Territory
Click to enlarge. Because members can choose their residence in any part of the clan, we have several residency maps located along our sidebar.
Inferni stakes its claim to a large portion of The Wastes, stretching out into the easternmost part of Drifter's Bay. Most of the territory is grassy plains, dotted with large rocks and dominated by tall grass. Shallow, unconnected caves at the center of the territory provides residence for most of the clan. Inferni's single human ruin, the D'Neville Mansion, slouches in sprawling, overgrown gardens at the center of a small patch of the Dampwoods along the eastern border. The borders are staked with the skulls of wolves and other unfortunate creatures, mounted on sticks and dangled from trees along most of the coyote clan's perimeter.
Western Territory
In 2011, with an influx of mouths to feed, Inferni claimed another portion of Drifter Bay. While otherwise unremarkable, the grassland provides ample space for both the horses to graze and Inferni members to hunt. Herds of wild ungulates are often found here, specifically reindeer. There are only scarce skulls this far west, though the clan has marked large stones and other objects with signs to make their presence known.
The westernmost half of Inferni’s landscape is vastly different than what one would find past the River Acheron. Drifter Bay is part of the rift valley that is formed by the Bay of Fundy, and consists of the lowlands of the Tantramar Marshes. Previously boasting a bird sanctuary, one can find a vast number and variety of water, sea, shore and marsh birds in the southernmost area of Inferni’s western claim. These noisy birds take up residence until one reaches a peculiar mass of trees.
Here, the only signs of life are in the vast flocks of ravens, who work in-tandem with the clan as per an agreement made in 2007 between the flock’s then-leader Marlowe and Inferni’s Aquila, Kaena Lykoi. Though few speak high-speech fluently, they are capable of understanding such a thing and have been used to spy…provided they are compensated, of course.
North of this one will find a vast, sprawling field of wildflowers. Small animals, such as mice, voles, and weasels are often found in this area. The flowers trail as far south as Folly Lake. Crafted through glacial melting and movement, the lake is surrounded by rounded hills; the area is a beautiful mix of lake, woodland and pastoral views.
As the lake is large and spring-fed, it's easily the cleanest water found inside of the clan's territories, and offers a panoply of freshwater prey for fishermen: trout and perch live naturally in the deep waters, and salmon can be found in the early months of summertime.
Just north-east of the lake and along a narrow, desolate road lays Great Village, announced by a weather-beaten sign. Perhaps once great, most of it has fallen to ruin -- the westernmost parts of the town have sunken thanks to lack of maintenance on the dykes surrounding the town.
Some buildings are visible only up to their windows, their construction warped twisted to the will of the earth itself. There are few worthy of inspection for scavenged goods and fewer still worthy of occupation, but prey animals take up residence in the shattered remnants of buildings.
Further south are the remains of Bass River, a former rural community that has since decayed save for the few buildings made of stone. While the farms have since gone, their production remains; strawberries, blueberries, and pine trees grow in once-organized rows, now gone wild.
There are copious amounts of wild sheep that are hardier than their more domesticated cousins, some of which have since been captured and penned in a reclaimed farm. A more intrepid explorer might also find an abundance of clams within the surf, along with a crumbling lighthouse that daring members could investigate.
Landmarks
- Hollow's Ruins: In the center of the forest, one will find charred stump of what was once a large tree; marks litter the flat surface, and the wood beneath the black ash is stained a dirty maroon, hinting to a once present saturation of blood. It is easily assumed that the grove was once a place of sacrifice. Carved into the trunks of the living trees standing watch over the area are strange, indecipherable markings of unknown origin.
- Eden: Named for the garden that was home to Adam and Eve, the large meadow is dead and lacking ing reenery during the winter months; when warmth returns to the world, however, it springs to life. Far north from the salty coast, lush grass flourishes under the sunlight. Clovers intermingle with wildflowers of all colors, and one deciduous tree sprouts at the center of the meadow. It bears sweeping branches and green foliage only through Spring and Summer.
- Boat Launches: Two boat launches sit at either end of Folly Lake, now falling into disrepair due to exposure.
- Schoolhouse: The largest building, the six room elementary school, still stands intact on the eastern edge of the town.
- Horse and Sheep Barn: In October of 2011, following the influx of new animals, a second barn was "reclaimed" after much-needed repair near Bass River. This building can house four horses and has a large pen which is used for the sheep and donkey.
Eastern Territory
Inferni’s eastern half is composed of areas of thick, old forest and rolling plains. The clan’s claim within the Dampwoods is where the majority of white-tailed deer within Inferni can be found, traveling along the three streams that provide sources of water and as far up to the small area known as The Moors. Located across the river, one can find large quantities of fowl-like birds and smaller prey. A peculiar area exists north of this, where the ground is unusually wet and warm and a single pond lingers at around 75°F/24°C.
Residents of Inferni often choose to live in The D’Neville Mansion, a crumbling relic of the last man to own the property. Lined by a wrought-iron fence covered in honeysuckle, the sprawling area boasts one massive building that offers various rooms for the clan’s members to make their own. One can find the garage repurposed and used as housing for the horses as a makeshift barn. The smaller guest house is located behind this property; Inferni members do not live here save for the Resarcio, who tends to the sick and injured in order to keep them away from the main population of the clan.
An impressive pond makes up the sprawling open area behind the buildings. Having since been filled with dirt, the pool is a dim memory of Inferni’s current members. The grassy yard and lake are often available for various purposes, and a large firepit is located centrally between the buildings for various events (or just to burn things).
If one follows a well-worn trail west, the valley begins to dip until it reaches Hades Beach. Hades Beach is a long, narrow inlet of the Bay of Fundy that extends deep into Inferni's territory. Though the beach is comparatively calm, the water is still very deep and treacherous in many places. The shoreline itself is hardly picturesque; most of the coast here is rocky and unforgiving. The sand is pebbly and grainy, and contains more rocks then sand.
Near this is the second area that residents can make their homes, a collection of limestone caves known as Grimwell. The caves are incredibly varied in size, with numerous openings facing several directions.
Rumors circulate of a haunting; peculiar noises emanate from some caves, but many claim it's the ocean's echo or the rustle of bat wings. An underground river runs under these caverns, but few will dare to investigate it—the water runs from a well-lit opening with into a small area that’s pitch black, and as of yet, unexplored.
Landmarks
- Lake: This tiny pond is actually a naturally occurring pond, often frequented by the humans who once lived in the mansion. Now it is densely overgrown.
- Greenhouse: This project was spearheaded by Anselm de le Poer in response to the growing need for medicinal supplies and other things for the clan.
- Grand Ballroom: There is an ancient piano stashed in the corner of this grandoise room, and a lot of dining chairs and a neat dance floor.
- Stairwells: Both stairwells go through all three levels of the house: basement, first, and second. There's no map for the basement because it's ~*creepy*~ down there.
- Stable: Inferni has repurposed the garage into a stable. Up to ten horses can comfortably take up residence inside.
- Garage Loft: The Garage Loft is accessible through the garage or through the second floor, and currently used for horse-related storage.
- The Forest of Nod:?A remarkably green area of woodland located just east of the D'Neville Mansion; a large variety of plants grow in abundance here.
- Dapplebrake Creek: Part of this small stream branches off to form Saint Menas' Creek, and this river actually loops around the D'Neville Mansion's rear gardens.
- Saint Menas' Creek:? This is the longest creek that runs through the forest, cutting through a portion of especially fertile land toward the north. This is some of the best hunting in Inferni.
- Frosthold Stream: This is the southernmost stream that branches upward from the River Styx, winding through a part of the territory that contains the thickest trees.
- River Lethe: The two long, thin caves in the center of the territory where the River Lethe springs forth from the earth are rather interesting; there is generally room enough for one to walk on either side of the shallow underground river, though occasionally extra runoff makes its way down through the caves, flooding this one out and rendering it impassable. This cave in particular is occupied by a lot of bats.
- The Grotto Outcroppings: These are particularly nice places to relax; the rocks rise up out of the water and allow one to enjoy the heat and steam from the water without burning oneself.