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Campaign Intro Lore Document - Do Not Disturb
Campaign Intro Lore Document - Do Not Disturb
Within the vast expanse of the interstellar cosmos, there lies a great many planes of existence. High
above, veiled in heavenly glory in the Superior, reside the good-aligned deities: The Angelics. Far below,
writhing among the terrors of the Inferior, reside the evil-aligned deities: The Dishonored. Wedged between
the powerful Superior and Inferior planes, surrounded by the elementals, and mirrored by the Fey and
Shadow, lies the Interior. But those that make their home on the Interior Plane call it: Kairos.
The inhabitants of Kairos are mortals: The Anthros. Created by the Angelics and given life by
Resferber’s breath, the Anthros are a puzzle only understood by themselves. For despite the certainty of their
death and their lack of supernatural power, the Anthros proved to be intelligent creatures with hopes and
dreams, and showed that even mortals can accomplish feats of greatness. Many philosophers, like the great
Alexi Apostolo, have theorized that the Anthros were forced to rise above their nature given the world they
lived in. For their world, Kairos, is the intersection of Good, Evil, Law, and Chaos in the universe. It is no doubt
the most complex and interesting place in the cosmos, despite its mundane nature.
And it is here, in Kairos, that your character finds their home. Whether they are from the Ministry
where dwarf clans war over land, simply for the thrill of battle, and push back against the giants of the
Frostbane. Or from the Divine Kingdom, the holy land where the elven royal family guides the country through
great divine advancements, despite attempts to topple the monarchy by monsters and men. Or maybe, just
maybe they are from the wild and dangerous cluster of biomes where the humans turned the uncharted
wilderness into small civilizations. Where the cowboys of the Wild Waste grapple with monsters as they search
for legendary treasures. Where spirits in the faded woods tempt travelers into mortem valley. Where orc tribes
of the expanse are on the verge of war with the tyrannical nobles of Redwake. Where pirates sail the sapphire
sea threatening any ship that has enough bad luck to pass them by. Where politics and alliances between cities
dictate the safety of the citizens that live within them. Where our story takes place: The Brotherlands.
The Freestate of Providence
Located on the west coast in the middle of The Brotherlands, Providence borders the Tribal Expanse on
its east and the Sapphire Sea on its west. Providence was founded on the idea that no one should be persecuted
because of who they are. It was founded in opposition to Redwake and its agenda of pushing out all non-
humans. Providence is friendly to and accepting of the races from the Tribal Expanse, and has no quarrel with
them. Grayhaven especially is filled with orc refugees from the expanse and its infighting.
Providence is a land of invention and ingenuity. It represents
the essence of the human race, and its ablitiy to evolve and create.
Providence is home to the first great city of The Brotherlands:
Stormwater. It is also home to the mysterious and elusive Shifting
City. Both Stormwater and Serena are hubs for trade and
technological advancement. Providence would not be standing where
it is today without the Freestate Alliance, an agreement between the
leaders of all the major settlements of Providence to protect and
support each other in times of war and peace.