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Underwater colonies tend to be built into sturdy cliff sides, with massive trade districts behind huge thirty meter tall triple-paned walls of glass which give a view of the exterior seas and their submarine docking facilities, showing the bounty of the ocean as well as the beauty of the undersea forests in the sub glacial Sea of Asgard.


Aquilon was born alongside the first generation of humanity to never see earth. It began life as a research station situated on the Perpetua Glacier. At that time it was simply known as Glacier Run. The facility dug into the ice below for storage space, and eventually was forced to use that same space for living quarters as colonists moved north.


Aquilon's defining moment came when an outbreak of animus caused the residents of Glacier Run to seek shelter in their buried storage facilities. Trapped beneath the ice for more than a year, the colonists were forced to make due with whatever they had available. Necessity saw the invention of space and resource rationing techniques that would turn a casual scientific outpost into a culture of extreme efficiency. When the animus threat was cleared from the surface, many of those underneath the ice decided not to return. These one time storage facilities were expanded into the city of Deep Aquilon. Those who chose to return to the surface began to explore the furthest reaches of their frozen homeland while the inhabitants of Deep Aquilon set their sights on the bottom of the ocean.


The Aquilonians were earning a reputation as explorers and visionaries, with many other colonists admiring them. They lost much of their appeal when they drafted a national military spearheaded by their recently formed knightly order, the Templar Aquilonia. Turning their scientific might to the development of high energy weapons, the Aquilonians earned a reputation as warmongers among some factions as these developments were widely unpopular outside of the Kingdom of Ice. These fears proved mostly unfounded, as Aquilon focused more on internal protection than external violence.


In more recent times, Aquilon has worried the global community with its ever increasing rivalry with Xanadu. As two of the most powerful factions on the moon, an impending war between the two could be disastrous for more than simply the factions involved. The Nations of Aquilon and Xanadu have an uneasy relationship. Both are members of the Avalon Council, but they are often at opposite ends of discussion. Making things worse is the fact that both factions compete in the production of state of the art technology, and each has some of the best academic institutions in the world. The factions see each other as rivals both economically and culturally.


For now, Aquilon seems content to be seen as the slightly eccentric visionary of the world. They still push the bounds of science. Though they do not always go as far as the Quisivati, their wares are often much more useful in daily life.


What few outside of the frozen north are aware of is that Aquilon cannot claim credit for all of their advancements. As the Deep Aquilonians dug ever more into the glacier beneath them, they began to discover a network of tunnels already present. These tunnels appeared to be crafted as living arrangements for some civilization of the past, one that has left behind many artifacts buried in the ice. Some of Aquilon's biggest scientific advancements were simply the result of researching the many strange finds that they dig up in their ever expanding empire.

We've made the unfinished 2.0 versions of the New Hoizon RPG manuals available free of charge as a digital download!


The 2.0 books were discontinued when we decided to move towards an all inclusive single core book with a small series of supplements, but they give a very cool overview of the New Horizon world, and much of the contents will be unchanged in the new condensed form!


These books don't contain complete rule sets, but they do contain a large amount of information about the world itself, enough to allow play by post, or other forms of diceless rules. Enough, we hope, to convince you to hang around and give us your thoughts while we finish the suggested improvements.


To claim your own copies, simply follow the steps below!


Step 1: Click relevant links


> Starter Guide 2.0

> Book 1 - Player's Guide 2.0

> Book 2 - Game Master's Guide 2.0 - Was never completed.

> Book 3 - Campaign Setting Guide 2.0

> Book 4 - Field Guide 2.0 - Was never completed.


> Character Sheet 2.0


Step 2: Have a hearty belly laugh at how much the new content has improved!

If you like what you see, feel free

to drop us a tip, it'll be used to improve the next version of these books!

After much communication with fans, and much internal debate we've finalized a new and improved starter guide to help you dive in and sample our world.


It includes the rule set, pre generated characters, character sheets to create your own characters,  a brief world overview and a sample adventure for you and your players to try on for size and see if the world might be something new to add to your game night.


We'll have physical copies to buy, from time to time, but this version is free, and contains a quest which will never be printed beyond the first run of the Starter Guides!


Future printed versions will each have their own unique starter quest, so in some small way they will be unique to certain events and maybe even collectible.


Starter Guide 3.0


General Character Sheet


Aether User Character Sheet