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.

The Faceless

The HJT files are a collection of classified documents created by the surveyor corps of the Hank & Jorden & Tenzer Corporation. Seasoned Ferries1
After the Declaration of Existential Independence between 22 and 25 GE, during which Borealis prepared to and then jumped away to the South Pole to forever isolate itself from the world and become a technocratic mega-utopia, the Corsic Ocean was left with a power vacuum that threatened to collapse it. The main actors taking charge across the Seventeen Yonder Islands were the Church of Pure Souls, the reemerging Great Pirate Houses, the cursed land Jamphel Yeshe, and a little bit later the newly formed Hank & Jordan & Tenzer Corporation, which expanded the weakened Hank & Jordan's Cooper and Shipwright Guild into a booming business of mages for hire, which would escort trade ships and liners through the Corsic Ocean, which was now pirate-infested. These mages are still operating today as HJT has grown to a powerful entity within the Seventeen Yonder Islands, and they are generally referred to as "Ferries" due to their occupation of ferrying people safely across the ocean.
and other specialists were recruited by HJT to survey disputed islands on the Ocean Belt to discover new trade routes and sites for building offices, shipyards, and manufacturing plants. The most bizarre reports that emerged during the survey corps activities between the 1650s GE and the 1700s GE came out of the territory of Guantil-ya, the original seat of the now defunct United Ocean Belt Technocracy. After the technocrat capital Borealis jumped away from Guantil-ya to the South Pole during the Declaration of Existential Independence around 25 GE, an outpost called Rim City was erected to manage the territory of Guantil-ya and facilitate trade between Borealis and the Ocean Belt and Great Land. However, direct communications with Rim City stopped under suspicious circumstances in 1617 GE, after which only written correspondence was used to handle trade with the world. Wares had to be deposited at one of the now strangely lifeless main harbors of Guantil-ya, and payment was always placed ready to be picked up. Entering the island was no longer tolerated. Still, HJT launched covert survey missions to Guantil-ya in the 1670s, 80s, and 90s to get a lay of the land and learn more about the strange goings-on in Rim City.

Preface

Surveyor Snypes reporting:
The expeditionary corps has completed its one week observation of the island of Guantil-ya. We landed on the shore on the first Keepersdey of Wexling, 1698 GE and departed on the second Keepersdey of Wexling, same year. Corps members: Jeffrey Snypes (commanding surveyor and magical support), Henrietta Haverkamp (soil analysis), Yanosh Clavoslav (ambassador) [deceased], Jeremiah Snypes (threat assessment) [deceased].

Preliminary result: Inconclusive.
Recommendation: Keep any future surveyors at least twenty miles outside the Rim City proper. Reconsider standing trade agreements. Involvement of the Middle Lands, Miyako Fluxum, or other large powers to deal with the Rim City case may be required.
— Jeffrey Snypes, HJT Files - Guantil-ya Survey Corps: Incident Report 29, Preface
 

Report 29ζ, Code Name: Arrival [Abridged]

We have shored on the western banks of Guantil-ya, furthest away from the Guantil-ya Harbor near a cliff-side to mask the approach of our small vessel.
We beach the ship, gather our supplies, and then conceal it with local flora.
Once we begin our march due south to survey the parts of the island further away from Rim City first, Clavoslav voices his concerns for the first time: "Something is not right." He says. I agree but do not verbally confirm his assessment. Instead I urge him and the others to move on and follow the mission.
 

Report 29η, Code Name: Unknown Properties[Abridged]

Tock, Tock. There is a strange noise that follows us intermittently. We have made good way and covered a large area within two days. Due to prior surveys there is much of the south-eastern part of the island we need not explore. We make our way towards Rim City. Henrietta has discovered the source of the strange noise: it is her multimeter. She informs us that she cannot identify it as her instructor has neglected to explain this function to her and this is the first time she is hearing it in apparently twelve years of working with the contraption. She says it seems to be accompanied to one of the scales, but she does not know what it stands for, only that it was once described as an experimental function only built in for very specific research in a minor branch of experimental gyrometrics, though she does not recall which one. It is not her field of study. Tock, Tock. We press on.  

Report 29θ, Code Name: The Crabs[Abridged]

Tock, Tock, Tock. We all feel it now. Something is wrong. The sky looks desaturated to me. I feel unwell. We are all more thirsty than usual. Clavoslav is hit the worst: He keeps hearing the hissing of crabs. At least he describes the sound as such. We laughed on the third day, which was the first day he started hearing it. We became worried on the fourth. Tock, Tock, Tock, Tock. It is now the fifth day and Rim City is in sight. He still hears the noise, and he has slept very little because of it. There is a mad look about him. I am worried.
Still, the mission must continue. When Clavoslav asks to forge on ahead of the group to assess the city and pave the way for contact if viable, I hesitate but then agree under the condition that Jeremiah accompany him. My brother will take care of Clavoslav, I am not overly worried.
 

Report 29ι, Code Name: Odd Land[Abridged]

Tock, Tock, Tock. Henrietta and I stay in the same vicinity. She wants to take soil samples and analyze them. There was thickly growing vegetation further away from the city, and we came across two empty villages with derelict and overgrown farms. Where did the people go? Is there poison in the ground or in the water? We are still very thirsty and drink a lot. The top soil seems to further agitate Henrietta's multimeter. Tock. She doesn't know what it means, neither do I. I want to smash her multimeter.  

Report 29κ, Code Name: Withdrawal[Abridged]

Tock, Tock, Tock. I feel a growing presence. At night I feel safer than at day. The light frightens me, makes me feel as if I am too visible to whatever is just behind me. Clavoslav and Jeremiah have been gone for two days. I panic for no apparent reason and order Henrietta to evacuate to the ship with me. It is still watching me. There is an almost divine presence that weighs me down like a ton of bricks.  

Report 29λ, Code Name: The Faceless

Tock, Tock. We arrive at the ship. Jeremiah is there. He has company. But not Clavoslav. We approach with caution, but he waves us over when he spots us. Something is wrong with him.
When Henrietta and I arrive, it is the eighth day of our survey. Jeremiah has red lesions on his face, as if he is suffering from sunburn. I ask him about Clavoslav. He tells me that there was something very wrong in the city: Some of the streets seemed almost ransacked, and there were no people in plain sight. They noticed solitary persons peering around corners, trying to get a good look at him and Clavoslav, but vanished quickly. All of them, apparently, had been suffering from Spellblight, almost as if it was a city of blighters. Clavoslav had lost it and run amok after screaming "The crabs, the crabs!" and clawing at his ears. An antropmorphic creature with metal arms had come out of nowhere, struck him on the head, and then dragged away his lifeless body.
My brother seems ashamed at the fact that he left Clavoslav for dead. I commend him for returning with the information. But my gaze keeps wandering away from him. His strange following has me on edge, and I have been patient enough to hear out his report. But now I must know: what are these creatures? He shrugs his shoulders. Apparently they have been following him soon after he left the city. They scared him at first but seem harmless enough.
How should I describe them? Well, they look human for the most part. They are always close to the ground, squatting somewhat, their knees bent. They have paper white hair like blighters. Their features are incredibly slight and sunken in, and they have no face, even though their skull is clearly human-like. Where nose, eyes, and orifices - including ears - should be, there is only smooth skin, except for two nose-like slits through which they breathe with some difficulty. They do not seem to eat, but sometimes they drink, and it is a pitiful sight to behold: By immersing their faceless fronts in water, they can suck it in through their nose-holes, which are clearly not meant for this purpose. They then have to close their windpipes so the water can roll down their esophagus, which usually does not work quite well, causing them to expectorate violently through their nose-holes, clutching their heads as though in pain from the excess pressure. They are strangely docile and seem to be curious about Jeremiah, though I cannot say why. I tell him we need to leave and have a healer look at him. His lesions look bad and he looks as though he is concealing quite a bit of suffering, but he begs to rest for one more night, so we do.
   

Report 29μ, Code Name: Withdrawal[Abridged]

Henrietta and I have left the island. In the morning Jeremiah had been dead, apparently drowned in fluid leaking into his lung from somewhere. In my anger I have killed the faceless creatures. They were touching his body and clustering around it when I had woken, and in my ire I had thought they had killed him in his sleep. But the more I think about it, the more I realize they just wanted to wake him or didn't know what to do with him. Their insides looked human too. What are they? Why are they on Guantil-ya? What killed my brother and made Clavoslav go mad? There are many unanswered questions. I have noticed lesions on Henrietta's skin. Her gaze tells me that I, too, have not been unaffected. There is something in the air in Guantil-ya. Something that stares at you with such intensity you begin to burn and die. Something that had created the faceless. Perhaps by melting their faces off. I am filled with fear and doubts. But also with one clear thought: Action is necessary, and Clavoslav's body is still on that island...
Guantil Ya Survey Corps.png

Survey Corps Dossiers


Jeffrey Snypes

Position:
Chief Surveyor
DoB
2nd Bachtag of Fernsty, 1629
Sex
M
Hair color
Black
Eye color
Blue
Height
1.75cm
Qualifications
Licensed Ferry, Magus of Wind, Supplementary Nautics
Year of Employment at HJT:
1663 GE
Notes
Company man.

 

Henrietta Haverkamp

Position:
Soil Analyst and Cartographer
DoB
1st Erdtag of Manwhe, 1663
Sex
F
Hair color
Hazel
Eye color
Dark Brown
Height
1.57cm
Qualifications
Higher Education at the Altonar University (Agriculture, Cartography, City Planning), Multimeter Training
Year of Employment at HJT:
1691 GE
Notes
Good relations with two Magisters of the Rickard Leeuw Magistorium of Aerialis .

 

Yanosh Clavoslav

Position:
Chief Ambassador and Covert Exploration
DoB
Mûning of Decarion, 1629
Sex
M
Hair color
Black
Eye color
Rust
Height
1.84cm
Qualifications
Ex-member of the Jamphel Yeshe Cartel, Brokered the Svalbrynd Armistice of 1630
Year of Employment at HJT:
1682 GE
Notes
Overqualified.

 

Jeremiah Snypes

Position:
Threat Assessment and Military Advisor
DoB
2nd Bachtag of Fernsty, 1629
Sex
M
Hair color
Black
Eye color
Blue
Height
1.72cm
Qualifications
Magus of Water, Aquaris Veteran, Fought during the Battle of the Saltplains 1683
Year of Employment at HJT:
1684 GE
Notes
None.

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 Hearthersfǫr - Days of Winterlight Angels


Far down north live the Kaltani, Skôts, 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.

Faith


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-tô" 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


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′s wives; / But do beware the yellow eyes, / Don′t 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.

Aerialis


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

Aquaris


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.

Magic


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.