Farewell.

May. 15th, 2026 07:43 pm
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[personal profile] singmod


Hey, Interlopers. It's your Head Mod Cheryl here.


Alrighty then. So there it is. Singillatim has officially come to an end. The result of five years of planning and writing — with roughly about a novel's worth of events and test drive memes, content pages and NPC interactions. While I had two endings planned out right from the very start, I truly had no idea how this story would end and yet I'm satisfied with the ending — but it's also a very bittersweet thing in terms of a huge, lengthy project finally coming to an end. I'm having a lot of feelings right now. It's a lot. But I wanted to take a moment to try and get some of those feelings out.

After the vote, it was decided that Interlopers would help Enola to banish the Darkwalker. This means a few different things in terms of the ending. It allows the game to remain in a sandbox mode for players to continue to thread in if they'd like. I have no intention of locking up the communities or stopping any players from posting. The game will 'officially end' on June 1st 2026. I will still look to answering any NPC questions or game questions up until that point but after that I'm hanging up my mod hat.

It also means that where players choose to go from here is very much open. Players may choose to retire characters and their stories by sending them home. They may continue to play in the world indefinitely. Or they may wish to look at moving their characters to other games with a CRAU in place. Or maybe characters go off together to form their own AUs.

What this does also mean is that the possibility of a sequel is on the table as that option has been unlocked (Yes, there was a possibility of y'all locking yourself out of a sequel. I'm serious.). Now I don't want anyone to get excited: there are currently no immediate plans to write a second game. If there would be a second game, I'd likely continue to be inspired by The Long Dark and its sequel BLACKFROST, which is still very much in development and won't be in early access until perhaps late 2026/early 2027. Enola, Methuselah and Marra would likely crop up once more in whatever new story would be there to tell.

But in all honesty, the sheer input of creative energy I've done over the last five years has been pretty exhausting. My only plans right now is to sit back and enjoy the time off, do some RP and make more time for my other hobbies.

Modding this game has definitely been a labour of love. It's been exhausting, exciting. It's come with its ups and downs and for a first time Mod — I've learned a lot about modding and a lot about how best to mod whilst drawing up boundaries for myself. I've had my share of frustrations and difficulties. Modding is often a very thankless task. But I've had so many joys, and I do want to emphasise that. I've enjoyed looking in on player engagement and how characters have interacted with the events and mechanisms of the game. I've loved crafting a world together inspired by a game that's had my heart for a decade of my life and being able to share that with people — providing a space for people to have fun.

I want to thank my helper mods Jhey, Chase and Noodle for their hard work, support and helping me keep my sanity over the years. You've been an absolute boon to me getting through this game, and I appreciate and love y'all very much. A special thanks to Jhey, who's stuck it out with me until the very end and allowed me to avoid dealing with AC (bless u, truly) — you are an absolute star, and I'm so glad to know you.

Thank you to my players over the years. The fact that some of you have been here since the game first opened is absolutely mind-blowing to me and I'm delighted that you've stayed the course. Thank you for taking what I've thrown at you and just running with it. You've kept the game going, and I appreciate your support and engagement in it all.

I'm very tired now, and I need a lie down. Enjoy your finale, and may the Darkwalker never catch you.

Cheryl ❤
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[personal profile] singmod
THE (EXPANDED) HEART MEME




THE RULES ARE SIMPLE:

❥ Post your characters!
❥ Comment on other characters' comments using the heart codes
to express your character's feelings for them!
❥ Add some little comments into the quotation marks after "span title"
for some extra comments/explanations.
❥ ???
❥ PROFIT
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[personal profile] singmod
APRIL 2026 EVENT


PROMPT ONE — THE AURORA: VIGILANT FLAME: With the help of some familiar faces, Enola finally comes to the Interloper’s aid — giving them one last chance to gain an ability before the battle ahead.

PROMPT TWO — PREDATORS: The Darkwalker brings forth its final plan to rid the Interlopers once and for all — calling on the predatory wildlife to seek out Interlopers.

PROMPT THREE — BLESSED ARE THE DEAD: The Darkwalker brings forth its final plan to rid the Interlopers once and for all — bringing forth the fallen to fight.

THE AURORA: VIGILANT FLAME


WHEN: April 1st.
WHERE: Milton.
CONTENT WARNINGS: N/A


“Go into the Dark, Interloper. It is time.”

You are dying. You feel it in your bones, know it as easily as breathing. The end feels so near, and it is a reckoning that comes so quietly to you. You are weak, ill, haunted. The Long Dark awaits you. You stand at the threshold. Some have already crossed it, but not you — not yet. For now, you are still standing.

In the sky, you see it. In your weakness, your delirium, you are sure you have imagined it. There has been nothing but the green, endless gloom for two solid months now. But in the dark — a soft glimmer, the gentle ethereal call of the Aurora.

In the middle of Milton, three figures appear from nowhere. The street-lights flicker and buzz — bursting into life with such a ferocity, they threaten to blow completely. The world is suddenly alive and bright, and you can see the forms clearly as you approach.

There is Methuselah. There is Marra. Both of them stand exhausted and weary, dirtied and pale. Between them, they hold up Enola — frail and limp, covered in mud and blood, her head lolls forwards.

Methuselah speaks when Interlopers draw near: “She is alive. We must get her inside.”

They head to the Community Hall, accepting any help they can as they take Enola inside. As soon as they step within the door, the lights of the Hall go through the same sequence as the street lights outside — they flicker and buzz and burst into light, illuminating the place as bright as day. Enola is laid down on a free cot and Methuselah sets to work — cleaning away the blood and dirt. He will happily accept help from Interlopers who want to assist.

You feel… different, in Enola’s presence. Renewed. Stronger. Alive. The whisper of something, like a silent promise of hope. Some quiet little thing inside of you. Something reawakened. You feel things are beginning to return to you, softly at first.

“She called to us.” Methuselah says quietly, “One moment I was in my camp, the next— I cannot describe it. We found one another—” he looks to Marra. “And then we found her.”

Marra watches Enola from a short distance away, uncomfortable and irritable. She stands with her arms folded over her chest. She will not take any fussing over her, brushing Interlopers off with the shake of her head.

“You look like walking corpses.” she says, although it’s more out of concern than anything else. “What the hell happened?”

A rundown of events will draw a look of horror from Marra and a grave look from Methuselah. It seems they have been gone a couple of months, but they explain it didn’t feel like that amount of time — but their own experience of time is confusing and unable to be measured. They describe a place of darkness, and memories and clawing through the earth.

“She needs more than what I can do for her.” Methuselah says eventually, as he works. “I cannot get her to wake. Perhaps those of you gifted with the ability to heal can try to rouse her.”

He means those with the Interloper’s Sacrifice Feat, when you explain that the Feat is lost he is quiet for a few moments.

“Try anyway.” he suggests, “All of you. The more, the better.”

Any and all of the Interlopers with the Interloper’s Sacrifice Feat are encouraged to come forward — to lay their hands on Enola, to try to use their Feat to revive her. Helped out of her furs, Enola is smaller in frame than one might think. Her body is scarred, burned. She has faced a great deal of hardship. But the gathered Interlopers carefully attempt to revive her, relying on muscle memory from previous uses of their ability — trying to coax something non-existent into being again.

For a long time, nothing happens.

You look amongst yourselves with uncertainty.

And again, you try.

And then—

It is a very tiny thing: the slightest pull, the barest twinge. Something stirs under your fingertips. It is arduous, lengthy — you chase after it, insistent, persisting. The trickling of a stream, trying to wash back what is broken and hurt and aching.

Just a little more, almost—

Enola gasps, her one blue eye wide. Like the jumpstart of a car engine, the air is alive with buzzing. Methuselah exhales, smiling:

“Hello, Enola.”

“... Methuselah.” She is slow to react, but after a long moment, she looks genuinely pleased to see him. For a few beats, she doesn't know what to say, until a small smile cracks at her lips and her eyes are wet. “It’s been a while, huh?”

“It has.” Methuselah’s head bows in a deep nod.

Enola’s head takes in the Interlopers around her. Some are faces she has known for some time, others are much newer faces to her. She takes a moment to look at each face, before something catches her eye and she looks beyond the gathered Interlopers towards someone. She inhales, shaky, her expression falling to a stun.

“Mom…?” you follow her gaze, turning your heads to look. She’s looking at Marra.

Marra stares back for a long moment, her expression unreadable. Then she feels the weight of the Interloper’s gazes on her, and she turns away — heading out of the Hall. Enola watches her go, but makes no move to stop her. Her eye closes for a short time, her expression pained before she opens her eye again and looks to the Interlopers around her. Her smile is sad, there is an understanding she holds.

“If you don’t mind, I’d appreciate it if you got everyone.” she says finally, her voice gentle. “I need to speak with you all.”

In the coming hours, the remaining Interlopers are gathered in the Community Hall. Methuselah sit close by, nursing hot tea in his hands and watches the room with a careful gaze. Marra has absconded to a corner in silence, not looking at anyone. Her shoulders are heavy. Enola, still half-dirtied and bloodied, sits on the raised platform that acts as a stage — her legs dangling, hands clasped in her lap. Now that Enola is awake, you feel yourself becoming more like yourself, before February. The sensations related to your Aurora Feats are beginning to come back again. You feel warm, strong, agile, connected, powerful. What was once cut off is being restored.

Enola will not speak with anyone privately just yet, just waits until everyone is gathered. When it seems everyone has come, she gingerly gets to her feet to address the room. She looks over the Interlopers, notes the numbers. Notes the losses. Guilt and sorrow washes over her expression. She takes her time with it. Her one blue eye grows watery, but she holds it back — inhales deeply before she speaks. Her voice is slow and steady, each word is weighted.

“I shouldn’t be here. If I’m here, then no one’s keeping the Darkwalker in check. What I’ve put in place stops it from wrecking total annihilation on this entire world, but—” she pauses, shaking her head. “It’s hurt you. It’s taken so much from you, and I’m sorry I wasn’t there to stop it.”

“I have held the Darkwalker back for over two years. I have held back the flood. These past couple of months, what’s been done to you — this is what I had previously held back. To spare you from the worst of the damage, to protect you as best as I could — even if it came at cost to myself.”

Enola lifts her chin, defiant. Her missing eye, her withered half of her face. Her blood, her body.

“It’s not too late, it’s not over. But the Darkwalker’s bringing down another blow. It’s coming, and soon.”

She spreads her arms open wide, her eye closing. As she inhales, flickers of colour and light fade into existence and curl themselves around her hands and arms. You realise after a long moment: the Aurora. When Enola opens her eye, it is pure white. She twists her fingers, as if working something with them — around her, soft orbs of light form and hover. Each of them appear in different colours: a pale blue, a pale yellow, a silvery purple, a bright amber, a soft navy, a deep red, a shimmering purple and a pale rose gold.

“One last time, I offer you all a chance to take a gift if you are able to, or want to.” Interlopers have only a short amount of time to decide. “It might prove useful in the fight ahead.”

Once an Interloper makes a choice, their hands will glow with that colour, swirling around their palms until it settles beneath their skin. A Feat chosen, a new gift. When all choices are made, Enola drops her hands. She is— shaky on her feet, slumping a little. She is pushing herself too hard, considering she was unconscious only a short time ago. She takes a few moments before she speaks again.

“This time I stand with you, all of you.” she means it, “We get through this, and then we come to the end. We put an end to all of this.”

She sways again on her feet, threatening to topple over. Sweat gathers on her brow. But still, she means those words.

PREDATORS


WHEN: Early April, onwards.
WHERE: Everywhere, but a focus on Milton.
CONTENT WARNINGS: altered wildlife; wildlife attacks; potential injuries; potential character death.

"You might have your beloved First Cursed back. But the patterns of nature have been interrupted. Broken. And now you face the consequences."

It is the only warning you are given from the Darkwalker. That and the furious, inhuman howl that echoes through the skies. Just as Enola has warned you, another blow is about to come down. In the dead of night, you hear a chorus of noise — restless, numerous creatures yowling into the dark.

And then, they come.

Descending upon the town in the coming days, the known predators of the Northern Territories come to attack the Interlopers: wolves, bears and wildcats. Each one disturbed and altered by the world’s current state — glowing eyes and a sickly green shimmer to their bodies. While the Aurora has previously been thought to be at fault for the changes to the animals' behaviours for some time over the years — it seems that the Darkwalker has managed to twist that into its own control.

Of course Interlopers have faced these creatures before, but now they all come together — a new group effort in trying to take out as many Interlopers as possible.

The wolves are loud, announcing their presence with demonic howls and chitterings as they descend upon Interlopers. At the very least, it gives Interlopers an advantage of knowing where they are. They work in packs, moving quickly and with a keen intelligence to surround unsuspecting Interlopers and using numbers to bring people down to tear them to shreds. Interlopers will do well not to let themselves be cut off from others, or cornered.

The bears are slower, lumbering and furious. They often move alone, keeping out of the way of their fellow predators. Easier to spot, but more difficult to take down compared to the others — their thick hides and fur giving them ample protection from bullets and arrows. Bears will use brute force to try to get into Interlopers’ homes, and a mauling from a bear is almost fatal.

The cougars and wildcats are the silent apex predator, they stalk Interlopers until they pounce at the last moment. They approach, singular and deadly. Far bigger and faster than any usual wildcat, with huge, hulking bodies, elongated fangs able to climb. They will silently climb onto buildings and lurk from above — waiting for the moment to strike from above. They enjoy chasing after Interlopers, but won’t hesitate on actually bringing someone down once they’re done playing with their food.

Enola isn’t quite ready to face these predators, but Marra will assist Interlopers in the fights. The beasts are vulnerable to fire, light and sound. The strange phenomenon of lights coming on whilst Marra is around is a handy tool to use — and she will help light up streets temporarily to frighten animals off or help set up traps to kill the animals in a controlled and planned manner. She’s also pretty handy with a rifle, given her long years in Milton — meaning she’s able to help out that way if she can be fitted up with a weapon by Interlopers.

BLESSED ARE THE DEAD



WHEN: Mid-April, onwards.
WHERE: Everywhere, but a focus on Milton.
CONTENT WARNINGS: zombies/zombie-related horror; zombie-related gore; potential character injury; potential character death.

Keeping back the predatory wildlife is difficult, but manageable. With the Interlopers’ renewal of body and Feats — they manage to keep back the animals.

But something else has stirred. In mid-April, a strange pulse of green lightning forks across the skies — too bright for a moment and then growing dim. It doesn’t ever fork downwards towards the earth, simply blares across the endless canvas of inky black gloom. The pulse beats through the air, enough to be physically felt by Interlopers. It’s a strange thing, almost unnerving, but it seems to be relatively harmless — but you know that such things could never be truly harmless. Those who are suspicious of what they see above them are right to be.

It is a call.

In the skies, you see an impossible thing: the gigantic glowing skulls of the Darkwalker — green and awful. There for a moment and then gone.

All over the Northern Territories, there are the dead. Animals and humanity alike. Milton is full of the dead, and while some were burned away — many were left buried under thick snow, the ground too frozen solid to dig deeply into it. Or perhaps bodies stored elsewhere, their rot staved off by the freezing temperatures: left permanently in cold storage in abandoned buildings. There’s even the bodies of those never found, those left out in the wilds to be pecked and half-devoured by the wildlife.

With the pulse in the sky, the silent, still dead begin to twitch.

The ground quakes, shifts the world, softens the earth.

They clamber, they crawl, they claw their way out of the earth, out of the earth. Slow, agonising movements, janky — limbs too stiff with the cold. Soon enough, the dead begin to gather themselves, standing on two feet and staring up into the green and black sky above them. There is nothing behind their frozen eyes, nothing but the faint glimmer of green — some ancient, unknown power that drives them on in their most basest, primal form. No thought, not feeling, nothing but one singular drive: hunger.

The Darkwalker has called them to arms. And they will heed that call.

They come.

You recognise some of them. People you have known, Interlopers long dead. People you thought you would never see again. The dead have returned, awoken from their own long darks.

They will be drawn to lights, sounds and movement of Interlopers, whether it be in the town of Milton, the surrounding areas, or even in Lakeside. Driven by that hunger, the dead will attack anything and anyone. They are slow moving, fortunately, and not particularly bright, but if they gather in large numbers — it may cause problems for the Interlopers, and they may find themselves quickly swarmed by a small horde.

Destroying the brain or brainstem will kill the dead, as will burning them. Destroying the bodies completely will mean no chance of yet another rising. And while they will bite, they will not pass on any kind of infection — although some of the more zombie-genre savvy folk might not quite realise that at first.

During the fights, Methuselah, Marra and Enola will come to help the Interlopers. While Methuselah is far better suited to tending to the injured in the Community Hall, Marra will give Interlopers the ability to see the dead more clearly in the dark by illuminating the town of Milton — or helping to coordinate traps by attracting the undead into particular areas.

Now back on form, Enola herself will throw herself into the thick of things right beside Interlopers. She needs no weapons, only her hands. The colours of the Aurora flicker and curl around her as she moves, calm and collected as she fights. She rips the heads of the undead from their shoulders with her bare hands; she conjures flames at her fingertips, curling and controlling them with precision to burn them; she heals injuries out in the midst of battle, pulling you back to your feet; she speaks words of encouragement or warning to Interlopers without moving her lips.

She means to fight with you, and she does. Each time a new wave of the undead come in the weeks that follow — she is with you.

FAQs

THE AURORA: VIGILANT FLAME


1. The effects if Misery are finally lifted, and Interlopers will begin to feel healthier again as the month of April goes on. Being in Enola's immediate presence will accelerate that but remaining in Milton will be enough for a steady return.

2. Aurora Feats are now enabled again.

3. The coloured lights that Enola conjures correspond to the relevant Feat as follows:

Pale blue — Cold Fusion
Pale yellow — Efficient Machine
Silvery purple — Moon Touched
Bright amber — Lightbringer
Soft navy — Free Runner
Deep red — Old Bear’s Blessing
Shimmering purple — Aurora Call
Pale rose gold — Interloper’s Sacrifice


4. Interlopers will have no dream when choosing a Feat this time, instead they have the Feat activate after the next time they sleep. In each instance, Interlopers will awaken feeling warmer, less isolated and readied to face whatever comes next. Find out more information about Aurora Feats and claim your final one over on the Aurora Feats page.

5. An NPC Interaction has been unlocked: characters may speak briefly with Enola, Methuselah or Marra. Please see the relevant top levels for more details.

PREDATORS


1. Players are free to utilise Marra within their threads by having her activate street lighting or electronics to create traps or to ward off animals. Generally a handwave instance, but Marra will bring the lights back to life by either a conscious or unconscious effort. Sometimes it's simply by her presence alone, sometimes it may be through touch to activate things.

2. Enola will not be available to help during this prompt, as she is still not recovered enough to fight. She will remain in the Community Hall.

3. Methuselah will take up residence in the Community Hall. He will be on hand to help Interlopers in the same manner he does when aiding them during the Feasts.

4. Yes, you can technically eat the predators you kill. It's not a great idea to eat predator meat, but you can still do it.

BLESSED ARE THE DEAD


1. Players are free to utilise Marra within their threads by having her activate street lighting or electronics to create traps or to ward off animals. Generally a handwave instance, but Marra will bring the lights back to life by either a conscious or unconscious effort. Sometimes it's simply by her presence alone, sometimes it may be through touch to activate things.

2. Players are free to have Enola appear in their threads helping them fight or healing them mid-fight.

PLOTTING FORM


AC Results

Mar. 5th, 2026 07:11 pm
singhelpers: (Default)
[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

POTENTIAL SWEEPS
Dustin Henderson | [personal profile] sscuriosity


STRIKES
Charles Rowland | [personal profile] afterdrop
Eddie Munson | [personal profile] satanicpanics
Mike Wheeler | [personal profile] micycle
Snow White | [personal profile] powersuited


DROPS
N/A


As a reminder: from here, AC is Check In only for March and April — with making AC optional for players. Those who took a strike this month will still please need to make March AC in order to clear it.

Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
singmod: (Default)
[personal profile] singmod
MARCH 2026 EVENT


PROMPT ONE — MISERY: It is the end of days. Interlopers face a dying world as the Darkwalker begins to close in and experience the Five Stages of Misery.


MISERY


WHEN: The month of March
WHERE: Everywhere.
CONTENT WARNINGS: supernatural-induced illness; altered physical states, altered mental states; hallucinations; nightmares/sleep terrors; themes of starvation; themes of disordered eating; emetophobia; suicide ideation.

Into March, the Toxic Fog of Rot subsides, for the most part. It can still be found out in the wilds, if Interlopers delve too far deeply away from Milton. It’s enough to lull people into a false sense of security: not an immediate, seeking threat but one that looms over the heads of Interlopers nevertheless. Interlopers would be prudent to keep up with their protection runes from Enola, just in case. The Darkwalker’s stalking around the edges of Milton isn’t as relentless, either, but it remains. It follows the same pattern: where Interlopers must take care not to venture too far so the Darkwalker can hunt them down. And at the very least, the town of Milton seems spared — the soft iridescent shimmerings remain in place throughout March, too.

But there are more machinations of the being, however. And its methods can be just as insidious as they are direct. The assault is relentless, and it shows no signs of stopping. Interlopers have never faced such a long time in the dark. The sun set over three months ago now, and shows no signs of returning. The green gloom that Interlopers have seen, at the longest amount of some twenty-odd days, now reaches over a month and will surely stretch for another.

It begs the question: where is Enola? Surely she would have come by now, surely she would end the gloom and help restore the sunlight. Enola remains silent, unreachable. It’s hard to know if she may even well be alive, given that silence. But there’s another question: just how much of all of this has she been holding back to keep the Interlopers safe this whole time?

She had told Interlopers she would keep the worst of it back. Could this get worse?

She is still missing, and the Darkwalker persists.

By March, Interlopers are completely void of their Feats. The issues that have persisted through the month of February end up in a full-scale blackout of power. Maybe it is the disconnection from Enola, maybe it’s the Darkwalker’s doing. All but those touched by the being will find that their gifts have gone, and they must face this world as they once were when they arrived: vulnerable, powerless, alone.

Interlopers touched by the Darkwalker will continue to feel a bizarre and exhilarating sense of mania. While other Interlopers settle into a morbid apprehension, those with Darkwalker’s Revenge are out of place with their dispositions: gleeful, thriving and energetic.

But the hunger lingers, more potent than ever. They are tempted by those around them, and the ache to feed upon the very life forces of their fellow Interlopers is an awful kind of madness to endure.

The world is bitter and still. There is no snowfall nor wind, at least. But the cold is biting. Interlopers will continue to find their hunting efforts ruined by the fog that seeks to rot food sources out in the wilds, but even then it is difficult to find wildlife in the first place. The animals continue to become scarce. Interlopers must rely on foodstores and rationing to keep themselves going.

But for how long? The world is wrong, and it is the end of days.

This is the ending of all things.

“She cannot help you now.” the Darkwalker sneers in your ear. ”It could have been so easy. You could have gone so quietly, as it was meant to be. But now… you will know true misery.”

Quietly, you consider: maybe it would have been better to die sooner. The previous attempts of the Darkwalker, surviving through this world was a mercy. Now, the Darkwalker’s attempts to rid the world of Interlopers is far more personal.

And as promised, Misery sets in.

The Five Stages of Misery



Stage 1: Hardship — Diminished Form: A morbid decay has set in. Your hardiness has failed you. Interlopers will feel themselves physically weak: they will have less energy, stamina and strength and will generally be more vulnerable physically as a whole. Some days, even the smallest of tasks will feel like moving mountains. You find it harder and harder to do more each day, and you cannot ask your body to keep up. Even sometimes in a literal sense, it’s hard for it to keep up — you find yourself slouching more, keeping yourself small, trying to take up as little space as possible.

Stage 2: Sorrow — Haunted Mind: You experience an endless inner turmoil. In Misery, there is not even the promised safety of sleep — a brief respite from the horrors and difficulties of waking life. Over time, sleep begins to evade you, and you find yourself awake more often than not. As sleep deprivation kicks in, you begin to lose your mind to the endless night. Interlopers will begin to experience hallucinations from the lack of sleep, and will be tormented by past regrets. When sleep does come, on rare moments, you are haunted by nightmares — violent, horror-filled and bloody: your own demise, the end of the world. Interlopers may also sleepwalk, or find themselves acting out their dreams — putting themselves and others in danger.

Stage 3: Despair — Sour Stomach: Your questionable diet has caught up with you. You cannot eat as much before you feel full, and each mouthful feels like a burden. You feel no joy when eating, take no comfort from a hot meal, or drink. It is mere sustenance, but even then it comes with a price. Interlopers will find themselves prone to bouts of nausea and vomiting, or even contracting food poisoning, no matter how well-cooked the food is. Dehydration can creep in quickly if Interlopers don’t take care, and with it comes instances of dizziness, muscle cramps and shallow breathing — and can prove fatal before the end stage has been reached.

Stage 4: Torment — Rheumatic Joints: A painful inflammation has taken hold. To move is agony, as if your joints are filled with glass. Stiffness and swelling is common in the mornings, or long periods without activity. Your hands shake uncontrollably at times, making it difficult to aim weapons. It is harder to warm up, as if the chill has settled in your very bones — which prolongs the pain. You become clumsy and accident-prone. In some cases, Interlopers can experience chest pains.


Stage 5: Ruin — Broken Body: Your body carries the weight of a dying world. In the final stage of Misery, you feel close to the end. You are prone to melancholy and suicidal thoughts. Death would be kinder. Wounds will take longer to heal, illness will take longer to recover from. You bleed more freely. You begin to experience hallucinations of loved ones, from home or here in the Northern Territories. Although they speak to you kindly, or behave just as you remember them, they speak to you only about the end of the world. They encourage you to find your end, try to convince you to give up — by whatever means. Whether it be out of love, or anger, or grief. Dying would be better, dying would be a kindness.

Once the final stage of Misery is reached, it is only a matter of time. Your body gives out, or you choose your own end. You are dying. You will go into the Long Dark.

Or maybe you hang on, just a little while longer. Maybe your stubbornness, or your selfishness keeps you going. Maybe your selflessness does.

Or maybe you remember the voice of a woman dressed in furs, who asked you once to keep holding on.



FAQs

MISERY


1. Misery marks the beginning of Endgame, and marked a special event of one single prompt compared to the previous three-prompt format. The three-prompt format will return for April's Event.

2. This Event is heavily inspired by the difficulty mode Misery in The Long Dark. You can find more information about this mode on The Long Dark's Wikia.

3. All Feats barring Darkwalker's Revenge are disabled for the month of March.

4. Prompts from February's TDM can be used throughout March, with the exception of the 'Winter Of Our Youth' prompt, as the Forest Talkers have all died by the end of February. February's Test Drive Meme is here.

5. While Interlopers experience all Five Stages of Misery, players do not have to play each stage out and can choose to focus on particular stages instead.


PLOTTING FORM


singmod: (Default)
[personal profile] singmod
OOC INTRODUCTION



Welcome to Singillatim!

Glad you could be here! We hope you have a great time here in the Quiet Apocalypse. Don't lose too many fingers, this weather bites. Feel free to use this post to introduce yourself and your character and get to know your fellow players! Once you're accepted into the communities, feel free to start posting!

The plotting for the event will be up between the 5th and 7th!


HOUSEKEEPING TO DO LIST FOR NEW PLAYERS
Join the communities: [community profile] singillatim (Logs) & [community profile] singillppl (OOC)
Fill out information on the Taken Page.
Make your initial Activity Check comment.
Make a toplevel on the Milton Message Board.
Claim your Character's Housing
Check in your character's whereabouts on the Character Tracker.
Fill out a First Impressions.
Join the Discord server.
Follow the Mod Plurk: [plurk.com profile] singillatimmods

You can also check out the Final Tales From The Northern Territories for the state of play for Endgame.


ENDGAME SCHEDULE

March
Activity Check — 1st - 5th (Not for New Players/Characters)
Event Plotting — 5th - 7th
Event — 10th
IC Meme — 15th

April
Check In — 1st - 5th
Event Plotting — 5th - 10th
Event — 10th

May
Check In — 1st - 5th
Finale, pt. 1 — 5th
Finale pt. 2 — 20th

June
Game Closes


singmod: (Default)
[personal profile] singmod
R U L E S




APPLICATIONS ARE NOW CLOSED

The final application round is open from: 22:00 19/02/2026 (GMT)

The final application round will close: 23:59 28/02/2026 (GMT)


Thank you for showing interest in the game! To remind yourself off the rules in regards to applications, please have a look at this page. For any other questions, try the Frequently Asked Questions page.


— Applications must be posted to this page. Please do not post them anywhere else.

— Post applications to your character's journal and then link to it in your comment. Do not post the entire application in the comment, do not link a GoogleDoc.

— Please note the mod journal/timings work on the Europe/London time zone setting.

— In the subject line, use the format of Character | Canon | Reserved/Unreserved

— If you are bringing back a character previously played in Singillatim, please ensure you fill out a Returning characters form and post it as a comment in your application.

All Comments are screened. We will update this page with a list of received applications.


RESPONSE


Applications will be responded to with the following: ACCEPTED, REVISIONS, DECLINE.


ACCEPTED: Congratulations! You're in! Please be sure to complete your checklist, join communities and follow the mod account.

REVISIONS: Something isn't quite right with your application, please follow mod instructions. You will have one opportunity to make revisions per application round.

DECLINE: Sorry you didn't make it. Better luck next time. If there were extenuating circumstances, please contact the mod account to discuss.


We wish you luck in your application.


RECEIVED // APPLICATIONS


Kieren Walker | In The Flesh | Reserved
Tim Drake | DC Comics | Reserved
Ruby Rose | RWBY | Unreserved
Holland March | The Nice Guys | Unreserved
Simon | Iron Lung | Unreserved
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[personal profile] singmod
CR MEME





It’s CR Meme time! It's time to touch base with where players are at with their characters in game and look towards the future! While not a requirement, CR Memes are helpful in forging connections with others, along with general housekeeping for what characters are up to during their time in game.


As Endgame approaches, this would also be a good place to look at things you'd like to do before the game ends, if you have plans to off your character before the end or are looking to finish any arcs.


Below is a helpful form to use in laying out your thoughts!


FORM


AC Results

Feb. 5th, 2026 07:19 pm
singhelpers: (Default)
[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

SWEEPS
Billy Prior | [personal profile] fissure
Maelle | [personal profile] shewhograspsthesky
Shao Anjun | [personal profile] wanderwolf


STRIKES
Ari Tayrey | [personal profile] astrogator
Edward Little | [personal profile] fidior
Frankenstein's Creature | [personal profile] simplyam
John Irving | [personal profile] extramuralise


DROPS
Bellamy Blake | [personal profile] jettisons
Chloe Frazer | [personal profile] desperate_times_right
D'Artagnan | [personal profile] gascogne
James Fitzjames | [personal profile] gildedlife
Randvi | [personal profile] meadqueen


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
singmod: (☄ darkwalker)
[personal profile] singmod
DECEMBER 2025 TDM


IMPORTANT NOTE: THIS TDM IS THE FINAL APPLICATION ROUND. WHILE ANYONE IS FREE TO PLAY IN THE TDM, THE FINAL APPLICATION ROUND WILL ONLY BE OPEN TO CURRENT PLAYERS, OR RETURNING PLAYERS WHO CHOSE THE 'AURORA' OPTION WHEN THEY DROPPED.


PROMPT ONE — ARRIVAL: THE DARKWALKER’S FEAST: The Aurora signals back a group of familiar faces, for the last time, with the Darkwalker close behind.

PROMPT THREE — THE ERRODING: A toxic fog settles onto the Northern Territories, spoiling food and spreading rot.

PROMPT THREE — WINTER OF OUR YOUTH: With the Darkwalker’s presence ever looming, the former Forest Talkers living amongst Interlopers perform their final rite.

ARRIVAL: THE DARKWALKER’S FEAST


WHEN: Early February.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential injuries, potential cold injuries/hyperthermia risk; themes of terror; themes of stalking; mental manipulation/degradation; physical degradation; potential character death.

'You are the Interloper. You are not part of nature’s design.’ A dark, deep voice. Impossibly ancient. The Darkwalker hisses to you: ‘And I am coming for you.'

You saw the lights, your world went dark and in the blackness the Darkwalker called to you. The words echo as you open your eyes once more — squinting and straining to a world of dark, green gloom.

There are no stars above you, no moon. The world is impossibly quiet. You do not get the sanctuary of some abandoned cabin. Instead, you awaken out in the open — in the bitter cold and snow. You can barely see your breath cloud in front of you as you sit up; the gloom feels so oppressive, stifling. You are alone in the wilderness, in the frozen land of the Northern Territories — you are completely alone. You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You call out. There is no answer. Your voice cuts short. You stand alone in the wilds of Milton, the woods are dark and deep — but the feeling of being alone does not last long. You only have but a few minutes to collect yourself, pick up any stray belongings that might have been dumped alongside you.

Suddenly, there is a sound that breaks the suffocating silence: a long, low, moaning growl. Something neither human nor animal. You cannot place the sound.

You feel a bolt of cold heat through your chest. You are afraid.

(Some of you may remember this sound. Remember the noises of the being who struck out at Interlopers, turning them into twisted corpses, frozen in horror.)

In the distance, you hear the heavy, thundering of footsteps. Something is coming. The Darkwalker is coming. You cannot stay here. You need to move, need to get away from those footsteps. Although slow, they are persistent, steady. You do not want to know what will happen if those footsteps catch up. And if you do not move, the cold might kill you just as quickly.

You must work out where you are, and you must find civilization as fast as you can. So you pick a direction and hurry into the unknown, trying to navigate your way through the gloom — to try and find a trail, something which might lead you to warmth and safety. Along the way, you may find someone else in the same boat as yourself, equally freezing and confused and afraid. You’ll both need to keep going. It won’t be easy. You hear the inhuman, low, growling moan once again, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. Out looking for you. They’ll likely offer help and get you into town.

All the while, the footsteps boom in the near-distance. They grow louder and louder, and you realise the reason why they’re drawing closer: they are coming for you. The Darkwalker is hunting you, and in your bones you feel that anxious gnawing. It sets your teeth on edge, makes the hair on the back of your neck prickle.

You are a hunted animal.

You must keep going. The Darkwalker is behind you, making a beeline for you — the thuds of its footsteps making the ground quake a little the closer it gets. You cannot see the Darkwalker, save for the sickly-green footprints you may see if it is immediately upon you, but the effects of its presence will become more profound.

Move too slowly, or dawdle and soon enough that anxiousness within you will turn into true fear. You find yourself lost to hysteria, unable to move, and you find yourself growing weaker and weaker — like you might die before it has an actual chance to catch up to you. Your very life slowly ebbs away. Only gaining distance from the Darkwalker will bring you back to your senses and restore your energy — but the effects on you from the Darkwalker will linger in the days to come.

The trails will lead to paths, and the paths will lead to roads. You can smell the heavy, low scent of fires burning in the dark. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”.

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, most are dark and lifeless, some of them are boarded up, some of them are occupied. The town is quiet in this endless night, but you can see the warming lights of your fellow Interlopers in the windows.

Once you enter the town limits, the Darkwalker stops chasing you. But you can still sense its oppressive presence not too far off.

You are not greeted by Methuselah at the Community Hall. There is no Feast.

Some of your fellow Interlopers may have gathered and attempted some kind of half-hearted welcoming committee, instead. There may be a little soup, some charred meat, hot tea. Someone may be on hand to tend to any wounded from slips and falls out in the snow, or deal with any cold injuries sustained in the journey to town. But there is nothing compared to the Feasts Interlopers have grown accustomed to, or have perhaps taken advantage of.

But, no. No feast. This time, if you are not quick enough, you are the feast.

May the Darkwalker never catch you.
THE ERRODING


WHEN: The Month of February.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural/extreme weather; poisonous/toxic fog; themes of food insecurity, themes of food scarcity; supernatural illnesses; breathing-related illnesses; nausea and vomiting.

The Darkwalker told you once: I am the Rot.

The Darkwalker’s arrival has only just begun. Not only does it stalk around the edges of Milton, but its presence brings atmospheric shifts to the world that make it difficult to get about. Interlopers are well accustomed to bouts of supernatural weather, and they’ve faced something like this before — a caustic fog that burns and erodes everything it touches, or the fog that ignited Interlopers into fight or flight.

It may linger in the minds of many when this new kind of fog sets in.

It’s hard to tell it’s settling in at first, with the eerie green gloom that covers the entirety of the Northern Territories in darkness. Vision in the world is difficult, for the most part. But you notice a certain kind of heaviness in the air, and looking up has a kind of clouded, greenish haze — like a fog is slowly drifting in.

Things seem fine, at first. Just another string to the Darkwalker’s wicked bow. But when you tend to your traps, your fishing, your smokeboxes — anything kept outside — the stench of decomposition hangs. You find the meat, the carcasses, the food rotting. Anything kept outside, no matter how well protected in boxes, crates or storage, will slowly succumb to putrefaction. It isn’t just the food that begins to rot. Even vegetation will find itself prone to withering and dying — cutting off another form of food.

The fog will drift heavier, sometimes it rolls in quickly and you’re lost in a thick fog. Being out and about in this fog will make it hard to breathe, and enough to bring the taste of blood in your mouth as your lungs slowly begin to rot with each breath you take. Interlopers who spend long enough outside will slowly drown in their own blood, and will also find themselves coming down with bouts of nausea and sickness — and if they continue to remain outside, they will fall more and more ill, withering away to nothing until death.

Fog will even try to seep into houses, with unsecured buildings most at risk — the fog appears to actively try and get in anyway it can. If it fills a home, you are as good as dead.

Interlopers must work quickly to try and secure their food sources, their very homes. But how do they when something is actively turning their food to rot and their very bodies?

You remember from a dream in January. Enola drew a rune. in blood upon the snow:

“Use this, when the time comes. It will help keep it at bay. You have power, never forget that.”

There was once a rune Methuselah told Interlopers about. A warding rune to keep the Darkwalker from stealing an Interloper’s wits during its comings. A rune etched in Interloper blood.

Paint the rune in your blood, and true to Enola’s word: it will keep the fog at bay.
WINTER OF OUR YOUTH


WHEN: The month of February.
WHERE: Milton.
CONTENT WARNINGS: themes of suicide; depictions of suicide; ritualistic suicide; human sacrifice; death of NPCs; death of teenage children; potential character injury; potential hostage situations; potential murder of NPCs.


Well over a year ago, the remaining Forest Talkers — some mere teenagers, barely on the cusp of adulthood — had absconded from their group to join the side of Interlopers when the Forest Talkers came to Milton to bring devastation and death. The Interlopers had taken them in, and they’d existed quietly in Milton — getting to work, contributing to the town and gently struggling with integrating with their former enemy. And while some of them have died one way or another in that time, eight still remain.

They have kept up their habits, private rituals of beliefs that have still stuck with them even after all this time — the hunting of small game to carry out their grisly displays out in the woods: animal remains placed in particular manners, the snow dug away to the earth.

They had once told Interlopers, when discovered in these rituals: The world is still dead, even if we don’t want to fight you anymore. We just want everything to be reborn again, so next time it’ll be better. We have to give them a chance. I guess we just have to see what happens.

And now the Darkwalker is here.

Over the course of the month, the former-Forest Talkers put plans into action. Some are quieter than others, some are far more violent in their displays. It will always be outside. They shed their outer-layers, removing boots and coats.

”Don’t you see it now?” they’ll tell you. ”Don’t you understand? This all has to happen. This has to be the way of things. The world is dead. It must be reborn. The Yawning Grave has been opened. The Long Dark awaits. Leave me to the wilds, or bury me. I will return renewed.”

A knife. A gun. And it’s all over. A sudden, violent act.

Or maybe you can stop it. Wrestle a weapon out of their hand. And maybe a fight breaks out. The young Forest Talkers have no interest in trying to hurt Interlopers but they will fight to the death to meet their own end. They refuse to be stopped, one way or another they will try to end their own lives. Maybe you might have to do it yourself, maybe they force you into putting them down when they try to hurt someone else, someone you care for.

In the quieter instances, it's slipping out into the wilderness. Letting the fog take them, or trying to succumb to the elements. Maybe you’re trying to drag one of them back into town, to try and talk some sense into them, maybe you win. This time. They listen, but they do not hear you. They have already decided what must be done.

There will be other times. More attempts.

By the end of February, all eight of them will be dead — one way or another, no matter how many attempts it takes.

The Yawning Grave has been opened, and they must go into the Long Dark.
FAQs

ARRIVAL: THE DARKWALKER'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. Returning players who are bringing characters back with Feats will note their Feats aren't working as they should, there is further information on this on the Tales From The Northern Territories, linked at the bottom of the page.

5. More information about Milton can be found here.

THE ERRODING


1. A rune etched in Interloper's blood will provide a powerful protection against the fog. It will keep the fog from drifting into homes.

2. The rune itself will only cover small areas, so while it could be used in the close quarters of the centre of town — it would require multiple runes all over the place.

3. The runes must be maintained with fresh blood every day to keep their protective enchantments active.

WINTER OF OUR YOUTH



1. Players can either play out a successful halting of a former-Forest Talker's suicide, or be unsuccessful.

2. There are eight Forest Talkers who will ultimately die during the month of February, despite Interlopers best attempts. These are: Jean-Marc Sun, Jack St Pierre, Steven Forest, Gabriel Dunlop, Guy Harvey, Colette Ayotte, Renee Langevin and Marnie Mann.

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[personal profile] singmod
THE FINAL TALES FROM THE NORTHERN TERRITORIES






Greetings, Interlopers! Welcome to another of your bi-monthly updates, known as Tales From The Northern Territories! The purpose of these little ‘newsletters’, is to touch base with players on how things are going within the game and the fallout of the event of the previous month. In addition, these updates will also provide some extra information on NPCs, along with any additional happenings that might be going on within the game — which may be hints towards the upcoming Test Drive Meme!

Before we jump into things, here are some dates for your diary for this month:

Activity Check — 1st - 5th
Test Drive Meme — 5th
CR Meme — 15th
Reserves — 15th - 19th
Applications — 20th - 28th


ANNOUNCEMENTS/HOUSEKEEPING:



ENDGAME PATH: February marks the last application round for Returning/Current Players only. Players who have previously dropped from the game and have not dead-locked their character out (ie. by killing them off) will be free to return them to the game for the final few months of Singillatim. Or current players who wish to bring in a new character for the Endgame are welcome to do so.

During this Application round, the character caps will be removed so anyone who does want to return can do so.

Following this, here is the outlook of the coming months.




March
Activity Check — 1st - 5th
Event Plotting — 5th - 7th
Event — 10th
IC Meme — 15th

April
Check In — 1st - 5th
Event Plotting — 5th - 10th
Event — 10th

May
Check In — 1st - 5th
Finale, pt. 1 — 5th
Finale pt. 2 — 20th

June
Game Closes




ACTIVITY CHECK: As we head into Endgame, there’s been a couple of changes to Activity check. February will be the final month players have to make AC. Following this, we will move into a Check In only for March and April — with making AC optional.


HOUSEKEEPING: A reminder for players that we have both a Character Location Tracker for players to use to show where their characters are each month. I will link it here, but it can be found on the Areas Page. In addition, we have a Character Impressions Sheet for players to put down first impressions/basic general knowledge of characters that was created by one of our former players! While linked here, this can be otherwise found on the Navigation pages.



INTERLOPER CENSUS 2025: Is now up! You can watch it and the previous Interloper Censuses done below!

INTERLOPER CENSUS 2023

INTERLOPER CENSUS 2024

INTERLOPER CENSUS 2025



JANUARY’S EVENT


SUNDERED PASS: Timberwolf Mountain has been unlocked. Interlopers are free to make the two day trek to the area. The people of Mountain’s Watch are keen to trade with Interlopers, given their lack of access to trading with Silverpoint over the last two years.

THE GRAVEYARD: The Graveyard remains a fixture in the area, meaning Interlopers are free to explore and loot the place as the months go on. The ghostly memories will also continue to feature in this place — meaning Interlopers can still come across both their own memories and the memories of Enola.

THE LAST RIDE: In February, apparitions of the horse that Interlopers came across by bodies of water will come to an end. The kelpies will be gone, and more fresh horrors will replace them.

AND NOW... THE WEATHER


DAYLIGHT: The sun did not rise. The sun continues to not rise. At the end of January, the Darkwalker struck out against Interlopers, killing two. The green gloom that signifies the Darkwalker's presence and influence does not leave. There is no warmth, no sun. This is the ending of all things.

WEATHER: The air is still and calm. It is bitterly cold. The world is suspended in time. No wind, no snow. Just the freezing, endless cold. This is the ending of all things.

AURORA ACTIVITY: There is one faint Aurora in early February. Perhaps one final sign of the coming of more Interlopers. Then the air is still, dark and silent. This is the ending of all things.

SEISMIC ACTIVITY: The ground quivers and quakes most days, a restless beast thrashes from below. This is the ending of all things.
NEW HAPPENINGS IN FEBRUARY


WILDLIFE: Slowly, wildlife begins to disappear from the Northern Territories. Animals draw further and further into the deeper parts of the wilds, making hunting far more difficult. Fish in bodies of water begin to dwindle, as if they’ve slipped to the very depths and do not wish to return. Interlopers will have a time of hardship ahead, hopefully they have prepared for it.

VISUAL DISTORTIONS: Following the very weak, singular Aurora in early February — Interlopers will notice a visual disturbance to the air around Milton. In the gloom, the soft shimmer of iridescence can be seen. They are nothing more than glimpses, but you can find them across the town itself. They are pretty, if nothing else.

AURORA FEATS: Interlopers will begin to notice issues with their Feats into February, progressively getting worse as time goes on. They can feel their abilities draining, and the downsides of their feats becoming more and more prominent.

AURORA CALL — You struggle to hear the voices of others. They grow quieter. You are lonely, more lonely than you have ever felt. You are alone.
COLD FUSION — Your immunity to the cold begins to diminish. You are less protected, and find the bitter weather begins to bite you. You are generally unpleasant to be around. For the first time in a long time, you feel cold.
EFFICIENT MACHINE — Interlopers who have taken advantage of never needing to eat begin to feel the pangs of hunger in their stomachs, and it returns with a vengeance. Interlopers who have existed with the Feat the longest will be hardest hit. You don’t just need food, you ache for it.
FREE RUNNER — You find yourself clumsy and slow, the speeds and grace you had to traverse the land are beginning to abandon you. And yet your ravenous hunger prevails. You still need to consume more, for very little pay-off. You feel fragile.
INTERLOPER’S SACRIFICE — Your healing hands struggle against heavier injuries, sometimes even smaller ones can require a great deal of concentration and energy. You feel the ache of old wounds you have long-healed. You feel helpless.
LIGHTBRINGER — The flames you could once conjure without much thought splutter and die after huge amounts of time trying to ignite. You burn yourself almost constantly. You are less warm, but no less impassioned.
MOON TOUCHED — Transforming into a wolf becomes more and more difficult. You can spend very little time in your wolf form, losing yourself into the wolf far easier than ever before. You no longer feel like yourself.
OLD BEAR’S BLESSING — Your impossible strength leaves you, and the damage you used to deal pales. Your temper frays more easily, you are quick to bear your teeth and lash out. You feel weak.

But for the following Interlopers:


DARKWALKER’S REVENGE — You thrive in the dark, gleeful and almost manic. But you are hungry. So very hungry.

NPCs


METHUSELAH: Methuselah is MIA. You cannot find him. You find his camp abandoned. He has disappeared.

MARRA: Marra is MIA. You cannot find her. She has disappeared. The lighthouse is locked tight from the inside. The lighthouse light has gone out, and the people of Silverpoint are afraid.

ENOLA: Enola is MIA. She has disappeared. You cannot speak with her, not even those with Aurora Call can reach her.

MOLLY + JACE: Molly is afraid, which makes her angry. Marra’s disappearance has rattled her. She keeps her shotgun close. Jace is afraid. He does not go outside. He stays inside the Frozen Angler with his mother.

FATHER THOMAS: Father Thomas is afraid. He tends to his frightened flock, his kind voice quivers when he speaks.

BEAROAK: Due to the lack of Auroras, Interlopers cannot reach Bearoak on the radios. The airwaves are silent.
singmod: (Default)
[personal profile] singmod
WORD ASSOCIATION MEME





—Post a top level with the word of your choice.
—Reply to top levels with a word your character associates with the word they've posted.
—Rinse and repeat until you just have to ask.
—Can't think of one? here's a handy dandy word generator!




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[personal profile] singmod
JANUARY 2026 EVENT


PROMPT ONE — SUNDERED PASS: The sun does not rise, and a new pathway is unlocked to Timberwolf Mountain: through the Sundered Pass.
SUNDERED PASS — CONTENT WARNINGS: themes of exploration/survival; potential injuries from rocks, potential cold injuries/hyperthermia risk.

PROMPT TWO — THE GRAVEYARD: Interloper explore Bittermarsh Muskeg, and find an unusual graveyard of forgotten things.
THE GRAVEYARD — CONTENT WARNINGS: themes of exploration/survival; memory-sharing themes; potential disturbing scenes; dead bodies of humans, beings and animals; possible gore/decomposition;

PROMPT THREE — THE LAST RIDE: Interlopers come across a deadly steed and become potential victims of a watery grave.
THE LAST RIDE — CONTENT WARNINGS: malevolent mythical creatures, horse-creatures/kelpies; falling through ice, attempted drowning/possible successful drowning, potential character death; potential npc death.


SUNDERED PASS


WHEN: Mid-January, onwards.
WHERE: Milton Region, Timberwolf Mountain region.

Marra had once said that access to Bittermarsh Muskeg to the north was a treacherous journey, and often blocked off by the winter weather — even long before the lights went out. Now, the area is essentially cut off. The harsh, unforgiving weather has meant that the usual pathways have never revealed themselves. No thaw, no warm weather to allow passage to Timberwolf Mountain.

When Interlopers dream of Enola and the Darkwalker on the night of January 1st, a new pathway opens — even if it isn’t as obvious as first. The trembling of the world Interlopers wake to has been a shifting of the world: the mountains that envelope the Milton area crack and shift. Snow gives way, and a route lost to time is revealed: the Sundered Pass.

On January 14th, the first sunrise of the year is expected: those brief forty minutes of daylight to signify and end of the winter. Enola had warned you: The Darkwalker has been waiting, the solstice has only just come but it doesn’t intend for the light to return.

The sun does not rise, but lights can be seen to the east, growing closer to town: the flames of torchlights. Methuselah leads them, having found them in the wilds.

There are five, all women: four appear to be middle aged, one is no more than fifteen. They come to Milton, dressed in thick furs to protect them from the winter chill.

“They are natives from Mountain’s Watch.” Methuselah explains. “They say they have come through the Sundered Pass. It has been a pathway to the east long closed off by the quakes, but it seems the recent shifts have rendered it accessible.”

The women are fed in the Community Hall. They are exhausted from their journey, a couple of days traversing through the mountain pathways. They explain that while they are largely dependent on themselves, their trade routes with Silverpoint have been cut off for over two years now — making it difficult to get through the winters. Their numbers are low.

“There were others, but they’ve gone now.” the youngest tells you. “They went east with the one from here.”

They’re open to trade: they’ve brought caribou pelts and meats/jerky; cattail pollen flour; arrowheads made of bone skillfully crafted.

Methuselah looks at Interlopers carefully before offering: “If Enola is east, perhaps it is wise you travel there to meet her. Offer the people of Mountain’s Watch aid. You know only too well the hardships of this world, and how you have suffered in the face of it.”

After a few days rest, the women will depart to return home. Interlopers are free to go with them, journeying east towards the mountains that curve around the Milton region. They warn Interlopers to pack well: the journey is difficult and cold — climbing is involved. They will mark down maps for those who wish to venture forth at a larger date, advising the path is marked along the way.

The journey through Sundered Pass begins at a gorge between the mountains: a long, winding path that rises and falls through altitudes. In places, the space will open up, and travellers will have to climb and zigzag through the rocky ledges to pass through. The snow is thick and uneven in places, making it even more difficult to get through.

While sheltered from the worst of the weather, the tremors of the earth makes the rock tremble and can send broken pieces of rock tumbling down below. There are rest places here and there, overhangs and shallow caves where Interlopers can camp for the night. There are fallen trees remaining, ideal to use for fires to keep Interlopers warm through the night.

Coming out the other side of the mountains on the second day will reveal a mass expanse of open land and muskeg — dwarfed by the silent giant of a mountain to the north: Timberwolf Mountain. You see the small shapes of Mountain’s Watch up ahead, and with it: foreign and strange shapes of things dotted around Bittermarsh Muskeg.

THE GRAVEYARD


WHEN: Mid January, onwards.
WHERE: Timberwolf Mountain.
CONTENT WARNINGS:. themes of exploration/survival; memory-sharing themes; potential disturbing scenes; dead bodies of humans, beings and animals; possible gore/decomposition;

Bittermarsh Muskeg is an expanse of frozen muskeg that lies in the shadow of Timberwolf Mountain. The boggy pools differ in both size and depth, with some being marshy enough to sink an unsuspecting traveller into knee-deep frozen peat and others being several metres deep. While frozen over, the sections of pools are not sturdy ice and you may find yourself walking onto ice that cracks and splinters — sending you into the chilly water below. Sometimes it might be a better idea to take the long route and skirt the edges of the muskeg, where it’s far safer to travel.

While rugged and harsh, there’s a peaceful kind of beauty to the muskeg. Before the Flare, you could understand why people travelled here: teeming with wildlife, but a stillness too — the looming mountain above you.

They call Bittermarsh Muskeg ‘The Graveyard’ now.

You’ll have seen it as you first entered the region: the shapes of things in the distance — strange and out of place amongst nature. From Mountain’s Watch, these shapes become clearer, but seem to make no more sense. The people of Mountain’s Watch keep well away from these shapes, but they mention one from the Mainland who can often be found out there. The objects out on the muskeg disturb them, and they don’t seem keen to scavenge through — although they can hardly be blamed, considering how disturbing the scene is.

Throughout Bittermarsh Muskeg lies the remains of various things: objects and beings that were once living things, now dead, and their remains left behind.

Some of the things found are huge: sections of buildings from different points in time: the corner walling and windows of a Georgian townhouse; broken columns that one would find from a temple in Greece; the front door and mantle of a library. They lie in a heap, scattered across and half-sunk in the muskeg: brickwork warped and strange. There are smaller objects: vehicles, vessels, aircrafts, broken and useless in the snow and bog — warped and half-melted, rusting in the silence.

Among the buildings and objects lie the remains of both humans and animals alike — in varying states of completion and decomposition. Fortunately the cold keeps the rot away, and the remains are well preserved, half-mummified by ice or the peat from the muskeg. But Interlopers can find bodies of people, wide ranges of animals from whales to domesticated animals. They can also find remains of strange, otherworldly creatures — some of them no more than bones and frozen skin or scales.

But it is not just physical things that lie scattered across the muskeg. Throughout the Graveyard lie whispers and glimmers: ghostly visions of brief moments in time. It might be a simple, mundane thing: someone turns away, someone walking; an argument between friends, an embrace between lovers. Each of them on loop, playing over and over again for a time before they fizzle out, lost. Some of these moments you might recognise as moments from your own life: a few seconds of yourself, with a loved one. Tiny moments, significant and insignificant. Memories colliding between worlds. There for a few moments, then gone.

It’s not just yourself you can see in these moments, but moments from Enola can be found in amongst the ruin of the muskeg — sporadic instances throughout her life:

You see her as you recognise her now, but before her face was injured. Her face is grave, apprehension lingers. She turns to someone unseen: “I’ll keep you safe, I promise.”

As a child, she sits, clicking clumsy fingers to make them ignite with flames. She is barely seven, her eyes are wide and afraid. But there is wonder here, too.

Another, she is even younger. She sits with two boys, who you recognise as the Barker boys. The boys bicker as they fish. Enola is silent and sad as she watches them.

As a woman, she bites down her pain as she tends to a wife bite on her arm. She works with shaking fingers to clean the wound and stem the bleeding. The wolf lies dead, she pays it no mind.

As a teenager, she stands awkwardly in borrowed black clothes in the churchyard. The funeral is done. Methuselah puts his hand on her shoulder in comfort. Enola doesn’t cry, only looks down. “Where am I gonna go now?” she asks. Her lips do not move.

Another as a child, she kneels in snow in a stun, coughing and choking. Above her, a woman stands holding her arm, injured as she dry heaves: ... what did you do, Beatrice?! What did you do?! You have heard this voice before, in a dream, and now as you see her — you feel this woman is very familiar to you.

All these moments, all these relics. Held in this place. More questions.

THE LAST RIDE


WHEN: The month of January
WHERE: Everywhere, particularly near bodies of water.

The Northern Territories are home to many members of the Cervidae family: moose, deer, caribou — a good choice for the hungry Interloper looking to capture a decent bounty of meat. Interlopers these days are well accustomed to the sounds: their calls, how they flit through the woods. Given how long it’s been, hearing a different kind of animal may initially draw confusion.

Off in the distance, you hear the soft whinnying and snorts of a horse.

It’s hard to say just where a horse might have come from. Maybe it belongs to another Inteloper, because it’s not unheard of for Interlopers to bring animals from their words here. Curiosity gets the better of you, and you go in search for this mystery horse.

And you’ll find it, soon enough — snorting and stomping one of its feet at the water’s edge, trying to press at the ice.

At a glance, it looks like any ordinary horse. No saddle or reigns. But the horse will appear and behave to Interlopers depending on the Interlopers. It might come across as a favoured colour of coat or pattern — maybe a horse you once owned, or a horse you liked in a movie or TV show. Even the breed itself may differ: some Interlopers come across a warm-coloured Thoroughbred, or a powerful Shire. It might even appear as a Shetland Pony. Its behaviour towards you also differs depending on the Interloper. It might be skittish, or playful. It may be calm, just patiently watching you when it realises you are close.

However it appears: congratulations, you’ve just found a horse.

The horse will warm to you, with even the most aloof horses finally coming around. But however long it takes, the horse will seem to invite you to be close to it. To even climb on to ride it — maybe there’s a nearby trunk you can use to help get you on, or you could just hop on and try for the best. Either way, the horse is patient enough to wait for you. It seems relatively well-trained, and will even listen to your directions as you try to maneuver it towards civilisation. A horse could be pretty useful, for travel or for tasks back in Milton.

Until it decides it’s no longer listening to you and it bolts: back towards the direction of water.

Whatever body of what you might find yourself by, a river or pond or lake or muskeg, or even the sea itself — the horse gallops in the direction of it and onto the ice. You realise, as you hang on and try to correct the animal that the beast is no usual horse. The beast’s fur shifts into a mottled green-grey; pale and wet and sticky. It’s mane (perhaps the only thing you could hold on to) shifts from hair into thick clumps of ragged, wet reeds. You’re seemingly stuck to this creature, and it’s taking you straight for one thing: the water.

As the ‘horse’ moves onto the frozen water, the ice begins to crack beneath you — pings echoing in the air, sharp snaps as the surface begins to give way. The beast bears down hard, its hooves driving into the ice to break it and the ice finally gives way — slowing down as it begins to sink into the water, and dragging you with it.

Soon enough, you’ll find yourself submerged in the waters, stuck to the beast and slowly sinking down into what will be your watery grave. The beast plows onwards, breaking ice as it goes — and you can’t help but feel you’re stepping into your death in slow motion.

Perhaps you might have a friend close by. One who might be able to carefully brave the fragile ice to rescue you. There are ways to stop the beast from killing you, at least.

And after that, the beast will vanish — leaving you to flounder in the frozen waters. Pray you were in the shallows, and you might find yourself reaching a watery end still — or fall victim to hyperthermia.

FAQs

SUNDERED PASS


1. Timberwolf Mountain is now unlocked! The areas page will be updated to show the new details of the new area.

2. Players are free to ask for more information from the women of Mountain's Watch if they wish.

THE GRAVEYARD


(tba)

THE LAST RIDE


1. This creature is based off of Kelpies, a creature of folklore who would lure weary travellers and then drag them to their watery graves.

2. Many of the typical ways to defeat kelpies can be used: they are susceptible to iron and silver, along with religious iconography/symbols. Bridling the creature while its transformed into its true self will also stop the creature from its course of action.

3. Players cannot keep the kelpies. Sorry.


PLOTTING FORM


AC Results

Jan. 6th, 2026 12:54 pm
singhelpers: (Default)
[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

POTENTIAL SWEEPS
N/A


STRIKES
N/A


DROPS
N/A


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
singmod: (Default)
[personal profile] singmod
OOC INTRODUCTION



Welcome to Singillatim!

Glad you could be here! We hope you have a great time here in the Quiet Apocalypse. Don't lose too many fingers, this weather bites. Feel free to use this post to introduce yourself and your character and get to know your fellow players! Once you're accepted into the communities, feel free to start posting!

The plotting for the event will be up between the 5th and 7th!


HOUSEKEEPING TO DO LIST FOR NEW PLAYERS
Join the communities: [community profile] singillatim (Logs) & [community profile] singillppl (OOC)
Fill out information on the Taken Page.
Make your initial Activity Check comment.
Make a toplevel on the Milton Message Board.
Claim your Character's Housing
Check in your character's whereabouts on the Character Tracker.
Fill out a First Impressions.
Join the Discord server.
Follow the Mod Plurk: [plurk.com profile] singillatimmods


SCHEDULE

JANUARY
Activity Check — 1st - 5th (not for new players)
Event Plotting — 5th - 7th
Event — 10th
IC/OOC Meme — Mid-Month

FEBRUARY
Activity Check — 1st - 5th
Test Drive Meme — 7th - 10th
CR Meme — 15th
Final Reserve Round — 15th - 19th
Final Application Round — 20th - Month End



singmod: (Default)
[personal profile] singmod
R U L E S




APPLICATIONS ARE NOW CLOSED

This application round is open from: 00:00 20/12/2025 (GMT)

This application round will close: 23:59 31/12/2025 (GMT)


Thank you for showing interest in the game! To remind yourself off the rules in regards to applications, please have a look at this page. For any other questions, try the Frequently Asked Questions page.


— Applications must be posted to this page. Please do not post them anywhere else.

— Post applications to your character's journal and then link to it in your comment. Do not post the entire application in the comment, do not link a GoogleDoc.

— Please note the mod journal/timings work on the Europe/London time zone setting.

— In the subject line, use the format of Character | Canon | Reserved/Unreserved

All Comments are screened. We will update this page with a list of received applications.


RESPONSE


Applications will be responded to with the following: ACCEPTED, REVISIONS, DECLINE.


ACCEPTED: Congratulations! You're in! Please be sure to complete your checklist, join communities and follow the mod account.

REVISIONS: Something isn't quite right with your application, please follow mod instructions. You will have one opportunity to make revisions per application round.

DECLINE: Sorry you didn't make it. Better luck next time. If there were extenuating circumstances, please contact the mod account to discuss.


We wish you luck in your application.


RECEIVED // APPLICATIONS


Ari Tayrey | Original | Reserved
Frankenstein's Creature | Frankenstein 2025 | Reserved
Jason Todd | DC Comics | Reserved
Miss Huang | Severance | Unreserved
Lucy Gray Baird | The Hunger Games: The Ballad of Songbirds & Snakes (movie) | Reserved
Nancy Wheeler | Stranger Things | Reserved
Bellamy Blake | The 100 | Unreserved
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[personal profile] singmod
THE HOLIDAY BOAR





In early to mid-December, you will have no doubt noticed the tracks in the snow around town. Huge prints, far bigger than animals you’ve perhaps ever known. From what you can tell, the prints look to be in the shape of cloven hooves. But what kind of wild boar could make tracks such as these?

For Interlopers who have been here long enough, they'll know just who these tracks belong to.

Attempts to track the prints and see where they lead will come up fruitless, and there seems to be no way of trapping the animal for those hoping to bag a hefty prize of meat in the harshest of midwinters. The beast is incredibly illusive, and sometimes Interlopers may wonder if it truly exists at all. But it does.

Close to the winter solstice, it will appear. At any point during the long night, when characters find themselves outside travelling about town, or out in the wilds, the mysterious creature will finally make an appearance.

It is a boar. It appears almost out of nowhere before you: bigger than you've ever seen in your life, bigger than any man. A gigantic, broad beast — with thick fur covering its body and four sharp tusks protruding from its snout. It looks far more ancient and grizzled than any wild boar you’ve seen, and as it gazes down at you from where it stands, there’s something… oddly intelligent in its eyes. It regards you curiously for a long moment, sniffing the air around you thoughtfully before it raises its head.

‘Greetings.’ though its mouth does not move, you hear the voice. Low and old and grumbly, but not a terrible voice to hear. It’s actually rather gently spoken, for such a huge and ferocious looking creature. ‘I bring you good tidings.’

Yes, the giant boar is talking to you. It brings you good tidings.

‘The sky grows its darkest. But even in this terrible dark, there is light.’ the beast tells you. ‘I will grant you such a light. I offer you one thing, a gift. Ask for it. What do you desire, child?’

Child, yes. No matter your age, it regards you as such. Perhaps it speaks of its incredible age. But at any rate, the boar wishes to give you a gift. Whatever it is you desire. Food, alcohol, or perhaps some kind of practical item to help survive the long winter. Or perhaps even a cherished thing from home, some precious memento that could lift your spirit during these difficult times. Whatever you wish for, make it known to the boar. It is ready, listening, waiting for your request.

Once you have made your request, the ancient boar’s eyes will close and he will bow his head low in agreement.

‘That is amenable.’

For a long moment, it looks as if nothing is happening. The boar is frozen, with eyes closed, as if in some very deep thought. Then, suddenly, with a brief gag, the boar throws up the exact thing you’ve asked for. It’s covered in thick, gunky saliva — but it seems to run off very quickly, leaving the item itself untouched and in pristine condition.

… It’s probably fine.

‘Seasons greetings.’ the boar will finally say and will bow its head once more in reply to any thanks offered to it.

As you move to pick up the item, by the time you lift your head once more, you’ll find that the boar has vanished once again. But even so, you’ve ended up with some neat gift you really wanted for the holiday season. That was kind of nice, right?

Happy Holidays, Interloper.



RULES


Hello, everyone! The Holiday Boar is here for one final time to gift characters with an item, whether it be something from home, or some kind of survival item, food, whatever!

But first up, some rules!

1. One item per character. Examples, for clarity: a box of ammo, or a box of candy bars, a quiver of arrows, etc. would count as ‘one item’.
2. Items must be no bigger than something Interlopers can reasonably carry themselves.
3. For items from home, it must be something the character owns.
4. Players must bear in mind any warps on particular items such as tech or weaponry.
5. Characters may ask for something for someone else if they do not want something for themselves. 6. Be sure to claim your item by December 31st!

SUBMISSION FORM


AC Results

Dec. 5th, 2025 08:17 pm
singhelpers: (Default)
[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

SWEEPS
Teddy Roberts | [personal profile] tedandroses


POTENTIAL SWEEPS
N/A


STRIKES
Charles Rowland | [personal profile] afterdrop
Dustin Henderson | [personal profile] sscuriosity
Freddie Lavoie | [personal profile] faa
Mike Wheeler | [personal profile] micycle
Vasiliy Ardankin | [personal profile] m1895


DROPS
Eren Jaeger | [personal profile] dreamsofwings
Reiner Braun | [personal profile] nohero


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
singmod: (Default)
[personal profile] singmod
DECEMBER 2025 TDM


IMPORTANT NOTE: THIS TDM IS THE FINAL PUBLIC APPLICATION ROUND. IF YOU ARE A NEW PROSPECTIVE PLAYER, THIS WILL BE YOUR FINAL CHANCE TO APPLY FOR THE GAME. RETURNING PLAYERS AND CURRENT PLAYERS CAN APPLY DURING THIS ROUND TOO.

A FINAL APP ROUND IN FEBRUARY WILL BE POSTED FOR RETURNING PLAYERS / CURRENT PLAYERS ONLY.


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: The penultimate group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — JUST A SONG: A being arrives at the doors of Interlopers, causing mischief — and rewarding Interlopers for being such good sports.

PROMPT THREE — THE ICE CAVES: Interlopers find themselves as unwelcome guests in a labyrinth of ice caves.

ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find. This ancient creature that sneers at you, who does not want you here. Your fellow Interlopers will fill you in on this being soon enough.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The sun is bright, enclosed in light fog. It is a strange kind of twilight.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Here we are, once again. This place continues to draw more souls in.” he nods gravely. “But I wonder for how much longer you turn up in this town. I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. This world has been long since changed by the lights. And more change is still to come, I feel. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.

JUST A SONG


WHEN: The month of December.
WHERE: Milton.
CONTENT WARNINGS: supernatural creatures; folklore-inspired creatures; skeletal beings (horses); pranks/mischief.

Sounds of revelry have been heard through the streets of Milton: music, singing, bells. You can hear them from your cabin, or even as you venture through the town. It really sounds like someone’s having a pretty good time. It’s actually kind of nice to hear it, all things considered. Interlopers often find themselves with little to be cheerful about with the long night, bitter cold and difficult daily life.

Going out to find the source of such festivities will come up with nothing, however, which is both disappointing and a little unnerving. Until one night you hear the noise right at your door, and there’s the sudden boom of a knock.

Opening the door will lead to silence, but instead stands a tall being that towers higher than the door frame. Slow to move, a skull moves into view and you find yourself staring at a horse skull, adorned with ribbons, bells and flowers, its ears flicking in curiosity. Its eyes glow white in the dark. The remainder of the being’s body is covered by a huge white shroud and while it appears as a rather frightening creature — it makes no move to attack you. Instead, it stands calmly, relaxed.

Its teeth chatter for a moment, and it bursts into song: slow and cheerful:

‘I am come, dear friend, at your door to sing.
I am come, dear friend, why won’t you let me in?

If I trespass, tell me then, why that I must go.
If I trespass, state in song, you should tell me so.’


You must tell the creature, in song, why they cannot come in. It’s… almost like a game—?

So you try, singing to the creature why it cannot enter your home. But the creature is clever, and can come up with plenty of ways in which it can argue for coming inside an Interloper’s home — returning its arguments in song. It starts off a back and forth, a debate in song. Eventually, you’ll fail to come up with reasons against the creature gaining entry and fail to argue back a reply. The creature jaw chatters cheerfully and ducks — charging forwards and passes right through you. As you turn to look back inside, you’ll see nothing there — the creature is nowhere to be seen.

However, you’ll soon find yourself falling victim to a… well, it’s almost a harmless prank if anything:

Altered Speech: Interlopers find themselves talking backwards, no matter how hard they try to not. Even Interlopers with Aurora Call will find their ‘mental voice’ speaking backwards, too.

Animal Ears: Interlopers find themselves with some kind of animal ears. While they certainly don’t get the benefits of said animal’s hearing — it does make wearing hats a bit of a pain.

Confetti: Everywhere you go, rainbow-coloured confetti will fall from your head. It can either be a constant stream, like a little raincloud above your head. Or maybe it comes out when you sneeze, or cough, or even just speak.

They See You: There’s googly eyes. All shapes and sizes. Everywhere. On the furniture. On your toothbrush. On your soup can. On you. No one knows where they come from, and if you take them away — they will come back.

Plastic Wrap: When you try to go through a door, you’ll be hit in the face with plastic wrap. It won’t be every door, though. And you’ll never know if a door’s been booby-trapped with it. But any door might be one that gets you.

They keep finding a random item in every drawer

These shenanigans will keep up for several days. However, on the morning of the day after the effects have passed, Interlopers will awaken to find everything back to normal. They’ll also find at the foot of their bed a small parcel. Inside, they’ll find a sweet treat of their choice: maybe a cake or candy they like the most, something they can’t otherwise get in the Northern Territories.

Maybe it wasn’t so bad after all.
THE ICE CAVES


WHEN: The month of December.
WHERE: Everywhere…?
CONTENT WARNINGS: animal attacks / wolf attacks; supernatural animals; potential injuries, potential cold injuries/hyperthermia risk.

You wake up cold, to the sound of a great beast breathing restlessly. The sound echoes, and it feels far away and incredibly close at the same time. The air is humid, which makes the cold even more biting and the ground feels wet beneath you. As you sit up, you realise why: there are patches of ice that make up the floor, which now melt beneath your warm body. The light is dim, but you can see well enough with the soft blue glow that encompasses the area around you. As you get up to examine this glow, you realise it’s greeted by bioluminescent fungi which creep around the walls, floor and ceiling.

It’s an ice cave, and you find yourself not alone. Another is here with you.

Taking a few moments to recollect yourselves and take in your surroundings, you decide to traverse the caves in hopes of finding an exit. What meets you is a labyrinth of tunnels and atriums: all covered in the very same bioluminescent fungi and ice. The ground is slippery to walk on, and care should be taken. Every so often, the walls tremble and quake — not enough to cause any kind of cave-in, but enough to keep you on your toes.

But it’s not just you two in this cave. Not just the mysterious beast’s troubled breathing either. Something else is here, too — something far more familiar.

And soon you’ll find out: wolves.

You’ll find three here. Their eyes glowing green in the dim light. The first wolf is distinguishable by its more fluffy coat, their scruff poofs up a great deal more — tinged with white. Its approach is more softer, hoping to catch Interlopers unaware in the caves.

The second wolf is recognised by its scruffy coat, looking mangier than the others — missing chunks of it in places. This wolf is far more noisy compared to the others and tends to run more, barrelling into the Interlopers headfirst.

The third wolf is bigger than the other two, but its behaviour could only be described as being… sketchy. This wolf is far more silent, and likes to hide and stalk Interlopers from afar — even waiting for them to pass before it sneaks up from behind.

The wolves can be fought, they can even be killed — but they won’t stay down for long. Eventually, even if you’re sure they’re dead, they’ll get back up again and resume the chase of you through the caves. It’s best to keep moving and find a way out of this maze of a cave system.

You’ll find the opening soon enough, and stepping through the cave’s mouth will bring you back into a random location: you could find yourself outside a random cave in the Milton wilds, suddenly entering a long-abandonned cabin in Lakeside, or stepping inside the Frozen Angler in Silverpoint (to a confused-looking Molly). There seems to be no rhyme or reason to where you end up, and you certainly can’t go back — just hope you’re somewhere you’d like to be.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

JUST A SONG


1. The being is inspired heavily by a festive Welsh folk tradition Mari Lwyd, where participants would visit homes, singing and engaging in a rhyming battle of wits, known as pwnco. The Mari Lwyd is a figure of mischief and havoc, but also one of good luck to the homes they successfully win at entering.

2. The being can come to the same home multiple times, so Interlopers can be affected by multiple ‘prank’ effects.

3. Failure to sing at all will result in an automatic loss.

4. The being cannot be harmed, and attempts to hurt it will pass right through it. It will also mean an automatic loss — and the being might just leave you your WORST/LEAST FAVOURITE sweet treat instead.

THE ICE CAVES



1. The three wolves are a call out to the player-named unique wolves of The Long Dark who exist within internal locations: Fluffy, Scruffy and Sketchy.

2. Characters end up in the Ice Caves with whatever they happen to have on their person at the time.— if it’s typical for them to carry weapons, they’ll have this with them.

3. While the wolves will never stay dead for long, they can be killed by any means you would normally kill a wolf: bullets, knives, arrows, etc.

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TALES FROM THE NORTHERN TERRITORIES #14






Greetings, Interlopers! Welcome to another of your bi-monthly updates, known as Tales From The Northern Territories! The purpose of these little ‘newsletters’, is to touch base with players on how things are going within the game and the fallout of the event of the previous month. In addition, these updates will also provide some extra information on NPCs, along with any additional happenings that might be going on within the game — which may be hints towards the upcoming Test Drive Meme!

Before we jump into things, here are some dates for your diary for this month:

Activity Check — 1st - 5th
Test Drive Meme — 5th - 7th
CR Meme — 15th
Reserves — 15th - 19th
Applications — 20th - 31st


ANNOUNCEMENTS/HOUSEKEEPING:



ENDGAME PATH: With the Endgame set for May 2026, December marks the final Application round open to the public. Following this, there will be one last application round in February 2026 for Returning/Current Players only.

Players who have previously dropped from the game and have not dead-locked their character out (ie. by killing them off) will be free to return them to the game for the final few months of Singillatim. Or current players who wish to bring in a new character for the Endgame are welcome to do so.

During this Application round, the character caps will be removed so anyone who does want to return can do so. In short:



December — Final Public Application Round
January — Event Month
February — Final Application Round For Returning/Current Players
March — Event Month
April — Final Event Month
May — Finale



CONTENT: December is a non-event month but there will be a Test Drive Meme this month, meaning that there will be an application round! We hope you enjoyed your FMK Meme last month! This month, players will have their bi-monthly CR Meme.


ACTIVITY CHECK: Due to the holiday season, December will be a Check In Only month. You may still make AC for the month of December if you’d like, but it’s not a requirement. Players who have submitted a Strike in November must clear this Strike in December.


HOUSEKEEPING: A reminder for players that we have both a Character Location Tracker for players to use to show where their characters are each month. I will link it here, but it can be found on the Areas Page. In addition, we have a Character Impressions Sheet for players to put down first impressions/basic general knowledge of characters that was created by one of our former players! While linked here, this can be otherwise found on the Navigation pages.



INTERLOPER CENSUS 2025: Is still in the works, apologies for the delay on getting it done. I plan on getting it done this month at some point, before the holiday season truly kicks in.

You can still watch the previous years by following the links below!

INTERLOPER CENSUS 2023

INTERLOPER CENSUS 2024



NOVEMBER’S EVENT


THE AURORA: CROSSROADS ELEGY: The storm is over, and Interlopers must work to rebuild any damaged buildings following. Enola tells the Interlopers there will be two more chances for Interlopers to take a gift for themselves through her — although this might be more foreboding than anything else.

WINTER’S CURSE: Interlopers can still find themselves becoming victim to the creature’s curse into the month of December — but no new ‘infections’ will come to light from about mid-December onwards. Maybe it’s the festive mood in the air and goodwill amongst Interlopers that have fought it back, maybe the creature has moved on. Who knows, but Interlopers are safe again, for now.

BONES IN THE OCEAN: In early to mid-December, the ship that Interlopers have spent the past few weeks exploring will groan terribly as it sits trapped in the ice. Venturing within it will still provide episodes of ghostly activity, but the ship seems almost… unstable. Like it’s tearing apart. Then, in mid-December, during the night, there’ll be an almighty crash — the ice surrounding the ship finally breaks through and damages the ship’s hull. For the next couple of days after this, the ship will slowly begin to sink into the icy waters below.

AND NOW... THE WEATHER


DAYLIGHT: With the last sunset on November 26th, there is no more daylight in the Northern Territories. Interlopers can get by with a few scant hours of twilight in the middle of the day, but the skies will not brighten further than this. The first sunrise of the year will commence on January 14th. Interlopers with Darkwalker’s Revenge will feel at their physical peak during this time — healthy, hale and energized.

WEATHER: In the deepest parts of winter, the temperature is extremely cold. Temperatures can plummet well below -40C. Storms and blizzards are incredibly common, with most days out of the months of December and January seeing some kind of snowfall at some point during the day/night. On clearer days, it’s very bitter. Interlopers with Cold Fusion will be completely unbothered by the chill, where other Interlopers might want to find a buddy with Lightbringer to cosy up to.

AURORA ACTIVITY: High activity, with Auroras appearing almost every clear night there is. Even sometimes on snowy or stormy nights, the telltale signs of an Aurora are present. Interlopers can continue to note the Aurora’s effects on electrical items are a little more erratic — there’s more sparking and flickering of lights. Some bulbs or electronics may begin to blow. The effects on predatory wildlife continue to be more intense at times, too.

SEISMIC ACTIVITY: Activity is low compared to the previous months. Tremors are minor and sparse, but the earth still feels a little restless at times. You don’t trust it, it’s like it’s almost too quiet.
NEW HAPPENINGS IN DECEMBER


ANIMAL TRACKS: It’s that time of year once more. Some familiar-looking tracks can be found throughout the Northern Territories from mid to late December. These boar tracks, for those who were here last December, can be recognised as belonging to one Very Particular Being. In addition to this, Interlopers can also find horse tracks in the snow. They don’t seem to be trackable, and don’t follow straight paths — there are but a few hoofprints here and there in the snow.

REVELRY: The sounds of laughter and music can be heard in the streets of Milton. It sounds like someone’s having a blast, but going out to see what the fuss is about will reveal an eerily quiet town. Well, that's disappointing.

NPCs


METHUSELAH: It’s business as usual for Methuselah. He predominantly stays within the Lakeside and Milton areas. He mostly keeps to himself, but will return to Milton mid-month to help prepare for the Feast and the latest batch of Interlopers. He will note to Interlopers that he feels a shifting in the air, but he cannot be sure what it means. Something is coming, creeping up on the horizon.

MARRA: With the Aurora Nights helping the broadcast of the shortwave radios, Marra will occasionally send messages to Interlopers in Morse Code. Marra will update the Interlopers frequently on the ship’s sinking through the radios but she largely doesn’t interact with Interlopers over the month of December, and will not allow any visitors.

ENOLA: Enola is more active than usual. She will be checking in with Interlopers following the ice storm, making sure they’re okay and assessing the damage. Interlopers with Aurora Call will be ones she reaches out to more, due to the closer connection with them — but she will speak with all Interlopers regardless of them holding that Feat. She continues to warn Interlopers about being vigilant, encouraging them to work on their new abilities.

MOLLY + JACE: Molly continues to act as a go-between with Interlopers and Marra, and continues to trade with Interlopers. She’s in a worse mood than usual, and Interlopers who speak to her long enough will have her speak of the Flu that hit Silverpoint and caused plenty of deaths in the village last year. Jace is spooked out from his scavenging from the boat and decides to keep closed to Silverpoint for the time being. He’s not been a fan of the ghosts. :(

FATHER THOMAS: Father Thomas continues to be around for Interloper who require spiritual guidance, or religious needs, and welcomes anyone who wants to attend his Sunday Services when they’re staying in the village. At Christmas, he will be hosting both Christmas Services and Christmas Feast for the people of Silverpoint, but will gladly extend the invitation to any Interlopers.

BEAROAK: Following initial contact on November 26th, Bearoak may continue to reach out on the airwaves during Aurora nights. Players can still use the open post here to reach out to them.