Aqualon World Updates

  • Article Categories Implemented
    Oct 21, 2022

    The World Anvil article category widget is now correctly rendered in articles on this site. This makes the Encyclopedia Aqualonia article much more useful.

  • The Storm Winds of Glazglubin now on Bookshelf
    Oct 17, 2022

    With the new website up and running, "the Storm Winds of Glazglubin" has been added to the bookshelf. We are currently up to chapter 5 at over 50.000 words!

  • Significant Website Overhaul
    Oct 16, 2022

    While the design remains similar, the engine below this website's hood has been completely rebuilt from scratch. This platform no longer directs back and forth between itself and World Anvil, instead you can access almost all Aqualon World Anvil content right from here. Articles are regularily cached, meaning you can load articles fairly quickly and directly under the "Explore Aqualon" tab. The article search has been enhanced, there is a new "random article" feature and several style upgrades have also been implemented.

Featured Novel

The Storm Winds of Glazglubin

"There's a monster in every man, boy. Within me, there is a host, and one day, it'll be yours to command." Too often these days, Kenji's mind turns to the words of his accursed father. When he fled the Old Country, he thought he had left the monsters behind, but now he sees them every day in the eyes of his friend and mentor. His world is about to crumble in a spasm of eldritch magic, and though he can see the face of his undoing so clearly in his nightmares, deep down, he knows that the first blow has already been struck.
As the tendrils of a soul plague lay claim on Aqualon's oldest and most powerful magocracy, the Lord of Wind, Kenji Sokolow, is cast down from his high tower, pressed to rally whatever forces he can find. But first, he has to survive...

Featured Short Story

The Black Priest of Rastrowel

A gripping short story from the life of Lyn, a young girl in the care of two HJT Ferries, ships mages for hire, which operate from their office on the island of Rastrowel, the highly religious birth place of the Church of Pure Souls.

Faced with prejudice against mages every day, Lyn's winning personality and innocence keep her well within the good graces of her peers, until a Black Priest, an inquisitor of the Church takes notice of her...

Lore Articles and Maps

World Map

Gargantuan and already filled with many interesting map pins.

All Lore Articles
Sorted newest to oldest

Dunhearst Asylum

On the foggy Church island of Cromwell, there lies an old Sanatorium that has endured for over a thousand years. It's history is grim, but its secrets... they are grimmer.

The Keeper Weapons

These greatest of weapons bind the great elemental Ur-Souls to their Keepers, enabling them to perform impossible feats of elemental magic.

The Keepers

Mightier than mages, only five Keepers ever exist at a time, each exerting total dominion over one of the five magical elements.

A Synopsis of the World

Seventeen centuries of peace have allowed the people of Aqualon to flourish. Since the Great War, now known as the Age of Heroes, when the Old Gods rose up once more in vain, the world has become prosperous: powerful magocracies in the Middle Lands are going through a magical industrial revolution and rich tapestries of cultures flourish in the Yamato Mountain Range and the Seventeen Yonder Islands. These lie in the Corsic Ocean of the Ocean Belt beyond the 150 kilometer band of iron, the Iron Belt, which rings the planet around its equator.

And isolated from the rest: two technocracies so far beyond them that they could be thought to live in a world of their own. They are divided by their opposing views on integrating magic and technology, yet united in their quest for knowledge.

But who would have thought that none of these would start the next great war?

Browse Aqualon's countless lore articles below: Fantasy, Scifi, Horror, Mystery; there is enough to suit any palate and sate any appetite.

Example Magic Stunts

Magic Stunts


  • Fluid Circuitry

    +2 on Creativity to use magic engines.

  • Mandala Painting

    +2 on Creativity to paint spell ink mandalas.
    Note: raw spell ink is illegal to export from the Middle Lands.

  • Soul Bulwark

    If you succeed with style on defending against a magical attack with Creativity, you create a situation aspect instead of a boost.

  • A Magic Engine in Every Pocket

    Use Resources to create advantages as if you had any Elemental Attunement and were using Creativity.


Elemental Attunement

  • Behold the Magus

    Use Creativity instead of Rapport to ingratiate yourself to a person or crowd by wowing them with a show of magic, or: 1/scene spend 1 Fate Point to use Creativity instead of Provoke to perform a mental attack on an enemy.
    Requirements: Elemental Attunement (Any)
    Note: Behold my magix!

  • Monk of the Five Paths

    +2 to Lore on knowledge about Elemental Magic. You may change your Elemental Attunement during Significant Milestones instead of Major Milestones.
    Requirements: Elemental Attunement (Any)
    Note: You trained at the Monastery of Five Paths on Nyingma.

  • Master of the Five Paths

    You may spend 1 Fate Point to change your Elemental Attunement 1/day. To do so, you need to have spent several hours in deep meditation.
    Requirements: Elemental Attunement (Any), Monk of the Five Paths
    Note: I have passed my Graduation Feddey, the five elements are as kin to me.

  • Scattering

    Spend 1 Fate Point to attach an Obstacle your current or an adjacent zone using Creativity. The Obstacle counts as an Aspect and is either called "Active Fog Bank" or "Active Rain" if you are attuned to water, or "Glitterbreeze" or "Downed Cloud", if you are attuned to wind. This Obstacle passively pinpoints the location of characters within that cannot overcome it with Stealth at the beginning of their turn.
    Requirements: Elemental Attunement (Water / Wind)
    Note: This is the magic used by the Nebelst眉rmers of Aerialis, magus riders that call clouds out of the sky to obscure the battlefield and pinpoint enemies and uses of magic.

  • Capillary Armor / Moving Crust

    Spend 1 Fate Point to defend against a physical or blunt magical attack using Physique and get +2 on that roll. If you succeed, you automatically succeed with style, and your boost becomes an aspect.
    Requirements: Elemental Attunement (Water / Earth)
    Note: This magic usually manifests as blood hardening in the capillaries, or ice or compact earth crawling across the user's skin like armor.

  • Healing Waters/Breath/Bones/Fever

    Spend 1 Fate Point to lessen one physical consequence over the duration of one scene. Mild consequences disappear. However, not every element can cure every ailment: water is best at alleviating poisoning and bleeding, wind for damaged lungs and weakened metabolism, earth for bone damage and bleeding, and fire for infections and sickness.
    Requirements: Elemental Attunement (Water / Wind / Earth / Fire)
    Note: Each element has its own healers, and they each specialize in healing different things.

  • Healing Fluids/Charge/Breath

    Spend 1 Fate Point to lessen one mental consequence over the duration of one scene. Mild consequences disappear. However, not every mental ailment can be cured by the elements. These mostly deal with unhealthy neurochemical imbalances, being as effective as lengthy psycho-therapeutic medication.
    Requirements: Elemental Attunement (Water / Lightning / Wind)

  • Slicing Aqua / Mounting Inferno / Crackle / Ground Snap / Hammer Wind

    Spend 1 Fate Point to make a Shoot attack against one adjacent zone (do not split the damage).
    Requirements: Elemental Attunement (Water / Fire / Lightning / Earth / Wind)
    Note: Flavor to taste.

  • Fimbulwinter / Exploding Strike / Severe Discharge / Spikes / Eye of the Storm

    Spend 1 Fate Point to make a Fight attack against your zone (do not split the damage. you are not affected yourself).
    Requirements: Elemental Attunement (Water / Fire / Lightning / Earth / Wind)
    Note: Flavor to taste.

  • Powerful Heat Haze

    Spend 1 Fate Point. You may defend against non-magical physical attacks with Creativity during the current conflict.
    Requirements: Elemental Attunement (Fire)

  • Ash Plume

    Spend 1 Fate Point to create an Advantage called "Heavy Concealment" using Creativity. The difficulty is 2 and for each free invoke create another free invoke for each team member.
    Requirements: Elemental Attunement (Fire)

  • Voltage Field

    Spend 1 Fate Point. All
    on your attack roll become
    and all
    (apply after rolling).
    Requirements: Elemental Attunement (Lightning)

Poetry on Aqualon

Short Poems

Voiced by Koray Birenheide

Short Stories

The Travelers Guide to Aqualon

Articles with Author's Audio Commentary
Listen to my varied ramblings about the context of this lore, how it came to be as well as various thoughts on the World of Aqualon and my writing process.

Schools of Elemental Magic

Of the various types of magic on Aqualon, elemental magic is the easiest to attain and the most prolific kind across the globe. There are five sub-types of elemental magic: Water, Fire, Lightning, Earth, and Wind, each with its own schools.

Codex Riccardium - A History of Magic

From chapter 1 of the Codex Riccardium: Magna Magia - Some thoughts on the origins of magic in society by Rickard Leeuw.

Articles with Additional Secret Lore
These articles have little extra paragraphs, tiny stories, or other extra bits of lore visible to patrons.

The Keeper Weapons

These greatest of weapons bind the great elemental Ur-Souls to their Keepers, enabling them to perform impossible feats of elemental magic.

The Keepers

Mightier than mages, only five Keepers ever exist at a time, each exerting total dominion over one of the five magical elements.

The Ur-Souls

Since the creation of the Great Clockwork, those most powerful souls often suspected of being deeply connected to that very creation have stood apart from the rest, commanding magic and a connection to the Great Clockwork few other souls can match.

The Hearthersf谦r - Days of Winterlight Angels

Far down north live the Kaltani, Sk么ts, and Gallians, as well as the Angel Saxons. Of the old Nordmen tribes, only the Angel Saxons remain truly mighty, and when the dark winters threaten their brethren below, the Journey of the Hearth begins...

Whetu Mohio

The Maoloaiya art of navigation, sometimes called pathfinding, with the help of which they used to travel hundreds of thousands of kilometers across the Corsic Ocean and Trans-Glaciatic Sea.


Clockwork theologists have a few things to say about faith. With relentless empirical study, they have uncovered the impressive power behind genuine faith and how it can bend and empower souls.

The Maoloaiya

The Maoloaiya inhabit the Trans-Glaciatic Sea, cut off from the rest of the world by the mighty Gastropnir Glacier, which separates them from the Great Land and the Corsic Ocean. They are skilled navigators and nomadic island dwellers. ~ 4702

Doubts About the Great Clockwork Arise in Jamphel Yeshe

In one final act, the Grand Sages settle around Jamphel Yeshe and turn to stone as they bannish the Great Clockwork from within the island.

The Eternal Flame of Lumina Aka is Lit

When the Angel Saxons and Kaltani druids gave the gift of flame to the men of Mt.Tarkaal, they enshrined it in a great bottle of glass.

Trade for Magics

In the 4th century of the Age of the Iron Divide, Angel Saxons and Kaltani druids traded the secrets of magic

The Founding of Jamphel Yeshe

The Five Sages cross the Iron Belt and the Corsic Ocean on foot to arrive at Whale Island, and they name it Jamphel Yeshe. It becomes a mecca of spirituality and philosphy.

The Yamato Surveys: Jamphel Yeshe

Yamato folk first survey Jamphel Yeshe, calling it "Kujira-t么" or Whale Island, owing to its shape that resembles a whale's head.

The Reshaping of the World

The Reshaping of the World was brought upon the Nine Realms after the War of the Reshaping and turned the shard world of Aqualon into a planet.

A History of Faith on Aqualon: The Old World

Before Aqualon was forged into a planet, it consisted of nine asteroids, floating around the sun, a rainbow river connecting them. Then, people put their faith in titans and gods, before they knew better.


Fulgrath, the City of Lightning, is one of the Five Capital Cities of the Middle Lands.

Vinclav, the Master of Keys

Now games and wagers are the life / Of sailors, pirates, fisher鈥瞫 wives; / But do beware the yellow eyes, / Don鈥瞭 bet to serve, your soul, your life / Always beware the yellow eyes.

The Bonfire Shrine

A shrine dedicated to the Eternal Flame of Lumina Aka, and also a recognized magus academy of the Middle Lands.


One of the five great cities of the Middle Lands, home to the Rickard Leeuw Magistorium.


One of the five capitals of the Middle Lands, home to the Spire of Rahn.

Codex Riccardium - A History of Magic

From chapter 1 of the Codex Riccardium: Magna Magia - Some thoughts on the origins of magic in society by Rickard Leeuw.


The magic of Aqualon comes in several forms, but all of them share the same nature. ~ 1450

The Tower of Five

The Tower is the ruling house of the five Keepers, who are in charge of the Middle Lands.

The Middle Lands

The Middle Lands are the most powerful region of the Great Land, which encompasses most inhabital parts of the Southern Hemisphere of Aqualon.