DECEMBER 2025 TDM
IMPORTANT NOTE: THIS TDM IS THE FINAL PUBLIC APPLICATION ROUND. IF YOU ARE A NEW PROSPECTIVE PLAYER, THIS WILL BE YOUR FINAL CHANCE TO APPLY FOR THE GAME. RETURNING PLAYERS AND CURRENT PLAYERS CAN APPLY DURING THIS ROUND TOO.
A FINAL APP ROUND IN FEBRUARY WILL BE POSTED FOR RETURNING PLAYERS / CURRENT PLAYERS ONLY.
PROMPT ONE â ARRIVAL: METHUSELAH'S FEAST: The penultimate group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter â and the current inhabitants, their fellow survivors.
PROMPT TWO â JUST A SONG: A being arrives at the doors of Interlopers, causing mischief â and rewarding Interlopers for being such good sports.
PROMPT THREE â THE ICE CAVES: Interlopers find themselves as unwelcome guests in a labyrinth of ice caves.
ARRIVAL: METHUSELAH'S FEAST
WHEN: Mid-month.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.
'You are the Interloper. You are not part of natureâs design.'
Itâs the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe youâre dreaming, maybe youâre wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you wonât forget those words.
These are the words of the Darkwalker, youâll soon come to find. This ancient creature that sneers at you, who does not want you here. Your fellow Interlopers will fill you in on this being soon enough.
You awaken. You are not where you were before. Itâs different for everyone, there doesnât seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they arenât to be found. This place has been ransacked, abandoned long ago. It is quiet. The wood creaks around you.
Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe youâre unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. Itâs freezing out. You havenât felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and whatâs worse â you are completely alone.
The sun is bright, enclosed in light fog. It is a strange kind of twilight.
You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.
You know you canât stay where you are. Youâll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. Youâll find one soon enough. Itâs here you may find someone else in the same boat as yourself, equally freezing and confused. Youâll both need to keep going. It wonât be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. Youâre completely vulnerable out here in the open.
Or itâs 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. Theyâll likely offer help and get you into town. However, for the unlucky ones who donât come across anyone, youâll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?
Follow it, and soon enough the way youâve taken will certainly become a path or road. Unfolding before you in the mountainous forests, youâll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to âMILTON, POP. 947â. Youâre almost there, you keep going, and it looks like other people have had the same idea as you. In fact, youâll hear the muffled sounds of life. People! In the town!
As you head into the outskirts and then further into town, youâll find itâs a little easier to walk but the cold has gripped you hard. Youâll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesnât seem to be many people. Several dozen at most, but no more.
Towards the center of town, youâll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. Youâll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if youâve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.
The door opens, and youâre greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.
âHere we are, once again. This place continues to draw more souls in.â he nods gravely. âBut I wonder for how much longer you turn up in this town. I am Methuselah. I welcome you Newcomer, although Iâm sorry for how youâve come to find yourself here. This world has been long since changed by the lights. And more change is still to come, I feel. Come. Mother Nature has not been kind to you, but there are plenty here to help.â
The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. Youâll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.
There are canisters with hot herbal teas, mostly. But some coffee can be found. Thereâs also soup and stew and trays of charred deer and rabbit meats, plus some grilled fish. Itâs very basic, but itâs hot and filling. A feast for those who have battled the cold to come here.
Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks â aided by a handful of others in the Hall. Your fellow survivors, but those who have been here for some time now. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames.
He will encourage newcomers to get warm and eat, and when they are ready to â they can explore the town and find one of the many empty homes to call their own. He will not speak much, but gesture to your fellow survivors. They will have better answers than him.
JUST A SONG
WHEN: The month of December.
WHERE: Milton.
CONTENT WARNINGS: supernatural creatures; folklore-inspired creatures; skeletal beings (horses); pranks/mischief.
Sounds of revelry have been heard through the streets of Milton: music, singing, bells. You can hear them from your cabin, or even as you venture through the town. It really sounds like someoneâs having a pretty good time. Itâs actually kind of nice to hear it, all things considered. Interlopers often find themselves with little to be cheerful about with the long night, bitter cold and difficult daily life.
Going out to find the source of such festivities will come up with nothing, however, which is both disappointing and a little unnerving. Until one night you hear the noise right at your door, and thereâs the sudden boom of a knock.
Opening the door will lead to silence, but instead stands a tall being that towers higher than the door frame. Slow to move, a skull moves into view and you find yourself staring at a horse skull, adorned with ribbons, bells and flowers, its ears flicking in curiosity. Its eyes glow white in the dark. The remainder of the beingâs body is covered by a huge white shroud and while it appears as a rather frightening creature â it makes no move to attack you. Instead, it stands calmly, relaxed.
Its teeth chatter for a moment, and it bursts into song: slow and cheerful:
âI am come, dear friend, at your door to sing.
I am come, dear friend, why wonât you let me in?
If I trespass, tell me then, why that I must go.
If I trespass, state in song, you should tell me so.â
You must tell the creature, in song, why they cannot come in. Itâs⌠almost like a gameâ?
So you try, singing to the creature why it cannot enter your home. But the creature is clever, and can come up with plenty of ways in which it can argue for coming inside an Interloperâs home â returning its arguments in song. It starts off a back and forth, a debate in song. Eventually, youâll fail to come up with reasons against the creature gaining entry and fail to argue back a reply. The creature jaw chatters cheerfully and ducks â charging forwards and passes right through you. As you turn to look back inside, youâll see nothing there â the creature is nowhere to be seen.
However, youâll soon find yourself falling victim to a⌠well, itâs almost a harmless prank if anything:
Altered Speech: Interlopers find themselves talking backwards, no matter how hard they try to not. Even Interlopers with Aurora Call will find their âmental voiceâ speaking backwards, too.
Animal Ears: Interlopers find themselves with some kind of animal ears. While they certainly donât get the benefits of said animalâs hearing â it does make wearing hats a bit of a pain.
Confetti: Everywhere you go, rainbow-coloured confetti will fall from your head. It can either be a constant stream, like a little raincloud above your head. Or maybe it comes out when you sneeze, or cough, or even just speak.
They See You: Thereâs googly eyes. All shapes and sizes. Everywhere. On the furniture. On your toothbrush. On your soup can. On you. No one knows where they come from, and if you take them away â they will come back.
Plastic Wrap: When you try to go through a door, youâll be hit in the face with plastic wrap. It wonât be every door, though. And youâll never know if a doorâs been booby-trapped with it. But any door might be one that gets you.
They keep finding a random item in every drawer
These shenanigans will keep up for several days. However, on the morning of the day after the effects have passed, Interlopers will awaken to find everything back to normal. Theyâll also find at the foot of their bed a small parcel. Inside, theyâll find a sweet treat of their choice: maybe a cake or candy they like the most, something they canât otherwise get in the Northern Territories.
Maybe it wasnât so bad after all.
THE ICE CAVES
WHEN: The month of December.
WHERE: Everywhere�
CONTENT WARNINGS: animal attacks / wolf attacks; supernatural animals; potential injuries, potential cold injuries/hyperthermia risk.
You wake up cold, to the sound of a great beast breathing restlessly. The sound echoes, and it feels far away and incredibly close at the same time. The air is humid, which makes the cold even more biting and the ground feels wet beneath you. As you sit up, you realise why: there are patches of ice that make up the floor, which now melt beneath your warm body. The light is dim, but you can see well enough with the soft blue glow that encompasses the area around you. As you get up to examine this glow, you realise itâs greeted by bioluminescent fungi which creep around the walls, floor and ceiling.
Itâs an ice cave, and you find yourself not alone. Another is here with you.
Taking a few moments to recollect yourselves and take in your surroundings, you decide to traverse the caves in hopes of finding an exit. What meets you is a labyrinth of tunnels and atriums: all covered in the very same bioluminescent fungi and ice. The ground is slippery to walk on, and care should be taken. Every so often, the walls tremble and quake â not enough to cause any kind of cave-in, but enough to keep you on your toes.
But itâs not just you two in this cave. Not just the mysterious beastâs troubled breathing either. Something else is here, too â something far more familiar.
And soon youâll find out: wolves.
Youâll find three here. Their eyes glowing green in the dim light. The first wolf is distinguishable by its more fluffy coat, their scruff poofs up a great deal more â tinged with white. Its approach is more softer, hoping to catch Interlopers unaware in the caves.
The second wolf is recognised by its scruffy coat, looking mangier than the others â missing chunks of it in places. This wolf is far more noisy compared to the others and tends to run more, barrelling into the Interlopers headfirst.
The third wolf is bigger than the other two, but its behaviour could only be described as being⌠sketchy. This wolf is far more silent, and likes to hide and stalk Interlopers from afar â even waiting for them to pass before it sneaks up from behind.
The wolves can be fought, they can even be killed â but they wonât stay down for long. Eventually, even if youâre sure theyâre dead, theyâll get back up again and resume the chase of you through the caves. Itâs best to keep moving and find a way out of this maze of a cave system.
Youâll find the opening soon enough, and stepping through the caveâs mouth will bring you back into a random location: you could find yourself outside a random cave in the Milton wilds, suddenly entering a long-abandonned cabin in Lakeside, or stepping inside the Frozen Angler in Silverpoint (to a confused-looking Molly). There seems to be no rhyme or reason to where you end up, and you certainly canât go back â just hope youâre somewhere youâd like to be.
FAQs
ARRIVAL: METHUSELAH'S FEAST1. 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 â as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.
3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.
4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same â there's little to know about him.
5. More information about Milton
can be found here.JUST A SONG1. The being is inspired heavily by a festive Welsh folk tradition Mari Lwyd, where participants would visit homes, singing and engaging in a rhyming battle of wits, known as pwnco. The Mari Lwyd is a figure of mischief and havoc, but also one of good luck to the homes they successfully win at entering.
2. The being can come to the same home multiple times, so Interlopers can be affected by multiple âprankâ effects.
3. Failure to sing
at all will result in an automatic loss.
4. The being cannot be harmed, and attempts to hurt it will pass right through it. It will also mean an automatic loss â and the being might just leave you your WORST/LEAST FAVOURITE sweet treat instead.
THE ICE CAVES1. The three wolves are a call out to the player-named unique wolves of The Long Dark who exist within internal locations: Fluffy, Scruffy and Sketchy.
2. Characters end up in the Ice Caves with whatever they happen to have on their person at the time.â if itâs typical for them to carry weapons, theyâll have this with them.
3. While the wolves will never stay dead for long, they can be killed by any means you would normally kill a wolf: bullets, knives, arrows, etc.