Blurb Edit

This will be a guide to an up-coming book I have planned (that may be turned into a series if people actually like it). This will tell you the history, terminology, geography and anything else about the book that people would to know (this is a guide after all). With that said, let’s dive into the world of Wildlands.

(Here is the story:

Meet the Packs Edit

Within the world of Wildlands, there are six rival packs, who constantly fighting to survive in a changing world. Here they are.

Swift-Winds Pack Edit

Fast and agile, these saber-toothed cats (oh, I forgot to mention their saber-tooths) are much leaner that most, and more akin to hunting faster prey than other packs. They are also amazing strategists and great problem-solvers. They are very cautious and relie on their wits rather than others.

Rising-Tide Pack Edit

Strong and graceful, the members of the Rising-Tide pack are amazing swimmers and talented fishers, much more able to hunt fish and aquatic creatures. They are eternal optimists and have hearts of gold. Their entire pack seems just like one big happy family to most. These cats are very friendly and are usually quite social.

Raging-Flames Pack Edit

Large and bulky, these cats are bulit for strength, they are the best mammoth and ground-sloth hunters around. They are brave, loyal and courageous. They fight united and relie on each other to get things done. They are known to be rule breakers and would gladly lay down their lives to save those they love.

Whispering-Pines Pack Edit

Lean and small, the saber-tooths within this pack are built for stealth and climbing trees. They are sly and ambitious. They will only trust those who they believe can help them to reach their goals. Unlike most, they prefer to hunt their prey using traps.

Jagged-Cliff Pack Edit

Powerful legs and a thick coat give the members of this pack everything they need to survive in the mountains. They are snobby towards others and are quite hot-headed, however once they trust you, they will try their hardest to protect you.

Autumn-Leaves Pack Edit

This pack is a melting pot of personality. Outcasts from the other five packs and pack-less cats formed this group. Here, everyone uses their special talents to help contribute to the pack. While some say it isn't a true pack, the Autumn-Leaves care for one another and they could care less about what the others thought.

Ranks Edit

Chieftain Edit

The pack chief or chieftain leads the pack in a aspects. Whether it’s heading into battle, excepting outcasts or bannishing those who have broken Pack Laws, they make the big decisions and their word is law (with most things, but we’ll get into that later). They represent the pack at Equinoxes and Solstices (meetings), preform ceremonies and occasinally train a pupil. Female chieftains generally don’t have cubs, as it would take them away from their duties.

Lieutenant Edit

This is the leader’s second-in-command, which is traditionally the chieftain’s first-born or only. If the lieutenant is to die, a new shall be chosen at dusk, which is either another one the chief’s offspring or their most trusted guard or hunter. The lieutenant takes responsibility over assigning hunting patrols, border patrols and helping to make decisions. Female lieutenants are generally forbidden to have cubs, as they must be prepare to take the leader’s place at anytime. They sometimes train a pupil.

Shaman Edit

Shamans play an important role in the pack. They help to heal the injured with natural remedies, medical knowledge and spells. Shamans also hold an important spiritual connection with The Great Spirits. They interpert signs from The Great Spirits and recieve dreams. They also attend annual meetings at Sana’s Roost in the Claw mountains with other shamans and their pupils. These signs help the chief make important decisions. Shamans are allowed to have mates and female shamans are allowed to have cubs, so long as there is another shaman. There is a maximum of three shamans per pack, although there is usually only one. They are above normal pack rivalries.

Shaman-In-Training Edit

Shaman trainées are training under the current shaman. They will one day recieve their new name and assume full shaman duties. While they are training, they learn about herbs and natural remedies from the current shaman, as well as spells and special ceremonies. They also learn how to interpret signs from the spirits.

Seeker Edit

These are rare and if a pack does have a seeker, it is usually only one. They are the explorers, traveling the land. They can enter the darkest and cursed lands without been shunned afterward. They are usually charged with seeking out hunting grounds, water sources and new camps if needed.

Seeker-In-Training Edit

There is rarely ever a Seeker-In-Training, even if the pack has a Seeker. Most training seekers don't live through to the end of their training and those that do still have a high chance of dying. Most pupils are to scared to become a seeker. Those that do are seen as brave and free of spirit.

Nest-Mother Edit

Nest-Mothers are female hunters/guards/shamans/seekers that are pregnant or nursing cubs. They retire temporarily from their duties to raise cubs, then return to their duties after their cubs become trainees. During this time they live in the nursery and hunters will hunt for them. Some Nest-Mothers will stay in the nursery to help other mothers.

Elder Edit

Elders are sabers who have lived their lives in service to their pack and, when they have become weak with age, retire to the Elders den to be cared for by the rest of the pack. Elders are respected by all for their sacrifies, wisdom and stories from when they served the pack.

Guard Edit

Guards along with hunters, make up the body of the pack. They defend the pack, go on patrol and will invade another packs’ territory on leader’s notice. They will also take up tasks the pack needs done when no other rank can do it.

Senior Guard Edit

Senior Guards are the older, more respected guards who many be called upon to advise the leader and lieutenant. They have the same responsibilities as a guard and often have a higher chance of being given a pupil.

Head Guard Edit

The Head Guard gives orders to senior and normal guards. They are partly in charge of assigning patrols and posts for guards. Female head guards are usually not allowed to have cubs as it would take them away from their responsibilities, however if it does happen, a substitute will chosen until she has returned.

Hunter Edit

Hunters, along with guards, make up the body of the pack. They go on hunting patrols and bring back food for the pack. They will defend the camp if necessary. They will take up tasks the pack needs done if no other rank cam do it.

Senior Hunter Edit

Senior Hunters are older and more respected hunters. They may be called upon to advise the leader and lieutenant. They have the same responsibilities as a hunter and are more likely to be given a pupil.

Head Hunter Edit

Head Hunter gives orders to senior and normal hunters. They are partly in charge of assigning hunting patrols and picking the location. Female head hunters are usually not allowed to have cubs as it would take them away from their responsibilities, however if it does happen, a substitute will chisen until she can return.

Mentor Edit

Mentors are hunters or guard who have the honor of training a pupil. They are responsible for training their pupil, as well as the usual warrior duties. Female mentors are not supposed to have cubs as it interrupts pupil training, but if it does happen their pupil will be reassigned. Mentors usually train their pupils for twelve months before returning to regular status when they decide their pupil is ready to become a guard/hunter.

Those-In-Training/Pupils Edit

Pupils are young saber-tooths from the age of 6 – 18 moons. They will first part take in an assessment, where they will complete task for the following positions: guard, hunter, shaman, seeker. They are then assigned a mentor for the profession that is chosen and begin training. Pupils are taught to hunt, fight, defend (depended on which they are training to be) as well as the Paw Laws and pack territory. They are expected to listen to older cats and obey their mentors. Their responsibilities include going on patrols with their mentors, training, defending camp, and caring for the elders. . It is traditional that young cats travel to the Oracle's tree at least once before becoming guards/hunters. Which one the train to be depends on their build, skills from cub hood and their assessment, it is also (rarely) their choice. The leader has final say in what they will train to be.

Cubs Edit

Cubs are the youngest members of the pack, between 1-6 moons old who live in the nursery with their mothers until they have been apprenticed. They have no privileges and are expected to listen to the older saber-toothed cats. According to Pack Laws, cubs are forbidden from hunting, fighting or leaving camp. 

Prisoners Edit

The Prisoners. Captured in one way or another, or even traitors placed under arrest, they have no privileges and expected to listen their captors. Failing to do so can result in loosing their meal, water, bedding and being physically punished.

Outcast Edit

These are members that have been cast out of the pack due to breaking Pack Laws. They usually live alone or in pairs and usually considered to not to be a threat, although to be wary of.

Lone Cat Edit

Lone cats belong to no one and usually live alone or in pairs. They are cats who have been born outside the packs and not considered a threat.

Rouge Edit

Rogues are cats who like lone cats, live outside the packs in pairs or alone. The difference between lone cats and rogues is that rogues are considered threatening to the packs; stealing prey, having been trained to fight and even kidnapping cubs.

Corrupteds Edit

Corrupted are the pack name for tamed saber-tooths who live with twopaws (humans) in their camps. They usually stay around their twopaw's camp, and are huge threat to the packs. They are to be avoid at all costs and if needed killed. Where there is a corrupted, their are usually twopaws and leashed dires (tamed dire wolves).

Pack Hierarchy Edit





Head Guard/Head Hunter



Senior Guards/Senior Hunters





Naming System Edit

When a cub is born, it isn't assumed it will survive (this is the wild, after all), and it is typically named after a characteristic—a color, for example: Gray Cub or an animal/thing of nature it resembles—Snow Cub, Feather Cub, Mouse Cub (this is rarer). The name, in this style, always ends in "Cub".

Upon becoming a Hunter/Guard/Seeker/Shaman-In-Training, their name is changed to something else. Usually it adds more to the original name, example: Thorn Cub to Bramble. The "Cub" ending is removed and the noun is changed to a noun, similar to what it was when they were a cub, while adding a little more personality to it.

When they are promoted to Hunter/Guard/Seeker/Shaman, their name is changed again. This name often follows the Adjective Noun pattern, Verb Noun or Noun Verb —Pale Feather, Fading Light and Night Fall, for example—or, rarer, a possessive format, such as Noun's Thing Belonging to Noun—example: Storm's Cloud, Briar's Thorn.

If they are to become an elder, the simple title "Elder" is added on before the rest of the name.

The guideline isn't strict, however, and they can be named just about anything (within reason, so long as it isn't man-made and it existed during the pleistocene epoch).

Pack Laws Edit

The Pack Laws:

  1. Defend your pack, even with your life. You may have friendships with sabers from other pack, but your loyalty must remain to your pack, as one day you may meet them in battle.
  2. Do not hunt or trespass on another pack's territory.
  3. Elders, Nest-Mothers, and cubs must be fed before pupils, hunters and guards. Unless they have permission, pupils may not eat until they have hunted to feed the elders. If any hunter/guard or pupil is sick or injured, they may eat while the elders, Nest-Mothers and cubs are eating.
  4. Prey is killed only to be eaten. Give thanks to the spirits for its life, for it will grant your pack mates survival.
  5. A cub must be at least six moons old to become a pupil.
  6. Newly appointed guards shall keep Bellator's vigil, guarding the camp while their pack mates rest.
  7. Lieutants are to be second-in-command to the chief and to be the chief's first-born. If they are to die, chief’s next oldest is to be chosen. If the chief only has one cub, the chief shall appoint a guard of his/her chose to be lieutenant.
  8. The lieutenant will become pack chief when the chief dies, retires, or is exiled.
  9. A guard/hunter can not become Head Guard/Hunter until they have mentored two pupils.
  10. After the death, retirement, promotion (to a chief status), or exile of the lieutenant, the new lieutenant must be chosen before dawn.
  11. If the Head Guard/Hunter is to die, retire or be exiled, a new Head Guard/Hunter must be chosen before dawn of the next day.
  12. Equinoxes and Solstuces, a meeting of all six packs are held on the days of New-Tree and Red-Tree Equinoxes, Nort-Wind and Long-Sun Solstices during a truce that lasts for the night. There shall be no fighting among packs at this time.
  13. Boundaries must be checked and marked daily. Challenge all trespassers.
  14. No hunter or guard can neglect a cub in pain or danger, even if the cub is from a different pack.
  15. The word of the pack chief are Pack Laws.
  16. An honorable guard/hunter does not need to kill others to win their battles, unless they are outside Pack Laws or if it is necessary for self-defense.
  17. Each pack has the right to be proud and independent, but in times of trouble they must forget their boundaries and fight side by side to protect the six. Each pack must help the others so that no pack will fall.
  18. Shamans and their pupils must attend a meeting with the other packs shamans at Sana's Roost each moon.
  19. A pupil must visit The Oracle's Tree at least once before being promoted to their adult rank.

Exceptions Edit

  • Sabers on their way to Sana's Roost or The Oracle's Tree are allowed to cross other packs territories to get to their destination—Jagged-Cliff territory.
  • Sabers may travel on other packs territories if they have something to report or to ask for help.
  • Paw Laws are flexible about leadership challenges. Sabers may challenge a weak or cruel chuef if their pack is in danger, and if their leadership threatens the pack, Pack Laws expect a guard challenge their chief.

Additional rules Edit

The following rules are not specifically stated in the Pack Laws, but are expected to be followed:

  • Shamans may have a mate or cubs, as along there is another shaman and the heal all pack members equally.
  • Cubs must stay in camp until they are apprenticed, and are not allowed to hunt.
  • The safety of the pack as a whole is more important than the safety of one saber.
  • The packs must not unite together to drive out another pack.
  • Packs must not force another pack to share territory.
  • Packs must not force another pack to share prey, unless absolutely necessary.
  • Enemy patrols must not attack sabers if they are on a mission that all sic packs have agreed upon.
  • Sabers cannot hunt when going to Sana's Roost or The Oracle's Tree to speak with the Spirits.

Rejected laws Edit

Throughout history, several other rules were proposed for introduction into Pack Laws, however, they were turned down. These rules were:

  • Lone cats and rogues may not be accepted into the packs, as they may be of mixed blood (suggested by Raven's Wing of the Jagged-Cliff pack.
  • Sabers born of parents from two different packs shall be killed, as they are of mixed blood (suggested by Raging Storm of the Whispering-Pines pack).
  • Each pack may only eat the prey they are most suited for (suggested by Mountian's Ore of the Rising-Tide pack).
  • All Clan cats must acknowledge that the Spirits control pack life, and to deny their existence would be to violate Pack Laws (suggested by Falling Leaves of the Raging-Flames pack).

Terminology Edit

General Terms Edit

Border Patrol- A group sabers re-marking pack boundaries and checking for trespassers. May fight if there are trespassers

Blunt-Stick - Club

Branch-Horn - Stag-moose (prehistoric deer with giant antlers)

Big-Shell - Glyptotherium (Click here)

Corrupted - tamed saber-toothed cat

Equinox - two of the annual meetings the packs hold, one in New-Tree (spring) and one in Red-Tree (fall)

Fierce-Bird - terror bird (credit to Moonwolf for the name)

Fire-Mountain - volcano

Giantpelt - cave bear or short-faced bear

Hunting Patrol -  A group of sabers hunting for prey to bring back for their pack to eat. May fight if there are trespassers.

Large-Fur - ground sloth

Leashed Dires - tame dire wolves

Lone Cat - a saber-tooth who doesn't live within a pack or with two-paws

Outcast - a saber-tooth who has been banished from their pack for breaking Pack Laws

Oracle's tree - A tree that which is inhabited by a wisdom spirit. Pupils must visit this tree once before they can become a hunter/guard/shaman/seeker. Shamans come here to seek wisdom.

River-Ruler - giant beaver (credit to Moonwolf)

Rope-trap - net

Rouge - A usually hostile saber-tooth who does not have a permanent home, roams around, doesn't care about crossing pack territory, steals prey and sometimes takes a cub

Queen- female saber-tooth

Saber-cousins - cave lions and other prehistoric cats

Sana's Roost - a cave within the Claw mountains where shamans meet for annual meetings each month. It was given to them by Sana, the spirit of healing and medicine

Sharp-stick - spear

Sleep-story - dream

Solstice- two annual meetings the packs hold. One is in North-Wind (winter), while the other is in Long-Sun (summer)

Tom - male saber-tooth

Tusk-Fur - woolly rhino

Two-paw - human

Two-paw camp - human settlement

Two-paw cub - human child

Two-paw den - hut

Two-paw pelt - clothes

Time Terms (credit to Moonwolf for helping me out with some of the names) Edit

Half-Moon - two weeks or half a month

Long-Sun - summer (however the word summer is still used)

Moon - month

Moon of Fading Sun - August

Moon of Leaf-Change - October

Moon of Leaf-Fall - November

Moon of Ice Storms - January

Moon of Long Sun - June

Moon of Melting Snow - February

Moon of New-Tree - March

Moon of North-Winds - December

Moon of Plant - May

Moon of Rain Fall - April

Moon of Red-Tree - September

Moon of Sun - July

New-Tree - spring (however the word spring is still used)

North- Wind - winter (however this word is still used)

Red-Tree - autumn or fall (however these words are still used)

Quarter-Moon - a week or a quarter of a month

Distance Terms Edit

Cat-Size - the height of a full grown saber-tooth; 3ft (1.1m)

Cub-step - the length of cub’s pawstep; roughly two inches (5cm) (this is a guess)

Fang-Length - the length of a full grown saber-tooth cat’s fang; 5 inches (15cm)

Mammoth-Size - around the height of a mammoth; 9-11 ft (2-3m)

Pawstep - the length of of full grown saber-toothed cat’s pawstep; roughly a foot (30cm) (this a guess)

Tree-Size - around the length of a tree; 40 to 50 ft (15m)

Tusk-Length - the length of full grown, male mammoth’s tusk; 15ft (4m)

Two-paw-Size - the height of a Cro-Magnon; 6ft (1m)

Wolf-Size - the height of Dire Wolf; 5ft (1.5m)

Insults, exclamations and phrasesEdit

As easy as catching a minnow - A term used by members of the Rising-Tide pack, equivalent to " As easy as swallowing a shrew".

As easy as swallowing a shrew - A phrase used to indicate easiness of the task.

As easy as swallowing a sparrow - A Swift-Winds term, equivalent to "As easy as swallowing a shrew".

Flea-pelt - a harsh insult meaning the recipent is dirty and mangy or savage

Great Spirits! - an exclamation similar to the phrase "Oh my God"

When mammoths fly - An exclamation style statement that shows disbelief that a certain event will likely occur, used in many variations. Somewhat like the human phrase, When pigs fly!

Wind-chaser - Used by the Whispering-Pines pack or outcasts to describe a member of the Swift-Winds pack

Living Spaces Edit

Camp - The place where the pack makes their permanent home.

Chiefs’ den - A den within the camp that belongs to the pack chieftain.

Shamans’ den - The den in camp that belongs to the packs shaman and his or her pupil.

Seekers’ den - The den within camp that belongs to the seeker and his or her pupil.

Guards/Hunters’ den - The den in camp where the guards, hunters, senior guards, senior hunters, head guard and head hunter sleep. The lieutenant also sleeps here.

Pupils‘ den - The den where pupils sleep.

Nursery - A den which is shared by Nest-Mothers and cubs of the pack.

Elders’ den - The den that is shared by the elders of the pack

Prey rock - A large flat stone, usually in the center of the camp, where the hunters drop the prey they caught while hunting, so it is easily accessible to all members of the pack.

Hollow - A place near the camp where members go to excrete, urinate and/or throw away rotten prey.

Geography Edit

Outer Edit

[The] Claw Mountains: Edit

The Claw mountains are large, long mountain range towards the west of all pack territories. Sana’s Roost is located in a cave within the towering peaks. The Oracle’s Tree is also located here, on the side of a steep cliff known as "Death’s Plumet" for obivious reasons. Today, we know this range as the Rocky Mountains or Rockies.

Territory Claim: None

Territory: Original

Herbs Observed: None

Prey Observed: Mountain goat ancestors, birds

[The] Oracle’s Tree: Edit

The Oracle's Tree is a large, red oak tree that has lived for over four centuries, longer than the packs have existed. It perches on the side of a steep cliff and is twice the height of a normal tree. It's trunk is large than a mammoth around and as deep hollow within, which can fit up to ten saber-tooths at once. In the middle of the hollow, is a statue of the Great Spirit, Wisim, spirit of wisdom and knowledge. It is carved from moonstone. Shamans come here to receive wisdom and signs through the form of dreams. All pupils must travel here at least once before becoming fully-fledged guards/hunters/shamans/seekers.

Territory Claim: The Spirits (Neutral)

Territory: Original

Herbs Observed: None

Prey Observed: None

Sana’s Roost: Edit

Sana’s Roost is located with the Claw Mountains. The path up to it is wide and worn from years of use and erosion. The cave entrance is large sticks out. Some say it looks similar to the open mouth of a bear. Inside is a large cavern, able to fit thirty sabers at once. Ledges litter the cave wall and the ceiling slopes into a dome. At the top is a large hole which during the full moon, silver rays of light pour in. In the middle of the cavern stands a statue of Sana, a large bird spirit made of coloured quartz, also looking as if she was actually trapped inside the stone. When moonlight hits it, it glows bright and shimmers, like sunlight bouncing off the water. A small tunnel leads off the main cave to a shaman’s cave, which always has a full stock of herbs. Here, shamans and their pupils come to share knowledge, treatement methods and dreams with each other, as well as speaking with the spirits.

Territory Claim: The Spirits (Neutral)

Territory: Original

Herbs Observed: All

Prey Observed: None

Messis’ Hollow: Edit

In the center of the six territories divided by Swift-Winds, Rising-Tide, Raging-Flames, Whispering-Pines, Jagged-Cliff, and Autumn-Leaves is the neutral ground of Messis’ Hollow: home of pack gatherings each enquinox and solstice. It’s named after the spirit who planted the six massive sycamore trees that form a ring around the small clearing.

The hollow is a small grassy valley, the ground slopes down from all six sides from years of use and erosion and six ancient sycamore trees mark the clearing — being said to represent the packs. At the center of the clearing is an ancient stone boulder, from which the chiefs can represent the packs from below the night sky, and the watchful gazes of their ancestors and the Spirits.

Territorial Claim: The Spirits (Neutral)

Territory: Original

Herbs Observed: None

Prey Observed: None

Rising-Tide Edit

Rising-Tide Camp Edit

Crooked Willow Edit

History Edit


Beliefs Edit


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