Valhalla
The Meeting Rock: This area is mostly cleared of plains grasses, almost bare down to the dirt. This is the place where the pack meets for Pack meetings, and spars, and is the place where Surreal Adravendi stood on the day she founded Celestial. Many years before her, Erani Adravendi called meetings from the same boulder. To this day, pack meetings of Valhalla are called here.
At the head of the cleared area is a large, flat boulder spanning about eight feet in diameter, and shaded by one of only a few trees that dot the main plains area. Two oaks, one dead and old, the other new, growing from the base of the former. The leaders sit upon the boulder, while the pack gathers on the ground, though the higher ranked members usually situate themselves at the boulder's foot.
The Wooded Hillock: The single large hill in the plains, standing sentinel at nearly the heart of the territory. Covered in deciduous trees, this hill contains the Adravendi family Seat, a network of caves and alcoves beneath and with in it. See Den Descriptions part of this Section for more information.
The Wall, Plains Side: A tall stone wall runs the entirety of the pack border, with a few passages to allow prey to cross into the territory. It extends eastward on both the northern and southern sides, disappearing into the misty shrouds of Druid's Moor. Initially dry stacked, later attempts at mortared stone-laying techniques are obvious in places as the innovative minds of the pack within shape and form the land around them.
The Standing Stones: They rise out of the miasma of mist that shrouds the moor, silent and proud. None that live today know where they came from. As yet, they have only ever served as a healing camp during the defense of a raid. None know what their original purpose was.
The Wall, Moor's Side: Stretching out of the plains to the west, this stone wall borders the moor, its base shrouded in the fog. Built tall and wide enough to bear the weight of even the largest wolf in the pack that built it, the wall provides a fine view of the moor below, providing the pack with an early warning system that has come in useful many times already. Like the rest of the wall in the Plains, this wall bears openings; passages to allow prey and friendly wolves to enter or leave. Initially dry-stacked, later attempts at mortared stone-laying techniques are obvious in places as the innovative minds of the pack within shape and form the land around them.
Home is where the heart is, and sometimes all you want is a nice warm bed after a long day of work patrolling, hunting, and training. This section is something for everyone to have fun with. Want your character's den described here? Write up a description and PM or Discord Message it to me, and check this section out regularly! Your Description will be included in this list, in your character's very own entry. :D
This particular den acts as a communal denning area for the pack as a whole, open to whoever needs a place to stay and sleep, though it's generally suggested that a member asks or notifies the family before making themselves at home so the best alcove for that wolf can be picked out. At some point, I hope to make a map or get one made for the system.
The Seat of the Adravendi family lies neatly hidden by nature within the side of a large, wooded hill in Vericona Plains, roughly at the center of the land.
A ravine, sixty feet in length, delves into the bottom of this hill, the narrowest part sitting at the very mouth of the ravine, admitting only two to three average-sized wolves abreast at most. The walls rise seven feet, never meeting in the middle but forming a gentle arch, vines, and bushes shading the open ‘ceiling’.
The ravine widens to fifteen feet wide just outside the cave mouth, and to the right on the way in, small, natural spring wells in a stream from the wall, tinkling down into a shallow pool, which, in turn, escapes through a crevice in the base of the wall. The water tastes sweet and clear, and the current of the water leaving through the crevice keeps the water clean, and a favorite source of water for the healers and family alike.
Three natural steps lead up into the main chamber of the cave system. The stone of both floor and walls is of black marble or granite, struck through with mica and rich, glittering veins of gold and silver. The chamber stands a good six feet tall, with a naturally arched ceiling, and ten feet in diameter, with around fifteen variously sized alcoves spurring off.
The first Alcove to one’s right upon entering the main chamber is large enough to comfortably fit two large adult wolves and five pups up until the age of a yearling. Bedded down with carefully tanned furs, thick moss, and grass hay from the plains, this alcove is claimed by Aurielle and Red.
The alcove stands five feet tall, the opening just over four feet and three feet wide in a sort of curved A-frame shape, and sits seven feet in diameter. The wall is pockmarked with holes, stuffed with wrapped bundles of herbs.
The alcove to the left that housed Regulus now stands empty, though still comfortably bedded with furs, padded under with mosses and hay for the next occupant.
Most of the alcoves stand empty, with few wolves needing treatment for illness, watching during birthings, or healing during injuries. However, the alcoves are open to all healers in Valhalla as permanent residences.
Two Alcoves down from the Monarch's Alcove, Paladin Ancora takes up residence in a smaller alcove about five feet in diameter. Like his cousin’s alcove, his is well bedded with furs, moss, and hay, and the natural ‘shelves’ are loaded with herbs wrapped neatly into bundles in skins, each neatly sorted into organized rows.
Each alcove off the main chamber is semi-uniquely shaped and sized—a few are L-bent blobs in shape, often chosen for birthing dens, to give mother and new litter privacy, others are rounded, even the base of the walls curving inward like a bowl. Each alcove is now blocked off with drapes of furs as curtains, to keep in the warmth during winter, and provide privacy.
At the very back of the chamber is the mouth to a corridor that leads back into the hill, several caves, and further alcoves off-shooting from it. This corridor winds well over a hundred feet into the belly of the hill, with very little light to see by.
The first cave is large and tall, tall enough to break through into the air, making a natural skylight. The floor is soft with soil from years of soil being washed into the room by rains each year, and small animals and deer scattering it in. Thus, along with the soil, seeds have sprouted, and with the light and the overall lack of herbivores cropping them down, several plants and herbs thrive in this room.
This chamber bears a large boulder in the center, perhaps the very stone to have fallen into the cave and opened the room to the sky. Flat on top, it sits directly in the strongest beam of light, much like a council table. Another chamber, similar to this one, stands opposite of it on the other side of the corridor.
This room doesn’t quite possess the same thriving greenery as the first, but instead, this is from being cleared to make way for the ring of stones in the center, and the fire that occasionally burns within them. Lining the wall of the chamber are stacks of wood and branches waiting to be broken down.