Aqualon World Updates

  • Additional Daily Fact Updates
    Mar 11, 2023

    Aqualon facts #8-#15 have been updated with more content and better prose as well. Preparations for regular video uploads with voiced facts and lore are well-underway.

  • Updating old Daily Aqualon Facts
    Mar 10, 2023

    Aqualonfacts #1 - #7 have been updated with improved prose and/or additional lore in preparation for audio recordings to come. (Find Aqualon Facts on the Aqualon Discord)

  • 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.

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Featured Novel

The Storm Winds of Glazglubin

Storm Winds of Glazglubin Cover

"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

Black Priest of Rastrowel Cover

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

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World Map

Aqualon World Map
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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?
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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 Nebelstürmers 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

Glint Stray in the Void

Short Poems

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Voiced by Koray Birenheide

Short Stories

The Travelers Guide to Aqualon

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