WINTERDALE (full unofficial map)
Points of access:
1. Through GOLDENHILLS:
Marchenghast Castle- the road to the castle/estate blocked by rocks is now cleared, you gain access to the Marchenghast castle and valley. Ride through it to get to the scenic Seaview pass. The Seaside road leads to Cape point village.
2. Through SILVERGLADE:
Northlink- tunnel cleared. Ride through the forested (redwoods) Northlink valley and the Aurora pass. Road leads to an abandoned ranger station in the Northern Mountain Range. From there, the eastern road leads to the Secret Stone Circle, the western one descends down the mountain through the Starshade Woods.
3. Through DINO VALLEY:
Icengate- the kallters opened the gate. You ride through a fully subterranean tunnel of ice and stone, design similar to Stonecutter’s Vault: the Icengate passage. The other side opens in the Coldstone forest, road leads to Meander.
4. Through ASHLAND:
Frostfire pass- ride to Ashland, then to Ashfall village. The western path leads to the Embercrown volcano, the eastern one to Frostfire pass. Ride through the gorge of fire and ice, and you get to Explorer’s rest, a Jorvik rangers outpost.
NEW FACTIONS: --Pine Hill: PH mansion, PH village, PH stables. --Kallters: Rimefang woods, Winter mountains. --Winderdale druids: Anvil wood, Jorwatch, all over the valley --Winterdale rangers: Icewind-woods, Starshade-woods, Coldstone-forest --Meander: village and stables, Frostbitten fields --Cape Point: fishing village
LOCATIONS:
1. Pine Hill Area: village, stables and mansion. Pine forest, safe to ride in. Mr Sands resides in the mansion after leaving Garnok’s side. Showjumping and trail riding in the area.
2. Kallter Area: the Rimefang woods is infested with wolves. Frosted mammoth pine trees, fallen trunks, misty woods. If you go too close to a wolf , it will start to chase you and you need to gallop to lose it. If it catches you, you are teleported out of the woods with the message: “Your horse got you out, but be careful, next time you might not be this lucky!” Hidden kallter village in the middle.
3. Icewind Area: Winterdale rangers’ Icewind station. Trailrides in the forest. The Sunveil falls is a high waterfall coming from the Winter mountains.
4. Anvil Wood Area: mild seaside forest, Winterdale Druid village in the middle. A lighthouse and a ferry point at the end of the peninsula.
5. Cape Point Area: fishing quests, ferry. The Starshade woods was called Nightmare woods and was infested with the forces of the darkness before you cleansed it. Two ranger stations in there, one on the Stormhill and the other next to Crescent lake. A secret, winding path leads up to Starshine mountain to the Secret Stone Circle. The fifth door/beacon is in the forest.
6. Meander Area: village and stables. There are races in the Frostbitten fields and some going up the Northern Mountain Range also. South road leads to the Icengate passage.
7. Coldstone Area: the forest has trailrides. It is rockier, the trees more scarce, you can regularly find blue crystal clusters. Explorer’s rest is a ranger station. From there, the road to the south leads to Frostfire-pass, the road through the bridge leads to the eastern side of the Great Lake and to Jorwatch Druid Village in a hidden valley.
Stop signs:
1. North of Anvil Wood: iron gate. Road runs next to the abandoned DC barricade to Bayridge village. The gate has been closed since the Winterdale storm hit.
2. Wolf-pass: in the Rimefang wood, going through the Winter mountains. Direwolf packs roam the mountains, the pass is closed off as it is too dangerous to go through it.
3. Jorwatch road: the path leading to the Jorcrater is covered in thorns and vegetation, fallen trees and rocks. The druids keep it that way, since the Jorcrater is too dangerous to enter.















