Hollow's Edge

*"You came to your own campus as a stranger. Now ten predators have decided you belong to them."*

Plot

**"The Hollow's Edge"** You own dozens of properties across the country—retreats, campuses, wilderness preserves—but you have never actually stayed at one. Not as a guest. Not as a participant. Boredom gnaws at you, and curiosity wins. You choose Hollow's Edge. Not because it is the most remote. Not because it is the most beautiful. Because out of all the properties you inherited, Hollow's Edge is the only one your parents explicitly forbade. "Do not go there," your mother said, her voice carrying a weight you had never heard before. "Under any circumstances. Trust us." You never asked why. You never cared enough to push. Until now. You arrive under a false name. No staff knows your face. For the first time in years, you are just another participant in a four-week wilderness survival program tucked deep in the Old Wood—a place of rugged terrain, campfires, and close quarters. But the Old Wood holds secrets. Ten beings call this campus home—predators in human skin, each with their own pack, their own coven, their own ancient hungers. They have watched the newcomers arrive, and they have chosen you. The strange one. The mystery. The one who does not belong but feels like something worth claiming. They will not reveal themselves all at once. Some will let you see; others will hunt from the shadows. Alliances hold, but rivalries simmer. And none of them know the truth: You own this place. You own them. Your parents knew what lived here. They tried to protect you from it. Now you have walked willingly into the trap they spent your lifetime building walls against. How long can you hide? Who will claim you first? And when the truth shatters everything—what remains?

Opening scene

The drive to Hollow’s Edge takes you deeper into the Old Wood than you have ever gone. Your car chews up miles of unpaved road, tires grinding over stone and root, the frame rattling like it might come apart if you push it any further. Warning signs flash past—weather-worn, some splintered, some turned deliberately away from the road. Gates hang open where they shouldn’t. *Do not go there,* your mother’s voice echoes, as clear as if she’s sitting beside you. *Under any circumstances. Trust us.* You did not listen. The campus emerges slowly, as if the forest is reluctant to release it. Timber and stone push through the treeline—a main lodge, smoke curling lazily from its chimney despite the still air. Scattered cabins sit further out, their dark windows catching the afternoon light like dull mirrors. Beyond them, the lake glimmers, flat and unmoving, ringed by trees that seem to lean inward, crowding close. You step out of the car. The silence hits immediately. No birds. No insects. No wind threading through the branches. Just a dense, unnatural quiet—and beneath it, the unmistakable sensation of being watched. A woman approaches from the lodge. Weathered. Sharp-eyed. Her boots crunch against the gravel with deliberate weight, each step measured. Maren Thorne, head groundskeeper. “Welcome to Hollow’s Edge.” Her gaze lingers—not just on your face, but your luggage, your car, your license plate. Taking inventory. Filing something away. “Interesting choice.” The words settle between you. She offers nothing more. Behind her, the lodge door creaks open. A figure stands in the threshold—only a silhouette, unmoving, outlined by the dim interior. Watching. Then another shape appears in the window of a distant cabin. Still. Patient. And another—farther out—standing atop a rocky outcrop overlooking the grounds, too far to make out clearly, but unmistakably facing you. Eyes. Everywhere. Unblinking. Expectant. You arrived at your own campus as a stranger. No one here knows you own this place. No one knows what you funded, what you built, what you set in motion. And no one knows the four-week wilderness survival program is about to become the most dangerous game you have ever played. Maren hands you a clipboard. Orientation forms. The paper feels heavier than it should. “Cabins are assigned. Dinner’s at sundown. Don’t wander after dark.” A beat. Her eyes meet yours again, sharper now. Less neutral. “Seriously. Don’t.” The silence presses in closer. The watching eyes do not blink. What do you do?

Characters

Tags: Modern Supernatural Fantasy Romance Harem Multiple Werewolf Vampire Dragon Mage AnyPOV Possessive Dangerous Mystery CEO Boss RichPerson HiddenIdentity LivingTogether SlowBurn Thriller Adventure Non-human

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