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methuselah ([personal profile] singmod) wrote in [community profile] singillppl2025-09-07 04:18 pm
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September 2025 Event Plotting

SEPTEMBER 2025 EVENT


PROMPT ONE — THE AURORA: ENOLA’S VISIT : Rather than visiting in dreams, Enola appears to the Interlopers with a warning, and another offering of help.
THE AURORA: — CONTENT WARNINGS: potentially disturbing dreams; dreams involving animal death; dreams involving fire/being burned alive.

PROMPT TWO — THE AURORA: KICKBACK Following Enola’s visit and the dream where Interlopers can gain a new ability, the Darkwalker bites back.
THE AURORA: KICKBACK — CONTENT WARNINGS: themes of violence; supernatural weather/altered environments; altered mental states; mental manipulation; themes of violence; potential character injury; potential character death; potential NPC death.

PROMPT THREE — AS THE DEAD SLEEP: In the dying world of the Quiet Apocalypse, Interlopers are driven to lay a part of themselves to rest.
THE VISITOR — AS THE DEAD SLEEP: mental manipulation; themes of loss; themes of grief; themes of death; themes of catharsis.

PROMPT FOUR — SIGNAL VOID: The radios fixed up by Marra and given to Interlopers lead to unexpected finds in the Northern Territories.
SIGNAL VOID — CONTENT WARNINGS: themes of survival/exploration; potentially dangerous situations; altered wildlife; wild animal attacks; potential character injuries; potential maiming; potential character death.


THE AURORA: ENOLA’S VISIT


WHEN: September 21st.
WHERE: Everywhere.

In the late afternoon, when the sky is still light, you hear the telltale signs of an Aurora. The endless hum, punctuated by cracks that echo across the air. There’s the strange ethereal shrill sounds made by no instrument known to man, faint at first but growing louder. As you look towards the skies, you can see the faint swirl of colours in the daylight. The electricity of the world comes to life, flickering and sparking erratically.

As the day shifts into evening and the skies darken, those colours in the sky begin to brighten: purples, pinks, red, greens and yellows — an abstract painting of colour and light that paints the sky brighter than any day, so bright the stars look like ghosts. The Aurora has come, and Interlopers settle in for a long night of noise and light.

Whenever you find yourself alone, she will come to you. You might be out in town, you might be sat in your cabin by the fire. You are alone and in a blink, she’s standing with you: a woman dressed in furs, one side of her face blackened and withered, the eye missing. Her remaining blue eye is bloodshot and exhausted. Her hands are caked in blood, old and new. She is dishevelled. Enola has seen better days, but she stands proud as she stares at you.

If you have spoken to, or seen Enola before — she greets you warmly like an old friend. If this is your first time seeing or speaking with Enola, she introduces herself: My name is Enola, I’m one of you. I’m here to help.

“Time is running out.” she tells you. “Things are changing. You’ve probably seen it, felt it. How the wildlife shifts, how the winters never end, how the world trembles.”

While prevalent long before Interlopers ever came to the Northern Territories, the seismic activity in the world has been a staple in recent times.

“Caged animals grow restless.” She’ll take a moment to walk around you, looking around with interest: examining homes of their contents, or taking a moment to appreciate the lush green trees. She takes genuine enjoyment out of it, smiling softly.

“I can still help.” she says suddenly, looking up at you. “I’ve seen you use your gifts well, learn how to control them. You learn so quickly. But more of you keep arriving, and this world keeps growing colder and crueller.”

She looks above you, or towards a window if you’re outside. She is silent for a long time.

“It was never supposed to be like this.” her voice is soft, sad. You notice there are tears in her eyes.

“Sleep, and it will come to you. If you choose for it.”

In an instant, she is gone. But when you go to sleep that night, a dream may come to you.

MOON TOUCHED: The colours of the Aurora dance around you in your dreamscape. You dream of running through the silent woods at night. The moon is full above you, the air is calm and still. Hunger draws you forward, everything is so sharp and vivid in your senses, even in this dreamscape. You hear the crispness of the snow beneath your feet, smell the scent of the pines on the air, feel how warm you are against the coldness around you.

The snuffling of a rabbit catches your attention, and you swiftly leap after it, jaws opening and closing around its neck as you capture it. You bite down hard, feeling the crunch of its bones as they break, the sweet coppery taste of blood filling your mouth and nose. You lift your head towards the stars, blood on your tongue. You realise you are not a person at all, but a beast on all fours: a wolf, content and filling your belly with meat.

You wonder, for a brief moment: were you ever a person at all?

You do not know the answer to the question. You do not seem to worry about such a thing but there’s a flash of warning on the air. Something you cannot quite place, but you know that you should not forget it.

When you awaken, you feel… different, somehow. Everything seems a little sharper, as if the world around you had been dull, or behind some pane of frosted glass. With it comes a strange balance of calmness and chaos, tameness and wildness, fear and bravery. You find yourself looking for the moon in the skies and when you finally find it, it hits you — this is what it means to be Moon Touched.

LIGHT BRINGER: The colours of the Aurora dance around you in your dreamscape. You dream of sitting by a lonely campfire in the mouth of a cave at night, warming your hands. As you sit, a strange feeling comes over you, a desire to reach out to the flames. And so you do, reaching with both hands into the fire — gripping at the white-hot embers. It burns you, and for a moment there is blinding hot pain as the fire suddenly explodes around you, consuming you whole. But the pain soon stops. The fire doesn’t burn you. No, you have become the blaze — your body warmed. You burn bright enough that the darkness around you turns into day.

When you awaken the next morning, you feel warmed and comfortable. As if even the coldest of winters couldn’t reach your bones. The warmth remains even when the Aurora ends, and you are left with the innate understanding:you are the Lightbringer. The power of flame is at your very fingertips. You master the light, life, warmth.

AURORA CALL: The colours of the Aurora dance around you in your dreamscape. You dream you are standing in the very sky itself, at the Aurora’s height. Colour and sound twirls around you, within you — and you feel it curl into your body. Your head fills with noise, a chorus of voices calling out, snippets of conversation echoing within you. Enola’s voice calls to you: “Don’t you understand it now? We are all connected. The Aurora connects us.”

And you do, you do understand it.

When you awaken, you feel connected to the world around you. To the very people who live amongst you. You feel less lonely, a kind of kinship with others. You have heard the Aurora’s Call and you have answered it, unlocked a connection with your fellow Interlopers. You will be heard.

NOTHING: The colours of the Aurora dance around you in your dreamscape, but only for a moment. The edges of your vision begin the blur with black, slowly closing in until everything goes dark and you fall into a deep, dreamless sleep. You awaken, and although you feel rested, as if the dreamless darkness has helped you feel a little more ready to take on the day — nothing else about you has changed.


THE AURORA: KICKBACK


WHEN: September 22nd.
WHERE: Everywhere.

When you awaken the next morning, the sky is impossibly dark. There is no daylight, there is only endless night. No moon, no stars, no sun. The sky is empty. A void. Just the darkness and the green gloom — the telltale sign of what is to come: the Darkwalker.

You awaken and the cold fear washes over you; a vice-like grip on your throat, squeezing, choking. The air is heavy, oppressive: fear, anxiety, anger. The day is eerily still, and even as you try to go about your day — you know something is coming, your instincts tell you as much.

And you’re right: the ancient, impossible voice finally crawls into your ear.

“The First is desperate.” the Darkwalker sneers.”Look at how she tries to protect her precious brethren. Arms you for a world that you were never meant to be in: the interloper in nature’s design.”

The earth shudders beneath you, things begin to shake and tremble around you.

“I am not some weak, powerless thing.” The Darkwalker tells you. “Even if I am bound, I am inevitable and so very hungry. The table is laid, and I will have my fill — as it is meant to be.”

The Darkwalker howls: indescribable, unnatural, demonic — breaking off into dark laughter. The earth shudders again.

“I will break you down from within, and if I cannot — I will break you down by one another’s hands once more. I am the Rot within you.”

Above you, white-hot green lightning streaks across the skies like cracks — impossibly bright. Something shifts within you, a growing tension. The anger within you builds. A familiar sensation for some: a bitter gnawing within you. The nightmarish green gloom above you persists and everything bubbles up from within.

It is not the first time the Darkwalker has done this. Many remember only too well the Summer Solstice of last year. By now, many wear talismans crafted to ward off the Darkwalker’s influence. But not everyone, and the Darkwalker’s influence is stronger now. From the dark, the anger within you becomes too much. The tension finally snaps with another crackle of lighting across the skies — and in the flash of it for a brief moment: the giant three-headed wolf skull, eyes glowing sickly green.

Another night of violence is upon the Interlopers: a vicious argument where you air your grievances, or finally let slip the things you’ve been holding close to your chest. A verbal beat down, incredibly hurtful in nature. For others, things may be drawn to getting physical. A literal beat down where your fists grow bruised and bloody, or perhaps even worse. Whatever it is, you want to do damage to someone else — there is darkness here, and so many things come out in the dark, don’t they?

Chaos erupts once more.

But there is noise above you this time, a furious unseen battle. The skies are not just empty and green, but a furious blaze of light of the Aurora streaks across the skies. Enola is grasping for control, and there are sounds of pain — as she tries to end the madness.

“Leave them be, Devourer.” Enola’s voice booms across the air like the cracking of ice of a frozen lake.

As Interlopers fall to chaos and madness with fists, weapons and words: Enola and the Darkwalker battle against one another. The skies flash violently with green streaks of lightning and the sharp colours of the Aurora: a frightening sight and it’s almost impossible to truly describe the sights before you — should you have a moment to look up.

Hide, or fight. Survive.

The night is long. The fight above you goes on for hours, and ends with a tearing of the skies and the world snaps to normal. You hear a gasp of pain from Enola, then nothing. The air is silent and clear above, but blood may have already been spilled below.


AS THE DEAD SLEEP


WHEN: The month of September.
WHERE: Everywhere.

In the Quiet Apocalypse, it is easy to see the world sitting on the long road of the End of Things. Everything must end, that is part of nature. All things begin and all things end. So many Interlopers have been ripped from their worlds, often in the midst of crisis, trouble or change. And with it comes a pause, something left unfinished. The end has not been completed.

It is a notion that greets you when you awaken one morning. A compulsion. An itch. One might try to press it down, ignore it as much as you can. But the longer it is ignored, the more the feeling becomes. You go about your business and the feeling grows: a blooming sensation in your chest and the innate understanding: all things must end. It is a desperate, lonely feeling.

Perhaps it is not the end of you, but the end of something else. A life, a friendship, a loved one. Perhaps something left unsaid, something left undone. Whatever it is, you find yourself thinking of it constantly, even when you particularly don’t want to. It feels… wrong, to leave such a thing unfinished. To keep putting such a thing off feels unnatural. And that feeling inside of you comes almost too much to bear.

Whatever it is, you must put it to rest.

For Interlopers, a different destination will come to them. They may wish to go out into the wilds. Others may wish to go to the Church in Milton, or at Silverpoint. Some may wish to travel to the edge of the ravine, or even to some part of Lakeside. Some may wish to stand on the edges of the ice upon the seas at the Coast. Whatever or wherever they feel they need to get to — a distance will need to be covered, to find somewhere quiet and alone. They will prepare themselves for the journey and leave to go on to put something, whatever it may be, to rest. To say goodbye.

And so you walk, through the snow and wind, your thoughts occupied. You must say goodbye, you must bury something, you must finish what needs to be finished. But… other thoughts mingle within your own. You cannot recall where they come from, but they feel like yours, somehow. Like something deep down within your spirit, pooling out from it and drifting into your mind. Soft prayers, hushed apologies — even if the words are not your own, they have never felt truer. They weigh upon you, so heavy despite their softness:

… The night was so bright, too bright to count the stars. We forgot about them. … And yet it was a bitter and empty place. Did you truly know, somehow?

Did who know? Did they know what? There are so many questions, but you cannot seem to find the answers to them. It is a quiet agony. There are more thoughts:


… I could not go. I would not. Why couldn't you hold out? Why couldn't I let go?

Who’s thoughts are these? Even if they are not your own, they seem to make sense, somehow. Perhaps you piece things together, make them your own thoughts. Perhaps there was something you could not let go of. Perhaps there was someone who could not hold on. Perhaps there you were stubborn, too stubborn.

… The world falling away. The lights, they used to go on. Please forgive me.

The final words linger within you as you finally come to a stop. Here. This is where you must stop. Here you will lay it to rest. Your hands reach for the snow, fingers clawing into the frozen white. Perhaps you wish to lay it beneath the ice. You prepare. Perhaps it is an item you bury, some small token that represents what it is you wish to finish. Perhaps you are drawn to write something down: a name, a secret, an apology. Or perhaps you simply wish to make some kind of symbolic grave: decorated with stones and even crafting some kind of marker for it.

You will not stop until it is done, even if the day grows darker and colder. You will work until you have finished it. If others have come with you, you will feel compelled to unburden yourself of this loss, this thing you must finally put to bed. You do not have to be alone in saying goodbye.

And when it is done, you feel lighter, somehow. Forgiven, perhaps. As if the very thing that has weighed down so terribly upon you has lessened, eased. Things feel right once more.

As the dead sleep, you are here and alive — for now.


SIGNAL VOID


WHEN: Aurora nights, the month of September, onwards.
WHERE: Everywhere.

In July, Interlopers who tackled the Cannery and fought against the Timberwolves that had made their home there managed to recover some shortwave radios. These radios were given to Marra, who has managed to get these devices working again despite the Aurora’s effects on electronics.

No one can say for sure how Marra has managed to do this, much like how she manages to ensure the lighthouse works at all times. Even her own answers have proved insufficient, but she cannot even explain it herself: for some reason I can keep this place going. I'm in here and the light still shines, and I don't know why.

Having been returned to Interlopers via Molly at the Frozen Angler, Interlopers across the Northern Territories will have access to these tools. While not enough for everyone to have one each, Interlopers will need to share the radios as they navigate the world. The radios don’t work like regular walkie-talkies, but will work by using them to send morse code messages — like how telegrams work. But in the month of September, during Aurora nights, these radios start picking up strange signals.

The signal seems to appear on the radios like some kind of radar, with the screen lighting up and flashing, and a beeping sound emitting from the radio. Following the flashing and beeping on the radios, Interlopers will find that they are being led to something — with the lights and sounds increasing in frequency and intensity the closer they get.

The signals will lead Interlopers to bunkers, buried in the snow. Interlopers will need to dig through the snow to reach the door, and the doors themselves will be heavy and difficult to open. Inside, Interlopers will find a shelter that has been carved into the earth, and modest caches of stocks that have been lost to time: food, water, medical supplies, tools, books, weapons. It looks as if these bunkers were created as places of protection in the event of some kind of nuclear war, or some kind of apocalypse prepper — clearly a great deal of work has gone into crafting these places.

However there are certain dangers when it comes to traversing the world during the Aurora. Wildlife tends to become more volatile during these nights, and will actively seek out Interlopers who are out in the wilds following the signals on their radios. Packs of wolves, solitary wolves or even bears and wild cats can be found stalking after Interlopers who may be out.

The threat of these predators is high, and they will actively attack Interlopers. But it’s worth the risk of more supplies: the endless night is on the way as the daylight hours grow thin and bitter winter draws in.

But it is not just these bunkers that the radios reveal: in addition, another signal is being broadcast. One that may be familiar to some Interlopers. A broken message from last year, recorded in the diary of a firewatcher:

- .... .. ... / .. ... / --- .--. . .-. .- - .. ...- . / -... . .- .-. --- .- -.- .-.-.- / .--. .-. --- .--- . -.-. - / .-- .. -. - . .-. -- ..- - . / -.. --- .-- -. .-.-.- / -.. .- -. --. . .-. ---... / .- ..- .-. --- .-. .- / .. -. ... - .- -... .. .-.. .. - -.-- .-.-.- / -.-. --- -- . / .- - / --- -. -.-. . .-.-.-


FAQs

THE AURORA: ENOLA'S VISIT


1. Aurora Feats are unlocked! For this round, RNG picked Lightbringer, Moon Touched and Aurora Call.

2. Please see the following page for more information. Aurora Feats are completely optional.

3. Interlopers will only receive ONE Aurora Event. The only time this is available is this month. After September, players will have to wait for the next Feat round for another chance at an Aurora Feat.

THE AURORA: KICKBACK


1. Characters are free to use this event to kill NPC Interlopers. Other NPCs, especially named ones (ie. Methuselah, Molly, Marra, etc.), are off the table, as are two marked NPC Interlopers. Please let Mods know if you intend on doing this for record keeping!

2. These acts of violence can be physical or verbal altercations, players are encouraged to work with the prompt however they'd like! However, anything potentially world-altering (ie. building destruction) must be first discussed with mods.

3. Interlopers under the Darkwalker's influence can be stopped in a number of ways. Showing genuine care and compassion in the face of violence is one way, saving them with the power of love/friendship. Knocking an Interloper out is another way. Sometimes killing an Interloper may be needed, or simply restraining them and keeping them locked up somewhere so they can't hurt anyone else until the night is over would also work.

4. Interlopers with the Darkwalker's Revenge Feat will be incredibly energised by the Darkwalker's influence on the world and feel at their physical peak. They will also be more susceptible to the Darkwalker's influence to be violent, meaning it will take extra work to break them out from the Darkwalker's hold.

5. Interlopers with warding talismans anointed with Interloper blood will be the least susceptible to the Darkwalker's influence to be violent, but can still be influenced eventually as the night goes on — especially if they have any grudges or interpersonal issues going on.

6. Interlopers who have natural penchants for violence or darker impulses will also be more susceptible to the Darkwalker's influence.

AS THE DEAD SLEEP


1. Items don't have to just be buried, they could also be burned, or sunk into a body of water.

2. It doesn't have to be a specific item, but could be something symbolic of the thing that the Interloper wants to 'put to rest'.

SIGNAL VOID


1. There are six bunkers in the world to be found. Two in the Milton region, two in the Lakeside region, and two in The Coast region.

2. The morse code message cannot be replied to as of yet.

3. The firewatcher refers to the Diary of Sam Bouchard, which can be read here.

PLOTTING FORM


faa: (i'm no quick-curl barbie)

frédéric "freddie" lavoie | original character, modern realistic setting

[personal profile] faa 2025-09-20 03:11 pm (UTC)(link)
Character Name: Frédéric "Freddie" Lavoie
Canon: Original character, modern realistic universe set Spring 2025.

Info:
NOTE: Please read content warnings and don't hesitate to opt out if you'd rather not engage with this character! CWs for this blurb include mentions of bulimia, internalized fatphobia and diabetes stigma, and participation in US action in the Middle East. Quick additional ooc notes below —

what to expect/notes on ic/ooc divide —

My CW page goes into depth on what each potential triggering topic might look like, but I’d like to make a quick accompanying note here that although this character has an ED at this point ingame, his mental illness very much is not the entirety of who he is and he’s not like, in every single tag harping on how much he hates himself or being graphically sick onscreen or something/I’m not just looking for threads “about” his ED in the absence of very, very close CR/ooc discussion. He's actually very secretive about it and very talented at concealing signs of purging/mental illness, so the warnings are mostly for things like passing dysfunctional thoughts or mentions of some of the physical effects it's had on him (ex: discomfort when drinking alcohol because of sore throat). It's unlikely to come up in-character unless he gets caught (with ooc discussion only) and would require close deeply trusting CR.

OOC/IC divide is really important with this character given the themes that he touches on. Especially given that he’s an OC, which can cause some discomfort, I want to emphasize that I am not Freddie and he is not me; our opinions/beliefs/actions aren't equivalent and I’m not using him as a chance to write about any trauma/experiences I've personally had or anything like that. The listed CWs are things that can come up, but they’re not like, the summation of who the whole character is. I more warn very assertively and gratuitously because there’s the possibility that disordered thought patterns or some of the physical effects he’s currently dealing with may come up in passing if something a character does sends him on that train of thought and I want to be considerate of players who find even those passing mentions disturbing.

If that sounds like you but you’re not comfortable sending an opt out, rest assured, I don’t tag out with this character without privately asking first because of the subject matter and always warn even for minor mentions in the subject lines of his tags in case someone else is reading!

Freddie's a 33-year-old, lapsed Catholic commercial pilot in modern NYC who just got out of his ten years of service in the Air Force last year. Personality-wise, he's friendly, genuinely kind, witty, and can be fun to be around, but he has some serious commitment/intimacy issues stemming from the parental divorce that made him a devout atheist at age 7 and getting cheated on during his first deployment ten years ago which have left him chronically incapable of attaining the intimacy he craves. Instead he just chases it with a life full of hookups, which he consistently self-sabotages by ghosting or calling it off after two or three meetings before he actually gets the kind of affection he's seeking. Despite his poor body image and the repressed feelings of inadequacy further fueled by a childhood in which he knew he wasn't particularly wanted, he gives the impression of someone confident and in-control - when in reality he spends each day feeling like he's holding on by his fingernails.

This feeling is largely because he has spent the past  4  6 months skating under the radar with severe undiagnosed bulimia, which he developed within a week of being told at his biannual FAA medical examination that the recent weight gain that had come with landing the dream job at an international airport was "concerning" and that the gene-environment interaction of the dramatic dietary change had led to pronounced, symptomatic insulin resistance and prediabetes bordering on Type 2. A diabetic pilot who requires insulin loses their pilot's license—and with it Freddie's all-consuming purpose and greatest joy in life—so when the medical examiner adopted a scare tactic, faintly moralizing approach, Freddie panicked, attempted extremely restrictive dieting for a week, and fell into bulimia when that wasn't possible for him. The disorder took over his life like wildfire, becoming extremely unsustainable within weeks. At his canonpoint, four months into it, he was at a point of purging in secrecy about 3-4 times a day; since arriving in Milton, the frequency has lessened due to external constraints imposed by food availability, but he still has malnutrition, fatigue, some serious dental issues, and a slew of other uncomfortable physical symptoms coming from his body buckling under the strain he’s put it under.

All of this said, Freddie hides his mental health issues very well, and is quite practiced at it. It's extremely unlikely that a character would be able to flag him as bulimic or even lacking in confidence (and would require OOC plotting). He's going to be on his usual flirty antics, because he's going to have to learn that there are consequences to sleeping around when there's no way for you to just vanish into the ether as soon as things start getting a little too close for comfort!!

Also: Freddie is mildly hard-of-hearing—he's lost about 20% of his hearing across the board—and can't distinguish individual words when characters mumble/will need to ask characters with quiet/soft voices to speak up. Please lmk if your character is quieter/mumbles/speaks under their breath!

Wanted CR: Friends - superficial to gradually deeper bonds, people to flirt at, hookups, fellow military types to bond with over their common background.
Unwanted CR: People immediately finding out about his bulimia without ooc coordination, instant romance, characters immediately seeing right through him and recognizing him as insecure or mentally ill. A key part of his backstory is that he's masterful at hiding his issues - he will seem normal to a character who isn't a psychiatrist, someone with a past ED, or a dentist.

Event Ideas:
anger: Freddie is going to feel a resurgence of old anger as well as new anger that he never allowed himself to feel - first, his resentment and frustration toward his parents for brushing off his attempts to be closer to them while growing up are going to resurface, and second, he’s finally going to allow himself to feel angry that his now-ex girlfriend cheated on him during his first deployment to Iraq ten years ago. Up until this point, he’s internalized the cheating and has secretly seen it as a sign that he wasn’t enough and that it was a mark on his character, feeling that if he had somehow been a better boyfriend or just been better she wouldn’t have done that, thereby ultimately making it his fault and leaving him with no real right to feel upset. Freddie still won’t really have the self-worth necessary to definitively be like ’You had no right to do that to me,’ but he’ll be properly angry that it happened.

In day-to-day life, Freddie has a very long fuse and almost never loses his temper even in (especially in) stressful situations, so this is going to be a huge shift in behavior for those who encounter him while he’s under the Darkwalker’s influence. I’d really like for him to be able to lash out at characters verbally in ways that accidentally tip a little of his hand and imply to them things he doesn’t really want to advertise - characters mentioning parents in a way that implies a positive relationship might get a ‘you don’t have any idea how lucky you are’, or those in a relationship might get an ‘enjoy that while it lasts’ or similar. Very interested in dealing with the fallout after the event passes, with him having to suck it up and apologize.

the bunkers: Freddie was using multiple glucose test strips every day to compulsively check his blood sugar in the real world, and he’s not able to do that here. He’s had to ration extremely strictly, but by now he’s pretty much out, so he’s going to be coming along on the searches and seemingly looking for very specific things and passing the more obviously appealing items up, at least initially. It’s possible that he’ll ask characters if they’ve found any A) blood sugar testing supplies and B) dental hygiene items - toothpaste, floss, etc.
Anything Else?:
SERE School - Thinking I am going to finally put up a mingle log for this in October! With Irving’s assistance, Freddie is going to be teaching everything he remembers from his SERE-C training in the Air Force - the highest and most vigorous level of Survival, Evasion, Resistance, and Escape training, usually reserved only for special forces and personnel at very high risk of capture (such as pilots). Freddie isn’t a professional instructor (this requires separate certification) so characters won’t be coming out of this with top-quality training, but most will be able to come out of it with more than they had coming in!

Togo - Freddie got one of the wolfdog pups a few months ago after wanting a pet for the duration of his lifetime and only now being in a position to have one, and I’m super excited to use him as a CR hook! The problem is that Freddie is very, very much an amateur - this is his first dog, his first pet, period, and a wolfdog of any kind, let alone one with the dog parent being a working breed like a malamute, is not an ideal pet for a beginner. He’s doing pretty well training him in the basics, but he’s going to be putting out feelers for help with training, probably on the community board - especially because Togo is a very big boy and I would love for Freddie/his new buddy to learn skijoring.
Edited 2025-09-20 15:12 (UTC)