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R U L E S


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APPLICATIONS ARE NOW OPEN

The final application round is open from: 22:00 19/02/2026 (GMT)

The final application round will close: 23:59 28/02/2026 (GMT)


Thank you for showing interest in the game! To remind yourself off the rules in regards to applications, please have a look at this page. For any other questions, try the Frequently Asked Questions page.


— Applications must be posted to this page. Please do not post them anywhere else.

— Post applications to your character's journal and then link to it in your comment. Do not post the entire application in the comment, do not link a GoogleDoc.

— Please note the mod journal/timings work on the Europe/London time zone setting.

— In the subject line, use the format of Character | Canon | Reserved/Unreserved

— If you are bringing back a character previously played in Singillatim, please ensure you fill out a Returning characters form and post it as a comment in your application.

All Comments are screened. We will update this page with a list of received applications.


RESPONSE


Applications will be responded to with the following: ACCEPTED, REVISIONS, DECLINE.


ACCEPTED: Congratulations! You're in! Please be sure to complete your checklist, join communities and follow the mod account.

REVISIONS: Something isn't quite right with your application, please follow mod instructions. You will have one opportunity to make revisions per application round.

DECLINE: Sorry you didn't make it. Better luck next time. If there were extenuating circumstances, please contact the mod account to discuss.


We wish you luck in your application.


RECEIVED // APPLICATIONS


Kieren Walker | In The Flesh | Reserved
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CR MEME


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It’s CR Meme time! It's time to touch base with where players are at with their characters in game and look towards the future! While not a requirement, CR Memes are helpful in forging connections with others, along with general housekeeping for what characters are up to during their time in game.


As Endgame approaches, this would also be a good place to look at things you'd like to do before the game ends, if you have plans to off your character before the end or are looking to finish any arcs.


Below is a helpful form to use in laying out your thoughts!


FORM


AC Results

Feb. 5th, 2026 07:19 pm
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[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

SWEEPS
Billy Prior | [personal profile] fissure
Maelle | [personal profile] shewhograspsthesky
Shao Anjun | [personal profile] wanderwolf


STRIKES
Ari Tayrey | [personal profile] astrogator
Edward Little | [personal profile] fidior
Frankenstein's Creature | [personal profile] simplyam
John Irving | [personal profile] extramuralise


DROPS
Bellamy Blake | [personal profile] jettisons
Chloe Frazer | [personal profile] desperate_times_right
D'Artagnan | [personal profile] gascogne
James Fitzjames | [personal profile] gildedlife
Randvi | [personal profile] meadqueen


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
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[personal profile] singmod
DECEMBER 2025 TDM


IMPORTANT NOTE: THIS TDM IS THE FINAL APPLICATION ROUND. WHILE ANYONE IS FREE TO PLAY IN THE TDM, THE FINAL APPLICATION ROUND WILL ONLY BE OPEN TO CURRENT PLAYERS, OR RETURNING PLAYERS WHO CHOSE THE 'AURORA' OPTION WHEN THEY DROPPED.


PROMPT ONE — ARRIVAL: THE DARKWALKER’S FEAST: The Aurora signals back a group of familiar faces, for the last time, with the Darkwalker close behind.

PROMPT THREE — THE ERRODING: A toxic fog settles onto the Northern Territories, spoiling food and spreading rot.

PROMPT THREE — WINTER OF OUR YOUTH: With the Darkwalker’s presence ever looming, the former Forest Talkers living amongst Interlopers perform their final rite.

ARRIVAL: THE DARKWALKER’S FEAST


WHEN: Early February.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential injuries, potential cold injuries/hyperthermia risk; themes of terror; themes of stalking; mental manipulation/degradation; physical degradation; potential character death.

'You are the Interloper. You are not part of nature’s design.’ A dark, deep voice. Impossibly ancient. The Darkwalker hisses to you: ‘And I am coming for you.'

You saw the lights, your world went dark and in the blackness the Darkwalker called to you. The words echo as you open your eyes once more — squinting and straining to a world of dark, green gloom.

There are no stars above you, no moon. The world is impossibly quiet. You do not get the sanctuary of some abandoned cabin. Instead, you awaken out in the open — in the bitter cold and snow. You can barely see your breath cloud in front of you as you sit up; the gloom feels so oppressive, stifling. You are alone in the wilderness, in the frozen land of the Northern Territories — 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 call out. There is no answer. Your voice cuts short. You stand alone in the wilds of Milton, the woods are dark and deep — but the feeling of being alone does not last long. You only have but a few minutes to collect yourself, pick up any stray belongings that might have been dumped alongside you.

Suddenly, there is a sound that breaks the suffocating silence: a long, low, moaning growl. Something neither human nor animal. You cannot place the sound.

You feel a bolt of cold heat through your chest. You are afraid.

(Some of you may remember this sound. Remember the noises of the being who struck out at Interlopers, turning them into twisted corpses, frozen in horror.)

In the distance, you hear the heavy, thundering of footsteps. Something is coming. The Darkwalker is coming. You cannot stay here. You need to move, need to get away from those footsteps. Although slow, they are persistent, steady. You do not want to know what will happen if those footsteps catch up. And if you do not move, the cold might kill you just as quickly.

You must work out where you are, and you must find civilization as fast as you can. So you pick a direction and hurry into the unknown, trying to navigate your way through the gloom — to try and find a trail, something which might lead you to warmth and safety. Along the way, you may find someone else in the same boat as yourself, equally freezing and confused and afraid. You’ll both need to keep going. It won’t be easy. You hear the inhuman, low, growling moan once again, 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. Out looking for you. They’ll likely offer help and get you into town.

All the while, the footsteps boom in the near-distance. They grow louder and louder, and you realise the reason why they’re drawing closer: they are coming for you. The Darkwalker is hunting you, and in your bones you feel that anxious gnawing. It sets your teeth on edge, makes the hair on the back of your neck prickle.

You are a hunted animal.

You must keep going. The Darkwalker is behind you, making a beeline for you — the thuds of its footsteps making the ground quake a little the closer it gets. You cannot see the Darkwalker, save for the sickly-green footprints you may see if it is immediately upon you, but the effects of its presence will become more profound.

Move too slowly, or dawdle and soon enough that anxiousness within you will turn into true fear. You find yourself lost to hysteria, unable to move, and you find yourself growing weaker and weaker — like you might die before it has an actual chance to catch up to you. Your very life slowly ebbs away. Only gaining distance from the Darkwalker will bring you back to your senses and restore your energy — but the effects on you from the Darkwalker will linger in the days to come.

The trails will lead to paths, and the paths will lead to roads. You can smell the heavy, low scent of fires burning in the dark. 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”.

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, most are dark and lifeless, some of them are boarded up, some of them are occupied. The town is quiet in this endless night, but you can see the warming lights of your fellow Interlopers in the windows.

Once you enter the town limits, the Darkwalker stops chasing you. But you can still sense its oppressive presence not too far off.

You are not greeted by Methuselah at the Community Hall. There is no Feast.

Some of your fellow Interlopers may have gathered and attempted some kind of half-hearted welcoming committee, instead. There may be a little soup, some charred meat, hot tea. Someone may be on hand to tend to any wounded from slips and falls out in the snow, or deal with any cold injuries sustained in the journey to town. But there is nothing compared to the Feasts Interlopers have grown accustomed to, or have perhaps taken advantage of.

But, no. No feast. This time, if you are not quick enough, you are the feast.

May the Darkwalker never catch you.
THE ERRODING


WHEN: The Month of February.
WHERE: Everywhere.
CONTENT WARNINGS: supernatural/extreme weather; poisonous/toxic fog; themes of food insecurity, themes of food scarcity; supernatural illnesses; breathing-related illnesses; nausea and vomiting.

The Darkwalker told you once: I am the Rot.

The Darkwalker’s arrival has only just begun. Not only does it stalk around the edges of Milton, but its presence brings atmospheric shifts to the world that make it difficult to get about. Interlopers are well accustomed to bouts of supernatural weather, and they’ve faced something like this before — a caustic fog that burns and erodes everything it touches, or the fog that ignited Interlopers into fight or flight.

It may linger in the minds of many when this new kind of fog sets in.

It’s hard to tell it’s settling in at first, with the eerie green gloom that covers the entirety of the Northern Territories in darkness. Vision in the world is difficult, for the most part. But you notice a certain kind of heaviness in the air, and looking up has a kind of clouded, greenish haze — like a fog is slowly drifting in.

Things seem fine, at first. Just another string to the Darkwalker’s wicked bow. But when you tend to your traps, your fishing, your smokeboxes — anything kept outside — the stench of decomposition hangs. You find the meat, the carcasses, the food rotting. Anything kept outside, no matter how well protected in boxes, crates or storage, will slowly succumb to putrefaction. It isn’t just the food that begins to rot. Even vegetation will find itself prone to withering and dying — cutting off another form of food.

The fog will drift heavier, sometimes it rolls in quickly and you’re lost in a thick fog. Being out and about in this fog will make it hard to breathe, and enough to bring the taste of blood in your mouth as your lungs slowly begin to rot with each breath you take. Interlopers who spend long enough outside will slowly drown in their own blood, and will also find themselves coming down with bouts of nausea and sickness — and if they continue to remain outside, they will fall more and more ill, withering away to nothing until death.

Fog will even try to seep into houses, with unsecured buildings most at risk — the fog appears to actively try and get in anyway it can. If it fills a home, you are as good as dead.

Interlopers must work quickly to try and secure their food sources, their very homes. But how do they when something is actively turning their food to rot and their very bodies?

You remember from a dream in January. Enola drew a rune. in blood upon the snow:

“Use this, when the time comes. It will help keep it at bay. You have power, never forget that.”

There was once a rune Methuselah told Interlopers about. A warding rune to keep the Darkwalker from stealing an Interloper’s wits during its comings. A rune etched in Interloper blood.

Paint the rune in your blood, and true to Enola’s word: it will keep the fog at bay.
WINTER OF OUR YOUTH


WHEN: The month of February.
WHERE: Milton.
CONTENT WARNINGS: themes of suicide; depictions of suicide; ritualistic suicide; human sacrifice; death of NPCs; death of teenage children; potential character injury; potential hostage situations; potential murder of NPCs.


Well over a year ago, the remaining Forest Talkers — some mere teenagers, barely on the cusp of adulthood — had absconded from their group to join the side of Interlopers when the Forest Talkers came to Milton to bring devastation and death. The Interlopers had taken them in, and they’d existed quietly in Milton — getting to work, contributing to the town and gently struggling with integrating with their former enemy. And while some of them have died one way or another in that time, eight still remain.

They have kept up their habits, private rituals of beliefs that have still stuck with them even after all this time — the hunting of small game to carry out their grisly displays out in the woods: animal remains placed in particular manners, the snow dug away to the earth.

They had once told Interlopers, when discovered in these rituals: The world is still dead, even if we don’t want to fight you anymore. We just want everything to be reborn again, so next time it’ll be better. We have to give them a chance. I guess we just have to see what happens.

And now the Darkwalker is here.

Over the course of the month, the former-Forest Talkers put plans into action. Some are quieter than others, some are far more violent in their displays. It will always be outside. They shed their outer-layers, removing boots and coats.

”Don’t you see it now?” they’ll tell you. ”Don’t you understand? This all has to happen. This has to be the way of things. The world is dead. It must be reborn. The Yawning Grave has been opened. The Long Dark awaits. Leave me to the wilds, or bury me. I will return renewed.”

A knife. A gun. And it’s all over. A sudden, violent act.

Or maybe you can stop it. Wrestle a weapon out of their hand. And maybe a fight breaks out. The young Forest Talkers have no interest in trying to hurt Interlopers but they will fight to the death to meet their own end. They refuse to be stopped, one way or another they will try to end their own lives. Maybe you might have to do it yourself, maybe they force you into putting them down when they try to hurt someone else, someone you care for.

In the quieter instances, it's slipping out into the wilderness. Letting the fog take them, or trying to succumb to the elements. Maybe you’re trying to drag one of them back into town, to try and talk some sense into them, maybe you win. This time. They listen, but they do not hear you. They have already decided what must be done.

There will be other times. More attempts.

By the end of February, all eight of them will be dead — one way or another, no matter how many attempts it takes.

The Yawning Grave has been opened, and they must go into the Long Dark.
FAQs

ARRIVAL: THE DARKWALKER'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.

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. Returning players who are bringing characters back with Feats will note their Feats aren't working as they should, there is further information on this on the Tales From The Northern Territories, linked at the bottom of the page.

5. More information about Milton can be found here.

THE ERRODING


1. A rune etched in Interloper's blood will provide a powerful protection against the fog. It will keep the fog from drifting into homes.

2. The rune itself will only cover small areas, so while it could be used in the close quarters of the centre of town — it would require multiple runes all over the place.

3. The runes must be maintained with fresh blood every day to keep their protective enchantments active.

WINTER OF OUR YOUTH



1. Players can either play out a successful halting of a former-Forest Talker's suicide, or be unsuccessful.

2. There are eight Forest Talkers who will ultimately die during the month of February, despite Interlopers best attempts. These are: Jean-Marc Sun, Jack St Pierre, Steven Forest, Gabriel Dunlop, Guy Harvey, Colette Ayotte, Renee Langevin and Marnie Mann.

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[personal profile] singmod
THE FINAL TALES FROM THE NORTHERN TERRITORIES


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Greetings, Interlopers! Welcome to another of your bi-monthly updates, known as Tales From The Northern Territories! The purpose of these little ‘newsletters’, is to touch base with players on how things are going within the game and the fallout of the event of the previous month. In addition, these updates will also provide some extra information on NPCs, along with any additional happenings that might be going on within the game — which may be hints towards the upcoming Test Drive Meme!

Before we jump into things, here are some dates for your diary for this month:

Activity Check — 1st - 5th
Test Drive Meme — 5th
CR Meme — 15th
Reserves — 15th - 19th
Applications — 20th - 28th


ANNOUNCEMENTS/HOUSEKEEPING:



ENDGAME PATH: February marks the last application round for Returning/Current Players only. Players who have previously dropped from the game and have not dead-locked their character out (ie. by killing them off) will be free to return them to the game for the final few months of Singillatim. Or current players who wish to bring in a new character for the Endgame are welcome to do so.

During this Application round, the character caps will be removed so anyone who does want to return can do so.

Following this, here is the outlook of the coming months.




March
Activity Check — 1st - 5th
Event Plotting — 5th - 7th
Event — 10th
IC Meme — 15th

April
Check In — 1st - 5th
Event Plotting — 5th - 10th
Event — 10th

May
Check In — 1st - 5th
Finale, pt. 1 — 5th
Finale pt. 2 — 20th

June
Game Closes




ACTIVITY CHECK: As we head into Endgame, there’s been a couple of changes to Activity check. February will be the final month players have to make AC. Following this, we will move into a Check In only for March and April — with making AC optional.


HOUSEKEEPING: A reminder for players that we have both a Character Location Tracker for players to use to show where their characters are each month. I will link it here, but it can be found on the Areas Page. In addition, we have a Character Impressions Sheet for players to put down first impressions/basic general knowledge of characters that was created by one of our former players! While linked here, this can be otherwise found on the Navigation pages.



INTERLOPER CENSUS 2025: Is now up! You can watch it and the previous Interloper Censuses done below!

INTERLOPER CENSUS 2023

INTERLOPER CENSUS 2024

INTERLOPER CENSUS 2025



JANUARY’S EVENT


SUNDERED PASS: Timberwolf Mountain has been unlocked. Interlopers are free to make the two day trek to the area. The people of Mountain’s Watch are keen to trade with Interlopers, given their lack of access to trading with Silverpoint over the last two years.

THE GRAVEYARD: The Graveyard remains a fixture in the area, meaning Interlopers are free to explore and loot the place as the months go on. The ghostly memories will also continue to feature in this place — meaning Interlopers can still come across both their own memories and the memories of Enola.

THE LAST RIDE: In February, apparitions of the horse that Interlopers came across by bodies of water will come to an end. The kelpies will be gone, and more fresh horrors will replace them.

AND NOW... THE WEATHER


DAYLIGHT: The sun did not rise. The sun continues to not rise. At the end of January, the Darkwalker struck out against Interlopers, killing two. The green gloom that signifies the Darkwalker's presence and influence does not leave. There is no warmth, no sun. This is the ending of all things.

WEATHER: The air is still and calm. It is bitterly cold. The world is suspended in time. No wind, no snow. Just the freezing, endless cold. This is the ending of all things.

AURORA ACTIVITY: There is one faint Aurora in early February. Perhaps one final sign of the coming of more Interlopers. Then the air is still, dark and silent. This is the ending of all things.

SEISMIC ACTIVITY: The ground quivers and quakes most days, a restless beast thrashes from below. This is the ending of all things.
NEW HAPPENINGS IN FEBRUARY


WILDLIFE: Slowly, wildlife begins to disappear from the Northern Territories. Animals draw further and further into the deeper parts of the wilds, making hunting far more difficult. Fish in bodies of water begin to dwindle, as if they’ve slipped to the very depths and do not wish to return. Interlopers will have a time of hardship ahead, hopefully they have prepared for it.

VISUAL DISTORTIONS: Following the very weak, singular Aurora in early February — Interlopers will notice a visual disturbance to the air around Milton. In the gloom, the soft shimmer of iridescence can be seen. They are nothing more than glimpses, but you can find them across the town itself. They are pretty, if nothing else.

AURORA FEATS: Interlopers will begin to notice issues with their Feats into February, progressively getting worse as time goes on. They can feel their abilities draining, and the downsides of their feats becoming more and more prominent.

AURORA CALL — You struggle to hear the voices of others. They grow quieter. You are lonely, more lonely than you have ever felt. You are alone.
COLD FUSION — Your immunity to the cold begins to diminish. You are less protected, and find the bitter weather begins to bite you. You are generally unpleasant to be around. For the first time in a long time, you feel cold.
EFFICIENT MACHINE — Interlopers who have taken advantage of never needing to eat begin to feel the pangs of hunger in their stomachs, and it returns with a vengeance. Interlopers who have existed with the Feat the longest will be hardest hit. You don’t just need food, you ache for it.
FREE RUNNER — You find yourself clumsy and slow, the speeds and grace you had to traverse the land are beginning to abandon you. And yet your ravenous hunger prevails. You still need to consume more, for very little pay-off. You feel fragile.
INTERLOPER’S SACRIFICE — Your healing hands struggle against heavier injuries, sometimes even smaller ones can require a great deal of concentration and energy. You feel the ache of old wounds you have long-healed. You feel helpless.
LIGHTBRINGER — The flames you could once conjure without much thought splutter and die after huge amounts of time trying to ignite. You burn yourself almost constantly. You are less warm, but no less impassioned.
MOON TOUCHED — Transforming into a wolf becomes more and more difficult. You can spend very little time in your wolf form, losing yourself into the wolf far easier than ever before. You no longer feel like yourself.
OLD BEAR’S BLESSING — Your impossible strength leaves you, and the damage you used to deal pales. Your temper frays more easily, you are quick to bear your teeth and lash out. You feel weak.

But for the following Interlopers:


DARKWALKER’S REVENGE — You thrive in the dark, gleeful and almost manic. But you are hungry. So very hungry.

NPCs


METHUSELAH: Methuselah is MIA. You cannot find him. You find his camp abandoned. He has disappeared.

MARRA: Marra is MIA. You cannot find her. She has disappeared. The lighthouse is locked tight from the inside. The lighthouse light has gone out, and the people of Silverpoint are afraid.

ENOLA: Enola is MIA. She has disappeared. You cannot speak with her, not even those with Aurora Call can reach her.

MOLLY + JACE: Molly is afraid, which makes her angry. Marra’s disappearance has rattled her. She keeps her shotgun close. Jace is afraid. He does not go outside. He stays inside the Frozen Angler with his mother.

FATHER THOMAS: Father Thomas is afraid. He tends to his frightened flock, his kind voice quivers when he speaks.

BEAROAK: Due to the lack of Auroras, Interlopers cannot reach Bearoak on the radios. The airwaves are silent.
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[personal profile] singmod
WORD ASSOCIATION MEME


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—Post a top level with the word of your choice.
—Reply to top levels with a word your character associates with the word they've posted.
—Rinse and repeat until you just have to ask.
—Can't think of one? here's a handy dandy word generator!




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[personal profile] singmod
JANUARY 2026 EVENT


PROMPT ONE — SUNDERED PASS: The sun does not rise, and a new pathway is unlocked to Timberwolf Mountain: through the Sundered Pass.
SUNDERED PASS — CONTENT WARNINGS: themes of exploration/survival; potential injuries from rocks, potential cold injuries/hyperthermia risk.

PROMPT TWO — THE GRAVEYARD: Interloper explore Bittermarsh Muskeg, and find an unusual graveyard of forgotten things.
THE GRAVEYARD — CONTENT WARNINGS: themes of exploration/survival; memory-sharing themes; potential disturbing scenes; dead bodies of humans, beings and animals; possible gore/decomposition;

PROMPT THREE — THE LAST RIDE: Interlopers come across a deadly steed and become potential victims of a watery grave.
THE LAST RIDE — CONTENT WARNINGS: malevolent mythical creatures, horse-creatures/kelpies; falling through ice, attempted drowning/possible successful drowning, potential character death; potential npc death.


SUNDERED PASS


WHEN: Mid-January, onwards.
WHERE: Milton Region, Timberwolf Mountain region.

Marra had once said that access to Bittermarsh Muskeg to the north was a treacherous journey, and often blocked off by the winter weather — even long before the lights went out. Now, the area is essentially cut off. The harsh, unforgiving weather has meant that the usual pathways have never revealed themselves. No thaw, no warm weather to allow passage to Timberwolf Mountain.

When Interlopers dream of Enola and the Darkwalker on the night of January 1st, a new pathway opens — even if it isn’t as obvious as first. The trembling of the world Interlopers wake to has been a shifting of the world: the mountains that envelope the Milton area crack and shift. Snow gives way, and a route lost to time is revealed: the Sundered Pass.

On January 14th, the first sunrise of the year is expected: those brief forty minutes of daylight to signify and end of the winter. Enola had warned you: The Darkwalker has been waiting, the solstice has only just come but it doesn’t intend for the light to return.

The sun does not rise, but lights can be seen to the east, growing closer to town: the flames of torchlights. Methuselah leads them, having found them in the wilds.

There are five, all women: four appear to be middle aged, one is no more than fifteen. They come to Milton, dressed in thick furs to protect them from the winter chill.

“They are natives from Mountain’s Watch.” Methuselah explains. “They say they have come through the Sundered Pass. It has been a pathway to the east long closed off by the quakes, but it seems the recent shifts have rendered it accessible.”

The women are fed in the Community Hall. They are exhausted from their journey, a couple of days traversing through the mountain pathways. They explain that while they are largely dependent on themselves, their trade routes with Silverpoint have been cut off for over two years now — making it difficult to get through the winters. Their numbers are low.

“There were others, but they’ve gone now.” the youngest tells you. “They went east with the one from here.”

They’re open to trade: they’ve brought caribou pelts and meats/jerky; cattail pollen flour; arrowheads made of bone skillfully crafted.

Methuselah looks at Interlopers carefully before offering: “If Enola is east, perhaps it is wise you travel there to meet her. Offer the people of Mountain’s Watch aid. You know only too well the hardships of this world, and how you have suffered in the face of it.”

After a few days rest, the women will depart to return home. Interlopers are free to go with them, journeying east towards the mountains that curve around the Milton region. They warn Interlopers to pack well: the journey is difficult and cold — climbing is involved. They will mark down maps for those who wish to venture forth at a larger date, advising the path is marked along the way.

The journey through Sundered Pass begins at a gorge between the mountains: a long, winding path that rises and falls through altitudes. In places, the space will open up, and travellers will have to climb and zigzag through the rocky ledges to pass through. The snow is thick and uneven in places, making it even more difficult to get through.

While sheltered from the worst of the weather, the tremors of the earth makes the rock tremble and can send broken pieces of rock tumbling down below. There are rest places here and there, overhangs and shallow caves where Interlopers can camp for the night. There are fallen trees remaining, ideal to use for fires to keep Interlopers warm through the night.

Coming out the other side of the mountains on the second day will reveal a mass expanse of open land and muskeg — dwarfed by the silent giant of a mountain to the north: Timberwolf Mountain. You see the small shapes of Mountain’s Watch up ahead, and with it: foreign and strange shapes of things dotted around Bittermarsh Muskeg.

THE GRAVEYARD


WHEN: Mid January, onwards.
WHERE: Timberwolf Mountain.
CONTENT WARNINGS:. themes of exploration/survival; memory-sharing themes; potential disturbing scenes; dead bodies of humans, beings and animals; possible gore/decomposition;

Bittermarsh Muskeg is an expanse of frozen muskeg that lies in the shadow of Timberwolf Mountain. The boggy pools differ in both size and depth, with some being marshy enough to sink an unsuspecting traveller into knee-deep frozen peat and others being several metres deep. While frozen over, the sections of pools are not sturdy ice and you may find yourself walking onto ice that cracks and splinters — sending you into the chilly water below. Sometimes it might be a better idea to take the long route and skirt the edges of the muskeg, where it’s far safer to travel.

While rugged and harsh, there’s a peaceful kind of beauty to the muskeg. Before the Flare, you could understand why people travelled here: teeming with wildlife, but a stillness too — the looming mountain above you.

They call Bittermarsh Muskeg ‘The Graveyard’ now.

You’ll have seen it as you first entered the region: the shapes of things in the distance — strange and out of place amongst nature. From Mountain’s Watch, these shapes become clearer, but seem to make no more sense. The people of Mountain’s Watch keep well away from these shapes, but they mention one from the Mainland who can often be found out there. The objects out on the muskeg disturb them, and they don’t seem keen to scavenge through — although they can hardly be blamed, considering how disturbing the scene is.

Throughout Bittermarsh Muskeg lies the remains of various things: objects and beings that were once living things, now dead, and their remains left behind.

Some of the things found are huge: sections of buildings from different points in time: the corner walling and windows of a Georgian townhouse; broken columns that one would find from a temple in Greece; the front door and mantle of a library. They lie in a heap, scattered across and half-sunk in the muskeg: brickwork warped and strange. There are smaller objects: vehicles, vessels, aircrafts, broken and useless in the snow and bog — warped and half-melted, rusting in the silence.

Among the buildings and objects lie the remains of both humans and animals alike — in varying states of completion and decomposition. Fortunately the cold keeps the rot away, and the remains are well preserved, half-mummified by ice or the peat from the muskeg. But Interlopers can find bodies of people, wide ranges of animals from whales to domesticated animals. They can also find remains of strange, otherworldly creatures — some of them no more than bones and frozen skin or scales.

But it is not just physical things that lie scattered across the muskeg. Throughout the Graveyard lie whispers and glimmers: ghostly visions of brief moments in time. It might be a simple, mundane thing: someone turns away, someone walking; an argument between friends, an embrace between lovers. Each of them on loop, playing over and over again for a time before they fizzle out, lost. Some of these moments you might recognise as moments from your own life: a few seconds of yourself, with a loved one. Tiny moments, significant and insignificant. Memories colliding between worlds. There for a few moments, then gone.

It’s not just yourself you can see in these moments, but moments from Enola can be found in amongst the ruin of the muskeg — sporadic instances throughout her life:

You see her as you recognise her now, but before her face was injured. Her face is grave, apprehension lingers. She turns to someone unseen: “I’ll keep you safe, I promise.”

As a child, she sits, clicking clumsy fingers to make them ignite with flames. She is barely seven, her eyes are wide and afraid. But there is wonder here, too.

Another, she is even younger. She sits with two boys, who you recognise as the Barker boys. The boys bicker as they fish. Enola is silent and sad as she watches them.

As a woman, she bites down her pain as she tends to a wife bite on her arm. She works with shaking fingers to clean the wound and stem the bleeding. The wolf lies dead, she pays it no mind.

As a teenager, she stands awkwardly in borrowed black clothes in the churchyard. The funeral is done. Methuselah puts his hand on her shoulder in comfort. Enola doesn’t cry, only looks down. “Where am I gonna go now?” she asks. Her lips do not move.

Another as a child, she kneels in snow in a stun, coughing and choking. Above her, a woman stands holding her arm, injured as she dry heaves: ... what did you do, Beatrice?! What did you do?! You have heard this voice before, in a dream, and now as you see her — you feel this woman is very familiar to you.

All these moments, all these relics. Held in this place. More questions.

THE LAST RIDE


WHEN: The month of January
WHERE: Everywhere, particularly near bodies of water.

The Northern Territories are home to many members of the Cervidae family: moose, deer, caribou — a good choice for the hungry Interloper looking to capture a decent bounty of meat. Interlopers these days are well accustomed to the sounds: their calls, how they flit through the woods. Given how long it’s been, hearing a different kind of animal may initially draw confusion.

Off in the distance, you hear the soft whinnying and snorts of a horse.

It’s hard to say just where a horse might have come from. Maybe it belongs to another Inteloper, because it’s not unheard of for Interlopers to bring animals from their words here. Curiosity gets the better of you, and you go in search for this mystery horse.

And you’ll find it, soon enough — snorting and stomping one of its feet at the water’s edge, trying to press at the ice.

At a glance, it looks like any ordinary horse. No saddle or reigns. But the horse will appear and behave to Interlopers depending on the Interlopers. It might come across as a favoured colour of coat or pattern — maybe a horse you once owned, or a horse you liked in a movie or TV show. Even the breed itself may differ: some Interlopers come across a warm-coloured Thoroughbred, or a powerful Shire. It might even appear as a Shetland Pony. Its behaviour towards you also differs depending on the Interloper. It might be skittish, or playful. It may be calm, just patiently watching you when it realises you are close.

However it appears: congratulations, you’ve just found a horse.

The horse will warm to you, with even the most aloof horses finally coming around. But however long it takes, the horse will seem to invite you to be close to it. To even climb on to ride it — maybe there’s a nearby trunk you can use to help get you on, or you could just hop on and try for the best. Either way, the horse is patient enough to wait for you. It seems relatively well-trained, and will even listen to your directions as you try to maneuver it towards civilisation. A horse could be pretty useful, for travel or for tasks back in Milton.

Until it decides it’s no longer listening to you and it bolts: back towards the direction of water.

Whatever body of what you might find yourself by, a river or pond or lake or muskeg, or even the sea itself — the horse gallops in the direction of it and onto the ice. You realise, as you hang on and try to correct the animal that the beast is no usual horse. The beast’s fur shifts into a mottled green-grey; pale and wet and sticky. It’s mane (perhaps the only thing you could hold on to) shifts from hair into thick clumps of ragged, wet reeds. You’re seemingly stuck to this creature, and it’s taking you straight for one thing: the water.

As the ‘horse’ moves onto the frozen water, the ice begins to crack beneath you — pings echoing in the air, sharp snaps as the surface begins to give way. The beast bears down hard, its hooves driving into the ice to break it and the ice finally gives way — slowing down as it begins to sink into the water, and dragging you with it.

Soon enough, you’ll find yourself submerged in the waters, stuck to the beast and slowly sinking down into what will be your watery grave. The beast plows onwards, breaking ice as it goes — and you can’t help but feel you’re stepping into your death in slow motion.

Perhaps you might have a friend close by. One who might be able to carefully brave the fragile ice to rescue you. There are ways to stop the beast from killing you, at least.

And after that, the beast will vanish — leaving you to flounder in the frozen waters. Pray you were in the shallows, and you might find yourself reaching a watery end still — or fall victim to hyperthermia.

FAQs

SUNDERED PASS


1. Timberwolf Mountain is now unlocked! The areas page will be updated to show the new details of the new area.

2. Players are free to ask for more information from the women of Mountain's Watch if they wish.

THE GRAVEYARD


(tba)

THE LAST RIDE


1. This creature is based off of Kelpies, a creature of folklore who would lure weary travellers and then drag them to their watery graves.

2. Many of the typical ways to defeat kelpies can be used: they are susceptible to iron and silver, along with religious iconography/symbols. Bridling the creature while its transformed into its true self will also stop the creature from its course of action.

3. Players cannot keep the kelpies. Sorry.


PLOTTING FORM


AC Results

Jan. 6th, 2026 12:54 pm
singhelpers: (Default)
[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

POTENTIAL SWEEPS
N/A


STRIKES
N/A


DROPS
N/A


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
singmod: (Default)
[personal profile] singmod
OOC INTRODUCTION


Image

Welcome to Singillatim!

Glad you could be here! We hope you have a great time here in the Quiet Apocalypse. Don't lose too many fingers, this weather bites. Feel free to use this post to introduce yourself and your character and get to know your fellow players! Once you're accepted into the communities, feel free to start posting!

The plotting for the event will be up between the 5th and 7th!


HOUSEKEEPING TO DO LIST FOR NEW PLAYERS
Join the communities: [community profile] singillatim (Logs) & [community profile] singillppl (OOC)
Fill out information on the Taken Page.
Make your initial Activity Check comment.
Make a toplevel on the Milton Message Board.
Claim your Character's Housing
Check in your character's whereabouts on the Character Tracker.
Fill out a First Impressions.
Join the Discord server.
Follow the Mod Plurk: [plurk.com profile] singillatimmods


SCHEDULE

JANUARY
Activity Check — 1st - 5th (not for new players)
Event Plotting — 5th - 7th
Event — 10th
IC/OOC Meme — Mid-Month

FEBRUARY
Activity Check — 1st - 5th
Test Drive Meme — 7th - 10th
CR Meme — 15th
Final Reserve Round — 15th - 19th
Final Application Round — 20th - Month End



singmod: (Default)
[personal profile] singmod
R U L E S


Image


APPLICATIONS ARE NOW CLOSED

This application round is open from: 00:00 20/12/2025 (GMT)

This application round will close: 23:59 31/12/2025 (GMT)


Thank you for showing interest in the game! To remind yourself off the rules in regards to applications, please have a look at this page. For any other questions, try the Frequently Asked Questions page.


— Applications must be posted to this page. Please do not post them anywhere else.

— Post applications to your character's journal and then link to it in your comment. Do not post the entire application in the comment, do not link a GoogleDoc.

— Please note the mod journal/timings work on the Europe/London time zone setting.

— In the subject line, use the format of Character | Canon | Reserved/Unreserved

All Comments are screened. We will update this page with a list of received applications.


RESPONSE


Applications will be responded to with the following: ACCEPTED, REVISIONS, DECLINE.


ACCEPTED: Congratulations! You're in! Please be sure to complete your checklist, join communities and follow the mod account.

REVISIONS: Something isn't quite right with your application, please follow mod instructions. You will have one opportunity to make revisions per application round.

DECLINE: Sorry you didn't make it. Better luck next time. If there were extenuating circumstances, please contact the mod account to discuss.


We wish you luck in your application.


RECEIVED // APPLICATIONS


Ari Tayrey | Original | Reserved
Frankenstein's Creature | Frankenstein 2025 | Reserved
Jason Todd | DC Comics | Reserved
Miss Huang | Severance | Unreserved
Lucy Gray Baird | The Hunger Games: The Ballad of Songbirds & Snakes (movie) | Reserved
Nancy Wheeler | Stranger Things | Reserved
Bellamy Blake | The 100 | Unreserved
singmod: (Default)
[personal profile] singmod
THE HOLIDAY BOAR





In early to mid-December, you will have no doubt noticed the tracks in the snow around town. Huge prints, far bigger than animals you’ve perhaps ever known. From what you can tell, the prints look to be in the shape of cloven hooves. But what kind of wild boar could make tracks such as these?

For Interlopers who have been here long enough, they'll know just who these tracks belong to.

Attempts to track the prints and see where they lead will come up fruitless, and there seems to be no way of trapping the animal for those hoping to bag a hefty prize of meat in the harshest of midwinters. The beast is incredibly illusive, and sometimes Interlopers may wonder if it truly exists at all. But it does.

Close to the winter solstice, it will appear. At any point during the long night, when characters find themselves outside travelling about town, or out in the wilds, the mysterious creature will finally make an appearance.

It is a boar. It appears almost out of nowhere before you: bigger than you've ever seen in your life, bigger than any man. A gigantic, broad beast — with thick fur covering its body and four sharp tusks protruding from its snout. It looks far more ancient and grizzled than any wild boar you’ve seen, and as it gazes down at you from where it stands, there’s something… oddly intelligent in its eyes. It regards you curiously for a long moment, sniffing the air around you thoughtfully before it raises its head.

‘Greetings.’ though its mouth does not move, you hear the voice. Low and old and grumbly, but not a terrible voice to hear. It’s actually rather gently spoken, for such a huge and ferocious looking creature. ‘I bring you good tidings.’

Yes, the giant boar is talking to you. It brings you good tidings.

‘The sky grows its darkest. But even in this terrible dark, there is light.’ the beast tells you. ‘I will grant you such a light. I offer you one thing, a gift. Ask for it. What do you desire, child?’

Child, yes. No matter your age, it regards you as such. Perhaps it speaks of its incredible age. But at any rate, the boar wishes to give you a gift. Whatever it is you desire. Food, alcohol, or perhaps some kind of practical item to help survive the long winter. Or perhaps even a cherished thing from home, some precious memento that could lift your spirit during these difficult times. Whatever you wish for, make it known to the boar. It is ready, listening, waiting for your request.

Once you have made your request, the ancient boar’s eyes will close and he will bow his head low in agreement.

‘That is amenable.’

For a long moment, it looks as if nothing is happening. The boar is frozen, with eyes closed, as if in some very deep thought. Then, suddenly, with a brief gag, the boar throws up the exact thing you’ve asked for. It’s covered in thick, gunky saliva — but it seems to run off very quickly, leaving the item itself untouched and in pristine condition.

… It’s probably fine.

‘Seasons greetings.’ the boar will finally say and will bow its head once more in reply to any thanks offered to it.

As you move to pick up the item, by the time you lift your head once more, you’ll find that the boar has vanished once again. But even so, you’ve ended up with some neat gift you really wanted for the holiday season. That was kind of nice, right?

Happy Holidays, Interloper.



RULES


Hello, everyone! The Holiday Boar is here for one final time to gift characters with an item, whether it be something from home, or some kind of survival item, food, whatever!

But first up, some rules!

1. One item per character. Examples, for clarity: a box of ammo, or a box of candy bars, a quiver of arrows, etc. would count as ‘one item’.
2. Items must be no bigger than something Interlopers can reasonably carry themselves.
3. For items from home, it must be something the character owns.
4. Players must bear in mind any warps on particular items such as tech or weaponry.
5. Characters may ask for something for someone else if they do not want something for themselves. 6. Be sure to claim your item by December 31st!

SUBMISSION FORM


AC Results

Dec. 5th, 2025 08:17 pm
singhelpers: (Default)
[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

SWEEPS
Teddy Roberts | [personal profile] tedandroses


POTENTIAL SWEEPS
N/A


STRIKES
Charles Rowland | [personal profile] afterdrop
Dustin Henderson | [personal profile] sscuriosity
Freddie Lavoie | [personal profile] faa
Mike Wheeler | [personal profile] micycle
Vasiliy Ardankin | [personal profile] m1895


DROPS
Eren Jaeger | [personal profile] dreamsofwings
Reiner Braun | [personal profile] nohero


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
singmod: (Default)
[personal profile] singmod
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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[personal profile] singmod
TALES FROM THE NORTHERN TERRITORIES #14


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Greetings, Interlopers! Welcome to another of your bi-monthly updates, known as Tales From The Northern Territories! The purpose of these little ‘newsletters’, is to touch base with players on how things are going within the game and the fallout of the event of the previous month. In addition, these updates will also provide some extra information on NPCs, along with any additional happenings that might be going on within the game — which may be hints towards the upcoming Test Drive Meme!

Before we jump into things, here are some dates for your diary for this month:

Activity Check — 1st - 5th
Test Drive Meme — 5th - 7th
CR Meme — 15th
Reserves — 15th - 19th
Applications — 20th - 31st


ANNOUNCEMENTS/HOUSEKEEPING:



ENDGAME PATH: With the Endgame set for May 2026, December marks the final Application round open to the public. Following this, there will be one last application round in February 2026 for Returning/Current Players only.

Players who have previously dropped from the game and have not dead-locked their character out (ie. by killing them off) will be free to return them to the game for the final few months of Singillatim. Or current players who wish to bring in a new character for the Endgame are welcome to do so.

During this Application round, the character caps will be removed so anyone who does want to return can do so. In short:



December — Final Public Application Round
January — Event Month
February — Final Application Round For Returning/Current Players
March — Event Month
April — Final Event Month
May — Finale



CONTENT: December is a non-event month but there will be a Test Drive Meme this month, meaning that there will be an application round! We hope you enjoyed your FMK Meme last month! This month, players will have their bi-monthly CR Meme.


ACTIVITY CHECK: Due to the holiday season, December will be a Check In Only month. You may still make AC for the month of December if you’d like, but it’s not a requirement. Players who have submitted a Strike in November must clear this Strike in December.


HOUSEKEEPING: A reminder for players that we have both a Character Location Tracker for players to use to show where their characters are each month. I will link it here, but it can be found on the Areas Page. In addition, we have a Character Impressions Sheet for players to put down first impressions/basic general knowledge of characters that was created by one of our former players! While linked here, this can be otherwise found on the Navigation pages.



INTERLOPER CENSUS 2025: Is still in the works, apologies for the delay on getting it done. I plan on getting it done this month at some point, before the holiday season truly kicks in.

You can still watch the previous years by following the links below!

INTERLOPER CENSUS 2023

INTERLOPER CENSUS 2024



NOVEMBER’S EVENT


THE AURORA: CROSSROADS ELEGY: The storm is over, and Interlopers must work to rebuild any damaged buildings following. Enola tells the Interlopers there will be two more chances for Interlopers to take a gift for themselves through her — although this might be more foreboding than anything else.

WINTER’S CURSE: Interlopers can still find themselves becoming victim to the creature’s curse into the month of December — but no new ‘infections’ will come to light from about mid-December onwards. Maybe it’s the festive mood in the air and goodwill amongst Interlopers that have fought it back, maybe the creature has moved on. Who knows, but Interlopers are safe again, for now.

BONES IN THE OCEAN: In early to mid-December, the ship that Interlopers have spent the past few weeks exploring will groan terribly as it sits trapped in the ice. Venturing within it will still provide episodes of ghostly activity, but the ship seems almost… unstable. Like it’s tearing apart. Then, in mid-December, during the night, there’ll be an almighty crash — the ice surrounding the ship finally breaks through and damages the ship’s hull. For the next couple of days after this, the ship will slowly begin to sink into the icy waters below.

AND NOW... THE WEATHER


DAYLIGHT: With the last sunset on November 26th, there is no more daylight in the Northern Territories. Interlopers can get by with a few scant hours of twilight in the middle of the day, but the skies will not brighten further than this. The first sunrise of the year will commence on January 14th. Interlopers with Darkwalker’s Revenge will feel at their physical peak during this time — healthy, hale and energized.

WEATHER: In the deepest parts of winter, the temperature is extremely cold. Temperatures can plummet well below -40C. Storms and blizzards are incredibly common, with most days out of the months of December and January seeing some kind of snowfall at some point during the day/night. On clearer days, it’s very bitter. Interlopers with Cold Fusion will be completely unbothered by the chill, where other Interlopers might want to find a buddy with Lightbringer to cosy up to.

AURORA ACTIVITY: High activity, with Auroras appearing almost every clear night there is. Even sometimes on snowy or stormy nights, the telltale signs of an Aurora are present. Interlopers can continue to note the Aurora’s effects on electrical items are a little more erratic — there’s more sparking and flickering of lights. Some bulbs or electronics may begin to blow. The effects on predatory wildlife continue to be more intense at times, too.

SEISMIC ACTIVITY: Activity is low compared to the previous months. Tremors are minor and sparse, but the earth still feels a little restless at times. You don’t trust it, it’s like it’s almost too quiet.
NEW HAPPENINGS IN DECEMBER


ANIMAL TRACKS: It’s that time of year once more. Some familiar-looking tracks can be found throughout the Northern Territories from mid to late December. These boar tracks, for those who were here last December, can be recognised as belonging to one Very Particular Being. In addition to this, Interlopers can also find horse tracks in the snow. They don’t seem to be trackable, and don’t follow straight paths — there are but a few hoofprints here and there in the snow.

REVELRY: The sounds of laughter and music can be heard in the streets of Milton. It sounds like someone’s having a blast, but going out to see what the fuss is about will reveal an eerily quiet town. Well, that's disappointing.

NPCs


METHUSELAH: It’s business as usual for Methuselah. He predominantly stays within the Lakeside and Milton areas. He mostly keeps to himself, but will return to Milton mid-month to help prepare for the Feast and the latest batch of Interlopers. He will note to Interlopers that he feels a shifting in the air, but he cannot be sure what it means. Something is coming, creeping up on the horizon.

MARRA: With the Aurora Nights helping the broadcast of the shortwave radios, Marra will occasionally send messages to Interlopers in Morse Code. Marra will update the Interlopers frequently on the ship’s sinking through the radios but she largely doesn’t interact with Interlopers over the month of December, and will not allow any visitors.

ENOLA: Enola is more active than usual. She will be checking in with Interlopers following the ice storm, making sure they’re okay and assessing the damage. Interlopers with Aurora Call will be ones she reaches out to more, due to the closer connection with them — but she will speak with all Interlopers regardless of them holding that Feat. She continues to warn Interlopers about being vigilant, encouraging them to work on their new abilities.

MOLLY + JACE: Molly continues to act as a go-between with Interlopers and Marra, and continues to trade with Interlopers. She’s in a worse mood than usual, and Interlopers who speak to her long enough will have her speak of the Flu that hit Silverpoint and caused plenty of deaths in the village last year. Jace is spooked out from his scavenging from the boat and decides to keep closed to Silverpoint for the time being. He’s not been a fan of the ghosts. :(

FATHER THOMAS: Father Thomas continues to be around for Interloper who require spiritual guidance, or religious needs, and welcomes anyone who wants to attend his Sunday Services when they’re staying in the village. At Christmas, he will be hosting both Christmas Services and Christmas Feast for the people of Silverpoint, but will gladly extend the invitation to any Interlopers.

BEAROAK: Following initial contact on November 26th, Bearoak may continue to reach out on the airwaves during Aurora nights. Players can still use the open post here to reach out to them.
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[personal profile] singmod
Fuck, marry, or kill?

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— post your a toplevel for your character or throw three people's names out into the ether
— decide which one your character would like to fuck/kiss (or hug for the wee ones), marry, or kill
— respond appropriately
— shenanigans ensue

AC Results

Nov. 5th, 2025 06:25 pm
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[personal profile] singhelpers
AC RESULTS


Following the latest AC Round, results are as follows:

POTENTIAL SWEEPS
N/A


STRIKES
Eddie Munson | [personal profile] satanicpanics
Edward Little | [personal profile] fidior
Levi Jordan | [personal profile] solitarysoul
Teddy Roberts | [personal profile] tedandroses
Wynonna Earp | [personal profile] pacificator


DROPS
Ari Tayrey | [personal profile] astrogator
Avi | [personal profile] koboldlygo
Bruce Wayne | [personal profile] shoving
Matt Murdock | [personal profile] avo
Senshi | [personal profile] makebread
Tim Drake | [personal profile] ployboy
Tetra | [personal profile] markingnight


Potential sweeps have 48 hours to submit AC before their sweep will be processed.
Players taking a strike must make AC this month to clear.
If something doesn’t look right, please don’t hesitate to reach out.
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[personal profile] singmod
NOVEMBER 2025 EVENT


PROMPT ONE — THE AURORA: CROSSROADS ELEGY PT. 1: Enola speaks to the Interlopers again, and offers the Interlopers another change to gain a new ability.
THE AURORA: CROSSROADS ELEGY PT. 1 — CONTENT WARNINGS: mention of eye injury; potentially disturbing dreams; dreams of animal attacks; mentions of blood; dreams of the death of loved ones.

PROMPT TWO — THE AURORA: CROSSROADS ELEGY PT. 2 The weather takes a turn for the worst when a deadly ice storm hits the Northern Territories.
THE AURORA: CROSSROADS ELEGY PT. 2 — CONTENT WARNINGS: extreme weather; potential property damage; potential character injury; potential character death; potential NPC death/injury.

PROMPT THREE — WINTER’S CURSE : The legend of an ancient curse becomes real, when Interlopers find themselves undergoing a monstrous transformation.
WINTER’S CURSE — CONTENT WARNINGS: folk/supernatural horror; curses; body horror; mood/behaviour changes; emetophobia; potential NPC death.

PROMPT FOUR — BONES IN THE OCEAN: A ship trapped in the ice that appears to be a lucrative scavenger location is actually not as deserted as Interlopers might think.
BONES IN THE OCEAN — CONTENT WARNINGS: themes of survival/exploration; potentially dangerous situations; shipwrecks; ghost-related horror; hauntings; possible character injuries; themes of peril/terror.


THE AURORA: CROSSROADS ELEGY PT. 1


WHEN: November 11th-13th.
WHERE: Everywhere

You don’t know if this is real or not. You don’t know if you’re awake or dreaming. But you find yourself standing in a burnt-out woods. For some Interlopers, this is a familiar place: you have been here before. As you look ahead, you notice the flickers of firelight through the blackened trunks of trees. Your feet move towards it and you find a small clearing; someone is sat by a campfire.

A woman. Dressed in furs, one side of her face blackened and withered, the eye missing. Her remaining blue eye is bloodshot and exhausted. Her hands are caked in blood, old and new. She is dishevelled, battered and bruised. But she smiles, looking up from the fire.

Enola.

“There you are.”

If you have spoken to, or seen Enola before — she greets you warmly like an old friend. If this is your first time seeing or speaking with Enola, she introduces herself: My name is Enola, I’m one of you. I’m here to help. She knows your name, even if you have never told her it.

“Come sit with me for a while, hm?” she gestures. “We have a little time, it’s safe for now.”

Interlopers may question her about her fight with the Darkwalker back in September, and she’ll smile grimly and explain that she’s held it at bay for the time being — but she advises it’s not a permanent solution. She explains that when the Darkwalker first awoke just before Interlopers started arriving in the Northern Territories, it was weak and hungry. Over two years on, it is a starving beast — and gathering its strength.

“It will come for you again.” she warns. “I’m trying to keep it from you the best I can, but we are running out of time.”

She falls quiet for a while, watching the flames. Her hand reaches for them: they do not burn her.


“I was like you, once.” she says softly. “I came here when I was a child. Lost, scared, angry— I had no idea where I was, or how to get home. A strange little girl with powers, an Interloper. I wanted to go home so badly. I don’t anymore.”

She pulls her hand from the fire, and turns it over: watching flames dance in the palm of her hand. She looks at you expectantly.

“Do you miss it? Home? The people you left behind?”

She will listen intently, whatever your answer may be, giving you space to speak of it. While she is sorrowful for those who will speak of missing home, she seems to empathise more with Interlopers who do not wish to go home. Her reasons eventually come:

“I don’t remember my parents, or if I had siblings. I don’t remember the house I lived in, the neighbours on my street. It’s hard to miss something you don’t remember. Twenty six years is a long time. This world is the only place I can call home.”

She closes her hand, the flames extinguish.

“You amaze me, everyday.” she says, and there is pride in her one blue eye. “What you’ve built, together. At the end of the world.”

The sky rumbles overhead, Enola’s head lifts to it. She frowns deeply.

“A storm is coming. Take care.” she warns you. “I can help you again, if you choose it. If you have already chosen three, then I gift with you rest and peace. Sleep, and a dream will come.”

In a heartbeat, you’re back to where you once were. You’re unsure if you were really there, with Enola in the wood. Or if it was some kind of vision. Or maybe a dream. But whatever happened, it’s over.

And true to her word, when you next sleep, the Aurora is bright in the sky. A dream may come, if you choose it.


FREE RUNNER: The colours of the Aurora dance around you in your dreamscape. You dream you are a magnificent stag, galloping through the snowy woods with ease. You seem to go on and on, never tiring, never slowing. You feel like the wind, or perhaps the very wind itself carries you. Not once do you stumble or fall, even when the snow is thick and deep, or the ground is shaky and uneven beneath you. You feel free.

When you awaken, you feel the most refreshed you’ve ever felt since you first came here. For the final day of the Aurora, you are bursting with energy and even when the lights in the sky fade — that revitalised feeling within you remains. There’s something within you that understands: you are the Free Runner. The ground will yield beneath you, your energy will not desert you, the wind will carry you.

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

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

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

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

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


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

You feel… warm, with blood. You are injured. Sharp claws have torn your flesh, fangs have punctured you, mangled your bones. The pain is overwhelming, and you look up to a shadow of a great and terrible beast. Some Interlopers may recognise this creature. Others may not.

This is the Old Bear. Now gone from this place, but it has returned once more to offer a boon.

Impossibly big in this dream, more so than the phantom that haunted Interlopers earlier this year. It towers over you. You cannot win this fight. You are tired, weak and injured.

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

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

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

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

You will not be afraid.

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


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


THE AURORA: CROSSROADS ELEGY PT. 2


WHEN: Mid-November.
WHERE: Everywhere

Enola had warned of a coming storm, and she isn’t the only one. Methuselah returns to Milton unexpectedly in mid-November to warn of a storm coming. He’s done this before, warning Interlopers of particularly dangerous weather — able to sense the signs around him. He’ll take up refuge in the Community Hall, like he’s done previously, and both warns and helps Interlopers to prepare. You do not have long, the storm is almost upon the Northern Territories.

Both Enola and Methuselah’s words ring true. The clouds that gather are thick and heavy, the air shifts and you hear the rumblings of thunder in the skies above you. The faint daylight grows darker still. Of course, November is well known for its terrible weather — with an increase in blizzards and snowfall and a huge drop in temperatures. And maybe, you guess, that’s what they refer to. A monster blizzard, or some super storm where the temperature plummets low enough to freeze a man solid.

It isn’t snow that begins to fall, but ice.

The hailstones are small, at first. But they grow larger: irritating, stinging when they make contact with soft, fleshy bodies. The sky swirls and darkens more, the thunder grows louder and crackles like the thrum of electricity.

Even in the clouded skies, lightning strikes: the dark is punctured with bright flashes of white light, illuminating the world below.

What starts off as hailstones the size of peas, then growing to the size of small marbles grows even bigger still: hailstorms the size of golfballs, and some even the size of tennis balls start to rain down from the heavens. They fall thick and fast, hard enough to put dents in the decaying, rusting cars and trucks that have lain in Milton’s snowbanks for well over two years now. Hard enough to break the glass of windscreens. Hard enough to start damaging roofs, or smaller, weaker structures within the world.

Hard enough to split skin, or even knock a man unconscious. Or maybe even cause the end of them.

Sometimes, when the lightning strikes, it does not remain within the clouds. Bolts can strike downwards — towards the earth, posing danger to anyone in the vicinity.

It would be wise to hole up and buckle down. Venturing outside would be dangerous to both man and beast alike. While the ferociousness of the storm can ebb and flow, it will not ease up for three days — after which the skies will finally calm and the weather returns to its usual miserable November fare.

WINTER’S CURSE


WHEN: The Month of November, into December.
WHERE: Everywhere

It starts with a dream. This dream is not like one of the ones associated with Enola. It feels like an ordinary dream: a cloudless, calm night. The moon is full, the air is cold. You stand outside, breathing in that crisp air. You enjoy the peace, walking through the snow.

Two glowing eyes are watching you from the dark.

You do not notice them, not at first. Your head turns, and you see them: unblinking in the inky black. The eyes of some kind of animal. You stare for a long moment, uncertain, slowing to a stop on your walk.

You look away.

As you look back, a huge shape leaps out at you: long limbs and claws and the glowing eyes.

You awake with a sharp snap, startled. You feel cold, shaken. You don’t quite realise what’s happened to you, not just yet.

You carry on as normal. You go about your day to day, whatever chores you hurry through in the daylight hours and whatever you do to wile away the hours during the lengthening nights. But little things begin to crop up, things you or others notice about you.

You find yourself hungering for raw meat, no matter your preferences beforehand. The idea of cooked meat makes your stomach churn. You find yourself averse to hot fires, or warm environments — shirking away from the heat. You’re more withdrawn than usual, prone to snapping with others, losing yourself a little — forgetting who you are.

But it’s not just these behaviours that change about you. As the days go on, there’s physical changes that become harder and harder to hide:

You notice lumps protruding at your temples. Over time, the skin breaks painfully and horns begin to grow from your head. Your nails lengthen, become claw-like. Your teeth sharpen and your smile widens unnaturally. You become taller, more gaunt. You feel a coldness in your chest, something slow — like something is quietly beginning to freeze within you. You may even begin to grow white fur, or your hair turns white.

And the eyes. Your eyes take on a pale, reflective sheen — glowing in the darkness like an animal. The same eyes that you once saw in a dream.

Methuselah is the one to note the changes to these afflicted Interlopers, whilst he is in Milton during and shortly after the storm. He will try to tend to any Interlopers who come to him, or have been brought to him by others for medical assistance.

“You remember the tale of Old Bear, of the White Stag? Stories of this world that have been made real by the strange machinations of late. I fear this is one more.” he says gravely.

“There is a story in the Northern Territories of a beast that lives within the mountains. Solitary, hateful. It is said that it would capture its victims and transform them into angry creatures of hate and snow — cursing them to be just like it. If victims were not saved in time, they would be lost forever — doomed to carry on the beast’s curse.

Some stories tell of ways to end the curse on the beast’s victims: the afflicted soul must find a way to purge the curse that lies inside their body — a heart of ice. Some are released of the curse by being shown kindness and compassion from others. Other stories involve the victim being submerged in heat as a way of thawing the ice heart’s grip on them enough to allow them to sick it up.

For those lost forever, when the curse has finally taken hold, there is only one way to end it and grant them mercy: to fire a flaming arrow into the victim’s heart.”


It is not much to go off, but perhaps it is enough. Interlopers must work out a way to end the beast’s curse and save their fellow Interlopers — before it is too late for them to come back.


BONES IN THE OCEAN


WHEN: Mid-late November.
WHERE: Silverpoint, the Coast.

The Docks have largely been empty of ships, with the exception of a few ruined fishing boats that had been sheltered within the safety of the harbour until the ice trapped them and started to break them apart. They have long since been picked off by the townsfolk of Silverpoint, and there isn’t much for Interlopers to scavenge from. Beachcombing is typically the way to go in terms of finding things, but… something else has appeared in the month of November.

It’s Marra that raises the alarm first. She sends out messages to Interlopers via the radios she’d helped fix up for them — passing the message on that a new ship has been sighted, either run aground or trapped within the ice. A huge freighter.

Interlopers who decide to make the journey down to Silverpoint will be met with Jace, who’s been awaiting them at the Frozen Angler.

“It turned up out of nowhere.” Jace explains. “We didn’t hear anything, either. Fog had been pretty heavy the past week or so, and then we got that storm with the lightning and monster hail. Marra spotted it early in the morning when the fog finally cleared and told my mom. Figured it might be a better idea to hit it up with a group since the thing’s massive. It’s probably been floating around for ages.”

If Interlopers look to the south east, they will see something stuck out on the ice: a ship. Some sort of cargo ship, but there’s no knowing what kind of cargo may be on it. Perhaps it’s one that was on its way to the island with a shipment before things all went terribly wrong. Or maybe, as Jace suggests, it’s been floating around on the seas for some time before it’s run adrift towards the island.

As midwinter approaches, the ice has stretched even further out than it has previously, and certainly grown far sturdier. As long as care is taken, it is possible for Interlopers to move out onto the sea ice and reach the ship.

The ship sits at an odd angle, listing to one side as it rests in the frozen ice. Climbing aboard, Interlopers will find the deserted wreck of a cargo ship: rusted and aged by sea air and salt water. While difficult to maneuver through the ship due to the list, it’s possible to explore.

(You don’t realise there are eyes watching you as you stagger over the ship’s deck.)

Exploring the main body of the ship will unveil that a crew had been present at some point: belongings remain, living quarters have been used, the place is lived in. But Interlopers will find everything covered in a layer of dust — no one’s been aboard in a while.

(You don’t see the ghostly figure watching you from behind you as you rifle through a backpack, but you feel like someone’s there.)

There are no corpses to be found, though. Which begs the question: where are the crew?

The kitchens do have food within them. Mostly portables, canned goods, things that don’t need refrigeration, or simple ‘ready to eat’ meals. They’re still in good shape, no damage to them. They’ll be a welcome addition to food stores, considering the winter.

(There’s a clatter behind you, a cupboard of metal plates spill out and scatter across the floor. The sound echoes.)

Traversing down into the hold will reveal the ship’s cargo: the ship appears to have been a dry bulk vessel. Inspecting the crates will reveal grains, cereals, coal and ores. A few of the crates have been damaged, but most of the them are in good condition and the contents are unspoiled.

(You hear whispering carry the full length of the hold, angry chittering and low rumbles. You think it might just be rats.)

The longer you spend on the ship, the more you feel something is… off. A low-churning dread in the pit of your stomach. The hairs on the back of your neck prickle. You know it’s cold, considering you’re within a steel ship lodged within the ice but… it feels colder, in a way that doesn’t feel like it’s referring to the temperature. Even Jace’s curiosity and cheer is subdued as he shudders: ”Man, this place is giving me the heebie-jeebies.”

You begin to load up, taking your share to head back to land with. The ship seems to groan around you, the strain of the steel against the ice. You’re stopped dead in your tracks.

Before you stands the spectral form of a sailor. His clothing half-soaked, half-frozen, his skin frostbitten and sunken. His mouth opens, and an inhuman sound comes out and with a jerk, he lunges for you. You stumble back, trying to avoid him, you fall. The spectre disappears by the time you next look — but you are no longer alone.

Further instances transpire: more ghosts of sailors appearing wherever you are on the ship, trying to lunge for you — causing you to trip or fall, trying to cause harm to you on the dangerously listing ship. Objects will go flying at you: plates, cutlery with deadly precision, sometimes even the broken crates of goods will come hurtling your way. Or even ship ropes or chains, trying to ensnare you in them and throttling you.

If they manage to catch you, they grip at you tightly, sucking the warmth and strength right out of you — your breath forced from your lungs and you can barely breathe.

The obvious decision would be to leave. It appears the ghosts are protective over their cargo and ship, and do not wish to be disturbed — but there are perhaps ways of dispersing the ghost temporarily in order to get out (and hopefully with some cargo in tow).

Given the power in stories in this place, the ways which are believed to tackle ghosts might just work on these ones. It’s worth trying, for the sake of valuable items being brought back to shore.


FAQs

THE AURORA: CROSSROADS ELEGY PT. 1


1. Aurora Feats are unlocked! For this round, RNG picked Free Runner, Interloper’s Sacrifice and Old Bear’s Blessing.

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

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

THE AURORA: CROSSROADS ELEGY PT. 2


(tba)

WINTER’S CURSE


1. This creature is based on the Chenoo legend, in which ways of helping the creature transform back into a human revolve around themes of kindness being transformative.

2. With that, ways of healing affected Interlopers by breaking the curse are showing them genuine compassion/kindness/love — which can be open to interpretation.

3. Additional ways of helping could be Lightbringers using their bodily warmth to help the afflicted Interloper melt down the heart enough to throw it up (ie. hugging it out). Or even shoving them in a hot bath, or taking them to the hotsprings could help!

4. Players are fine to have an NPC Interloper fully transform to the curse and choose the violence option if they wished to play out a more action-packed thread. Interlopers lost to the curse completely are violent, fierce creatures that will attack others and try to inflict the curse open them, thus carrying on the cycle.

BONES IN THE OCEAN


1. Further attempts to scavenge from the ship will have much of the same effect.

2. Ways of defeating ghosts in fiction would work on temporarily dispersing the ghosts in this case: salt, holy water, fire/light, perhaps even some kind of exorcism may ease the spirits for a short while.


PLOTTING FORM


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OOC INTRODUCTION


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Welcome to Singillatim!

Glad you could be here! We hope you have a great time here in the Quiet Apocalypse. Don't lose too many fingers, this weather bites. Feel free to use this post to introduce yourself and your character and get to know your fellow players! Once you're accepted into the communities, feel free to start posting!

The plotting for the event will be up between the 5th and 7th!


HOUSEKEEPING TO DO LIST FOR NEW PLAYERS
Join the communities: [community profile] singillatim (Logs) & [community profile] singillppl (OOC)
Fill out information on the Taken Page.
Make your initial Activity Check comment.
Make a toplevel on the Milton Message Board.
Claim your Character's Housing
Check in your character's whereabouts on the Character Tracker.
Fill out a First Impressions.
Join the Discord server.
Follow the Mod Plurk: [plurk.com profile] singillatimmods


SCHEDULE

NOVEMBER
Activity Check — 1st - 5th (not for new players)
Event Plotting — 5th - 7th
Event — 10th
IC/OOC Meme — Mid-Month

DECEMBER
Activity Check — 1st - 5th
Test Drive Meme — 7th - 10th
CR Meme — 15th
Final Public Reserve Round — 15th - 19th
Final Public Application Round — 20th - Month End



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R U L E S


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APPLICATIONS ARE NOW CLOSED

This application round is open from: 00:00 20/10/2025 (BST)

This application round will close: 23:59 31/10/2025 (GMT)


Thank you for showing interest in the game! To remind yourself off the rules in regards to applications, please have a look at this page. For any other questions, try the Frequently Asked Questions page.


— Applications must be posted to this page. Please do not post them anywhere else.

— Please note the mod journal/timings work on the Europe/London time zone setting.

— In the subject line, use the format of Character | Canon | Reserved/Unreserved

— Post applications to your character's journal and then link to it in your comment. Do not post the entire application in the comment, do not link a GoogleDoc.

All Comments are screened. We will update this page with a list of received applications.


RESPONSE


Applications will be responded to with the following: ACCEPTED, REVISIONS, DECLINE.


ACCEPTED: Congratulations! You're in! Please be sure to complete your checklist, join communities and follow the mod account.

REVISIONS: Something isn't quite right with your application, please follow mod instructions. You will have one opportunity to make revisions per application round.

DECLINE: Sorry you didn't make it. Better luck next time. If there were extenuating circumstances, please contact the mod account to discuss.


We wish you luck in your application.


RECEIVED // APPLICATIONS


D'Artagnan | The Musketeers | Reserved
Billy Prior | The Regeneration Trilogy | Reserved
George Hodgson | The Terror (AMC) | Reserved
Connor Wolf | Fables | Unreserved
Aviendha | Wheel of Time | Reserved
Shao Anjun | OC | Unreserved
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CR MEME


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It’s CR Meme time! It's time to touch base with where players are at with their characters in game and look towards the future! While not a requirement, CR Memes are helpful in forging connections with others, along with general housekeeping for what characters are up to during their time in game.


Below is a helpful form to use in laying out your thoughts!


FORM