Aqualon: the graceful face of the deep
A new playable form in The Silver Seas: near-human, aquatic, highly customisable. The Children of the Waves society trait gives them a Merfolk tail from turn one.

The Aqualon are the elegant half of The Silver Seas' new forms: a fishfolk people with near-human proportions, an alien aquatic styling, and enough customisation to make anything from a tropical merwoman to something that looks like it crawled out of a trench. Triumph has been unusually open about where they came from — unused Syron concepts from Eldritch Realms, reworked after the team noticed how much players liked them.
They were nearly called the Squidkin. The name changed because the team wanted the freedom to build faces without tentacles, which tells you most of what you need to know about the design: aquatic, but not committed to one silhouette.
Form perks
- A near-human silhouette with aquatic features: enlarged forehead, no nose, fins and crests rather than hair.
- Wide customisation: snouts, crests, skin decoration and tail variations, plus ruler-specific pieces.
- A natural route to Merfolk through the Children of the Waves society trait, which grants the full tail transformation from turn one instead of waiting for a late-game transformation.
- No forced playstyle. Unlike the Sharkkin, the Aqualon body does not push you toward melee; it is a cosmetic and thematic choice with a strong synergy option.
The Children of the Waves trait
This is the piece that makes the Aqualon more than a face. Children of the Waves is a society trait that turns your people into Merfolk at the start of the game, and it works on any form, the developers specifically note that applying it to a molekin faction produces "true ocean abominations", which is either a warning or an invitation depending on your taste.
For an Aqualon faction it completes the fantasy: a full tail model, a people built for water, and a visual identity that matches a culture able to live on the ocean. It is also the trait that pairs most obviously with Mercantile, because a Merfolk empire with floating cities is the expansion's intended poster image.
How to build around them
The Aqualon do not have a mechanical signature beyond the trait, so your build comes from the culture and tomes you attach. Three routes make sense:
| Route | Culture | Tomes | Why it fits |
|---|---|---|---|
| Tide court | Mercantile (Barony) | Hydromancy then Eternal Ice | Wet and Chilled stack on the same targets; the sea becomes your terrain |
| Drowned choir | Any | The Damned then Shadow | Ghostfire ignores the Wet problem, because it counts as Burning without being extinguished |
| Raider fleet | Mercantile (Cartel) | Piracy then Chaos | Merfolk mobility plus Ember Dust explosions and stolen gold |
The Drowned Choir route is the one worth explaining. Normally water is a bad place to bring a fire build, because Wet removes Burning. Ghostfire, the signature damage-over-time of the Tome of the Damned, counts as Burning for synergies but is not removed by Wet or Frozen, which means a fire-flavoured build can finally fight on the ocean without its own damage type being washed off.
Appearance and customisation
The Aqualon have one of the larger customisation ranges in the game. The art diary shows two rulers built from the same form that look nothing alike: one pale and ethereal with fin crests, one older and stranger with a broad hat and a beard that reads as seaweed. The body sculpt was pushed away from humanoid toward the squid-like proportions of the concept art by removing the nose and enlarging the forehead, and the team kept both directions available.
Ruler pieces include a cutlass and shield loadout with a Seamare motif, plus culture armour that can be worn as separate pieces. If you care about how your faction looks on the map, the Aqualon are the most flexible of the two new forms.
Where the fantasy ends
They are not a stat block. There is no Aqualon-specific combat mechanic and no Aqualon-only unit; the form supplies appearance, traits and the Merfolk option, and the rest comes from your culture and tomes. Anyone expecting a fish-specific army list will be disappointed, and anyone who wanted to build a beautiful ocean empire will not be.
They are also not locked to water. An Aqualon faction can conquer land normally; the form does not penalise you for fighting inland, it simply gives you the option to look and play like a sea people.
Pick or pass
Pick Aqualon if you want the Merfolk fantasy, the widest cosmetic range, or a faction that looks correct standing on a floating city. Pick the Sharkkin instead if you want the form to push you toward a fight. If you are still deciding on a culture, the Mercantile overview is the pairing the expansion was designed around, and the Tome of Hydromancy is the natural first pick for a water-focused run.
What the trait slot costs you
Children of the Waves is a society trait, and a society trait is not free: it is one of a small number of slots you fill at faction creation, and every slot you spend here is a slot you cannot spend on something like a production bonus or a research bonus.
That is the real decision with the Aqualon. The Merfolk tail is a visual and thematic payoff plus a water-movement benefit, but if your plan is to play a land empire with a coastal hobby, the trait is doing very little for you. If your plan is a floating city with routes across open water, it is doing a great deal.
A practical rule: take Children of the Waves when at least half your cities will be on or next to water. Skip it when your capital is inland and your expansion is going to run along a river rather than a coast.