IMPERIAL LIBRARY

Regional Gazetteer

An overview of Anuire: the shattered imperial heartland of Cerilia, its people, places, history, geography, and the great regions where regents now struggle for power.

Anuire at a Glance

Anuire is the old imperial heartland of Cerilia: a land of ruined legacies, proud noble houses, ancient temples, fortified roads, contested thrones, and borderlands where civilization presses against monsters, rival cultures, and the memory of a fallen empire.

Once, the Roele emperors united these lands beneath the Iron Throne. Now the empire is broken. Dukes, barons, counts, guildmasters, priests, wizards, rebels, and awnsheghlien all maneuver for advantage. Every road, river, forest, temple, and border keep may become a tool of power.

For players, the gazetteer is not just lore. It explains where your domain fits, who your neighbors are, what old wounds still shape politics, and what threats may appear in future domain turns.

The People of Anuire

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Anuirean Nobility

Anuirean society is shaped by noble titles, inheritance, oaths, feudal law, and the memory of imperial rule. Even minor lords often speak as if the empire might return under the right bloodline.

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Temples and Faiths

Priests influence legitimacy, loyalty, morality, succession, and public order. In many lands, temple politics can be as dangerous as royal politics.

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Guilders and Merchants

Guilds move coin, grain, timber, ships, information, and favors. A merchant house may lack a crown, but it can still starve a castle or fund a rebellion.

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Wizards and Source Regents

Mages compete for rare sources of mebhaighl, especially in wild lands, forests, and places where civilization has not fully consumed the old magic.

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Elven Neighbors

Elven realms and ancient forests remain powerful reminders that Anuire was not empty when humans arrived. Their courts are old, proud, and often wary of human expansion.

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Border Peoples and Monsters

Dwarves, goblins, orogs, gnolls, awnsheghlien, and other powers shape the frontiers. Some are enemies, some are neighbors, and some are political realities that cannot be ignored.


Geography of the Old Empire

Anuire is defined by rivers, coasts, old roads, deep forests, fortified passes, and contested borders. The Maesil River remains one of the great arteries of trade and travel. The Straits of Aerele connect Anuire to the wider southern seas. The Erebannien stands as a vast and ancient forest at the heart of political and magical tension. The Spiderfell is a dark wound in the land. The Five Peaks and the Gorgon's Crown mark dangerous northern frontiers.

The Imperial City of Anuire

The symbolic heart of the old empire and the shadow of the Iron Throne. Even weakened, it remains a powerful idea in Anuirean politics.

The Maesil River

One of the great river arteries of Anuire, carrying trade, armies, news, and political pressure across the heart of the old empire.

The Erebannien

A vast and ancient forest tied to elven power, old magic, and the tension between civilization and the wild.

The Spiderfell

A dark forest realm haunted by the Spider and feared by neighboring domains. It is both a geographic danger and a political nightmare.

The Straits of Aerele

The southern waters that connect Anuire to sea trade, coastal realms, piracy, storms, and foreign contact.

The Five Peaks

A hard and dangerous highland frontier where goblins, orogs, raiders, and desperate powers complicate every northern policy.

The Stonecrown Mountains

A forbidding mountain barrier tied to dwarven strength, old roads, and the pressure of enemies beneath and beyond the peaks.

The Gorgon's Crown

A terrifying northern power and constant strategic threat. Its existence shapes the fears and military planning of many realms.


A Short History of Anuire

Ancient Days
Before the Empire

Long before the Iron Throne, Cerilia was home to older peoples, ancient forests, dwarven halls, elven courts, and powers that did not bend easily to human rule.

The Flight
The Coming of the Tribes

Human tribes came into Cerilia fleeing the Shadow. The people who followed Anduiras became the ancestors of the Anuireans, bringing ambition, warcraft, law, and faith.

Deismaar
War of Shadow and Bloodlines

At Mount Deismaar, the old gods perished and divine power entered mortal bloodlines. Blooded regents became more than rulers; they became vessels of ancient power.

Empire
The Rise of Roele

The Roele line forged Anuire into an empire. Roads, titles, law, armies, temples, and tribute bound the land together beneath imperial authority.

Decline
The Empty Throne

After the death of the last emperor, the old order fractured. Princes and dukes claimed legitimacy, but no claimant could reunite the empire.

Now
The Ruins of Empire

Modern Anuire is a field of rival regents. Every domain inherits the dream of empire, the fear of conquest, and the chance to shape what rises from the ruins.


Regional Overviews

The lands of Anuire are divided by more than geography. Each region has its own style of rule, its own enemies, its own traditions, and its own opportunities for ambitious regents.

Coastal Intrigue and Old Blood

The Southern Coast

Trade, politics, faith, and sea power

The Southern Coast is one of Anuire's most politically active regions: wealthy ports, old noble claims, temple rivalries, merchant ambitions, and dangerous neighbors crowd together along the warm southern waters.

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Geography
The region is defined by the Straits of Aerele, fertile coastal provinces, river trade, port cities, and routes that connect inland domains to southern shipping.
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People
Its people are cosmopolitan by Anuirean standards. Nobles, merchants, sailors, priests, soldiers, and travelers mix in courts and markets where coin and reputation matter.
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History
The Southern Coast remembers both imperial glory and post-imperial rivalry. Many domains here carry old claims, family grudges, and diplomatic scars.
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Threats
The Spiderfell, piracy, rival claimants, temple politics, sea monsters, smugglers, and the ambitions of neighboring realms can all disturb the region.

Notable Places and Powers
IlienDiemedRoesoneMedoereAerenweMieresThe SpiderfellStraits of AerelePort of Call ExchangeHigh Mage Aelies
Player Hook

Best for players who want diplomacy, coastal trade, noble politics, religious tension, and the constant possibility that a local dispute becomes a regional war.

Maritime Power and Border Rivalry

The Western Coast

Sea roads, guilds, elves, and competing princes

The Western Coast stretches along the seas and forests west of the Anuirean heart. It is a region of proud realms, naval trade, ancient elven pressure, and political rivalries that can quickly turn violent.

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Geography
The coastline, forests, sea lanes, and western approaches make this region strategically valuable. Control of ports and roads can decide who becomes rich and who becomes isolated.
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People
Its people include coastal nobles, sailors, merchants, forest-edge settlers, temple communities, and rulers forced to balance ambition against dangerous neighbors.
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History
The region carries the weight of old rivalries, especially among noble houses that still dream of wider authority. Its proximity to elven power also makes history feel very close.
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Threats
Elven hostility, raiders, internal succession fights, naval conflict, guild competition, and pressure from ambitious neighbors are constant concerns.

Notable Places and Powers
BoeruineTalinieBrosengaeTaeghasTuornenRhuobheThe AelvinnwodeSeamist MountainsWestern Imperial Temple of HaelynBrosen Royal Guild
Player Hook

Best for players who want dynastic rivalry, coastal influence, elven border tension, and the kind of politics where trade fleets and marriage pacts can be as important as armies.

Imperial Memory and Central Power

The Heartlands

Thrones, roads, rivers, and legitimacy

The Heartlands are the central lands of old Anuire, where the idea of empire feels strongest. Every claim here carries symbolic weight, and every alliance may be interpreted as the beginning of a larger bid for power.

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Geography
The Heartlands are marked by major roads, river systems, fertile provinces, old cities, and the political gravity of the Imperial City of Anuire.
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People
The people are deeply shaped by Anuirean tradition: nobles, knights, priests, bureaucrats, soldiers, merchants, and common folk who still understand the language of imperial law.
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History
The Heartlands remember the Roele empire more vividly than any other region. That memory inspires loyalty, ambition, nostalgia, resentment, and dangerous claims.
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Threats
Ghoere's ambition, Avanil and Boeruine's rivalry, the Spiderfell, noble plots, religious maneuvering, and imperial succession politics all threaten stability.

Notable Places and Powers
AvanilGhoereMhoriedTuornenAlamieThe Imperial City of AnuireElinieEndierThe Maesil RiverThe Sword Mage
Player Hook

Best for players who want high politics, imperial legitimacy, major diplomacy, great-power rivalry, and decisions that can reshape all of Anuire.

Frontier Steel and Monster Pressure

The Northern Marches

Defense, survival, and hard choices

The Northern Marches are dangerous, cold, militarized, and constantly pressured by monstrous realms and hard frontiers. Rulers here must think like commanders as much as nobles.

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Geography
Mountains, forests, passes, hard roads, and remote provinces define the region. Distance and terrain make every army movement and supply line matter.
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People
The people of the Marches are practical, wary, martial, and accustomed to danger. Nobles and commoners alike understand that politics can be interrupted by raids, goblins, or worse.
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History
These lands have long served as shields against northern threats. Their history is one of border wars, survival, broken alliances, and grim vigilance.
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Threats
The Gorgon, Thurazor, the Five Peaks, goblin realms, orogs, raiders, and unstable border politics make this one of the most dangerous regions in Anuire.

Notable Places and Powers
DhoesoneTuarhievelCarieleThe Five PeaksThurazorThe Gorgon's CrownMarkazorMur-KiladNorthern Reformed Church of SarimieStonecrown Source Network
Player Hook

Best for players who want frontier rulership, military decisions, grim diplomacy, monstrous neighbors, and the feeling that civilization must be defended every turn.

Broken Borders and Ancient Enemies

The Eastern Marches

Dwarves, elves, swamps, mountains, and contested law

The Eastern Marches are rugged, divided, and full of old grudges. Human realms, dwarven holds, elven forests, monstrous domains, and difficult terrain make this region politically unstable and strategically fascinating.

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Geography
The region includes mountains, forests, swamps, hard borders, fortified settlements, and routes that connect Anuire to dangerous eastern powers.
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People
Its people are varied: Anuirean settlers, dwarves, border soldiers, priests, merchants, scouts, and communities used to living beside nonhuman realms and old dangers.
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History
The Eastern Marches never fully settled into peaceful imperial order. Their history is a story of expansion, resistance, border wars, dwarven endurance, elven suspicion, and human ambition.
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Threats
The Chimaeron, hostile mountains, rival domains, elven and dwarven politics, swamp dangers, raids, and weak border authority all complicate rule.

Notable Places and Powers
Baruk-AzhikThe ChimaeronCoeranysOsoerdeThe SielwodeMhoried BorderlandsDwarven HoldsIron PeaksRoyal Guild of Baruk-AzhikMonadin Temple of Moradin
Player Hook

Best for players who want borderland complexity, dwarven and elven politics, hard terrain, unstable neighbors, and domains where every alliance matters.

Gazetteer Sections

Anuire Overview

People and Cultures

Geography and Landmarks

Imperial History

Regional Overviews

Why This Matters

Geography is strategy. Rivers shape trade. Forests shelter magic and rebellion. Mountains protect borders. Roads carry armies, messengers, taxes, rumors, and spies. Every region gives players different tools and different dangers.

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