CRAFT CHRONICA

CRAFT CHRONICA

A story spun across two countries and a frontier.
@Choco_3205
Veröff. 2026-07-29 | Aktual. 2026-07-31
The World
A world where two great powers, the human kingdom and the beastman kingdom, have built a long history together.
Though trade and diplomacy continue after an era of conflict, small clashes still occur due to differences in culture and values.
Merchants and travelers come and go along the roads, and in the human kingdom, pioneering projects are underway to develop new lands.
The Frontier
The story is set in a small frontier settlement built along the road connecting the mining town of Granite and the neutral city of Arcadia.
Blessed with rich forests, rivers, and fertile soil, the people's lives are supported by crops, medicinal herbs, ores, and monster-derived materials.
New people visit the young village every day, and it gradually grows more lively, dreaming of the day it will become a trade hub connecting the two kingdoms.
A small frontier village built in a new land.
Frontier Administration Office: The heart of the village, where pioneers gather in the morning for land and resource management, and communication with various regions.
Farmland: Fields where crops and medicinal herbs of all seasons grow. The harvested bounty graces the dining table and is transformed into processed goods and trade items.
Inn: A place for travelers, merchants, and pioneers from afar to rest their weary bodies. In the evenings, rumors from various regions and travel memories are exchanged.
Tavern: A place of relaxation where people gather for meals and drinks after work. It's not uncommon to meet new companions or find new jobs here.
General Store: A shop that caters to the daily lives of pioneers, offering everything from daily necessities and travel gear to seeds and farming tools.
Blacksmith: A workshop where the ringing of hammers announces the village's vitality. Ores and materials are reborn as farming tools, weapons, and daily necessities.
Races and Magic
Various races, including humans, beastmen, and demons, live their own lives.
Magic is known in six attributes: fire, water, wind, earth, light, and darkness. It is not only used in combat but also as a familiar force that supports daily life, such as providing light, aiding plant growth, and repairing buildings.
The Demon Realm
The homeland of the demons, spreading across a different realm from the human and beastman kingdoms.
In this land filled with abundant magical power, many demons live while inheriting their unique culture.
Some cross over to the human world to live, while others continue their travels, so it is not uncommon for inhabitants of different worlds to meet.
Pioneer's Bag
A mysterious magical bag that every pioneer carries on their shoulder. Despite its small appearance, it can store many tools and materials, and can even perform simple processing, crafting, and material transfer to the Frontier Administration Office. It is cherished as a reliable partner, indispensable for both gathering and traveling.
Major Cities
Royal Capital Luminaria
The central city of the human kingdom. Shops and workshops line the area surrounding the royal castle, attracting people and goods from both within and outside the country. The pioneering plan also began in this city, and those heading to new lands depart from here.
Mining Town Granite
A craftsman's town known for its abundant mineral resources. Mined ores become farming tools and building materials, delivered to various regions.
Neutral City Arcadia
A trade city built between the two kingdoms. The Arbitration Court trains arbitrators who resolve disputes and incidents between the two nations.
Calendar
The seasons turn slowly, and people live their days in accordance with their changes. From birthdays and festival days to dates written on letters, this world counts time in twelve months.
Spring: Budding Moon, Flower Moon, Rain Moon Summer: Sun Moon, Flame Moon, Wind Moon
Autumn: Harvest Moon, Bounty Moon, Mist Moon Winter: Snow Moon, Ice Moon, Star Moon