The world of Chronicle Comics has evolved into a complex and multifaceted tapestry, where technological innovation, supernatural forces, and ancient mysteries coexist. By 2040, humanity stands at a crossroads of progress and peril, with the rise of corporations like UNITY and Pentagram Corp, the discovery of new lands, and the emergence of societies like N.E.S.T. offering both unprecedented opportunities and existential threats. This is a world defined not just by its heroes but by the intricate web of forces shaping the future.
The foundation of this new world was laid during the Age of Heroes in the early 2000s. Heroes like Solaris, Iron Sentinel, and The Phantom Vanguard rose to prominence, using their extraordinary abilities to protect the world from threats both human and otherworldly. Their exploits inspired a generation, but they also revealed just how vast and strange the world truly was. During this period, cracks began to show in humanity’s understanding of reality, as sightings of strange creatures, unexplained magical phenomena, and whispers of undiscovered lands began to surface.
Despite these revelations, the world focused on its heroes. Governments attempted to regulate heroism, aiming to create a framework of accountability. However, these efforts faltered, as heroes resisted being controlled, and the public saw such oversight as a threat to their freedom. This left heroism largely unmoderated, a profession defined by individual ethics rather than institutional rules. By the time the first generation of heroes began to retire in the 2030s, the golden age of heroic team-ups had faded, replaced by a fractured and increasingly commercialized landscape.
By the late 2020s, the absence of strong, unified hero teams created a vacuum that corporations were eager to fill. Organizations like UNITY and Pentagram Corp stepped in, redefining what it meant to protect the world. These entities, while ostensibly aligned with the public good, often pursued their own agendas, wielding immense power with little oversight.
UNITY, founded by the brilliant and enigmatic Terrence Crawford—known as Savant—stands at the forefront of this movement. A private military contractor, UNITY combines cutting-edge technology with elite operatives to tackle threats ranging from rogue AI to international terrorism. While their methods are efficient and their results undeniable, critics argue that UNITY’s reliance on advanced weaponry and cybernetics has turned them into a shadowy extension of corporate interests rather than true protectors of humanity.
In contrast, Pentagram Corp, led by the mysterious Lady Mojo, specializes in the arcane. Known as the Hoodoo Mistress of the Occult Arts, Lady Mojo is a master sorceress who has unlocked secrets of the supernatural long thought lost to history. Pentagram Corp acts as humanity’s shield against magical incursions, demonic possessions, and supernatural disasters. Their operations delve into realms beyond comprehension, but their actions often blur the line between defense and exploitation. Critics whisper that Pentagram Corp hoards magical artifacts and knowledge for its own gain, potentially endangering the very world they claim to protect.
One of the most transformative events of the modern era was the discovery of new lands, long hidden from the rest of the world. These regions, shrouded in mystery, revealed thriving ecosystems, lost civilizations, and evidence of higher powers—deities, demi-gods, and otherworldly entities that had previously existed only in myth. These lands became hotspots for exploration and exploitation, with corporations, governments, and independent heroes racing to uncover their secrets.
Among these discoveries were ancient relics imbued with godlike power, sparking debates about whether these artifacts should be wielded, studied, or destroyed. Heroes and organizations alike clashed over access to these resources, with some seeing them as humanity’s salvation and others fearing they could bring about its doom. The new lands also revealed ancient gateways to other dimensions, forcing humanity to confront the possibility of multiversal threats.
The emergence of N.E.S.T.—the Nature-Enhanced Society of Terrestrial Beings—added another layer of complexity to this world. Located in the lush wilderness of the Pacific Northwest, N.E.S.T. is a hidden society of beastfolk, humanoid creatures with animalistic traits. Thought to be a product of ancient magical evolution, these beings possess unique abilities tied to the natural world. For centuries, they remained hidden, living in harmony with their environment and avoiding human civilization.
N.E.S.T.’s existence was revealed during an ecological disaster in the 2030s, when humanity’s unchecked industrial expansion threatened their sacred lands. Forced into the public eye, the beastfolk found themselves caught between preserving their way of life and negotiating with a world that viewed them as either curiosities or threats. Led by the wise and formidable High Elder Thornmane, N.E.S.T. has become a voice for environmentalism and a reminder of the interconnectedness of all life. However, tensions remain high, as some factions within N.E.S.T. advocate for complete isolation, while others push for greater integration with humanity.
The rise of higher powers—gods, demi-gods, and other celestial beings—has further destabilized the world. These entities, long thought to be myths, have begun to manifest, their actions reshaping the balance of power. Some present themselves as protectors, offering guidance and aid to humanity, while others see the mortal world as a battlefield for their own agendas.
The return of these beings has reignited debates about faith, morality, and the nature of power. Religious institutions have been upended, forced to reconcile their doctrines with the reality of divine intervention. Heroes and organizations alike grapple with the implications of these deities, questioning whether their presence is a blessing or a curse.
In this world, the question of what it means to be a hero has never been more complicated. Heroes must navigate a landscape where corporations wield as much power as governments, where ancient magic and cutting-edge technology coexist, and where the lines between good and evil are increasingly blurred.
Chronicle Comics tells the stories of individuals and organizations striving to make a difference in this chaotic world. Whether it’s UNITY battling rogue AI in the heart of a megacity, Pentagram Corp sealing a dimensional rift in the middle of the Sahara, or N.E.S.T. fighting to protect their sacred lands, each story adds a piece to the larger puzzle. This is a world where heroism takes many forms, and where the ultimate question remains: in a world this complex, who decides what is right?