
Division of the Empire of Magnursar
„The Four Imperial Holds" · „Imperial Cardinal Wings" · „Edges of Magnur's Reach" · „World Around Magnur"
The Empire of Magnursar is not a single uniform whole. Its western, eastern, northern, and southern holds differ in culture, danger, loyalty, and pressure on imperial authority.
From the Chronicler's Atlas
📖 Summary
The division of the Empire of Magnursar into four main holds helps explain that the empire is not only the capital of Magnur and its nearest provinces. These holds are not the same as marches: a march is a smaller border province within a hold, while the western, eastern, northern, and southern holds name broader parts of the realm. The farther one moves from the imperial heart, the more imperial power changes. In the west it meets the Great Plains, kobold raids, and the memory of absorbed human kingdoms. In the east it struggles with nomad heritage, orc mercenaries, disloyal nobles, and lands that never fully accepted settled rule. In the north imperial administration touches old human kingdoms, dwarven ties, goblin pressure, and battlefields where the old world fell. In the south the empire meets elven memory, former kingdoms, old forests, and territories that may appear on imperial maps but never fully stopped belonging to an older history.
An Empire Around Magnur
On maps, the Empire of Magnursar is shown as a single large state, but in reality it is more like layers around the capital of Magnur. At the center imperial power is firm: roads are maintained, offices function, nobles are watched closely, armies can respond quickly, and people are used to the daily presence of imperial order. Farther from Magnur, the empire becomes a border world where authority exists but must constantly prove itself.
For this reason the empire distinguishes four great imperial holds: western, eastern, northern, and southern. These are not independent states or single provinces, but broader parts of the realm made up of provinces, towns, fortresses, noble estates, and smaller border regions. A march is only one type of such province, usually on the most remote frontier of a hold. The Western March is therefore not the same as the Western Hold; it is only the westernmost border province within it.
This distinction matters because the empire is not administered as four simple pieces of land. Each hold has its own character, military logic, and historical memory, while still containing many provinces and local units. What works on the western frontier against kobold raids may not work deeper inside the Western Hold, and the Eastern Hold contains settled imperial provinces as well as former nomad lands, orc settlements, and restless borderlands.
The system of cardinal holds also explains why the Empire can seem both strong and fragile. At the center it is wealthy, organized, and powerful. At the edges it must negotiate with reality: border towns want protection but distrust the distant court, nobles swear loyalty while pursuing private gain, and soldiers hold fortresses knowing they may be alone for weeks in a real crisis. The Empire is therefore not only a realm of law, but a realm of distances.
Holds, Provinces, and Marches
An imperial hold is a broad term for one of the four large parts of the empire. It is used mainly for understanding maps, military planning, historical identity, and the relationship of a region to neighboring powers. A hold can contain many provinces, towns, old royal territories, border fortresses, and special administrative units.
A province is a concrete administrative territory with its own governor, tax records, local nobility, towns, and obligations to the emperor. Some provinces are old and wealthy, others arose from absorbed kingdoms or conquered lands. Inner provinces are usually more tightly connected to Magnur, while outer provinces have greater military importance and a harder life.
A march is a special type of border province. It usually lies on the frontier, where imperial power faces raids, foreign influence, or difficult terrain. A march is not a synonym for the western, eastern, northern, or southern part of the Empire. It is a smaller land within a hold, often with stronger military presence and greater responsibility for defending the border.
Each Hold as a Different World
The Western Hold is a land of border fortresses, trade crossings, kobold raids, and old human kingdoms absorbed by Magnursia. It is the broader western part of the Empire, not merely the Western March. The Western March is only its outermost province, where imperial law most directly touches the Great Plains and their restless peoples.
The Eastern Hold is more restless politically. Its lands are tied to nomads, orcs, disloyal nobles, and a long tradition of resisting close administration from Magnur. It is not only a single Eastern March, but a belt of eastern imperial provinces, former nomad regions, and borderlands where settled imperial power meets more mobile cultures.
The Northern Hold is colder, harder, and historically deeper. It is not only a defensive belt against goblins or a bridge to the Stone Crown. The north is where old realms fell, new military identities were born, and human power repeatedly learned that tradition without change is not enough. The Northern March may be one of its border provinces, but the Northern Hold itself is much broader as a historical and administrative region.
The Southern Hold is most burdened by the relationship between humans and elves. It is the land of former Waldoria, Lutharion, southern forests, and old territories that long lay outside full human power. Southern border provinces may be called marches where they lie on sensitive frontiers, but the Southern Hold as a whole includes far more than one border administration. It is the part of the Empire where human law constantly touches older elven memory.
Present Importance of the Division
In the present year 1470, the division into holds is more important than ever. The Empire is no longer at the height of its power and cannot send unlimited troops to every problem. It must choose where to be harsh, where to negotiate, where to look away, and where to pretend the situation is under control. The holds help understand the Empire as a whole, but real problems often arise at the level of individual provinces, towns, and marches.
For adventures, the imperial holds are an ideal frame. The west offers border wars, raids, smuggling, fortresses, and contact with kobolds or centaurs. The east brings noble betrayals, nomad tribes, orc mercenaries, old shrines, and conflicts over freedom. The north is full of historical ruins, old battlefields, goblin pressure, dwarven ties, and questions about whether the past can repeat itself. The south opens stories of elven memory, cultural tension, forest borders, and places where human victories never feel entirely clean.
The Empire of Magnursar is therefore not just one state. It is the story of a center trying to hold four different holds together, along with hundreds of smaller provinces, towns, and border units. As long as the holds remain connected, the Empire appears strong. If one of their marches or key provinces begins to tear away, weakness can spread quickly.
Sub-Locations
4
Western Hold
The broader western part of the Empire, exposed to pressure from the Great Plains, kobold raids, and unstable territories beyond firm control.
The Western Hold is the boundary between the organized world of the Empire and the restless space of the Great Plains. Two human kingdoms, Medonia and Arostermancy, once existed here before being absorbed by Magnursia. Today the region is divided into several imperial provinces, the westernmost and most militarily sensitive of which is known as the Western March. Fortresses, military roads, border towns, trade crossings, and frequent clashes with kobolds, centaurs, or smaller groups from the plains shape life across the hold.
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Western Hold and Western March
The Western Hold is not the same as the Western March. The hold names the broader western part of the Empire, with several provinces, towns, old royal lands, border roads, and military regions. The Western March is only its outermost province, the land where imperial territory most directly touches the Great Plains.
This distinction is essential for understanding the west. People in the inner provinces of the Western Hold live differently from those in the Western March itself. The inner west can be agricultural, mercantile, and relatively stable, while the march is harder, more militarized, and far more exposed to raids.
Borderland of the Great Plains
The Western Hold is one of the liveliest frontiers of the Empire of Magnursar. The Great Plains beyond the border are not a single state that can sign one clear treaty, but a broad world of kobold cities, centaur tribes, marshes, steppes, local wars, and roads that change with season and power.
Kobold raids are an ordinary part of border life. Sometimes they are planned attacks on supply roads, sometimes swift thefts of livestock, revenge for an old dispute, or a strike by a smaller tribe seeking prestige. To Magnur these may be minor incidents; to local villages and towns they are questions of survival.
Medonia and Arostermancy
Before absorption by Magnursia, two human kingdoms existed here: Medonia and Arostermancy. Both were important actors of the western world and, for a time, independent human answers to the pressure of the plains. Their rulers built their own fortresses, maintained their own relations with the frontier tribes, and tried to survive between Magnursia on one side and the restless west on the other.
Their end was not merely administrative. Some local nobles accepted the new order as opportunity, while others saw it as the end of their dignity. Some western houses still keep old signs, songs, and family chronicles from the time when the west was not an imperial hold, but a set of its own kingdoms.
Fortresses and Military Roads
The Western Hold is threaded with fortresses, watchtowers, border towns, and military roads. The Empire cannot rely on one great fortified center here; the threat from the plains is mobile, fast, and often unpredictable.
The heaviest military pressure lies on the Western March, but the whole western belt must contribute to supply, movement, and defense. Roads are as important as walls because they allow patrols, supplies, and small units to move quickly between fortresses.

Eastern Hold
The broader eastern part of the Empire, tied to nomads, orcs, disloyal nobles, and difficult administration. The Eastern March is only its most sensitive frontier province within the wider hold.
The Eastern Hold of the Empire was repeatedly considered the weak point of the realm. Under Henry II, local nobles joined rebellions, used nomad warriors, and hired orc mercenaries. This part of the Empire is hard, wide, and more difficult to control than the central provinces. Beside imperial towns and settled estates, the memory of the nomad world, mobile tribes, herds, and freedom outside fixed rule still survives here. The east also hides dark places such as Hondrix, a shrine tied to Gharmoth and the roots of the blood cult.
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The Eastern Hold and Its Borders
The Eastern Hold names the broader eastern part of the Empire, not a single march. Within it lie settled provinces, former nomad territories, restless noble estates, villages under imperial administration, and edge regions where Magnur's influence is weaker.
When the Eastern March is mentioned, it refers only to a concrete border province or militarized district within this hold. The Eastern Hold itself is much broader and more complicated, which is why its administration is so difficult.
Weak Point of the Empire
In imperial history, the Eastern Hold was repeatedly seen as harder to govern than other parts of the realm. Distance from Magnur, the mobile character of older inhabitants, a sparse town network, and strong local nobility created conditions in which imperial authority had to assert itself again and again.
Under Henry II this weakness became fully visible. Some local nobles supported rebellions, used nomad fighters, and hired orc mercenaries. For eastern magnates, it was useful to play several sides at once. They pledged loyalty to the emperor, yet at moments of weakness backed rebels, made quiet deals with tribes, or pretended they could not influence what was happening on their own lands.
Collision of Settled and Mobile Worlds
The Eastern Hold is above all a place where settled imperial administration meets the older nomad way of life. Fields, tax records, town walls, and noble estates stand beside memories of herds, seasonal movement, water sources, and tribal alliances.
For many eastern inhabitants, imperial order brings protection and markets, but also restrictions. For Magnur, the east is a land that must be held; for older cultures, it is a land that was never meant to be fully fixed in place.
Dark Memory of Hondrix
Alongside its political and military problems, the east also has a darker spiritual layer. Hondrix, a sanctuary linked to Gharmoth, is among the places that imperial records mention only cautiously. According to legend, Gharmoth was buried here after his death, and once his body was laid to rest, strange signs began to appear around the sanctuary.
Whether the old shrine is a real center of the cult or only a place onto which fear has been projected, it gives the eastern border a religious and supernatural shadow. In troubled times, rumors from Hondrix can become more dangerous than any ordinary rebellion.

Northern Hold
A colder and harsher part of the Empire, where imperial rule meets remnants of the old north, goblin pressure, and mountain threats.
The Northern Hold of the Empire is historically one of the richest layers of the human world. The Old Northern Empire, the old kingdom of Trabazar, and many battlefields that broke history all existed here. The Nickel Hills remember the fall of the old northern order in the Battle for the New Order. Trabazar represents mobile military tradition and rivalry with Magnursia. The Eagle Nest symbolizes the fortress world transformed by battle magic. Jitron recalls the moment magic became a decisive force of war. The Northern March, when mentioned, is only one border province within this broader Northern Hold.
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Northern Hold and the Old North
The Northern Hold is not only a cold frontier. It is a region where several older human and mixed societies rose before imperial order fully settled over the land. Its memory is deeper than the current borders suggest.
The Northern March can refer to a specific frontier province inside this hold, but it should not be confused with the north as a whole. The full Northern Hold is historically much richer and stretches from imperial cities across former Trabazarian territories all the way to the borders, where the influence of the dwarven world is already felt.
The Old North Under Imperial Administration
After the fall or absorption of older powers, Magnur tried to turn the north into an imperial region without erasing every older structure at once. This produced a hold of layered loyalties, proud towns, and nobles who remember more than one flag.
The imperial administration can rule the north, but it cannot make it forget. That memory shapes military traditions, local identities, and suspicion toward distant decisions from the capital.
Nickel Hills and the End of the Old Order
The Nickel Hills are among the most important historical battlefields of the northern Ulvenor. It was here, in the Battle for the New Order, that the Old Northern Empire was broken. On one side stood the traditional defensive strength of the old north, relying on elevated positions, heavy infantry, dwarven shields, and a firm line. On the other stood Trabazar with more mobile tactics, archers on wagons, and the ability to force an old army to fight in ways it was not accustomed to.
The outcome was not merely the defeat of one army. It was the end of the belief that tradition alone is enough for survival. The Nickel Hills are therefore not only a place of death. They are a place where Ulvenor learned that movement, innovation, and the ability to adapt can decide a war.
Trabazar, Eagle Nest, and Jitron
Trabazar was an old human kingdom and one of the chief rivals of Magnursia. It was not a minor neighbour waiting to be absorbed, but a power with its own military tradition, its own pride, and its own vision of how war should be waged. Its armies were associated with mobile tactics, archers, and the ability to use terrain and speed better than many of their rivals.
Jitron is remembered as a strategic northeastern city and land connected with one of the first major deployments of battle magic. Together, these places show the north as a region where the old military world met new forms of power.

Southern Hold
A part of the Empire shaped by elven lands, the Great War, and long cultural tension between humans and older peoples.
The Southern Hold of the Empire is not an ordinary province. It is a broader part of the realm where human administration touches the older elven world, forest borders, former Waldoria, and the territory of Lutharion. The southernmost tip once belonged to the elves themselves, and even today there are places the Empire holds on the map but never truly broke. The Southern March can be one border province of this hold, but the entire Southern Hold includes much larger and historically more complicated lands.
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Southern Hold and Forest Borders
The Southern Hold is defined by contact with old forests and elven memory. Human roads, towns, and boundary stones run beside landscapes that remember other laws and older guardians.
The Southern March, when it is mentioned in the sources, is only a specific frontier province or militarily sensitive district within this hold. The south itself, however, is far more than a single administrative border. It is a land of cultural memory, old victories, and unspoken tension.
A Land Near Older Forests
The southern provinces are shaped by proximity to ancient woods. Some roads are maintained only with difficulty, some villages live with old taboos, and some nobles learn that an estate on parchment is not the same as control in the forest.
Imperial administration here can build roads, collect taxes, and hold fortresses, but it can never fully erase the feeling that it has come to a land which had its own order long before it arrived. Local inhabitants often live between two memories. One is imperial, written into laws and chronicles. The other is older, of the forest, elven or Waldorian, passed down in families, songs, and warnings.
Waldoria and Lutharion
Waldoria was a former southern human kingdom strongly influenced by the nearness of elven lands and southern forests. Lutharion is a border territory between the human and elven worlds, officially independent or ambiguous in some traditions, but strongly shaped by both.
Lutharion held an even more complicated position. Officially it was an independent human kingdom or territory, yet its identity was closely tied to the elven world. The southernmost tip of the region belonged to the elves themselves, and so the line between human and elven was never one that could be drawn here in a simple way. The Empire was later able to annex the land, but it could not rewrite the whole of its memory.
Southern Ford
The Southern Ford is an important battlefield connected with Richard III and his death, where Magnursia defeated a southern enemy at great cost. It remains a place where military history and political interpretation meet.
The death of Richard III, however, gives this victory a peculiar tone. The army finished the battle almost without its king, as though the state itself had already become stronger than the person of the monarch. The Southern Ford therefore became a place of legend, of both triumph and sacrifice. For imperial chronicles it is proof of discipline and strength. For southern memory, however, it is also a reminder of the day on which human power leaned decisively on magic and military order against the older forest world.
Hooks for GM
Story fragments waiting for their heroes, ready for use at the game table.
Western Fortress Without an Answer
One border fortress in the Western March stops answering signals. It is unclear whether kobolds attacked it, the garrison betrayed the Empire, or a new leader has appeared on the Great Plains.
The Old Sign of Medonia
A banner of former Medonia begins spreading through the Western Hold. Locals claim it is not a rebellion, only a reminder of old identity. The imperial governor does not believe them.
The Nomad Leader Returns
In the Eastern Hold, a charismatic leader appears and claims he will unite the remnants of the nomad tribes and restore their freedom. Local nobles may be secretly supporting him.
Blood at Hondrix
Bodies drained of blood and old ritual marks are found near the shrine of Hondrix. Imperial officials want to bury the case, fearing the return of Gharmoth's cult.
Nickel Hills Burn Again
Night fires and the sound of marching old armies appear on the battlefield of the Battle for the New Order. Locals say the land remembers the day the Old Northern Empire fell.
Map Beneath the Eagle Nest
In old Trabazar storehouse ruins, a map of secret escape routes beneath the Eagle Nest is found. Some routes may lead to undiscovered weapons from the fall of the kingdom.
The Forest Rejects the Border
In the Southern Hold, the forest begins swallowing imperial boundary stones and roads. Elves claim this is not an attack, but the return of the old order of the land.
Southern Ford and the Last Order
At the place of Richard III's death, a sealed order is found that could change the interpretation of the whole battle and damage the reputation of several current noble houses.