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MAY 2025 EVENT


PROMPT ONE: THE SHUDDERING EARTH: Quake activity in the area, paired with decaying infrastructure, reveals a way for Interlopers to make their way to the coast.
THE SHUDDERING EARTH — CONTENT WARNINGS: themes of natural disasters; earthquakes; potential avalanches; themes of exploration/survival; potential injuries, potential cold injuries/hyperthermia risk.


PROMPT TWO: THE LONG ROAD: Interlopers can now embark on the long and dangerous journey to Silverpoint, and make some grim discoveries on the way.
THE LONG ROAD — CONTENT WARNINGS: themes of exploration/survival; potential injuries, potential cold injuries/hyperthermia risk; corpses; dead npcs.

PROMPT THREE — TRY HONESTY: A dream leads to Interlopers being a little more honest with one another, in different kinds of ways.
TRY HONESTY — CONTENT WARNINGS: themes of honesty/forced honesty; potential body horror.

THE SHUDDERING EARTH


WHEN: Early May, onwards.
WHERE: Everywhere, Carter Hydrodam.

Seismic activity is well known within the Northern Territories. Both last year, and over the last month or so, Interlopers have felt intermittent tremors — the ground quaking beneath their feet, enough to upset some objects around homes but never quite enough to cause some serious damage. Interlopers have been fortunate, but the damage caused by these quakes have long left their scars over the years in this world: railroads and roads buckled and crumbled, bridges destroyed and tunnels and pathways caved in, cutting off access. The quakes can cause some serious damage.

Interlopers will find that out in the late evening of one otherwise calm day in May.

Animals will notice the signs of the impending quake before humans do, growing restless and agitated in the hour or so before the shaking starts.

A low tremor that makes items in homes quiver, the ground vibrating beneath your feet. It quickly grows more violent — items can be sent flying if they’re not secured. Light fixtures sway overhead, furniture will shake and topple over, dust and debris could rain down from above — some places worse than others, depending on the building.

Diving for shelter is the best thing to do, out of the way of windows and objects that can fall over. Finding something sturdy to take cover under. The shaking grows intense, especially in the Lakeside area. There is a strange and terrible churning of metal and stone, a crash, something giving way. Roars and crackles of noise.

In Lakeside, where the quake is far more intense, the sound reverberates around the area, but the sound can even be heard so far as in Milton — distant but noticeable. It comes from the direction of the Hydrodam.

The quake is fortunately short-lived and finally dies down. Interlopers will be able to come out of hiding and assess the damage and check on one another for injuries. Within Milton and Lakeside, some buildings that have never been inhabited by Interlopers and remained empty for a long time (and thus in states of disrepair) will be found severely damaged. Water pipes may burst, causing flooding in some unused buildings — ultimately rendering them now useless and uninhabitable.

Generally, it looks like large swathes of the area have come out unscathed — but there is a risk of avalanches in some of the more remote locations near to the mountains. It might take several days for Interlopers to take stock and assess properly, even check further afield.

Interlopers who choose to investigate the Hydrodam will come to find that sections of the dam itself have given way, the metal burst open and water spilling outwards and down the river towards the coast. The huge gorge which separates Lakeside and The Coast is a raging torrent. In time, these waters will eventually calm but it looks like the previously flooded sections of the dam that had meant it was completely inaccessible might be now free to explore with the fact the water had .

The Hydrodam has been in a state of disrepair for some time. Before The Flare, it barely had a skeleton crew running things. Now, with no one to maintain the dam itself following previous quake activity — it looks like this quake has been the straw that broke the camel’s back.

Traversing through the dam will reveal that the lower levels are now accessible and can be entered. But Interlopers should take caution: while the lower dam is now free to explore, this section of the dam still contains freezing cold water that can reach knee deep on the average person. What’s worse is these sections are filled with debris: equipment, furniture and even random junk and industrial supplies that had been once stored there. Some are broken, and can can injury to the unsuspecting traveller.

Travelling through the dam through an Aurora would be incredibly dangerous due to damage in the building, with exposed wiring and partially flooded areas not mixing great companions. The utmost care should be taken when exploring and finding the way through, or it may spell trouble.

But what it will lead to is a way out. On the other side of the dam.

And a way out to the coast.


THE LONG ROAD


WHEN: Early May, onwards.
WHERE: Carter Hydrodam, The Coast

Coming out and down from the other side of the Hydrodam will bring Interlopers to the destroyed Connector Bridge and onto Coastal Highway — the main road that leads to Silverpoint. There are a few extra outbuildings on this side of the dam which are dry but not particularly comfortable — but it’ll make do in the face of recovering from getting through the dam itself.

But after that? The world is far more open compared to Lakeside and certainly less sheltered than Milton, meaning winds are incredibly biting and difficult to contend with whilst travelling. There is little in terms of cover, and thus Interlopers may need to really plan well in order to keep themselves alive. Hopefully Interlopers have come well prepared for the journey ahead of them.

A great deal of the landscape has been damaged by quakes, making the terrain difficult to navigate: with huge, icy ridges and gorges in the earth and roads — providing ample danger to travellers. But sticking roughly to the road means a straight-forward way down but it will take several days to walk down, given the difficulty.

There is nowhere indoors to shelter on this journey save for a single garage and gas station about half-way through the trek south. Interlopers will need to brave the outdoors, even sleeping out doors or in the shallow, sheltered caves that may be seen just off the road. Interlopers will need to huddle for warmth, keeping an eye on one another to make sure they make it through the night. The gas station will provide decent shelter and warmth, however, and even boasts a few supplies left of food, water and fuel. Some one has definitely been here, but with it being so remote, it’s no wonder it’s generally been left alone.

The reasons why will soon come to light.

On the road down, Interlopers will make grim discoveries: frozen, partially mummified remains of people, half-hidden in the snow and ice. Many of them appear poorly dressed for the journey, and look to have died from hypothermia or some other kind of cold-induced injury. Some may be found as if they had simply collapsed in the snow and died. Others may be found in small groups, huddled and slumped together — having succumbed to the cold. Suitcases and bags will be littered around with them — sometimes luggage will be left abandoned alone, as if someone just gave up carrying it.

Some Interlopers will realise: these are the remains of Milton’s original residents. The ones that made it out of Milton and Lakeside, only to die on the way to the coast. Dozens upon dozens of bodies, making you wonder if anyone ever made it out alive at all.

One long road, a graveyard.


And then, in the distance, where the ocean stretches out before your eyes: the outline of a village can be seen before the land meets the water. Civilisation? People?

As twilight falls, more curiously, a light blinks slowly on the landscape. It may be easier or hard to spot, depending on the time of day. What… is that?

Silverpoint.




TRY HONESTY


WHEN: May and into June.
WHERE: Everywhere.

It begins with a dream. You stand in the atrium of a large cave, lit by a large campfire — the smoke drifting out an opening in the cave’s roof above. Someone sits by the fire with their hands covering their face and as you draw closer and closer to the flames, you realise it is a woman who sits on the opposite side of the flames. For some, they will not know who this woman is but some will recognise her: Enola.

She does not speak, does not look at you. She keeps her face hidden behind her hands, almost-childlike as she sits. The light is low but it’s a pleasant, peaceful kind of ambiance — even if Enola’s actions are a little strange, almost troubling. If you listen carefully, you’re almost sure you can quietly hear crying.

Across the campfire, on your own side of it, there are three stones laid out on the floor, each of them carved with a rune of sorts. It’s hard to tell what the runes mean, exactly. They don’t appear to be in any symbolic or runic language you’ve seen before. Even if you don’t understand them, you find yourself drawn to one of these runes.

You move to kneel on the cave floor and you reach forwards. Your hand hovers over it — a strange thrum in the air, like you can feel some kind of energy of vibration coming from it. You reach for the stone, Enola doesn’t move. As you move to pick up the stone, you feel the sharp burning sting of pain—

The dream ends.

You awaken. Not the sharp snapping of sleep to waking. Just the simple, natural waking that comes when one wakes up. But you feel… different somehow.

Honest. But honest, how exactly?

It all depends which rune you picked in your dream.

HEART RUNE: Interlopers who chose this rune will find themselves more emotionally honest. How this manifests is an aura of colour that surrounds the Interloper which will reflect their current emotional state — ie. golden for happy, shades of grey for exhaustion/tiredness, pinks for romantic feelings. The aura is dynamic and can shift with colours and even have multiple colours in play, depending on the complexities of the emotions.

MIND RUNE: Interlopers who chose this rune will find themselves with an honest mind, and will feel compelled to speak it. They are honest with their words: blunt and to the point, avoiding lies or bending truths. They may even feel compelled to reveal things that have been playing on their mind for some time — choosing to clear the air, and potential dirty laundry.

FORM RUNE: Interlopers who chose this rune will find themselves physically honest. Their previous hurts and injuries will become visible on their skin. This can be previous injuries or sicknesses the Interloper has sustained over the course of their life — even if they are now long since healed. It could be a physical manifestation of emotional or mental pain in some way. Your body no longer holds it secrets, they’re now plain and open for the world to see.

FAQs

THE SHUDDERING EARTH



1. Players are free to destroy their own homes/make them uninhabitable if they wish. Please amend the Housing Spreadsheet to reflect this. Commercial/Public buildings are off limits for destruction but players can handwave any other random buildings/empty homes in Milton that have been destroyed in the quake.


THE LONG ROAD


1. The Coast is now accessible to all players. Please see this page for further information.

2. Beach.....................

3. As a reminder. It takes about 24 hours to get from Milton to the Carter Hydrodam. Once out of the Dam, travel down to Silverpoint will take a number of days.

4. Three minor NPCs have been introduced! Molly, the owner of The Frozen Angler; her teenage son Jace; and Father Thomas of St Christopher's Church. There will be an opportunity to ask them questions, a top level of which can be found below!

5. Marra will not be open for interactions just yet.


TRY HONESTY


1. The durations of the effects are down to player choice, but will last at a minimum of three days or can last up to a full month or so and even continue into June.

PLOTTING FORM


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MARCH 2025 EVENT


PROMPT ONE: THE AURORA — TERTIARIUS: Enola reaches out to the Interlopers and offers them the chance to gain an ability for the third time.
THE AURORA — TERTIARIUS — CONTENT WARNINGS: potentially disturbing dreams; themes of starvation; themes of disordered eating; themes of animal attacks; mentions of blood; themes of terror.


PROMPT TWO: THE HUNTED, PART TWO: The hauntings of the mysterious spectral bear begin to escalate in physical attacks on Interlopers, but assistance comes from a familiar face in trying to ward the Old Bear back.
THE HUNTED, PART TWO — CONTENT WARNINGS: supernatural creature; hauntings; supernatural experiences; themes of hunting, being hunted/stalked by an animal; bear attacks; potential gore/maulings; potential character death; potential NPC death.

PROMPT THREE — DON'T SLEEP: A mysterious creature is attacking and killing Interlopers as they sleep. Interlopers must either cosy up with a friend, or spend the night holding a sleepless vigil in order to fight it off.
DON'T SLEEP — CONTENT WARNINGS: malevolent supernatural beings; sleep paralysis demons-esque creature; themes of hauntings; themes of peril/terror; death of npc interlopers; possible character death; supernatural death; possible sleep deprivation.

THE AURORA — TERTIARIUS


WHEN: The Month of March, Mid-March.
WHERE: Everywhere.

There has been an increase in frequency of Auroras over the month of February and into March. It is very much something all within the Northern Territories are used to, barring the newest numbers to the ranks. The noise starts: faint at first, but then growing louder. An ethereal, high-pitched chorus of sounds difficult to place. There’s a kind of electrical buzzing with it all, a low, endless hum punctuated with cracks and pops. The sky is alive with sound, and with it comes the swirling streaking of colour against the inky black of night.

Streetlights, illuminating the town’s roads; lights in stores and homes will come alive, buzzing and flickering at times. Rotting and rusted cars, almost entirely buried in snow will turn on, their headlights blaring. Electronics that had previously seemed broken flick on — and whilst there are no broadcasts available on televisions, and the radio waves only drone on in static, with occasional emergency broadcasts somehow still going. Any computers and phones will turn on, but will have no internet or reception. Instead, Interlopers may find texts and emails — many of them unsent. The everyday lives of their users stored within, now readable.

With it, Enola can be heard. For many, this is a familiar thing — but not everyone is overly familiar with Enola. She is the First Interloper, and although she is somewhere unknown — the Aurora connects all. She can be heard muttering, distracted and exhausted. Her whispered, unintelligent words a ghostly presence over the Northern Territories.

By mid-March, on Aurora nights, you hear her calling out to you. You hear her call your name. Soft whispers on the wind that echo, she’s trying to reach out to you: “I see you. I’m here.”

On one particular night, the Aurora is particularly notable — it’s almost beautiful, even with its haunting aura. The shimmering waves of colour dancing across the skies, brighter than they’ve ever been. During this Aurora, shooting stars can be seen streaking across the skies. Sharp glints of light across the night. Interlopers finds themselves stopping to watch the shower of stars.

“I’m sorry I can’t be there. I.. I can’t leave. I have to—.” she cuts off, exhales heavily. For a long time, there is silence. Nothing but Enola’s laboured breaths. She sounds… tearful, overwhelmed.

“You’re doing so well, you know that, right? You’re surviving this place.” she tells you. “Even if I can’t be there, I’m with you. All of you.”

There is a silence for a time, long enough that it makes you think Enola has gone.

“I promised I would help you the best I can. This place… doesn’t have to take everything. This is not the ending of all things.”

She tells you to sleep. For some, they recognise this and realise what may end up happening. For others it feels like going out on a limb. But you sleep, and perhaps a dream may come to you.

EFFICIENT MACHINE: The colours of the Aurora dance around you in your dreamscape, overwhelming for a moment before they begin to settle. You dream you are sat at a magnificent feast, the table laden with rich, exotic foods. The mere sight makes your mouth water, your stomach rumbles in protest. You have never felt more hungry in all your life, and you want nothing more than to take your fill.

You are not alone, you realise.

At the opposite end of the table sits a woman, her face shrouded from view, a crown of thorns and flowers upon her head. You cannot tell if she is old, or young. Perhaps she is both, but you feel slightly apprehensive in her presence.

‘Magnificent, is it not?’ she asks. ‘Eat, if you must. But you will hunger again, and know a time of nothing to fill your belly. You will waste away to nothing.’

You stare, unnerved.

‘But… touch nothing, and you will never understand such a pleasure again — but you will never know hunger again. You will never know thirst again. Death will not come for you for an empty belly or an unquenched thirst.’

You sit for some time, staring at the food before you. You hunger desperately, but in the end, you decide not to eat. The woman chuckles, nodding. ‘Very good, child.’

When you awaken, you feel content, like one does after a large meal. That pleasant kind of sleepiness that comes with it. You do not realise that this day will be the last time you ever feel this kind of satiated. There’s something within you that understands: you are blessed, perhaps by Mother Nature herself.

You are an Efficient Machine, and will never suffer for it in times when you have so little. Her bounty, no matter how toxic, will never harm you.

OLD BEAR’S BLESSING: The colours of the Aurora dance around you in your dreamscape. You dream of kneeling in thick woods, one you recognise to be Lakeside. You hold a weapon close to you: your gun, your knife, your bow, whatever it is you use to arm yourself in waking life. The air is alive with breathing, your heart thunders in your chest.

You feel… warm, with blood. You are injured. Sharp claws have torn your flesh, fangs have punctured you, mangled your bones. The pain is overwhelming, and you look up to a shadow of a great and terrible beast.

The Old Bear. Impossibly big in this dream, more so than the phantom that’s haunted you the past several weeks. It towers over you. You cannot win this fight. You are tired, weak and injured.

But you will not be afraid. And you keep your weapon ready.

The bear approaches you, weighted and purposeful steps to your kneeling form.

Its giant muzzle is level with your face. The moment is fraught. Its jaws open wide into a ferocious roar, and you don’t flinch away — even as you feel its hot breath against your face. In reply, you scream back. You will not be afraid.

Old Bear falls silent, salivating jaws dripping onto you. You gaze at the Old Bear’s huge, black eyes: intelligent and fearsome. The darkness in those black pools feels endless. And yet you feel… seen. The Old Bear sees something in you.

You will not be afraid.

When you awaken, you feel…. strong. Hale. Perhaps the best you’ve felt since you came here, perhaps for the first time in your life. But there’s something else, too. Something that rolls in slow waves in the pit of your stomach. Rage, some old kind of fury that warms your bones. The Old Bear has granted you a boon, a blessing. May you use it well.

DARKWALKER’S REVENGE: The colours of the Aurora dance around you in your dreamscape and then fade into nothing. When you look up, you are in a place of endless, impenetrable black. You are not alone. Enola stands with you, apprehension in her expression. You can feel the hairs on the back of your neck prickle. In silence, all there is the sound of your breathing, Enola’s breathing. She looks about, searching, on guard. She steps in front of you, as if to shield you.

Something is wrong.

Enola looks over her shoulder at you. Her blue eyes are sharp, fearful. She says your name softly.

Out of the dark, an invisible force grabs Enola, lifting her from her feet and yanking her backwards and away from you. It drops her briefly and she falls to the ground. You can try to chase after her, try to help her, but there is an almighty sound: as if the very earth is splitting open. Enola is dragged from you, kicking and screaming and fighting as furiously as she can.

No—! Leave them! Leave them be—!

Something shifts, and it is as if she’s being dragged down into the very earth itself. She claws, trying to gain traction, trying to stop herself from being pulled down completely and disappearing into the dark. A gigantic skeletal claw rips emerges from the darkness and her from you. She’s cut off mid-scream, horror in her eyes.

In the dark, you are alone. Or so you think.

There is the slow churning sound of bones and scattering of earth. Out of the darkness appears the violent green of three glowing wolf skulls, impossibly enormous and rising and rising and rising.

It towers above you, gargantuan and leering. The Darkwalker. The wolf skulls snarl, their jaws pulling into terrible grins. The center of its skulls opens its maw, dripping emerald mucus. It is hungry, so very hungry. And then it lunges at you, swallowing you whole with the snapping of jaws and a terrible wet sound. There’s pain, and fear. Overwhelming and all-encompassing; and the dream snaps shut as it ends.

When you awaken, you feel sick to your stomach, exhausted. Perhaps even feverish. You will not be able to rise from your bed, spending an entire day sick with some unknown illness. By the nightfall of the second day, you will begin to improve and feel… stronger, somehow. Revitalised. The night is long and bitter, but you are not afraid of the dark.

But do you understand the price? Something has gone wrong. This is the Darkwalker’s Revenge. You may never know the light again.

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 HUNTED, PART TWO


WHEN: The month of March, into April.
WHERE: Everywhere, but mostly Lakeside.

For months now, a presence has been haunting the Interlopers across the Northern Territories. At first, nothing more than footprints in the snow that lead to nowhere, shadows against the rocks that disappear when you turn around.

The Old Bear has Returned, and may you find your way far from its teeth and claws.

Out in the wilds, you will find yourself being stalked. For many Interlopers, they have been through this dance before. The prickling sensation at the back of one’s neck. The thuds of its paws in the snow approaching you, low grumblings of a great, angry beast seeking you out.

Something feels different, this time. Something feels real, weighted.


In time, the creature will be upon you — a hulking, great bear with thick brown fur, snapped arrows sitting at its neck and a strange, keen intelligence. It watches you, follows you from a distance, up high. And soon enough, it will charge.

Fleeing from Old Bear would have you running from nothing but the wind. Previous attempts of standing one’s ground and attempting to shoot or fight the bear have proved that the apparition will dissolve into thin air quicker than a blink.

But not this time. The phantom is made of flesh.

Old Bear might not kill you, but a mauling from them will certainly draw you close to death if its allowed to get at you for long enough. Almost as if it hopes the resulting injuries or the exposure will kill you. Pray that you have someone with you to help fight Old Bear off so you can escape.

And It seems as if there is very little to be done to stop Old Bear’s approach even now with it being physically able to harm you. Flames will not harm it, nor ward it off, campfires will not keep it at bay. Shooting at them will only anger him even more if it can see you. The sound of guns may keep them at bay, provided they cannot see where you are. Flare guns are effective, particularly if Old Bear doesn’t see where its coming from. Hiding in buildings is effective enough too, with Old Bear clawing at wood and hefting its great weight to try and force its way inside for a time until it eventually gives up and leaves you alone.

But there must be something that can be done to beat the ancient creature back, and there is someone who may be able to help. On occasion, Young Bill, who is out in the wilds of Lakeside, may come across you in the midst of Old Bear trying to attack Interlopers. He will help chase the bear off with the use of a trusty flare gun — with it being far better at spooking the animal off for a short time. In the aftermath, Young Bill will help tend to any injuries in a state of shock and — once Interlopers are alright — with a grim smile.

“I thought we were all just seeing things. Ghosts. But that old bastard’s still around, like… for real, huh?”

He’ll gather up Interlopers and take them back to his cabin for any further treatment and a chance to get warmed up again. He will tell the Interlopers the story of the Old Bear (for those who have yet to read it in the Camp Office) before leaving to fetch a chest from his bedroom. Inside will be a broken spear, still covered in ancient, dried blood and carefully wrapped in fabric, along with ancient blue-prints on yellowing, fragile paper.

“My ancestor was one of the hunters who went after Old Bear.” he will explain, showing Interlopers the broken spear. “This was all that was found after they, and Old Bear, disappeared out on the muskeg.”

“I thought it was all just… stories. Hunters with ego trying to stop an old bear. But… that bear shouldn’t be alive. With the way things are now, with how things are changing. I… I don’t know what to believe anymore.”

“When my old man was dying, he said it wasn’t the Darkwalker that was coming for him. It was the Old Bear. Maybe he had a point.”

It makes you wonder, considering the state of the world.

“You need something that can do what bullets or arrows can’t.” he tells them, laying out the fragile blueprints on the table. “Thick steel, far better for piercing through that hide. Make one of these, and you might just have what you need to keep that thing away. Maybe enough to keep it away from you for good. I don’t know if this might work, but it’s worth a shot. And I owe you for everything you’ve done for me.”

“There’s a forge at the Maintenance Yard. I’ve used it before, the guys there would let me do work there on occasion. I think one of you guys have been in there lately. We could make some of these. They’ll last longer than bullets, too.”

At least for those inexperienced in metalwork, Young Bill will accompany Interlopers to the Maintenance Yard and get to work — guiding them in powering up the forge and getting to crafting new spears. The spears are strong, sharp and sturdy, despite their modest appearance. Young Bill checks each one, whispering something under his breath to the steel as he runs his thumb along the edge, and perhaps you may hear the words. It’s strange, they are not English, but you understand them all the same:

May you know your enemy.’

You may not be sure if this will work, but if the Old Bear comes for you again then you have something new to try. And soon enough the creature will come, stalking you for some time before it draws in to attack. As it charges, readying your spear by kneeling in the ground and angling it just right will give you a fighting chance of piercing through that tough hide and giving you a fighting chance of avoiding being mauled. An intense, desperate fight will ensue, but the spear proves to be a valuable asset, allowing you to fight Old Bear off far better than anything else you may have tried before now.

And sure enough, the creature will run off — leaving nothing but blood upon the snow. You won’t be able to hunt the beast down, such is not the way of things with this strange, ancient creature. But you will have fought it off enough for it to leave you well alone. Until next time, that is.


DON'T SLEEP


WHEN: Throughout the month of March.
WHERE: Everywhere.

Something attacking the Interlopers in the dead of night. Perhaps there are whispers of it amongst Interlopers in town, utterings in conversation. A bad night’s sleep, a terrible dream. A monster in the corner, and being powerless to move against it.

A shadowy presence in the room where you sleep. Distant, in the corner of the room: something impossible tall and human-looking. Watching you. The first night it does nothing but watch from its distance.

The second night: it is closer. You still can’t quite pick out the details of it other than the bald head and unnaturally long limbs as it towers over you, bent to loom close.

The third? Well. Those affected don’t speak of the third night. The dead don’t speak.

Checking on neighbours, it will be uncovered that some of the Interlopers have been killed in their beds. Investigations of Interloper homes will turn up showing no sign of a break in, nor will anyone note anything out of ordinary on the nights that these Interlopers die — no screams, no signs of a struggle, no assailant running off into the night.

But it is clear that something is killing people as they sleep each night — often targeting Interlopers who live, or sleep alone.

As for the poor Interlopers themselves who are found dead the next morning, or after, their bodies will all show the very same injury: a strange depression in their chests. Anyone who wishes to look further than and perform some kind of post-mortem or autopsy will discover that while there has been little damage elsewhere in the torso, the heart has been completely crushed.

Something, some kind of… supernatural being, perhaps. No man nor beast could perform such an act.

Understandably, Interlopers will find themselves too terrified to sleep. What if whatever this is comes for them too? While they sleep? It means some long nights of sleeplessness ahead, until someone works out what to do here. The only problem is that people need sleep to survive. The body requires REM sleep in order to function, and the odds are already so terribly stacked again Interlopers without the preciousness of sleep. Sleep deprivation can be potentially devastating. Those who fell victim to the Glimmerfog last year will know only too well about that.

There are a couple of options of what to do, it seems.

Interlopers can avoid meeting a grim fate by sharing a bed for the entire month. There’s strength in numbers after all.It might be a little awkward, all things considered. But what’s a little awkwardness in the face of possibly dying horribly by some terrible creature? Bunking up with someone might be a decent idea of keeping yourselves safe — and also keeping yourselves warm, considering current state of the world and winter’s grasp clinging so tightly despite the coming of Spring.


Another option is to hold a vigil for another Interloper, to allow them to sleep for the night whilst you keep watch. Whilst this may be extremely difficult for some, it might just be enough to ward the mysterious being off from coming after Interlopers as they sleep. It’s entirely possible that the creature may actually still come for the sleeping Interloper — and will finally be revealed to the one keeping watch.

The being is nude, tall and pale, something possibly human-like but with little in terms of distinguishable features. Its face is nothing more than a warped, eyeless mask and an open, circular mouth of teeth, and with long, spindly limbs and clawed hands and feet. It’s a terrifying thing, and it may still attempt to come for the sleeping Interloper, clambering along the wall and dropping onto the bed, making to attack.

The creature can be scared off by the one standing watch by even so much as a firm word, let alone a physical attack — and it will be enough to scare it off from both the sleeper and the watcher for the duration. And it truth, it will work — while the being may continue to go after other Interlopers for the remainder of the month, both the watcher and sleeper will not be troubled ever again.


FAQs

THE AURORA — TERTIARIUS



1. The final three Aurora Feats are now unlocked! Please see the following page for more information. Aurora Feats are completely optional.

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

3. Now that all Feats have been revealed, the game will hold further events with three Feats chosen at random until the Endgame.


THE HUNTED, PART TWO


1. The spears don't appear like much, nor do they appear like they will do much damage — but are incredibly sturdy and strong. Is it magic? Belief? The power of folk story? It's hard to say. But there's something about them that is incredibly effective in dealing with Old Bear.

2. Interlopers are allowed one spear each.

3. Interlopers can make an additional spear to bring back for a friend who might not be present.

4. The language Young Bill speaks to the speaks is one native to the game-world and thus fictional. However, those familiar may note similarities with the languages of the indigenous peoples of Canada.

DON'T SLEEP


1. Interlopers who are haunted by the creature and spend a single night sharing a bed with another will find that they will 'reset' their hauntings but there will be an additional day added. Their next night alone will be uneventful, the second will have the creature appear at a distance, the third will have the creature closer and the fourth would be the day they would be 'caught' by the creature and killed.


PLOTTING FORM


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JANUARY 2025 EVENT


PROMPT ONE — THE HUNTED, PART ONE: Interlopers find themselves stalked and hunted by seemingly supernatural presence.
THE HUNTED, PART ONE — CONTENT WARNINGS: supernatural creature; hauntings; supernatural experiences; themes of hunting, being hunted/stalked by an animal; bear ‘attacks’.


PROMPT TWO — TIES THAT BIND: Those little blinks of light noticed by Interlopers finally take form, showing Interlopers just how they're connected.
TIES THAT BIND — CONTENT WARNINGS: red strings of fate; possible themes of co-dependency; shared empathy/telepathy; potential forced empathy/mood/emotion alternating/mental manipulation; supernaturally induced pain; forced feelings of sadness, low mood.

PROMPT THREE — WINTERSTILLE: A new winter storm hits, with a terrifying twist at the very heart of it.
WINTERSTILLE — CONTENT WARNINGS: extreme weather; storms; blizzards; supernatural weather; themes of survival; possible character cold-related injuries; possible themes of peril; themes of weather-related horror; possible npc death; possible character death; possible animal death.

THE HUNTED, PART ONE


WHEN: The month of January, continuing into February.
WHERE: Everywhere, but especially Lakeside area.

Methuselah once warned an Interloper of the changing behaviours of animals within the Northern Territories. Perhaps this is something of this kind of instance, or… perhaps it is something else entirely.

There are old tales, some of which might be found within the Camp Office like Nor'pogo: folk stories about the area — and not just of Lakeside, but further afield. One is the story of The Old Bear, and those who tried to bring it down.

In the early days of inhabitation of the Northern Territories by European settlers, a gigantic bear had already long made its home in these wilds. It was said that the bear was incredibly long-lived and unusually aggressive. The settlers had angered it by cutting it off from its feeding grounds and chased it off from where it had once freely roamed, encroaching on its territory.

Incensed, the Old Bear began to hunt and kill the settlers — determined to win back its world. It was said, however, that their weapons were no match against the creature. It was as if nothing could ever truly bring it down. Firearms could barely affect it, and its thick hide was filled with old, broken arrows that had tried and failed to injure it.

Three hunters, determined to fight back against the bear’s attacks on the settlers, and bring the animal down for its pelt to hoard as a trophy, decided to pursue the bear. Thus began a bitter hunt that lasted months. They chased it down all over Lakeside and then to the east, up towards the muskeg that lay in the shadows of Timberwolf Mountain. It is said that they went out onto the muskeg, never to return — with Old Bear disappearing with them, too.

Perhaps the four of them all met their end, both men and bear. But something has begun to stalk the Northern Territories once again. Footprints can be found in the snow, tracks of a bear far larger than anything found in the natural world. Prints that smell like bear, but there's something off about them. Prints that disappear into nothing, as if a ghost walks through the silent, snowy wilds.

Out in the wilds of Lakeside and Milton, Interlopers will start to find themselves being watched. A distinct prickling at the back of their neck. In the distance, they will hear the heavy thuds of a large animal trekking through the snow, the low grumbles of an angry beast.

At first, they are distant enough that perhaps you might be able get away from the sounds without incident. Fleeing for the safety of the indoors, or creating enough distance for the sounds to fade into silence. Surely the creature will not follow you, especially indoors. And you’re right. The indoors will seem safe.

But over time, the sounds draw nearer. Near enough to make you think it's almost upon you. You turn to look to see where the creature might be, only to find nothing in the immediate vicinity. You cannot see what huge, hulking creature is heading towards you. The woods are still and silent as they always are, save for the animals you would usually find in this place.

Or worse, you suddenly feel the heavy huff of breath behind you: hot against your neck, snarling. A beast upon you, ready to devour you whole.

And then, as you turn. Nothing.

As the month goes on, these instances increase. Other times, you catch sight of it. A huge shadow from the rocks above, shining golden eyes in the dark and a wide snarl of teeth. A bear, bigger than anything you’ve ever seen. Impossibly so. A mass of dark brown fur, broken arrow shafts protruding from its hide, watching you with a keen and ferocious intelligence — staring you down until suddenly, it is gone. Nothing but the shapes of rocks and foliage.

Sometimes, it leaps down at you. Charges at you.

Turn and run, and it will give chase — but you’ll find yourself simply running from the wind.

You are not just stalked, but haunted. Hunted.

TIES THAT BIND


WHEN: The month of January, into February.
WHERE: Everywhere.

In the Quiet Apocalypse, Interlopers face the harsh and unforgiving climate of the Northern Territories alone. Or so they think. Interlopers are all connected to one another in some shape or form. At the start of the month, the strange flickers of light that Interlopers previously noticed will begin to form a little more solidly and can be seen appearing at their fingers. They are incredibly weak at first, but in time the Interlopers will find that some of these strings of light will become far more stronger in their appearance.

The strings are completely intangible. They cannot be touched, your fingers going right through them if you try. But Interlopers will find that these strings of light will eventually lead somewhere: to another Interloper.

Some may have heard of strings of fate, red strings that lead others to their romantic soulmates. These strings, however, are not limited exclusively to romantic soulmates and the strings can have far broader meanings. And they do not simply connect Interlopers to one another, but have abilities that come with them. Connections are powerful things, after all.

For those who crave connection or have particularly strong bonds with others, these strings may be incredibly influential on Interlopers, and these abilities may come very naturally, like breathing. For those who relish in the solitude, they may find their strings far weaker — although they may come to find they do not like this. That it disturbs them in some indescribable way. Others may note that their strings are frayed, they seem more fragile — noting a tense or strained relationship. This too will be something that Interlopers will find troubling or disturbing to them. It sounds like you might need to work on things to make things better.

There are four types of strings that will appear:

The Red String: This string represents close relationships of a positive nature but specifically romantic interests or lovers. Concentrating on these threads will bring a kind of intuition similar to that which is experienced by Interlopers who share the Moon Touched Feat. You speak a kind of secret language, almost like talking telepathically but not quite. You become fully in tune with one another, conveying meaning and understanding without uttering a word.

The Gold String This string represents close relationships of a positive nature, specifically friends, familial relationships, and comraderie. Interlopers will find that concentrating on this kind of thread shared with another will find themselves more in tune with one another's emotions, and know exactly what the other needs at any given moment. However, it may sometimes become difficult to identify who an emotion belongs to. Emotions can be passed to one another: one Interloper might be able to purposefully soothe another's anger, or raise another's spirits if they feel upset — for example.

The Black String: This string represents antagonistic relationships. Rivalries, enemies, or those you simply mistrust. However, concentrating on this kind of thread shared with another will bring pain to the Interlopers. Sometimes this might feel like an electric shock, other times it might feel like a slow, dreadful ache. After this initial pain, Interlopers will find that they are more prone to picking up the thoughts of the other person that they are connected to. This may be in the form of specific thoughts of what the person is thinking at that time, or it may be picking up the thoughts the other has had about the Interloper previously — possibly providing useful insight into the minds of those you dislike most.

The White String: Every Interloper will have one white string. It seems to lead towards the east, but Interlopers will find it very difficult to follow it and will not be able to follow it for long. At first, concentrating on this string will bring a sense of sadness, heaviness. But for some, they may even feel a sense of comfort, or the feeling of being uplifted.

Each string will give off some kind of impression of the Interloper it belongs to, something that comes to mind in terms of identification: a scent, a colour, a sensation, a food item. Whatever it is, it is something that is related to the Interloper the string belongs to. The white string will give off the impression of feeling alone, along with campfire smoke, blood, and the saltiness of tears. Underneath that, there’s something a little more subdued: warming winter-spice

WINTERSTILLE


WHEN: 24th - 28th January.
WHERE: Everywhere.


Those versed in reading the signs will note the approach, those who have learned to read the weather, nature itself, if they pay close enough attention: the shifts in pressure, the restlessness of the weather, how wildlife absconds. Something is off, something is coming. For the rest, Methuselah arrives into town. He is hurrying, as fast as his aged body can take him. The old man was right the first time when he came with warnings. Hopefully this time the Interlopers will heed him again.

‘Something is coming.’ he warns Interlopers, breathless. Methuselah is worried, even someone as long-lived as he. He has seen many storms, but something troubles him about this one. ‘A great storm. But, in the signs— something is wrong and it is coming much too quickly, I cannot say when it will arrive, but soon. We do not have much time to be ready.’

Interlopers will have only a day or so to prepare. To batten down the hatches, to gather supplies and hunker down. The Community Hall is a good place as any to gather in, and it makes sense to gather in there again to wait the storm. Many can go there, but others are free to wait it out in their own homes, with their select company.

Free Runners and Aurora Callers are invaluable in getting messages around the town and further out to those who live in Lakeside. As will those little strings of yours. It isn’t much time to get ready, especially if this might end up lasting several days, but some warning is better than none at all.

The skies darken and in comes a violent squall: snow thick and fast, winds roaring. Buildings creak and groan, as if they might tear themselves apart. Trees will come down, some buildings may not survive it. Day and night, the storm rages around. A complete white out.

And then, suddenly, in the early afternoon of the next day… it stops.

The snowfall ends. There is a strange whistling of the winds, and then it drops completely. Everything is still, silent.

The sky is clear. There is light, the precious few hours of daylight afforded to Interlopers at this time of year seems impossibly bright — no clouds can be seen in the sky. There is nothing but clear, pale blue.

But looking toward the skies will reveal a circle of clouds surrounding that clear, blue sky. Almost a perfect circle. The eye of the storm.

For those in the Community Hall, looking to venture outside, Methuselah will shake his head. No. — ‘I do not trust it.’

It’s slow at first. There's a strange sound in the air, something coming downwards. The highest trees and buildings are the first hit by it. They crack and shift ever-so slightly, freezing instantly. From the very top and moving downwards...

If you are outside, maybe you feel it in your bones: run.

The strange ice descends, freezing everything it touches, the strange white pattern crawling downwards. Run for cover, inside, out of the elements and into dry and warm shelter. Even inside, you'll notice it crawling downwards and towards you: white frosting over walls and furniture close to it. Everything crackles and groans as it freezes over— some unprotected windows will shatter, especially those of the long-abandoned cars still scattered around the town. Mugs and plates will shatter, even mirrors — potentially sending shards flying to unsuspecting Interlopers.

You'll need to move into the center of rooms, or close to lit fires and gather close. Keep the fires going. Keep the temperature high.

And hopefully the ice will not reach you.

This strange frozen stillness will last for the next twelve hours. You will be trapped, huddling, away from the edges of your shelters.

The silence ends. And then the storm returns, the howling winds and furious blizzards. The storm will rage on for another day until it finally fizzles out and the world becomes calm again. It will be safe to go out now.

There’ll be a lot of damage to the town due to the storm, and windows and doors will likely be frozen shut and difficult to open again, meaning it will take time for Interlopers to actually leave their places of safety. In the aftermath, Interlopers may find just how deadly that stillness was, how deadly that crawling ice: the bodies of the unfortunate, human and beasts alike, frozen on the spot — dead in an instant and left stuck there.

FAQs

THE HUNTED, PART ONE



1. Interlopers will be spared by any form of physical attack at this time. The attacks on Interlopers will only be instances of striking fear, and giving chase.

2. Other Interlopers who see a fellow Interloper running away from a chase will not see the bear chasing them. It'll look like they're just running from nothing.

3. While the bear will not come indoors, Interlopers will still note it stalking around outside, even scratching or thudding at doors or walls. These will appear completely untouched when later inspected.

TIES THAT BIND


1. Weaker or frayed strings will be less powerful, and Interlopers may feel compelled to rectify this as the sensation of having a frayed or fragile string will be unpleasant to bear.

2. It is even possible to have strings that are connected to people who are not present within the Northern Territories, including people who are in Interlopers' homeworlds. Interlopers may try to follow these strings, but will find that the strings will lead to nowhere — like looking for the end of the rainbow. You will not receive power benefits of these strings, only have an impression of who it belongs to.

3. You cannot see an Interloper's other strings, other than your own connection with you. However, you can see other Interloper's White Strings.

4. If a relationship isn't really black and white, a mixed-colour thread would be acceptable of a relationship that could shift either way or is more complicated in nature. There would be a more dominant colour of the two, however, and the abilities would be from the dominant colour.

5. Concentrating on a string gives off the impression of who it belongs to, you do not have to follow it.

WINTERSTILLE


1. Interlopers with the Cold Fusion Feat will be able be out during the storm at any point and be completely unaffected.

2. Interlopers with the Lightbringer and Moon Touched traits will prove valuable for providing warmth/heat when hiding from and waiting out the ice.

3. Players are welcome to either camp out in the Community Hall or within their homes!


PLOTTING FORM


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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


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SEPTEMBER 2024 EVENT


PROMPT ONE — PAINFUL REMINDERS: An Aurora briefly connects the Interlopers to their homeworlds, and with it are able to receive items from home — but these ones will bring no comfort to them.
PAINFUL REMINDERS — CONTENT WARNINGS: potentially upsetting themes; themes of loneliness/isolation.

PROMPT TWO — THE ENEMY WITHIN: Strange and familiar occurrences begin in Milton and Lakeside, growing in frequency and danger for the Interlopers. Who can truly be trusted among their numbers?
THE ENEMY WITHIN — CONTENT WARNINGS: kidnapping/attempted kidnapping; attempted murder; murder; vandalism; arson; assault; animal mutilation; corpse mutilation/manipulation/desecration; themes of peril/terror; possible character/npc injuries; possible character/npc death.

PROMPT THREE — BAD BLOOD: The Forest Fighters finally come to Milton, and with it: they bring the yawning grave.
BAD BLOOD — CONTENT WARNINGS: attempted murder; murder; vandalism; arson; assault; mentions of blood; themes of peril/terror; possible character/npc injuries; possible character death/npc death; actual NPC death.

PAINFUL REMINDERS


WHEN: 5th - 9th of September.
WHERE: Everywhere.

For many, the sight of the Aurora is now one they have become used to. There have been plenty of them over the year that has passed since the Interlopers first came to the Northern Territories. Often, they have been a sign of great danger, with plenty of unsettling and unnatural things happening when the skies light up. Other times they have been the herald of aid — a link between Interlopers and Enola, gifting them with abilities to help them survive in this world. There is no real knowing what kind of force the Aurora is, truly. And there is a tension that holds amongst the Interlopers as the day turns to night and there is the soft sound that grows louder.

The ethereal, high-pitched chorus of sounds, is difficult to place. Perhaps it sounds like voices, or discordant strings. And with it, the low-drone of electrical buzz — punctuated with the echoing pops and sharp cracks. The sky is alive with sound, and with it comes the swirling streaking of colour against the inky black of night, growing brighter and brighter as time goes on — greens, blues, pinks and purples shifting and dancing across the night. And much like every Aurora before this one, the electricals of the world come to life too. Homes, streetlamps, cars long-stranded in the snow. Man’s world comes alive, buzzing and flickering precariously.

But there are no ghosts like there once was a year ago. No terrible weather, no poisonous fog. If one could call it a ‘normal’ Aurora, that’s what it appears to be. But there is something else in amongst all the light and noise. Snatches of things: whispers of conversations, names called, laughter and tears.

You realise you recognise these voices. They are the voices of home. Perhaps you hear your mother, your siblings or friends. Whoever they are, you can hear them. And although they might not be able to hear you — for one brief night, the Aurora has connected you, bridged the gap between your world and this one. You may sit for a while, simply listening to the voices, relishing in hearing those from back home. If others join you, you will find yourself compelled to speak of them: to share in stories about those from back home — the connections you share with them.

It’s strange, though. These voices do not fill you with comfort or joy. Instead you are left with feelings of sadness, anger, and isolation. The Aurora has connected Interlopers, but now you feel so cut off from home, cut off from friends and loved ones — reminded of everything left behind. Everything you long for. Everything you have lost.

Something strange skips through the sky, a warping of the sound. It’s unsettling. Something feels... wrong, somehow.

It’s not just the voices that will remind you of this. Something else comes through the Aurora after that night. A small token will be brought through. Whatever the item may be, when you go to sleep and next wake, you will find said item. It may be placed on your bedside, on your desk or dining room table.

The item, you will find, will bring you a reminder of pain. Of sadness. Of horror. Perhaps it’s something you haven’t thought of in some time. Maybe it is something that has lingered in the back of your mind. Perhaps it is a part of you, waiting to be uncovered. A sign of something to come. A painful reminder of your past, or an ominous omen of your future.


THE ENEMY WITHIN


WHEN: The month of September.
WHERE: Everywhere.

It starts with strange happenings at night, things left to be found by the next morning. Those within Lakeside many find themselves unsurprised by it, given their location, but the scenes found in Milton are a foreboding sight.

Mutilated bodies of animals: rabbits, ptarmigans, even deer — mangled and strewn about the streets, blood upon the snow. Some may awaken in the middle of the night to the sounds of their windows breaking, with houses on the Outskirts being targeted more than those in the middle of town. There is… a kind of unrest in the world.

It escalates.

Some may leave their home for the day and return in the evening to find the place trashed: items broken, precious foodstuffs thrown about the place and destroyed. Those within the Outskirts are once again particularly vulnerable, as are those within Lakeside. Fires are started in some of the abandoned buildings of Milton. Something, someone is targeting the Interlopers.

It is hard to pin-point who exactly, and it only puts the Interlopers on high alert. Nothing like this has never happened before. This is new, especially in Milton.

As the month progresses, the acts become more serious. Fires may be started in the middle of the night in Interlopers’ homes while they sleep. Some are attacked in the night, others are taken from their beds. Some killed within their very homes. Of the Interlopers that go missing, their mutilated remains may be found days later out in the wilds.

In Milton, soon enough, someone is bold enough to come out from the darkness, out from the gloom of the night. Interlopers may be attacked in broad daylight — by those they may recognise as newer Interlopers of the community, who appeared from the wilds: lost and shivering, with nowhere else to go. Some of them have been within Milton for a few months now.

Those in Lakeside will face something similar: Forest Talkers are making a move, rogue and isolated incidents — done with sabotaging attempts at hunting and taking a more direct approach.

They have no qualms about being captured or killed, only determined to get rid of as many of the Interlopers as they can. They whisper, they scream: “You don’t belong here. You should never have come here. It wants you gone, it wants us all gone. The end is here, it’s too late for any of us. Nature must run its course. The yawning grave has been opened.”

The attack is on two fronts: the first of Forest Talkers in Lakeside amplifying their actions. The second in Milton, enemies within the ranks of the Interlopers, Forest Talkers hiding as Interlopers.

Within Milton, newer Interlopers will likely be met with suspicion as being some of the Forest Fighters as a result of these individual acts of violence. As the numbers of Milton have been infiltrated, and it’s easy to have mistrust amongst those newer to the community. In-fighting is likely, and the entire town is stuck in some terrible, tense state — unsure of who to trust within their own numbers. In the days and weeks that follow, it remains like this. Acts of violence and vandalism — chaos and disorder.


BAD BLOOD


WHEN: The night of 27th - 28th September.
WHERE: Milton.

Towards the end of the month, the moon is full. They call it the Harvest Moon, but colour seeps into it — oranges and reds: a blood moon, partially eclipsed. The night is calm and cloudless, but there’s an uneasy feeling in the night.

The earth groans, the rumble of another quake that’s plagued the Northern Territories since the beginning of August. It is the only warning Interlopers will get — if they may realise it as a warning. To some, when they look back, it’s a omen, a starting pistol.

They do not come through the Mines. Thanks to the efforts of Interlopers to guard the entrances of the Milton Mines, they know better. They come to town from the south, not the north.
The quakes of August and September have opened a new way from Lakeside to Milton. They are led by their Leader: a man dressed in white, a large deer skull upon his head. And while their numbers are small in comparison, they come armed and with the determination to get rid of the Interlopers once and for all. As they come into town, they launch their attack.

More fires will be set, Interlopers will be attacked with abandon. Shot at, stabbed, beaten. It is a mass execution. They will not stop until the Interlopers, or them, are dead.

Well, the majority of them. There are just under a dozen teenagers and younger people amongst their ranks who have shown hesitance toward violence in the past. Perhaps they can be reasoned with. Perhaps there may be a way to convince them to abandon their cause. There is fear in their eyes. Some of them do not want to die. They fear the yawning grave.

What will do you then, Interloper? Are you willing to fight for your life? Are you willing to take another’s to save your own, or a friends? Will you hide, or run? What choice will you make? The Forest Talkers have long since made their own choice. Now you must make yours.

It is another night of chaos on a town already scarred by the events of June. Interlopers will note two familiar faces in the fray: at some point during the night both Methuselah and Young Bill will arrive. While Methuselah will concentrate on aiding the wounded and trying to shelter Interlopers the best he can, Young Bill will help protect Interlopers from the Forest Talkers with his rifle in hand. But fortunately, it is just for one single night. Ammunition runs out, sides are switched, and people are killed. As dawn approaches, Forest Talker numbers dwindle. Either killed, incapacitated or defected. In the early morning light, bodies lie in the snow both Interloper and Forest Talker alike.

Those trying to hunt down the leader will see him slipping inside an empty cabin, heavily wounded. Following after him, they will find him settling himself down to kneel on the floor. The white of his tactical gear stained red with blood as it blooms from his wounds. Slowly, he removes the deer skull from his head to reveal a clean-shaven man in his late twenties with a shock of white-blond hair. His eyes are blue, calm.

He sets the skull down, panting and sweating. He is dying. He is not afraid.

“My name is Mallory, not that it matters now. We are dead, you and I.” he says softly. “We exist in a dying world.”

He is in much pain from his wounds. He moves again to sit cross-legged on the floor. A hand touches the bloodied fabric of his front and he laughs humourlessly.

“You don’t understand, do you? The end must come. That is the order of things. The end must come so the world can be reborn. That is how it’s always worked. When the world is swallowed, it will grow again from the earth.”

It is a story. The story of the Darkwalker. Some believe it to be the end of the world, but Young Bill had once said there is another telling of the tale. A creation myth. The Darkwalker swallows the world and returns to its slumber within the earth. Within it, everything its swallowed grows again and the world returns.

“We fought against man’s actions to ruin this place, not knowing our true purpose. The Devourer has shown me the truth, and I sought to put that into action.” His head tilts to one side. “The yawning grave is opened. Does new life not grow from the decay? It is a cycle. The grave and the cradle.”

He finds it difficult to breathe, but he presses on.

“You fight to live. You come here and you do not see what you are. You are only delaying the inevitable, perverting the true course. Prolonging the suffering. You are the Interlopers, you are not part of nature’s design. The Darkwalker does not want you here. And where it fails, we have tried to succeed.”

There’s another laugh, something catching in his throat. He coughs, blood bubbling from his lips.

“And failed. For now. The First Cursed cannot hold it forever. She, too, delays the inevitable." Even as he is dying, he still have the energy to sneer. He speaks of Enola. "A woman who plays at being a god. What right does she have? All must go into the Long Dark. ... As will I. Return me to the grave.”

Mallory’s head dips, his body sagging. He inhales once more and then stops.

FAQs

PAINFUL REMINDERS



1. Players must sign up for items. See the toplevel below.

2. Items will face the same warps/nerfs as everything else that is brought into the game.

3. Items can be no bigger than something your character can reasonably carry.

4. While items do not have to belong to your character, there has to be a good reason why they’d receive such an item — ie. something related to your character.


THE ENEMY WITHIN


1. The Forest Talkers within Milton are a number of NPCs that have been pre-selected from NPCs who arrived in April and August. Not all of them will show their true intentions as the month goes on but will continue to stay hidden.

2. Two NPCs killed in the June Event were also Forest Talkers. … Good… job?

3. The following NPC Interlopers will out themselves as Forest Talkers at this stage: Devon Busswood; Rita Yee; Realm Lovejoy.


BAD BLOOD


1. Following the events of this prompt, Interlopers now have an additional way into Lakeside. It’s still rather dangerous: it’s through a partially collapsed cave system that ends into abandoned bunker on the Lakeside side. The game map will be marked accordingly in due course.

2. Some Interlopers may recognise a familiar face in the Forest Talker ranks: the man who was kidnapped by Interlopers previously in July has returned. Looks like he made good on his promise. He's come back to cause problems.

3. The following NPC Interlopers will out themselves as Forest Talkers during the attack: Jackie Blackmore; Ross Huguet; Jennifer Kitchen; Daniel Kresco.

4. As a reminder of numbers: around fifty Forest Talkers will show up for the attack.

5. There is an OOC vote on the fate of the remaining Forest Talkers, the link is here.



PLOTTING FORM


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[personal profile] singmod
JULY 2024 EVENT


PROMPT ONE — THE AURORA: REDUX: A storm finally arrives, and with it — Enola extends her hand to help the Interlopers once more, granting them new abilities.
THE AURORA: REDUX — CONTENT WARNINGS: supernatural/extreme weather; lightning storms; potentially disturbing dreams; dreams of being trapped in ice; dreams of animal death; dreams of the death of loved ones.

PROMPT TWO — PENSIVE LOOKOUT: With the Forest Talker efforts focused on sabotaging hunting efforts, Interlopers can attempt to explore the Pensive Lookout Tower, where they can uncover secrets from the diary of Sam Bouchard — the former firewatch worker of the summer of 2014.
PENSIVE LOOKOUT — CONTENT WARNINGS: themes of terror; themes of diminished sanity; themes of starvation.

PROMPT THREE — A PEEK INSIDE: A group of Interlopers get their hands on one of the Forest Talkers in search of answers — and get a little more than they bargained for.
A PEEK INSIDE — CONTENT WARNINGS: themes of kidnapping; imprisonment; self-starvation; blood/minor injuries; psychological torment, supernatural abilities.

THE AURORA: REDUX


WHEN: Mid-month, for three days.
WHERE: Everywhere.

July brings warmer weather. The fog has lifted, and the daylight returned — but an odd kind of pressure lingers in the air, the kind that feels similar with oncoming storms but something still feels off about it all. Measurements and readings are erratic, with them often making little sense. It’s hard to predict just what might be coming, but sure enough something is coming.

Hold on a little longer, Enola told you. A storm is coming.

It comes quickly, the gathering of storm clouds. At first, it looks as if a kind of snowstorm is moving in, but there’s something else at play here. Within the grey, cloudy skies, there is a tell-tale sound of an Aurora mixed within those clouds.

And with it, in amongst the dark, the swirling colours. Greens, pinks and purples weaving through the clouds, almost mesmerising to watch. The air is alive with sound: static noise, cracks and pops: a storm and the Aurora mixed into one. For those who’ve been here long enough, it’s a worrying, unnerving sight. The storm rumbles with the low roar of distant thunder, growing ever closer. The electronics of the world begin to come alive, and in the static of it all — you begin to hear Enola’s voice even clearer than before.

After so much darkness, now there is so much light. A lightning storm — aurora colours mingling with the grey clouds, punctured with crackles of lightning. Something powerful and strange — flash forking across the skies, followed by booms of thunder.

The storm lasts three days, and even though her voice is soft — you hear it over all the noise, nestled gently in your ear.

“You're still here. It means something. This isn’t the end, I refuse to let it be the end. It can’t win. You won’t go into the Dark.” Enola tells you. ”I will make you more than what you are, more than what was stolen from you. This place will not be your end. I have to try. We have to try. Together. I showed some of you, once. I’ll show you again.”

She tells you to sleep. For some, they recognise this and realise what may end up happening. For others it feels like going out on a limb. But you sleep, and perhaps a dream may come to you.

COLD FUSION: The colours of the Aurora dance around you in your dreamscape. You dream of a great hall of ice: as if it had been carved into some great ridge of it. You walk through it, marvelling at the beauty of it — a blue gloom, echoing with each of your footsteps. But as you take one particular step, the ground cracks and collapses beneath you, sending you into dark, frozen waters. In seconds, the water freezes around you, encompassing you in thick ice, your entire body trapped within it. The coldness burns you, and you are stuck there — frozen in agony. The pain is immeasurable, your entire body crushed and searing from the ice. There is no escape, no reprieve.

A voice speaks to you, perhaps it is the voice of a stranger, perhaps it is the voice of someone you know: Do you know how you survive the cold?’ They ask you. You do not know, and you wait for the answer: ‘You become colder than it.

Your eyes close. You believe those words, you do. You must become colder than the cold itself. And so you will. Your breathing slows, your heart slows and the cold… it stops hurting, it doesn’t burn. The ice around you begins the crack.

When you awaken the first thing you realise is despite the temperature, you are completely cosy and warmed. You do not feel the slightest chill. It is perhaps only once you are around other than you truly notice the difference to you — you are cold to the touch, lacking the heat you once had. An understanding comes: you are at one with the cold, it will not beat you, it will not cause you agony. Winter is at peace within you: perfect Cold Fusion.

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.

INTERLOPER’S SACRIFICE: The colours of the Aurora dance around you in your dreamscape and then fade into nothing. You dream of kneeling in a darkened, charred wood. You are not alone. In this dreamscape, you dream of a loss, or a time you have never felt more helpless in your life. Perhaps it is when someone you knew died before you, or you stood as someone was sick and injured and you were unable to do a thing. As you kneel, they are there with you: sick or dying or even dead in your arms. You cannot do anything but hold them, and the helplessness is overwhelming.

You look up and a woman in furs stands before you, her expression solemn. Enola herself. There are tears in her eyes, as if she shares the very pain you do: the loss, the grief, the hopelessness, the powerlessness. She approaches you and lowers herself to kneel in front of you and your companion, bracing your shoulders for a long, lingering moment. There are no words, none from neither of you.

Enola shifts slightly, leans forwards. She kisses your forehead, much like when a parent kisses their child: sweet and tender.

And then you feel it, as if you are set alight: an agonising pain that encompasses you whole — so painful you cannot even open your mouth to scream. You feel yourself growing weak, the corners of your vision blurring into black. It feels as if you might die from the pain, and you want for it to stop but it doesn’t.

Enola pulls away and you gasp, slumping in exhaustion, but still alive, somehow. You stare at her, sweating and clamouring for breath, and she offers you a sad smile. Never again. you feel the words inside of you. This time, it will be different. Better.

When you awaken, you can still feel the kiss upon your forehead — enough to make your fingers reach up to touch it, your entire body tingling a little. A small voice in the back of your mind whispers, reminding you as you find yourself looking down at your hands: never again. Never again, you tell yourself and the comprehension comes to you: you have chosen. This is what it means to be: this is your sacrifice. The Interloper’s Sacrifice.

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.

PENSIVE LOOKOUT


WHEN: The month of July.
WHERE: Pensive Lookout Tower, Lakeside.

The Old Hunting Lodge is located in the southern-most area of Lakeside, and its surrounding area is generally considered no-go territory with the presence of the Forest Talkers. As June turned into July, the Forest Talker’s presence in the wilds of Lakeside has begun to grow again — but their efforts appear to be focused on sabotaging the efforts of Interlopers, Methuselah and Young Bill in hunting fresh game. If anything, it could mean that with attentions drawn away — perhaps the braver sorts of the Interlopers can explore the area a little more fully.

There’s little in terms of buildings of interest in this area. The wilderness is thick and deep here. Perhaps the odd ransacked cabin once belonging to a local may be stumbled across — its contents picked clean, presumably by the Forest Talkers. Many of these buildings will be completely inhabitable due to the damage done — with some cabins being razed to the ground.

However, on higher ground, with a good hike to access it, stands a watch tower.

These lookout towers could mean a number of things: a chance to access supplies that may have otherwise been forgotten about due to the hike to get up there, a better view of the surrounding area, and the possibility of a radio — given the sign of a radio transmitter that can be found blinking a feeble red on Aurora nights.

With the snow on the ground it’s a little more treacherous, but given the circumstances, anything’s worth a shot, right? Those who attempt the hike may fall foul to slips and trips along the steep slow to reach the tower, and should take care in the ascent. Even with the warmth of July, it’s difficult. One might hope this might make the place a decent outpost, if you think about it. Somewhere hard to reach, and with such a vantage point.

Reaching the tower and climbing it to its interior will it largely intact but a mess. Someone has lived here for some time. Interlopers will find no food here, but some useful tools that belonged to the lookout: binoculars, maps, a compass, an alidade. There is even a radio sat upon a desk, and with it — a journal.

The journal, Interlopers will find, belonged to a man named Sam Bouchard — the firewatcher for the season during the previous year, detailing the months of his arrival and ending in November last year. It is unknown what happened to Sam, but his journal will perhaps offer some insight and even some information.

A PEEK INSIDE


WHEN: The month of July.
WHERE: The Gas Station, Milton.


The Forest Talkers have a long history in the Northern Territories, long before Interlopers started arriving in Milton. Champions of nature, they have sought to put an end to the industries and tourism-related expansions in the Lakeside area, first peacefully and then… not-so-peacefully. But with the events known as the ‘The Flare’ last year, Forest Talkers have been… acting peculiarly, disturbingly, aggressively.

There are plenty of questions to be asked. But the Forest Talkers are difficult to communicate with. Previous attempts have ended up in aggression or being ignored entirely. And now, even with the events of the previous month coming to an end — game remains difficult to find, and Forest Talkers are keen on sabotaging any attempts of hunting made by Interlopers, Young Bill or Methuselah. And more importantly: what is the yawning grave?

It starts as mutterings between tired and disgruntled Interlopers. They need answers, and there’s got to be a way in trying to get some. They’re hungry and exhausted and so many of their numbers are now dead. Those mutterings grow, and soon enough a plan is put into place. A small group of Interlopers embark into Lakeside and wait.

Soon enough, it bears fruit. A man is captured, bound and blindfolded — quietly and secretly brought back to Milton to be held up in the unused Gas Station to be questioned. It is not the leader, but surely one of them is better than no one at all. He is injured, but not enough to kill him. It will prove challenging in trying to get answers out of him, but soon enough the Interlopers will get him to talk.

News of the Forest Talker in their midst will inevitably spread, as most things do in small communities. Secrets are hard to guard. It won’t be just those behind the kidnapping who might end up coming across the man being held in the Gas Station.

Anyone who goes to investigate will find the man sat on the floor in quiet contemplation. Attempts of conversation will be met with long, silent stares — holding your gaze for an uncomfortably long time. He will spurn any gestures of kindness: spit on the floor at Interloper’s feet, refuse any food offered — as if the man has chosen to starve himself in protest. He says nothing, at first.

But after some time, he will look into an Interloper’s eyes and utter something. A word. A phrase. It may be a name, or a place. It may be a specific thing an Interloper has read, or been spoken to by someone. Something that holds meaning to the Interloper. It may be the name of a loved one from home, or the last words ever spoken to you by a friend. Something the man shouldn’t know.

Whatever it is that he speaks to you, it is not something that will fill you with hope or fondness to remember — but quite the opposite. A reminder of something painful, of a loss, or some other thing that caused you misery. As if he had reached right inside your mind and plucked some painful part of your past from you and spoken it to the wind.

The Forest Talker smiles, and will say nothing else. The damage has already been done.


FAQs

THE AURORA: REDUX


1. The next three Aurora Feats are unlocked! Please see the following page for more information.

2. Aurora Feats are completely optional.

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

4. This Aurora/storm will last a full three days, darkening the skies almost to night.

PENSIVE LOOKOUT


1. Interlopers who dwell in the lookout for the next Aurora will find the radio works, albeit poorly. They will be able to pick up the same broken morse code message.

2. There are no signs of blood/injury that befell Sam in the lookout. It appears he made good on what he wrote on in his journal and attempted to leave to get to Silverpoint.

A PEEK INSIDE


1. While only a small number was involved in the kidnapping itself, anyone can discover the fact there's a Forest Talker being held in Milton.

PLOTTING FORM


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[personal profile] singmod
JUNE 2024 EVENT


PART ONE — A SIGN OF THINGS TO COME: The Darkwalker claims another victim, and that is only the beginning of troubles for the Interlopers as they face a month of endless night and green gloom.
A SIGN OF THINGS TO COME — CONTENT WARNINGS: death of playable character; supernatural death; mention of dead body; themes of death; supernatural beings; themes of terror; themes of peril.

PART TWO — POLAR SUN: As June continues, Interlopers are faced with food insecurity as wildlife flees; tensions grow as they face hunger and the Darkwalker's continued influence. On the day of the Summer Solstice, the tension finally breaks and violent chaos descends upon Interlopers.
POLAR SUN — CONTENT WARNINGS: themes of survival; food scarcity/food insecurity; supernatural weather; altered mental states; mental manipulation; themes of violence; potential character injury; potential character death; potential NPC death.

PART THREE — REPRIEVE: The end is in sight, and an ally comes to the Interloper’s aid.
REPRIEVE — CONTENT WARNINGS: blood.

A SIGN OF THINGS TO COME


WHEN: June 1st, then onwards.
WHERE: Milton area; Lakeside area (Carter Hydrodam).

The evening is quiet and still. May draws to a close and while the sun does not completely set, it dips low enough below the horizonough for the sky to grow a little darkdim with twilight. The midnight sun is almost upon the Northern Territories, the air is warmer than it has ever felt — even if it remains chilly. If this is summer, it is but a gentle brush of reprieve against the unyielding winter. The Interlopers wind down for the night, many turn to their beds to sleep, others sit awake and ponder their existence in this world. They think of home, of loved ones, of their predicament here in this place. The Forest Talkers, the strange beasts and monsters they’ve encountered.

The moon wanes in the skies, nestled amongst the stars. For those still awake to notice, they can see it: slowly, one by one, the stars begin to go out. Then the moon's light is swallowed whole, and a blanket of green gloom descends upon the Northern Territories.

The sky is dark and green and terrible. Many of those will recognise it, what this means and what will come. Others will not understand it, not know what it is that awaits them all.

They will soon find out: the Darkwalker comes.

Under a green sky, a cold fear washes over you — squeezing the breath from your lungs. Interlopers will find themselves overcome with that fear, and everything in their bodies and minds tells them to run. To flee. And so you run, heading for cover. Curtains will be drawn, some may hide under beds, within closets or wardrobes. Some desperately attempt to conceal themselves, make themselves small, unseen. Some Interlopers, in that fear, may rush to friends or loved ones to hide with them, others may simply cower alone — crawling and whimpering away from the night. The fear is irrational, unable to be overcome — even by the bravest or most stoic of Interlopers.

For those within Milton, it is further away but is by no means less potent: Interlopers will find themselves frozen with the constant loom of the Darkwalker’s arrival — even if it does not come to Milton. Those within Lakeside, however, will feel the true force of this presence: more like a knife edge — painfully gripping your heart as it draws close.

The Darkwalker howls: indescribable, unnatural, demonic. Low moans and groans. It comes from the east, the faint booms of footsteps in the distance growing ever nearer. It is coming, once more. It's coming for one of you. And still, you are powerless, unable to do anything. And it is an agony, awaiting its arrival. You cry, you whimper, you cower. Curling up for some shred of comfort, and finding none.

For those in Lakeside, through the fear, they may be able to note the path: a straight line from the east towards Carter Hydrodam. It seems to go on forever, building into a crescendo. Your heart beats so hard you fear it may burst from your chest, as if you might die of fright.

There is an almighty sound; the Darkwalker devours and even with the distance you can hear it. The sound of gnashing teeth, and… laughter. There is no scream, no bright light in the sky — Enola is silent this time. There is only that laughter, echoing off into the night.

The skies do not return to normal. The green gloom hangs in the air. It is done, but it is not yet over. While the overwhelming fear dissolves away, but a kind of… dread remains on the air — almost palpable.


The Darkwalker has devoured another. Braver souls who go out to investigate into Lakeside will find just who has been devoured once they reach the Hydrodam — although it may be a day or two before they will find the body in the medical bay.

At least it is cold enough that the rot does not fully set in — but death will certainly be here.

And this is but the beginning of the Interloper’s troubles.


POLAR SUN


WHEN: The month of June, up to Midsummer’s Eve + Summer Solstice.
WHERE: Milton area; Lakeside area.

In the coming weeks and days, and weeks, the green gloom lingers. From the Darkwalker’s attack, there is no sun. No day, no night. No stars or moon or sun. No Auroras. Just the gloom and biting cold. Life becomes increasingly hard on Interlopers: higher expenditure on fuel — fires and lanterns are imperative to keep the darkness and the cold at bay.

With the green gloom in the air, the wildlife becomes more scarce — as if it has been frightened away into the deeper parts of the wilds. It will be harder to bring in fresh meat in both Milton and Lakeside, and Interlopers will find that they will have to rely on whatever stores they have — and perhaps even rationing for a while.

And it’s not the only thing frightened. Even with the debilitating fear that comes with the Darkwalker’s attack gone, there is still a kind of fear that lingers on the air that slowly eats away at the Interloper’s resolve over time.

Interlopers will find themselves anxious, on edge. Some will be prone to anger in their fear, others prone to fits of melancholy: tearfulness and sorrow. Between the cold, the lack of fresh game and the fear on the air — it’s no wonder spirits are low. Bickering and minor upsets between Interlopers are likely.

They call it the midnight sun, the polar day. It's opposite is the polar night. This is neither and both. On the day of midsummer's eve, that fear on the air is even more palpable. The air feels a little stifling at times, as if the pressure is all off — often quite oppressive, a strange kind of tension. There is something brewing, a low burning thing that begins from the moment Interlopers wake — heavy and sharp in their chest.

’So, Interloper. What will you do now?’ A voice sneers in your ear. The very same voice that has haunted Interlopers since the very beginning. The Darkwalker finally speaks after all these weeks of gloom since its most recent attack. ’When all is gone, when even the sun does not rise? What will you do then?’

A nervousness sits within you as you remember the Darkwalker’s words. What will you do if the sun does not rise? If the darkness is all that is left? If the food runs out? Your wonderings will continue to gnaw away within you. The darkness is hollowing.

’Will you lean on others, like you have always tried to do?’ the voice continues. ’What bonds you hold with them, the ones with those around you. But how strong are they, truly? Can you trust them? Will it matter when your belly is empty and your heart is low? Perhaps it is time to see.

’Never forget, Interloper. I am the Rot. And I will rot within you.’

As the day progresses into the Solstice, that tension lingers in the air, and the wonderings within you continue to wear at you. You find yourself becoming more and more agitated as time goes on. Those feelings that have been brewing for some time now have started to grow close to boiling. You may snap at others, grow restless, become enraged at the tiniest of things — the upsets wildly out of proportion for the smallest slights or issues.

You find your thoughts wandering, too. Perhaps it is to someone you know in this place, or perhaps it is to someone previously unknown to you. Maybe you have an issue with this person, or perhaps the voice’s influence extends further — not only adding to your agitations but creating them, too. A slight, a grudge, a bias.

You feel a bitter gnawing within you. The nightmarish green gloom above you persists and everything bubbles up from within. From the dark, the anger within you become too much. The tension finally snaps.

For some, it might come out as 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?

Like a ripple, all around you: all hell breaks loose. Chaos erupts, and the air is filled with violence.

Let’s hope you might stop, or someone else stops you, before someone gets killed.

REPRIEVE


WHEN: Circa three days after the Summer Solstice.
WHERE: Milton.

All things must come to an end, even the most violent of deadly storms. In the midst of the seemingly endless violence of the night, you find yourself outside. Maybe you're fleeing from another Interloper, maybe you're desperately trying to reach someone you care for, maybe you're simply trying to find somewhere new to hide. Interlopers are hunting one another, blood lies on the snow, bodies too — some breathing, some not.

Perhaps it is a trick of the light. Perhaps it's the Darkwalker’s influence still warping your already frayed mind. Or it's the blood in your eyes, your battered and bruised body struggling to get through it all.

In the gloom, you see it. See her.

A woman, dressed in furs, stones and shells glimmering on her chest like armour, stands in the snow before you. Thin and pale, eyes sunken. Her chest heaves with each breath as she looks around with wide eyes. Her hands are bare and bloody. It drips slowly from her fingers. Is it her blood? Or someone else's? You cannot tell, but you cannot mistake how thick it coats her skin.

Her head turns to look at you. You are stunned, but not frightened. Even through the gloom, after a moment or two, her eyes widen in recognition: she knows you.

Slowly and silent, other than her noisy breathing, she draws close to you. Maybe in turn you draw close to her, closing the distance between you. Up close, her eyes are blue, and sad. You cannot mistake the sorrow in them. She is tired, weary. Her hair is dark, worn loose and long. For some, you feel as if you've seen her before, but you can't quite place her face.

Softly, she says your name.

For some, there may be no recognition. This woman is a stranger, who knows your name somehow. She has been silent the past couple of months, after all.

For others, hearing her speak brings a sudden, jarring realisation: this is Enola.

She’s here. Enola. All this time, she’s whispered to you in dreams, in static, in the very air itself.

She raises one hand, dark and dripping in the green light. Lightly, her fingers brush against your chest. You don’t feel the pressure of them, don’t feel the odd heat of blood — only the weight of her stare as she holds your gaze. It’s a long moment of peace in amongst the chaos.

You feel her exhaustion, a tiredness that sinks into your very bones. Apologies, too. You have never known anything like it. But there’s something else too, something that takes a moment or two to put your finger on. Defiance. A renewal. Something shifts in the air, a growing tension, different from the kind that’s been held on the air throughout the month. It’s the coming of a storm, the rolling clouds, the growing rumble of thunder before the first lightning strike.

Enola nods, her expression grave. She pulls away and turns from you — her head lifting towards the skies as she walks. Her arms raise, bloodied hands twisting and tensing before her. They curl, almost into fists, and she makes a gesture: the slow tearing of something huge and invisible before her — a shriek spilling from her lips. A battle-cry, a last stand, a wail of agony. It echoes.

The sky cracks and splits open before you, dazzling light and colours blinding your vision into pure white. The world tilts too hard below your feet, and you don’t remember passing out.

When you awaken, Enola is gone. The skies are clear and blue, the sun is high in the sky. As you pick yourself up from the snow, in the harsh light of the polar day, blood has never looked so red. The horrors of the night laid bare. Interlopers are dead, but the Darkwalker’s influence is gone. For now.

In the wake of Midsummer, all Interlopers can do is try reconcile. Bury the dead, rebuild, lick wounds. But that feeling in the air still remains — that different, new kind of tension that has come with Enola’s appearance. The first of the lightning bolts has struck, but more are coming.

FAQs

A SIGN OF THINGS TO COME


1. Alexander Hilbert has been devoured by the Darkwalker. His remains can be found in the Hydrodam. The following note has been left by Kates concerning his death: ‘Sveta gets possession of his research notes + blood samples + creepy lab journal because it's all in Russian, lmao.’

2. Information on the Darkwalker’s attack can be found here.

3. Usually, after the Darkwalker attacks, the sky would return to normal. This won’t happen. Instead, the usual atmospheric changes that occur during Darkwalker attacks will remain in place as June continues..


POLAR SUN


1. For an idea how the setting appears for June, it's like what you see in the game during the Escape The Darkwalker Challenge. Inside, there'll be a degree of green shades to rooms etc via what comes through windows but with it being lit up via fires and light sources, the gloom will be chased back.


2. Characters are free to use this event to kill NPC Interlopers. Methuselah and Young Bill are off the table, as are two marked NPC Interlopers. Please let Mods know if you intend on doing this for record keeping!

3. 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.

4. 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. 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.

5. Talismans made by Heartman back in March with a Ward Sigil against the Darkwalker will come into effect during this prompt. It's been an ongoing process, with new Interlopers being offered them from their arrival. Players are free to choose what kind of talisman they received, or if they chose to get one at all. Their effectiveness is dependent on the type of blood used on the talisman.

Animal Blood: Interlopers carrying talismans using blood from animals found in the world, such as deer, rabbits or wolves will find themselves more susceptible to the Darkwalker’s influence and disposition towards violence. They will be much harder to break out of the hold over them, and become almost frenzied state.
Monster Blood: Interlopers carrying talismans using blood from any creatures or monsters that Interlopers have encountered in their time in the Northern Territories, such as the Serpent from December’s TDM will find there are no negative nor positive effects. The talisman is essentially useless. and Interlopers will fall under the Darkwalker's influence.
Interloper Blood: Interlopers carrying talismans using blood for Interlopers will be offered protection/resistance from the Darkwalker’s influence and disposition towards violence. They may be slightly affected but will have their wits about them more compared to others. If the blood came from an Interloper with an Aurora Feat — this protection/resistance will be largely increased, an the Interloper may even feel braver, less affected by the fear in the atmosphere.
No Talisman: Similar to the Monster Blood Talisman, Interlopers will be affected typically by the Darkwalker's influence in due course.

There are no additional affects with an Interloper using their own blood, just if they have an Aurora Feat or not.

6. Animals owned by Interlopers will be more frightened and will want to hide away in the build up — they will be disturbed by the world. Mostly lying down and whining/restlessness. They may display some signs of aggression on occasion, but not to the same degree of humans.

7. Forest Talkers are hidden away and will not be able to be reached during the Solstice.

REPRIEVE


1. Enola can only be met alone, but she will appear to all Interlopers in Milton.

2. Enola will be nowhere to be found afterwards, there are no tracks to be followed. She has simply vanished.

PLOTTING FORM


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Town Meeting



Town Meeting


With the recent events that have transpired in regards to Young Bill's plan to starve out the Forest Talkers — the eco-terrorist group that has been hounding him and leaving macabre scenes all over the Lakeside area, Interlopers have called a town meeting to discuss what to do on this.

Rather than playing out the Town Meeting, like with the Darkwalker's second attack, consider this post an OOC post of that meeting, for players to share their character's thoughts and feelings on the situation — along with the best approach in regards to Young Bill's proposal.

Players are free to thread out scenes from the Town Meeting in their own event toplevels/open posts if they wish to do so — but this is more of a quick catchall on character's thoughts that's more accessible to everyone — and players can have their characters +1 ideas they agree with!

Please fill out the following form.



EDIT: THERE IS A POLL FOR INTERLOPERS TO VOTE ON
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MAY 2024 EVENT


PROMPT ONE — THE ENDS JUSTIFY THE MEANS: Young Bill asks the Interlopers for help in dealing with a group of protestors that have been harassing him for months — by stealing their hidden caches and starving/forcing them out of the Lakeside area.
THE ENDS JUSTIFY THE MEANS — CONTENT WARNINGS: themes of survival; themes of morality; themes of scavenging; instances of animal mutilation; instances of corpse mutilation/desecration; themes of folk horror.

PROMPT TWO — SACRIFICIAL OFFERINGS: It turns out that sometimes folktales are true after all, and a mysterious creature lives within the Lake of Lakeside — and it demands payment for use of its Lake.
SACRIFICIAL OFFERINGS — CONTENT WARNINGS: supernatural creatures; serpentine creature; themes of sacrifice; potential character death/maiming; potential drownings.

PROMPT THREE — GLIMMERFOG: A strange new weather phenomenon causes a new illness in Interlopers.
GLIMMERFOG — CONTENT WARNINGS: supernatural weather; themes of illness; insomnia and sleep deprivation symptoms; altered-mental states; nightmares/hallucinations; nosebleeds/blood; possible character death.

THE ENDS JUSTIFY THE MEANS


Methuselah, having visited Lakeside, passes on the message in mid-May that Young Bill is looking for assistance from the Interlopers and asks for anyone who would be kind enough to donate their time to visit him. Some may already know how to Young Bill’s cabin, but Methuselah will draw a quick map for those unfamiliar to find the way.

After traversing through the Milton Mine — which was cleared by Interlopers back in March — and using the hand-operated crank to use the lift to reach the Lakeside entrance, Interlopers will simply need to follow the train track down through the mountains for a few hours before crossing the railway bridge over the ravine and into Lakeside. Coming off the tracks and following a trail northwards will eventually lead to a small cabin and outbuilding within a clearing: this is the home of Young Bill.

… and it seems the man himself is no less wary when he steps out onto his porch, his rifle in hands raised towards the newcomers that make their way into their clearing. Mentioning that Methuselah sent you will quickly earn that rifle being lowered though, and he will nod his head indoors.

“C’mon, I’ll get some coffee on. You look like you could do with the warm up.”

Young Bill will do just that, encouraging Interlopers to sit and warm themselves by the log burner within his home — offering mugs of coffee. He’s not alone in the cabin, either. There’s also Scout, an Alaskan Malamute, who… appears to be nesting, sleeping on piles of blankets and pillows. Once everyone’s a little warmer, he will take a seat. Onto business, then.

“Alright, straight up— what I’m suggesting here isn’t gonna be all that pleasant when you look at the big picture. If you want out, that’s fine. I’m not gonna judge.”

He means that. He understands that this going to be less than savoury, and folks are gonna have their principles and their morals. People are free to walk away from his proposal, but regardless of their participation: this is happening.

“Some of you already know about this, but I’ll start from the beginning for those who don’t. There’s this group of folks who call themselves the ‘Forest Talkers’. Rocked up here a couple of years back to protest against some of the big productions going on here in Lakeside, like the resort expansion.” he shrugs. “Few of them are locals, but most of them are from the Mainland. They weren’t so bad, but they were a pain in the ass for the companies working here. Messing with machinery, protests, vandalism. That sort of thing. I’d see them around but— they never used to bother me at all. We kept out of another’s way until everything started going south several months back.

But now? Those eco-fucks have done nothing but cause trouble for months. They break my traps, they’ve stolen from me. They tried to trash my home. They’ve even tried to attack me while I’ve been out. Pretty sure they’re the ones behind some of the burnt-out and trashed lodges. …I heard some of you guys got shot at, too.”

There’s a short pause, and Young Bill’s face grows dark, a little disturbed. Those who have been in the Northern Territories longer will note that something has been bothering Young Bill for the last couple of months or so. He’s been reluctant to mention it, but the man looks exhausted.

“They’ve done… odd shit, too. Like something out of an old horror movie. It’s like they’ve gone nuts, or something.”

If pressed, he will share the more… grisly details. Killed and mutilated wildlife, often arranged in frightening manners. He’s even found the… bodies of people: Forest Talkers themselves from what he can gather, some natives to the Northern Territories, some workers from the resort and hydrodam. The bodies are just as mutilated, skin torn from limbs, eyes removed. At some point, he has to stop. He doesn’t want to go on.

“I’ve tried reasoning with them, I’ve tried threatening them. They don’t wanna listen. I’m tired of being watched and hounded in my own home.” he explains. He seems exhausted by the whole thing. “So I guess the only thing I can think to do is to try and starve them out. I’m not here to attack anyone, but I guess maybe if they don’t have much left then they’ll finally give up and just leave. I bet if they didn’t have the foothold they have in this place, they wouldn’t be half as brave as they are.”

Ah, yes. The less-than-savoury part of all of this. Stealing from others, starving them out. Perhaps it’s not the worst thing to do to another here, but cutting off lifelines might be… morally questionable.

“They have caches, all over Lakeside. Food, supplies, stuff like that. I’ve found notes.”

He gets up to walk towards his desk and pulls out a few pieces of paper. Each of them is marked with either a stamp or some hand-drawn symbol: a circle with a simple line of pine trees inside of it, topped with the shadow of a face. They’re handwritten notes, detailing cryptic clues about where caches are hidden all over the area. Young Bill will hand them out to Interlopers to have a look.

“I have a rough idea of where they are, but I need help in finding them. It’s hard enough with the fog, and now Scout’s expecting.” There’s an unamused grumble at that last part, but he continues. “You can keep what’s in them, I just want them gone.”

Some may choose to back out of this, and Young Bill is true to his word. He isn’t here to shame or judge anyone for not choosing to get in on this. But for those who do, the journey begins. Interlopers can go out into Lakeside and begin the grim scavenger hunt. Young Bill will even supply Interlopers with maps of the Lakeside area with vague ideas of where he believes the notes may be talking about in terms of these caches. For those who disbelieve Young Bill’s claims, they too will soon find their own evidence: the very same things the man had spoken of scattered around the area.

It’s disturbing. Something is… very wrong with these people. But there seems to be no trace of the actual people themselves. Interlopers may get the sense of being watched, perhaps a sound from the woods, or something of the like — but nothing more than that. Heading to the Old Hunting Lodge and getting too close will bring on gunfire from the Forest Talkers.

Caches, when found, may be rock cairns hidden against rockier areas in Lakeside. Some might be metal containers half-hidden or even buried in the snow. They will mostly contain goods such as dried food or even MRE’s. Others will contain things like basic medical supplies such as bandages, disinfectants, painkillers, or antibiotics. Others may contain flares or ammunition. Interlopers are free to claim the items as their own — just as Young Bill said.

Surely this will get rid of them, and force them to leave the area. Right?


SACRIFICIAL OFFERINGS


While the lake of Lakeside appears to have been well known for being used all year, with fishing and watersports available during the summer, the harsh weather that has plagued the Northern Territories now means that the lake has now (possibly) become permanently frozen solid. In some respects, this is good news: allowing Interlopers to cross the terrain more easily to reach the cabins and not resorting to the long way around through the woods. It also means that there is ample opportunity for ice fishing, and it’s possible to build structures on the ice to stay warm.

But something else lurks beneath the thick ice, and it has noticed you upon its frozen waters.

In the Camp Office, a small display hangs on the wall about a monster from folklore native to the lake. It is said that the beast was the guardian of the lake and would demand sacrifice from those who wished to use its waters or otherwise drag them down to a watery grave. The whole thing seems like just some “fun” interest-grabber to visitors and those vacationing on the lake, even with cartoon drawings of a gigantic snake-like monster smiling goofily.

Or is it?

To the unsuspecting Interloper who ventures out onto the lake, whether to fish upon it or simply cross it, it appears, bursting through the ice: a huge serpentine creature with dark-green skin dotted with ridges along its back and dragon-like head — thick-bodied and incredibly fast as it rears up and opens its mouth — roaring at you with a wide, fanged mouth.

And then, it waits. And suddenly you wonder if maybe that cheesy display in the Camp Office might have had a point after all.

The creature demands a sacrifice for the use of its lake. Perhaps you have food or some freshly caught game to offer it. Or some small token you own that you can give to it: a tool, a cherished item. Maybe even the shirt off your own back, or the very blood running through your veins. You must give something.

Lay it upon the ice before it, and the beast will take it, gently collecting it between its teeth and returning to the depths below. Refuse to give anything, and the beast will roar and launch into an attack — pulling itself fully out of the lake.

It moves with speed, and will try to devour you, or wrap its body around you to squeeze the life out of you, or simply pull you down under the water. There will be no winning against this creature, no way of harming it and no way of fighting back. You may have a chance of running away, getting off the lake, but it will remember you, and will try to come for you once more if you ever step foot on the ice again.

The choice is yours, Interloper. What will you sacrifice?

GLIMMERFOG


Interlopers have come to understand that strange meteorological occurrences are not uncommon within the Northern Territories, especially given the Aurora. Auroras can often last for days, as one long and seemingly endless kind of terrible, noisy bright night which affects both electronics and nature alike. Or there's the toxic fog; times where the sky goes green and the moon and stars disappear; monster blizzards… strange is the new norm.

The fog that began in April doesn’t seem to be letting up any time soon. Endless days where the fog is too thick to travel in. Fortunately, there are no further bouts of the green, toxic fog that plagued the Northern Territories — the fog that remains is just the usual freezing cold and clinging damp that's been exhausting Interlopers.

Until there’s something else that starts to happen with the fog.

At first, it appears to be no different than the usual fog rolling in: cold, wet, and biting. It clings to those who are caught out in it, and it’s utterly miserable. However, those paying attention will note that the clouds of fog will occasionally... glimmer.

It’s as if there’s a current of electricity running through it, if one watches carefully. Mini lightning bolts shooting through and upwards in curious patterns. Flicks and pops that make the tiny hairs on one’s arms and neck stand up — almost like static. It won’t shock those caught within it, but it might be a little difficult to look at at times — as if someone were staring at a light that’s far too bright.

It’s oddly pretty, and seems particularly harmless, but there’s something far more sinister about this new, strange phenomena — or... Glimmerfog, as Interlopers will come to call it.

The first sign that something is amiss is the insomnia. In truth, sleep is often hard to come by in the Northern Territories, so it might be something that is easily brushed off as quite usual in terms of day to day life. However, Interlopers will realise they won’t be able to sleep at all, and will find themselves lying awake for the entirety of the night. Soon enough, more things creep up with the insomnia, the usual signs of sleep deprivation: dizzy spells, unsteadiness on one’s feet, poor hand-eye coordination, difficulty in concentration or poor short-term memory, even mood swings or changes to behaviour are likely.

Eventually, the symptoms begin to grow more sinister: nosebleeds are common, aches and pains... and then the fever sets in. Interlopers will become weak, lethargic, and even then they still cannot sleep through their illness. With it, comes hallucinations: sounds or sights, and then quickly developing into a full on delirium. Dreams and reality blend into one. An Interloper’s dreams and nightmares bleed into the waking world. They will find themselves experiencing their dreams despite being wide awake.

It seems like there is very little to be done in trying to fight the illness. Trying to tackle the fever and getting the afflicted Interloper some kind of sleep is the main concern, both of which may eventually kill the Interloper if enough is not done in time. Natural sleep-aids like herbal teas, or medications still available in the world may be able to get the Interloper to sleep for short amounts of time. Keeping the Interloper inside and away from the Glimmerfog will also help immensely, as will spending time in complete darkness or even underground or within caves/mining systems.

Breaking the fever will signal the peak and decline of the illness, and with enough care the Interloper will slowly begin to recover.

FAQs

THE ENDS JUSTIFY THE MEANS


1. Players are free to come up with their own ideas of cache locations within Lakeside. It might be particular points of interest, a particular kind of tree, within isolated cabins in the woods.

2. Please be reasonable of finds in the caches. These supply amounts won't be a huge amount — think small but many caches.

SACRIFICIAL OFFERINGS


1. It is not possible to communicate with the beast, but it does seem to understand Interlopers. It will have no desire to communicate of befriend any one, though.

2. The beast will be a permanent fixture of the Lake.

3. Interlopers who initially refuse to give the beast anything can try again at a later date. They will have to offer their offering quickly, showing outward remorse for their initial disrespect towards the beast.

GLIMMERFOG


1. "Glimmerfog Disease" will run it's full course in roughly ten to fourteen days, with symptoms peaking typically around day seven to nine. Once the fever breaks, Interlopers will require a few days to fully recover.

2. Characters are welcome to kill of NPCs with this prompt, as Interlopers who don't make it through the illness — or to be used to study the sickness. Please let the mods know if you plan to kill an NPC for record keeping purposes!

PLOTTING FORM


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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.

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



FAQs

EXIT STRATEGY


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.


BRAVE NEW WORLD


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.

THE ECHO


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!

PLOTTING FORM