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methuselah ([personal profile] singmod) wrote in [community profile] singillppl2025-07-07 10:45 pm
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July 2025 Event Plotting

JULY 2025 EVENT


PROMPT ONE: BURIED ECHOES: The green fog from fissures that had begun to appear last month takes on a new form of attack, and Interlopers find themselves forced to share their greatest betrayals and deepest shames.
BURIED ECHOES — CONTENT WARNINGS: atmospheric changes; mild mental manipulation; memory sharing.

PROMPT TWO: ADURERE: The Interlopers are not the only ones caught in the current machinations, and return to Milton House once more.
ADURERE — CONTENT WARNINGS: fire; house fire; death of a child/children; hauntings; illusions of burning/being burned; potential injuries via falling/unstable building collapsing; dead bodies; gore/blood/maimed bodies; body horror; eye-related trauma/horror.

PROMPT THREE — TERRITORY: Interlopers who venture out to the Last Resort Cannery come face to face with the Timberwolf packs who have claimed the place as their own — high risk, high reward.
TERRITORY — CONTENT WARNINGS: themes of survival; gore; human remains; (wild) animal attacks, altered wildlife, possible character injury/death, possible (wild) animal injury/death.

BURIED ECHOES


WHEN: The Month of July
WHERE: Everywhere.

In June, a green fog began to curl upwards from fissures dotted around the Northern Territories — warping Interlopers into frenzies of rage or fear. These afflictions have ended up easing as the month turns over into July but the vapours themselves don’t dissipate. At first, they begin the mingle in the air, like a drop of ink in water — causing a green hue to taint the atmosphere. When one looks around, it's almost like the faint sepia tone that obscures the lens of daylight at sunset some days. The skies feel darker, the days are dull, and green.

There’s a distinct tingle of fear in the air. Something low rumbling — a constant drone in the background.

The reach of these green vapours extend even further as the month goes on. The fogs will grow thicker in places and at times will extend to filling huge spaces of areas quickly and silently. You could be out in the wilds, travelling alone the tracks in Lakeside, or making your way down the Coastal Highway when the fog drifts in.

It doesn’t take long before it encompasses you entirely.

With it, the skies darken further. The world turns to night, lit by the eerie green, and everything feels empty and fraught. For plenty of Interlopers, this is a familiar experience, and a sensation of fear washes over you. Or most of you.

You hear whispers in the fog: a chorus of frightened voices chittering nervously. And then out of that chorus comes a voice that is old and terrible.

She binds me, but she cannot banish me. I am coming for you, Interloper. You cannot be rid of me. The Darkwalker, you realise. It is reaching out to you within the fog.

The Yawning Grave has been opened, and I am so very hungry. One way, or another — I am coming for you. I will break you, consume you. You will go into the Dark.

The Darkwalker has its ways of coming for Interlopers, that is well known by now. The fog shifts and swirls around you. As you watch it, familiar shapes begin to form — a room, a place. Somewhere familiar to you, but it doesn’t fill you with comfort. You remember this place, and you find yourself within a moment of your history. It is not a fond moment.

The memory that forms around you and begins to play out is a memory of your greatest betrayal, your deepest regret. The thing that brings you the most shame. You and your companion will witness this — and there's no escaping this.

The Darkwalker has ways of coming for Interlopers, yes. It has ways of trying to break you down. Your deepest fears and insecurities, showing you for what you truly are; isolating you from the world around you, finding ways to lead you into the Dark. You are the Interloper, after all. You are not part of nature’s design. One way or another, it will break you down and put an end to you. To pull you apart. Now it seeks to show who you truly are to others — a moment where you find yourself at your worst.

Bonds between Interlopers are strong, but are all secrets revealed to the ones you’ve come to know and trust? Do you still have skeletons in your closet? A moment you have tried so desperately to keep buried and hidden from those around you?

No more. The question is whether the people you’ve come to know and trust will be able to look at you the same way again.

ADURERE


WHEN: Late July.
WHERE: Milton House… ?

You wake up in a bed that is not yours. The air is still and cold, and for a moment everything is calm. It is night time. You are not the only one who wakes up with you, another Interloper has found themselves sharing the bed with you — maybe it’s someone you know, maybe it’s an Interloper you’ve yet to meet. But you’re in a strange home you don’t recognise, and you’re not sure what’s happened.

You have a little time to get your bearings, at least — to explore the room itself. The furniture is a little more refined from what you’ve come to know in Milton: well-made and old. The master bedroom is that of a husband and wife. There are family photos on one of the dressers: a wedding photo of a happy bride and groom in the late 1970s or early 1980s; a photo of two small boys stood in Milton Basin, holding up freshly-caught fish; a photo of a sad young girl on a tree swing.

Interlopers who have been in the Northern Territories for some time will come to realise that the family in these photos is the Barker family. The young girl is Enola. You have found yourselves within Milton House, before the fire.

If you had turned on a light to explore, power goes out. There is smoke in the air.

You hear the crackle of flames from beyond the bedroom door. Opening it into the corridor will reveal a fiery inferno, and the distant screams of children.

But there’s something different about this place, just as there has been last time. Even with the blaze, the home does not look at is should. While it looks like the burning, ruined insides of Milton House, it feels more like a maze than anything. The walls warp around you and at sudden moments, tree branches will break and jut out from the walls, burning and snapping and falling before you.

Together, you must work to escape the burning home. Getting out of this place will be far more difficult than those who found themselves in this place well over a year ago. Turning down the corridor in search of the stairs brings only more corridors, opening doors to bedrooms in search of a window will bring you to more corridors, too.

Persist, and you’ll find the stairs eventually. And like last time, the heat and smoke feel real and may even cause you pain but the flames won’t actually burn you. Whatever this is, as real as it feels, there’s some kind of illusion to all of this just as it had done before.

But what didn’t happen before is the sight that greets you as you finally head downstairs.

In the ruined mess of the blazing inferno that is the living room, bodies litter the floor. They pile on top of one another, covering every inch of floor, slumped against the walls. There must be some seventy or more bodies here. Some are harder to look at than others: some are coated in blood and wounds, some caused by animals, some by humans; some lie in crumpled, contorted messes; some are half-frozen; some are barely recognisable.

Looking at these bodies, as difficult as it may be, will bring the awful realisation: these are the bodies of Interlopers who have died within the Northern Territories. Some you recognise, people you knew only too well. Interlopers who have died at the hands of the Darkwalker, of Mother Nature itself, of other Interlopers; each of them appearing just as they had died in this place.

What’s more: scattered in amongst these bodies are the bodies of the Barker family: Thomas and his sons — half-charred and blackened by the smoke and flame.

In amongst this carnage, there’s a figure kneeling on the floor. A woman, dressed in furs, her hands covering her face. Some may recognise her as Enola, and you realise: this is Enola’s deepest regret. What brings her the most shame, her greatest betrayal.

Interlopers may choose to leave, if they wish. Making a break for a window or a door will bring them out into the snow and the world will snap to normal — you find yourselves outside Milton House, green fog swirling around you and fading with a low echo of laughter: the Darkwalker.

But others may choose to go to Enola, to try and help her, to try and end this memory of hers.

Enola feels real when you touch her. Managing to pull her hands away, you’ll realise something is very wrong. Even more wrong than all of this. Those who have seen her before in dreams, or when she appeared to Interlopers in June last year will note that she appears very different. Enola looks gaunt, exhausted — and more frightening: her left side of her face is black and withered, her eye absent from the socket.

It’s hard to say what’s happened to her, but Interlopers may draw their own conclusions and suspicions.

“It’s my fault.” she’ll whisper. “It’s all my fault, it’s all my fault. I caused it.”

Enola seems almost catatonic, and cannot seem to engage with Interlopers at first. She will rock slightly as she kneels, her one blue eye staring into nothing, her expression wounded.

“It’s my fault, it’s my fault— I couldn’t.. I couldn’t make it stop.” she continued. “I didn’t mean it, I— I tried, I tried so hard to stop it— I never meant for it, I’m sorry. I’m so sorry.”

The house groans and shudders around you. Enola will look up, tears streaming down her face.

“I didn’t mean for this. I didn’t mean it.”

Speaking to Enola softly, offering words of encouragement or comfort will slowly begin to calm her down. It will take some time to calm her in this terrible place, but she will respond to it. She seems almost child-like: cowed and broken and small. She looks so tired.

“They were meant to be home.” she tells you. “And I ruined it.”

When Interlopers have calmed her down enough, she’ll finally look at you, like she finally sees you again. For the first time in this moment, she sees you in a way that’s hard to put into words. She reaches for your face, your chest, touches you gently — her expression is so sad, quietly crushed by the care from you.

“I’m sorry.”

In a blink, everything snaps to normal. No bodies, no flames. No Enola. Just the rotted insides of a broken, ruined home — curls of green smoke drifting upwards, out through the cracks of the walls.

TERRITORY


WHEN: The Month of July.
WHERE: Last Resort Cannery, The Coast.

Moving towards the south east from the village of Silverpoint will bring Interlopers along the cracked and crumbling road that loads to Last Resort Cannery: a complex of several warehouses and workshops, and has long since fallen into disrepair. Most of its staff were employed by the village of Silverpoint, and with some even coming from Milton to work — but economic decline has seen the company fall into hard times.

Murmurings from around the village will have Interlopers discovering that there may be some leftover stock that is still usable, such as canned goods, but the villagers have found it incredibly difficult to scavenge there, due to the increase in hostile wildlife. Many villagers that have attempted to travel there have never returned, and those who have, have returned maimed, injured, often dying due to their injuries — and Silverpoint residents have often persuaded Interlopers not to go there.

Interlopers, however, are made of sturdier stuff these days, and maybe it’s worth checking the place out in hopes of finding some useful loot.

The Cannery itself sits right along the coastline, and incredibly bitter and open — much like most of the Coast’s area. As Interlopers head closer, they will soon discover exactly what the villagers spoke of: the frozen, grisly and often skeletal remains of those who have tried to venture forth scattered around the area, torn backpacks and clothing — as if the bodies have been consumed by animals.

Not even Jace has been out here to scavenge, either out of safety, or respect for the dead.

Most of the buildings are open to the elements, having been hit hard by the extreme weather — and provide little in the way of shelter. But not all of them are so open. There are some buildings that will provide ample shelter: warehouses and factory floors, even some small staff breakroom quarters. There are even spaces where it appears that some of the workers even lived on site, with bunk beds and shower facilities.

There will, indeed, be crates filled with canned goods that remain in relatively good condition: mostly canned sardines, tuna and salmon. Interlopers may find seafood soups, too. But there’s an overall theme: the Cannery is a processing place of fish and seafood, after all. However, that is not everything that is housed within the Cannery’s site. Explorers will be able to find heavy but durable work clothes and boots, along with survival tools and equipment that belonged to workers. There are workshops that could be used during the Aurora — which can be used to repair tools and… interestingly: craft ammunition.

A spray painted wall reads: THEY HATE THE LIGHT. Another reads: LOUD NOISES = GOOD FOR SCARES. Another, more ominously: THIS PLACE WANTS US ALL DEAD.

Why would such a plan require a workshop in order to craft ammunition? It might have something to do with the culprits behind the grisly finds Interlopers have come across in their approach to the Cannery itself: the packs of Timberwolves that have made their home here and often prowl the area. And soon enough, they will come running.

A lone howl on the wind, carried on the air. More joining the first. Then, the demonic chittering and growling as one of the packs descend upon the Interlopers. Fortunately, these timberwolves are not quite like the wolves faced by Interlopers right at the very start of their time in the Northern Territories — but they are still altered in terms of the Aurora: smarter, and far more aggressive that wolves have ever been known to be.

They do function in a similar manner, at least. Pack morale is important, and breaking that morale can send them back. If they’re broken, their morale is depleted. Fire is your biggest friend: torches, campfires and flares will keep them mostly at bay and only the bravest of these packs may attack. Striking them with flares or flames will actually send them into brief retreats. Bullets and arrows are effective with both noise and injuring the wolves, and although hitting one will be difficult due their speed, it’s possible. Killing one of these wolves will dissolve the pack’s morale entirely, and the rest will flee.

And at least then, for a while, you might be able to scavenge in peace — and make it out alive.

NPC INTERACTION: MARRA


This month, with the world opening up and access gained into Silverpoint, Interlopers will be able to meet one of the other NPCs of Singillatim! The Silverpoint Lighthouse is the home of Marra, who has previously been unreachable.

Unlike Young Bill, Marra is curious about the Interlopers and will specifically reach out to them. She will have told Molly to tell any Interlopers who stop by the Frozen Angler to send them to the Lighthouse to speak with them.

This opens up another NPC interaction mechanic! Interlopers will be free to question Marra about what's going on, the situation within the Northern Territories, etc. What's more is Marra will have questions for Interlopers, and want to find out as much information as she can from them.

This is a one-off interaction, but it is not to say that Marra won't be around in the future!

Up to five characters may speak with Marra, so feel to plot amongst yourselves and choose sign yourself up for the interaction. The interaction will come in the form of a seperarte post to the event, which will go up on July 10th.

Players can fill out the following form as a sign up for the meeting.



FAQs

BURIED ECHOES



1. The memories cannot be interacted with in any way.

2. Interlopers with Darkwalker’s Revenge will feel slightly revitalised in general during the month of July and be extra revitalised during these heavy fog instances. They will feel fit, hale and alert — probably the best they’ve ever felt in a long time due to the polar sun.


ADURERE


1. All Interlopers who have died in game can be found within this prompt. This will also confirm the deaths of Interlopers who have been missing but never confirmed dead and also confirm Interlopers who have simply gone home. You can check out the Interloper Masterlist for further details.

2. Interacting with Enola is optional. Interlopers may choose to simply escape house and the memory.

3. Interlopers have limited interaction with the memory. They can look at things, or even touch the dead down in the living room, but not remove anything from the house.

4. Characters will not be physically burned in the fire, but only feel as if they have been. The effects of this illusion will last a short time after they're out the house before they will fade.

5. The only real injuries characters can sustain will be from fall damage, or if the floor gives way and their feet go through, etc. whilst in the house.

6. Please see the January 2024 Event Prompt ‘Adust’, or the Areas Page, or the October 2024 Mini Event under the February 1994 for further information/context.


TERRITORY


1. You do not have to kill a Timberwolf to scare off the pack, simply defeating the pack's morale with noise and flame is sufficient to scare them off for several hours.

2. Timberwolf packs typically range from three to seven wolves.

PLOTTING FORM


m1895: (Default)

vasiliy yegorovich ardankin | original character — historical (russian 1930s)/revenant

[personal profile] m1895 2025-07-18 05:12 pm (UTC)(link)
Character Name: Vasiliy Yegorovich Ardankin.
Canon: Original Character, historical. full info / warnings (these apply to synopsis below also).
[ Vasiliy is a revenant from 1930s Stalinist Russia, a devout communist, a 'true believer' for genuinely altruistic reasons, still unlearning Stalinism. He was born in 1910 in the industrial slums of St. Petersburg (then-Petrograd) and grew up a child laborer until the Russian Revolution and the start of the Soviet Union allowed him upwards mobility he never could have dreamed of. He climbed the party ranks, ended up in Orgraspred (human relations/staffing for the Party), and when the head of Orgraspred, Nikolai Yezhov, was moved to head the NKVD (secret police KGB-precursor) following a mass purge of his predecessor's people, Vasiliy and his cadre were moved with him to fill the gap.

From 1936-1940, including the duration of Russia's Great Purge, Vasiliy was one of the rare few 'good cop' interrogators in the Lubyanka classic to the Soviet split style of interrogation - he never laid a hand on prisoners or used intimidation, instead coming to them and leveraging his charisma, social intelligence, and gift for acting to appeal to them as someone genuinely concerned for their wellbeing, a friend, different and more casual than the other interrogators, willing to do favors like lighten sentences if they'd confess to the fabricated offenses and name names or sign their own death warrants — which he rationalized both through his own indoctrination and the very intensely cultlike atmosphere of the NKVD as well as a genuine belief that it was better for the condemned to sign and be immediately executed than to be tortured into signing and then executed.

When Yezhov fell from Stalin's favor, Vasiliy's days became numbered (it was typical to mass-execute anyone connected to an unfavored figure due to the cadre system of staffing), and one chilly April morning a few months after his thirtieth birthday, the banging on his door came in the middle of the night. He was arrested, interrogated, and executed with a single shot to the back of the head within a week.

But he came back. 75 years later, in 2015, Vasiliy awoke lying on his back in the snow in the middle of nowhere, the documents of a man of the same name and age in his pockets. He thought he was cold because he was losing blood, so he laid there for several minutes and waited to die—but he didn't. It was just the feeling of cold wet snow against a very much alive and intact body.

Vasiliy spent the next year adjusting to modern society and the way perceptions of his time and what he had done had shifted, learning things he didn't know about the regime—lots of them—and beginning to deprogram from Stalin and Yezhov's cults of personality very painfully. Within a year, the guilt was overwhelming - both over what he did, which he still sees as unforgivable, and also because he, the perpetrator, came back and none of the victims (as far as he knows) had the same luxury. Fearful of being discovered and executed a second time, Vasiliy trained as an EMT and fled to America on a work visa, knowing it'd be the last place anyone would look for him, and knowing that the US was unlikely to cooperate with any extradition requests.

For the two years until he arrived in Sing, he worked as an EMT, which never truly brought him a sense of peace but at least allowed him to feel like he was undoing some of the cosmic harm he did by saving lives. He arrived in Sing September 2023 and has been there ever since, and by now he runs a small grouse farm (with a yearling caribou and a dog as well) with his partner, Konstantin Veshnyakov ([personal profile] sputnik) while offering his EMS services on journeys, after disasters, and to anyone who needs to visit their home as a clinic. His secret is still tightly guarded; he's still racked with guilt and never really shed the traits that allowed him to survive as long as he did under Stalin's regime: paranoia, unwillingness to share any feelings or thoughts that might be damning at a later date, and exaggerated humbleness.

Aurora Feat: Nope! He's a total normie, with the exception of being unaging. His body is in a permanent state of stasis.

Wanted CR: Friends, people he can bond with over similar backgrounds (ie, industrialized poverty, growing up in an oppressive/monarchist government, etc).
Unwanted CR: Romance! Onsided attempts to flirt with him are welcome, but he's very much in love with his partner, Kostya [personal profile] sputnik.

Event Ideas:
I'm going to be focusing on territory this month for Vasiliy, because this is totally his bag. He's very pragmatic and survival-oriented, and altruistic - so he'll be accompanying trips to the cannery to provide emergency medical assistance when needed, as well as backup firepower - and draught power on the pack of his and Konstantin's yearling caribou, Lyudmila, who has been trained to pull a sledge by this point and can carry quite a few cans as a result.

He's a great shot but also recognizes the need to save ammo, so he'll be more likely to try and ward them off with fire, etc... except he doesn't really know that much about wild animals even after more than a year of living in Milton, because up until that point he'd lived in huge cities for all of his life, so someone will have to show him how to ward off wolves etc.

I'm going to be focusing on tagins as opposed to making an open TL this go round, but feel free to link me if you have a starter you'd like to see him on!