A 5E Compatible Campaign Setting
Chronicle is a setting of high fantasy where magic intertwines the fates of commoners and nobles. Law and chaos keep the balance of the world, forcing its people to walk the line between smothering control and destructive anarchy. For those who expertly walk this path, great glory is to be found and for those who do not, misfortune.
The world is at the height of a golden age. Strong kingdom have risen and all are at peace with each other. The kingdom of Belanthia is profiting from trade agreements with its allies and has established colonies on the untamed continent of Synthos. Celaque is benefitting from its new allegiance with the Brotherhood of the Threefold Path, the great wizard society. Flying Factories soar over the countryside, seeking knowledge and plying their craft. Even Jaxstein, the historically isolationist dwarven kingdom has found new life outside of the deep mines.
Within these kingdoms, however, there are conflicts. The Brotherhood of the Threefold Path has declared war on all sorcerers. The Celasyn nobles maneuver amongst their courts while they hide a dark secret from the outside world. Several city states have broken away from Belanthia and are seeking to hold their independence. An entire order of paladins has disappeared and dragons fly the skies.
Decide your fate. Write your legend.
What will your role be in the Chronicle?
Races of Chronicle
Caun: Members of this diminutive fey race find strength in travel, community, and their own innate and seemingly inexhaustible luck. Their obsession with collections is sometimes at odds with their intrinsic common sense. Caun are extremely resourceful and have an incredible knack for getting out of the worst situations. See more in the Caun section.
Dwarf: Once the short and stocky defenders of mountain fortresses, the dwarves have long abandoned their warrior ways trading swords for plowshares. The dwarves of the Great Kingdom of Jaxstein have utilized dwarven engineering and magic to create farmland high in the mountain valleys to become almost completely self-sufficient. This has allowed them to grow rich on their exports and found an international bank. In doing so, they have bought the freedom of neutrality and the privacy from outsiders. Dwarven adventurers are young, seeking out glory after coming of age and are not ready to settle down to a life of trade and commerce. See more in the Dwarves section.
Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Charged to “Guard the Wild,” the elves of Elimet have two distinct cultures, The Celasyn (seh-la-sin) or high elves and the Saesyn (say-eh-sin) or wild elves. The Celasyn favor natural beauty, the arts, and culture. The Saesyn favor living with the land, hunting and are seen as primitives by their highborn cousins. There is deep rooted enmity between these children of Belagaea. See more in the Elves section.
Gnome: Library Gnomes are scholars, artisans, and engineers, creating strange devices powered by magic, alchemy, and science. Gnomes choose a field of expertise and follow it for life, clustering together in common Bureaus that are the closest thing a gnome has to a family. See more in the Gnomes section.
Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society. Half-Elves are identical to those presented in the Dungeons & Dragons (5e) Player’s Handbook.
Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Half-Orcs are identical to those presented in the Dungeons & Dragons (5e) Player’s Handbook.
Human: Ambitious, sometimes heroic, and always confident, humans are the dynamic force in the world. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. Humans are identical to those presented in the Dungeons & Dragons (5e) Player’s Handbook.
Other Races: There is room for all in the Chronicle, however, some races are much rarer than others. Official D&D 5e races such as Dragonborn and Tieflings are just finding their way to Elimet and others like Kenku and Tabaxi are just being discovered. Consult with your DM if you would like to play a rarer race and work together to determine how that character will fit into the story.
Classes of Chronicle
Any Dungeons & Dragons (5e) class is allowed with the following notes:
Artificer (open only to Gnomes)
Cleric (see the Clerics section for The Pantheons of Elimet and available domains)
Paladin - Paladins of Dikai are prohibited, all other paladins are extremely rare, consult with your DM
Sorcerer - Sorcerers may only choose the Wild Magic bloodline.
Wizard - Three new Arcane Tradition subclasses available in addition to the standard D&D subclasses:
Path of the Ivory Hand
Path of the Granite Eye (coming soon)
Path of the Ebon Heel
Factions of Chronicle
The Arkairi
The Brotherhood of the Threefold Path
The Chroniclers
The Coalition of Free Magi
The Dragon Knights of Dikai
The Strays
The Silveraxe Rebellion