Kol is a pack in the north, led by Malaysia, which believes in magic and unlocking the legends of the island. The community is extremely loyal, militaristic in hierarchy, deely spiritual and superstitious, and values physical and magical prowess.
Players (OOC) are expected to be aware of the IC rules and expectations.
Characters (IC) are expected to be extremely respectful of the hierarchy and the Alva’s orders.
Free roaming, law breaking and birth are highly regulated by the alpha in this pack, and players should be prepared to communicate with the alpha regarding these plot choices.
This pack has a strict amount of infrastructure to be aware of when making characters.
Svajone's political climate is ever changing. Below you can view the current pack opinion on the other factions, and any specific instructions pertaining to in character interactions with that faction.
Friendly | Neutral | Tense | Hostile
Following the successful infiltration of the west, Kol are expecting violence. Kol are commanded to steer clear of the west and Rhete must not engage any Stonehaven wolf.
Friendly | Neutral | Tense | Hostile
Kol are encouraged not to underestimate this southern pack. Perhaps due to Malaysia’s complex history with the leader, Kol are extremely suspicious of Taika and their motivations.
Friendly | Neutral | Tense | Hostile
Kol is entertaining an alliance with Skydas, an exchange of information between the two factions towards a common goal. At this time, meetings between the two packs are restricted to certain representatives only.
The Kraštas
The northernmost boundary of the island, a desolate peninsula of barren land where very little foliage other than low-lying shrubs can be found. This region is typically very, very cold, and extremely high winds commonly storm across the whole expanse. The very furthest edge of the site ends in stoney, jagged cliffs that are almost always slick with ocean spray and thin sheets of ice. Wolves who travel here would be wise to tread carefully...
Remiel
High in the mountains, Remiel is a crumbling abandoned temple that has fallen into ruin. The Kol have retaken this area and protect it fiercely, as it is believed to be the place where the habitual sacrifices occured in ancient times. It is difficult to access, and Kol are forbidden to go there unless summoned by their leader - even trying to access the stairs without permission is punishable. The trade of Adnos guard the stairs and temple from enemy and packmate alike.
The stairs begin at a broken arch known as The First Gate. This is as far as any wolf may tread unless they are an Adnos, the Alva, or have permission of the Alva.
Vėlėstone
The foothills of the mountain are largely barren, save for a strange stone structure, on top of a rocky mound. It’s most likely been carved by the ocean waves, which regularly envelope it - at high tide all but the tip of the stone is surrounded, but in low tide the area is free to explore. Across this large area of land, the tide is usually slow moving, so it’s not usually too risky to visit. The Vėlėstone - or soulstone - is the final resting place of the honorable and loyal Kol dead. Bodies are brought here at the end of their burial rights, for their soul to join with the stone and their body to wash to the sea.
Tamsus [VISUAL]
Accessible only by skirting the mountains, this small and barren strip of shoreline is rarely visited. The tide is violent here, and the mist and spray of the ocean seems to permanently hang in the air like fog. The sand is black underfoot, and the mountain outcrops offer excellent roosting spots for seabirds. It’s possible to pass by here undetected, but the risk if great, for the tide can easily cut off your path and force you back, or worse - swallow you whole.
Keres Oak
A single oak tree in the midst of the thick forest that smothers much of the Kol territory. Believed to be the resting place of the Keres, the dark spirits to whom the Kol appeal to pursue their dark work. Occasionally the Keres will grant Blessings to those they deem worthy, but they are a fickle spirit, and can just as easily curse a wolf.
Mirrorwood
The thick forest that secures the oak is dense and dark, the overhead canopy so thick that light rarely breaks through. The earth and bark are blanketed in green moss. Every tree and fern seems to look the same. It’s easy to get lost in here when you don’t know your way. Hang on, have you passed this tree before?
Veseti Forest
Close to the brook and nestled at the foot of the mountains, this forest is lush and green, flooding into life in Spring and Summer. It’s the best foraging spot in the North, home to a wealth of useful plants and weeds.
Alderglen
It’s believed that this small glen of alder trees was fed by the blood of ancient sacrifices, bleeding down from Remiel onto the soil. Close to the mountains, this glen is still and quiet, and frequently visited by those hoping to clear their mind. Others are wary - after all, wolves borne of the Alder Moon are prone to madness, so perhaps prolonged exposure to the bleeding trees will drive a wolf mad.
Magellan Brook
The Kol's only water source is highly valued. Despite extending well beyond their marked territory, the brook is widely considered to be Kol property, as such they will patrol and protect the entire length of it. It is named after a wolf of ancient Almos, a wolf who is believed to have been cursed by the Keres spirits and lost both his eyes and tongue, eventually coming to drown in this very brook.
View the full map here
Remiel and grounds
1. The Falls
2. The First Gate. None but Malaysia and Adnos are allowed past this broken archway. It is flanked by two raised platforms that many think once housed statues and upon which Adnos often perch.
3. The Second Gate.
4. The flat. It is said once that men would gather here to watch the sacrifices that took place on the altar.
5. The Third Gate. Punishment for any who pass this gate without express permission from the Alva, is unquestionable death.
6. The Altar.
7. The temple of Remiel.
Illustration by Rodwendess.