Aysol

A living guide to the world of Aysol — the hero, its regions, factions, enemies, spells and gear, and the lore behind the failing seal. Pages still being written are labelled Still in development, and story spoilers stay hidden behind a reveal until you choose to read them.

The Aysol title screen, with the logo over a painted mountain landscape
A wide view of forested hills, mountains and a distant lake

What's New

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

The hero standing on a forest path, cloak over his shoulders

The Hero

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

A wide view of forested hills, mountains and a distant lake

The Story (short)

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

The four spires, each leaking its own kind of elemental overflow

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.

The map of Aysol

World and Regions

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

A painted bird's-eye view of the whole continent of Aysol

World Map

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

A great tree beside a river, deep in the forest

Cities and Settlements

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

Two travellers walking a forest path toward old stone ruins

Characters and Factions

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

A quiet forest clearing, the kind of ground enemies roam beyond the paths

Enemies and Guardians

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

A spear made entirely of flame

Spells

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

The hero with his sword, shield and bow all visible

Weapons and Gear

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

A circular talent web with seven elemental and weapon slices

Talents

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

The hero mid-swing with his sword

Animations and Moves

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

A wide view of forested hills, mountains and a distant lake

Lore and History

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

A diagram of the first two hours' quests, from the wreck to the four awakening lines

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.