Territory

Table of contents

Deep within the underground of Halcyon lurks the Anathema pack. Wolves, coyotes, and hybrids of a different creed have laid claim to a small portion of the mountain and the extensive caves beneath, turning the tunnels into a complex system of dens, common areas, and escape routes. The two main openings into the pack's lair exit toward a sparse, quiet forest setting.

Above-Ground Map

Musquodoboit Valley

The Musquodoboit Valley is a large rural area that was once used by humans prior to the virus. The valley bears testament to the past; the northeastern portion of the territory boasts fields once used for agricultural purposes. Hidden by the Wittenburg Ridge and Glenmore Mountain to the north, the area has flourished with a wealth of plant-life. The valley is littered with stones and boulders from when the area was covered by a glacier. The southern portion of the territory is primarily woodlands. Through the heart of the land runs the Musquodoboit River, though it is so small that it can barely be called a river. In the southernmost part of the territory is the remnants of a sawmill, long since abandoned.

Dawn's Breath

A short distance south of the Appalachians is a strange territory, something of a continued outcropping of the mountain range. Dawn's Breath seems peaceful and serene upon first glance, but is in fact a rocky, treacherous territory in the southernmost parts. In the easternmost part of the territory, it begins as a sparse grassland and makes way moving westward to small rolling hills and the occasional crag in the rock. A small mountain range forms a crescent moon around the westernmost part of the territory, which has small caves and underground streams that connect it to the Appalachians. On the east side of the small range of the territory is a grouping of thick vegetation, home to many ferns and trees.

Phosphagos Foothills

At the foot of Halcyon Mountain are what the wolves of the surrounding areas have dubbed "the foothills," or more precisely, Phosphagos Foothills. A series of hillocks lines the base of the mountain, the inclines of each grassy knoll diminishing the further it rests from the base of the great rise. The plant life is fairly uniform in the foothills, tall grasses and small flowers mark the beginning of the ascent up the territory's only mountain range. In the evening, the foothills are overshadowed by the tall trees and mountain itself, thus casting long shadows across the area. Dubbed the 'light-eating' foothills, its name is a rough translation, combining the words 'phos:' light, and 'phago:' I eat.

The Temple of Helios

Located along the northernmost parts of Phosphagos Foothills lies a ruined structure among the shadows. It is found just before the highest rise in the mountain, inset along its hillock and seemingly hidden away from the world. Old, shapely blocks form remains of what once was a temple, built centuries before humans ever disappeared. Though ancient, parts of the tall structure still remain, thanks to its hidden location and shadowed by several trees and other shrubbery.

Completely engulfed by shadows whether by day or by night, barely any light filters through to this area. Upon discovering the place, one would see a stone arch, rising twenty feet above the ground, with an engraved sun upon the centerpiece's rock face. Towering behind it is the structure, pyramid-like in shape. Ironically, this place was a temple for the Greek sun god, Helios, built by humans who believed and worshiped the sun god and the glorious light.

If one is brave enough to venture within the crumbling tower, it's empty save for the twisting vines and bramble along the inside walls. The base of the temple is mostly solid, though blocks and parts of the walls have given way closer to the top. Overgrowth is present here despite the lack of sunlight, further giving the place a strange and eerie feel. A round, thick pedestal lies in the very center of the place, the surface also engraved with the same sun marking. Straight above the pedestal lies the peak of the temple, a hole carved out with the purposes of harvesting sunlight that will never come. Now, only traces of sunlight shine through the center, and anyone who enters the ruins feels a strange presence lurking among there. It is a quiet place to get away and be with one's own thoughts for a while.

The Barns

Although the addition of livestock to Anathema is a fairly recent occurrence, work has begun immediately on both areas of holding and housing the animals. While there is an enormous cave set aside for them in the entrance way of the Howling Caverns, members are currently working on a huge project for the animals in an enclosed meadow. The cave itself is gigantic, located just off the main entrance to the Howling Caverns. No formal structures have been built in here, such as barns or tack rooms. Fences have been erected, partitioning off large areas for the herd of sheep and the three cows brought in by the animal gathering party. The horses get a similar treatment, fenced off into gender paddocks to keep from unwanted breeding. The whole cavern is lit by torches around the outside of the walls and the small amount of natural light that filters down through various potholes in the ceiling above. The inside stables are dark, dingy and perhaps not the cleanest of places. But when winter rolls around it will be alive with the animals seeking shelter in its depth.

In contrast the outside paddocks and surroundings buildings look bright, if not a little disheveled right now. While currently only the base outline of the fences and the paddocks can be seen, the animal caretakers have big plans for the most hidden pasture. Hidden from view higher up in Anathema territory, it is shielded by a wall of rocks that curve around the huge meadow. A perfect sight for the packs livestock and away from prying eyes. Plans for a large barn, tack rooms and outdoor shelters are going underway and are expected to be completed early in the summer. As well as pastures and paddocks for the livestock, the animal caretakers have developed a medium sized training ring for horses to be broken and ridden. Whilst it is clear that there will be no champion horse riders in this pack, there is at least space to climb atop a steed, if only for a few moments. The underground stream surfaces into a pool in the far corner of the meadow and provides ample water for the animals here.

Serene Sands

Halcyon Mountain declines sharply into the forlorn shore of Serene Sands. Located in the southwestern border where land meets the sea, the journey to reach the beach can be difficult due to the craggy ravines that ring the northern part of the area. It is quiet here, save for the gentle lapping of the waves, as the immensity of the mountain blocks out most extraneous noise, keeping the beach serene and tranquil from the goings-on outside. It is quite easy for someone to miss a call from this locale, shielded from interruption, left alone to enjoy the sanctity of the calm waves. During the low tide, many caves hidden deep within the face of the rock become accessible. The series of caves harbour some of the best preserved documents, hand-made trinkets and odd knick-knacks possessed by the pack. Several small and scattered islands become visible a short ways off-shore, under-water hills peaking up from beneath the sea to greet the denizens of the beach. The crowns of these hills are smoothed and slippery rock, making them dangerous to tread upon, and thus a hazard to the curious who would dare to try.

Life's Aquatic

Walking down the rocky beach that leads to the ocean, one would eventually run into a small grouping of tide pools. During low tides only the hardiest of sea life (starfish, mussels, and clams) can be found left alive in these pools. During the high tide they are washed in and entrapped within the pools as the tides roll back out. Gulls can also be found trying to break open sea urchins in the area.

The Veil of Fenris

Just North of the Serene Sands lies a hidden sea cave known as the Veil of Fenris. Untouchable during high tide, the Veil only becomes accessible during low tide, when the water recedes to show a pebble beach and a large cavernous hole in the rock face. Though few dare to venture inside at the risk of becoming trapped, those that do will find a series of caves and tunnels to explore. The inside of the cave is slightly above the high tide, leaving dry land to walk on despite the risen waters outside. Escape from the cave is not impossible, mind you; though none of the explored tunnels lead into the Howling Caverns, the entrance to the cave does not close up completely, leaving nearly five feet of open space to swim out of should one grow impatient.

During low tide, the Veil's main entrance is accompanied by a pebble beach, where all of the rocks are smooth and rounded. The best way to get to Fenrir's beach is to climb down the grassy slope that leads down to it from the Northern coastline. This is somewhat risky, though, as it tends to be quite steep in many places. Luperci are advised to climb down in their Optime forms, else they risk falling or losing their balance.

Thackary Village

Thackary Village is a quiet, peaceful place in the southern portion of the Musquodoboit Valley. It includes the Sawmill and the Storm Tree Hotel, among other things. The Sawmill is non-functioning and is in the process of being converted to training grounds for would-be warriors, an area in which canines who specialize in the art of battle can teach those of lesser skill.

The Storm Tree Villa Sits on the outskirts of Thackary Village. It is named after a large willow tree in its garden that was blown askew in a storm. The building itself is a one story bed and breakfast, despite its name. Mostly undamaged by nature, it stands at the lower left hand corner of the acre-sized grounds. The willow tree occupies the other lower corner, while a small four horse stable block and a ‘shack’ rest at the rear of the property.

There is one other notable area of the village - a small play yard sits to the northeast of town, rusted old equipment barely in working order. It includes a slide, swing set, an overgrown sand box, and a small merry-go-round.

Below-Ground Map

Subterritories

Howling Caverns

Deep in the heart of mountains, resting between two of the larger peaks, lies a set of interconnected caverns that have stood the test of time. There are multiple entrances, some barely large enough for a rabbit, but the most prominent ones are two gaping holes on the rock face nearly fifteen feet high. Just within the mouth of the cave all light disappears and the darkness is absolute. If lit artificially, however, the stone is a pale golden-yellow, rough with crumbling rocks The caves continue on for miles, up as well as down, and it is easy to get lost in the labyrinth. During strong winds, a shrill howl sounds through each of the caves, amongst all the tiny cracks and gaping holes, giving the Howling Caverns its name.

The Pits

A group of dark holes in the ground were discovered to the North of Howling Caverns, deep within the mountain. When found, it became apparent that these holes were deep but that one could see the bottom of them if they had the proper lighting. Only one tunnel leads down to The Pits, and none exit it. It is a territory that is used to house criminals who have done wrong by the pack, canines within the pack who have broken pack law, or those who have annoyed the leaders enough to consider giving them a punishment for their actions. Rope ladders sit on the ground around the edges of the room - these can be lowered down by two Luperci to allow a criminal to climb up, if given permission by the leadership. Those in the Tradition Keeper ranks are allowed to guard the accused. Notice: This area is not accessible to members and is guarded by an NPC. It is a leadership-controlled area and may only be referenced by players through an approved plot.

Crystal Caves

Down one of the many twisting and turning paths is a dead end that could prove to be just that. At the end of the tunnel a fissure has cracked the earth. Just one misstep in the darkness could have one plummeting to their deaths in what seems to be a bottomless crevice. But it is as beautiful as it is treacherous, for the walls of the fissure seem to be crystallized.




Sakana no Puru:

{Map} - {Area Plan}

Upon entering the dark space one would hear the echoing sound of running water before they emerge into the dome like underground room. From small cracks and holes in the furthest wall, the water flows into the semi-natural pools of water which are scattered throughout the underground space. Lit by low candle light, the surface of the water takes on a low glow and the scales of the aquatic inhabitants reflect the light.

Here the mighty Anathema keep, breed and raise their fish, each pool contains a variety of coexisting species; some living of meat whilst others feed of dried plant life that is throw into the waters by the caretakers. View the area plan to get a better idea of how the pools connect and work.

Upon the walls are small shelves and haphazardly piled within the corner lay buckets and nets. Within this cave something new is beginning, another new thing for the ruling canines to learn and gain from. If only they can stop the slimy things from occasionally jumping out of their assigned pools….

The Veil of Fenris

Just North of the Serene Sands lies a hidden sea cave known as the Veil of Fenris. Untouchable during high tide, the Veil only becomes accessible during low tide, when the water recedes to show a pebble beach and a large cavernous hole in the rock face. Though few dare to venture inside at the risk of becoming trapped, those that do will find a series of caves and tunnels to explore. The inside of the cave is slightly above the high tide, leaving dry land to walk on despite the risen waters outside. Escape from the cave is not impossible, mind you; though none of the explored tunnels lead into the Howling Caverns, the entrance to the cave does not close up completely, leaving nearly five feet of open space to swim out of should one grow impatient.

It has three main tunnels, five feet across and roughly eight feet high. They lead downwards into larger areas that would be good for storage or even living quarters. The water doesn't get into this area usually and even if it did, various other cracks in the walls leading down would funnel it out back into the ocean eventually.

A fourth tunnel, five feet high and four feet across, leads into an area only slightly lower than the main cave. The tunnel leading in narrows to only three feet by the time it opens up into a new space. Inside here, there is a 'room' of sorts, seven feet by nine feet wide and nearly twelve feet high. This part of the cave has breaks near the highest point on the ceiling, letting in light during the day. In the center of this inner cave is a large pool of water, safe to drink from and fed down through the mountains. In the center of this pool there's a stone jutting up out of the water, nearly three feet high, collecting the rain water as it falls from the holes in the ceiling. Moss and various other cave-dwelling plant life grows in this cave.