Kiri-Jo is the name given to the world and comprehensive campaign setting currently under development by Barbarossa Lives. This marks our very first original endeavor into world-building, a project fueled by a passion for blending ancient mystery with high fantasy.
The conceptual foundation of Kiri-Jo is deeply inspired by the groundbreaking historical and cosmological theories put forth by Joseph P. Farrell, specifically his thesis detailing an ancient, cosmic conflict fought between two immensely powerful and technologically advanced civilizations. This core concept of a ‘cosmic war’ is further enriched and expanded by the compelling research of authors such as Graham Hancock and Zecharia Sitchin, and various others who delve into the ideas of lost history, advanced pre-diluvian cultures, and extraterrestrial influence.
In the world of Kiri-Jo, we take Farrell’s cosmic war premise—the echoes of a great, interstellar conflict—and seamlessly merge it with the familiar elements of high fantasy, the remnants of ancient power structures, and a vast tapestry of lost secrets waiting to be unearthed.The Great Game of the Gods
Kiri-Jo was once governed by a pantheon of powerful beings. Fiveof these gods established their own sovereign territory, creating five distinct kingdoms. The gods, however, grew weary of simple dominion and initiated what came to be known as the Great Game. This conflict was not fought with simple armies; the intelligent life forms they had created, modified, and painstakingly sculpted into their present condition became the unwitting pieces on their cosmic chessboard. The entire planet became the arena for their celestial—and ultimately destructive—rivalry.
We are dedicated to sharing the entire developmental experience of Kiri-Jo with our community. This ambitious project will ultimately culminate in a full series of campaign books detailing the history, lore, and geography of this setting.
The primary mechanical framework for the tabletop experience will utilize the Pathfinder 2nd Edition Remastered rule set. However, a core objective of this project is to make the lore and setting as accessible as possible, with plans to provide support and conversion notes for its use with other popular tabletop game rule sets
The initial exploration of the Kiri-Jo campaign will begin with the sharing of the creation stories from three of the major countries. The planet itself is a humble, isolated world, often described as being “in the middle of nowhere,” within the greater cosmos. It served a unique, punitive function: it was the designated destination for a group of cast-outs, individuals exiled from the powerful, advanced civilizations of the cosmic war era as a form of final punishment. Their exile, however, led to the genesis of the civilizations that now populate Kiri-Jo, making this small planet a cradle of both suffering and heroic potential.
Creation Myth in an American Indian Style
In the beginning The great Atam along with InYan and Ahane found Joro-Ki in the vast galaxy we see in the night sky. In the beginning, there was only the Great Empty, and the vast, cold dust of the cosmos. High above, two great lights—the dual suns, the Elder Twin and the Younger Twin—danced in an endless circle. But beneath them, there was no life, only the formless void.
Then came the Great Eight, the Sky-Walkers, who rode the whisper of the light and the roar of the silent wind. They were led by Atem, the Great Giver of Rules, whose sight was the path and whose voice was the Law. With him walked Hin, the Silent Partner, whose shadow gave rest and whose counsel was deep like the mountain roots.
The Sky-Walkers looked upon the dust and found it good, but empty. Atem spoke the word, and from the deep dark came InYan, the Weaver of Life, whose hands are nimble and whose heart holds the secret of all forms. InYan took the dust and the cold water, the breath of the Elder Twin, and the heat of the Younger Twin, and began to shape Joro-Ki, the Land of the Whispering Stone.
But Joro-Ki was too wild. The great beasts—the Dire and the Giant species—roamed free, born of the raw, untouched spirit of the planet. So Atem sent Selu and Skan, the Twin Spears of Order, who brought their legions to stand watch. They carved the land into great hunting grounds, the first Fiefdoms, so that the life InYan created could take root safely.
Tawa, the Fire-Heart, watched over the making of the land, standing guard with his sharp gaze, ensuring the balance between the light and the dark. Ahane, the Builder, took the whispering stone and raised the great pyramids—the Mountains of Power—to capture the raw energy of the sky and light the darkness for the new creatures.
And so, from InYan’s careful design came the People: the quick-thinking Humans, the long-lived Elves of the forest, the sturdy Dwarves of the stone, and the small, gentle Hobbits of the green fields. They multiplied quickly, and the Sky-Walkers found joy in watching them grow.
Yet, a darkness lingered. In the time before the Sky-Walkers arrived, there was a race of shadows, the Timatu, the Ancient Bringers of Night, who sought to swallow all light and life. The great weapon of the Sky-Walkers was meant to cage them. But the sky grew silent, and the whispers from the home of the Sky-Walkers ceased. They were alone.
Now, Atem and the others must forever play the Divine Game. They guide the People, but they also test them, sometimes by pitting the children of one Sky-Walker against those of another. They make the rules of worship and contest, not out of malice, but to keep the People strong and vigilant. For if the People fail, the power within the Mountains of Power will fade, and the Timatu will break their chains to feast on the world. The Sky-Walkers teach that life is a struggle, a sacred war game, and only through strength and cunning can the People guard the gift of Joro-Ki.
