Works

Chronicles of Solara

Ambient Fantasy RPG Tracks · 2026

Forces
Full symphony orchestra; choir (SSAATTBB); synth
Platform
Tabletop RPGs (fifth edition, Pathfinder and other fantasy systems), played in the browser or from any player that loops
Role
Composer and orchestrator, plus loop editing and audio delivery
Music system
Battle music in three cues, each larger than the last. Each plays its opening once, then hands over on the beat to a loop that repeats seamlessly for as long as the fight lasts. Victory is a fanfare, then a looping tune. District tracks loop the same way.
Delivery
AAC (.m4a), 44.1 kHz stereo, with sample-accurate loop points and overlapping cue handovers
Duration
36 minutes
Cues
17 (16 written to loop without a gap)
Status
Released

Notes

Immersive, high-quality background music and ambient tracks tailored for tabletop RPGs, Pathfinder, and fifth-edition fantasy campaigns. This album provides the perfect audio backdrop for Dungeon Masters looking to score their gaming sessions.

Designed for The Solara Chronicles setting, this suite scores the grand capital city of Aetheria—a world where traditional fifth-edition D&D fantasy blends seamlessly with technological progress. The music captures this dual nature, bringing to life an empire of soaring arcana, elemental airships, and clockwork innovation.

The Elemental Docks: On an island in the River Esper, ships powered by bound spirits of fire, water, air and earth come in from distant lands, while crews unload their cargo for carts crossing the bridges to the Grand Bazaar.

The Undercity: Beneath the shining spires lies a shadowy maze where rival gangs fight for the dark alleys, almost anything can be bought for a price, and a secret thirteenth guild is said to hide.

The Clockwork Quarter: The city's finest artificers and engineers fill this quarter with the sound of turning gears and hissing steam, building automaton servants, mechanical guardians and the occasional rather smart timepiece.

The Citadel: The great fortress at the centre of Aetheria, where the High Arcanum governs, combines ancient enchantments with the newest magical technology behind walls protected by powerful wards.

The Grand Bazaar: Next to the docks lies a sprawling, lively marketplace full of silks from the Eastern Isles, trinkets from the Feywild and potions from distant realms, where you will want for nothing if you have the gold to pay for it.

The Astral Observatory: High on one of the city's tallest spires, astronomers and astrologers use great telescopes and arcane instruments to study the stars and read secrets of the universe long hidden from mortal eyes.

The Enchanted Gardens: Tucked away in a quiet corner of the city, this peaceful oasis is tended by druids and gardeners, and its exotic plants draw visitors who come to relax, think and take part in magical rituals.

The Arcane Quarter: At the heart of Aetheria, towers of gleaming crystal hold the libraries, laboratories and lecture halls of the Hierophant Academy, above streets lined with shops selling spell components, enchanted artefacts and old books of magic.

The Skyport: Once the city's centre of trade and now its busiest local transport hub, the old Skyport sends airships, ley-line trams and platform risers to almost every corner of Aetheria, with a busy market crowded around it.

The Upper Ward: High above the streets, the noble houses and the wealthiest guilds live among lavish mansions, exclusive clubs and quiet gardens, where power and privilege rule and intrigue lurks behind every gilded front.

The Scrapyard District: On the edge of the city is a sprawling maze of scrapyards, workshops and foundries, where inventors and scavengers salvage broken machinery and rebuild it as clockwork contraptions and enchanted gadgets.

The Crystal Gardens: Inside the Citadel, the High Arcanum keep a peaceful garden of enchanted plants and creatures, where they come to rest and meditate and also study magical botany.

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