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Kol

21441 PE

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KOL

  Before the arrival of the Plague and the Murk, Kol was known as a cold, dark, and gentle world. The Plague and Murk brought civil unrest, allowing the self-proclaimed Yellow King to take a political hold over a small empire. After the gods called the Araphellons died, the Yellow King took control of nearly all civilizef lands. Then the Murk twisted everything.   As of the beginning of this campaign, all civilized life has been wiped out or corrupted by the Murk. For unknown reasons, the Murk had remained off the shores of Grahmbraid Island. This allowed for a small empire and bastion to grow for about 1,000 years. Then the Murk came crashing over its shores.    

GRAHMBRAID ISLAND

  The Grahmbraid Island is a frigid, strange, and dangerous island made of dead coral. Except within the walls of cities and a few rare other areas, the land is covered in a fog called “the Murk.” Think of the murk as sort of the Mist and this a mid to high fantasy setting. The Murk can make people ill in the physical and spiritual sense. The Murk literally corrupts and twists things. The land is filled with monsters with brothers grimm and lovecrafty vibes. The Murk also corrupts the land. Rivers might be acidic. The land could be literally alive. The rules of physics and other anomaly like concepts might be out there. For example, there is an anomaly is best described as "time quicksand." What at first looks like a wrinkle or distortion in the air, suddenly spins and rips into a whirlpool, people get pulled into a dark void.