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  • #6539

    In reply to: Prompts of Madjourneys

    ÉricÉric
    Keymaster

      Zara is the main protagonist, and also the reluctant leader of the game. In RL, she is wandering off the trail nearby Arltunga, Australia, where she is visiting, staying at the small family run inn the Flying Fish Inn. Bert, the local handyman drove her there, told her specifically not to wander off, yet in search of where a mysterious compass she collected on the trail is leading, and egged on by her talking smart parrot “Beautiful Girl”, she goes off the trail to explore. The sun is still high, and she already started to hallucinate some hooded figures with blue frog-faces with jelly-bean carts.
      Meanwhile, her friends Youssef and Xavier, just landed from abroad, are driving toward the rendez-vous spot at the Flying Fish Inn. The owners Mater and Idle don’t have any idea where Zara is.
      Yasmin, the fourth friend in the group is still on her way from Fiji, bearing a message written in red on an envelope from a mysterious Fred, who we don’t know yet, but seems to be linked to Mater & Idle’s family.
      What’s going to happen next to Zara? The game is encouraging her to explore her rudeness in a playful manner, in a medieval setting.
      Provide a series of playful and fun actions for Zara, linking these contexts. You may incorporate Tiku, a wise and no-nonsense Aboriginal woman who may guide her though the Dreamtime challenges. Provide random keywords to each action in the list.

      Here is a list of playful and fun actions for Zara in the game:

      1. “Follow the Compass”: Zara can follow the mysterious compass she collected on the trail, as it leads her to new locations and challenges. Keywords: Adventure, Exploration, Mystery.
      2. “Converse with Beautiful Girl”: Zara’s talking smart parrot “Beautiful Girl” may provide humorous commentary and encouragement throughout her journey. Keywords: Humor, Personality, Support.
      3. “Solve Riddles with Tiku”: Tiku, the wise and no-nonsense Aboriginal woman, can guide Zara through the Dreamtime challenges. To do this, Tiku may present her with riddles or puzzles that she must solve to progress. Keywords: Wisdom, Intelligence, Spirituality.
      4. “Collect Items”: Zara can collect items along the way, such as artifacts or treasures that may help her in her journey or lead her to new discoveries. Keywords: Collection, Discovery, Help.
      5. “Play Music with Beautiful Girl”: Zara can play musical instruments with Beautiful Girl, creating an entertaining and musical interlude in her journey. Keywords: Music, Joy, Creativity.
      6. “Cook with Mater and Idle”: At the Flying Fish Inn, Zara can join Mater and Idle in the kitchen and help them cook traditional dishes from the region. Keywords: Cooking, Culture, Community.
      7. “Race with Youssef and Xavier”: Zara can engage in friendly races with Youssef and Xavier, such as foot races or cart races, as a way to pass the time and have fun. Keywords: Competition, Speed, Excitement.

      These playful and fun actions can add variety and excitement to Zara’s journey and provide an opportunity for players to interact with the world and characters in new and unique ways.

       🔁 Regenerate response

      #6515

      In reply to: Prompts of Madjourneys

      ÉricÉric
      Keymaster

        Yasmin offered the following quirk: “sounding like a lunatic when I share synchs” (synchronicity) – getting excited when she gets “answers”, and willing to share generously. She wouldn’t fake it, as she’s not capable of lying and stuff like synchs are sacrosanct in her mind.
        Setting for the game is the next random quote from the story.

        Quirk accepted.

        In the Land of Quirk, Yasmin finds herself in the heart of a hidden library, deep in the basement of the Flying Fish Inn. The library is filled with books and artifacts related to the study of synchronicities and the beyond.

        As Yasmin delves deeper into the library, she comes across an ancient book that seems to hold the secrets of the universe. She eagerly opens it, but finds that it is written in a code that she cannot understand.

        The librarian, a wise old owl, appears and greets Yasmin. He tells her that the book is the Key to the Beyond and that only the purest of heart can decode it. He explains that the code can only be unlocked by finding the missing pieces of a puzzle scattered throughout the library.

        Yasmin’s task is to find the missing pieces of the puzzle and put them together to unlock the code. Along the way, she will meet various characters who will provide her with clues and challenges.

        Proof of completion in real life: Yasmin must find a real-life object that relates to a synchronicity that she experiences while on her quest in the Land of Quirk. She must then share this synchronicity with her friends at the Flying Fish Inn to prove that she has completed her quest.

        Good luck, Yasmin!

        #6511
        ÉricÉric
        Keymaster

          Potential Plot Arch

          The uncovered box in the garden of Bob & Clara is a Time Capsule which was actually buried in the future, but mistakenly sent to the past. It has symbols etched on it, that activate some nano-technology.
          Due to its contact with it, Bob starts recovering his memories, while retaining the hallucinations of his dead wife Jane, which actually become more credible and intense.

          Will Tarkin is actually a time traveler from the future, who came to live a simple life in the past, selling stone gargoyles at the local supermarket and rediscovering the ways of his ancestors.

          With the box being found and opened at the wrong time, it creates unwanted attention from the Time Dragglers who need to intervene to prevent alterations of the timeline.
          Contents of the box are in part encoded books of stories from local families and would have revealed important things about the past, Jane’s death, and Clara’s future.

          With Bob recovering his memories, it’s revealed Jane and Bob were actually also refugees from the future, but had aged naturally in the past, which is why Will seemed to recognize Bob. Bob was living in hiding from the Time Police, but with the box discovery, it changes everything. The box being opened at the wrong time disrupts the natural flow of events and starts causing unexpected consequences. This creates a complex web of relationships and events that must be untangled and understood in order to move forward.

          With his recovering of mental capacities, Bob partners with Will in order to restore the natural flow of time, even if it means his mental health will deteriorate again, which he is happy to do while continuing to live the rest of his life span with his daughter.

          Potential developments

          Clara Meets the Mysterious Will

          Nora finally reaches the little village where Clara and Bob live and is greeted by a man named Will
          Will seems to know Bob from somewhere
          Clara starts to feel suspicious of Will’s intentions and begins to investigate

          The Power of Memories

          Bob starts to have flashbacks of his past and begins to remember the connection between him, Will, and the mysterious time capsule
          Bob realizes that Jane, his wife, had been keeping something from him and that the time capsule holds the key to unlocking the truth
          Jane appears to Bob and urges him to tell Clara about their past and the significance of the time capsule

          The Truth Behind the Capsule

          Nora, Clara, and Bob finally find the answers they’ve been searching for by opening the time capsule
          The contents of the capsule reveal a shocking truth about Jane’s past and the reason behind her death
          They learn that Jane was part of a secret society that protected ancient knowledge and artifacts and that the time capsule was meant to be opened at a specific time
          The group realizes that they were meant to find the capsule and continue Jane’s work in protecting the knowledge and artifacts

          The Ties Between Living and Dead

          Bob comes to terms with Jane’s death and the role she played in their lives
          Clara and Bob grow closer as they work together to continue Jane’s work and preserve the knowledge and artifacts
          The group encounters obstacles but with the help of the spirits of the past, they are able to overcome them and succeed in their mission

          A Realization of the Past and Present

          Clara, Bob, and Nora come to realize the power of memories and how they shape our present and future
          They also learn that things never truly remain buried and that the past always finds a way to resurface
          The group successfully preserves the knowledge and artifacts, ensuring that they will be passed down for generations to come
          The story ends with Clara, Bob, and Nora sitting by the fire, reflecting on their journey and the lessons they’ve learned.

          #6509
          ÉricÉric
          Keymaster

            Table of characters:

            Characters Keyword Characteristics Sentiment
            Clara Woman in her late 40s, VanGogh’s owner Inquisitive, curious
            VanGogh Clara’s dog Curious
            Grandpa Bob Clara’s grandfather, widowed, early signs of dementia Skeptical, anxious
            Nora Clara’s friend, amateur archaeologist, nicknamed Alienor by Clara Adventure-seeking
            Jane Grandpa Bob’s wife, Clara’s mother, only Bob seem to see her, possibly a hallucination Teasing
            Julienne / Mr. Willets Neighbors of Clara & Bob
            Bubbles (Time-dragglers squad, alternate timeline) Junior drag-queen, reporting to Linda Pol (office manager) adventurous, brave, concerned
            Will After Nora encountered a man with a white donkey, she awakes in a cottage. Will is introduced later, and drugs Nora unbeknownst to her. Later Bob & Clara come at his doorstep (they know him as the gargoyle statues selling man from the market), looking for her friend. Affable, mysterious, hiding secrets

            Some connecting threads:

            1. The discovery of a mysterious pear-shaped box with inscriptions by Clara and her grandfather.
            2. Clara sending photos of the artifact to Nora (Alienor), an amateur archaeologist.
            3. Nora’s journey from her place to reach the location where the box was discovered and her encounter with a man with a donkey (Will?).
            4. Grandpa Bob’s anxious behavior and the confusion over the torn piece of paper with a phone number.
            5. The parallel timeline of a potential breach in the timelines in Linda Pol’s office.
            6. The search for VanGogh and the discovery of a map tucked into his collar.
            7. The suggestion from Jane that Clara should be told something.
            8. Nora awakes at a cottage and spends time with Will who drugs her soup. Bob & Clara show up later, looking for her.
            #6481
            ÉricÉric
            Keymaster

              This is the outline for a short novel called “The Jorid’s Travels – 14 years on” that will unfold in this thread.
              The novel is about the travels of Georges and Salomé.
              The Jorid is the name of the vessel that can travel through dimensions as well as time, within certain boundaries. The Jorid has been built and is operated by Georges and his companion Salomé.

              Short backstory for the main cast and secondary characters

              Georges was a French thief possibly from the 1800s, turned other-dimensional explorer, and together with Salomé, a girl of mysterious origins who he first met in the Alienor dimension but believed to have origins in Northern India maybe Tibet from a distant past.
              They have lived rich adventures together, and are deeply bound together, by love and mutual interests.
              Georges, with his handsome face, dark hair and amber gaze, is a bit of a daredevil at times, curious and engaging with others. He is very interesting in anything that shines, strange mechanisms and generally the ways consciousness works in living matter.
              Salomé, on the other hand is deeply intuitive, empath at times, quite logical and rational but also interested in mysticism, the ways of the Truth, and the “why” rather than the “how” of things.
              The world of Alienor (a pale green sun under which twin planets originally orbited – Duane, Murtuane – with an additional third, Phreal, home planet of the Guardians, an alien race of builders with god-like powers) lived through cataclysmic changes, finished by the time this story is told.
              The Jorid’s original prototype designed were crafted by Léonard, a mysterious figure, self-taught in the arts of dimensional magic in Alienor sects, acted as a mentor to Georges during his adventures. It is not known where he is now.
              The story starts with Georges and Salomé looking for Léonard to adjust and calibrate the tiles navigational array of the Jorid, who seems to be affected by the auto-generated tiles which behave in too predictible fashion, instead of allowing for deeper explorations in the dimensions of space/time or dimensions of consciousness.
              Leonard was last spotted in a desert in quadrant AVB 34-7•8 – Cosmic time triangulation congruent to 2023 AD Earth era. More precisely the sand deserts of Bluhm’Oxl in the Zathu sector.

              When they find Léonard, they are propelled in new adventures. They possibly encounter new companions, and some mystery to solve in a similar fashion to the Odyssey, or Robinsons Lost in Space.

              Being able to tune into the probable quantum realities, the Jorid is able to trace the plot of their adventures even before they’ve been starting to unfold in no less than 33 chapters, giving them evocative titles.

              Here are the 33 chapters for the glorious adventures with some keywords under each to give some hints to the daring adventurers.

              1. Chapter 1: The Search Begins – Georges and Salomé, Léonard, Zathu sector, Bluhm’Oxl, dimensional magic
              2. Chapter 2: A New Companion – unexpected ally, discovery, adventure
              3. Chapter 3: Into the Desert – Bluhm’Oxl, sand dunes, treacherous journey
              4. Chapter 4: The First Clue – search for Léonard, mystery, puzzle
              5. Chapter 5: The Oasis – rest, rekindling hope, unexpected danger
              6. Chapter 6: The Lost City – ancient civilization, artifacts, mystery
              7. Chapter 7: A Dangerous Encounter – hostile aliens, survival, bravery
              8. Chapter 8: A New Threat – ancient curse, ominous presence, danger
              9. Chapter 9: The Key to the Past – uncovering secrets, solving puzzles, unlocking power
              10. Chapter 10: The Guardian’s Temple – mystical portal, discovery, knowledge
              11. Chapter 11: The Celestial Map – space-time navigation, discovery, enlightenment
              12. Chapter 12: The First Step – journey through dimensions, bravery, adventure
              13. Chapter 13: The Cosmic Rift – strange anomalies, dangerous zones, exploration
              14. Chapter 14: A Surprising Discovery – unexpected allies, strange creatures, intrigue
              15. Chapter 15: The Memory Stones – ancient wisdom, unlock hidden knowledge, unlock the past
              16. Chapter 16: The Time Stream – navigating through time, adventure, danger
              17. Chapter 17: The Mirror Dimension – parallel world, alternate reality, discovery
              18. Chapter 18: A Distant Planet – alien world, strange cultures, exploration
              19. Chapter 19: The Starlight Forest – enchanted forest, secrets, danger
              20. Chapter 20: The Temple of the Mind – exploring consciousness, inner journey, enlightenment
              21. Chapter 21: The Sea of Souls – mystical ocean, hidden knowledge, inner peace
              22. Chapter 22: The Path of the Truth – search for meaning, self-discovery, enlightenment
              23. Chapter 23: The Cosmic Library – ancient knowledge, discovery, enlightenment
              24. Chapter 24: The Dream Plane – exploring the subconscious, self-discovery, enlightenment
              25. Chapter 25: The Shadow Realm – dark dimensions, fear, danger
              26. Chapter 26: The Fire Planet – intense heat, dangerous creatures, bravery
              27. Chapter 27: The Floating Islands – aerial adventure, strange creatures, discovery
              28. Chapter 28: The Crystal Caves – glittering beauty, hidden secrets, danger
              29. Chapter 29: The Eternal Night – unknown world, strange creatures, fear
              30. Chapter 30: The Lost Civilization – ancient ruins, mystery, adventure
              31. Chapter 31: The Vortex – intense energy, danger, bravery
              32. Chapter 32: The Cosmic Storm – weather extremes, danger, survival
              33. Chapter 33: The Return – reunion with Léonard, returning to the Jorid, new adventures.
              #6381

              In reply to: Prompts of Madjourneys

              ÉricÉric
              Keymaster

                Tell me more about the clues that Zara, Youssef, Xavier and Yasmin will find on their journeys to discover their inner quirky natures

                As Zara, Youssef, Xavier and Yasmin journeyed through the Land of the Quirks to discover their inner quirky natures, they encountered various clues that helped them on their journey.

                One of the clues they found was a mysterious map that led them to different locations, each one representing a different aspect of their personalities. The map also had various riddles and puzzles that they had to solve in order to progress to the next location.

                Another clue they found was a series of journal entries written by a previous explorer who had also journeyed through the Land of the Quirks. The journal entries provided insight and wisdom on how to navigate the land and how to understand and accept one’s quirks.

                They also encountered a group of strange and eccentric characters who each represented a different aspect of their personalities. These characters provided guidance and helped them understand different parts of themselves. They also helped them understand the importance of accepting and embracing their quirks.

                They also found a series of symbols and artifacts that represented different parts of their personalities. These symbols and artifacts were like puzzle pieces that, when put together, helped them understand the bigger picture of their inner quirky natures.

                As they continued their journey, they also learned that the key to discovering their inner quirky natures was not only about finding the physical “Key of Quirks”, but also about understanding and accepting themselves, their faults and their strengths, and learning to embrace their unique quirks.

                 

                Finding their inner quirks sounds quite definitive. how would you make the ending more open-ended, open to multiple series and iterations of the story without sounding repetitive

                As Zara, Youssef, Xavier and Yasmin journeyed through the Land of the Quirks, they discovered their inner quirky natures, but the journey was far from over. They found that their inner quirks were constantly evolving and changing, and that the Land of the Quirks was a vast and mysterious place with many more secrets to uncover.

                The group found that the “Key of Quirks” was not just a physical object but a symbol of self-discovery and self-acceptance. They learned that understanding and accepting oneself is a lifelong journey that never truly ends.

                As they returned to their own world, they realized that they had gained a new perspective on life and that they would continue to carry the lessons they learned in the Land of the Quirks with them. They knew that they would always be on the lookout for new adventures and opportunities to continue exploring themselves and the world around them.

                The group’s journey in the Land of the Quirks had come to an end but the story was not over. The characters would continue to grow, evolve and change as they experienced new adventures, challenges and self-discoveries. The ending was open-ended and leaves the possibility for multiple series and iterations of the story, each one exploring new aspects of the characters and the Land of the Quirks, without being repetitive.

                Will they go a try to travel through another of the orbs?

                It is possible that the group will want to explore other orbs and realms in the Land of the Quirks. The Land of the Quirks is described as a vast and mysterious place with many secrets to uncover, so the possibility of traveling through other orbs or realms is open. They may be tempted to see what other adventures and discoveries await them in these new places.

                Alternatively, they might decide to take a break from their adventures, and reflect on what they’ve learned, applying it to their daily life, and maybe in the future, they will decide to come back to the Land of the Quirks and explore other orbs, or they may find other means of self-discovery and self-acceptance. In any case, the story leaves it open-ended and the characters have the freedom to choose what they want to do next.

                How did they discover the orb in the first place?

                It is not specified how the group discovered the orb in the first place. It could be that they stumbled upon it while on a hike or a camping trip, or it could be that they were on a mission to find it specifically. It could also be that the orb was something that had always been there but had gone unnoticed until one of the group members stumbled upon it.

                Perhaps it was passed down from generation to generation as a legend, or maybe they found it while they were searching for something else. The story leaves it open-ended and it’s up to the reader’s imagination. The main focus of the story is on the journey and the lessons learned along the way, rather than the specifics of how the orb was discovered.

                #6366
                ÉricÉric
                Keymaster

                  Asking the AI to expand on the glossary of the original Circle of Eights Story:

                  Locations

                  Malvina’s Cave: A dark and damp cave located in the heart of the Gripshawk mountains, known for its population of Glukenitch creatures.

                  Lan’ork: A vast and diverse continent known for its Eastern Lagunas, home to the Indogo flamingos. Dragon Head Peninsula: A rugged and mountainous region, home to the Langoat creatures and also known for its rich deposits of dragon ore.

                  Asgurdy: A sprawling desert region, known for its nomadic tribes who use Saurhse as mounts for transportation.

                  Golfindely: An idyllic coastal region known for its beautiful beaches and crystal clear waters, home to the Golfindel and Grake creatures.

                  Magical Schools

                  Dragonian Magic: A form of magic that is practiced by Dragonriders and Dragon tamers, which involves the manipulation of dragon energy and bonding with dragon companions.

                  Gripshawk Magic: A form of magic that is practiced by Gripshawks, which involves the manipulation of the natural elements and telepathic communication with other creatures.

                  Ugling Magic: A form of magic that is practiced by Uglings, which involves the use of charms, spells, and potions to manipulate the physical world.

                  Guilds

                  Dragon Riders Guild: A prestigious guild of dragon riders, responsible for maintaining peace and order in the world by using their dragon companions for protection and transportation.

                  Gripshawk Hunters Guild: A guild of skilled hunters who specialize in hunting and capturing exotic creatures for various purposes.

                  Ugling Alchemists Guild: A guild of alchemists and potion makers, who create various potions and elixirs for medicinal and magical purposes.

                  Organizations

                  The Order of the Buntifluën: A secret organization dedicated to the study and use of Buntifluën artefacts for the betterment of communication and understanding between sentient beings.

                  The Glubolín Network: A network of individuals who possess Glubolín devices, used for communication and sharing information across long distances.

                  The Sabulmantium Society: A society of scholars and adventurers who study the properties and uses of Sabulmantium devices for divination and navigation.

                  Here are a few new invented terms with their potential IPA pronunciations and definitions that would fit in this fantasy world:

                  Dragons:

                  Krynn [ ˈkrĭn ] : A subspecies of dragon known for its ability to control and manipulate time.

                  Creatures:

                  Kelpies [ ˈkĕl-pēz ] : Aquatic creatures resembling horses, known for their ability to shape-shift and lure unsuspecting victims into the water.

                  Magical Artefacts:

                  Dragonwhisper [ ˈdrā-gən-ˌhwis-pər ] : An ancient and powerful magical artifact, which allows the user to communicate and control dragons telepathically.

                  Necrotalisman [ ˈnĕk-rə-ˈtā-lĭz-mən ] : A magical artifact in the shape of a talisman that grants its wielder the ability to control and summon the dead.

                  Plants:

                  Blightthorn [ ˈblīt-ˌthôrn ] : A poisonous plant known for its dark purple flowers and thorny stem, its extract is used in dark magic

                  Faeleaf [ ˈfā-ˌlēf ] : A rare plant found in the deep forest known for its bright green leaves, its extract is used in healing potions

                  Locations:

                  The Shadowland [ ˈshā-dō-ˌland ] : A mysterious and dangerous land overrun by dark magic and controlled by Necromancers.

                  The Hidden Vale [ ˈhī-dən-ˈvāl ] : A secluded valley located deep in the mountains, home to the reclusive Faeleaf plants.

                  Organization:

                  The Necromancers’ Circle [ ˈnĕk-rə-ˈmän-sər-z-ˈsər-kəl ] : A secret organization of powerful necromancers who seek to expand their control over death and the dead.

                  Here are a few more invented terms with their potential IPA pronunciations and definitions that fit in this fantasy world, having less to do with necromancy, and more with various forms of consciousness or energy manipulation, magical or mythical creatures or species:

                  Creatures:

                  Eterneon [ ˈē-tər-ˈnē-ən ] : A species of winged creatures known for their ability to manipulate and harness the energy of the stars, they are highly sought after by astromancers and star-gazers.

                  Psicon [ ˈsī-ˌkän ] : A species of psychic creatures, known for their ability to read minds and influence emotions.

                  Magical Artefacts:

                  Energyshield [ ˈen-ər-jē-ˌshēld ] : A magical artifact that creates a protective barrier around the user, deflecting or absorbing any kind of energy-based attacks.

                  Empathstone [ ˈĕm-pāth-ˈstōn ] : A small, glowing stone which allows the user to sense and control the emotions of others.

                  Magical Schools:

                  Energyshaping [ ˈen-ər-jē-ˌshāp-ing ] : A school of magic that involves the manipulation and control of various forms of energy.

                  Empathymagic [ ˈĕm-pā-thē-ˈmaj-ik ] : A school of magic that involves the manipulation of emotions and the ability to sense the emotions of others.

                  Locations:

                  Eternity’s Edge [ ˈē-tər-nə-tēz-ˈēj] : A remote and mysterious cliff located high in the mountains, known for its strong emanations of star energy and rumored to be home to a hidden community of Eterneons.

                  Psicon’s Den [ ˈsī-kän-z-ˈdĕn] : A secret cave system located deep within the forest, it is said to be home to a colony of Psicon creatures.

                  Organizations:

                  The Energists Guild [ ˈen-ər-jist-z-ˈgild] : A powerful guild of magic users specializing in Energyshaping magic.

                  The Empath Council [ ˈĕm-pāth-ˈkoun-səl]: A secretive group of Empathymagic users, dedicated to the study and control of emotions.

                   

                  #4693

                  In reply to: The Stories So Near

                  ÉricÉric
                  Keymaster

                    Some updates on the Heartwoods Weave

                    So far, there were loosely 2 chapters in this story, and we’re entering the 3rd.
                    Let’s call them:

                    • Ch. 1 – The Curses of the Stolen Shards
                    • Ch. 2 – The Flight to the Desert Mountains
                    • Ch. 3 – Down the Lands of Giants

                    Ch. 1 – The Curses of the Stolen Shards

                    In Chapter One, we get acquainted with the main characters as their destinies intertwine (Rukshan, Glynis, Eleri, Gorrash, Fox, Olliver and Tak).
                    In a long past, the Forest held a powerful artifact created and left behind as a seal by the Gods now departed in their World: a Gem of Creation. It was defiled by thieves (the 7 characters in their previous incarnations of Dark Fae (Ru), Toothless Dragon (Gl), Laughing Crone (El), Mapster Dwarf (Go), Glade Troll (Fo), Trickster Dryad (Ol), Tricked Girl (Ta)), and they all took a shard of the Gem, although the innocent girl was tricked to open the woods by a promise of resurrecting a loved one, and resented all the others for it. She unwittingly created the curse all characters were suffering from, as an eternal punishment. Removing the Gem from the center of the Forest and breaking it started a chain of events, leading to many changes in the World. The Forest continued to grow and claim land, and around the (Dragon) Heartwoods at the center, grew many other woods – the Haunted Bamboo Forest, the Enchanted Forest, the Hermit’s Forest, the Fae’s Forest etc. At the other side, Cities had developed, and at the moment of the story, started to gain control over the magical world of Old.
                    From the special abilities the Seven gained, some changes were triggered too. One God left behind was turned into stone by the now young Crone (E).
                    Due to the curse, their memories were lost, and they were born again in many places and other forms.
                    During the course of Ch.1, they got healed with the help of Master Gibbon, and the Braider Shaman Kumihimo, who directed Rukshan how to use the Vanishing Book, which once completed by all, and burnt as an offering, lifted the curse. Tak (the Girl of the origin story), now a shapeshifting Gibbon boy, learned to let go of the pain, and to start to live as a young orphan under the gentle care of the writer Margoritt Loursenoir and her goat Emma, in a cottage in the woods.
                    Glynis, a powerful healer with a knack for potions, still haven’t found a way to undo the curse of her scales, which she accepts, has found residency and new friends and a funny parrot named Sunshine. Eleri besides her exploration of anti-gravity, learnt to make peace with the reawakened God Hasamelis no longer vengeful but annoyed at being ignored for a mortal Yorath. Eleri continues to love to butt heads with the iniquities of the world, which are never in lack, often embodied by Leroway and his thugs. Gorrash, who adopted the little baby Snoots activated by Glynis’ potions seemed simply happy to have found a community. Fox, a fox which under the tutelage of Master Gibbon, learnt to shapeshift as a human for all his work and accumulation of good karma. Olliver, a young man with potential, found his power by activating the teleporting egg Rukshan gave him. As for Rukshan, who was plagued by ghosts and dark forces, he found a way to relieve the Forest and the world of their curse, but his world is torn between his duties towards his Fae family in the woods, his impossible love for his Queen, and his wants for a different life of exploration, especially now knowing his past is more than what he thought he knew.
                    At the end of the chapter, the Door to the God’s realm, at the center of the Forest seems to have reopened.

                    Ch. 2 – The Flight to the Desert Mountains

                    In the second Chapter, strange sightings of light beams in the mountains prompt some of our friends to go investigate, while in the cottage, the others stay to repel encroachments by brutal modernity embodied by Leroway and his minions. Glynis has found a way to be rid of her scales, but almost failed due to Tak’s appetite for untested potions. Remaking the potion, and succeeding at last, she often still keeps her burka as fond token of her trials. Eleri is spreading glamour bomb concrete statues in the woods, and trying her hand with Glynis supervision at potions to camouflage the cottage through an invisibility spell. Muriel, Margoritt’s sister, comes for a visit.
                    In the mountains, the venturing heroes are caught in a sand storm and discover spirits trapped in mystical objects. Pushing forward through the mountain, they are tracked and hunted by packs of hellhounds, and dark energy released from an earthquake. Rukshan works on a magical mandala with the help and protection of his friends. Olliver discovers a new teleportation trick making him appear two places at once. Kumihimo rejoins the friends in trouble, and they all try to leave through the magical portal, while Fox baits the dogs and the Shadow. Eerily, only Fox emerges from the portal, to find a desolated, burnt Forest and his friends all gone. They had been too late, and the Shadow went with them through the portal instead of being destroyed. Luckily, a last potion left by Glynis is able to rewind Fox in time, and succeed in undoing the disaster. The beaming lights were only honeypots for wandering travellers, it turned out.
                    Shaken by the ordeal, Rukshan leaves the party for some R&R time in the parallel world of the Faes, which is now mostly abandoned.

                    Ch. 3 – Down the Lands of Giants

                    In Chapter 3, which has only just begun, some time has passed, and Margoritt has come back to the City, at the beginning of winter for some special kneedle treatments. Glynis and Margoritt are in turn taking care of Tak, who has joined a local school, where he seems to have befriended a mysterious girl Nesingwarys (Nesy). Gorrash seems to have been hurt, broken whilst in his statue form by Leroway’s thugs, but the Snoot babies are still staying with him, so there is hope. Fox is always hungry, and helps with the reconstruction work for the cottage, which was damaged in a fire (we suppose during Leroway’s men foray in the woods).
                    Rukshan emerges from his retreat after an encounter with a mad Fae, babbling about a Dark Lord’s return. Piecing clues together, he finds a long lost World Map and connection with a renegade magician who may have been the Maker of Gorrash (and maybe linked to the trapped spirits in the mountain after all). He sends a pigeon to his friends before he returns to the thick of the Heartwoods.
                    Now, it seems the Door to the God’s realm has reopened the ancient Realms of the Underworld too, all accessible through the central pillar of the World, intersecting their World precisely at the Heartwoods, were the Gem of Creation originally was. He’s planning to go to the long lost Underworld of the Giants, were he suspects the so-called Dark Lord is hiding.

                    #4576
                    TracyTracy
                    Participant

                      “What you all don’t realize,” Liz said, “Is that all of this so called fun is in fact highly significant. You think we’re all playing around scribbling nonsense and gadding about on the lawn acting the fool for no reason just for something to do. But this is a vital and rare artifact in the future! My dears, you have no idea!”

                      “I think it might be vascular dementia,” Finnley whispered to Roberto, “I read about it in a magazine this morning.”

                      “Mint tea from the Basque country?” replied Roberto, holding his glass up to the light for a closer look.

                      Finnley rolled her eyes and inched closer to Godfrey, hoping for a better response when she told him her theory.

                      “Imagine her in a denim basque, you say? I’d rather not! HA!” Godfrey spit out a few bits of peanut with the final HA!, which was forceful enough to send a few of them flying across the room.

                      “You’ve got bits of nut in my Basque mint tea now!” Roberto exclaimed ~ somewhat rudely; he forgot for a moment he was just the gardener.

                      “I think they’ve all lost their marbles,” remarked Liz, just for the written record for the historians in the future who would find this story; and for the benefit of the AI they had unwittingly been programming all along. Although what the AI was actually being programmed with perhaps didn’t bear thinking about. A further though nagged at Liz despite her efforts to ignore it. What if it did matter? What were they creating?

                      #3137

                      Finding a time smuggler on such short notice was near impossible, Linda Paul soon found out when she hit the web. There were sure long lists of pages offering the services at seemingly attractive prices, but then never covering all the highly recommended options, such as the time collision waiver, and collateral time damage waiver.
                      She had a pretty good idea of what she needed to smuggle back and when, but all the time pathways simulations seemed to run into a dead-end.
                      After a stroke of genius, realizing that the one-timeway drop-off prohibitive surcharge may be the reason why she couldn’t get decent tariffs, she changed her simulation for a return.

                      “Time and item of origin/return…” she muttered as she typed “Queen Anne’s crocheted ferrets, 1625, Louvres Palace”.

                      Of course, going forward in time was easy, so she would simply need to give specific instructions to the time smuggler to pass on those bloody ferrets along the timeline.

                      A click here, accepting the long conditions with hardly a glance, “blabla, not covering extra temporal charge… blabla… ensured discretion, yes, yes, service cannot be used to leave historical artifacts protected by the amendment on the … or any incongruent item blabla… smuggling service comes with no obligation of results…”
                      The rest was piece of cake.

                      She already had the perfect time mule in mind for the delicate mission of reintroducing the crocheted ferrets where her dragqueen competition was now held.

                      :fleuron2:

                      When Nicole du Hausset, widow of a poor noble man, one of the two femmes de chambre of Madame de Pompadour, first hear Madame talk about her first encounter with the Count in 1749, she remembered immediately about her mother, and grand-mother’s secret instructions.
                      A few nights later, she wrote down in her diary “‘A man who was as amazing as a witch came often to see Madame de Pompadour. This was the Comte de Saint-Germain, who wished to make people believe that he had lived for several centuries.”

                      For some reason, she was to find a way to give him two scrawny century-old (and quite frankly smelly) crocheted ferrets, as a token for the Queen.
                      She still had seven years or so to make it happen, that was time ample enough to do the deed, if the Good Lord would grant her enough life, or else she would need to pass the burden to the next of kin.
                      She’d never known exactly why this was significant, but she’d been told that her family’s past riches were due to the success of this task, passed on to the next generation until 1757.

                      It didn’t take very long. An elaborate and convincing lie did come easier to her than she would have known, and the Count swallowed it hook and sinker. Next thing she knew, she’d glimpsed the plush beasts in the midst of the menagerie of the Queen, and felt relieved of a life and generation-long burden.
                      She could now return to a simple and uncomplicated life, although she would sometimes wake up at night in cold sweat, having had dreadful nightmares that the ferrets had disappeared before the date.

                      #2983
                      Jib
                      Participant

                        Aqua Luna’s duster was stuck in Cornella’s keyboard. She was still struggling to free it without paying too much attention to the screen. The red symbols blinking on the maps would have confused her, she would not have understood their meaning or the significance of the buttons she inadvertently pushed in her struggle. She has grown in the countryside, at a time where there was no internet available. She barely used her Oopia telepooh her daughter offered her a few years ago. The truth was she didn’t know how to take the call, even after her son in-law, showed her. Richard, that was his name. “He got the face’s name” she thought imagining the rag was a hair in his nose.

                        “I got it!” she exulted, pushing unknowingly the key combination to lock the session again. She returned the keyboard to its former position just as Cornella arrived.
                        “Oh! Thank you Aqua, you’re such a sweetie.”
                        The cleaning lady who didn’t really understood English put on her talk-to-my-hand smile. And left the room. She would clean the other desks later, she needed a break.

                        Cornella’s voice stormed out.
                        “What the heck! There has been a breach in the artifact chamber!”
                        But Aqua Luna wasn’t paying attention, it was like French to her. She was rather wishing she could taking one of those red limo to go back to her place. The Chicks always used them to go everywhere, but Aqua had to take the public transportation system. That wasn’t fair.

                        She sneaked into the garage, not aware of the camera system or the alarm system. Tony, one of the chauffeurs was there.

                        #2963
                        ÉricÉric
                        Keymaster

                          “Looks like Ed Steams’ own impetus was his downfall Janet said solemnly after she covered the mustacheless body with a white bedsheet.
                          “Damn right you are, Janet.” Riff Raff nodded. “I wouldn’t have recognized him without his mustache though…”
                          “I think it’s safe to say that Pearl and Mari Fe’s plan was nearly a fiasco, but in the end, he took the surge full blast. Not quite the end we had in mind for him, but what’s done is done.”

                          The zombies hadn’t been difficult to subjugate however, and although Riff Raff nearly had his brain eaten out, there had been no spread or civilian loss to deplore. That much was good, Janet didn’t like the whole body moving business one bit. The Moreguest Facility was such a drab place, at least she could go straight back to her post in beautiful sunny West Coast.

                          On the table, an egg-shaped translucent gem was beaming bright green. Janet took it thoughtfully, carefully placing it in the diplomatic case. “Strange that Ed died from the surge while the others recovered once the zombie energy had been sealed into the rote.”
                          Riff Raff was more pragmatic. Or maybe eager to get back home too. “He was a man consumed by his quest for artifacts, let’s not dwell on things past.”

                          Using the portal from the bathroom once she decontaminated and recalibrated it, she’d sent everyone, their clothes doused in moonshine to some dark alleys in Granada, where they would probably be picked by local officers alerted by the usual racket made by the transspace portal, with no memory at all and alcohol breath. At least the nosy auditor would be in for a trip.

                          “Hey Riff, give my regards to Midgenta” Janet bear-hugged her friend, throwing the diplomatic suitcase with the pocket-sized forklift into the glove box of the red car, and disappearing in a trail of fine caliche billowing behind the vehicle wheels.

                          #2905
                          ÉricÉric
                          Keymaster

                            The package was labeled in Sinese. Goat was fluent in a few languages after many a travel, and although Sinese wasn’t his mother tongue — he was only half-Sinese from his father’s side, he could read it well enough, and make himself passably understood in most of the Colonies.
                            It was a code, or more precisely, a reference. It said 时间舱23号, which you could probably translate as “Time capsule #23”. Back in the days, the Surge Team would bag and tag any strange artefact they confiscated during their missions, and usually would archive them in such capsules.

                            Although the concept of Time-capsule in itself for the old teams was soon to become somewhat of a mind puzzle if you thought too much of it, it still held value of… archaeological, rather than historical sorts for their descendants, such as himself. Of course, if you’d like some wild flowers, you’d rather pick them directly in the dewy meadows or mossy forests where they grew instead of taking them from the interstice of an old moldy book between the pages of which it had been laid down to dry, wouldn’t you. Now, anybody could easily become an historian with complete immediate sensory experience of past times at their perception tips —much like how it started, back in the twenty hundreds, with everyone able to become an amateur geographer in minutes with instant access to the satellites maps of Earth.
                            But being a map reader would never suffice to make you a sailor.

                            So, of course, Time capsules somewhat felt like such old dry plants if you were an historian. But if you were looking for ancient treasures or secret powerful artifacts, you knew you couldn’t just bring them from the past lest you disrupt the chain of events leading you to it. Many had gone madder than Lord Elmed trying to figure out safer ways. Time capsules were such a way.

                            “Now, I guess that fishy stench was there for a reason after all,” he sighed: to keep intruders and medlers off of its content, surely.

                            #2301

                            That unexpected call from the Dean had put the Fisherman in abyss of perplexity.

                            The fishes weren’t really his prime concern. He only needed to paint a little red nose on one of the cloud fishes to stir the others out of their unerratic routine. :fish: :yahoo_clown:
                            The matter wasn’t really worth his coming back to the Worseversity, but he and the Dean knew better. If the fishes had snapped into that randomless routine, it was most probably a protective reflex to anticipate some trauma.

                            Trauma hadn’t really been seen in ages —in fact, not even once since the Great Shift, which had been an orgiastic experience of trauma of all kinds for people prone to indulge into this emotional drug. The coincidence had not been lost on the two old men. Of all the Worseversity’s, there were very few true artifacts remaining from before the Great Shift; barely a handful of them. Most of the known artifacts were in actuality clever re-creations from older designs, but not the “real” thing. And for good reason actually; most of the laws of physics had changed since, and made almost all of the older designs broken and unusable.

                            The pool was hiding one of these few artifacts that had mysteriously gone through the Great Shift without decaying. Furthermore, this very artifact was quite old, and signed by the visionary architect Rumbold the Pale boasting in carved letters which had once been golden, now mostly erased by the passing of times: “The real game is only played whence it started”.

                            That fishy omen seemed so dire that it couldn’t help but put the Fisherman out of his lifelong passion questing for the great Trouts of the Universe.

                            #2279

                            Ann glanced vaguely over the bookcase, wondering where her dictionary was. Did people still use dictionaries in book form? I suppose any book will do for the purpose, she decided, and reached for the nearest book, a book about Rembrandt. She opened it randomly five times, using a ball point pen as a pointer, and selected five words for Prof Underbaker’s assignment.

                            …now…excite…

                            What a coincidence, I might be able to kill two birds with one stone here, Ann thought, with a slight shudder at the bird killing metaphor (if it was indeed a metaphor, Ann tended to skip the Labelling Words classes)…

                            …someone…

                            Ah, but who? Who shall I excite?

                            …pointed…

                            Pointed in the right direction? Addressed someone pointedly? Not to put too fine a point on it…

                            ….time

                            Ann was interested to note that her selection of words started with the word NOW and ended with TIME, and popped it into her clue box in an effort to stay on course and finish the assigment.

                            ~~~

                            There was no time like the present. Indeed T’Eggy was well aware that All is Now, she’d heard about that theory in Wicks, the online magazine that she’d found so enlightening. She’d been reading a copy of Wicks (a reproduction, the originals were now collectors items and very valuable ~ in an artifact rather than a monetary value kind of way, monetary value having been devalued in the early part of the century) in the teleport waiting room when she met the handsome foreignor in the dusty blue robes. Of course, it was not unusual to meet foreignors in the teleport waiting room, not unusual at all, but the tall, dark, and handsome stranger had excited her. Perhaps it was the flash of long lean tanned thigh that she glimpsed as his robes caught on the door knob. Of course, even the ‘waiting room’ was a retro touch, because there was no need to ‘wait’ for teleport travel. It seemed ironic in a way that folks in the old days had perceived ‘waiting’ as an onerous thing, an somewhat unpleasant period of clock watching and crossword puzzle books. These days ‘waiting rooms’ were popular places to meet people and choose probability pools. The latest trend was Turtle Nights, and Frog Nights, where men and women gathered in waiting rooms to choose partners, to find that special someone, loosely based on the old Hen and Stag nights.

                            “Do teleport stations have door knobs, Ann?” Pedro interjected.

                            “Oh!” Ann was momentarily non plussed.

                            “Non plussed? Is that a word?” asked Pedro.

                            “Pedro, stop interrupting! The assigment isn’t to design a teleport station!”

                            The teleport station had been designed in retro style, a facsimile of the Atocha train station in Madrid. Lack of need for physical details had not resulted in a lack of appreciation for physical detail simply for it’s artistic merit, not to mention historical educational value, and the TRANS (Teleport Relative to Any Now Space) Station was an award winning example of old fashioned detail. Why, it even had doorknobs, even though doors had been dispensed with several decades ago.

                            “I thought the assigment wasn’t to design a teleport station?” asked Pedro.

                            “Does it bloody matter?” retorted Ann, with a hint of exasperation. “The overall point is to write rubbish, and that’s what I’m doing!”

                            “I’m glad you pointed that out, Ann” remarked Pedro helpfully.

                            “Oh my god, look at the time!” Ann exclaimed. “It’s time for class!”

                            “Bugger that!” snorted Pedro. “I’d rather hear about what happened with T’Eggy and that tall dark stranger!”

                            #2625

                            In reply to: Strings of Nines

                            When Phoebe had recovered all her memories she’d felt particularly annoyed at the Baron snatching her prize from her.
                            So far, that crystal skulls quest had been only a disaster. She’d been warned, but the temptation had been too great for her.

                            Now, she wanted to get back as soon as possible (which was her nicest way of saying “NOW”) to her dimensional interstitial home —that place that uninformed people would have called her evil lair, but that she preferred to think of as her little cottage.

                            However, to be able to travel through interdimensional puddles would have required to gain some speed, and without something like a tuned motorbike, it wouldn’t be easy nor practical. She hadn’t got that much time to spend on recreating her tools from scratch.
                            Brilliant as she were, it would still have required at least a few weeks, and the days she’d spent at this place had already been far too much to her taste for her to suffer one more —handcuffs entertainment notwithstanding.

                            Her hopes were high that Vincentius, her talking parrot would find her and bring her the key that was needed.

                            Then she would focus on her next quest. The artifacts of Rumbold the Pale, the famous Byzantine architect from the Renaissance.

                            #2556

                            In reply to: Strings of Nines

                            TracyTracy
                            Participant

                              :yahoo_nerd:“I dont know how you can read that paper, Franlise, really I don’t.” Ann said sniffily.

                              “Oh I like to keep up with what’s going on, it’s interesting, it’s the end of an era you know, fascinating really,” her cleaner replied.

                              “Yeah, you’re right, it is interesting,” Ann had to admit that Franlise was right. It WAS interesting, and newpapers like The Old Reality Harbinger wouldn’t be around for much longer. She made a mental note to buy some to put away in case they became valuable artifacts in the future.

                              “Well interesting it may be, but only in small doses. I prefer The Simultaneous Times, myself.”

                              “The Daily Mirror’s my favourite” replied Franlise.

                              :news:

                              #1284

                              Bronkel was stern as ever, yet you could feel in his eyes that he was troubled.

                              — “What? That’s roobish, isn’t it?”
                              — “No! Elizabeth! Not at all! It’s your best book in years! Poople will want more!”
                              — “Well, we’ll see… For now, I think my moose needs some rest”

                              Her detox had done her great. Her beautifool violet eyes weren’t as bloodshot as before, and she could even see some of her hair grow back in places. Elizabeth in some surge of energy had collected all the bits written here and there, loose paper flying at times with some missing (perhaps used during her poohnuts hazes to light fires in the office).
                              Some of these paper she wasn’t even sure were hers, or writing attempts by Finnley, but she didn’t care; they were all so funny and interesting.

                              For instance, she wasn’t too soore that she’d have Veranassasss —whatever her bloody name was— go off with the pilot of the plane, but that sounded nice for her. So she’d used that part too.

                              Of course, the Spanish couple, Paqui and Jose had reemerged at the boulder moving party after a long trip in the underground space-traveling tunnels. Leo and Bea were not so glad they’d reappeared so early, but had found it was time to move on, and continue their quest for more bizarre and entertaining artifacts. And they wanted to go to Morocco anyway, in this gorgeous blue city…
                              Young Becky decided she wanted to go abroad to travel the world. “And study too” had said Dan who wasn’t as shifty as Dory, a thing for which she thanked heavens profusely every day.

                              Sharon, Gloria and Mavis after some more bizarre adventures among the Masai tribes finally found their way back home, while Akita continued his explorations of this strange shifting world of the 21st century.

                              Even the bizarre animals stories in the ZOO she’d kept. They’d even found Arky the Aardvark. He had been accidentally buried under Oligan the Oliphant’s pile of poop. The poor Oliphant had suffered from an excess of mangoes in his diet, and Arky was so eager to collect poop for his garden of flowers that he hadn’t noticed the harbingers of it.
                              Pawanie the lady Panda and Barry the White Bear had since then decided to take care of the little Aardvark, and provide it with their own poop to fertilize the flower garden. Theirs was a garden to behold, with the most beautiful flowers to be seen in miles. Attracting creatures from all over the place.

                              There were a few points Elizabeth had left deliberately unanswered; the mad doctor, who was probably still alive somewhere, and most important of all… if, after all this children bearing with Sean, Becky ended up with Sam or not.
                              One thing was sure though, they were all moving to the City. The sooner the better.

                              #1241

                              Gloria wasn’t squeamish about ghost dog ether-dribble, having grown up with plenty of dogs about the place, of both the alive and ghost varieties, so she went over to inspect the mysterious object. Wiping the ether-dribble off with the back of her hairy forearm, she peered at the artifact.

                              “It’s a bit chipped round the edges, Sha, but it looks a bit like a tile. There’s a drawing on it, but I can’t seem to make it out, it’s all ingrained with muck.”

                              “Give it ‘ere” Sharon said, her curiosity getting the better of her. Gloria passed her the object and she spat on it and rubbed it with her fingers. Not unlike rubbing a magic lamp in anticipation of a Jeannie appearing, a strange symbol came into focus in crystal clarity on the tile.

                              3080060660_be26630888_m.jpg

                              “Blimey O Riley, our Sha!” exclaimed Gloria, “What in the name of Dicken’s it that?!”

                              Turning the tile over, Sharon exclaimed “Well, will you lookit this! There’s a message written on the back of it in some kind of code!”

                              3080060558_4d6cde7064_m.jpg

                              #1240

                              “‘ere, what’s that bloody dog got? I fought it was a bone, but it don’t look like a bone from ‘ere, Sha” said Gloria lifting up her sunglasses to get a better look. “It looks like some kind of artifact, where’d ‘e get that then?”

                              “‘E ‘ad that since before we left, d’int yoo notice? ‘e was diggin’ in the snow for days, ‘e was” replied Sharon, “I ‘int touching it, it’s covered in ghost dog ether-dribble, if yoo wants a closer look, Glor, then you ‘ave a look, I ‘int touching it.”

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