SIR HONEY BADGER
The Archives of Magnus

LORE

History, cosmology, nations, gods, factions, locations, and campaign mysteries drawn from the Magnus Complete Reference Guide.

49 entries
Campaign Foundation

How to Use This Guide

This merged guide combines the campaign reference material with the atlas, factions, and dungeon expansion. It is written as a DM-facing sourcebook for running Magnus after Sessions 1 and 2. Any item marked as rumor, hidden truth, disputed history, or forbidden record can be changed at the table without breaking the setting.

Campaign Foundation

Core Campaign Assumptions

The current year is 264 Age of Recreation. The Academy sits on a floating continent discovered in this age. Dungeon 173 revealed Void corruption, an impossible door, an ancient prison, and the first signs that Project Aegis is failing.

Historical Chronology

Age of Discovery

Year 1: All primary races awaken. Year 2: Elves plant Yggdrasil. Year 23: Humans create the first towns. Year 109: Salvish is founded. Year 205: Demons found Nyx around Mt. Cretin. Year 509: Shades begin becoming corporeal. Year 908: Frieden unify by species and clan. Year 950: Exploration of continents begins. Year 1634: Mt. Cretin erupts and reshapes Noricum. Year 1754: Dwarves found Breton. Year 2100: Exploration of continents is completed. Year 2120: Intercontinental trade begins. Year 2174: Knowledge exchange begins the Age of Magic.

Historical Chronology

Age of Magic

Year 1: Energy manipulation begins. Year 600: Babel is created. Year 1423: Gods first contact mortal leaders. Year 1540: Eternum and the Aetherus wall are constructed. Year 1823: Formal religions are founded. Year 2105: First war between elves and demons begins. Year 2190: Dwarves and demons go to war over borders. Year 2204: Human portal research causes civil war. Year 2243: Elves defeat the Demon Lord and end several wars. Year 2351: Empress Alvera unites human continents. Year 2509: Babel is destroyed by cultists of Omega. Year 2510: Shades publicly capture the cultists. Year 2830: Cult remnants attack Yggdrasil and Mt. Cretin. Year 3000: Peace summit collapses after assassinations. Year 3001: War between all races begins. Year 3987: Exhausted leaders establish peace.

Historical Chronology

Age of Steam

Year 1: Human and dwarvish team discovers steam power. Year 35: Train invented. Year 55: Firearms invented. Year 255: Steam-powered air travel begins. Year 300: Humans and dwarves war over technology designs. Year 368: Demons and Frieden join the war. Year 409: Demons attack Eldamar with new technology. Year 461: Elvish forest burned to Yggdrasil. Year 501: War ends due to financial exhaustion. Year 505: Void explosion begins the Age of Entropy.

Historical Chronology

Age of Entropy

Year 1: Void expansion nearly erases energy and raises the floating continent. Year 2: Millions starve or die from energy deprivation. Year 50: Most organized governments fragment. Year 180: Warlords and local protectors replace royal authority. Year 390: Shades withdraw deeper into Aetherus. Year 580: Shades repair the primary Void lesion. Year 585: Energy regeneration begins.

Political Histories of Every Nation

The Elvish Constabulary

Began as guardians of Yggdrasil and hardened into a class-stratified state. Nobles claim blood purity and proximity to the World Tree as authority, while lowborn hunters and mages increasingly look to the Academy for status. Eldamar fears foreign influence but cannot survive complete isolation. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Political Histories of Every Nation

Prison of the Elders

Aetherus is not a normal nation. It is a divine prison state ruled directly by Ha-Netesh, administered by Shades, and feared by every throne. Its politics are legal, silent, and ancient. Current Aegis failures force Shades into mortal affairs more openly than they prefer. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Political Histories of Every Nation

Kingdom of Sars

Hessen rebuilt around food security, rivers, bridges, and veteran companies. The crown prizes stability over glory, and most conflicts with Lanark begin as arguments over who has the right to act for humanity. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Political Histories of Every Nation

Empire of Hochi

Lanark is bureaucratic, naval, ambitious, and archive-obsessed. Hochi remembers Alvera as proof humans can unify continents. Septim wants order and leverage before open conquest. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Political Histories of Every Nation

Empire of Nyx

Nyx is a demon empire built around strength, but Wither has made strength mean discipline, organization, and rewarded competence. Its neighbors underestimate Nyx when they assume demons are only chaotic raiders. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Political Histories of Every Nation

Confederacy of Breven

The dwarven confederacy is a mountain empire of contracts, debts, clan rights, and ancestral holds. King Huron survives by balancing every clan against every other without letting the forge go cold. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Political Histories of Every Nation

Alliance of Horteil

The Frieden alliance is a coalition of beastfolk clans held together by Kitsune prestige, witch contracts, and Queen Tornis. It is vibrant, unstable, and far more diplomatically sophisticated than outsiders expect. Adventure Use: Let this nation offer a useful resource, then attach a political obligation or faction consequence.

Gods, Myths, and Religious Traditions

Alpha

Alpha is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Alpha rarely solves mortal problems directly. Instead, Alpha creates conditions where mortals reveal what they value most. Religious tradition: followers of Alpha preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Alpha appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Nematan

Nematan is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Nematan rarely solves mortal problems directly. Instead, Nematan creates conditions where mortals reveal what they value most. Religious tradition: followers of Nematan preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Nematan appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Juniper

Juniper is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Juniper rarely solves mortal problems directly. Instead, Juniper creates conditions where mortals reveal what they value most. Religious tradition: followers of Juniper preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Juniper appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Gaia

Gaia is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Gaia rarely solves mortal problems directly. Instead, Gaia creates conditions where mortals reveal what they value most. Religious tradition: followers of Gaia preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Gaia appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Ha-Netesh

Ha-Netesh is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Ha-Netesh rarely solves mortal problems directly. Instead, Ha-Netesh creates conditions where mortals reveal what they value most. Religious tradition: followers of Ha-Netesh preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Ha-Netesh appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Suni

Suni is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Suni rarely solves mortal problems directly. Instead, Suni creates conditions where mortals reveal what they value most. Religious tradition: followers of Suni preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Suni appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Nocturn

Nocturn is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Nocturn rarely solves mortal problems directly. Instead, Nocturn creates conditions where mortals reveal what they value most. Religious tradition: followers of Nocturn preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Nocturn appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Breven

Breven is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Breven rarely solves mortal problems directly. Instead, Breven creates conditions where mortals reveal what they value most. Religious tradition: followers of Breven preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Breven appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Netch

Netch is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Netch rarely solves mortal problems directly. Instead, Netch creates conditions where mortals reveal what they value most. Religious tradition: followers of Netch preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Netch appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Sulvi

Sulvi is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Sulvi rarely solves mortal problems directly. Instead, Sulvi creates conditions where mortals reveal what they value most. Religious tradition: followers of Sulvi preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Sulvi appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Dervius

Dervius is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Dervius rarely solves mortal problems directly. Instead, Dervius creates conditions where mortals reveal what they value most. Religious tradition: followers of Dervius preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Dervius appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Alucard

Alucard is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Alucard rarely solves mortal problems directly. Instead, Alucard creates conditions where mortals reveal what they value most. Religious tradition: followers of Alucard preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Alucard appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Silfur

Silfur is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Silfur rarely solves mortal problems directly. Instead, Silfur creates conditions where mortals reveal what they value most. Religious tradition: followers of Silfur preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Silfur appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Siemen

Siemen is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Siemen rarely solves mortal problems directly. Instead, Siemen creates conditions where mortals reveal what they value most. Religious tradition: followers of Siemen preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Siemen appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Rose

Rose is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Rose rarely solves mortal problems directly. Instead, Rose creates conditions where mortals reveal what they value most. Religious tradition: followers of Rose preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Rose appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Jasper

Jasper is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Jasper rarely solves mortal problems directly. Instead, Jasper creates conditions where mortals reveal what they value most. Religious tradition: followers of Jasper preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Jasper appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Mortus

Mortus is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Mortus rarely solves mortal problems directly. Instead, Mortus creates conditions where mortals reveal what they value most. Religious tradition: followers of Mortus preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Mortus appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Oblivion

Oblivion is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Oblivion rarely solves mortal problems directly. Instead, Oblivion creates conditions where mortals reveal what they value most. Religious tradition: followers of Oblivion preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Oblivion appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Gods, Myths, and Religious Traditions

Titan

Titan is worshiped through stories that emphasize trial, consequence, and the burden of power. Priests teach that Titan rarely solves mortal problems directly. Instead, Titan creates conditions where mortals reveal what they value most. Religious tradition: followers of Titan preserve an offering, oath, craft, confession, or seasonal rite that reflects the deity's domain. Heresy usually begins when worshipers value the symbol more than the lesson. Adventure seed: a relic of Titan appears in or near an Aegis dungeon, suggesting the gods knew more about the prison than modern temples admit.

Babel, the Shades, and the Void Wars

Babel

Babel was the greatest shared library of the Age of Magic, built from elvish theory, dwarven geometry, human indexing, Frieden oral-memory rites, and demon battlefield data. Its destruction was not only an attack on books. It was an attack on the world's ability to understand Project Aegis. Modern Babels Reach is a wound with shelves. Scholars reconstruct fragments while imperial censors decide which truths the public can survive.

Babel, the Shades, and the Void Wars

The Shades

The Shades became corporeal slowly, then revealed themselves as judges only when Omega cultists threatened the world. Every noble protocol for a Shade appearance ends with surrender because Shade law is older than borders. Judicator's decision to use Academy graduates means Shade law has found either a loophole, a crisis, or both.

Babel, the Shades, and the Void Wars

The Void Wars

The Void Wars were not one continuous war. The term refers to conflicts caused by Void use, Omega cults, prion manipulation, old grudges, and fear of annihilation. Project Aegis was the hidden answer: a network of seals, courts, relays, living anchors, and prisons designed to keep the black ocean chained.

Capital NPC Seeds

Grille

Sir Caldus Berrin, royal marshal. Mira Vell, granary auditor. Olan Reed, bridge priest.

Capital NPC Seeds

Haven

Magister Pell Vossmark, imperial censor. Admiral Sera Kain, fleet commander. Ilyra Septim, imperial niece.

Capital NPC Seeds

Salvish

Aurelian Thrice-Root, high noble. Talan Mossborn, lowborn ranger. Seer Vaelis, root oracle.

Capital NPC Seeds

Sortil

Queen Tornis, Kitsune ruler. Brindle-of-Nine, spymaster. Mother Thistle, witch matron.

Capital NPC Seeds

Breton

King Huron, clan-emperor. Dagna Blackmeasure, chief accountant. Rurik Deepbell, mine prophet.

Capital NPC Seeds

Nyx

Demon Lord Wither, supreme ruler. Lady Vharra Obsidian, duel noble. Korr Ash-Eater, war priest.

Capital NPC Seeds

Eternum

Judicator, Shade investigator. Archivist Null, recordkeeper. Warden Lumen-Sable, prison commander.

Ruler Lore and Court Intrigue

Tius the Wise

People: Elves. A near-mythic ruler whose age is intentionally obscured. Tius governs through patience, memory, and quiet tests rather than decrees. Tius knows Eldamar cannot survive another open schism between nobles and lowborn mages. Hidden Truth: Tius suspects Yggdrasil is part of Project Aegis and fears the elvish nobility would burn evidence before admitting the World Tree was used as a seal. Table Use: Tius the Wise can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.

Ruler Lore and Court Intrigue

Ha-Netesh

People: Shades. Creator, judge, and direct sovereign of the Shades. Ha-Netesh represents law older than nations and speaks rarely because every divine word becomes precedent. The Shades obey because they believe justice without memory is only revenge. Hidden Truth: Ha-Netesh remembers the original Aegis verdict but has forbidden most Shades from knowing why the prison beneath the Academy was judged necessary. Table Use: Ha-Netesh can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.

Ruler Lore and Court Intrigue

Sars the 8th

People: Humans of Hessen. A practical monarch shaped by famine, logistics, and veteran politics. Sars rules by controlling grain, bridges, and reliable soldiers. People may not love Sars, but they trust the granaries to open before riots begin. Hidden Truth: Dungeon-grown grain is being diverted to fund a secret emergency army. Whether Sars ordered it or merely allowed it is a dangerous question. Table Use: Sars the 8th can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.

Ruler Lore and Court Intrigue

Emperor Septim the 1st

People: Humans of Lanark. An administrator-emperor who believes paperwork can conquer what armies only wound. Septim idealizes Empress Alvera and quietly views human reunification as delayed destiny. Hidden Truth: Septim controls fragments proving Lanark scholars helped finance Project Aegis. The missing pages implicate families still seated in Haven. Table Use: Emperor Septim the 1st can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.

Ruler Lore and Court Intrigue

Demon Lord Wither

People: Demons. A young conqueror who shattered demon assumptions that age always equals strength. Wither rewards competence, punishes waste, and has made Nyx disciplined enough to frighten every neighbor. Hidden Truth: Caldera heretics believe Wither was born during an Aegis failure beneath Mt. Cretin. Wither kills people for saying the rumor carelessly, not for saying it falsely. Table Use: Demon Lord Wither can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.

Ruler Lore and Court Intrigue

King Huron

People: Dwarves. Clan-emperor of the Anvil Throne, ruling through contract, debt, craft, and ancestral prestige. Huron treats politics like smithing: heat, pressure, timing, and no wasted strike. Hidden Truth: Huron possesses a crown that hums near Aegis seals. Huron calls it a blessing. Dagna Blackmeasure thinks it is a warning device. Table Use: King Huron can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.

Ruler Lore and Court Intrigue

Queen Tornis

People: Frieden. Kitsune ruler of a coalition that cannot be governed like a normal kingdom. Tornis turns disagreement into ritual and keeps Rieti united through bargains, public honors, and private leverage. Hidden Truth: Rose and Jasper sent Tornis a prophecy: one race must be betrayed to save five. Tornis does not know what kind of race the prophecy means. Table Use: Queen Tornis can be used as a patron, obstacle, source of forbidden lore, or pressure point when the party needs national resources.