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DECEMBER 2025 TDM


IMPORTANT NOTE: THIS TDM IS THE FINAL PUBLIC APPLICATION ROUND. IF YOU ARE A NEW PROSPECTIVE PLAYER, THIS WILL BE YOUR FINAL CHANCE TO APPLY FOR THE GAME. RETURNING PLAYERS AND CURRENT PLAYERS CAN APPLY DURING THIS ROUND TOO.

A FINAL APP ROUND IN FEBRUARY WILL BE POSTED FOR RETURNING PLAYERS / CURRENT PLAYERS ONLY.


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: The penultimate group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — JUST A SONG: A being arrives at the doors of Interlopers, causing mischief — and rewarding Interlopers for being such good sports.

PROMPT THREE — THE ICE CAVES: Interlopers find themselves as unwelcome guests in a labyrinth of ice caves.

ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find. This ancient creature that sneers at you, who does not want you here. Your fellow Interlopers will fill you in on this being soon enough.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The sun is bright, enclosed in light fog. It is a strange kind of twilight.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Here we are, once again. This place continues to draw more souls in.” he nods gravely. “But I wonder for how much longer you turn up in this town. I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. This world has been long since changed by the lights. And more change is still to come, I feel. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.

JUST A SONG


WHEN: The month of December.
WHERE: Milton.
CONTENT WARNINGS: supernatural creatures; folklore-inspired creatures; skeletal beings (horses); pranks/mischief.

Sounds of revelry have been heard through the streets of Milton: music, singing, bells. You can hear them from your cabin, or even as you venture through the town. It really sounds like someone’s having a pretty good time. It’s actually kind of nice to hear it, all things considered. Interlopers often find themselves with little to be cheerful about with the long night, bitter cold and difficult daily life.

Going out to find the source of such festivities will come up with nothing, however, which is both disappointing and a little unnerving. Until one night you hear the noise right at your door, and there’s the sudden boom of a knock.

Opening the door will lead to silence, but instead stands a tall being that towers higher than the door frame. Slow to move, a skull moves into view and you find yourself staring at a horse skull, adorned with ribbons, bells and flowers, its ears flicking in curiosity. Its eyes glow white in the dark. The remainder of the being’s body is covered by a huge white shroud and while it appears as a rather frightening creature — it makes no move to attack you. Instead, it stands calmly, relaxed.

Its teeth chatter for a moment, and it bursts into song: slow and cheerful:

‘I am come, dear friend, at your door to sing.
I am come, dear friend, why won’t you let me in?

If I trespass, tell me then, why that I must go.
If I trespass, state in song, you should tell me so.’


You must tell the creature, in song, why they cannot come in. It’s… almost like a game—?

So you try, singing to the creature why it cannot enter your home. But the creature is clever, and can come up with plenty of ways in which it can argue for coming inside an Interloper’s home — returning its arguments in song. It starts off a back and forth, a debate in song. Eventually, you’ll fail to come up with reasons against the creature gaining entry and fail to argue back a reply. The creature jaw chatters cheerfully and ducks — charging forwards and passes right through you. As you turn to look back inside, you’ll see nothing there — the creature is nowhere to be seen.

However, you’ll soon find yourself falling victim to a… well, it’s almost a harmless prank if anything:

Altered Speech: Interlopers find themselves talking backwards, no matter how hard they try to not. Even Interlopers with Aurora Call will find their ‘mental voice’ speaking backwards, too.

Animal Ears: Interlopers find themselves with some kind of animal ears. While they certainly don’t get the benefits of said animal’s hearing — it does make wearing hats a bit of a pain.

Confetti: Everywhere you go, rainbow-coloured confetti will fall from your head. It can either be a constant stream, like a little raincloud above your head. Or maybe it comes out when you sneeze, or cough, or even just speak.

They See You: There’s googly eyes. All shapes and sizes. Everywhere. On the furniture. On your toothbrush. On your soup can. On you. No one knows where they come from, and if you take them away — they will come back.

Plastic Wrap: When you try to go through a door, you’ll be hit in the face with plastic wrap. It won’t be every door, though. And you’ll never know if a door’s been booby-trapped with it. But any door might be one that gets you.

They keep finding a random item in every drawer

These shenanigans will keep up for several days. However, on the morning of the day after the effects have passed, Interlopers will awaken to find everything back to normal. They’ll also find at the foot of their bed a small parcel. Inside, they’ll find a sweet treat of their choice: maybe a cake or candy they like the most, something they can’t otherwise get in the Northern Territories.

Maybe it wasn’t so bad after all.
THE ICE CAVES


WHEN: The month of December.
WHERE: Everywhere…?
CONTENT WARNINGS: animal attacks / wolf attacks; supernatural animals; potential injuries, potential cold injuries/hyperthermia risk.

You wake up cold, to the sound of a great beast breathing restlessly. The sound echoes, and it feels far away and incredibly close at the same time. The air is humid, which makes the cold even more biting and the ground feels wet beneath you. As you sit up, you realise why: there are patches of ice that make up the floor, which now melt beneath your warm body. The light is dim, but you can see well enough with the soft blue glow that encompasses the area around you. As you get up to examine this glow, you realise it’s greeted by bioluminescent fungi which creep around the walls, floor and ceiling.

It’s an ice cave, and you find yourself not alone. Another is here with you.

Taking a few moments to recollect yourselves and take in your surroundings, you decide to traverse the caves in hopes of finding an exit. What meets you is a labyrinth of tunnels and atriums: all covered in the very same bioluminescent fungi and ice. The ground is slippery to walk on, and care should be taken. Every so often, the walls tremble and quake — not enough to cause any kind of cave-in, but enough to keep you on your toes.

But it’s not just you two in this cave. Not just the mysterious beast’s troubled breathing either. Something else is here, too — something far more familiar.

And soon you’ll find out: wolves.

You’ll find three here. Their eyes glowing green in the dim light. The first wolf is distinguishable by its more fluffy coat, their scruff poofs up a great deal more — tinged with white. Its approach is more softer, hoping to catch Interlopers unaware in the caves.

The second wolf is recognised by its scruffy coat, looking mangier than the others — missing chunks of it in places. This wolf is far more noisy compared to the others and tends to run more, barrelling into the Interlopers headfirst.

The third wolf is bigger than the other two, but its behaviour could only be described as being… sketchy. This wolf is far more silent, and likes to hide and stalk Interlopers from afar — even waiting for them to pass before it sneaks up from behind.

The wolves can be fought, they can even be killed — but they won’t stay down for long. Eventually, even if you’re sure they’re dead, they’ll get back up again and resume the chase of you through the caves. It’s best to keep moving and find a way out of this maze of a cave system.

You’ll find the opening soon enough, and stepping through the cave’s mouth will bring you back into a random location: you could find yourself outside a random cave in the Milton wilds, suddenly entering a long-abandonned cabin in Lakeside, or stepping inside the Frozen Angler in Silverpoint (to a confused-looking Molly). There seems to be no rhyme or reason to where you end up, and you certainly can’t go back — just hope you’re somewhere you’d like to be.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

JUST A SONG


1. The being is inspired heavily by a festive Welsh folk tradition Mari Lwyd, where participants would visit homes, singing and engaging in a rhyming battle of wits, known as pwnco. The Mari Lwyd is a figure of mischief and havoc, but also one of good luck to the homes they successfully win at entering.

2. The being can come to the same home multiple times, so Interlopers can be affected by multiple ‘prank’ effects.

3. Failure to sing at all will result in an automatic loss.

4. The being cannot be harmed, and attempts to hurt it will pass right through it. It will also mean an automatic loss — and the being might just leave you your WORST/LEAST FAVOURITE sweet treat instead.

THE ICE CAVES



1. The three wolves are a call out to the player-named unique wolves of The Long Dark who exist within internal locations: Fluffy, Scruffy and Sketchy.

2. Characters end up in the Ice Caves with whatever they happen to have on their person at the time.— if it’s typical for them to carry weapons, they’ll have this with them.

3. While the wolves will never stay dead for long, they can be killed by any means you would normally kill a wolf: bullets, knives, arrows, etc.

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OCTOBER 2025 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — POWER IN WORDS: Interlopers gather around the campfire and decide to tell stories: only to find their stories begin to come alive right before their very eyes.

PROMPT THREE — FRONTIER COMFORTS: Interlopers come across a surprise baker in Milton, offering up tasty treats — with unexpected effects.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The sun is bright, enclosed in light fog. It is a strange kind of twilight.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah. Once more, you poor souls come.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you, Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.

POWER IN WORDS


WHEN: The month of October.
WHERE: Everywhere.
CONTENT WARNINGS: reality warping; potential fourth-walling; horror monsters/creatures; potential character injury; potential character death.

They say there’s nothing more powerful than stories. Tales of caution told to little children to mind the great and terrible things out in the darkness of the world. Accounts of folk horrors or great adventures to thrill and entertain. Or perhaps stories of valour and hope to help inspire the hearts of the downtrodden and destitute. Words have been spoken over campfires for eons, passed down from lips to lips.

In the Northern Territories, there is plenty of time on one’s hands. The hours seem to crawl by, and there is very little in terms of entertainment to keep one’s mind busy after the chores and business needed to survive is done. Sometimes all there is left to do is to sit by the fire and talk. And with winter quickly approaching, huddling around a fire certainly isn’t a bad idea after all.

And certainly, Interlopers have found themselves compelled to gather around fires as of late. To spend time with their fellow Interlopers, to enjoy the sense of community and togetherness.

Considering the time of year, it’s October — a favourite time of year for some. Halloween draws close, and what better way to celebrate it in a world where nothing much can be celebrated by telling some of your favourite spooky stories for the evening? It feels like as good a time as any, after all.

So you gather around a fire with your fellow Interlopers and begin to tell one another stories. They might be retellings of your favourite horror movies, folktales from your country, stories that freaked you out as a kid. Stories of cryptids or the monsters under the bed. Maybe it might be some supernatural encounter you once experienced. Something to really spook your fellow Interlopers for fun.

… only it isn’t just for fun.

In a world where there are bigger powers at play, there is so much power in words spoken. As you tell your story, something… unexpected happens. Interlopers will find that the horror stories they tell around the fire will start to become a reality. The cryptid from your hometown may just start stalking you from the shadows. The werewolf from that favourite horror film of yours? You hear it howl in the distance. The ghosts you swear you saw once as a kid will appear before you.

You have brought these stories to life, accidentally.

How do you deal with such a thing? Well, how does it end in the story? Your creations only have as much power as the stories that hold them. Stake through the heart for a vampire, a ring of salt for ghosts, silver for werewolves. And you better deal with it quickly, less you become just another victim in the story.

Fortunately, if you’ve talked yourself into a bit of a jam, the monsters you’ve spoken into life will eventually disappear into nothing by the time the sun rises again. You only have to survive the night first.


FRONTIER COMFORTS


WHEN: The month of October.
WHERE: Milton.
CONTENT WARNINGS: altered/magical food items; severely altered/warped behaviours; potential personality switches/animalistic behavioural characteristics; minor body horror; loss of senses; physical age changes; precognition/future visions.

In the month of October, Interlopers have been practically plagued by the delicious scents of homebaking that fill the air in and around Milton. Following their noses, however, has turned up nothing,and no one’s been able to find the source of those smells no matter how hard anyone’s tried to look. Interlopers aren’t exactly living on the most luxurious of diets, and often the most basic and simple of meals is what’s on the table for them in the general day to day. Whatever this is smells practically divine, and no one is immune to being enraptured by them.

One particular day, as you walk around Milton, the scent is particularly strong and this time you’re determined to find the source of the baking. Maybe whoever it is might be in a particularly charitable mood, or might be willing to trade for whatever it is you’re baking.

You see lights on in one of the cabins that had once otherwise been empty, or maybe you’d just never noticed someone lived there. But as you draw closer to the front door, the scents of home cooking are overpowering and you knock, hoping and praying for an answer.

The man who answers the doors isn’t someone you recognise. There’s nothing out of the ordinary about him: he is middle-aged and tall, with a thick beard. Behind him is a busy scene: a roaring fire and the ongoing process of baking. He chuckles at your staring and invites you in. Inside, you find the source of the smell: home-cooked pies of varying types; some more rustic than others, with golden pastry and rich-smelling fillings.

You’re not sure if the man is a fellow Interloper, or perhaps one of the folks from Silverpoint — a Milton native who’s returned home. Or maybe he’s neither. He doesn’t speak much, and only beckons you to pull up a chair at the large kitchen table and eat.

He offers a selection. The choice is yours, Interlopers. But trying out one of these pies might have you biting off more than you can chew.

STALKER’S PIE: A rich pie made with Bear and Wolf meat. Dangerous, mysterious filling. This pie gives the Interloper eating it an animalistic instinct. Your senses are sharp, keen. You hear, smell and see as an animal would. Your nails are sharp like claws, your teeth are now fangs to bear and snap. You see the world in black and white: predator and prey.

PREPPER’S PIE: A dense pie made from foraged vegetables. Rough around the edges. After eating this pie, you feel your mind is clear and untroubled. You feel prepared… in a way you didn’t think possible. For a time, you are able to see things in the immediate future around you. And with that, you are ready for anything.

DOCKWORKER’S PIE: A satisfying pie made from the day's catch. The taste of the sea. As you eat this pie, you feel a sensation of waves washing over you. A gentle rocking, as if you are a vessel on the ocean. With each gentle rock, you feel yourself shift. You’re still you, but another kind of you. Maybe if you’d made another choice, or maybe you hadn’t been chosen. In this world, this timeline, things had gone differently. And now so are you. Different. An alternative version of yourself, rippling through.

BREYERHOUSE PIE: A pie any meateater would love. Lunchbox-ready. Chowing down on this heavy, meat-filled pie reminds you that you too are just meat. And like the game butchered and broken down to make it, the same can be done to you. This pie will temporarily take away one of your five senses: sight, touch, smell, taste or hearing. You may find yourself feeling completely numb to touch; or unable to hear or see anything.

PEACH PIE: A pie filled with sweet, canned peaches. Reminds one of warmer seasons and brighter days. Eating this pie will change your physical age to a younger version of yourself. It will be of a time when things were simpler, happier. The world around you did not feel so empty and terrifying, and you now see it with eyes of wonder and an unbridled heart.

Afterwards, you’ll find you can’t find the man or his cabin again. Once you leave the area and try to return, you’ll find the cabin empty, with no trace of the man or his baking to be found.



FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

POWER IN WORDS


1. While any monsters are fine to bring in, we do ask that players are mindful of bringing in gigantic monsters (ie. Godzilla) that could potentially break the game's setting.

2. Players are welcome to go with monsters from their character's canons, or make up their own ghost stories or go with real-life examples of ghost stories.


FRONTIER COMFORTS


1. The effects of the pies will last between eight hours to a week, depending on how much was consumed. Nothing can be done to alleviate symptoms. You will feel incredibly hungover the day after the effects have subsided, like you've eaten something way too rich, but feel completely fine after that.

2. Dockworker's Pie can be any kind of AU, whether that's a canon AU (ie. Endverse in Supernatural) or a player-made up AU. Genderswaps would also be acceptable in this instance.

3. Peach Pie is flexible in how it can be played out. Characters can keep their normal mind/memories, or they can revert themselves to their literal child stage. Or even an in-between point where they find others around them (ie. CR/canonmates) familiar but can't really truly suss out their current situation.

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[personal profile] singmod
AUGUST 2025 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — IN THE WOODS SOMEWHERE: Interlopers take a walk through the woods, and discover who they are as a person in this Quiet Apocalypse.

PROMPT THREE — BEACHED: A threat emergences from the sands of The Coast, threatening to drown Interlopers in a tarry grave.

ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The sun is bright, enclosed in light fog. It is a strange kind of twilight.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah. Once more, you poor souls come.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you, Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.

IN THE WOODS SOMEWHERE


WHEN: The month of August.
WHERE: Everywhere…?
CONTENT WARNINGS: amnesia memory loss; skeletal remains of animals and humans; themes of honesty; themes of deep/thoughtful conversations/self-realisation; mention of eye-injury/body horror.

You do not remember falling asleep. You open your eyes to find yourself lying in the snowy undergrowth of a burned-out wood. The scent of charred trees hangs in the air, a little petrichor. The world is cold and empty and dead. The sky above you is a pale lavender-grey, a strange half-light gloom and a mist drifts around you. The stillness is not peaceful. Instead it feels like a sense of loss.

You do not remember your name. You do not know who you are.

There are only two things you do know: this is the ending of all things, and you must find out who you are.

When you look down, there are shapes in the snow and dead undergrowth. You reach for them, only to find the things you reach for— bones. Animal. Human. Scattered, half-bleached by the elements. You may be filled with horror, loud and jarring. You might be filled with sorrow. You might be filled with indignant and defiant rage. You might even be filled with something muted and quieter, something like resignation. Because, after all: this is the ending of all things.

You don’t recognise this place, nor do you know where you’re going but you still move forwards — picking any direction and hoping for the best. You trudge through the snow, looking for… answers. Even if you don’t know what those answers will be.

You find another, equally lost as you. Someone else who shares the same situation: not knowing they are and only knowing the same two things as you do. You walk for a while, trying to work it all out. But the woods are endless, and no matter which direction you head in, the burned and blackened trees never seem to thin.

Out of nowhere, a woman’s voice drifts through the trees: What kind of survivor are you?

The question settles on the air. You look at your companion, speechless for a moment. But if you take a little while, the words will come. The truth of yourself: what kind of survivor are you? And you’ll talk with your companion, talking about yourselves like it’s so new to you. You speak honestly. There are no lies here. You begin to remember a little more. A memory, an event, an instance. What kind of survivor you are. You will get your first answer.

Soon enough, another question will come: When you lost everything you knew and loved, how did you keep breathing?

Once again, the words will come. Between yourselves, you will answer and find the answer about yourself — speaking the words as if you are breathing life into your very existence. And more questions will come, giving you and your companion plenty to talk about.

The third question: Do you survive for yourself alone, revelling in the solitude? Or do you hunger for a connection, seeking out others?

The fourth: Do you settle into the silence, and embrace it? Or do you crawl into it whimpering and it crushes you?

The final question: Who are you and how will you face this Quiet Apocalypse?

You remember who you are now, don’t you? Your name. What kind of person you are, what shapes and guides you.

A woman stands before you in the woods. She is dressed in furs. She is gaunt, exhausted — her left side of her face is black and withered, her eye absent from the socket. Her other eye is blue and sad. She looks proud, and she smiles. This is Enola, the First Interloper.

“I see you.” she says softly.

With the blink of an eye, you are no longer in the woods but wherever you last remember being. Your companion is no longer with you, but you’ll find them again soon enough.

BEACHED


WHEN: The month of August
WHERE: Beaches/shorelines of The Coast, Silverpoint.
CONTENT WARNINGS:

The shorelines of the Northern Territories’ Coastal Region have been a boon to those who live there, thanks to the many opportunities for beachcombing and the occasional crates of random goods that will wash up on the shore from long-forgotten ships, along with regular fishing opportunities. However, in the month of August, there's a strange kind of emptiness to the beaches that even keeps some of the locals away. Interlopers who speak with Molly and Jace will be told that something about the beach creeps them out.

Jace in particular will mention that he has seen strange footprints in the sands made of tar. While he’ll point out where he’s seen them from a distance, he doesn't recommend Interlopers going to check it out. It’s bad vibes, and generally when that sort of thing goes down it’s best to stay away.

But he can't exactly stop anyone who wants to go see what the fuss is about.

Interlopers who go to explore the beaches will feel overcome with the strange sensation of hollowness; like something has clawed away at you from the inside. Some may describe it as a sense of sorrow or grief. Others might describe it as a strange kind of inner-disconnection. Some may describe it as a kind of stillness, the kind that comes after death, or standing in an empty room after someone has just left it.

The feeling is small at first but the longer an Interloper spends time on the beach, the bigger that feeling grows.

Interlopers who followed the footprints of tar in the sand after an extended period of time on the beach will notice that the footprints will actually be actively moving. You will see them being made in real time. Soon enough, the footprints will start to turn and walk towards the Interloper. They never hurry, but make a beeline at a steady pace — easy enough to outrun, but will catch the Interloper if they’re not careful enough. If the footprints catch up to them, they'll soon find out just exactly what is lurking within the sands.

Figures burst forth from the tar, writhing and scrambling towards you. A mass of several of them, a mob. The beings look human, but are twisted and distorted, and appear to be entirely made out of the tar. Their eyes are green and smoking, their hands are sharp and clawed. However, they’re extremely solid, as if they are a person after all. They hiss and shriek, trying to grab at you in hopes of pulling you down into the tar that pools and floods around them.

You can shake off one or two of them but let enough of them swamp you, and you’ll be dragged down into a tarry grave — never to be seen again.

The beings can be fought off — guns and bows can keep them back but won’t hurt them. Flames work well on them, too. If they manage to claw at you and draw blood, the blood itself will actually be harmful to them and they’ll cower away from even a few drops. Fighting them off will have them retreating back into the sands, leaving nothing but a pool of tar behind.

Leaving is also absolutely an option, if you can get off the sand itself and back onto land. The beings will not follow and seem to be stuck completely on the beaches.

But the experience will leave you feeling emotionally raw in the days that follow. Interlopers will be left feeling hollow, but spending time around others will have the feeling fading and you’ll feel like your usual self again.



FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

IN THE WOODS SOMEWHERE


1. Interlopers are compelled to speak about themselves honestly — describing who they are as a person, using the questions provided. They can talk about canon experiences or simply share their own thoughts about themselves concerning the question.

2. While they will find bones, there is nothing else living in these woods. There will be nothing they will be able to glean from the bones.


BEACHED


1. While the claws are sharp enough to cut an Interloper, the beings aren't aiming to maim — they're simply trying to grab hold of the person to drag them down into the tar.

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[personal profile] singmod
JUNE 2025 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — WHAT LIES BENEATH: New fissures caused by seismic activity within the Northern Territories physiologically alters the Interlopers who check them out.

PROMPT THREE — SUFFOCATION RISK: Interlopers find it hard to breathe, and need a helping hand to catch a breather.

ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The sun is bright, enclosed in light fog. It is a strange kind of twilight.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah. Once more, you poor souls come.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you, Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.

WHAT LIES BENEATH


WHEN: The month of June.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural ailments; mental manipulation; altered physiological states; potential character injuries; potential dangerous situations; potential cold injuries.

The world has gone quiet since last month’s quake that caused a considerable amount of damage around the Milton and Lakeside regions. Newer Interlopers have been met with a town still in the process of being repaired and rebuilt, and some properties have been abandoned all together, used only for spares and repairs of homes that are actually occupied. Milton was home to some thousand people in its hey-day, now it remains a shell of itself. Some hundred or so people making this place a home in a harsh and unforgiving world.

But the world is not completely quiet: tremors and minor quakes can still be felt as time goes on. These tremors don’t have the same impact as earlier quakes, but they’re enough to give someone pause — keeping Interlopers on their toes.

What’s more is the damage caused by this ongoing seismic activity is dotted all over the landscape: scars are beginning to show in the earth itself, or rather — open wounds.

The fissures are small and unassuming, but can easily snag someone’s attention. Even more curious about them is the occasional strange vapours that seem to curl and lazily rise from these fissures. The vapours are a faint green in colour, almost sickly, and there’s plenty enough in you to make you feel like you should keep well away from these rising fogs. But there’s something about curiosity and cats, after all.

The vapours won’t kill you, no. They certainly won’t do you any physical harm, either. No instant burning of the strange, caustic fog that plagued Interlopers last year, nor the sickness that Glimmerfog brought.

But getting close enough to the vapours to examine them will cause a change in you. It’s more of an insidious thing: gradual and slow, changes in your behaviour over the course of a week. Feeling a little more anxious than normal; snapping at people you interact with; avoidance of others; the feeling of being watched and a growing paranoia. You feel like the animal that has known the feel of the snare, or seen the barrel of the gun. Hunted and small.

Soon enough, this slow chipping away at your mind is enough to cause you to snap: fight or flight.

Fighters are lost into states of pure rage. They are combative, blind to anger in a desperate bid to survive — seeking out their dangers to face them head on. They are volatile, difficult to reason with. They will cause damage to anything around them, or anyone. They will cause damage to buildings, objects — smashing their way through whatever stands in their way. They will fight with those around them — their fellow Interlopers — lost in perceived threats.

Flighters are lost into states of pure fear. They’ll break down in crying fits, hysteria and abandon all logic — avoiding their dangers. They will try to escape from wherever they may be — wanting to run out into the wilds, putting them in potentially more dangerous situations. They could end up getting lost in the wilds, or encountering dangerous wildlife like moose, wolves or bears. Or perhaps even onto thin ice on bodies of water. They will hide whenever they can: under beds, in caves, anywhere their minds might tell them are places of safety.

To those around them, it’s finding a way to try and bring the affected Interloper back to their senses. It’s a little stumbling in the dark: wrangling flighters back to the safety of town, like trying to calm a spooked horse and give them a sense of safety and care and connection might be enough to bring them back to their sense. Fighters can arguably be dealt with the same way, but some might need restraining or fighting back in order to knock some sense into them. Perhaps even literally. Drawing blood in a fight with Fighters will also… strangely calm the affected Interloper down.

Affected Interlopers will be a little shaky afterwards. But a stiff drink or a hot meal and some rest will end up soothing them. Hopefully they won’t go poking around those fissures again.


SUFFOCATION RISK


WHEN: The month of June.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural afflictions; themes of suffocation; themes of co-dependency/unhealthy codependency; potential character death/near-death experience; medical emergencies.

You think that maybe it’s the weather. The Northern Territories have been known for unsettled and sometimes ferocious climate — this is the world of endless winter, after all. But June marks a period of calm as the midsummer draws near. Occasional biting winds are the only disturbances to that calm. Other than that, it’s just damn freezing. Even with the midsummer upon the world and the still weather — the world is frigid.

The cold often bites at one’s lungs, and maybe that’s all you think it is at first. Each breath is like ice, hard to catch, and you feel like you’re suffocating sometimes. Overexertion seems to make it worse, whether you’re hiking up a particularly difficult piece of terrain or carrying a heavy load.

Interlopers will need to stop to rest often, and even then it feels like you still can’t quite get your breath back. This breathlessness will slowly get worse over time, until it’s almost unbearable.

Until it ends up nosediving into something more horrifying. One day, it’s the worst it’s ever been. It feels like you’re drowning. Your breaths are shallow and quick. Your vision blurs and warps, a shimmer of dull prismatic at the corners of your eyes. The world grows smaller around you, your hearing growing dim and distorted. You cough and splutter, gasping for air that you cannot seem to breathe in.

Panic sets in. You are suffocating, and if something isn’t done quickly enough, you will die.

But there’s a strange pull in you, too. A need. A person. You get a sensation of them, something about them. Their hair colour, their voice, their smile. Maybe it’s someone you know, maybe it’s a complete stranger, but something in you pulls you towards them.

As the world closes in on you, everything zeros in on that person. They can help. Hopefully you have enough time to reach them, hopefully you can find them. Maybe they’re searching for you too, in the exact same predicament — unable to breathe and trying to find that person to help.

Reaching that person and touching them will finally allow you to breathe. Like the air is clear, and breaths are painless again. It’s like an instant balm, and slowly the world grows back again — vision and hearing restored. You don’t know why, but this person, whoever they are — has given you your breath back.

You’re spared from the affliction, for a short time. Soon enough, it will return, and you’ll need to find that person again. Or just keep them close for a little while.


FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

WHAT LIES BENEATH


1. Characters can be affected multiple times by the vapours.

SUFFOCATION RISK


1. The length of time Interlopers are 'stuck' together to combat the Suffocation Risk affliction is player choice. It could be a couple of days or even weeks — with the affliction itself ending by the end of the month.

2. Both Interlopers can be suffering from Suffocation Risk, or just one.

3. Interlopers who do not reach the person in time will die. They could potentially be revived through CPR, however — provided they are found quick enough.

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[personal profile] singmod
APRIL 2025 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — THE THING WITH FEATHERS: The Aurora has long since begun to alter the behaviours of animals in the world, and the Interlopers face a threat from above.

PROMPT THREE — MISFIT: Interlopers haven’t been feeling themselves lately. And one day they wake up to find they aren’t themselves at all: they’re someone else.



ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The sun is bright, enclosed in light fog. It is a strange kind of twilight.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah. Once more, you poor souls come.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you, Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.


THE THING WITH FEATHERS


WHEN: Throughout the month.
WHERE: Milton area.
CONTENT WARNINGS: animal attacks, altered wildlife, gore, possible character injury/death, possible animal injury/death.

It is no secret that nature has been warped here somehow. Interlopers discovered this in the very early days of their time in the Northern Territories, when packs of wolves descended upon Milton. A frightening and terrible thing to try and survive — plenty were injured in the attack, a few unlucky Interlopers even lost their lives during that time.

There have been other ways in which the world around them has become strange: extreme weather, shifts to the flora of the world, changes in native animal behaviour, supernatural creatures, beats from the world’s old stories—

It is hard to tell what may happen next.

The flocks of crows are common sight enough, soaring through the skies, and often the heralds of death: a body, human or animal is close by. But soon enough, the crows began to gather in large groups around Milton. They watch the Interlopers with interest, and seem less easily scared by the people around them. That is the start of things.

Over time, their behaviour grows… unsettling. Interlopers who attempt to chase, scare or even hunt the birds will be met with squawks and even attempts to divebomb. Crows are very intelligent creatures, after all. They recognise the fact that someone is trying to harm them. An Interloper might even kill a crow will be met with raucous anger with their fallen fellow crow. They Will Remember That.

But what is stranger still is to see the birds fighting amongst themselves whilst in flight.

It’s hard to tell why the crows fight one another, but it’s a startling sight to see: the birds tackling into one another, talons trying to rip one another to shreds as they swoop and rise in the chilly air. Some will die, too, and even if one misses such fights in the skies — it is common to find the bloodied remains in the snow, feathers strewn about.

Soon enough, Interlopers may find themselves jumping at the sudden sound of something quick slamming against a door, a window, a roof, a half-buried car in the ground. Investigating will find freshly-dead crows with broken necks, glass cracked where their beaks have struck glass, blood upon wood.

And in time, the birds will stop their assault against themselves. They will turn their attentions to those below: other animals, and to the Interlopers themselves — flocking in huge groups to divebomb the unsuspecting below.

To be set upon is to be met with beaks and claws: the birds are set upon tearing you to shreds, a fluttering fury whirling around you. The best you can do is to try and protect your body from the attack, or run. The birds will be kept back by flames, filling the air with burning feathers as they try to flee — but the best that can be done is Interlopers find somewhere indoors to hide. At the very least, these birds are no stronger than usual animals changed by the Aurora — but they will likely cause some damage to buildings, particularly windows, as they try to get themselves inside.

In time, they will give up their pursuit, finding something else to focus their attention on — whether it be another unfortunate Interloper or some other poor animal.

MISFIT


WHEN: Throughout the month of April.
WHERE: Everywhere.
CONTENT WARNINGS: personality shifts; body-swapping; possible themes of body dysmorphia; potential body horror, of a sort.

In the month of April, Interlopers have days when they feel….. off. It’s in little ways, at first. Maybe you don’t feel as brave as you normally are, or feel a little more melancholy when your spirit is usually upbeat. Changes in your personality. Little things.

Or perhaps it’s particular habits you keep. Maybe you find yourself not liking your tea the usual way like it. Maybe you find yourself less of an early bird, or prefer to sleep in a different position that you usually do. Those sorts of things.

It is really all that strange, considering the circumstances? Far from friends, family? Stranded in an unfamiliar place, with little-to-no luxuries or even the most basic amenities? Cold and hungry and afraid? God forbid someone feel unlike themselves for existing in this place, just trying to survive.

Eventually, you realise, something is far more wrong than those little shifts in personality or in personal habits. One morning you wake up and you feel… physically different. The weight of you shifts differently, and as you pull yourself out of bed, your perspective is different. Your limbs don’t feel like your own, and as you look at yourself— it doesn’t look like you.

It’s only when you find yourself a mirror do you really realise: you aren’t you at all, you’re someone else.

You’re in someone else’s body.

How do you broach this new existence? Do you roll with it? Do you recognise who you’ve become? Do you feel shame, embarrassment, or an opportunity to cause a little chaos? Are you curious, or very much determined to put an end to this nonsense? Are you horrified? Feeling a deep and strange feeling of wrongness?

Go look, and you’ll…. Well, find yourself. Eventually, somewhere in town is the person whose body you’re currently stuck in, now stuck in yours.

Good luck dealing with that, Interloper.

It’s not permanent, though. Probably. Maybe.

What’s that old saying? Something about walking a mile in someone else’s shoes? That might have something to it.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

THE THING WITH FEATHERS


1. Interlopers who have hunted the crows previously will find themselves subject to more aggression in their attacks, and the crows will be less likely to give up their hunt for them if they choose to hide.

2. Which... yes, you can eat the crows. It isn't recommended, as they are carrion birds.

MISFIT


1. This prompt is pretty flexible in how players wish to approach this! Interlopers can wake up in the other's home in the other's body and come face to face with a stranger's home and potential housemates. Alternatively, they can find themselves in their own homes but their body has swapped. This would also mean that whatever clothes they happened to wear to bed that night would now not properly fit them. Oops.

2. Interlopers can undo the body swap by talking it out and trying to reach a moment of empathy and understanding with the other.

3. If Interlopers don't reach that understanding, the 'curse' will eventually run its course after 72 hours.

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FEBRUARY 2025 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — and the current inhabitants, their fellow survivors.

PROMPT TWO — WINTER'S BITE: Tales of superstition from the Northern Territories appear to come to light in the form of fearsome creatures made of ice and bone.

PROMPT THREE — FROZEN HEARTS: A strange, new affliction causes Interlopers to find themselves figuratively and literally turning to ice, and there's only one way of saving them.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Start of the month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

These are the words of the Darkwalker, you’ll soon come to find.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.

Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

The daylight is thin. Hours are few. It will get dark soon.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“They come again. I had thought we may not see more of you.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you, Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas, mostly. But some coffee can be found. There’s also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. It’s very basic, but it’s hot and filling. A feast for those who have battled the cold to come here.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks — aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.

WINTER'S BITE


WHEN: The Month of February.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural beings; magical beings; potential cold injuries; potential cuts/bleeding

Amongst the original inhabitants to the Northern Territories, superstition and folk tales were much more prominent — stemming from a mix of superstitions that settlers brought with them to the area and those beliefs of people native to Northern Territories. Some are familiar to Interlopers, others may be less so.

Much of this is now lost, with the population of Milton dead or gone, but some writings can be found in the town. Some wrote of their superstitions in regards to the changing weather and wildlife in personal journals in the lead up to what is known as The Flare, which may still be found in the empty homes uninhabited by Interlopers. Some note feeling as if 'the souls of the animals are angered somehow' or that the changes to the Aurora may be as if 'the afterlife comes too close to the world'.

Maybe they had a point, maybe they were on to something. It’s hard to really say for sure.

Whether it’s magic, some supernatural cause, or something caused by the Aurora, there’s a strange shifting in snow that blankets the Northern Territories. Throughout the month, angry chittering and clacking — like glass or bones — can be heard out in the wilds. Out of the corner of one’s eye, they may see the snow move of its own accord — with confronting it leading to nothing, and stillness.

For a time.

Until whatever it is finally strikes.

Out from the snow, spectral creatures comprised of ice and animal bone spring forwards — jittering and clunky in their movements. Long bodies that twist and dance in the air, all sharp teeth and even sharper ice. Is it a kind of animal? Or spirit? Some mix of both? An angered spirit of nature or some long dead animal? It’s hard to tell for sure.

Despite their clunky movements, their bodies rolling and jaws chattering, these strange spectral creatures are fast and they’ll strike hard — looking to take a chunk out of the unsuspecting and unprepared Interlopers. Even just brushing against one of these strange creatures can lead to some nasty lacerations if they knock themselves hard enough against you. What’s maybe worse than the lacerations themselves is the wounds will burn with their chill, colder than anything you’ve ever felt.

But being made out of bone and ice means they are also just that. Blunt force may just be enough to end up shattering the bodies of these creatures, sending their remains flying. Be careful, though. Those shards are still just as sharp and will become flying projectiles which could cause further injury to Interlopers.

Alternatively, a way to battle back these ice creatures would be through the use of flame. Fire, torches, Interlopers with the Lightbringer Feat would prove vital in getting rid of these creatures long enough to get to safety.

Fleeing is also an option. The creatures will attempt to chase for a time, but will soon give up and end up returning to the snow once more.

FROZEN HEARTS


WHEN: The Month of February, into March.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural ailments; body horror; characters turning to ice; potential character death.

The cold is a persistent thing in the Northern Territories. Even during the summer months, it doesn’t seem to get warm all that much. But the winter is a different kind of beast, and the cold seems to sink into your very bones.

It starts with a kind of cold that you find it hard to get warm, no matter how long you spend by the fire. In time, it feels like that cold has started freezing your body up: your joints feel stiff and sore. Moving around is a chore, even for the simplest of tasks like walking or sitting down. In time, it gets into the smaller joints: fine motor skills become tricky. You drop things, fail to grip on to items, struggle to close your hands into fists. Even talking can be a bit of a struggle, like you’re slowly getting lockjaw.

With that, it’s not surprising that your mood will dip. Sour moods, and even icy manners aren't out of the ordinary. It’s easy to be miserable when you’re so damn cold and you’re struggling to move and speak. It is so easy to find yourself with lowered spirits, to be irritable and closed off from your fellow Interlopers.

It feels as if nothing might warm you, physically or emotionally.

You find yourself being cold towards others, even those you care about most, your closest companions in this world. You may snap at them, or continually brush them off. You find yourself with little patience for them, and are often unmoved by their attempts to bring you some good cheer.

And certainly, what isn’t out of the ordinary is the strange affliction that plagues your skin. It isn’t frostbite, that you know of. Your skin doesn’t turn red, then white then black. No, it turns blue, frosted with white. Your skin looks less like skin and more like stone….. Or, rather, ice.

It starts in the fingers and toes, and will slowly work its way up your limbs, working its way towards your center. Even your hair may start to freeze. As it progresses, you find it harder to move. In enough time, you may find yourself completely frozen on the spot, and in time, unable to even speak as the ice slowly encloses around you.

If something isn’t done quickly enough, you may find yourself completely turning to ice and being trapped as nothing more than a statue.

Hope isn’t lost, though. They say in stories there’s such things that might save some terrible affliction such as this: An act of true love.

This cold isn’t beaten back by flames, but a different kind of warmth.

But what is true love?

It might just be enough to reverse the effects and undo this terrible affliction before it’s too late, to let the ice slowly melt back again and restore you to what you once were.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

WINTER'S BITE


1. Digging in the snow where the creatures have returned will prove fruitless, Interlopers will not even find bones.

2. The creatures can spring on Interlopers in groups of up to three.

FROZEN HEARTS


1. The notion of true love is open to interpretation. Platonic love, familial love, romantic love could be deemed as acts of true love. Perhaps even the genuine compassion of a fellow Interloper could be seen as true love.

2. An act of showing true love is very flexible! It could be a kiss, a hug, shedding tears for the afflicted, some desperate attempt of helping the afflicted from freezing. Players are encouraged to play around with what this might entail!

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AUGUST 2024 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: Yet another new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — not to mention the fact they are not the first to come here.

PROMPT TWO — TEA TIME: A mysterious stranger offers Interlopers some tea by her fire, with... unexpected results.

PROMPT THREE — YOU LYING NEXT TO ME: Thawing and quake activity in the Northern Territories make for a deadly mix, particularly with bodies of water.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words. You will later learn that these are the words of The Darkwalker, a malevolent being that exists in this world. It knows of your presence here, and you will be far worse off for it.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in several weeks, maybe longer. The fire is stone cold, the dishes in the sink are mouldy — it's possible the place has been ransacked, as if they've gone through the drawers and cupboards looking for something. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. Interlopers who arrive in the month of August will find that there is often disturbances and damage to the earth and roads — often similar to that found following quake activity. Care should be taken in finding your way.

Soon enough, you'll be able to find a path to town. A little more worse for wear, but alive. It’s here you may find someone else in the same boat as yourself, equally freezing and confused — battered from the journey. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you smell it through the fog: the scent of smoke that seems to cling in the still air. Fire. Not just one, but several perhaps. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the foggy mountainous forests, you’ll see the most welcome of sights, even if it may appear a little eerie in the half-light gloom: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more. Some of them will direct you to the Community Hall, tell you to head there — you've been expected.

Towards the center of town, you’ll find the building where many people seem to gather: a community hall, by the looks of it. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Everyone looks as though they could faint from the cold at any second, damp and shivering.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face, but looks sad. He smiles warmly despite the sadness in him, and with pity, ushering you in with haste.

“As I suspected, another batch of poor souls from the wilds.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. The lights are changing things, bringing more of you here. Come, we must get you warm and fed. Mother Nature has not been kind.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold.

Down the other side are tables and chairs, and long tables offering food, and drinks similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers. Newcomers will hear from others of Feasts held before, but the offering this month are… somewhat meagre. Newcomers will hear from others of Feasts held before, but the offering this month are… somewhat meagre. There are canisters with hot herbal teas and perhaps a rare canister of coffee. Soup and stew are on offer, but little in the way of charred/grilled meats. What little game Interlopers already here have caught has been used wisely to stretch it further. There is grilled fish, however. That is the most plentiful, it seems. It’s very basic, but it’s hot and filling. A feast.

The old man has been busy. And Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is very troubled, thoughtful. Much has been happening. The others from town will eventually trail in too, to eat and warm themselves, and search among the new faces.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much. Methuselah seems exhausted. Life within the Northern Territories has been very difficult for all who dwell here. But perhaps you might be able to get some answers from those fellow arrivals who’ve been in this place for some time now.


TEA TIME


WHEN: Mid-month — end of the month.
WHERE: Milton area; Lakeside area.
CONTENT WARNINGS: altered/magical drinks; loss of inhibitions; physical age changes; body horror/animal attributes; memory sharing; possible fourth-wall breaking; future visions;



It is incredibly rare to come across others in the Northern Territories, but certainly not unheard of. Even if the town of Milton had lost what seems to be its entire population before the arrival of Interlopers, there are still others native to this place out in the world. Young Bill and Methuselah are proof of that, as are the Forest Talkers — who have a tense relationship with the Interlopers, to put it lightly. It wouldn’t be a stretch to think that there could be more.

The old woman appears to be one of them, wrapped in many layers of synthetic clothing and furs. You may come across her as she wanders through the world, or perhaps find her huddled around a campfire in the depths of the wilderness. If one were to hazard a guess, they’d assume she were some kind of nomad like Methuselah.

She’s friendly sort; that’s the first impression you make of her. It’s safe to conclude she isn’t with the Forest Talkers. She regards arrivals with wide eyes, beckoning Interlopers to come join her by the fire. Softly spoken, with a mumbling quiet voice. It might seem like she’s not all there, and seems harmless enough. Perhaps a little lonely. Who isn’t in this place? She is mostly curious about the Interlopers themselves and will be interested in hearing about them, asking them questions about their worlds and lives. She’s a very keen and attentive listener.

As conversation grows, she will boil some snow for water upon her fire. With all this talk, what better way than to add some tea to it? The weather is getting colder, too. Something hot will stave off the chill. Out of her rucksack, she will pull out a carved wooden box. It is something quite precious to her, and within it are several small metal tins. She will show it to the Interlopers, and inside there will be different blends of herbal tea. She will ask which of the teas you would like to drink.

The choice is yours, Interlopers. But drinking one of these teas will have… unexpected results.

BURDOCK TEA: An earthy and bittersweet tea, with a slightly nutty flavour. Drinking this tea will pull away any inhibitions and mental filters and make you more susceptible to speaking your mind and being more honest with those around you. Maybe you want to tell someone how much they suck, or maybe you want to confess your feelings to someone. Maybe you just really want to air out your grievances about your life or current situation. And they say alcohol will loosen tongues.

HERBAL TEA: This miscellaneous ‘herbal’ smells pretty fragrant, but you can’t quite tell what’s all in its blend. This tea will show you a random moment from your future. This might be something immediate within the Northern Territories, or it may be a moment of your future within your own world. The vision itself will only last for a few moments, and then fade into black.

ROSEHIP TEA: A sweet and floral tea with a tangy aftertaste. This tea will show you a moment of your past, replaying it out before you as if you are watching it like one watches a movie. It may be a happier time, a fond memory of sorts. Or perhaps it will be your worst memory ever: a failing, a wrong decision, a difficult or upsetting time in your life. What’s more, is that anyone drinking this very same tea with you will also experience this moment with you.

REISHI TEA: A bitter tea with a woody flavour. This tea will change your appearance physically in some way. It may be something small like changing your eye or hair colour. It may go even more extreme and temporarily give you some kind of animal features: ears, scaly skin or a tail.

BIRCH BARK TEA: A pleasant wintergreen drink that tastes faintly like rootbeer. Drinking this tea will change your physical age. You may revert to a younger version of yourself, or become an older version of yourself.

Once drinking the tea, you will find yourself alone. The fire is almost embers beside you. You will find that you will never come across the old woman again, no matter how hard you try to find her.

YOU LYING NEXT TO ME


WHEN: The month of August.
WHERE: Everywhere. And specifically: Milton Basin, ponds around Milton Outskirts; Lakeside Lake, misc. Water sources.
CONTENT WARNINGS: potential injuries, potential cold injuries/hyperthermia risk; potential partial nudity.

There has been an instability in the earth as of late. Interlopers have been made aware of the fact that the Northern Territories have been victim to quakes in the past. But lately, there has been new seismic activity, which has not helped matters. In Lakeside, it is certainly more obvious to see: sections of the railway track that run through the area have buckled, roads are damaged and undrivable and the bridge that leads out towards the coast has crumbled away.

But the damage extends beyond the roads and railway tracks, something which Interlopers will, unfortunately, discover as they go out travelling or exploring the world.

It is hard to tell which part of the ground will give way, it often happens without warning. Interlopers will simply be out walking and the ground will suddenly collapse from beneath them into small pits and ravines. They’re easy enough to climb out of for the most part, but Interlopers are in danger of sprains and even broken bones if they don’t land right. But they may end up being completely submerged in the snow, leaving them not too worse for wear but very cold. They’ll certainly need to be dug out, and hopefully, they’re not left for too long, either. Hopefully some kind-hearted stranger may find them.


The most dangerous of all are the frozen lakes, ponds and streams. It feels like the Northern Territories have been a place of endless winter. The snow has never left, and the thick ice of almost all water sources remains. While certain smaller bodies of water have thawed enough for Interlopers to fish, most have remained in a permanent state of frozen solidity. Interlopers have been free to walk across the ice untroubled. But the quakes have… endangered the solidity of what seemed to be unmeltable ice.

What was once a rare safe bet will become no more. Unsuspecting Interlopers travelling or exploring these ‘frozen’ waters may find themselves in for a nasty surprise. Without warning, the ice will creak and groan beneath their feet — the sound echoing, a strange kind of sharp snap. Then, with a groan, the ice will give way: plummeting whichever poor soul stands upon it down into the frigid waters below.

Such cold water is dangerous no matter the depth, but some will be much luckier than others. Some of the smaller ponds within the Northern Territories will only reach waist or chest height, but the much deeper bodies of water like the Basin and Lakeside Lake will prove far deadlier. Getting victims out of the waters is half the battle, trying to do so risks yourself. Many may find themselves falling in with their companions — and although a way out can be achieved, the harder part is warmth.

Getting the poor souls who fall victim to falling into the water or trapped in the snow indoors and close to a fire is a good start. Building a fire takes time, though. It could be a while before a roaring fire is going. So alternate plans might need to be put into action. Let’s hope there are some dry blankets nearby, and it’d be a good idea to get out of any soaked clothes before they freeze on a person.

They do say that sharing body heat is also a good way of heating up a person who’s suffering from the cold. Hypothermia is deadly, after all. Skin-on-skin contact works best, wrapped up in blankets. Who has time for getting awkward about it? Getting cosy might just save someone’s life.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

TEA TIME


1. The effects of the Burdock, Reishi and Birch Bark teas will last for 24 hours.

2. Physical changes to characters (ie. getting animal ears) will be purely aesthetic.

YOU LYING NEXT TO ME


1. For those down in the Basin, there is a small hut/shack with a fireplace that Interlopers can use for refuge to warm up. Shelter in other places isn't too far off. Best get warmed up quickly!

2. Interlopers already in-game with the Cold Fusion Feat won't be susceptible to cold damage/hypothermia if they fall into the waters but will also not be able to warm up their fellow Interlopers who end up taking an icy plunge.

3. Interlopers already in-game with the Lightbringer or Moon Touched Feats will be hugely beneficial/vital in warming up their fellow Interlopers who fall into the waters.

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[personal profile] singmod
APRIL 2024 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: Yet another new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — not to mention the fact they are not the first to come here.

PROMPT TWO — FROM FROTH-CORRUPTED LUNGS: The heavy fog plaguing the Northern Territories takes a far more deadly and sinister turn.

PROMPT THREE — SHARP CLAWS, YAWNING MAWS: Interlopers come face to face with another native animal to the Northern Territories stalking the rockier areas — and unfortunately, these feline beasts have also been warped by the Aurora.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in several weeks, maybe longer. The fire is stone cold, the dishes in the sink are mouldy — it's possible the place has been ransacked, as if they've gone through the drawers and cupboards looking for something. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. Interlopers who arrive during the month of April will find themselves waking up in a world filled with freezing cold fog, cold enough that it will feel as if your skin is burning. A kind of cold that will not shake easily. It will be easy to get lost in the fog. Best hope there's someone out here that might come across you to help you find your way.

Soon enough, you'll be able to find a path to town. A little more worse for wear, but alive. It’s here you may find someone else in the same boat as yourself, equally freezing and confused — battered from the journey. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you smell it through the fog: the scent of smoke that seems to cling in the still air. Fire. Not just one, but several perhaps. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the foggy mountainous forests, you’ll see the most welcome of sights, even if it may appear a little eerie in the half-light gloom: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more. Some of them will direct you to the Community Hall, tell you to head there — you've been expected.

Towards the center of town, you’ll find the building where many people seem to gather: a community hall, by the looks of it. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Everyone looks as though they could faint from the cold at any second, damp and shivering.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face, but looks sad. He smiles warmly despite the sadness in him, and with pity, ushering you in with haste.

“Another batch of poor souls from the wilds, this fog has made it so difficult.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. The lights are changing things, bringing more of you here. Come, we must get you warm and fed. Mother Nature has not been kind.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas and perhaps a rare canister of coffee, along with soup and stew and trays of charred deer and rabbit meats, plus some grilled fish, instant mashed potatoes, and tinned vegetables. It’s very basic, but it’s hot and filling. A feast. The old man has been busy. And Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is very troubled, thoughtful. Much has been happening. The others from town will eventually trail in too, to eat and warm themselves, and search among the new faces.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, his mood is... low, mournful. But perhaps you might be able to get some answers from those fellow arrivals who’ve been in this place for some time now.

FROM FROTH-CORRUPTED LUNGS


WHEN: The month of April.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural/extreme weather; poisonous fog; potential respiratory/lung-related illness/injury; potential burn injuries; themes of peril

A thick fog has descended onto the Northern Territories as April comes, often difficult to navigate in and a kind of cloying damp that often brings a certain kind of wicked chill to Interlopers out travelling in it. The kind that sinks in one’s bones and takes too long to be chased away with heat and dry clothes. Sometimes, it feels almost suffocating, like it’s exhausting to be out in it — as if one might feel more like they’re underwater than on dry land, struggling to breathe if they’re out in it for too long.

It’s certainly a miserable affair for those in this world, the cold was bad enough without this.

And certainly, it can get even worse.

Maybe it’s a trick of the light, the strange thickness of the fog in the pale Spring light, but you notice in certain patches there’s… an almost green tint to the fog. You don’t have time to look at it for long. It descends upon you with a fluid steadiness, silent in its approach.

To touch the fog with bare skin, a hand, even the exposed face — you will be met with a sudden burning pain, far different to the biting cold pain of the rest of the fog. As soon as the green fog comes into contact with you, it slowly begins to burn at you — searing away at any flesh, a slow and terrible experience.

To breathe it in will be an even worse experience: it will feel as if one is slowly inhaling tiny fragments of glass, and each breath will be painful and suffocating. Coughing up blood is likely, and being out in it for too long will bring a slow, agonising death of suffocation.

Heading indoors is the best bet to ensure survival, with plugging up any doors and windows or drafty spaces to ensure the fog doesn’t seep inside. After that, it seems like the only thing you can do is wait it out. Hopefully you're stuck inside with a friendly face, and somewhere with a fire. Otherwise, it's going to be a bad time trapped inside waiting it out. The fog will eventually dissipate, and all that Interlopers will be able to see is the usual cold fog — but that could take hours of waiting.

Burns to the skin can be treated with typical medical care, and bathing the wounds will cleanse them of any lingering poison, but Interlopers should take care of signs of infection in the days afterwards. For those who suffer from inhalation of this green fog, Methuselah will direct them to Reishi mushrooms — known for their antibiotic healing properties and can be found in abundance in the world. Interlopers will find that breathing in the steam from boiling and steeping these mushrooms in water will soothe their lungs and help in the healing process.

SHARP CLAWS, YAWNING MAWS


WHEN: April, onwards.
WHERE: Milton wilds; Milton Mines (Lakeside Entrance) area; The Ravine area.
CONTENT WARNINGS: animal attacks, altered wildlife, gore, possible character injury/death, possible animal injury/death.

Certain kinds of wildcats are native to Canada and thus the Northern Territories. They are elusive animals, often keeping to themselves and have largely gone unseen by the Interlopers during their time here in this world. But the world is changing, and it has long been understood that wildlife has been altered due to the Aurora’s influence — particularly with wolves. Unfortunately, these solitary and evasive felines will not remain this way for long.

The wildcats tend to stick to the more mountainous areas of the Northern Territories: Milton’s outskirts being a primary example of this, but also the sheltered and rocky passage Interlopers must take if they are to travel through the mines and down the train tracks that lead into Lakeside. It is here in particular that they make their appearance with the recent footfall between the areas.

For newer Interlopers, it is a frightening sight. For some Interlopers who have been in this world for some time, it is an all too familiar sight to behold but no less terrifying. These beasts are warped by the Aurora and are far bigger and faster than any usual wildcat, with huge, hulking bodies, elongated fangs and unlike wolves: they can climb. Green, glowing smoke curls from their bodies and eyes, a kind of electrical current rippling over their coats with a strange shimmer. They lurk from above and wait for the opportune moment to strike — a far more silent and deadly attack than the wolf packs of last year. But if you’re paying attention, you might be able to spot them before they make their move.

These altered beasts will come no more than three at a time, but will usually attack alone. They will work with a frenzied determination to bring you down and make you their next meal. Cats, after all, are obligate carnivores. They will enjoy giving chase, and running will be the worst thing to do in dealing with them. It is best to stand your ground and try to fight back this way.

They are frightened of flames, and loud noises from gunfire or flares will keep them at a distance — but it’ll take a decent amount of ammunition to take them down, much like their canine counterparts Interlopers already encountered. Taking one down will be no small feat, but there will likely be the reward of a thick, warm pelt for those interested.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

FROM FROTH-CORRUPTED LUNGS


1. Skin open to the elements is at the most risk of being burned, so it's best to wrap up/cover any bare skin. Covered skin would eventually burn if Interlopers spent enough time in the fog to have their clothes saturated by the damp.

2. Breathing in the fog is the most pressing issue for everyone as a whole. The green fog can affect Interlopers who don't breathe.

SHARP CLAWS, YAWNING MAWS


1. Bobcat, Canada Lynx, and Cougar are the three kinds of wildcat native to Canada. Due to the Aurora's influence, these wildcats are bigger, faster and stronger than typical wildcats — with Cougars being the largest of the three.

2. Killing them is difficult, but not impossible. Scaring them will be far easier to accomplish than killing them.

3. Wildcat activity will continue onwards from April, but will reduce with the Interlopers' efforts to fight them back.

4. Wildcat is technically edible. But not advised due to parasites. Characters are still welcome to harvest the wildcats they kill, however.

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[personal profile] singmod
FEBRUARY 2024 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: Yet another new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — not to mention the fact they are not the first to come here.

PROMPT TWO — OF FAIR FORTUNE: After spell of bad luck, finally, the Interlopers find A Very Good (albeit slightly spooky) Boy.

PROMPT THREE — BAD PICKINGS: An error is made when foraging for mushrooms that have been altered by the Aurora makes for some interesting situations for the Interlopers.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in several weeks, maybe longer. The fire is stone cold, the dishes in the sink are mouldy — it's possible the place has been ransacked, as if they've gone through the drawers and cupboards looking for something. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. Interlopers who arrive during the month of February will find themselves especially likely of falling foul to accidental injuries and the like. It's as if the bad luck of finding yourself in this place only gets much worse. Maybe you get yourself horrendously more lost than you mean to, maybe you end up with a sprained wrist or ankle after a fall, torn clothing from fighting through the thicker parts of the wilderness.

But soon enough, you'll be able to find a path to town. A little more worse for wear, but alive. It’s here you may find someone else in the same boat as yourself, equally freezing and confused — battered from the journey. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more. Some of them will direct you to the Community Hall, tell you to head there — you've been expected.

There is a sombre mood to the town. Although you can't quite place why, maybe you should ask?

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a community hall, by the looks of it. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face, but looks sad. He smiles warmly despite the sadness in him, and with pity, ushering you in with haste.

“Another batch of poor souls from the wilds.” he nods gravely. No, this is not the first time that this has happened. “I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. The lights are changing things, bringing more of you here. Come, we must get you warm and fed. Mother Nature has not been kind.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas and perhaps a rare canister of coffee, along with soup and stew and trays of charred deer and rabbit meats, plus some grilled fish, instant mashed potatoes, and tinned vegetables. It’s very basic, but it’s hot and filling. A feast. The old man has been busy. And Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is very troubled, thoughtful. Much has been happening. The others from town will eventually trail in too, to eat and warm themselves, and search among the new faces.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, his mood is... low, mournful. but perhaps you might be able to get some answers from those fellow arrivals who’ve been in this place for some time now.

This time, if he is approached, particularly by those who have been in Milton for some time, he will frown in thought. He is… considering something. Finally, he will speak:

“I had hoped that the secret cache I and your fellow Newcomers had found two months past would be enough until the spring comes.” He hesitates for a moment, his gaze moving to one of the many windows of the Community Hall. “If she ever arrives, that is.”

He doesn’t believe it will.

“More and more of you come. Life will continue to get harder with the numbers rising.” Methuselah explains. “Milton is but one town, and the way out to the south is blocked.”

He means the road out — the one that follows out of town, past the gas station and through the mountains. The tunneled road ends there, caved in with snow and stone. There is no way out that way. Methuselah is quiet for a few moments.

“... There must be another way out. For all of our sakes. It must be found."

OF FAIR FORTUNE


WHEN: The month of February.
WHERE: Milton Outskirts, Milton area.
CONTENT WARNINGS: otherworldly animal;

The Interlopers have discovered that it is not best to trust the canines in this world. The wolves and volatile, aggressive — prone to attacking the town, people. There has even been an instance of a dog leading Interlopers off the beaten track some months ago, into trips and falls and all sorts of mischief. To come across any sort of dog these days would draw suspicion, perhaps even aggression from Interlopers.

And certainly, coming across this particular dog is enough to turn plenty around and start heading in the opposite direction.

There is something…. Otherworldly about this dog. In terms of breed, one might recognise it to look a great deal like an Old English Sheepdog — but far bigger and hardier. It almost looks as if moss and vines are matted in its long fur, which seems ridiculous — but it’s true enough. The dog does not bark, but instead will stop and look at you silently when you come across one another. If approached, it will not run off, but it does not want to be petted and prefers to keep a respectable distance between you and it.

Then, it will turn to look in one direction and begin heading that way. It looks as if it wants to take you somewhere, but it won’t run off for you to catch up. It keeps to your side, silent and steady as you head through the snow, the woods. Wherever you’re going, there seems to be no rush in getting there.

It’s a little unnerving: where did this dog come from? Why does it look so… strange? Where is it going? Where is it taking you? But even with these questions, it doesn’t seem like you’ll find much in terms of answers, not at first.

Soon enough, you’ll find it. It’s different for everyone, but it seems like it all has some recurring theme. Perhaps out in the cold wilds of the Northern Territories, you’re in desperate need of shelter or warmth — you and the dog will find yourselves facing an abandoned cabin, a place of safety from the cold, perhaps with warmer clothing within. Or perhaps the dog may lead you to some secret stash: a metal cache half-hidden in the snow, a small stone cairn — with vital loot hidden within: matches, flares, maybe even food. It may even lead you to foragable foods: mushrooms, berries or of the like — all safe to consume.

Whatever the strange dog leads you to, it is a fortune. A small one, but a fortune nonetheless. It seems as if it wanted to bring you to something to aid you in your time here. Upon finding whatever it is the dog leads you to, the dog disappears — never to be seen again.

BAD PICKINGS


WHEN: Mid-month onwards for a few weeks.
WHERE: The entirety of the Milton area.
CONTENT WARNINGS: altered food/foraged foods; drugs/hallucinogens / negative hallucinogenic trips; severely altered/warped moods; temporary amnesia; personality switches; loss of senses

The Northern Territories may be harsh, difficult conditions to survive in, but certainly not impossible. There is an abundance of wildlife, hardy enough to withstand the weather — even in the extreme, unpredictable times such as these. Foraging will soon come to be a staple for those stuck here in this world, and is just as important as hunting down any deer or rabbit. Flora is not only useful in terms of sustenance, but in its use in medicines and tinctures.

Mushrooms can be found here and there in particular areas: taking advantage of the wet, rotten wood of downed trees, or nestled in the sheltered undergrowth of the more densely wooded areas where it’s a little more suitable for fungi to grow. But not even the flora of this world is safe following the recent Auroras. The world is changing, and for the next few weeks — foraged mushrooms will have some… interesting effects, when consumed.

Interlopers that come across these mushrooms in the wilds will find themselves compelled to pick and eat these mushrooms right away. They're perfectly fine to eat raw, just more enjoyable to eat once cooked.

The effects of the mushrooms will last between eight hours to a full day, depending on how much was consumed. Nothing can be done to alleviate symptoms. You will feel incredibly hungover the day after the effects have subsided, and feel completely fine after that. The Aurora’s influence on mushrooms is only temporary, and the mushrooms will cease their effects after a few weeks.

Reishi mushrooms This mushroom will temporarily take away one of your five senses: sight, touch, smell, taste or hearing. You may find yourself feeling completely numb to touch; or unable to hear or see anything.

Oyster mushrooms Eating one of these mushrooms will give you temporary amnesia. You may forget yourself, things about your life, even your own name. Or maybe you will forget those around you. Or perhaps both.

Black Morel Eating this mushroom will seem to switch your personality to its complete opposite. Introverted sorts will become extroverted, those prone to anger will become more calm and chilled out, cheerful sorts will become more morose — and vice-versa.

Chanterelles Your mood is lifted and you become more cheerful and affectionate with those around you. You may even become more enamoured with the next person you happen to meet, regardless of your feelings towards them previously or your own orientation/attractions.

Amethyst Laccaria There is nothing supernatural or strange that happens when this mushroom is consumed. You just have a super bad hallucinogenic trip of your own horrible making. This mushroom is literally a nightmare. Sorry about that.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

OF FAIR FORTUNE


1. Please Do Not Pet That Dog.

BAD PICKINGS


1. Interlopers that pick a variety of the mushrooms and cook them together to eat will suffer the effects of whichever mushroom was in the largest quantity.

2. The mushrooms are fine to eat raw, and characters will feel compelled to eat them raw.

singmod: (Default)
[personal profile] singmod
DECEMBER 2023 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — not to mention the fact they are not the first to come here.

PROMPT TWO — MISTY FALLS CAVE: The Interlopers go out in search of a hidden cave in the mountains found by Methuselah, which may still contain the hidden stash of a doomsday prepper. However, they get a little more than they bargained for when they venture inside.

PROMPT THREE — SERPENT'S BREATH: Interlopers investigate the mysterious cause of whatever is killing and poisoning the wildlife and vegetation of the area — and discover a supernatural creature is behind it.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-Decmber.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in a long time. The fire is cold, the dishes in the sink are pretty mouldy. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

It’s possible you may come across someone here. Another fellow Interloper, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilisation…?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People. In The town!

As you head into the outskirts and further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah, even more, still. Just as I thought.” he muses. “I wonder if this is perhaps the new status quo. I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. They bring more of you every so often. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful…. and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas and coffee, along with soup and stew and trays of charred deer and rabbit meats, plus grilled fish. There's also things like instant mashed potatoes, and tinned vegetables. It’s very basic, but it’s hot and filling. A feast, although newcomers will note from others who have been here some time that this particular feast is less bountiful this time.

Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is troubled, thoughtful.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the time and find one of the many empty homes to call their own. He will not speak much, but perhaps you might be able to get some answers from those fellow arrivals who’ve been in this place for some time now.

However, he will speak of something important, and will gladly share with others: “I have been looking for something for you all. There was once a townsfolk I knew of: Matthew. A suspicious, paranoid old miner who was interested in Prepping. He often spoke of the world coming to an end and strived to survive it. He often spoke of a cache hidden in the mountains, where he collected things of value. I have found the place, a hidden cave, but I am unable to get through, myself.”

… Well, he is an old man, after all.

“There are signs outside, so it is promising it is still intact. Perhaps the cache is still there. It might provide something useful for your growing numbers.”

MISTY FALLS CAVE


WHEN: Mid-month, onwards.
WHERE: Milton Outskirts.
CONTENT WARNINGS: booby traps; claustrophobic situations; potential injury/maiming; potential hyperthermic situations; exploration horror;


Methuselah gives directions to those willing to check out the lead for the old prepper cache. Following the river up from Milton Basin will lead to rugged, difficult pathways up towards Misty Falls — a waterfall, the river source itself. Most of the river is completely frozen with the freezing temperatures, but it is not completely so the closer to the source you go. Misty Falls is certainly idyllic, or it would be perhaps on a fine summer’s day — good for a nice hike. But the place looks desolate in the eternal winter cursing the Northern Territories.

The half-frozen waterfall is a din of sound, but the water itself is incredibly fresh and cooling for those hot and tired from the hike up. Those paying attention might notice a small space between the water and rock, big enough to squeeze through to get behind the waterfall itself. In the small space, the entrance to a small cave can be found. There are faded handmade signs, all in the same hand, reading ‘DANGER KEEP OUT’ and it isn’t too far of a stretch to wonder if perhaps this might be the secret stash of the old miner that Methuselah spoke of.

Venturing into the cave will not be an easy task. It seems the old miner was keen to keep any trespassers out, and most of this comes down to the cave itself. The walls of the cave quickly narrow, with only enough space to walk in single file. Jutting stone will easily make those stumble and trip. Occasionally the cave’s passage becomes narrower, meaning one might have to stoop or even crawl to carry on through. Here and there, the uneven floor dips, and your feet will find themselves in shin-deep frigid water. It’s slow-going, even if the actual passage itself isn’t incredibly long.

But perhaps the worst of all is the pressing darkness. A darkness so black even with lanterns switched off, one’s eyes cannot adjust to it. It is smothering, pressing. The air is stale and damp, you feel small — and the cave itself still presses in on you. The miner also kept a few tricks up his sleeve in order to keep out intruders. There are dead-ends, making it easy to get lost. Trip wires are hidden in the darkness, causing small man-made cave-ins to fall upon unsuspecting heads.

It might be safer, saner to give up and turn back. But persevering will see the cave opening up once more, this time widening into a room. The place is fashioned into some crude shelter. There is furniture, lanterns to be lit.

With more light, the miner’s stash is revealed: the painstaking, time-costing work of a paranoid old recluse. Crates of non-perishable foods, MREs, and bottled water. Medicines and basic medical supplies, flares and tools.

A perfect supply of survival goods, ripe for the taking.


SERPENT'S BREATH


WHEN: Throughout the month.
WHERE: The entirety of the Milton area.
CONTENT WARNINGS: mentions of dead animals; malevolent creature; snakes/serpents; poison/airborne toxins; potential poisonings; potential burn injuries; potential (temporary) blinding.


It’s noticed in different ways: perhaps a trail of dead animals stands before you, each one with no particular injury other than what appears to be burned hides and flesh — it is as if the wildlife simply dropped dead, for the most part. Perhaps you notice huge, tunnel-like grooves in the deepest parts of the snow, a few feet in width — as if something long and thick had made its way through to clear a path. More worryingly for some, they might notice trails of rot: destroyed trees, decaying plant life, as if the very earth itself has been scorched in the wake of something passing through, leaving nothing but destruction and devastation.

Something is destroying the flora and fauna of the world. There seems to be no pattern, simply the random trails all over the place. There appears to be no other tracks, other than the long, smooth tunnel-like pathways. Whatever it is, it must be stopped. Resources are so precious in this world, if the beast is allowed to continue then all who live here will soon starve due to lack of animals to hunt and plants to gather.

Following the tunnels is a sure-way to hunt the beast down, although these paths will lead far from town. It is best to go prepared. But soon enough, you may come across the slumbering beast, curled up on the snow or coiled underneath some jutting space of stone along the mountains. You’ll hear and smell it before you see it: the long grumbling snores as it sleeps, and the putrid stench of rot. Everything in you tells you to flee, much like when an animal senses something toxic, or poisoning.

You press on, finally stumbling across the beast: a long, serpent-like dragon, with tremendous horns and fangs, coloured with muted grey scales and huge, glowing, flamed eyes.

The element of surprise will work in your favour to try and kill the beast, but it will give up a good fight. It will take several rounds of fights with it before it will finally be taken down permanently. It moves quickly, with scales like steel. Its eyes and mouth are its weakest spots, as is the soft underbelly of its body — fire will work well on harming this beast, especially with a well aimed shot into its mouth.

Its open mouth is where it holds its most powerful weapon. Not the fangs, no. The very reason why the air smells of rot, why the wildlife lay dead, why the earth decays at your feet: its breath. The beast’s breath is highly toxic, it will burn the skin of those it comes into contact with. Breathing in the fumes will poison those who breathe it in, and will cause a weakening, sickly illness. The breath may even temporarily blind.

These injuries are not fatal, and will heal with time and the basic medical attention available in the world. Victims will require rest for at least a week, depending on how severe the blast of the serpent’s breath. But killing the best will ensure its havoc is brought to an end.

FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

MISTY FALLS CAVE


1. Tools found would be basic survival/camping tools one might expect: knives, hand axes, rope, handsaws, torches, batteries, etc.

SERPENT'S BREATH


1. The Stoor Worm, or Mester Stoor Worm, was a gigantic evil sea serpent of Orcadian folklore, capable of contaminating plants and destroying animals and humans with its putrid breath. Assipattle, the youngest son of a local farmer, defeated the creature by flinging still-burning peat into its mouth. As it died its teeth fell out to become the islands of Orkney, Shetland and the Faroes, and its body became Iceland.

2. It is possible the harvest the beast once it is killed, particularly for its fangs and skin. The skin/scales will provide ample protection to try to use it for armouring themselves. The fangs would provide useful for crafting knives or weapons.

3. It is... technically possible to eat the meat of the beast. Care should be taken in butchering, however. And it is not advised to eat the head.
singmod: (Default)
[personal profile] singmod
OCTOBER 2023 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — not to mention the fact they are not the first to come here.

PROMPT TWO — GUILTY PARTY: Interlopers are kidnapped and held captive by a being and forced to confess their wrong doings, or face fatal consequences.

PROMPT THREE — OFF THE BEATEN TRACK: Interlopers get more than they bargained for when a mysterious albeit friendly dog comes across them and persuades them to follow them into the wilds.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-October.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in several weeks, maybe longer. The fire is stone cold, the dishes in the sink are mouldy — it's possible the place has been ransacked, as if they've gone through the drawers and cupboards looking for something. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah, more of you have come.” he nods, just as he suspected you might. “I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas and coffee, along with soup and stew and trays of charred deer and rabbit meats, plus some grilled fish, instant mashed potatoes, and tinned vegetables. It’s very basic, but it’s hot and filling. A feast. The old man has been busy. And Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is troubled, thoughtful. The arrival of so many is not something that sits well with him. The others from town will eventually trail in too, to eat and warm themselves, and search amongst the new faces.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but perhaps you might be able to get some answers from those fellow arrivals who’ve been in this place for some time now.
GUILTY PARTY


WHEN: Over the next month.
WHERE: Paradise Farm Outbuildings.
CONTENT WARNINGS: forced imprisonment; forced honesty; supernatural beings; confessional themes; threat of death; possible character death; possible death by throat injury.

You don’t remember how you came to be here. The air is cold and damp, the rot of wood is strong, and… blood. Why does it smell of so much blood? You can’t seem to see all that much in the gloom, but you think you’re in some kind of outbuilding of sorts. You find yourself chained to a chair, the metal is heavy and cold against you and no matter whatever you seem to do, you can’t seem to free yourself from them. No struggling can ease their hold, and there’s no lock to unpick or break. They weigh you down in your seat, you can't even seem to tip yourself over.

But you’re not the only one here. Across from you in the dark is someone else. One of your fellow Interlopers is trapped here with you, too. They too don’t remember anything either, they’re equally as confused and uncertain as you. Perhaps frightened. Not only this, they’re also sat chained up just as tightly. You have a little time to talk before you realise the two of you aren’t alone.

There's a glooming green light, the feeling of a presence. A huge figure steps into view, cloaked in black. It’s hard to tell whether it’s a man or a woman, and it’s difficult to make out much detail of them. Their face is obscured by a stone mask in the shape of a monstrous, horned and fanged Jackal. Green light glows from behind it, foreboding in the dark. It will not answer you if you try to speak with it.

“WICKEDNESS LIES WITHIN YOU.” The voice is a fierce chorus of whispers, but yet so loud. It sends a shiver down your spine. “I HAVE SEEN IT.”

... You can’t help but know it to be true. Something inside you knows what they speak of is true. Any misdeed or wrongdoing done by your hand, any cruel word you spoke, any life you took or heart you broke. You feel exposed, seen. The figure knows what you have done.

“CONFESS.” the figure demands. “UNBURDEN YOUR HEART AND BE FREE. BE SILENT AND CARRY IT TO THE GRAVE.”

The figure holds an item in its hand, something that glints in the light that glows from its mask. Now you realise why there’s so much blood in the air: it’s a sickle, dripping with blood. You are not the first to be brought here. You will not be the last.

Speak, unburden yourself, and if the figure is satisfied — you will, in fact, go free. Refuse, or not take the demand seriously, and the figure will deem you unworthy. They will move within the blink of an eye, striking you with the sickle in the neck — let it be a mercy that they kill you quickly.

OFF THE BEATEN TRACK


WHEN: Over the next month.
WHERE: Milton / Milton Outskirts.
CONTENT WARNINGS: supernatural creature; trickster creature; themes of peril; possible character injury; possible dead body discoveries; potential cold injuries/hyperthermia risk; possible character death.

The weather will continue to prove difficult for all who try to navigate this world, but with the current footfall in and around Milton, it’s at least helped to keep paths and roads somewhat clear despite the snow’s best efforts to cover up these walkways. Still, it’s a pain to get around, especially on particularly snowy days. Unfortunately, it’s sometimes necessary to go out on such days — survival doesn’t stop for the weather to pass.

And so journeys must be made, hunting must be done, forageables must be collected. You try to keep to the paths and trails, where the terrain yields before you for an easier journey.

… Until you hear barking through the trees, the sound of paws through the snow. Given the recent wolf activity of the last month, it’s understandable to be on edge. However, it isn’t a wolf that comes into view: it’s a large dog, bigger than any dog you’ve seen before. Coated in thick and shaggy black fur, this animal doesn’t seem to be like the wolves that have been found so far in this world. While the wildlife has certainly been altered, this dog remains very much like anyone would expect a dog to act in terms of behaviour. It’s playful with some, certainly friendly, constantly trying to play chase with you as it loops around in circles with a wagging tail.

However, there’s an insistence with this dog. It wants you to follow it. It will bark incessantly, trying to pull you from the path to go after it into the woods. It wants to show you something, take you somewhere. It will even try to gently pull at a coat-sleeve or trouser-leg to coax your forwards before heading off, keeping just in sight for you to go after it.

You’ll find it increasingly difficult to keep up, even if you pick up the pace as you head further into the woods. There’s less snow here, but the forest floor is filled with holes and tree roots that will trip you up. Falls are likely. But even worse is when before you know it, the ground simply gives way beneath you, sending you tumbling into a small valley or getting you stuck deep into soft, muddy earth. With it, perhaps, twisted ankles or worse. Or perhaps simply battered and bruised and unable to climb out of trench of earth. Maybe you come face to face with the body of some other poor Interloper who'd met their own end in similar manner — trapped and injured in the ditch.

Or worse still, the dog might just have you stumbling over a cliff face and tumbling into the Basin. Whatever fate befalls you, it’s as if the dog simply led you into it. And said dog, however, will be nowhere to be seen. It will have left you stuck, hurt, lost in the woods.

You’re sure you can hear some dark chuckling on the wind. Maybe it’s just the trees.
FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

GUILTY PARTY


1. Characters will find that once they have confessed, they will pass out. When they awaken, they will find themselves lying or sitting on the floor — the being, chairs and chains have gone. They are free to leave.

2. Attempts to search the outbuildings at later dates will prove fruitless. There is no sign of the being, nor the chairs or chains that held characters, but there will be blood on the floor that can be found.

3. One character can confess, or both. Player choice! As long as someone's doing some confessing.

OFF THE BEATEN TRACK


1. Gyests, sometimes called Ghests or Bargyests are evil creatures from Northumberland, UK folklore. They seek to lure travelers away from a known and safe road to their miry and marshy demise, or perhaps lead them to walk in the darkness of a Cheviot night over the edge of a precipice. Often taking the shape of horses, donkeys or large dogs, Gyests could also shape-shift to appear as men, or even stacks of hay. But always their intention was to trick humans, for their own amusement, and lure them to their doom.

2. Attempts to lure or trap the Gyest will not work.

singmod: (Default)
[personal profile] singmod
AUGUST 2023 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A group of newcomers find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter.

PROMPT TWO — HOPE NOBODY NEEDS THIS ANYMORE: Once recovered from their journey, newcomers are free to explore the town of Milton for supplies and find any signs of the townsfolk.

PROMPT THREE — THE SIREN OF MILTON BASIN: A mysterious woman haunts the frozen lake of the Milton Basin, trying to lure newcomers to their deaths.

ARRIVAL: METHUSELAH'S FEAST


WHEN: Day One.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

’You are the Interloper. You are not part of nature’s design.’

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in several days, maybe longer. The fire is cold, the dishes in the sink are a little mouldy. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

But it won’t be long until you see it: the lazy trail of smoke rising in the air. Fire.

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. As you head into the outskirts and further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, are dark and lifeless, some of them are boarded up. Other than those heading in the same direction, towards the smoke, you won’t find any townsfolk coming to greet you, or even looking at you from behind curtains. … Where is everyone?

Towards the center of town, you’ll find the building from which the smoke rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“It seems like a great deal of you have come.” he muses finally. “I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. Please, warm yourselves. Eat. Get your bearings. Mother Nature has not been kind to you.”

The room is dim, lit mostly by the weak natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful…. and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, places to rest for a moment and get your bearings, or just trying to recover from the cold or any injuries. Down the other side are tables and chairs, and long, foldable tables laden with food, drinks and bottled water similar to one might find at a soup kitchen.

There are canisters with hot herbal teas and coffee, along with soup and stew and trays of charred moose, deer and rabbit meats, instant mashed potatoes, and tinned vegetables. It’s very basic, but it’s hot and filling. A feast. The old man has been busy. And Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is troubled, thoughtful.

If you ask him where you are, he will simply respond: “This is Milton, of the Northern Territories.”

If you ask how you came to be here, he will shake his head: “Something has changed. The sky, it was… full of light. The Flare. I felt you coming, a great arrival. But I cannot say for certain how, or why you are here.”

He is regretful, genuinely so. He wishes he had more answers for you, but he does not. Instead he will simply insist you rest, get warm and eat. There is plenty to go around. Eventually, when you feel well enough, Methuselah will gesture to the door: “When you are ready and able, explore the town. Many left, others could not make it out. I have found no one but the dead. They will have no use of the place now, perhaps you might in the meantime.”

HOPE NOBODY NEEDS THIS ANYMORE


WHEN: First couple of weeks since arrival.
WHERE: Milton.
CONTENT WARNINGS: frozen dead bodies, unexplained deaths, suicide, murder.

Other than Methuselah in the Hall, the town of Milton is void of life. While not a particularly large town, there’s a few stores and even a gas station. Life here is rustic. Function over form. Homes are simple but sturdy and warm, it’s a rugged place and one can easily deduce that the folk living here led simple, self-sufficient lives.

Commercial buildings and stores of note include a bank and post office, a hunting/fishing supply store, a grocery store, and a clothing store. There is even a church just on the outskirts of town. The buildings are ripe for picking, with most of them still with the doors unlocked, including the residential buildings. Others are locked, but can be broken into easily enough. A few are even trickier, with some of them boarded up or with entrances blocked. In terms of contents, a third of the residential buildings seem to be almost empty, as if the owners moved out long ago. There might still be things left behind of use: old, warm clothes good for the wintery weather, tools and cooking utensils — but little in terms of food. Even if the former residents move some time ago, they didn’t completely empty their homes.


Most of the homes in Milton seem to be left as if the owner stepped out only a short while ago, and with very little disturbance. Some houses, however, seem to be abandoned in a hurry, with a mess of items strewn about in some last-minute dash to grab essentials: keys, identification, treasured personal items, supplies for a quick exit. Cupboards are typically filled with an abundance of canned goods, and some chilled goods might have survived in the cold weather within the fridge-freezers, but it might be a gamble if one wants to try and eat them. Any and all electronics within homes: televisions, computers, mobile-phones — although dated, will all appear cracked and damaged, and will not function or turn out at all. The same will go for any vehicles around the town: there is no hope of starting any of them.

Diaries and journals kept by the former residents may remark on a change in the weather, with the cold and harsh climate becoming more hostile as of late. Others remark strange lights in the skies, dating several weeks or so ago, strange noises in the air, issues with power and electrical items. Some make mentions of changes to the wildlife, with wolves coming close to the town even when they had never done so before. One or two mention problems on the Mainland, with increasing difficulty of reaching out to loved ones who don’t live in the Northern Territories, or deliveries being unable to arrive. The growing trend is that something odd and terrible has been happening, although no one can truly explain what, and the problems have been growing increasingly worse and worse up to the final entries. You might note that the actual years and dates might not line up with your own: the current year given in these entries is 2014.

The newcomers are free to take over these homes, if they wish. No one appears to be stopping them, and even Methuselah seems to shrug about moving in. And as he’d mentioned, he has found no one but the dead: and plenty of them can be found.

Bodies of the town’s former residence can be found scattered over the town. In homes, in stores, out in the snow. They appear still relatively fresh, although it may be hard to tell if it’s from the cold or if it’s from very little time passing. Most appear to have died from cold exposure, some appear to have simply dropped dead on the spot. Others may be found with a gun in hand. Some, worryingly, appear to have perished by another’s hand. You won’t find the entirety of the town’s population, but there’ll be at least several dozen. Men, women, children.

Methuselah seems to have begun laying the dead to rest, but there’s too many for one man to do. Maybe you can work out what to do with them, try to bury them in their backyards, or try to take them to the churchyard.

THE SIREN OF MILTON BASIN


WHEN: Until the next Aurora.
WHERE: Milton Basin.
CONTENT WARNINGS: mental manipulation, malevolent mythical creatures, falling through ice, attempted drowning/possible successful drowning, potential character death.


Those who venture further south of the town will find themselves traversing the steep, winding paths down towards the Milton Basin. The way down is treacherous, but if enough care is taken you should be able to make it down in one piece. The water is just about completely frozen over down here, thick and sturdy enough to walk over for the most part. Within the Basin there’s more wildlife to be found: deer and rabbit are plenty. And there’s even plenty of foragables, too.

Out on the water are two small ice-fishing cabins, enough to fit one or two people inside comfortably, which hold a few forgotten supplies to try out some ice-fishing if you want to see if anything bites. Both even hold little log burners to keep warm. An old hunter’s shack can be found along the water’s edge, for those not quite brave enough to travel out onto the ice, to take shelter in for when the weather gets a little too difficult, with an old log burner still working within it.

But it’s calm down here, for the most part. Peaceful even. It’s an excellent place for fishing and hunting, and a little more sheltered from the freezing winds.

Until you hear the voice. Something soft and feminine, echoing across the ice. The Basin helps to amplify the sound, and for a long time you can’t quite be sure of where exactly it’s coming from. It’s singing, she is singing. Something old, in a language you can’t quite understand. Maybe it’s not even a language at all, but simply melodic vocalizations. It’s... beautiful, you’ve never heard anything like it before in your life.

And then you see her: a woman standing upon the frozen waters of the Basin. You realise she’s probably the most beautiful woman you’ve ever seen in your life, even if you can’t quite even begin to describe her. She appears different to everyone who beholds her, some one might see her hair is long and dark, others might see her with neat red curls. Some swear her skin is dark and rich, that looks almost plum when the light hits it just so, others claim it to be cool-toned that glistens like sunlight on snow. Whatever someone might find aesthetically pleasing is how she’ll appear, and even then to describe her to others will bring you at a loss for words. And she’s singing… to you, for you.

You’re compelled to go to her, although you can’t explain why. You’re drawn to approach her, to hear her better, see her better. Your feet carry you onto the ice, out into the midst of the Basin. You ignore the calls of everyone and anyone around you, fixated on the woman before you. She smiles when you’re close enough, beckons you a little closer.

… Then everything changes. Without warning, the woman leaps for you, her face contorting into something hideous, mouth opening to scream to reveal rows upon rows of tiny, needle-like teeth. She collides with you, and the force (paired with the slippery ice below you) is enough to send you off your feet. As you fall back, the ice cracks beneath you with an almighty sound, plunging you into the frigid depths below.

The woman fights to put you beneath the water’s surface, those needle-like teeth bared like some ferocious beast. She can be fought off easily enough, but she might just drown you before you’re able to. If you’re lucky, someone might be able to help pull you out. Tools or weapons made of iron or silver are especially harmful to her.

Once you’re pulled from the water, getting somewhere warm will be the utmost priority — otherwise the cold will kill you quicker than the woman would. The woman, you’ll find, will have vanished, and the ice where you’d fallen will have restored itself, as if it had never been broken at all.


FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

2. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

3. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being.

4. If asked how he knew that the Newcomers were arriving, he concedes that although it is a strange thing to know, it is much like how one knows a storm is coming.

HOPE NOBODY NEEDS THIS ANYMORE


1. Characters are welcome to take up residency in any of the homes of Milton. Methuselah will strongly advise characters to leave a huge, dilapidated house — known as Milton House — well alone, due to extensive fire damage.

2. More information about Milton can be found here.

THE SIREN OF MILTON BASIN


1. Characters with hearing impairments will not be susceptible to the Siren's song, or may only be somewhat susceptible depending, but may be entranced to a degree by looking at the Siren. However, this will be far easier to snap out of.

2. The Siren cannot be killed, only fought off. She will disappear for a length of time to recover before she attempts to lure her next victim.