singmod: (☄ darkwalker)
2024-01-25 12:28 am

THE DARKWALKER COMES

D A R K W A L K E R




It has been there ever since you first arrived in this world. An ancient, impossible voice that whispered to you, nestled in your ear and scorned your presence from the very second you stepped foot in this world. The voice that sends shivers down your spine, and makes you want to run — something so old and terrible, there are no words for it. The one that hissed to you Interloper, and told you from the very start what you are: the fly in the ointment, the spanner in the works. To it, you are not part of this world, this place. You are not part of nature’s design. You should never have been brought here, and it wishes to correct the misbalance.

In the days beforehand, you hear its voice more often. It whispers things to you, the darkest things in your heart, the worries and fears you keep locked down within you. It knows you, knows every inch of you. But it assures you that your time has finally come, and soon you will know the end. You will go into the Dark. A wrong will be righted.

Perhaps you should make plans: say your goodbyes, organise your meagre belongings and hand them out those you have come to trust, befriend, even love. You do not have long. Even the voice within you that tells you to fight, to live — it has gone silent. You are filled with an understanding, a mute resignation: this will be the end of you. You are marked, and there is nothing you can do but prepare, and wait.

Night falls, and the sky is dark and green and terrible. There are no stars. The air is calm, too calm. Interlopers all over the Northern Territories will stop and stare — and will find themselves fleeing for the safety of their homes. Not even the bravest of souls is immune. All will hide away in terror. They will not hold the knowledge of what is to come, they can only cower back from the green skies and terrible sounds.

But not you.

Perhaps you wait alone by the fire, huddled in your home. Perhaps you will go outside to meet it. Whatever you choose to do, it will come for you soon.

On the horizon, towards the east, come the roars: unnatural, almost demonic sounds that have no animal, no beast to liken it to. The sounds are haunting, a terrible herald of its arrival. You look, but you see nothing. But you know it is drawing near, you feel the change around you — an oppressive pressure growing tighter and tighter that you fear you can no longer breathe.

It was the Darkwalker that spoke to you, right at the very beginning. It was the Darkwalker the appeared before you in The Dream. The Abomination. The Devourer. The Ending Of Everything. A powerful force that has tried to break you, to coax you into the Long Dark.

It has been coming for you for so long. And now it is finally here for you.

You feel it draw near, the monstrous roars growing louder. An invisible force, making a beeline for you. It moves through any obstacle if it was never there at all: huge, wide strides that will make the wood beneath it groan and crack, or snow part in small waves — splashing up around each step, eerie-green glints of light catching on the white, pools of green light marking its path. It is an oppressive presence, but hollowing. All courage you may hold dissolves from you, the edges of your vision blurring with black as you look up to the being as it draws up close before you. You may whimper, you may cry, you may scream, you may be completely silent — frozen in your horror.

In the last moments of your vision, you see it: a huge, shapeless shadow. Three wolf skulls joined, eye-sockets glowing green and terrible, and their three open maws, dripping with more green. Another understanding grips you: there is nothing, there is no more after this. There is only the Dark. There will be no comfort for you, only the knowledge that it was supposed to be this way. A huff of smoke clouds from those skulls, the low moan of hunger as it descends upon you to feast.

A great cry fills the air, though you will not hear it. But the Interlopers around you will. A woman's voice, the same one from the dream. A wail of despair and fury. And then, silence. In an instant, the skies return to normal.

And what became of you? Well, no one will know. For now. And it will one day come again for another.

When your fellow Interlopers eventually find you, they are granted a… perhaps merciful sight: there is no blood, no carnage. Maybe in time they will find comfort with that. But perhaps they will be forever haunted by the sight of you: there will be a body, whole. Contorted in fear. The sheer horror in your frozen expression, the hollowness of you in the wake of this Other kind of terrible, violent death.

You have been devoured by the Darkwalker.
singmod: (Default)
2024-01-04 02:58 pm

AURORA // FEATS

A U R O R A / / F E A T S




"It’s not just a regular aurora borealis, but then you probably worked that out already, haven’t you? It’s so much more than that. Everything is... changing. It took from you. Took you away. It doesn’t always have to take. We can take, too. Sleep. I will help you take back.

You will survive this. You will not go into the Dark. This is not the end."


Greetings, Interlopers! As of the January 2024 Event, powers have now been brought into play! These are known as Aurora Feats, gifted by the mysterious woman with help by the Aurora’s power. It has long since been suspected that the Aurora has been changing and affecting both nature all around in the world, and the Interlopers themselves in some small or large way. With Aurora Feats, this remains very much the case — with the Aurora doing even a little more to change the Interlopers.

What does this mean? It means that over certain instances within time during specific Aurora Nights, there is a chance that the Aurora may change Interlopers by making them stronger, faster, or blessing them with extra abilities — even ones previously thought to be stuff of mere fiction for some.

But gifts come with a price. Mother Nature has a balance, and it must be maintained. Aurora Feats may bring you extra abilities, but these abilities come with shortfalls, weaknesses and consequences. Choose wisely which path you decide to take.

With the January 2024 event, the first three of the nine Aurora Feats have been revealed. OOCly, players may choose one of the three Feats available for their character. Players may even choose to not take one of these powers and wait until the next three are revealed if they so wish.

Please note, future players: Aurora Feats can only be gained at certain points, meaning you have to be in game for the event to get it. That's the only time you can get the Aurora Feat. You'll otherwise have to wait until the next round to get a Feat. ie. March 2024 players and onwards will have to wait until the next round, they cannot pick from the Feats already listed from January.

Once all nine Feats have been revealed, the Feats will then cycle round, selected by RNG, on subsequent events. Characters will be able to gain a total of three Feats out of the nine offered. They cannot be changed, so choose wisely.

ICly, Interlopers fall asleep and will experience a dream, as provided by in the event log and will awaken feeling different than they had when they’d gone to bed the night before. For characters who don’t sleep, they will find themselves falling asleep or unconscious and will still dream — perhaps for the first time in their existence. Feats may manifest immediately, as some innate ability, with characters knowing what ability they have gained. Players may choose to have their characters discover their Feat at some inopportune moment. Player choice!

Feats Available


Aurora Call: Only available during the January 2024 Event. The Aurora has connected you. You now have telepathic abilities, allowing you to speak to others mentally. They tend to be more empathetic compared to other Interlopers. During the Aurora, this ability can span the entire region meaning you can speak to your fellow Interlopers that are further away from others. While you may speak to anyone, they can only speak back if you each have this ability. At first, Interlopers may have trouble in directing their thoughts. They may often find themselves inadvertently broadcasting their thoughts to others. Interlopers with Aurora Call are also closer to Enola in terms to communication with her. While Enola can be heard by Interlopers during Auroras, she is louder and clearer with Aurora Call — and are thus more connected to her. In addition, this ability comes with a price that can be detrimental to an Interloper's mental and emotional health. Sometimes it will seem as if you are calling into the void, with no one to hear you. The silence is crushing.



Free Runner: Only available during the January 2024 Event. You have enhanced sprinting/stamina capabilities. You do not tire easily, you traverse the difficult terrain with ease. Interlopers feel stronger and fitter than their peers, and that they can go for longer periods of time. Free Runners are less likely to trip or fall, or take fall-related injuries and require less rest to recover from long or challenging journeys. Unfortunately, the setback of this ability is that Interlopers will require more calories to sustain yourself, sometimes to the point of an insatiable appetite if they've over-exerted themselves. In a world of limited resources, they're a bigger drain on the community. Failure to sustain themselves will ultimately lead to sickness and starvation from burning out. Due to the conflicting nature of this Feat, Free Runner is not available to Interlopers with the Efficient Machine Feat.



Lightbringer: Only available during the January 2024 Event. The power of flame at your fingertips. You master the light, life, but like nature, your powers are wild. Essentially: pyromancy. Interlopers have the ability to conjure fire from within themselves, perhaps the most useful and the most dangerous of the Aurora Feats available. While they are not able to manipulate fire from external sources, they're able to build it from within as a sort of internal combustion. Lightbringers run a little hotter, literally. They're pleasantly warmer to the touch, but may be a little prone to being more hot-blooded at times. This ability will also be difficult to control, and will require time and discipline in order to gain skill and efficiency in it. They will likely accidentally start fires of objects, buildings, or even people around them. Accidentally burning themselves is more likely, especially if emotions are running high. Anger, fear, even joy might just trigger a fiery explosion. Due to the conflicting nature of this Aurora Feat, Lightbringer is not available to Interlopers with the Cold Fusion Feat.


Cold Fusion: Only available during the July 2024 Event. Your body has become one with the freezing climate, almost in a literal sense. Those with Cold Fusion are able to survive the coldest of conditions, and will be unaffected by it. They will not feel cold, and will no longer be in danger of frostbite, hyperthermia, or any other forms of cold injuries. However, those with Cold Fusion will find their natural core temperature has lowered — making their body physically cold to the touch. You will bring no comfort being physically close to others. Good luck getting cosy with anyone, you’ll find the physical touch/comfort you bring will only bring others misery in such a cold world. Due to the conflicting nature of this Aurora Feat, Cold Fusion is not available to Interlopers with the Lightbringer Feat.



Moon Touched: Only available during the July 2024 Event. Lycanthropy, of a sort. You have the ability to shift into a wolf at will, and with it all the abilities of wolves whilst in this form: heightened senses, a slight resistance to the cold due to your warm fur, sharp teeth and claws. Interlopers can appear as any kind of wolf in the natural world in size and fur colour. They’re able to understand spoken word from anyone, but cannot speak themselves. Instead, they have their unique way of communicating with other Moon Touched Interlopers in wolf form — based off instinct rather than language. Staying in this form for too long, however, will cause Interlopers to lose their sense of self and will forget how to change back to human form — struggling after 24 hours and completely forgetting their human form after 48 hours. During the Aurora, if you are this form your mind will be warped into a frenzy and you may attack anything you come across. Foe, or friend.


Interloper's Sacrifice: Only available during the July 2024 Event. The Aurora gives, the Aurora takes — in you, it is now in a literal sense. The Interloper’s Sacrifice is the power of healing at your very fingertips. You can heal physical wounds and illnesses in others, at cost to your own health. You take on the injuries and afflictions, and while they won’t kill you — you’ll certainly suffer them and must heal from them yourself. Those with this Feat will be particularly sensitive to the suffering of those around them and will be compelled to help. Interlopers may end up pushing themselves to the brink of exhaustion and may pass out into unconsciousness for a time to heal from the wounds you have taken on. You may bring back someone from near death, but you give up your own life-span in exchange — and severely burn yourself out in the process, needing a great deal of time to recover. In theory, an Interloper could bring someone back from the dead — but will kill themselves in the process. Due to the conflicting nature of the Feat, Interloper’s Sacrifice is not available to Interlopers with the Darkwalker’s Revenge Feat.



Efficient Machine: Only available during the March 2025 Event. Mother Nature has given her favour, crafting you into an efficient machine in the face of a harsh, unforgiving and less bountiful world. You require less food to survive, and will not feel the effects of starvation or dehydration. In addition to this, you are able to consume anything without consequence, even things that are poisonous. However, you will never feel sated or experience pleasure from eating and drinking when you do partake. That first bowl of hot stew to warm you up after a cold night? Discovering a candy bar and taking a bite after months of no chocolate? That first sip of long-lost spirit or homebrewed pine wine? None of these will fill you with any satisfaction or pleasure. In addition, due your ability to ingest toxins, you will be unable to become inebriated. Due to the conflicting nature of this Feat, Efficient Machine is not available to Interlopers with the Free Runner Feat.


Old Bear's Blessing: Only available during the March 2025 Event. The Old Bear is a powerful, ancient beast of primal rage. A true force of nature. And you have been given its blessing: raw strength and fury. You can carry great weights unencumbered in your travels, lift once impossible weights for you and hit harder than before. Those with the Old Bear’s Blessing will find themselves easily prone to anger and be fiercely protective over what is important to them: people, resources, shelter or even territory. At times they may be unreasonable and require a calming presence to bring them back from this anger — Interlopers with Aurora Call will be particularly gifted at this with their more empathic natures and telepathic abilities. During Auroras, you are able to enter a kind of primal state, like a kind of berserker, allowing you to fight wild animals and enemies with your bare hands with ease, avoiding injury. However, you will need to sleep for 48 hours following this, often leading to collapse — leaving you vulnerable and in danger if appropriate planning is not done.



Darkwalker's Revenge: Only available during the March 2025 Event. A gift gone wrong. Enola is not the only one who can bestow gifts to those they wish to, and The Devourer has intruded on the First Interloper’s boon. The Darkwalker takes, swallows, consumes. It is the yawning maw in the dark, and it is so very hungry. And now you are too. You will take, you will consume: you draw in the Feats of others for yourself for a short time, but in doing so you cause pain to them — as if you were drawing the very life out of them. It is possible to even kill the other, if you hold on long enough. The darkness is your realm: you thrive in the dark, and feel more energised at night and during Darkwalker attacks or events, but are now fatigued in the daytime to the point of sickness. You will need to sleep through the day for the most part, with only the darkest of daylights being bearable to be out in. Further information can be found on General Gameplay Logistics and Feat Drain Logistics. Due to the conflicting nature of the Feat, Darkwalker’s Revenge is not available to Interlopers with the Interloper’s Sacrifice Feat. Interlopers with this Feat cannot take on the Interloper's Sacrifice Feat temporarily, either.


Form

singmod: (Default)
2023-10-30 09:12 pm

TRAVELS // WITH // METHUSELAH

T R A V E L S // W I T H // M E T H U S E L A H




"Well then, Newcomer. Let us see what we can make of you."


When players go on hiatus, they may choose to have their characters go on travels with Methuselah for an amount of time. Here, out in the wilds, they will spend time honing a skill — trapping, archery, tracking, fire-craft, field-dressing, fishing. This, however, will come with a price: injury and illness are common, and the exchange OOCly is character being injured along the way, or getting ill. Rest assured, Methuselah will look after a character when something unfortunate befalls them — and he will safely return them back to the safety of Milton.

While he is a man of few words, and unused to companionship for the most part — he will talk to characters about things. He will be focused on the task at hand, the skill they're working on, he may tell stories he has grown up with — folk tales, and off the like. But he is also sympathetic to the plight of the Interlopers, and will do his best to help them in terms of information.

Characters will be able to ask Methuselah questions whilst on travels with him, but this is limited to only three. Players/characters must choose their questions carefully, and Methuselah will try his best to answer them. Characters may not like the response given, but that's the chance they have to take.

Here, you will find interactions with Methuselah: short threads that can be played out or handwaved with Mod discussion. Handwaved interactions can simply be the three questions posted by character and the response.

Please note that this is only open to players who have gone on Hiatus and chosen Option Two, and following the acceptance of this by Mods. This feature is entirely optional.

An organised list of all information discovered can be read here.
singmod: (Default)
2023-09-14 12:00 am

MILTON // MESSAGE BOARD

M I L T O N // M E S S A G E B O A R D




Due to the lack of power and means to easily communicate amongst Interlopers, a message board within Milton Community Hall has been set up by Number Five, and aided by Nie Huaisang, as a means to leave messages. This way, Interlopers may be able to keep track of one another's comings and goings, post information of note they have discovered in their time here, keep stock of supplies, request aid, or find companions for trips out into the wilds of the Northern Territories.

OOCly, this is a helpful tool so players may more easily keep track of where characters may be in game — particularly when more areas of the world open up. It can also be used by players to note down any particular lore/information that their character has discovered that they wish to share with others. In addition, this could be used as a thread finder for players to browse and then plot and thread out things elsewhere.


R U L E S


1. Add a top level for your character, which includes ooc information, use it to post messages your character would leave on the message board.
2. For 'thread-finder' notes, please message players directly to spare spamming up this post.
3. Please do not use this post for 'text-style' threads of characters writing notes back and forth to one another. Singillatim has no network and we do not wish to incorporate this into the game as a feature. Players using this post for 'text-style' threads will have tags deleted and will be given a warning.
4. Feel free to use this sticky note generator if you'd like to.
singmod: (Default)
2023-06-21 01:06 am
Entry tags:

NPCs

NPCs
METHUSELAH
The Witness. The Wandering Nomad. A friend.


Little is known about the mysterious Methuselah, or if that even is his real name. He will speak little of himself, and considers himself but a mere witness to the passing of time, and whatever that may bring. He travels across the vast frozen wilderness of the world. He has done his best to share what knowledge he knows when he is asked. But he admits he is only one man and does not know everything.

Every other month, Methuselah comes to Milton to hold a 'feast', bringing with him animals he has hunted and foragables he has gathered. He is able to tell when Interlopers are arriving, something he describes as a ‘sense’ or ‘feeling’: “Much like when one feels a shifting in the tides, or the coming of a storm. I have long learned the skills of understanding nature that it rests within my bones — it is much like that.”

As much as he is nomad and distant, he has grown fond of Interlopers and is sympathetic to their situation. He does his best to look out for them in a hostile and unfamiliar world. He will occasionally stay in town longer to assist them in whatever way he can, usually with medical attention or helping Interlopers hunt for food.

When not in Milton, you may find him occupying an empty cabin for a short time, or perhaps come across him deep in forests, or huddling within a cave. A fire will always be burning, and he will treat Interlopers kindly and offer them a silent, listening ear or something hot to fill their belly. Sometimes, he will take Interlopers with him out into the wilds. There, he will help them train in a skill to help them in their survival of the Northern Territories.
ENOLA
The First Cursed. The Hermit.


There is much mystery that surrounds Enola, of who she is and just what she's capable of — but the common understanding is that Enola does hold some kind of immense power and she is linked with the Interlopers in the Northern Territories, often through the Aurora.

Methuselah knows of her, and believes her to be the first Interloper who arrived when she was a small child — having wandered in from the wilds and into Milton. He knows that she is called The First Cursed, but he considers it an unkind name and will not use it. He remembers her as a sad and shy child, and misfortune always seemed to follow her.

However, in the March 2024 Event, it was revealed to Interlopers that Enola is the woman they'd been hearing and interacting with for several months. She'd called to Interlopers during the Auroras via electronics and the Aurora itself. She also visited them in dreams, helping some of them gain new abilities.

In the Midsummer Event, Enola made her first actual appearance to Interlopers. Although it was hard to say if she was truly there or not, she was witnessed within Milton — making a motion that tore open the sky and ended the Darkwalker's influence that had plagued the Northern Territories.

Before his death, it was revealed by Mallory, the leader of the Forest Talkers, that Enola was holding back the Darkwalker somehow — stopping it from ending the world, as believed in their creation myth.

In October 2024, Interlopers could happen to have a dream where they saw Enola as a child. She is shown to have the beginnings of some kind of power, and was often bullied and belittled by her peers. It was also revealed that Enola was once known as 'Beatrice Barker', the surviving daughter of the Barker family and that her mother had allegedly left her. In January 2025, Interlopers saw her in a new dream where she was found knelt in the snow, her bloodied hands pressed to the ground, and crying/in pain before a giant expanse of void.

Her current location is not yet known.
THE DARKWALKER
The Abomination. The Devourer. The Ending of Everything.

It is said that the Darkwalker will awake from its slumber and swallow the world whole. One head will swallow the stars and moon and sun. Another will swallow the seas and lakes and rivers. The third will swallow the land, and every living thing upon it — and only then will the Darkwalker be satisfied and return to sleep once more.

Indestructible, intangible. Considered a myth, much to man's folly. The Darkwalker has been awakened, and while it is slow to stir, it is readying itself. It needs to feast. You feel it in your bones, in your soul. Even if you did not know its name, it knows you. It is coming for you.

The Darkwalker is the first voice Interlopers hear upon their arrival, and has plagued Interlopers the entire time they have been in the Northern Territories. The Darkwalker has only made a few actual appearances, and will occasionally hunt Interlopers down — devouring them.

But its power has largely been shown through mentally manipulating Interlopers through various events since Interlopers arrived, focusing on breaking down Interlopers mentally — feeding into their greatest fears and failures in its attempts to kill Interlopers off. A talisman etched with a protective warding symbol known to superstitious natives and coated with Interloper blood was created by the Interloper Heartman, which can help ward off the Darkwalker's influence. Heartman later died, but the talismans are still being created by other Interlopers for new arrivals to keep them safe from the creature's influence.

While the Darkwalker is tied to the apocalypse myth of the world, some natives (namely the Forest Talkers) believe that the Darkwalker is tied to the world's creation myth. That everything is reborn again following the world's end. It is claimed by Mallory, the leader of the Forest Talkers, that Enola is holding the Darkwalker back somehow, and that the Interlopers are preventing the Darkwalker from fulfilling its purpose.
YOUNG BILL
The Trapper. The Woodsman.


Young Bill, as he’s otherwise known as, lives alone within the Lakeside area. He has grown up in this community, originating from Milton. In October 2024, it was revealed in a dream to some Interlopers, that he left Milton as a young boy following the breakdown of his parents' marriage — with his mother growing tired of his father's paranoia. Young Bill later returned to the Northern Territories, taking up residence in his father’s trapper cabin in Lakeside some ten years ago or so.

He is an excellent woodsman, and highly skilled in trappings, carpentry, hunting and tracking. Initially wary of Interlopers, he has grown warmer to them and will offer teaching, and shelter to those who need it. He will also be able to offer maps of the world to help Interlopers find their way.

Young Bill's initial coldness to Interlopers was borne out of his dealings with Forest Talkers. While they initially had a neutral relationship with one another and mostly kept out of one another's way, following the events of 'The Flare', the Forest Talkers began to turn hostile towards Young Bill by breaking his traps and sabotaging his attempts at hunting, stealing from him, and even breaking in and trashing his home. He endured months of this and grew desperate to be rid of them — asking Interlopers for help in the May 2024 Event, by stealing caches and supplies that belonged to the Forest Talkers. The move was received with mixed opinions, but the Forest Talkers did back off... for a time.

In the following months, Young Bill would often help Interlopers with hunting trips in Lakeside when game grew scarce — using his knowledge of the area and experience to help Interlopers find food. In the September 2024 Event, Young Bill came to the aid of Interlopers in helping them defend themselves against the Forest Talker attack. Following the attack, he stayed in Milton for a time at his old childhood home whilst he helped Interlopers rebuild.

Young Bill is always accompanied by his Malamute, Scout, and one of her pups to Diefenbaker, Nova. He still gives Benton Fraser shit about all of that.
MARRA
The Lighthouse Keeper. The Last Woman Standing.

Marra has been a lighthouse keeper for most of her adult life. She is incredibly skilled at technical things, which comes in handy for maintaining the lighthouse. For some reason, even with the Aurora destroying all the electricity, Marra keeps the lighthouse still working.
INTERLOPER NPCs
Your Fellow Survivors.


Interloper NPCs make up a small number of the total Interlopers in the game. Much like playable characters, they too arrive and disappear with the Aurora. Just as unsure, scared and unready for the unforgiving world as you are — they are simply just trying to survive.

With death so likely in this world, not all who arrive in the Northern Territories will make it. These NPCs often make up the deaths of Interlopers during dangerous events, and are free for players to use within their roleplay — whether it be for helping someone who is injured, rescuing someone or being witness to their death at the hands of the forces in play. Their numbers fluctuate over time, but there will always be fresh batches who arrive with each app round.

A master list of total Interlopers, both of PC Interlopers and NPC Interlopers can be found here.

For any NPC deaths, it would be helpful to contact the mod to let them know for the sake of numbers.
FOREST TALKERS
"This is the beginning of the dark. It cannot be held forever."

The Forest Talkers were a group of eco-activists comprising both natives of the Northern Territories and a huge number of Mainlanders. Their arrival several years ago caused quite a stir in the face of the Lakeside resort expansion and mining and logging industries in the area. Their main message was to fight for an untouched land and to preserve the nature of the Northern Territories.

Primarily a peaceful group, their demonstrations caused only little disruption — via protests and sit-ins. Over time, their tactics developed into more ‘eco-terrorist’ territory via sabotage, theft and arson — which often caused injuries of workers, a small price to pay in the grand scheme of things. While their activities did cause concern for residents and workers alike, there was little to be done about them — given the lack of support from Mainland Canada for remote places like the Northern Territories. The group grew in number and power, holed up in the Old Hunting Lodge, almost like a sort of militia determined to protect the land.

It wasn’t until the events of what Methuselah calls ‘The Flare’ that things truly began to turn sour. The Forest Talkers turned turned even more violent and destructive. They have began showing disturbing and even ritualistic behaviours within the Lakeside area in the form of grim displays of mutilated bodies of both humans and animals. They hassled the remaining people left in Lakeside, like Young Bill — seemingly led by a man only identified by his white tactical gear, who dons a huge stag skull upon his head.

With the arrival of Interlopers in Lakeside, Forest Talkers soon turned their attention to the new arrivals and began to stalk the Interlopers in Lakeside and occasionally showed signs of aggression when confronted. In the May 2024 Event, Young Bill, desperate, asked the Interlopers for help by asking them to steal caches and supplies that belonged to the Forest Talkers in hopes of driving them out the area. The move was received with mixed opinions. Some Interlopers attempted to reach out to Forest Talkers peacefully, but attempts seemingly went ignored. The Forest Talkers went to ground afterwards, still stalking the Interlopers from a distance.

In June, following the Midsummer Event, Forest Talkers began outright sabotaging all efforts by Interlopers and natives to do any forms of hunting in Lakeside. The notes left by Interlopers were returned, noted with the words: 'THE YAWNING GRAVE HAS BEEN OPENED.' A handful of Interlopers successfully kidnapped one of the Forest Talkers and attempted to interrogate him, with the Forest Talker offering some cryptic answers and somehow managing to see inside Interlopers, and picking out their worst moments and memories. He was soon returned to Lakeside, but not before offering the Interlopers some parting words: “The yawning grave is open, it awaits us all. My flesh is for the earth. Not today, perhaps. But soon. The Long Dark is coming for you.”

In the September 2024 Event, things finally came to a head when the Forest Talkers staged an attack on the town of Milton. It was a suicide mission, with the Forest Talkers determined to kill as many Interlopers as they could or die trying. Both sides suffered huge losses, and the Forest Talkers being ultimately destroyed — save for a dozen younger ones who were persuaded to abandon their cause.

Their leader, Mallory, died — but not before revealing to Interlopers present that the Darkwalker began speaking to him following 'The Flare', making him realise the true mission of the Forest Talkers. The myth of the Darkwalker is real, and that the world can be reborn again after the Darkwalker has ended it — but the Interlopers stand in the way of that. The Yawning Grave is part of the cycle between life and death, what is swallowed from it can be reborn: cradle and grave as one. He also revealed that Enola is holding back the Darkwalker, 'playing at god' and sneering at her efforts of delaying the inevitable.

The remaining Forest Talkers were accepted into the Interlopers' Community, and have began an uneasy but overall peaceful existence with them. While they do keep up with some of their more macabre rituals, they are simple and privately done away from Interlopers.

singmod: (Default)
2023-02-02 05:12 pm

APPLICATIONS + RESERVES

R U L E S


Thank you for showing interest in the game!


— Reserves/Applications run on a bimonthly cycle, meaning they will open every other month. Please note the mod journal/timings work on the Europe/London time zone setting.

— First come first serve basis for both apps and reserves.

— The character cap is at 70 characters.

— Players may app a maximum of two characters.

— No challenge applications.

— Players must be 18+. Characters must be 13+.

— You can't apply for a character that has already been reserved.

— Due to the character limit, we will only be allowing a maximum of two duplicate characters at any one time in game. This would be, for example, having both Comic!Peter Parker and MCU!Peter Parker in game, but not allowing Raimi!Peter Parker in addition to this. Another example would be a maximum of two incarnations of The Doctor. Please don't hesitate to contact mods if you are unsure in regards to this rule.

We ask that players fill out a permissions page as part of their application. While players can create their own forms/use forms created from communities like tessisamess or dreamcodes, both OOC and IC information should be included in permissions. Here's a couple of forms you could use, if you need some help setting it out.

One
Two


RESERVES


RESERVES ARE NOW CLOSED

The next reserve round is open from: 00:00 15/06/2025 (GMT)

The next reserve round will close: 23:59 19/06/2025 (GMT)


If you would like to reserve a character, please fill out the following form and post it to correct top level comment.





C U R R E N T / / R E S E R V E S




• Tim Gutterson | [personal profile] comfortablyerect | Justified | Raye | [plurk.com profile] raye_nbow

• Charlie Dowd | [personal profile] the_second_noel | Malevolent | Caz | [plurk.com profile] weeezing

• Root | [personal profile] computation | Person of Interest | Liv | [plurk.com profile] chirality

• Natalie Scatorccio | [personal profile] pitofguilt | Yellowjackets | Alexis | [plurk.com profile] punnyinpink



APPLICATION


APPLICATIONS ARE NOW OPEN

Applications open: 00:00 20/04/2025 (GMT)

Applications close: 23:59 30/04/2025 (GMT)


If you would like to apply, please fill out the following form. Please do not post your application to this entry.

LINK TO APPLICATIONS PAGE HERE



FOR RETURNING PLAYERS

Players who are bringing back characters they have played in the game previously who chose the Aurora option when they initially dropped have the choice of clean slating their character or picking up where they left off.

Please note, this is not available to players who chose to Option Two or Three. They must play a clean-slate option.

Fill out the form below and add it as a comment to your original application as a comment.

singmod: (Default)
2023-02-02 04:43 pm
Entry tags:

AREAS

W O R L D / / A R E A S
MILTON
Tucked up in the mountains, Milton is a small mining town that was home to some 1000 people. This is the first place Survivors will come across when they wake up in this world, either within the town itself or in the forested or caves on the outskirts. Hopefully you're not too far out.

There are stores for winter clothing and food, along with hunting supplies, even a post office and a bank. The main building in the town center is the Community Hall, which doubled up as a school-house, and a small church is located just outside of town, along with a small farm to the south — but it's clear the people who lived here were generally self-sufficient.

Once a bustling town that exported both coal and precious minerals out, along with lumber, it seems that the place has long begun to fall to ruin before its inhabitants all suddenly disappeared. Plenty of the houses are in slight disrepair, suggesting the families housed in them left a good while ago.

Life here is rustic. Function over form. Homes are simple but sturdy and warm. There are plenty of manmade items here. A few places to fish in the frozen ponds. Decent prey volume in the form of rabbit, moose and deer in the town's outskirts. Good place to get your bearings, and learn your skills.
LAKESIDE
South of Milton. An expansive area of woodland surrounding a large lake that mixes industry with leisure. Travelling from Milton and into Lakeside roughly takes a total of eight to nine hours via the Milton Mines.

Heavily wooded boreal forests cover most of Lakeside, with far more game compared to the Milton Area — but the main feature is a huge lake in the center of the area. A remote place that was one home to a small, isolated local population and some vacation cabins, Lakeside was a popular summer getaway for Mainlanders. In recent years, companies tried forcing out the locals to expand on the prime vacation spot to create a resort by the lake for fishing, hunting and sport activities.

Lakeside predominately was used as a midpoint between Milton Mine and the Coast — with some lumber industry happening in amongst the mining. In addition, the industry side of things also comes in the form of a large hydrodam to the east of the area. However, it seems that Lakeside has been host to a number of problems as of late, both man-made and done by nature’s hand. Sections of the railway track that run through the area have buckled, roads are damaged undriveable and the bridge that leads out towards the coast has crumbled away.
THE COAST
The most southern part of the world. This place is currently locked.
????
Far to the east of Milton. This place is currently locked.
TIMBERWOLF MOUNTAIN
Situated far to the north-east of Milton. This place is currently locked.
singmod: (Default)
2023-02-01 03:04 am
Entry tags:

frequently asked questions

F A Q s / / G A M E


What's the game pacing? Activity requirements? Pacing will likely be slow. While there will be events and an overarching story, it's a very easy-going in terms of pace. Activity requirements will be one log thread of five comments per month. All five comments must be within the month (ie. five tags in February).

What is the AU part of the game? The AU is that the world is an alternate Earth, although location is vague and elements are fictional — it is implied to be very remote Northern America/Canada, which is something characters will soon realise. How the world is different will be within the lore characters will discover in game over time.

Do you allow sexual content and graphic violence in game? Graphic violence and consensual explicit sexual content are allowed in game, but we ask that players label their content with warnings appropriately.

Do you allow original characters? Yes, absolutely! Writer-created-world original characters are accepted, along with D&D/Tabletop RPG original characters. No Canon Original Characters, with the exception of characters such as the Dragonborn from Skyrim, or the Inquistor from Dragon Age.

What about CRAUs/AU's? Yes, and yes. CRAU's from previous games are accepted. Canon AU's are accepted, for example: Endverse!Dean Winchester from Supernatural.

What about character duplicates? Due to the character limit, we will only be allowing a maximum of two duplicate characters at any one time in game. This would be, for example, having both Comic!Peter Parker and MCU!Peter Parker in game, but not allowing Raimi!Peter Parker in addition to this. Another example would be a maximum of two incarnations of The Doctor. It would also be a good idea to check in to make sure that players would be okay with duplicates in the game too. Players must also be sure to specify which flavour of the canon their character hails from in their application.

Do you accept real people as characters? We will accept fictionalised versions of real people/characters based on real people, ie. characters from The Terror are acceptable characters. But we will not accept players playing actual real people, ie. if someone was role-playing Harry Styles, for example. If you are unsure, please ask the Mods.

Do you allow Transformers characters? Unfortunately, no. We don't think the game would be a good fit for a Transformer character. Given the heavy nerfs of the game, there would be too many nerfs needed in place for a Transformer to work/function in the setting. Which at that point, it wouldn't be appropriate or fair for a player to play them in that state. In addition, in terms of logistics (and without spoiling upcoming plans) it also wouldn't be feasible, as the character would be essentially stuck within Milton and would not be able to leave to explore the rest of the world — even with having them at the lower end of their size-range. And unfortunately, as vehicles do not work in the game due to environment — vehicle mode would also not work for them.

Do you allow proxy reserves/applications? We will allow proxy reserves, but not proxy applications. Please PM the mod account for permission for a proxy reserve.

Are there events? Yes, there will be events. Events will include (but are not limited to) instances of extreme weather; dealing with predators; dealing with cryptid or folklore-type creatures of both malevolent and benevolent kinds; the unlocking of new areas of the world to explore; exploration and discover of story/npc lore; gaining helpful loot/items; gaining powers to help survival. Frequency of events will be every other month.

Is there a network log? There are currently no plans for a full-fledged network. However, there will be an opportunity for characters to communicate via walkie-talkies or radios on both public and private frequencies, provided they find batteries or are able to build/repair radios themselves.

Is there electricity? Technology? There is no electricity, but the remains of technology from 1900's to early 00's can be found in the world. There's nothing overly high-tech here, it seems that the people who lived here had very basic technology just to get through day to day lives. Internet is completely down globally, and most technology is more for function over form. However, the Aurora can make electrical devices/power come back on. So you could absolutely spend an Aurora just hiding in an abandoned house binge-watching old VHS tapes, if you wanted to.

What about vehicles? Cars, trucks, farm equipment such as tractors and ploughs, small snow plows and snowmobiles can be found dotted around the world. None of them will work, due to the Aurora. Looks like you're going by foot.

What kind of guns can be found in the world? Guns found will roughly follow Canadian gun laws in real life. Shotguns and hunting rifles will be found, being the most common finds in terms of firearms — along with manual-loading revolvers. Some short-barrelled semi-automatic handguns may be found. Automatic weapons will not be found.

What's the water situation in game? Water does work in most of the buildings within Milton, given how well equipped/altered plumbing was made to withstand a colder climate. It will continue to work for some time, but characters may face issues much further down the line as things degrade, and it would still be wise to boil water for drinking/cooking purposes. There is no hot water. Characters will need to boil their own water for bathing purposes. Sorry, guys.

Okay, so the power's out and only works during Auroras. Would AA battery-operated things such as a flashlight (as opposed to things that need to be charged or plugged in) still work during the non-aurora? Yes, small items such as flashlights, alarm-clocks, (or perhaps even things like walkmans or gameboys if characters find such things) that only require batteries will continue to work when the Aurora is not active.

What happens to my character if I drop? There's three options: the Aurora takes them home; they can die offscreen (or you can play it out) and another character could find you or your bodily remains are never seen again; or you're devoured by the Darkwalker. Probably don't pick the last one.

Well, what if I want my character to be eaten by the Darkwalker? Just don't, my friend.


F A Q s / / S T O R Y


What are the themes of the game? The game largely focuses on themes of survival and exploration within a post-apocalyptic setting in a world of eternal winter. In addition, there are themes of supernatural horror and folk horror, with inspiration drawn from both fictional and real-life examples. Additional themes include isolation, community, being trapped in another world, and themes of morality.

What general content warnings can be found in this game? Characters will generally face death, harm and illness in game. Extreme weather will occur often. Dead bodies can be found in the world. Nature is harsh and unforgiving. Themes of hunting/animal death/animal attacks can also be a huge part of the survival gameplay, as is possible destruction of wildlife.

What is the calendar/year details for the game? The year is 2014 in game. It runs on a 1:1 calendar transfer. Characters are able to get the dates from things like computers during Aurora nights, which is when they will be able to turn on. But it's hard to tell if that might be reliable, given the fact said computers are kinda borked from the Auroras, and they might otherwise struggle to track the date normally. They can vaguely track the time of year by the amount of daylight there is. Some characters might simply track how long they've been in the world from the date of arrival by the number of days/weeks/etc rather than going off the actual date.

Is there a story to the game? The game does have an over-arching story plot, yes! While the main chunk of gameplay will be character-led survival of the world and players making their own stories and connections, that is only one part of it. There is a reason why characters have been pulled into this world, along with lore concerning the world and the NPCs and how that's related to the story.

What's that, then? Shh, spoilers. ;)

Are there NPCs? There are so far five confirmed mod-controlled NPCs: Methuselah, Enola, Young Bill, Marra, and the Darkwalker, who are related to the Main Story. There will be other NPCs of sole natives who will live in the world that characters can interact with, that are TBC.

What about creatures or monsters? Creatures and monsters in events will be mod-guided but players will essentially interact with as they see fit (within reason). Some creatures are there to be killed, or banished. Some are friendly and will vanish once the event ends, that sort of thing.


F A Q s / / C H A R A C T E R


Do characters in game have a name to refer to them collectively? Methuselah will refer to characters as 'Newcomers'. But generally characters in game are simply known as 'Interlopers' or 'Lopers' for short.

Is there an age requirement for characters? Characters must be over the age of thirteen to be in this game.

Is there a rule about when I can app a character from a new canon? In terms of new canons/canon points, a full month following the release of the film/episode/series/etc. is suitable time before a character can be apped in.

My character doesn't look human. Or has non-human physiology such as wings/horns/etc. Will they have to be changed aesthetically to be in the game? No! Inhuman physical characteristics would not be altered, regardless of whether they give a character powers or not. They're simply just completely depowered of all abilities, whether that's magic/powers learned, or ones that are natural to that particular race. They look the look, but do not do the do.

My character is a shapeshifter. Will they lose their ability to shift? Yes. Shapeshifters will be stuck in one form and be unable to shift. We would recommend shapeshifters remain in their human form for character playability/longevity. In addition, their 'animal senses' will be reduced to that of a human's capability.

My character is injured at their canon point, how does this affect them in game when they arrive? This will be left down to player discretion. The Aurora may heal wounds/bring characters from the brink of death, or players could choose to have their characters turn up injured — although bear in mind how a character is going to cope with no hospitals or surgeons. If you chose to have your character healed, you may play your character as having scars from where the wound once was or have no mark indicating the injury.

Can my character's canon point be after they've died in their canon? No. There is no mechanic for bringing characters back from the dead, characters should be taken from the moment before their death — which can be even seconds before it occurs. This is not to say you cannot take any additional canon information/lore about characters that was released to the audience following their death into consideration for character building. But in terms of canon-point, it should be before/the point of death.

My character is a Vampire. How will they function in game? Please see these following answers on vampires: one, two, three.

Why can't my character have powers? Because that would make things too easy. The point of the game is the focus on survival, with characters working out how to survive. Powers are great and all, but it's no fun when magic/abilities just solve everything. There will be opportunities for characters to gain some powers in the game, however.

If they're regaining powers, will that mean their canon powers? Unfortunately, no. Characters will not regain their canon abilities.

What powers will be available? How will characters earn them? There are currently nine powers that will be available to characters, which will be offered at particular intervals of the game. At these intervals: three powers will be offered and characters will choose one. Characters will be able to have a maximum of three of these powers. Some of these powers will be inspired by feats from The Long Dark game such as being able to withstand the cold, or speed and stamina bonuses, or being more refreshed at night but fatigued in the day. Powers will have benefits and drawbacks. Some will be a little more 'flashy' and non-source canon, like telepathy, for example. These will be earned during events. The Aurora will be part of the process.

My character has a magical/hi-tech weapon/gadget. Can they bring this into the game? They can, but will find that it will not work as it should. Things like magic swords would just be regular swords, for example. However, it might be possible during the Aurora Nights that their weapons may behave erratically. For a more specific answer, character weapons will be dealt with on a case by case basis between player and mods.

What's the limits on weapons/ammo? Characters can bring in as many weapons as they want. If they want to bring in three knives, they can bring in three knives. A weapon will take up one item slot. Ammunition for the weapon will count in the same slot, to a reasonable amount. A bow with a quiver of arrows would could as one item, for example. Anything additional to that will count as another item slot.

Can my character bring a pet? Mundane animals such as dogs or horses or birds may be brought into the game. Magical creatures or creatures such as Pokemon or magical companions cannot. Please keep in mind your character will be responsible for keeping their pet alive in the harsh, freezing conditions.

My character doesn't speak English, how can they understand other characters? All characters will be ~touched by the Aurora, which essentially gives them a universal translator. Any and all characters will be able to understand one another both in spoken word and in written word, along with any literature they may come across.

Can characters who speak/read multiple languages tell which one is being spoken/written? Yes!

Can my character get pregnant? Not at this time, no.

Can my character get sick? Absolutely. They can get all the usual sicknesses found in the real world. Players are encouraged to play around with this.

What happens if my character dies? Then they're dead, Jim. Death is permanent in this game. Within the game The Long Dark, permadeath is a huge component of gameplay. If you die, your run/save is lost forever, and it's a component that is being brought over into Singillatim.
singmod: (Default)
2023-02-01 01:42 am

STATE OF WORLD INFO

WORLD // STATE
WEATHER
Weather is extreme and difficult in this world, more so than would be expected. Raging blizzards and snowstorms are common, as is hailstorms. Bitter wind-chills are likely. More often than not, it is snowing to some degree. Even on calm days, it is still freezing out.

While there is daylight, and sunny days — the sun is weak and will not raise the temperature by much. A 'warm' day is considered to be in the low numbers (12 - 1°C).

Nights are frigid, and it is not advised to be out during this time. If you are, be sure to keep warm. Fire is your friend, and your lifeline.

Methuselah has spoken of noticing changes within nature over the years: Colder summers and even colder winters — snow lasting far longer than it ever should. Storms more frequent, more ferocious than before — and growing at an ever-increasing rate. Young Bill has also corroborated on this, noting that while life in the Northern Territories has always been a hard way of life — things have gotten increasingly difficult over the last ten years. Phoebe Greenwood also mentions changes to the weather in her journal found in the Lakeside resort camp office, with mentions of issues/complaints with the weather being much colder than usual and snow still lying/falling despite the summer months.

AURORAS
While the aurora borealis were the usual, common occurrences in this world — this is no usual aurora. While beautiful to behold, one can hear strange electrical noises in the air. Static and white noise, strange ethereal sounds hard to place.

Auroras are very often signals danger, some 'nights' may roll into days or even weeks. These are kinds of auroras interfere with electronics, having destroyed many of them but then bringing them back to life when the aurora is active — as if it were some kind of power source. They have also drastically altered the behaviours of the native wildlife: predators are more violent, and will attack people when they otherwise would have stayed clear.

They herald the arrival of more newcomers, and also signal other kinds of changes. Auroras also connect Interlopers to Enola, as she can be heard through the electronics and the Aurora itself.
GEOGRAPHY
The physical geography of this world is varied depending on the region. Boreal forests prevail throughout, snow and ice is prominent too. The northern and western areas are mountainous — with cave and mine networks are common. Lakes are often frozen, as are rivers — with the ice breaking through to allow for flowing rivers further in the south, down towards the coastline.

A great deal of areas have been cut off due to the extreme weather, and are currently impassable. Roads can be found to transport goods to the coast, as well as a rail network. These are difficult to navigate.

SEISMIC ACTIVITY
The Northern Territories have been plagued by seismic activity for some time. The most poignant reminder of their damage can be found in the buckled railroad tracks in Lakeside, and the crumbling broken roads in the world. In addition to this, seismic activity has destroyed many of the ways around the world — including the Milton Connector Bridge and Mountain Pass Tunnel.

Interlopers themselves have witnessed quakes in their time during the Northern Territories. They have fortunately been mild instances so far, causing only minor damage and destruction.
THE FLARE
'The Flare' is the name (coined by Methuselah) given to an event that occurred before Interlopers arrived in the Northern Territories, roughly two weeks beforehand. It can best be described as a 'localised extinction event' which decimated the town of Milton and caused the electronics to die out for good.

Methuselah describes it as great, terrible lights in the sky, and described by Sam Bouchard in his diary as the sky being 'wrong' and a huge 'quake-like' occurrence. Phoebe Greenwood made unintelligible scribbles in her own diary about the sky and 'lights' and 'noise'.

Methuselah arrived back in Milton several days after the event to find the townsfolk either gone or dead by either murder, suicide or with no discernible cause. Sam recalls seeing townsfolk walking out in the snow that night. Methuselah was only given a handful of days to prepare and begin to tend to the dead, having the understanding that someone would be coming — revealed to be Interlopers.

During the September 2023 Event, it was revealed to Interlopers what had happened to the original townsfolk. The Aurora caused ghostly loops of the townsfolks' final moment — their suicides, how they killed one another, walked out into the snow and died of exposure, or simply looked to the east and dropped dead. Other loops showed townsfolk desperately pleading with loved ones to leave, and other moments of chaos and desperation.

It is unknown just how wide-spread this devastation was, given there is no contact with the mainland.
NOTES LEFT BEHIND
A list of lore discovered by Interlopers, along with any mini events concerning lore. This will be updated in due course.

The Diary of Phoebe Greenwood — a brief overview of the diary of Phoebe, a member of staff at the Lakeside Resort during the summer of 2014. It is unknown what happened to Phoebe.

The Diary of Sam Bouchard — the diary of Sam, who took up the post of a Firewatch during the summer of 2014 at Pensive Lookout in Lakeside. It is unknown what happened to Sam, but the body of his co-worker Sharon was discovered at the ruins of Northern Edge Lookout.

The Milton Newsletter + National News — A list of headlines in national newspapers and the local newsletter created by residents of Milton regarding happenings in both the Northern Territories and wider world.

Methuselah's Knowledge — information found by the hiatus mechanic 'Travels With Methuselah'.

NPC Interaction: Young Bill — Interlopers meet Young Bill for the first time, and asked him questions about the state of the world, etc.

Prelude — A dream that all Interlopers experienced on January 1st 2015, depicting the Darkwalker.

Interlude — A dream that all Interlopers experienced on January 1st 2016, depicting a wood filled with bones and eventually coming across Enola before an expanse of void.

October 2024 Mini Event — a series of dreams that could be experienced by Interlopers during the month of October.





FLORA // FAUNA
FLORA
The Northern Territories may be a remote, desolate place, where nature has taken over. However, there is plenty to forage here for both sustenance and medicinal purposes. The land is rich in wintery foragibles native to Canada which include, but are not limited to: old man's beard, alder catkins, spruce and balsam fir, spruce gum, rosehips, reishi mushrooms, acorns, chaga and burdock.
PREDATORS
WOLVES The Gray Wolf has a sizable population all over the Northern Territories. While typical wolves would not attack humans, and would prefer to stay away from them — the Aurora has altered their behaviours. Wolves will attack, but can be beaten back by light, fire and flares — as it frightens them. While edible, eating wolf meat runs the risk of catching parasites. It is not recommended.

TIMBERWOLVES A cousin of the typical Grey Wolf, fewer in number. Timberwolves are smarter, faster and run around in small packs. The Aurora has changed them, and they will descend upon the unsuspecting with only a single long cry in warning. Timberwolves can be beaten back by destroying a pack's morale: warding them off with flares or flames, injuring or killing them. While edible, eating wolf meat runs the risk of catching parasites. It is not recommended.

BEARS Solitary creatures that have been awoken from their slumbers, making them even more agitated and hungrier still. Bears are even more likely to attack, and will automatically assume anything they come across is prey. There is little to be done to keep them away. Injuring them may frighten them off, but it is best to keep away from them and their territory. While edible, eating bear meat runs the risk of catching parasites. It is not recommended unless cooked properly.

MOUNTAIN CATS Silent predatory animals, and have also been affected by the Aurora to behave much like wolves and bears do. The Bobcat, Canada Lynx, and Cougar can be found in the Northern Territories, with a preference of living in the remote, rockier areas. They will stalk from up high, and will pounce and attack the unsuspecting. While edible, eating mountain cat meat runs the risk of catching parasites. It is not recommended unless cooked properly.
PREY
DEER Deer are incredibly common within the Northern Territories, and will provide hunters with a handsome meal. They are skittish creatures, and it is best to try to hunt them from a distance.

FISH There are both fresh and salt water fish that be found in all waters of the Northern Territories, providing perhaps the easiest and most plentiful source of meat. Breeds of fish include Lake Whitefish, Smallmouth Bass, Coho Salmon, Rainbow Trout and Big Bass, amongst others.

RABBIT Small mammals, plentiful in numbers across the Northern Territories. Their meat doesn't provide much in terms of calories, but it's better than nothing. Their fur will also prove useful for those looking for a more interesting fashion statement.

PTARMIGANS The rock ptarmigan is a medium-sized game bird in the grouse family. They can be found in small flocks, but are fewer than rabbits in terms of numbers. Generally, they prefer more remote areas and higher ground. Ptarmigan meat is rich and dark and has much more iron than chicken meat.

MOOSE The motherlode. Rarer than deer, moose can be found over most of the Northern Territories. They will not take kindly to having their personal space invaded, however, and will attack those who come too near. They are difficult to take down, but a downed moose will be a high prize to the winner. Their meat is rich in calories, and one moose can provide and great deal of meat. Their pelts can also provide useful in crafting. High risk, high reward.
SUPERNATURAL CREATURES
THE WHITE STAG: The White Stag appeared during the November 2023 event. Methuselah remarks there has long been tall tales of a ghostly stag that roams the Northern Territories and is said to bring good fortune to those who manage to hunt it down. Interlopers were able to hunt down this creature and were presented with a choice when the stag was found: kill the beast, or allow the beast to leave. Killing the beast would provide Interlopers with a bounty of venison, where are letting the beast live would grant Interlopers with a white fur blanket, or deerskin boots. It has not been seen since.


HOLIDAY BOAR: The Holiday Boar appears in the month of December, a gigantic talking boar who wishes to bring good tidings to Interlopers. Interlopers can ask for a gift, which the boar agrees to and presents it to them by... vomiting said gift up. It's fine. Don't worry about it.

NOR'POGO: Nor'pogo is a creature from folklore of the Northern Territories. It is said that the beast was the guardian of the lake and would demand sacrifice from those who wished to use its waters or otherwise drag them down to a watery grave. Nor'pogo is actually a real creature, who can be found in the lake. In order to cross the lake or fish in it, Nor'pogo will appear by breaking through the ice and will demand an offering. Failure to give something to the creature will result in the death of the Interloper.

OLD BEAR: There is a story of a gigantic bear that made its home in the Northern Territories that was angered by settlers cutting it off from its feeding grounds and encroaching on its territory. The bear began to hunt and kill settlers, and man's weapons were no match for the bear — and carried the broken arrows like trophies in its hide, showing how it could not be killed.

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

In recent times, a ghostly bear has began to stalk Interlopers. Could this be the very same Old Bear?
singmod: (Default)
2023-02-01 01:14 am

PREMISE // RULES

P R E M I S E


The last thing you remember is static, any electronics around you suddenly screaming in disjointed white noise and you find yourself looking up at the sky, and seeing the lights. It doesn't matter where you are, what time of day or night it is, it's there. A swirling aurora of blues, greens and purples that stretches as far as the eye can see: it's almost like a storm, an impossible storm. You've never seen anything like it.

And when you awaken, you find yourself somewhere very different. Some may find themselves in a dark, empty log house; others may wake up in a cave. The unfortunate ones will find themselves in the middle of a snowy woods, open to the elements. There may be someone with you, but more often than not — you are completely alone.

The world you find yourself in is sparsely populated in terms of buildings; and there seems to be no trace of anyone who lived here. The homes you may find yourselves in, or come across in your travels are void of life, left empty — as if someone simply just got up and left. There's some supplies that can be found: food, medicine, clothing, weapons — but it won't last long.

Be frugal, be clever, be vigilant, and you might just survive. That’s the hard part. Maybe after then you may be able to uncover the secrets of this world, and find a way to return home.


O O C / / I N F O R M A T I O N


Well, sucks to be you. You've landed in a seemingly endless world of eternal winter. Wilderness is vast, settlements are few. I'd say it's a jungle out there, but at least a jungle would be warm.

After a strange occurrence of geomagnetic storm occurs wherever someone may currently be, characters are pulled from their own worlds and thrown into an alternate earth. However, in this earth, they find themselves in a wild, isolated frozen landscape. Characters will soon discover that they may be in what appears to be the furthest reaches of northern Canada. But it's hard to tell exactly where. There is no way to communicate with the rest of the world, those who are trapped here are completely cut off. Humanity has almost entirely disappeared, in most cases as if they simply vanished. Others may have left in a hurry, leaving a great deal of items and possessions behind.

They will find this world difficult and unforgiving, with extreme weather and altered wildlife battling against them. Nature is the one enemy here. She is formidable, and you are not part of her design.

Singillatim focuses on character development / stories. Maybe you've come with a fish out of water who will need to learn how to survive, or perhaps you're a hardened survivor ready to take on this new world. The game will contain themes of survival and some post-apocalyptic themes, with some supernatural folk horror inspired by both fictional and real-life myths and legends. Some of these may be your friend, some may be your foe.

Characters will be power-warped during their time in game. They will be, essentially, regular old mundane humans. If you character is non-human, they will be without any perks, abilities or powers native to their species. There will be opportunities for characters to gain powers through a blessing (or curse) of the Aurora.

Applications and events will be posted on a two monthly basis, in alternating months to one another. Events and TDMs will consist of three prompts offering a mixture of survival, supernatural horror/folk horror, extreme weather, exploration and action. Players are encouraged to tell their own stories and make their own connections.


C A L E N D A R


MONTH ONE
Tales From The Northern Territories — 1st
AC — 1st - 5th
TDM — 10th - 15th
CR Meme — Mid-Month.
Reserves — 20th - 24th
Apps — 25th - Month End


MONTH TWO
AC — 1st - 5th
OOC Introduction For New Players — 1st - 5th
Event Plotting — 5th - 7th
Event — 10th
IC Meme — Mid-Month.

(And Repeat. Dates subject to change with holidays.)




R U L E S



1. Age Requirement: You must be 18+ to join the game. Characters must be 13+.


2. No Godmodding/infomodding: Your character cannot destroy/take over the setting (although they may try to create a survivor group that considers other groups as rivals). Your character cannot have knowledge they would not otherwise reasonably know or obtain.


3. All characters have no powers. Characters will be able to gain powers in-game. If you have questions, please ask.


4. OOC/IC divide: Players are not their characters. Please understand this. If there is something you're uncomfortable with, please communicate with other players respectfully. If things cannot be resolved amongst players themselves, please ask for a mod's intervention.


5. Be respectful of player boundaries. Whether this is in the form of threads or within OOC talk in the game Discord, on Plurk, or other forms of communication.


6. Murder is fine, sexual assault/rape is not. Discussions/memories of rape/sexual assault is allowed. Players attempting any sexual assault plots will be permanently banned, and their character will be devoured by the Darkwalker.


7. Please do not squat in game. We expect players to be involved in the game, and given the fact it is a small, capped game — it is unfair for players to take up spaces and not participate in game events, plotting, or player posts.


8. Don't be a dick. No, seriously. Don't be a dick to other players. Don't be a dick to the mods. You're expected to treat everyone here politely and kindly. You will be given one warning. A second offense will have you kicked permanently from the game. Mods will choose to override the one warning policy and ban a player from the game if the issue is severe enough. If you have a dispute with another player, please bring it to mods.

singmod: (Default)
2023-02-01 12:55 am

MOD // CONTACT

 M O D / / T E A M

HEAD MOD


Cheryl  | [plurk.com profile] heolstor 
Events/Story, TDMs, Applications, Admin

HELPER MODS

Chase 
 Applications, CR Memes, IC/OOC Memes

Jhey 
Activity Check, Applications

Noodle 
Applications, Lists

Q U E S T I O N S / / C O M M E N T S

For general questions about the game, setting, etc, or if you have any comments or recommendations, we'd like to hear from you!

Please feel free to reply to this entry! Comments are screened.

Or if you would prefer, PM the mod account [personal profile] singmod

 

C O M P L A I N T S



We are only human. Sometimes things can happen. Be it with another player, or perhaps you feel that something in the game isn't working. We're sorry you're having troubles, either way. Comments are screened on this entry. Or if you'd like, you may message privately.


You can either contact us through PM-ing the mod account [personal profile] singmod.

Or you do this by reaching out to Cheryl via [plurk.com profile] heolstor or heolstor#5725 on Discord.
 
singmod: (Default)
2023-02-01 12:36 am

AC // CHECK IN

A C T I V I T Y // C H E C K


ACTIVITY CHECK IS NOW CLOSED

Activity Check opens: 00:00 1/5/2025 (BST)

Activity Check closes: 23:59 5/5/2025 (BST)


Activity proof for Singillatim is one log thread for the month, consisting of five comments.
However, we do recognise that things happen, or that thread partners may not tag back in time. We are willing to accept two proofs of three comments each on occasion for AC, but we do not wish for this to become the standard and will not accept this continuously from players.

All five comments must be posted within the month of activity.

We encourage players to provide proofs from a variety of CR to ensure participation in the game and to avoid players solely interacting with castmates, for example. If we have reason to believe a player is ignoring the game as a whole, we will reach out as this counts as a form of squatting.

Test Drive Meme threads may be counted for AC, provided the five comments fall within the month of activity.

AC is required on the 1st — 5th of the month.

Players must still check in if they are on hiatus for the month.

Failure to submit activity will result in your character being swept from the game. Sweeps will have characters simply vanish with the next Aurora.

A Strike may be taken, but players must make AC the following month to remain in the game.

Players must accumulate no more than three strikes within a six month period. Upon the third strike in this period, player will be swept from the game.

Players are asked to make a top level comment for their character (like shown with the example) and then comment to it every month with the following form:



H I A T U S + C H E C K / / I N


If you are on hiatus, check in with the following form:


If you are checking in for any other reason, please use the following form:


singmod: (Default)
2023-02-01 12:23 am

TAKEN

GAME CAP: 47/70 CHARACTERS


// CANON CHARACTERS — # - E






[personal profile] meadqueen
Randvi
Assassin’s Creed
Tess | [plurk.com profile] nonhoration





[personal profile] dreamsofwings
Eren Jaeger
Attack On Titan
Lyn | [plurk.com profile] boywonder





[personal profile] wingbound
Levi Ackerman
Attack On Titan
Dem | [plurk.com profile] jigglyballs





[personal profile] nohero
Reiner Braun
Attack On Titan
Kas | PM





[personal profile] brushoff
Dorian Gray
The Confessions of Dorian Gray
Kates | [plurk.com profile] allikateor






[personal profile] reneger
Jason Todd
DC Comics
Jessi | [plurk.com profile] crowbars





[personal profile] ployboy
Tim Drake
DC Comics
Fox | [plurk.com profile] fourboars





[personal profile] shoving
Bruce Wayne
DCEU
Kia | [plurk.com profile] tapsters





[personal profile] afterdrop
Charles Rowland
Dead Boy Detectives
Giz | [plurk.com profile] ghoulsonfilm






[personal profile] thedreamer
The Doctor
Doctor Who
Kris | [plurk.com profile] geekorthodox






[personal profile] maintiensledroit
Benton Fraser
Due South
Lorna | [plurk.com profile] repeatandfade










// CANON CHARACTERS — F - L






[personal profile] solitarysoul
Levi Jořdán
Fear & Hunger 2: Termina
Cirape | d: nvrknwsbst





[personal profile] northerndragon
Jon Snow
Game of Thrones (HBO)
Elizabeth | [plurk.com profile] detectivefiction






[personal profile] clothed
Sansa Stark
Game of Thrones (HBO)
Anna | [plurk.com profile] weirwood






[personal profile] alinere
Armand
Interview with the Vampire (AMC)
Tori | [plurk.com profile] toriangeli







[personal profile] flanerie
Lestat de Lioncourt
Interview with the Vampire (AMC)
Beth | [plurk.com profile] terriblepurpose





[personal profile] flambeaux
Louis de Pointe du Lac
Interview with the Vampire (AMC)
Tea | [plurk.com profile] TeaMergency





[personal profile] burying
Kieren Walker
In The Flesh
Cheryl | [plurk.com profile] heolstor





[personal profile] tinstar
Raylan Givens
Justified
Arma | [plurk.com profile] figmented




[personal profile] kidproof
Joel Miller
The Last of Us (HBO)
Noodle | [plurk.com profile] doggos







[personal profile] castitas
Kate Marsh
Life Is Strange
Cheryl | [plurk.com profile] heolstor






[personal profile] nicehobbit
Frodo Baggins
The Lord of the Rings
Tossino | [plurk.com profile] Tossino










// CANON CHARACTERS — M - S





[personal profile] imperatour
Furiosa
Mad Max
Rana | [plurk.com profile] beehaw





[personal profile] pursuitspecial
Max Rockatansky
Mad Max
Priestly | [plurk.com profile] Atompunk





[personal profile] lestercraft
Arthur Lester
Malevolent (Podcast)
Maniette | [plurk.com profile] Maniette





[personal profile] dies_irate
John Doe
Malevolent (Podcast)
Danii | [plurk.com profile] yarnzipan






[personal profile] questioningmermaids
Holland March
The Nice Guys
Chase | [plurk.com profile] whitespire





[personal profile] balancedlight
Svetlana Nazarova
Night Watch
Kota | [plurk.com profile] waningsunflower





[personal profile] cactusy
Sameen Shaw
Person Of Interest
Iddy | [plurk.com profile] Ihdreniel






[personal profile] fissure
Billy Prior
Regeneration Trilogy
Karen | PM






[personal profile] lightschampion
Alan Wake
Remedy Connected Universe
Relika | [plurk.com profile] Relika






[personal profile] readytosee
Casper Darling
Remedy Connected Universe
Mimi | [plurk.com profile] wherethefigslie






[personal profile] obscurissime
Scratch
Remedy Connected Universe
Laus | [plurk.com profile] blackspire






[personal profile] sukeltaja
Tom Zane
Remedy Connected Universe
Chase | [plurk.com profile] whitespire






[personal profile] sputnik
Konstantin Veshnyakov
Sputnik
Jhey | [plurk.com profile] horreur





[personal profile] satanicpanics
Eddie Munson
Stranger Things
Hannah | [plurk.com profile] muttonchops





[personal profile] stevieboy
Steve Harrington
Stranger Things
Laus | [plurk.com profile] blackspire









// CANON CHARACTERS — T - Z





[personal profile] friendsfordinner
Cornelius Hickey
The Terror (AMC)
Kates | [plurk.com profile] allikateor





[personal profile] fidior
Edward Little
The Terror (AMC)
Jhey | [plurk.com profile] horreur






[personal profile] gildedlife
James Fitzjames
The Terror (AMC)
Ami | [plurk.com profile] amiasha





[personal profile] extramuralise
John Irving
The Terror (AMC)
Gabbie | [plurk.com profile] reggiemantle




[personal profile] lieutenantsteward
Thomas Jopson
The Terror (AMC)
Kota | [plurk.com profile] waningsunflower





[personal profile] notarat
William Gibson
The Terror (AMC)
Jelle | [plurk.com profile] queeningsquare







[personal profile] desperate_times_right
Chloe Frazer
Uncharted
Tess | [plurk.com profile] nonhoration





[personal profile] moralabsolutism
Rorschach
Watchmen (2009)
Shade | [plurk.com profile] Light_shade






[personal profile] bigbaddy
Bigby Wolf
The Wolf Among Us
Jelle | [plurk.com profile] queeningsquare





[personal profile] powersuited
Snow White
The Wolf Among Us
Carly | [plurk.com profile] favoritings





[personal profile] pacificator
Wynonna Earp
Wynonna Earp
Lorna | [plurk.com profile] repeatandfade









// ORIGINAL CHARACTERS






[personal profile] astrogator
Ari Tayrey
Millisa | [plurk.com profile] MillisaK





[personal profile] m1895
Vasiliy Yegorovich Ardankin
Yasmine | d: redmaresociety






[personal profile] pythianwoman
Zoey Westen
Bri | [plurk.com profile] ThriceWiddershins











muselist by [personal profile] roximonoxide

singmod: (Default)
2023-01-31 11:58 pm

HIATUS // DROPS

H I A T U S / / D R O P


Sometimes IRL gets in the way of things, and that's okay! RL should always come first, and sometimes we have to step back from out pretend-y barbies on the internet. Please use this page to let us know what's going on.


H I A T U S


Characters on hiatus have one of two options.

— Option 1 is a simple autopilot, where you character will go about their life as normal. They will be focusing on survival and getting through the day. They will not be harmed during this time.

— Option 2 will have your character go travelling with Methuselah. They will be unable to contact other characters during this time. This can come with benefits but also with risk. While your character can learn new skills with Methuslah needed for their survival, they can also fall foul to injury or illness. They may learn how to make snares, but could end up losing a couple of fingers to frostbite.

This is left to player choice, but we ask for players to submit their choice for mod approval in the issue of fairness. You're not going to become efficient in archery for a mild case of the sniffles, for example.

Please fill out the following form:



D R O P


Sorry to see you go! Thank you for joining us here in Singillatim, and maybe one day our paths may cross again. If you're leaving us, you also have options of what you may like to do with your character:

— Option 1 is that on the next Aurora, your character will simply vanish and will return home.

— Option 2 is that your character permanently dies, by whatever way the player desires (ie. animal attack, hyperthermia, falling through ice).

— Option 3 is a little shady. Your character is devoured by the Darkwalker. This may have consequences further down the line for characters still in the game.

Please note that options 2 and 3 may mean you're deadlocking yourself out. You may choose to reapp the same character, but it will be without any CRAU from the first time round in the game. Choosing the Aurora option will mean you can pick up where you left off.

Please fill out the following form:

singmod: (Default)
2021-06-05 04:01 pm

premise + rules

PREMISE




The last thing you remember is static, any electronics around you suddenly screaming in disjointed white noise and you find yourself looking up at the sky, and seeing the lights. It doesn't matter where you are, what time of day or night it is, it's there. A swirling aurora of blues, greens and purples that stretches as far as the eye can see: it's almost like a storm, an impossible storm. You've never seen anything like it.

And when you awaken, you find yourself somewhere very different. Some may find themselves in a dark, empty log house; others may wake up in a cave. The unfortunate ones will find themselves in the middle of a snowy woods, open to the elements. There may be someone with you, but more often than not — you are completely alone.

The world you find yourself in is sparsely populated in terms of buildings; and there seems to be no trace of anyone who lived here. The homes you may find yourselves in, or come across in your travels are void of life, left empty — as if someone simply just got up and left. There's some supplies that can be found: food, medicine, clothing, weapons — but it won't last long.

Be frugal, be clever, be vigilant, and you might just survive.

———


singillatim is a rpg sandbox game heavily inspired by hinterland studios' 'the long dark', that focuses on character development / stories, with survival / post-apocalyptic themes, and some supernatural horror thrown in for good measure.

characters find themselves stranded in a wild, empty world of eternal winter thanks to strange geological shifts which has effected nature and man alike. there's no escape. only the aurora can signal the comings and goings of this place. create groups for survival, scavenge for supplies, learn the harsh ways of mother nature (now warped by the aurora's power) and survive.

and avoid the darkwalker, at all costs.


RULES


— Players must be at least 18 years old, characters must be at least 16 years old.

— Provide appropriate content warnings when applicable. Please not that this game will include usually include some post-apocalypse survival themes, which include but are not limited to animal hunting, food shortages, possible injuries, winter-themed horror and supernatural-horror.

— Don't be a dick. Be nice to your fellow players, communicate and be courteous. And remember the line between IC and OOC. You are not your character, your character is not you.

— Don't godmod or playermod.

— Rape / sexual assault is not allowed in game.