Amporia

A Nostalgic 7.4 Realm

0 Explorers
Awake World Status
4h 37m Age

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World & Cities

The realm of Amporia spans nine cities, from the brave capital of Smallville to the frozen crown of Avalan and the cursed isle of Hellion.

Map of the world of Amporia

Magic Ubers

Magic Uber is a fast travel system that allows players to quickly move between specific locations across the World of Amporia. These routes are anchored to designated travel points and provide a safe, instant way to return to hunting areas or quest zones.

Unlike full city-to-city transport, Magic Uber only connects predefined destinations, making exploration and routes an important part of progression.

Magic Uber connects predefined destinations only; it is not free city-to-city transport, so routes and exploration remain part of progression.

Cities

Smallville view

Smallville - The Brave Heart of Amporia

At the northern east of the known land lies Smallville, a proud city surrounded by rivers, lakes, and open trade routes. Though not the richest, nor the grandest, Smallville is the true heart of Amporia-a capital built not on gold, but on courage.

From within its stone walls rules King Arthur, young in age but strong in will. Under his banner, the people of Smallville face every shadow that falls upon the land. They may not live in luxury, but they live with purpose-and they fear nothing.

Merchants pass through daily, and adventurers gather here in search of purpose and pay. The city buzzes with life, yet danger is never far. All around Smallville, the land is teeming with hidden quests, lost relics, and whispers of forgotten evil.

It is said that as long as Smallville stands, the world shall not fall. For in this city, bravery is law, and hope is home.

Avalan view

Avalan - The Frozen Crown

Far in the southeastern corner of the world lies Avalan, a city of ice and snow, standing proud atop an island locked in eternal winter. No flame or sun has ever thawed its frost-kept frozen by a forgotten curse cast long ago.

The city is ruled by the kind and wise Queen Elenaria Frostwhisper, and is home to a population of humans, many of whom are wealthy nobles drawn to Avalan's calm beauty and refined culture. The streets are lined with clean stone paths, polished towers, and elegant homes that shine like carved crystal beneath the snow.

Avalan is peaceful, but not without mystery. Glacial mountains rise around it-massive, silent, and old. Legends tell of secrets buried deep within them: forgotten tombs, ancient magic, and perhaps even the source of the curse itself.

Some believe a great quest lies hidden somewhere on the island, tied to Avalan's frozen fate. None have found it-at least, none who've returned.

Baguria view

Baguria - The Green Veil

Hidden deep in the heart of the world lies Baguria, a place swallowed by time and wrapped in green. Though only a small village marks human presence, the jungle around it is vast, tangled, and largely unmapped-a living realm of ancient secrets and primal power.

Thick vines coil like serpents across fallen ruins, and strange creatures move through the underbrush, always just out of sight. Dark caves and forgotten paths lie hidden beneath a canopy so thick it swallows sunlight.

In the eastern jungle, great stone temples rise from the earth-weathered, cracked, but still standing. These ancient ruins, long abandoned by men, are now home to a race of intelligent apes. They dwell among the broken idols and vine-strangled pillars, protecting what they believe to be sacred grounds. Some say the apes speak a tongue older than any man remembers, and possess knowledge carved into the walls of their stone sanctuaries.

To the southeast, deep in the shadows of swamp and fern, lives a lizardfolk tribe, proud and territorial. Their temples are carved from stone and covered in moss, and many believe they still guard relics from an age before men.

The southwestern jungle hides a narrow, treacherous mountain pass that leads through to the deserts of Paradise, though few take it. It is a dangerous route, crawling with predators, thick vines, and worse.

Scattered throughout Baguria are outlaw camps, hidden from the sky and hard to reach. These camps serve as refuges for exiles, fugitives, and those who wish to disappear. Some say the jungle hides caves that breathe, or grottos where voices sing without source. The brave might find treasures, ritual sites, or unnatural things slumbering in stone-but few who venture into the depths ever return unchanged.

Baguria is no kingdom. It is a place of living wilderness, where the jungle itself watches, waits, and remembers.

Borderville view

Borderville - The City of Trade

South of the quiet forests of Khalen, where the roads widen lies Borderville-a bustling human city built upon stone, sweat, and trade.

Encircled by a tall, grey wall of quarried rock, reinforced with tight, interlocked wooden planks-"the border" that gave the city its name-Borderville stands proud as a hub of commerce and culture. Within its walls, life hums with contrast: noble estates rise beside humble farmsteads, while merchants haggle in the markets as children run through alleyways. The city is governed by a council of elected voices, rare among kingdoms ruled by crown and blade.

To the south, a wide harbor stretches into the sea, where a mighty trade vessel docks-bringing goods, travelers, and tales from across the realm. Near the docks lies the city's darker edge: a grim prison, where iron bars and heavy silence keep the city's less fortunate confined, and a solemn graveyard to the norther west, where the dead rest beneath stone and shadow.

In the west wall stands a solitary tower, its peak wrapped in strange glyphs and whispering winds. Here resides a wizard of unknown age, keeper of secrets and silent observer of the city below.

But beyond the borders of Borderville, danger simmers. To the west, wild Amazon clans dwell in the craggy slopes of a lonely mountain, their drums echoing through the night. Beyond them lies an abandoned castle, long empty-or so it is claimed. To the east, a dark swamp festers, stretching south toward a burnt, ruined house by the sea, where even fishermen refuse to cast their nets.

Though prosperous, Borderville walks a delicate line-caught between coin and chaos, reason and ruin.

Hedron view

Hedron - The Fallen Heart of the Dwarves

Once the proud capital of the dwarven people, Hedron is known as the oldest village in the realm. Forged in stone and tradition, it was a place of hard work, strong ale, and deep honor, ruled for centuries by King Thrain Emberforge. The dwarves lived in harmony, their lives centered around the great Mines to the east, where their craft and spirit thrived.

But peace never lasted long. To the north, orcish warbands constantly threatened the borders. Yet it was not the orcs that ended Hedron's golden age-it was the arrival of Lord Vorkalth and his dark beasts of an army, the dark lord whose shadow swept through the land. With terrible force, he overtook the village, forcing the dwarves to flee underground, back into the mines where they now make their home in exile.

Today, humans inhabit Hedron, slowly rebuilding what was lost. The village is now a place open to all races who seek a life in the remnants of a once-great home. The stone walls still stand, weathered and marked by battle, a silent reminder of what once was.

Beneath it all, in the depths of the mountain, the dwarves wait-working, watching, and preparing for the day they might reclaim their city.

Hellion view

Hellion - The Isle of Horror and Shadows

Far from the well-kept roads of the mainland, across the storm-tossed waves of the southern sea, lies the grim isle of Hellion-a land where law is but a rumor, and danger walks in daylight.

Once said to be a happy colony, Hellion has long since fallen into ruin and rebellion. Now, its crumbling ports and smoke-streaked hills are home to bandits, outlaws, and cutthroats, drawn by the promise of lawless freedom and gold stolen rather than earned. Black-market trade posts and rusted watchtowers dot the island's scorched surface.

Beneath the surface, ancient lava tunnels wind through the earth-hot, suffocating, and whispering with voices no man should hear. Those who have entered the underpaths speak of shadows with claws, and some say the island itself is cursed, a throne for demons in the deep. But no tale has come from those who ventured too far below-only silence.

South of the island, legends speak of a forbidden castle, cloaked in mist and madness, where exiled knights and magicians cast out for crimes too dark to name-are said to dwell. Known only in hushed tones as "The Crimson Order", they are believed to have turned to dark sorcery and blood rites, awaiting a time to rise again. Few dare seek the path to that place. Fewer still return.

Hellion is not marked on most maps-and those who speak of it often do so with lowered voice and watchful eyes.

Khalen view

Khalen - The Whispering Grove

Nestled deep within the green hush of the forest, betwixt the bustling trade roads of Borderville and Hedron, lies the tranquil settlement of Khalen.

Khalen is no fortress, nor market hub, but rather a haven of peace-its cobbled paths winding through tall oaks and silver-barked elms, where the air is ever sweet with birdsong and the scent of wild herbs. Built by men of means seeking respite from the noise of the world, it is a place of gentle days and quiet nights.

The folk of Khalen are human, fair and courteous, tending their gardens and homes with uncommon pride. Their halls are finely crafted in ivy-laced stone and warm lantern light. Here, neighbors are as kin, and each soul takes part in the keeping of the city's grace.

No banners of war fly over Khalen. No thieves' guild hides in shadow. Instead, visitors find songs in the taverns, wisdom in the libraries, and calm in the glades beyond the walls. It is said that those who come to Khalen in search of peace often find something more: a place to stay.

Though small, Khalen holds quiet importance. It is a resting place for emissaries, a retreat for nobles, and sometimes, a hiding spot for those fleeing darker things beyond the trees.

Mines view

The Mines - The Last Bastion of the Dwarves

Beneath the caves east of Hedron lie The Mines, once the heart of dwarven labor and pride. Here, the dwarves mined, forged, and thrived for centuries. But after the fall of Hedron, the mines became more than just tunnels-they became a home in exile.

Now, the dwarves live deep underground, building a fortress of stone beneath the surface. Their King, Thrain Emberforge, still leads them, hammer in hand, guiding his people with unwavering resolve.

The mines are vast and dangerous, full of uncharted passages and ancient caverns. To reach the dwarven stronghold, one must follow a path into the depths-a journey few outsiders have taken.

Though cast from their homeland, the dwarves have not broken. Within the stone, they gather strength, prepare their weapons, and wait for the day they will march once more. Hedron will be theirs again.

Paradise view

Paradise - The Golden Mirage

In the far eastern reaches of the world, where the wind dances across golden dunes and sun-bleached bones, lies the desert city of Paradise-a gleaming oasis built upon dust, secrets, and ancient stone.

Though modest in size, Paradise is a city of deep lore and whispered danger. Surrounded by forgotten tombs, towering pyramids, and shattered ruins, it serves as the heart of a land steeped in mystery. Here, dungeons lie buried beneath the sands-haunted by wandering skeletons, cursed mummies, and things long dead that still walk. Only the boldest adventurers return from the depths-and many never do.

The streets of Paradise bustle with spice merchants, relic traders, and desert wanderers. But its people speak in hushed tones of the tombs that lie just beyond the city's edge-some sealed by time, others waiting to be opened by fate.

It is here that Zahira, a rogue scholar and seeker of forbidden knowledge, once walked the shadowed alleys of Paradise. Her name lingers still among treasure hunters and desert mystics, remembered both as a guide… and a warning. Some say she vanished into the tombs chasing secrets too great for any mortal to bear.

To the northeast, the shifting sands rise into the jagged cliffs of Stonepass, a perilous mountain corridor leading into the wild green shadows of Baguria. Few make the journey-fewer still return unchanged.

To the northwest, hidden in a cove carved from black rock, lies a pirate vessel known only as The Wretched Mercy. Its crew sails to and from a lawless island, said to be riddled with criminal syndicates, lost artifacts, and mysteries too dangerous to speak of. Passage can be bought-for a price few are willing to pay. And to the south, across the starlit sea, lies another strange island: quiet, lush, and ruled not by men, but by great wandering turtles, whose shells are marked with glowing sigils and ancient carvings. Some say they were once guardians of forgotten temples. Others say they still are.

Paradise is a city of sun and shadow, where treasure calls louder than fear, and every grain of sand may hide a secret better left buried.

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