The Lake territory has multiple terrain types, developed by both natural and two-leg causes. The East - Southeast portion of the territory is made up of flatter land, elevated by small, smooth hills and trees. It’s the more human-developed side of things, while the opposing North - Northwest area is rockier, leading up to mountains. The clans decide that three fox-lengths from the lake’s edge is neutral ground, allowing passage throughout all the clans to access both the Moonpool and the Gathering Island. It’s about a half day’s trip to cross half the territory. NOTE: The territory is not just what is shown on the maps; they expand beyond the edges of the map, and locations of things may not line up with what is currently written on it. More landmarks potentially may be added if they're discussed with staff beforehand. Thanks!
Windclan’s territory is mostly made up of hills and fields, with random groups of trees dotting the land. One of the main sources of water is a small stream that branches off from the main lake and weaves through the territory, as well as a bigger creek along the north end that creates a natural border between Windclan and Thunderclan. On its southern side is Bloodclan, separated by an old Thunderpath.
To help protect against strong gusts and potential flooding, Windclan resides in a large valley located a bit away from the lake. On the tops of the hills that surround the camp area are tall trees, providing some shield against the weather. In the far edge of camp is one of the entrances to the tunnel system, providing an emergency exit if needed. One of the hillsides has a large rock that juts out of it, providing a place for the leader to call meetings, and under it is a small cave perfect for the leader’s nest. The nursery and medicine cat dens are distantly connected, residing in a closed off section of the tunnels. Warriors and apprentice dens are carved out into the side of the hill, mostly out in the open under the stars like their old home. The Elder den is carved into the hillside as well, protected by bushes surrounding the front.
--The Tunnel System: A long, winding set of tunnels runs underneath Windclan’s territory. There are multiple entry/exit points throughout the territory, and it’s hard to tell if it’s a simple rabbit burrow or not. They also run all the way under the stream separating Thunderclan and Windclan, giving access to the other clan.
--The Elder Pine: An ancient, massive pine tree on one of the hills. Due to the height and age, there isn’t much grass surrounding it from the sun being blocked out. The dirt here is fine, mixed with sand blown up from the shore.
--Duck’s Landing: Along the shore, inside the peace path, is a large patch of incredibly fine, soft sand. There’s small stepping stones embedded into the sand, where ducks usually reside. Windclan names this area after the late Duckstar, and is an area of relaxation.
Thunderclan’s forest territory is a mix of pine, sequoia, and oak trees. They border Windclan, separated by a small stream, and Skyclan, separated by a thunderpath. It’s mostly made up of larger hills, though the east end flattens out a bit more.
ThunderClan's abandoned quarry camp is accessed from under a thorn-tunnel, leading down a somewhat steep and narrow path into the main area below. The camp is surrounded by high cliffs, protecting them from the wind. The leader’s den is within one of these small caves, with a small rocky platform that juts out the entrance, perfect for giving meetings. The apprentices and medicine cats den also find their homes in the crevices. Warriors and the Nursery are placed at the bottom, protected under bushes and reinforced with roots and other foliage, while the elders live in another shallow cave at the bottom of the cliff.
--Minnow Rock: Close to the shore of the lake but partially submerged. Large flat stone akin to Sunningrocks, perfect for catching small shore-fish and for getting warm.
--The Bone Tree: A large, dead birch tree nearby but separate from The Birch Eaves. Raised on a small hill, it gives off an eerie silhouette in the dark.
--Mossy Basin: A small clearing in a ring of trees floored in bright moss. Used as the primary source of moss for bedding and water carrying, as well as a place for mentors and their apprentices to train.
--Abandoned Farm: On the eastern side of the territory is an old farm; specifically, rotting pens, a half-burned down barn, and a long abandoned farmhouse. The site is incredibly eerie.
--The Birch Eaves: A collection of birch trees in the southwest corner of the territory, with lush, comfortable grass surrounding it and a stream nearby. The area is fought over between Thunderclan and Skyclan.
--The Tunnel System: A long, winding set of tunnels run underneath Thunderclan’s territory. There are multiple entry/exit points throughout the territory, and it’s hard to tell if it’s a simple fox burrow or not. They also run all the way under the stream separating Thunderclan and Windclan, giving access to the other clan.
Skyclan’s territory main features include rocky hillsides and incredibly tall sequoia trees. While the sequoia trees are present among the entire territory, they’re most concentrated here. Their natural border between Thunderclan is an old, unused Thunderpath, designated for traveling to the Moonpool. On the other side is Darkclan, their natural border the same as Thunderclan. A small river runs in between the hills, eventually emptying out at the lakeside.
Remnants from a long abandoned logging operation, Skyclan resides in a large, circular clearing, surrounded by old sequoia trees. Due to age and natural causes, many of the surrounding trees are full of holes and hollowed out in areas. The leader resides in an old owl’s nest high up, while the rest of the warriors make their home in a hole halfway down the same tree, while apprentices reside at the bottom. The leader announces meetings from a large tree stump. Elders, medicine cats, and the nursery also make their dens within the hollowed out bottoms of surrounding sequoias.
--Abandoned Twoleg Nest: Hidden in between large trees is an old, dilapidated twoleg nest. While there’s remnants of an old life here, most of the inside has been overgrown with weeds, ivy, and other flora.
--The Birch Eaves: A collection of birch trees in the southeast corner of the territory, with lush, comfortable grass surrounding it and a stream nearby. The area is fought over between Thunderclan and Skyclan.
--The Ancient Sequoia: While Sequoias are known for being large trees, this particular one on the top of a hill takes out all the rest. The bark is scratched from years of being climbed, even before the arrival of Skyclan. It’s often used as a competition tool, to see who can climb the highest.
--Hidden Grove: Hidden in a clearing at the bottom of a hill is a grove, filled with flowers and berry-filled bushes. The trees form a circle, allowing for easy viewing of the sky. There’s a small creek nearby, and the grass is lush. Perfect for hunting and relaxing.
Darkclan’s territory becomes steeper, becoming more similar to small mountains than hills, although it flattens out considerably as it grows closer to the lake. A mix of pine and sequoia trees cover the territory. Squished in between two thunderpaths that act as borders between Shadowclan and Darkclan, they make their home within the rocky hills.
In a secluded area lies a fallen sequoia tree, the massive trunk stretching across the rocky terrain. Underneath the tree the ground dips down considerably into a large hollow, protected by small (but climbable) cliffs and other trees. Far-reaching branches keep the camp dark and cool. The leader’s den is hidden in the thick roots of another sequoia at the edge of camp. A group of saplings are woven together to create the nursery, with the ground dug-out for more room. The warriors live under reinforced dead branches of the fallen tree, close to the camp entrance in case of an emergency. There are multiple old burrows from rabbits and foxes, which the apprentices and elders live in. The medicine cat lives inside the fallen tree, the majority of it hollowed out from age. A path is set up to help injured cats in.
--Flower Fields: Closer to the lake, as the trees thin out, is a large, rolling field, filled with long grass and absolutely covered in different types of wildflowers. Herbs are also bountiful here.
--Quartz Cavern: Higher up their mountain lies small, nearly-hidden tunnels. However, following the narrow paths, it opens up into one large cave filled with quartz, jutting out of the sides, ground, and high-up ceiling. There’s a shallow pool inside as well. Despite the beauty, it can be quite dangerous if you aren’t a good climber.
--The Old Sheds: A little bit south of the Quartz Cavern is a group of old twoleg sheds. One of the buildings is missing half of itself, crushed under an old, half-rotted, fallen tree. While there’s some old twoleg items here, anything metal has rusted, and could pose a danger.
--The Cove: Where the bottom of the hill meets the sandy shore of the lake, is another large opening, smoothed out by years of weathering and erosion. Shells are easy to find under the protection of the cove, as well as providing an easy, shady area to relax in next to the lake.
Shadowclan’s territory is mostly made up of hills, and is covered in mostly pine trees. In the valleys between these hills are large ponds, a few of them connected to the lake by small streams. Both clans they border with are separated naturally by twoleg paths, one of which continues on and the other leads to a twolegplace with a large garden.
The camp is snuggled in the valley between three hills, encircled by pine trees. The eastern part of camp has a large, clean pond, which provides easy access to water, as well as water-based herbs. The leader sleeps next to the pond, in a small, hollowed out area into the hill, protected with lichen and ivy. The medicine cat is on the other side of the pond, bushes protecting a small hole in the ground. Warriors and apprentices live inside opposite sides of a large boulder towards the entrance of camp, large cracks providing enough room. Branches from pine trees were brought in to create a stable, cozy home for the elders. In between where two of the hills meet is reinforced with bushes for the nursery.
--Twoleg Nest and Garden: Peculiarly only occupied in the late spring and most of summer, Shadowclan’s territory has a twoleg nest towards the south. Behind it is a large garden, full of different herbs usually. Spring and summer also provides extra goodies such as vegetables, while in the colder months, there’s plenty of mice and voles running around.
--Lakeside Slope: A large hill that empties out at the shore of the lake. It’s thinner in trees here, though with the mixture of sun, vegetation, and water draws many different prey animals in, even in the winter time.
--The Twin Pines: In the northern part of the territory lies two pine trees at the top of a large hill. The height and shade they provide here also draws in prey animals, specifically squirrels and birds.
--Crooked Elm: Next to a strangely bent elm tree is a pit of sand and dirt, clear of other debris and rocks for the most part. The weird angle of the tree provides great climbing practice, and the shade of other nearby trees makes the pit cool and perfect for other sorts of training.
The Tribe resides high up in the mountains, in between Shadowclan and Riverclan. On the border between Riverclan and the TORW is a sheer cliffside, much too difficult for any cat to climb. There’s a near 90 degree angle, plus all the rocks are incredibly loose. Their border with Shadowclan is a large, dusty Thunderpath. The rest of the territory is much more manageable, with sturdier rocks and smooth paths from the multitude of water sources in the territory.
There’s a large, open overhang on one part of the mountain, leading into an open cave, filled with divots and crevices large enough to house the cats. A small stream creates a pool in the middle of camp, a group of rocks at the edge of it for Stoneteller’s meetings. Stoneteller’s den is hidden within this group of rocks as well, with enough room for their herbs as well. The nursery is located in a large crack that opens further into the mountain, next to the stream so it’s easy for mothers and children to get water. Elders live under a large rock towards the front of the cave, allowing them a great view of the night sky. To-bes, Prey-hunters, and Cave-guards all live in other holes within the cave.
--The Shining River: Out of all the rivers and streams in the mountains, this one may be the prettiest. Small, hardy wildflowers bloom along the edges and in between cracks of rock. The slow-moving water reflects the stars and moon brightly at night, even on the darkest of nights.
--The Thunder-falls: Following along the edge of the Shining River, you eventually arrive at a large, thunderous waterfall. While the drop isn’t extremely far, the bottom is filled with rocks, pointed and loose, providing extra danger. It empties out into the main lake the other clans surround.
--Sharptooth’s Rocks: Named after one of the tribe's most feared predators, slightly down one side of the mountain is a large area covered in sharp spires. They’re tall, smooth, and pointed, making it hard to get a grip and dangerous to climb up to. There’s also quite a drop in order to reach the bottom.
Riverclan’s territory is split in half by a medium-sized river, which is fed by the lake. Mostly covered in flora that thrives in a more wet atmosphere, such as reeds and lily pads, there are some groups of trees throughout the territory. The Eastern half is mostly flat, with a few hills, while the Southern half has more hills as it leads up to the mountain in which the Tribe resides.
RiverClan’s camp is situated in the bend of a creek which stems from the main river. The water curves around roughly two thirds of the camp The north-west third of camp is walled by a small ridge that stretches a few fox-lengths into the air. Growing at the north of the residence is an old weeping willow, whose branches stretch out over the majority of the camp. RiverClan’s dens and walls are mostly formed from the reeds which grow abundant around the edges of the camp. The exception is the warriors’ den, which makes use of an abandoned coyote den set into the ridge.
--Skyseeker’s Point: The highest accessible point on the RiverClan territory, this rocky outcrop behaves as a combination Sunningrocks and Stargazers’ Hillock. The stones hold their warmth from the sun long into the night, and this, along with its fantastic view of the sky over the territory make it well worth the climb.
--Clawcurve Shore: Named for its arching shape, this inlet is a very popular fishing spot, and a good place to begin learning how to swim, as the water is quite calm. The shore consists mostly of clay and kits like playing in it during escorted swimming lessons.
--Roosting Grove: made up of quaking aspen, when the breeze hits this grove it puts on quite a display. The leaves take on a shimmering appearance and make a soft, pleasant rustling noise. This grove is also home to many, many birds, and grouse in leaf-bare. So many birds, in fact, that many cats come here to hunt for feathers instead of real prey.
--Eventide Pond: Lilies and dragonflies abound in this pond, and smaller fish gather here for safety from birds. It is located nearby RiverClan's burial grounds, which gives the pond its name.
Bloodclan takes up residence in an extremely old, abandoned town. In its prime, it was where many of the old miners and loggers used to live after working in the surrounding land. After an accident with the water pumping system flooded them out of the town, it remains lonely and quiet. Now, twolegs only frequent throughout the summer, exploring the ruins of the historical town.
Bloodclan’s camp is placed in one of the best-kept pieces of the town, due to its previous importance: the courthouse. It’s mostly made of marble. While it’s scratched and cracked and chipped in places, it’s still sturdy. After climbing the stairs, there’s a main room with old, torn pieces of furniture. Going down a short hallway, there’s two rooms on either side: the left has one room for tyros, and one room for the medicine cat (or herb storage). The right has a room for the nursery, where most of the old stuffing of furniture is put, as well as a shared room for the adult Rippers and Trappers. At the end of the hall is a grand courtroom, any furniture broken and slightly precarious, though it’s incredibly roomy. The table at the end of the room is where the leader holds meetings from. In the corner of the courtroom is a doorway to another large room: smaller than the previous, but larger than the regular clanmates’ quarters. The old Judges’ room is reserved for the leader, decorated in old shiny pieces and once again, old furniture.
--The Bug Cabin: On the outskirts of the little town lies a mostly-rotted-and-eaten-away home, filled to the brim with spiders, termites, ants, and many, many other bugs.
--The Burst Pumps: A a set of old pumps nearby the camp that was used to bring water up. At one point, they burst and flooded the town out. The little shed holding them is surrounded in a large pool of clean water to drink.
--Jumpoff Point: A large collection of rocks on Bloodclan’s small peninsula, extending over the lake. It’s perfect for relaxing on, or jumping off into the water to cool off.
--Lakeside Park: An old park, now overgrown with weeds and grass. Has tons of shade from planted trees. Probably one of the best places to hunt in Bloodclan, for anything other than rats, which are found all around the dilapidated town.
--Sightless Gorge: On the outskirts of Bloodclan's territory, hinging near the end of Riverclan's border sits a gorge that rips down into the earth. Every new moon the healers of Bloodclan go down into this gorge and into the cavern that had opened up long ago to delve themselves into the darkness and commune with the Dark Forest, closing their eyes within and visiting the Place of No Stars.