-elves on sight, when they do not simply fade into the forest. The dwarves of Durranmar allow outsiders only into a trade enclave just inside the main gates of the city; dwarves who travel Above are stripped of all family and caste status and join the Casteless (though some refer to themselves as the Surface Caste, something they consider humorous and which baffles those who do not know the joke.) The Vistani can welcome you to their fires with open arms, of course, but be sure to check your purse before you leave.