!! This map is not to scale, it is only to show the basic location of landmarks. This means it won’t take your oc two mins to go from Sunny Hills to the Honorstones, for example. If you have questions about the map, comment on this project. !! ¸¸♬·¯·♪·¯·♫¸¸ Landmarks ¸¸♫·¯·♪¸♩·¯·♬¸¸ MUST READ, NO CODEWORDS The Heartlands—Middle Sunny Hills: a gathering and socializing ground. Honorstones: a graveyard. Each wolf is buried, and above their grave is a ring of circles with their belongings and gifts. Pack Aqua—northwestern, river-filled. Dolphin Lake: The largest body of water in the territory. Where wolves hang out, hunt, etc. Camp Pond: to outsiders, it is but a beaver den. But behind the brambles, lies the camp. Snake Eye Split: On the left split, many water snakes make it near impossible to go in and survive. On the right, alligators lurk. Over the seasons, they’ve been lurking towards Dolphin Lake. Tadpole Rivers: Small, slow running rivers for young wolves to practice swimming. Shimmer Pond: Where Pack Aqua’s Water Festival takes place. There is a flat island in the center (not visible on map) where many wolves go to mingle. Hidden Exit: A discreet escape river in case the alligators and snakes force them to evacuate or there’s an invasion. Pack Zephyr—gray with mountains, northeastern. Freeflight Grove: a grove of trees which are spread quite far apart, so Zephyr wolves can fly through without problem. Broken Paw Outcrop: an outcrop of rocks where many Trailers have gotten injuries. Hidden Camp Cove: A cave hidden by a grove of trees where Zephyr is located. To outsiders, it is but a dense grove. Thorn & Bramble Grove: two groves filled with easy-to-catch prey. Dew grove: The smallest of groves, filled with lavender somehow. Highpeak Forest: a grove so large its considered a forest, where large and dangerous creatures lurk. Stonedip: an arena-like gigantic scoop in the ground where wolves sit to watch the Air Show. Rocky River: A fast-moving, dangerous river with only a few slow-moving parts for drinking. Pack Woodland—green, eastward. Hidden Camp Glade: to outsiders, it’s a dangerous bramble-filled glade. Pack Woodland knows how to get in without injury. Star Reacher Tree: Known to be the tallest tree in the territory, only one Woodland trailer managed to climb it long ago, named Star (later Starreacher), whom it was named after. Wolfjaw River: A slow-moving, gentle river, where manu learn to swim for recreational purposes. Wildflower Glade: A small glade perfect for secret meet-ups (wink wink), as strong-smelling wildflowers fill it. Harehead Clearing: a large, flat clearing where prey is stockpiled during the Great Feast. Sunbathe Beach: a small, rocky beach near the border river where many go to de-stress and bask. Pack Ember—tan, southeastern. Coyote & Jackal Sand Dune: Large, towering dunes that trailers run up and roll down during their free time. Dingo Sand Dune: A dune like Coyote and Jackal that competitors climb up for the last stretch of the Cinder Games, which is so steep they have to use mental strength to get up as well as physical. Hidden Camp: to outsiders, it is but a large sandstone boulder. Only Pack Ember knows how to get inside. Vultureeye Arch: the starting point of the Cinder Games, as well as a good territory lookout point. Falling off the top means great injury Bull’s Horn Canyon: a wide, dangerous canyon that is difficult to traverse. Hidden Oasis: Only reachable by traversing down the most dangerous part of the canyon, it is the Embers’ only source of cool drinking water, as they get it from digging in the sand otherwise. Pack Glint—light icy blue, southwestern. Frozenbone Lake: a freezing, nearly inescapable lake with a thin layer of ice until winter, when it is thick enough to support a fully grown wolf. Avalanche Cliff: Named after a trailer named Avalanche, whom died before she could receive her suffix after she fell in, pushed by a Pack Aqua wolf during the Aurora Night (it takes place there) which started the great Melt Or Freeze War. Snowfall & Icicle Grove: two snowy groves sheltered by the snow, creating a warm area filled with prey sheltering from the cold. Aurora Grove: a grove with trees so close its impossible to walk through, and only Glints know where the tunnel to reach camp is. Owltalon River: a freezing, slow-current river which prevents wolves from having to risk falling into Frozenbone or eat snow to hydrate. Lost Ghost & Missing Star Caves: underground caves that, long ago, Glints tried to search. However, many died of mysterious causes, and the search was put off. Pack Hollow—dark green, westward. Rabbitfoot River: Hollow’s only source of water as Misty Pond was declared unsafe to drink after many were “cursed with brutal deaths” after drinking from Misty Pond. Shadow Ravine: A large, dangerous ravine that cause many deaths to outsiders, but Hollows are masters of traversing it since Trailerhood. CONT.
CONT. Hidden Camp Caves: Caves that serve as camp, surrounded by poisonous cave plants that kill outsiders, as Hollows have been fed bits of said poison since birth to strengthen themselves. Breezy Hill: A tall, windy hill to look out over the birch forest, said to be the best place outside of the Heartlands to contact the Dead. Dusk Ravine: Where the Ravine Walk takes place. A much less dangerous ravine than Shadow Ravine. Misty Pond: a quiet, mist-filled pond said to be cursed in many ways. Legend says if you disturb the water, you will be killed by “The creature” or be cursed forever if you somehow escape.