
What's New
What's changed in Aysol's design recently, newest first — so nothing moves without you knowing.

The Hero
A human orphan carrying the blood of all four elements, hunted by two sides for what he is.

The Story (short)
The whole story of Aysol in one page — the seal, the factions, the hero, and how it ends.

The Four Guardians
Who Fire, Water, Earth and Wind were before they sealed themselves away, and what the failing seal has done to each of them since.

World and Regions
Aysol is a C-shaped continent wrapped around an inland sea, with a heartland and four spire regions.

World Map
Aysol's regions, zones, landmarks and settlements, and the route the story takes through the first two hours.

Cities and Settlements
One city where all four peoples share an uneasy peace, and ten villages scattered across the four regions.

Characters and Factions
Four peoples, cut across by factions defined by motive rather than identity — claimants, restorers, opportunists and keepers.

Enemies and Guardians
From common cultists and wildlife up to the four Guardians and the antagonist himself.

Spells
One spell per element, permanently bound to the D-pad, plus Aegis as a universal magical defence.

Weapons and Gear
Sword, shield and bow — the hero's permanent kit alongside his four spells. Armour is still in development.

Talents
The talent tree is a disc — one connected web, seven slices, grown outward from the hero at the centre.

Animations and Moves
How the hero moves between his weapons and spells — stowing, drawing, dodging and climbing.

Lore and History
The seal is not under attack — it is simply wearing out. Everything else follows from that.

Quests: The First Two Hours
The four opening quests, from the wreck to the keeper's choice — draft scripts, shown here for the user to approve the format.