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methuselah ([personal profile] singmod) wrote in [community profile] singillppl2024-11-06 08:16 pm
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November 2024 Event Plotting

NOVEMBER 2024 EVENT


PROMPT ONE — STRANGERS: The Darkwalker returns to directly target Interlopers by stripping away the very things that make them who they are.
STRANGERS — CONTENT WARNINGS: mental manipulation; memory loss; loss of self/identity; potential identity crisis; potential personality changes; possible themes of depression; possible themes of suicide.


PROMPT TWO — NO EXIT: Interlopers find themselves trapped within the bowels of the earth, with no way out, except one.
NO EXIT — CONTENT WARNINGS: forced honesty; claustrophobic situations; nyctophobic/scotophobic situations; themes of peril; caves/possible cave-ins; themes of starvation/dehydration; themes of imprisonment

PROMPT THREE — LAST SUNSET OF THE YEAR: As the long night draws in, Interlopers find a way to bring about some festive cheer to chase off the chill and darkness.
LAST SUNSET OF THE YEAR — CONTENT WARNINGS: drinking/alcohol; mentions of survival situations relating to AMC's The Terror.

STRANGERS


WHEN: The month of November
WHERE: Everywhere.

”They failed.”

For some, they have heard this voice before many times. For others they have only heard the voice upon their arrival into this place. An old voice, deep and dark and ancient. Something impossible, older than the earth itself. The one that floats into your ears and nestles there, sending an ice-cold shiver down your spine. Even to the most stoic and unshakeable souls, it is an unnerving voice. It feels wrong. It feels like an ending. It is the very same voice that spoke to you, right from the start. The words all Interlopers share with one another: You are the Interloper. You are not part of nature’s design.

They failed, and you realise just who ‘they’ are — the Forest Talkers. Mallory slumped in a cabin, slowly bleeding out.

”Interloper.”.

The voice that wants you gone. The one that wants to get rid of you. The Darkwalker.

”Inconsequential. They have gone into the Dark. As will you. As will all.”

The words hang in the air for a moment before it continues.

“What are you truly, Interloper?” it asks you. ”Or rather…. who are you? Take it away, and what are you left with?”

You feel your hands shake, you can’t seem to breathe. What does it mean?

”Perhaps nothing worth keeping, perhaps then you will finally see. Maybe you will finally understand your place. And perhaps then you will go into the Dark.”


You remember those words, and they linger within your mind in the days that follow.

It happens slowly, like the sea erodes the cliff face. The pieces come away, everything within you is slowly undone. Not an instant, but an insidious thing. You begin to forget things, about yourself, about the others around you.

You know you have loved ones, here in the Northern Territories, or even the ones waiting for you back home, but you cannot recognise their faces. You cannot recall the colour of a daughter’s hair, or the dimpled smile of a brother. You do not remember your father’s eyes, or your mother’s laugh. You cannot recall their names, their voices.

You do not remember those around you here in this world. You look upon a friend and see a stranger. You cannot recall the trials you have gone through together and come out the other side from. You cannot remember every shared moment, every small and brief moment of joy or compassion or hope. A hug, a hand held, a joke, a kind word, an apology.

Or perhaps you cannot remember any good thing you ever did. You cannot recall any act of kindness or goodness you brought into the world. You cannot recall your good deeds. Everything falls away from you, and you are left wondering who you are, what kind of person you are. Are you a good person? Or a bad person? Perhaps you’re a terrible person, after all. One who should not be here. Why should someone who has done nothing good with their life be here in this place?

Perhaps the Darkwalker is right. Take it all away, and who are you? What is left of you? Who are you if you cannot remember any goodness of you? If you cannot remember the connections you have made in this place? If you cannot remember the love of those back home?

Is it anything worth keeping? Is it anything that’s worth staying?

For some, it may be too much. Despair and disconnection are heavy things, and it may be too much. Perhaps they are nothing worth keeping, in the end. It may be enough to seek an end to themselves. Maybe it would be best to slip quietly into the Long Dark, after all.

It is a terrible trick, but it is one that can be broken. The Darkwalker’s hold has been broken before, and perhaps it can be broken again. Even if you do not remember yourself, the ones around you do. Leaning on those you are close to and talking with slowly pull the pieces of yourself back to you. The Darkwalker has power, but the testament of Interlopers is their persistence in this world, and that has power, too. Given enough time, and patience, and care — those around you may finally make you whole once more.



NO EXIT


WHEN: The month of November
WHERE: Everywhere...?

You don’t remember falling asleep. You’re sure you were wide awake only seconds before, but when you open your eyes, confused and groggy, you are met with a strange kind of darkness. The kind that seems thick and endless, and you stare into it, trying to get your eyes to adjust but nothing seems to shift in your vision.

The air is stale, and there’s a scent of old, damp stone that clings to it. As you move around, trying to get your bearings, the room echoes oddly and it doesn’t take long to realise that you’re in some kind of cave atrium. And soon enough, someone else is waking up — you’re not alone in this place.

Moving around is difficult, and it’s best to use your body to try to navigate yourself. Testing the way out carefully with hands and feet. Maybe you have something on your by chance to help you light your way — a lighter, a pocket flashlight, matches. However, which way you try to feel out the atrium, you both soon come to the same conclusion: no matter how hard you try, there is no exit. No tunnel or passage out from the atrium, nothing.

You are both entirely trapped within this one space.

For a while, you sit in the atrium. Maybe you sit in silence, maybe you speak over what looks to be the inevitable: you’re doomed to die here, whether you suffocate or die of dehydration or starvation. You and your companion — familiar or strangers —

Out of nowhere, comes a scraping against the stone. You turn to find that on one of the walls, there is light — a ghost writing on the wall, carving into the stone to reveal letters that will glow dimly:

THE TRUTH WILL SET YOU FREE


For some, this feels eerily familiar. Those who have been in the Northern Territories have dealt with something similar: a game of truths, a game of deadly consequences. There is no Jackal-headed being, no chains, no blood. This time, there is the truth or there is waiting to die. For others who aren’t familiar, it may take some working out. Maybe it’s best to talk, after all.

Opting for silence will find that nothing will change in the cave’s atrium. You will be left, waiting to die in the half-gloom. Strangely, speaking any lies will find that the cave will rumble ominously, and with enough — rock will begin fall down from above, almost as the place is slowly caving in. As if the stone itself knows if your words are truthful or not.

But as the words say, the truth will set you free. If you say enough, speak your truth, you will find yourselves noting a shift on the air — a crisp, freshness that drifts in from one direction. Heading through that way will bring you to a tunnel that had not been there before, and with it — you will find your exit, out into the wilds of Milton’s region.

LAST SUNSET OF THE YEAR


WHEN: Preparations throughout November; November 26th.
WHERE: Milton Community Hall

As November begins to draw to a close, the daylight hours grow shorter and shorter. From the start of the month, there is less than seven hours of daylight and that number becomes smaller and smaller as the month goes on. The world is darker and colder, and the long night draws nearer — when the sun will not rise, and the Northern Territories exist in total darkness, save for the spare hours of twilight.

For some, it is not the first time they’ve experienced the darkness of winter. For a select few, they have known the darkness only too well — the bitterness, the hopelessness, the hunger for the dawn. But even in the dark, there are sparks of light — the crackles of fires to fight off the night and cold, or in a more figurative sense… the spark of an idea, another way to fight off the night and cold.

As the day shrinks, the idea grows. There is little to be cheerful of in the Northern Territories. Interlopers are tormented endlessly in this place: supernatural beings, harsh weather, precarious food situations, nightmares, the Forest Talkers and whatever mysteries lie within the Aurora. Survival is a persistence, but people are exhausted. Francis Crozier, former Captain of HMS Terror knows this more than anyone. A veteran, and a survivor of an ill-fated expedition— he has seen what becomes of those with low morale, when the darkness seems so thick and endless. He has seen many horrors.

This time, though, it can be different. This is not his world. These are not starving and maddened men, women and children. It is not Carnivale.

Over the month of November, plans are made and slowly bear fruit. Help is wrangled from Interlopers where they can — food preparation, decorations, musicians. Interlopers are encouraged to add their personal touches, country, culture, customs, to all that they plan. The only thing that’s insisted upon is light, so much light: lanterns, candles, torches, mirrors, sculptures made of ice that catch the glimmer of the nearby fires. The evening will glow.

There isn’t so much a ‘dress code’, per say. But Interlopers are encouraged to dress up for the occasion. Maybe hunting around in the homes of former Milton residents may prove lucky — with some rather dated formal-wear that has remained forgotten in the back of closets. It’s vintage, is all.

On November 26th, there is less than an hour of daylight. The crowds gather to watch the sun set after it has barely risen before the festivities begin.

The food is simple and hearty, much like what can be found at Methuselah’s feasts. While pine wine has been brought along, hot tea is also available—both can keep the chill away. Crozier digs into his stores to share all, a promise to every person as they descend into darkness: no Interloper will go hungry this winter.

There’s dancing, of course, an area cleared and illuminated with torches. There’s an insistence on a party thrown in open air, no canvas to obscure the stars, though inside the Community Hall the warmth calls to those needing a break from the chill.

It is important to remember that the last sunset of the year is not the reminder of the darkness ahead, but the promise of the first sunrise of the next.


FAQs

STRANGERS



1. While the Darkwalker Ward Talismans anointed with Interloper blood (first created by Heartman earlier in the year) will help ward off the worst of the Darkwalker's influence, Interlopers will still find themselves vulnerable to this kind of influence — particularly if their spirits are low, or if they've found themself questioning themselves or their relationships around them as of late. Interlopers who do not have Talismans (this is a handwaved thing) will fall victim very easily to the Darkwalker's influence.

2. There are three ways players can play with this plot: they can go with a loss of self, the loss of game-cr or the loss of canon relationships/canon story. Players can go with whatever way they see fit. They can also go with the nuclear option of all three, or a mix of the three.

NO EXIT


1. The truths need to be meaningful in some way in order to secure freedom. 'Small truths' will not be enough.

2. Either both or one of the characters can speak their truth in order to free themselves from the cave.

LAST SUNSET OF THE YEAR


1. A big thank you to Gels for reaching out and helping with this prompt!

2. Characters will be able to find 'formal wear' of a sort within Milton. Bear in mind that a great deal of the fashion within Milton is dated, with a lot of the clothing being decades old that the original residents of Milton would have carefully kept safe. For a rough idea, nothing would be from anything later than the late-00's.

3. Players are free to write out any preparation threads as well as party threads! This could be outfit hunting; resource gathering for food, etc.; or making decorations for the Community Hall.



PLOTTING FORM


guidemyway: (They said their prayers)

[personal profile] guidemyway 2024-11-11 12:09 am (UTC)(link)
Yes please! I love them a whole lot too.

I also plan on hitting up our older threads if you'd like!
thesamurai: (Default)

[personal profile] thesamurai 2024-11-16 03:19 pm (UTC)(link)
Absolutely! we can work on wrapping the old while beginning the new :D