methuselah (
singmod) wrote in
singillppl2024-03-06 05:02 pm
Entry tags:
March 2024 Event Plotting
MARCH 2024 EVENT
PROMPT ONE — EXIT STRATEGY: With the way via the main road a no-go, Methuselah finds a potential and very dangerous way out of the Milton area: the Milton Mines. During the Aurora, the Interlopers must find a way to safely navigate the mines and find a way through.
EXIT STRATEGY — CONTENT WARNINGS: claustrophobic situations; potential injury/maiming; potential electrocution/electrocution injuries; potential burn injuries; hyperthermic situations; exploration horror.
PROMPT TWO — BRAVE NEW WORLD: Interlopers make their way into the Lakeside area, and are free to explore the more of the Northern Territories: a place of both industry and leisure.
BRAVE NEW WORLD — CONTENT WARNINGS: themes of exploration/survival; themes of peril; acrophobia; potential character/npc death from falls; potential injuries, potential cold injuries/hyperthermia risk.
PROMPT THREE — THE ECHO: On Aurora nights, the aftermath of the Darkwalker's attack on the Interlopers continues to ripple through the community — with a painful affliction.
THE ECHO — CONTENT WARNINGS: supernatural/otherworldly afflictions; themes of grief; themes of loss.
EXIT STRATEGY
Unusually, Methuselah returns to the town around the middle of the month. He is looking pleased and will ask that the Interlopers gather in the Community Hall. Once gathered, he climbs onto the small stage at one end of the Hall and explains that following last month’s Feast, he set out to try to find a way out of Milton, and he believes he may have found a way out.
He goes on to explain that although the Milton Mine has been closed for many years, there may still be access through the mine. The mine had two entrances through either sides of the stone, one on the Milton side since many of the residents worked the mine back in the day, but there was also an additional entrance on the opposite side, which led to a railway track that allowed easier export of coal and precious materials towards the coast. Having gained access, he believes the mine seems to mostly remain intact, but not easy to get through. However, he discovered that during the Aurora, the old mine and its electronics came to life — meaning a way through is certainly possible during those times with the added electronics in play.
It is not much, and it is certainly incredibly dangerous, but it is something. There is certainly no way out towards the south; towards the north might be the Interlopers’ best chance of finding a way out of Milton.
Methuselah will ask for any volunteers to join him in trying to find a way out via the mines, taking them up north and then waiting for an Aurora to happen before they can then make their way through and explore the mine system. Anyone is free to sign up, and he suggests someone drawing up a sign up sheet so that Interlopers have an idea of who is leaving the town on the journey.
The hike towards the mines is a long one, taking a few hours on an incline to reach the northern mountains. Waiting on the Aurora may take time, so setting up camp is the next step — waiting for night and hoping the skies fill with night soon. Interlopers are free to explore the mine beforehand, but will find a lot of it locked up tight. With areas unreachable without power and the darkness suffocating, they won’t get very far.
When the Aurora does finally come, the mine will come to life: the system’s lighting will come on throughout, albeit flickering and a little unreliable. Machinery and track systems whir and groan as the mine slowly cranks itself into functioning once more. While there are maps of the system to help Interlopers navigate the system — showing a second entrance labelled as ‘Lakeside Entrance’ — the true difficulty in getting through lies in wait.
Interlopers will find that parts of the system have been partially flooded: with the frigid water in places mostly ankle deep and others reaching no higher than knee-high on an average-height man. What’s worse, is the half-destroyed electrics ravaged by both time and the Aurora mean plenty of loose wires hanging here and there. It’s possible to accidentally catch yourself on them, meaning burn injuries and mild electric shocks — but care should be taken in checking if these wires may have fallen into these flooded parts. Stepping into these live waters will be far more deadly. They will also find that the electronically-powered gates that open through into areas may not function, with the fuses having been blown.
Gaining access through the mine is not impossible, however. It will simply require a little bit of legwork. One of the larger caverns of the mines houses a fuse board. Characters can switch off sections of the mines in order to traverse them safely, find new fuses in toolboxes scattered through the mines in order to open the gates and make their way through to gain access to the elevator of the mine — which will also require new fuses, in order to power the electrics to get it to function.
It is perhaps, most frustrating, that once Interlopers get the elevator working and head downwards into the final section of the mine, that they will come across hand-cranks — allowing them to use the elevator without the need for electricity. But at least the hard part is over, and the Interlopers now have a way through from Milton that doesn’t require relying on the Aurora to power the mine’s electrics.
On the lower section of the mine, there will be a handful of more gated rooms to get through before reaching the Lakeside Entrance, and more wires and flooded areas to traverse. But you can taste it: something on the air. You’re close.
You’ve made it, Interloper.
BRAVE NEW WORLD
Coming out of the mines, you will be greeted by a small mining camp and railway track enclosed by mountains on both sides. It’s incredibly sheltered here, with little wind chill and not as much snow on the ground compared to some of the more open areas of Milton. It may be best to rest here for the rest of the night. There are several portacabins that were used to house some of the former miners, along with additional cabins with one being some kind of foreman’s office, one that served as a kind of mess hall and one for bathing/toilet needs.
While there is little in terms of supplies left in there, some scraps may be found here and there — plus the cabins will provide decent shelter from the cold, which may be the last Interlopers will get ahead of the long walk down through the mountain track and into Lakeside. There is also plenty of coal left lying around, too — allowing for Interlopers to craft fires to keep warm. Even with it being sheltered, it’s still cold out.
In terms of where to go from here, the only way seems to be to follow the track. It’s a long walk, but rather straightforward if you keep to the tracks. A good few hours of it, but it’s quiet — and there doesn’t seem to be much in the way of wildlife or windchill here. It almost seems too easy, or as easy as it could be in regards to a long walk through thick snow.
Until you come face to face with the ravine.
The world opens up to you, with the tracks stretching over a huge valley via a… mostly sturdy-looking wooden and steel bridge. There doesn’t seem to be any way around it, no alternative route of getting over to the other side. Crossing the bridge is the only option. Care should be taken, with Interlopers now being vulnerable to the wind and the snow-laden tracks. As sturdy as the bridge looks, it seems to creak and groan under the weight of a single footstep. There even appears to be the remains of fall train-carts in the depths, from some unfortunate incident years ago. It’s probably fine.
Crossing the bridge and continuing down the tracks will eventually have the world opening up even more — you’ve finally reached Lakeside. Thick boreal forests crowd around the tracks, and in places, Interlopers will note that the tracks have buckled and become badly damaged. When they find roads, they will also find them in similar states of disrepair from beneath the snow. Following them for another hour or so will eventually lead to Lakeside’s Maintenance Yard. From here, there is a road, with directions: signs pointing towards Milton, the Coast, Lakeside Resort and the Carter Hydrodam.
For those interested in searching the Maintenance Yard, they will be greeted by a large, fenced in building. Fortunately, a great deal of the fencing has been damaged with the bad weather and it is easy enough to gain access. The place is a bit of a mess: scrap metal, wood, and dissued trucks and cars litter the yard, along with wood that can be used for kindling and firewood. Inside the Maintenance Yard, it is a little bit of a mechanic’s dream. There’s plenty of tools in this place, and even a forge which could be used for crafting if someone has the patience to fire it up and keep it hot for long enough. There’s plenty of stores of coal, at least. But in terms of a living space, there’s not much else other than a small break room with some comfy chairs to catch some quick shut-eye. Searching the Yard for any letters or such will reveal a similar theme to that of Milton: difficulty in reaching the Mainland with postage and correspondences, the lack of staffing, and the problems with wildlife. There are also complaints and concerns over growing dangers of small quakes causing damage to the roads and rail system.
Following the road towards the Lakeside Resort is a mostly quiet and pleasant enough trek, as long as one keeps close to or on the road there as much as possible. The Resort is largely secluded, even if it is around the actual lake itself, and it’s easy to see just why this place would have been a popular vacation place.
The resort is a collection of a dozen luxury cabins dotted around the edge of the lake, each of them with a decent amount of space between them for privacy. The cabins themselves are sturdy and well built, but look far more modern and almost designer in terms of style - with huge almost floor to ceiling windows and spacious porches for that perfect lakeside view, and open plan rooms and balconies. Each of the cabins contain multiple bedrooms, suitable for vacationing families and mix both modern technology and more rustic means of heating homes — making them ideal for all weathers.
A couple of the cabins are not completed, appearing to be a kind of expansion of the resort that was not finished. Build materials still remain here. Some of the cabins on the furthest side appear to have become victims of vandalism, having been broken into and completely trashed with windows smashed, furniture missing and broken, and any goods completely ransacked from the place. There are perhaps five cabins out of the twelve that remain fully intact and may contain useful items such as food, basic medical supplies and tools, and will certainly be excellent shelters for those looking for somewhere to stay.
There is also a Camp Office, situated at the east side of the lake. Used as a kind of main office of maintenance for the cabins, along with an office or tourist centre of sorts. It has a decent stock of hiking and outdoor essentials. The Camp Office does also have a small living space upstairs — presumably used by Lake staff or rangers, with a wood stove and kitchenette, along with a bathroom and several bunk-beds. It appears that the Camp Office wasn't abandoned until a short while ago — no more than a couple of months.
Following the road to the Hydrodam is a trickier one than the one to the Resort. There is a higher volume of predator wildlife here, with wolf howls closer and more frequent. With the current state of wildlife’s behaviours, it is likely to face attacks from wolves on the way there. The Carter Hydrodam has clearly seen better days. It seems to have fallen into disrepair and may have only been run by a small skeleton crew. While the Hydrodam is gated and locked up tight, it’s possible to break in through the gate and gain access.
While the lower dam is currently out of bounds, Interlopers will be able to get into the upper levels of the main building of the Hydrodam, which consists mostly of offices, maintenance rooms, a medical bay, and rooms banked with control panels, plus staff areas. The med bay is relatively well stocked, but might need a little forced entry with certain medical lockers and cabinets. Tools and other useful items can also be found here, along with bunk rooms, a small canteen and bathrooms/showers. It might be possible with some work to get access to hot water here — the showering systems run on a back-up furnace system, and while some of the pipes are broken, it might be possible to fix them to get the hot water system up and running again.
Following the road to the Coast will find a dead end. The bridge that heads over towards that direction has been damaged beyond repair, and there looks to be no way of getting around it. Perhaps, much like with getting out of Milton, there may be an alternate way of getting further south, but time will tell.
But for now, here is an entirely new region, ripe for the picking. While it appears some places have already seen minor scavenging (with the exception to the vandalism and looting of some of the resort cabins), Lakeside is largely untouched. It is full of game to hunt, an expansive lake to take up ice-fishing in, and indoor locations to search through for supplies. Some Interlopers may decide to stay here permanently now that it’s easier to travel between Lakeside and Milton.
THE ECHO
There are roughly no more than ten Aurora nights during the month of March, and everything occurs as usual: the insanely bright colours swirling in the skies before you, the crackles and pops of static in the air providing percussion to the strange, ethereal chorus of almost-electrical sounds. The electrics of the world around coming alive with its usual sputtering and falters. There is much mystery to these strange, almost supernatural phenomena — but they almost feel like a kind of staple in the Northern Territories.
But on these nights something different happens.
If you listen closely, the sound of weeping can be heard on the air. Those with the Aurora Call Feat will be particularly drawn to the sound, and will hear it more clearly compared to their fellow Interlopers. It is the sound of a woman, and those paying attention might be able to recognise the voice it belongs to: it is the same woman heard over the static of radios and televisions in December and early January. The same woman that spoke to Interlopers, telling them to sleep, with the promise of help — thus granting some of them powers. It is the same voice that screamed out the night La’an Noonien-Singh died, and the night of those recently killed in the church.
She is… grief-stricken. Her weeping is a raw and anguished thing, and the more you listen, the more it seems to grip at you. You feel her pain, maybe it echoes within your own. Those you have lost, those you have failed or hurt — a reverb that grows stronger as the night continues. It is an all-consuming pain, its depths endless. It brings tears to your eyes.
You carry this pain, as she does.
You feel it in your very bones, in your flesh and sinew. It’s an exhaustive pain, and as the night progresses, you find yourself incredibly weary. In a strange state of fatigue that won’t even allow you to sleep.
You may find yourself going in search of comfort amongst friends, or loved ones. To hold a hand, to embrace them — to not be alone in this pain you feel.
But it is a pain that is too great.
On these nights, you will find yourselves alone, without the comfort you would otherwise lean on. You will not be soothed by that comfort of others. For as long as the Aurora lasts, reaching out and touching others will bring real physical pain to you. It will hurt to touch others, and physical contact will produce a sharp biting pain, even for those who may not feel pain otherwise. Too much. It’s… too much.
Some of you were told once, in a dream: “Don’t you understand it now? We are all connected. The Aurora connects us.”
Once the lights in the sky fade, that pain will finally ease and the woman’s sobs will go quiet — but it will return once more, when the next Aurora comes.
NPC INTERACTION: YOUNG BILL
This month, with the world opening up and access gained into Lakeside, Interlopers will be able to meet one of the other NPCs of Singillatim! A diversion off the tracks towards the north will lead Interlopers to a clearing deep into the woods. Here, they will find Young Bill, a trapper and woodsman native to the Northern Territories, who lives in a cabin with his dog, Scout.
Whilst initially hostile with Interlopers, he will end up relenting once they explain who they are, where they've come from and also by mentioning Methuselah. Still a little stand-offish, he will however spare some time to speak with Interlopers and their situation.
This opens up another NPC interaction mechanic! Interlopers will be free to question Young Bill about what's going on, the situation within the Northern Territories, etc. As he's been in a different region this whole time, he'll have a different perspective to offer compared to Methuselah.
This is a one-off interaction, but it is not to say that Young Bill won't be around in the future! While a small group of Interlopers of any amount may break off from the group exploring the new region to go and meet Young Bill, the opportunity of speaking with him is limited.
Up to five characters may speak with Young Bill, so feel to plot amongst yourselves and choose wisely. While the post on the community is now up for players to read, it will be unlocked to comments from the 10th.
FAQs
1. It is entirely possible for NPC Interlopers to die in the mines due to electrocution, and players are free to use NPCs — we ask that players give mods a heads up so that the masterlist can be updated accordingly.
1. The lower dam is currently completely physically impossible to access. The door that leads there is jammed shut. Characters will notice half-frozen water leaking on the floor around the door.
2. It is possible to find bodies in Lakeside, however there is a... suspiciously low amount of them, and the rare ones found by characters will have been there for some time. They will have appeared to have died of exposure.
3. Wolves can be found in Lakeside, and their tracks are incredibly common. Interactions with wolves can happen in the exploration of this region, and they will behave much like they did during the September event and be incredibly hostile to players.
4. Bears are also common in Lakeside, and their tracks can also be found. They technically should be still hibernating, and much like wolves — they will be aggressive towards Interlopers. Keep your distance!
5. The areas section for Lakeside can be found here.
1. Essentially: physical touch with others will bring Interlopers physical pain. Sorry about that.
2. It is possible for Interlopers with Aurora Call to attempt to reach out to the woman. Those interested can inquire into what that interaction may be like!

yasmine | vasiliy | original character
Player Contact:
Pacing: Pretty slow during the week but around to boomerang during the weekends.
OOC Limits: Eye/nail/dental trauma, dog death.
Character Name: Vasiliy Yegorovich Ardankin. Characters may hear Konstantin address him as Vasya, but he introduces himself as Vasiliy and will be irked if a character whom he has not invited to use his diminutive pulls it out of the blue.
Canon: Original character.
Aurora Feat: N/A
Some basic info: Vasiliy’s a Soviet ex-interrogator, fervent communist, and revenant–born in 1910, he served in the NKVD from 1936-1940 as a ‘good cop’ interrogator responsible for emotional manipulation in the distinctly Soviet split style interrogation system: instead of beating confessions out of prisoners, Vasiliy approached them casually and with kindness after someone else had performed acts of brutality, expressing sympathy and emphasizing that it was in their best interest (and their family’s) for them to sign the falsified confessions that would ultimately get them jailed or shot outright, justifying it to himself with the belief they’d be tortured until that happened anyway. When Yezhov fell from Stalin’s favor and was jailed and executed, the NKVD was purged just as it had been during Vasiliy’s time, and he was arrested, interrogated, and executed as an enemy of the state. But his story didn’t end there–for reasons that aren’t clear to him, Vasiliy woke up lying on his back in the snow in the middle of nowhere in 2015, unharmed, carrying the documents of a man by the same name born in 1985. He’s spent the past three years unlearning Stalinism and coming to grips with the sheer magnitude of what he did, racked with overwhelming guilt and deep paranoia over being discovered and executed for what he did a second time. He trained as an EMT and immigrated to the US on a work visa two years after his return to the world of the living, and spent the year before his arrival in Milton working with Chicago municipal EMS in an unconscious effort to balance some of the cosmic harm he did while processing how he was summarily disposed of and living in fear of rediscovery, still a true believer in communism but now living in an environment in which traits that helped him survive in a police state are seen as deeply unusual. He's opened his home to Konstantin (
Wanted CR: New friends, fellow cultural minorities (compared to the general body of PCs in Milton) to bond with, esp other people from Slavic countries, people to first meet as patients and then get to know in a non medicalized setting, people to be at ideological odds with. Pretty much anything except for love interests or found family.
Unwanted CR: Romance - he and Kostya are already gradually headed toward an exclusive relationship.
Event Ideas:
Exit Strategy: Vasiliy is an Emergency Medical Technician! So he will definitely be attending out of a feeling of moral duty to do so. He’s trained to stop bleeding, take control of medical emergencies, etc. That said, he has Post-traumatic Stress Disorder from his own execution (among other things), which happened underground in Lubyanka Prison - so being deep within the earth in a damp, mildewy mine is going to be quite triggering for him. He’s going to push through the fear, but he’s going to be extremely tense the entire time, hands trembling, may have to step to the side to throw up and then keep moving, etc. He’s not going to have a good time, but he plans on doing what must be done. I love threads where the environment is a source of conflict and difficulty, and am super excited to play with the risk of electric shock angle.
In general, I haven’t gotten to play him acting as an EMT much, so I’m excited to do that if anyone gets injured! Similarly, he’s very brave when the situation calls for it, so I’d love for him to get to have a moment or two given that things have been quieter for him on the whole for most of his stay in Milton.
Brave New World: Vasiliy will be scavenging medical supplies for his kit and could certainly use help from others when it comes to carrying things: gauze, iodine, tourniquets, medications, etc. He’ll also be loading up on as many packs of cigarettes as he can find, because, well, he’s a chainsmoker.
I’m not 100% on this yet and am waiting for a mod response, but he may be seeking assistance in kidnapping a wolf pup to bring home to his and Konstantin’s cabin with the intent of raising it as he would a dog. Unfortunately, as we all know, dogs are an entirely different species, much more trainable, and you can’t just be nice to a wolf pup from a young age and expect it to evolve into a domesticated dog, but he’s lived in cities his entire life and his main reference point is A) movies and B) the fox domestication experiment, so uh, yeah.
Anything Else?: Still slowly building his CR web! He's been keeping lowkey but getting around town more and spreading public awareness of his services now that his much more extroverted
crushhousemate is facilitating meeting new people.Re: yasmine | vasiliy | original character
Anyway, 100% gonna slam my Russian medical dude into your Russian medical dude
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I'm canonblind to 359 except having a very general idea that it's about a space station but I would love to toss them together!! I'm going to be tossing up an open toplevel soon and can shoot you the link.
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The dog's going to start hanging around him at a distance by the end of the expedition because it comes to recognize him as a source of food, but like, Lalo's still from the era of the canine rabies vaccine and most parts of Mexico have a higher stray dog population than the Petrograd/Leningrad/St. Petersburg slums Vasiliy is from, so like... while Vasya understands how to act around strays and as an EMT surely has seen dogbite cases/knows the risks cerebrally, I don't think he really would have the same level of aversion as someone from Lalo's era/background might if that's workable!
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But this also works! He wouldn't be as freaked out as he would by a wolf, but Lalo would still be pretty like... "What the hell are you doing??? Keep that away from me!" about somebody trying to keep a random stray dog they found as a pet. Mexican street dogs ARE allegedly friendly iirc, so he might be more inclined to try to play with it or feed it than he would be if it was an actual wolf, but the second that dog shows him any level of aggression he'll be freaked out!!!
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My plan for this guy is that he's a GSD who was someone's pet, experienced the traumatic loss of his owner (which as a one person dog that bonds very deeply will like, genuinely fuck them up really badly), and then experienced 6 months of food insecurity and no human contact - IME the breed already tends to be wary of strangers, especially men, so that's going to be cranked up to an 11 with poor Mukhtar (so-to-be-named from the Soviet classic Dog Film about a loyal shep of the same name...). It's definitely within the realm of possibility that Lalo would be able to see the dog growl at Vasiliy more or less right after he sets down food from him because of the resource guarding...
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and comradesthese are absolutely gonna be shared right. Right?)no subject
That could be a good way for them to meet for the first time/bond - there's going to be a lot he wants to carry back but he's only one guy, so like, helping hands are very much appreciated!! For the good of anyone who ends up having a medical emergency tended by him, at least.