brushoff: (let's talk about BOOKS.)
Who: Dorian Gray & others
What: Dorian is manic, murdery, and hungy. Thanks, Darkwalker!
When: February and onwards
Where: Milton

Content Warnings: NPC death, violence, body horror, general Wormy warnings

( open and closed starters in comments! )

morning dreams are just like memory.

Feb. 6th, 2026 07:54 pm[personal profile] fidior posting in [community profile] singillatim
fidior: — 𝐭𝐰𝐨𝐟𝐚𝐜𝐞 (Default)
who: Jhey's Freaks + YOU!
what: various catchall things, inbetween threads, backdated logs, etc.
when: December - February
where: various locations



HMU TO PLOT A THING! @ HAGFISHS


AC Results

Feb. 5th, 2026 07:19 pm[personal profile] singhelpers posting in [community profile] singillppl
singhelpers: (Default)
AC RESULTS


Following the latest AC Round, results are as follows:

POTENTIAL SWEEPS
Billy Prior | [personal profile] fissure
Dustin Henderson | [personal profile] sscuriosity
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.

The Final Test Drive Meme

Feb. 5th, 2026 06:17 pm[personal profile] singmod posting in [community profile] singillppl
singmod: (☄ darkwalker)
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.

mark: A photo of Mark kneeling on top of the Taal Volcano in the Philippines. It was a long hike. (Default)

Hi all!

I'm doing some minor operational work tonight. It should be transparent, but there's always a chance that something goes wrong. The main thing I'm touching is testing a replacement for Apache2 (our web server software) in one area of the site.

Thank you!

singmod: (Default)
THE FINAL TALES FROM THE NORTHERN TERRITORIES






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.
readytosee: (but i don't want to see the stars)
Who: Casper Darling and OTA
What: Reactions to event-related things, and other starters
When: All through January, possibly into February
Where: All around Milton

Content Warnings: None yet, will update if needed!

but I don't want to see the stars if they're just one more piece of land )