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.

Vinclav, the Master of Keys

A.k.a. the White Death, the Master of Keys, the Corsic Shyster, and the Dark Gatekeeper

The idea that gates are fundamentally connected to enlightenment, power, the Great Clockwork, and rebirth is so old that it is thought to date back even past the Reshaping of the World within the lore of the Nine Realms. In fact, gates are such a fundamental truth that they have been a common theme on many past worlds. When one asks an enlightened or religious man, no matter where, they will usually, with little deviation, utter these words:
A dark, empty space; and in that space there is only the great gate...
It is this core concept that has made the idea of Vinclav so terrifying to the people. He is the sly, the charming, the evil trickster; shyster, grifter, con man, master of magic and minds, the holder of the heaviest keys: keys that can lock or unlock any gate in the world and beyond. He goes from place to place and carries a smile on his face: with a round of Midas Creek poker or a friendly wager to offer. But beware, for he'll take you for more than your worth. He'll take his key and lock your gate, and you'll be reborn here nevermore.

A Legend Begins

The Historic Vinclav

A real man named Vinclav once lived on the islands of the Corsic Ocean around the 4th Century AID. He was a monster worthy of the legend his life would one day spawn. Vinclav van Dastraat was what is known in educated circles as an animancer and in the common vernacular as a necromancer (a less than accurate description of the art). But even though animancers have arisen every now and then throughout history, it is believed that none ever matched Vinclav's skill, magical power, and evil character. Animancers deal in the manipulation of souls to extend life, to empower themselves, and, in rare cases, reanimate the dead, though this does not usually work in the way one would imagine.
Vinclav himself became infamous for a powerful magical item he had created: a strange, golden key that felt cold to the touch and drew a strange longing from those who gazed upon it. With this key, he claimed that he could unlock people's potential, and indeed he was able to garner some with impressive magical power by using this item. But more terrifyingly, he could use it to sequester parts of a person's soul, and he did so by gaining that person's consent, usually through tricking them into wagers and games.
When he died at the age of around 300 in the seventh century AID, he had traveled all over the Ocean Belt many times over, forcing the terrible spellblight on countless people by sequestering their soul power. He became known as "The White Death" (referring to the white hair that signified spellblight), "The Master of Keys", "The Corsic Shyster", and "The Dark Gatekeeper", and his legend never followed him to his watery grave as a ship he traveled on sank during a storm. In the end he was felled by nature, or so it seemed. Most people believe it was the hand of the Great Clockwork that pulled his ship into the depths despite his magical powers.
The Pirate Coves of Porasta; historical sources claim that the real Vinclav used this place frequently as a hiding hole and farming ground...

The Mythic Vinclav

Even today, watches are prized as talismans on the Corsic Ocean as people believe the ticking of its clockwork chases Vinclav away.

During over two-hundred years of soul sequestering, Vinclav built a legacy of terror in his wake that would echo through the ages until this very day, over two thousand years later. Some among the great pirate houses of the Corsic Ocean began to worship the wanderer in fear, erecting little bone shrines in the pirate coves of Porasta and the lawless ports of the Ocean Belt, taking to sacrificing old rusty keys to crude drawings of Vinclav painted by those who claimed to have seen him. Throwing keys in the ocean became a custom to ward off evil and misfortune among pirates, a custom that eventually spread all over the Corsic Ocean.
A Vinclav shrine decorated with pirate booty. The shrine usually has a key between the skull's teeth.

As the legend spread, more and more fantastic tales of Vinclav's exploits were spun by eager story-tellers, and his magical powers became more and more exaggerated, going even so far that he was seen as an antipathy to the Great Clockwork; a shyster that could, on occasion, outwit even the powers that be. News of his eventual death were not well spread at the time and rarely believed.
At night, old pirates would spin yarn about the kindly old man with the long grey hair, the full white beard, the gleaming yellow eyes, and the weather-worn hat, who would wander the world from island to island, making wagers with the unwitting, looking to steal their souls.

Heinrich T. Borgerat's Glint

In 132 AA, the famous poet and author Heinrich Thadeus Borgerat wrote his most influential work: Glint. Glint follows the exploits of Dr. Glint, a brilliant but overambitious polymath professor at the Van Maxwell School of Logic and Sciences with a focus on mathematics. She is based on the real-life person Dr. Tasmia Glint, who lived between 390 AID and 540 AID and did indeed have a tenure at the university. It is believed that her recordings of experimentation with soul-based machinery, which was still a very new and barely explored field at the time, were the main inspiration for Borgerat's story, though the cautionary tale of 'making deals with the Vinclav' is likely strongly influenced by the terror of Estverde that Hestia Bygate had brought onto the world around three decades prior, the consequences of which were still widely felt as no one felt save from magic anymore.
In Borgerat's Glint, the Dr. Glint uses the souls of lesser creatures to forge a real golden gate meant to open the path to the clockwork for her, highlighting the dichotomy of attaining knowledge of the metaphysical by looking within oneself and by tearing into it through the physical. While the Clockwork itself seems to look fondly upon her exploits, Vinclav, the evil shyster of yore, sees his opportunity to make a quality soul his own, denying the Great Clockwork said soul, which seems to ever be his game. In Borgerat's writing, Vinclav and Sanatana, the avatar of the Great Clockwork, take on opposed roles, with Sanatana being far superior in power and wisdom but Vinclav believing he can still outwit him, making a sport of the deception. Vinclav teases Sanatana into striking a deal with him regarding Glint, and off Vinclav goes to seek the good Doctor and convince her to hand over her soul in exchange for his services.
Glint, by Heinrich Thadeus Borgerat
Document | Jan 25, 2019

The book that, unintentionally, inspired the founding of the Church of Pure Souls. ~ 3539 Words


The Vinclav Divergence

After the publication of Glint, the popular beliefs and stories surrounding Vinclav began to change and more closely fit Borgerat's vision. The kindly old man Vinclav with the dark motives and the great white beard slowly faded from the collective minds of the world, only remaining alive in the traditions and shanties of the Great Pirate Houses that had fallen derelict after the systematic pirate hunts of the Maritime Stratocracy of Guantil-ya, only resurfacing in the advent of the current age. Still, by then the image of Vinclav had taken on the prim and proper gestalt of Borgerat's evil but well-groomed gentleman. No more long, gray hair and white beard, no more weather-worn hat. Instead Vinclav now wore a suit, a well-trimmed and groomed coal-black beard, and short, barbered hair to match. He was no longer the aimless wanderer, going from place to place, coming to town like a plague that reaped its souls, but a cold, calculating demon that wrote his master plans like operas, forging sinister alliances, just to stab his allies in the back at the last moment, though never losing his Vinclavish charm.

Vinclav as envisioned by pirates of yore.
Vinclav as portrayed by Heinrich T. Borgerat

The Church of Pure Souls

In the wake of Glint, a wave of belief in the Great Clockwork and fear of Vinclav spread throughout the Corsic Oceans, gaining additional footholds in the Saltplains, Aquaris, and Arda. In this almost religious new climate that arose in the second century of the Age of Awakening, a new church was founded on the island of Rastrowel. A community leader and scribe named Gustav Nacravler was inspired by Borgerat's work, the scriptures of Yilik, and several monastic and philosophical writings from the Yamato Kingdom to spread a new word among his peers, which was later popularized as the Gospel of Nacravler.
This work already heavily featured Vinclav and Sanatana as opposing forces of the universe but at the same time different facets of human desire, Vinclav representing the worldly and Sanatana the spiritual. Even after Nacravler's death in 314 AA, the Gospel of Nacravler was circulating on Rastrowel and parts of the Corsic Ocean, and a church was erected out of Nacravler's old home. This concluded the founding of the Church of Pure Souls, which urged its followers to spread the Gospel of Nacravler and moderate, or ideally give up on, their worldly desires to give Vinclav no chance of tarnishing and sequestering their souls. The faith spread like a wildfire in the 4th century AA, and churches were built on many of the Seventeen Yonder Islands and some even in the Saltplains, Aquaris, and Arda.
Statue of Gustav Nacravler in Manastrat on Rastrowel.
The faith, though teaching charity and kindness in most things, had a zero-tolerance regarding spellblight, seeing blighters as fools who squandered their souls right into the arms of Vinclav, calling them his servants. This view, at least mentioned in the Gospel of Nacravler, was likely inspired by the Yamato fear of yasha (their word for blighters), which was reflected in many contemporary writings during Nacravler's time. The church's view of magic also worsened over time, and it was more and more seen as a reckless use of the gift of the soul and one of the temptations of Vinclav. To better understand the image of Vinclav perpetuated by the church, taking a closer look at a few scenes of Glint will serve the task best.
Divine Classification
Mythic Devil/Mythic Manifestation of Worldly Desire
Deep yellow (or just yellow when the light hits right in Borgerat's Glint)
Grey and shoulder long (from pirate lore), or short and black (from Borgerat's Glint).

Divine Domains

Souls, Gambling, Deals, Trickery, Animancy, Spellblight, Pirates, Thieves, Beggars  

Holy Books and Codes

  • The Gospel of Nacravler of the Church of Pure Souls
  • The Gospel of St. Cerbal of the Church of Pure Souls
  • Glint by Heinrich T. Borgerat
  • Three by Five Shanties

Divine Symbols, Wards, and Talismans

  • A human skull with a key in its mouth as his symbol (for pirate age Vinclav)
  • A working pocket watch (also since the pirate age)
  • A golden key as his symbol (the Church of Pure Souls)
  • A fifteen-toothed gear talisman (the Church of Pure Souls)
The golden key represents the temptation of Vinclav.

Tenants of Faith

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.
— Old Pirate Shanty
Of all these things you should abstain:
the hollow pleasures and desire,
the promises of evil games,
of wagers, and the mages' mire.
— Prayer of Yorsef, from the Church of Pure Souls

Customs and Sayings

From the old pirate days these sayings and customs have prevailed or were adopted by the Church of Pure Souls.
When evil times come rear their head,
when dark things creep into your bed,
when thunder roars toss in the sea
for Vinclav a forgotten key
— This custom is still practiced in the Corsic Ocean by many: when evil tidings come or dangerous words are spoken, the superstitious will throw an old, rusty key into the ocean to appease Vinclav.
Go make a wager!
— This is the worst insult known on the face of Aqualon. While one may think that such a dubious honor would belong to insults pertaining to the offended party's mother, this little sentence actually implies the following: "Go die and have your soul shattered so you may never be reincarnated." Many have regretted saying this in anger. Either because they realized the severity of what they said or because of fists approaching their faces at rapid speeds.
There is a key for every lock.
— This is a threat, implying that the addressed party is not as save as they may think. When uttered by a magus, it can also be perceived as a threat against one's soul.
To Vinclav's locker with you!
— Vinclav's locker is where he presumably keeps his stolen souls. The implication here should be obvious.
Once a gambler, twice a blighter.
— This saying is actually fairly new and comes from the current age, the Age of Gears and Elements. It is a warning against gambling, saying one will become a blighter in the sense that Vinclav will take them, and a second time from the presumable work with magic engines they will then have to do to repay their debts, likely contracting spellblight in the process.

Divine Goals

Vinclav ever aims to corrupt the hearts and souls of man, bending them to his will. In the end, he seeks to collect the souls for himself, one at a time, to one time surpass even the Great Clockwork. And if he has a little fun along the way? Well, what harm could there be in that...

Religious Days

The Day of Wishing-Keys
On this day, the 4th day of the sixth month, the inhabitants of Rastrowel go to lake Tarrenvel and toss a key into it, speaking out loud the deepest wish they hold in their hearts. Then they literally turn their backs on the lake, saying "Vinclav! I reject your temptation. Take thy key and then begone!", signifying that their faith is stronger than their worldly desires and signaling that Vinclav will find no fertile ground for his schemes on Rastrowel.

There are many thousands of keys at the bottom of lake Tarrenvel, and sometimes, when it is perfectly still and the sun hits it just right, they sparkle like stars.

Related Reading

This Article has Secret Paragraphs
The Vinclav Key

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.


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, 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.


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.