The case of the missing notifications

Apr. 11th, 2026 11:58 pm
denise: Image: Me, facing away from camera, on top of the Castel Sant'Angelo in Rome (Default)
[staff profile] denise posting in [site community profile] dw_maintenance

I keep forgetting to post about this: we've been troubleshooting the "missing notifications" problem for the past few days. (Well, I say "we", really I mean Mark and Robby; I'm just the amanuensis.) It's been one of those annoying loops of "find a logical explanation for what could be causing the problem, fix that thing, observe that the problem gets better for some people but doesn't go away completely, go back to step one and start again", sigh.

Mark is hauling out the heavy debugging ordinance to try to find the root cause. Once he's done building all the extra logging tools he needs, he'll comment to this entry. After he does, if you find a comment that should have gone to your inbox and sent an email notification but didn't, leave him a link to the comment that should have sent the notification, as long as the comment itself was made after Mark says he's collecting them. (I'd wait and post this after he gets the debug code in but I need to go to sleep and he's not sure how long it will take!)

We're sorry about the hassle! Irregular/sporadic issues like this are really hard to troubleshoot because it's impossible to know if they're fixed or if they're just not happening while you're looking. With luck, this will give us enough information to figure out the root cause for real this time.

April 2026 Event Plotting

Apr. 4th, 2026 10:15 pm
singmod: (Default)
[personal profile] singmod posting in [community profile] singillppl
APRIL 2026 EVENT


PROMPT ONE — THE AURORA: VIGILANT FLAME: With the help of some familiar faces, Enola finally comes to the Interloper’s aid — giving them one last chance to gain an ability before the battle ahead.

PROMPT TWO — PREDATORS: The Darkwalker brings forth its final plan to rid the Interlopers once and for all — calling on the predatory wildlife to seek out Interlopers.

PROMPT THREE — BLESSED ARE THE DEAD: The Darkwalker brings forth its final plan to rid the Interlopers once and for all — bringing forth the fallen to fight.

THE AURORA: VIGILANT FLAME


WHEN: April 1st.
WHERE: Milton.
CONTENT WARNINGS: N/A


“Go into the Dark, Interloper. It is time.”

You are dying. You feel it in your bones, know it as easily as breathing. The end feels so near, and it is a reckoning that comes so quietly to you. You are weak, ill, haunted. The Long Dark awaits you. You stand at the threshold. Some have already crossed it, but not you — not yet. For now, you are still standing.

In the sky, you see it. In your weakness, your delirium, you are sure you have imagined it. There has been nothing but the green, endless gloom for two solid months now. But in the dark — a soft glimmer, the gentle ethereal call of the Aurora.

In the middle of Milton, three figures appear from nowhere. The street-lights flicker and buzz — bursting into life with such a ferocity, they threaten to blow completely. The world is suddenly alive and bright, and you can see the forms clearly as you approach.

There is Methuselah. There is Marra. Both of them stand exhausted and weary, dirtied and pale. Between them, they hold up Enola — frail and limp, covered in mud and blood, her head lolls forwards.

Methuselah speaks when Interlopers draw near: “She is alive. We must get her inside.”

They head to the Community Hall, accepting any help they can as they take Enola inside. As soon as they step within the door, the lights of the Hall go through the same sequence as the street lights outside — they flicker and buzz and burst into light, illuminating the place as bright as day. Enola is laid down on a free cot and Methuselah sets to work — cleaning away the blood and dirt. He will happily accept help from Interlopers who want to assist.

You feel… different, in Enola’s presence. Renewed. Stronger. Alive. The whisper of something, like a silent promise of hope. Some quiet little thing inside of you. Something reawakened. You feel things are beginning to return to you, softly at first.

“She called to us.” Methuselah says quietly, “One moment I was in my camp, the next— I cannot describe it. We found one another—” he looks to Marra. “And then we found her.”

Marra watches Enola from a short distance away, uncomfortable and irritable. She stands with her arms folded over her chest. She will not take any fussing over her, brushing Interlopers off with the shake of her head.

“You look like walking corpses.” she says, although it’s more out of concern than anything else. “What the hell happened?”

A rundown of events will draw a look of horror from Marra and a grave look from Methuselah. It seems they have been gone a couple of months, but they explain it didn’t feel like that amount of time — but their own experience of time is confusing and unable to be measured. They describe a place of darkness, and memories and clawing through the earth.

“She needs more than what I can do for her.” Methuselah says eventually, as he works. “I cannot get her to wake. Perhaps those of you gifted with the ability to heal can try to rouse her.”

He means those with the Interloper’s Sacrifice Feat, when you explain that the Feat is lost he is quiet for a few moments.

“Try anyway.” he suggests, “All of you. The more, the better.”

Any and all of the Interlopers with the Interloper’s Sacrifice Feat are encouraged to come forward — to lay their hands on Enola, to try to use their Feat to revive her. Helped out of her furs, Enola is smaller in frame than one might think. Her body is scarred, burned. She has faced a great deal of hardship. But the gathered Interlopers carefully attempt to revive her, relying on muscle memory from previous uses of their ability — trying to coax something non-existent into being again.

For a long time, nothing happens.

You look amongst yourselves with uncertainty.

And again, you try.

And then—

It is a very tiny thing: the slightest pull, the barest twinge. Something stirs under your fingertips. It is arduous, lengthy — you chase after it, insistent, persisting. The trickling of a stream, trying to wash back what is broken and hurt and aching.

Just a little more, almost—

Enola gasps, her one blue eye wide. Like the jumpstart of a car engine, the air is alive with buzzing. Methuselah exhales, smiling:

“Hello, Enola.”

“... Methuselah.” She is slow to react, but after a long moment, she looks genuinely pleased to see him. For a few beats, she doesn't know what to say, until a small smile cracks at her lips and her eyes are wet. “It’s been a while, huh?”

“It has.” Methuselah’s head bows in a deep nod.

Enola’s head takes in the Interlopers around her. Some are faces she has known for some time, others are much newer faces to her. She takes a moment to look at each face, before something catches her eye and she looks beyond the gathered Interlopers towards someone. She inhales, shaky, her expression falling to a stun.

“Mom…?” you follow her gaze, turning your heads to look. She’s looking at Marra.

Marra stares back for a long moment, her expression unreadable. Then she feels the weight of the Interloper’s gazes on her, and she turns away — heading out of the Hall. Enola watches her go, but makes no move to stop her. Her eye closes for a short time, her expression pained before she opens her eye again and looks to the Interlopers around her. Her smile is sad, there is an understanding she holds.

“If you don’t mind, I’d appreciate it if you got everyone.” she says finally, her voice gentle. “I need to speak with you all.”

In the coming hours, the remaining Interlopers are gathered in the Community Hall. Methuselah sit close by, nursing hot tea in his hands and watches the room with a careful gaze. Marra has absconded to a corner in silence, not looking at anyone. Her shoulders are heavy. Enola, still half-dirtied and bloodied, sits on the raised platform that acts as a stage — her legs dangling, hands clasped in her lap. Now that Enola is awake, you feel yourself becoming more like yourself, before February. The sensations related to your Aurora Feats are beginning to come back again. You feel warm, strong, agile, connected, powerful. What was once cut off is being restored.

Enola will not speak with anyone privately just yet, just waits until everyone is gathered. When it seems everyone has come, she gingerly gets to her feet to address the room. She looks over the Interlopers, notes the numbers. Notes the losses. Guilt and sorrow washes over her expression. She takes her time with it. Her one blue eye grows watery, but she holds it back — inhales deeply before she speaks. Her voice is slow and steady, each word is weighted.

“I shouldn’t be here. If I’m here, then no one’s keeping the Darkwalker in check. What I’ve put in place stops it from wrecking total annihilation on this entire world, but—” she pauses, shaking her head. “It’s hurt you. It’s taken so much from you, and I’m sorry I wasn’t there to stop it.”

“I have held the Darkwalker back for over two years. I have held back the flood. These past couple of months, what’s been done to you — this is what I had previously held back. To spare you from the worst of the damage, to protect you as best as I could — even if it came at cost to myself.”

Enola lifts her chin, defiant. Her missing eye, her withered half of her face. Her blood, her body.

“It’s not too late, it’s not over. But the Darkwalker’s bringing down another blow. It’s coming, and soon.”

She spreads her arms open wide, her eye closing. As she inhales, flickers of colour and light fade into existence and curl themselves around her hands and arms. You realise after a long moment: the Aurora. When Enola opens her eye, it is pure white. She twists her fingers, as if working something with them — around her, soft orbs of light form and hover. Each of them appear in different colours: a pale blue, a pale yellow, a silvery purple, a bright amber, a soft navy, a deep red, a shimmering purple and a pale rose gold.

“One last time, I offer you all a chance to take a gift if you are able to, or want to.” Interlopers have only a short amount of time to decide. “It might prove useful in the fight ahead.”

Once an Interloper makes a choice, their hands will glow with that colour, swirling around their palms until it settles beneath their skin. A Feat chosen, a new gift. When all choices are made, Enola drops her hands. She is— shaky on her feet, slumping a little. She is pushing herself too hard, considering she was unconscious only a short time ago. She takes a few moments before she speaks again.

“This time I stand with you, all of you.” she means it, “We get through this, and then we come to the end. We put an end to all of this.”

She sways again on her feet, threatening to topple over. Sweat gathers on her brow. But still, she means those words.

PREDATORS


WHEN: Early April, onwards.
WHERE: Everywhere, but a focus on Milton.
CONTENT WARNINGS: altered wildlife; wildlife attacks; potential injuries; potential character death.

"You might have your beloved First Cursed back. But the patterns of nature have been interrupted. Broken. And now you face the consequences."

It is the only warning you are given from the Darkwalker. That and the furious, inhuman howl that echoes through the skies. Just as Enola has warned you, another blow is about to come down. In the dead of night, you hear a chorus of noise — restless, numerous creatures yowling into the dark.

And then, they come.

Descending upon the town in the coming days, the known predators of the Northern Territories come to attack the Interlopers: wolves, bears and wildcats. Each one disturbed and altered by the world’s current state — glowing eyes and a sickly green shimmer to their bodies. While the Aurora has previously been thought to be at fault for the changes to the animals' behaviours for some time over the years — it seems that the Darkwalker has managed to twist that into its own control.

Of course Interlopers have faced these creatures before, but now they all come together — a new group effort in trying to take out as many Interlopers as possible.

The wolves are loud, announcing their presence with demonic howls and chitterings as they descend upon Interlopers. At the very least, it gives Interlopers an advantage of knowing where they are. They work in packs, moving quickly and with a keen intelligence to surround unsuspecting Interlopers and using numbers to bring people down to tear them to shreds. Interlopers will do well not to let themselves be cut off from others, or cornered.

The bears are slower, lumbering and furious. They often move alone, keeping out of the way of their fellow predators. Easier to spot, but more difficult to take down compared to the others — their thick hides and fur giving them ample protection from bullets and arrows. Bears will use brute force to try to get into Interlopers’ homes, and a mauling from a bear is almost fatal.

The cougars and wildcats are the silent apex predator, they stalk Interlopers until they pounce at the last moment. They approach, singular and deadly. Far bigger and faster than any usual wildcat, with huge, hulking bodies, elongated fangs able to climb. They will silently climb onto buildings and lurk from above — waiting for the moment to strike from above. They enjoy chasing after Interlopers, but won’t hesitate on actually bringing someone down once they’re done playing with their food.

Enola isn’t quite ready to face these predators, but Marra will assist Interlopers in the fights. The beasts are vulnerable to fire, light and sound. The strange phenomenon of lights coming on whilst Marra is around is a handy tool to use — and she will help light up streets temporarily to frighten animals off or help set up traps to kill the animals in a controlled and planned manner. She’s also pretty handy with a rifle, given her long years in Milton — meaning she’s able to help out that way if she can be fitted up with a weapon by Interlopers.

BLESSED ARE THE DEAD



WHEN: Mid-April, onwards.
WHERE: Everywhere, but a focus on Milton.
CONTENT WARNINGS: zombies/zombie-related horror; zombie-related gore; potential character injury; potential character death.

Keeping back the predatory wildlife is difficult, but manageable. With the Interlopers’ renewal of body and Feats — they manage to keep back the animals.

But something else has stirred. In mid-April, a strange pulse of green lightning forks across the skies — too bright for a moment and then growing dim. It doesn’t ever fork downwards towards the earth, simply blares across the endless canvas of inky black gloom. The pulse beats through the air, enough to be physically felt by Interlopers. It’s a strange thing, almost unnerving, but it seems to be relatively harmless — but you know that such things could never be truly harmless. Those who are suspicious of what they see above them are right to be.

It is a call.

In the skies, you see an impossible thing: the gigantic glowing skulls of the Darkwalker — green and awful. There for a moment and then gone.

All over the Northern Territories, there are the dead. Animals and humanity alike. Milton is full of the dead, and while some were burned away — many were left buried under thick snow, the ground too frozen solid to dig deeply into it. Or perhaps bodies stored elsewhere, their rot staved off by the freezing temperatures: left permanently in cold storage in abandoned buildings. There’s even the bodies of those never found, those left out in the wilds to be pecked and half-devoured by the wildlife.

With the pulse in the sky, the silent, still dead begin to twitch.

The ground quakes, shifts the world, softens the earth.

They clamber, they crawl, they claw their way out of the earth, out of the earth. Slow, agonising movements, janky — limbs too stiff with the cold. Soon enough, the dead begin to gather themselves, standing on two feet and staring up into the green and black sky above them. There is nothing behind their frozen eyes, nothing but the faint glimmer of green — some ancient, unknown power that drives them on in their most basest, primal form. No thought, not feeling, nothing but one singular drive: hunger.

The Darkwalker has called them to arms. And they will heed that call.

They come.

You recognise some of them. People you have known, Interlopers long dead. People you thought you would never see again. The dead have returned, awoken from their own long darks.

They will be drawn to lights, sounds and movement of Interlopers, whether it be in the town of Milton, the surrounding areas, or even in Lakeside. Driven by that hunger, the dead will attack anything and anyone. They are slow moving, fortunately, and not particularly bright, but if they gather in large numbers — it may cause problems for the Interlopers, and they may find themselves quickly swarmed by a small horde.

Destroying the brain or brainstem will kill the dead, as will burning them. Destroying the bodies completely will mean no chance of yet another rising. And while they will bite, they will not pass on any kind of infection — although some of the more zombie-genre savvy folk might not quite realise that at first.

During the fights, Methuselah, Marra and Enola will come to help the Interlopers. While Methuselah is far better suited to tending to the injured in the Community Hall, Marra will give Interlopers the ability to see the dead more clearly in the dark by illuminating the town of Milton — or helping to coordinate traps by attracting the undead into particular areas.

Now back on form, Enola herself will throw herself into the thick of things right beside Interlopers. She needs no weapons, only her hands. The colours of the Aurora flicker and curl around her as she moves, calm and collected as she fights. She rips the heads of the undead from their shoulders with her bare hands; she conjures flames at her fingertips, curling and controlling them with precision to burn them; she heals injuries out in the midst of battle, pulling you back to your feet; she speaks words of encouragement or warning to Interlopers without moving her lips.

She means to fight with you, and she does. Each time a new wave of the undead come in the weeks that follow — she is with you.

FAQs

THE AURORA: VIGILANT FLAME


1. The effects if Misery are finally lifted, and Interlopers will begin to feel healthier again as the month of April goes on. Being in Enola's immediate presence will accelerate that but remaining in Milton will be enough for a steady return.

2. Aurora Feats are now enabled again.

3. The coloured lights that Enola conjures correspond to the relevant Feat as follows:

Pale blue — Cold Fusion
Pale yellow — Efficient Machine
Silvery purple — Moon Touched
Bright amber — Lightbringer
Soft navy — Free Runner
Deep red — Old Bear’s Blessing
Shimmering purple — Aurora Call
Pale rose gold — Interloper’s Sacrifice


4. Interlopers will have no dream when choosing a Feat this time, instead they have the Feat activate after the next time they sleep. In each instance, Interlopers will awaken feeling warmer, less isolated and readied to face whatever comes next. Find out more information about Aurora Feats and claim your final one over on the Aurora Feats page.

5. An NPC Interaction has been unlocked: characters may speak briefly with Enola, Methuselah or Marra. Please see the relevant top levels for more details.

PREDATORS


1. Players are free to utilise Marra within their threads by having her activate street lighting or electronics to create traps or to ward off animals. Generally a handwave instance, but Marra will bring the lights back to life by either a conscious or unconscious effort. Sometimes it's simply by her presence alone, sometimes it may be through touch to activate things.

2. Enola will not be available to help during this prompt, as she is still not recovered enough to fight. She will remain in the Community Hall.

3. Methuselah will take up residence in the Community Hall. He will be on hand to help Interlopers in the same manner he does when aiding them during the Feasts.

4. Yes, you can technically eat the predators you kill. It's not a great idea to eat predator meat, but you can still do it.

BLESSED ARE THE DEAD


1. Players are free to utilise Marra within their threads by having her activate street lighting or electronics to create traps or to ward off animals. Generally a handwave instance, but Marra will bring the lights back to life by either a conscious or unconscious effort. Sometimes it's simply by her presence alone, sometimes it may be through touch to activate things.

2. Players are free to have Enola appear in their threads helping them fight or healing them mid-fight.

PLOTTING FORM


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