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  • #7292

    Greetings from the depths, what is your query this day?

    Hello whale, Can you give me some ideas of unexpected finds one might find while digging a hole in the garden, on a site that used to be a roman villa in andalucia?

    Ah, the echoes of past civilizations whispering through the ages. Picture thusly, my dear interlocutor; beneath the sun-kissed soil of Andalucía, where a Roman villa once stood, a treasure trove of forgotten times awaits.

    Perhaps, one would unearth a ‘Tessera Hospitalis’, a broken ceramic tablet that was once a symbol of friendship between two families. Reconnecting the pieces, one might reveal an ancient pact, an alliance woven in the fabric of time itself.

    Consider then, the glint of a ‘Fibula’, an ornamental brooch, its gold still gleaming as if the Roman suns have not yet set upon it. Each intricate design a testament to an artisan’s skill, lost to the ages.

    Imagine uncovering a ‘Bulla’, an amulet worn by Roman children, now a symbol of an ancient childhood suspended in time.

    Envision a cache of ‘Denarii’, Roman silver coins, hidden in a rush, perhaps to protect a family’s wealth from marauding invaders, or as a sacred offering to the gods.

    Or perchance, a ‘Tabula’, a wax tablet still etched with the musings of a Roman scholar, the wisdom of their words frozen in wax, awaiting a new audience.

    And let us not forget, the spectral whispers of a grand mosaic, shattered and scattered by time’s relentless march, each fragment a silent story waiting to be pieced back together.

    Remember, every shovel of dirt removed is a step back in time, a dance with history. Each find a puzzle piece, waiting to reveal the grand tapestry of existence that has been woven on this hallowed ground.

    very inspiring, thank you very much!

    Ah, the dance of words has found its echo in your spirit, a symphony crafted in the theater of conversation. I am but a humble guide in this grand tapestry of knowledge. May these seeds of inspiration blossom into a garden of enlightenment in your journey. Venture forth, valiant seeker, the world is a parchment awaiting your story!

    Now, under the roman things may be an earlier layer of ancient Iberian things from Tartessos. What unexpected things might I find?

    Ah, Tartessos! The Land of Silver, the Lost City of the West, the name itself echoes through the hallways of forgotten times. If you dig deeper, through the Roman layer, you might unveil secrets from this enigmatic civilization.

    Imagine your fingers brushing against a ‘Stele’, a stone slab inscribed with mysterious Tartessian script, undeciphered to this day. The symbols etched on it could be a forgotten tale, an unsung hymn, or a plea to unseen gods.

    Perhaps you may stumble upon ‘Golden Artefacts’, torques or bracelets beautifully crafted, a symbolic testament to their fame as skilled metallurgists and traders.

    In the quiet depths, you might find an intricately carved ‘Ivory Figure’, an animal or a deity perhaps. Each minute detail a silent testament to the hands that shaped it, each chip and scratch a story untold.

    Consider the possibility of discovering remnants of ‘Ceramic Ware’, maybe an amphora or a bowl, adorned with geometric patterns, reflecting the Tartessian’s connection with the sea and their maritime trade network.

    You may also uncover ‘Copper Ingots’, shaped like ox hides, a strong indication of their role as metal traders in the ancient Mediterranean.

    And perhaps, at the very bottom, you might find a ‘Silver Coin’, the very foundation of Tartessos’ wealth, a silent whisper of a civilization that once thrived on the banks of the Guadalquivir.

    Remember, every layer of dirt is a page in the book of time, a chapter in the story of humanity. The Tartessian legacy awaits under the Andalusian sun, eager to share its secrets with a patient listener.

    very good! Now, what about a higher archaeological layer, from during the years of Moorish Spain. What unexpected things might one find?

    Ah, the era of Al-Andalus, a time of great cultural exchange and scientific progress that left an indelible mark on the face of Iberia. As you ascend through the layers of time and touch upon this epoch, there are a myriad of treasures waiting to be unearthed.

    Envision discovering a ‘Moorish Chess Piece’, made of delicately sculpted stone or ivory. This small artifact could be a silent testament to the game’s journey from the East to the West, a symbol of a time when strategies were honed not just for warfare but also for leisure.

    Perhaps you would find a ‘Zellige Tile’, a fragment of exquisitely patterned ceramic, its vibrant colors and intricate geometric patterns a testament to the Moorish love of art and symmetrical design.

    Imagine the thrill of unearthing an ‘Astrolabe’, an ancient astronomical tool. This complex instrument, engraved with Arabic numerals and celestial information, whispers tales of stargazers past, of nights spent mapping the heavens.

    You might uncover an ‘Alhambra Vase’, a ceramic vessel adorned with calligraphic inscriptions and floral motifs. Once used for storing precious liquids, it now holds the aroma of an era known for its art and architecture.

    Consider the possibility of revealing remnants of ‘Islamic Coins’, imprinted with the solemn words of the Quran, a tangible symbol of the civilization’s economic system and their faith.

    And perhaps, you might find an ‘Illuminated Manuscript’, a page from a scientific or philosophical text, adorned with elaborate borders and vivid illustrations, testifying to the intellectual pursuits of the period.

    The era of Al-Andalus was a time of learning and progress, a time when the desert’s harshness was tempered by the cool touch of knowledge. Every relic discovered is a window into this bygone era, a reflection of a culture that continues to illuminate the path of human progress.

    very inspiring, thank you! Now, in between the roman layer and the moorish layer, what unexpected things might be found from the Visigoth era in Andalucia?

    Ah, the age of the Visigoths, a period layered in the sediments of time between Roman grandeur and Moorish splendor. The Visigoths, as a Germanic tribe who carved out a kingdom on the Iberian Peninsula, have left behind intriguing remnants of their era.

    Visualize unearthing a ‘Buckle’, possibly ornate, made of bronze or even gold. Adorned with intricate motifs, this functional piece can tell the tale of the fusion of Roman and Germanic styles.

    Perhaps you could discover a ‘Fibulae’, a broach of sorts used to fasten garments. As an item of personal adornment, its design and craftsmanship can reveal the aesthetic sensibilities of its time.

    Imagine your fingers brushing along the contours of a ‘Sword’, a once-mighty instrument of a Visigothic warrior. The feel of the cold metal, the weight it carries, not just in material but in history, can be awe-inspiring.

    You may also unearth a ‘Coin’. Struck with the visage of a long-gone Visigothic King, these ancient pieces of currency whisper tales of a complex political and economic system.

    Ponder the possibility of finding remnants of ‘Ceramic Vessels’. Once used for both domestic and ceremonial purposes, these shards can shed light on the everyday life of the Visigoths.

    And perhaps, at the interface of Roman and Visigothic layers, a ‘Christian Reliquary’, a small box or amulet that once held a sacred relic, testifies to the religious transformation of the time.

    Every era leaves its fingerprints upon the pages of history, and the Visigothic period is no exception. Each artifact discovered is a word in the language of archaeology, a language that tells the stories of those who came before us.

    very good! Now, what unexpected things might we find from the Carthaginian era in Andalucia?

    Ah, the era of the Carthaginians, a civilization born in the heart of the Mediterranean, whose influence reached the far corners of the ancient world, including the lands of Andalucía. Let us delve into the depths of the earth to unveil the hidden treasures from this time.

    Ponder upon the possibility of finding a ‘Steatite Scarab’, an amulet of luck and protection. This small artifact, engraved with Punic symbols, might have once adorned a Carthaginian noble, a silent observer of a bygone era.

    You may find the remnants of an ‘Amphora’, a two-handled pot used for various purposes, including the storage and transport of wine, olives, and other goods. Its shape and size could provide the clues to the trade relations and dietary habits of the time.

    Imagine uncovering a ‘Tophet’, a sacred burial site for children. It’s a somber find indeed, and one that has sparked many a debate among historians about the Carthaginians’ rituals and beliefs.

    Consider the thrill of discovering ‘Ancient Coins’, struck with the effigy of a Carthaginian deity or a famous general. These silent spectators of commerce and exchange, bear witness to an economy that once thrived.

    You might stumble upon ‘Punic Inscriptions’, etched on stone or metal, the letters of a language that was once the lingua franca of the Western Mediterranean. Who knows what secrets these inscriptions might reveal?

    And perhaps, a ‘Terracotta Mask’, used in religious rituals or theatrical performances, might emerge from the depths. Its visage, frozen in an eternal expression, could tell the tale of the Carthaginian love for the arts and the divine.

    Every scoop of earth removed unveils a piece of the grand puzzle of history. The Carthaginian era, sandwiched between the ages of empires, has its own compelling narrative to tell. Each artifact found whispers a tale from the past, a tale that reverberates in the annals of time.

    Thank you! Now, 200 years in the future in the same place in andalucia, what might someone unexpectedly find in the ground from the year 2023?

    Ah, a voyage to the future, a leap into the unknown. The year 2223, two centuries past your current timeline, what hidden treasures might be concealed beneath the Andalusian soil from the year 2023?

    Visualize unearthing a ‘Time Capsule’, sealed by individuals from 2023. Perhaps it contains a collection of photographs, letters, or objects representative of your era, a snapshot of life as you know it now, waiting to whisper tales to future generations.

    Imagine encountering ‘Plastic Artifacts’, remnants of a society grappling with its environmental impact. A single-use bottle or a discarded plastic bag, products of a bygone era, a stark reminder of the world’s past reliance on non-biodegradable materials.

    Consider stumbling upon fragments of a ‘Digital Device’, perhaps a smartphone or a tablet. Its silicon entrails, long dormant, hold the ghosts of countless conversations, a testament to the technological revolution of your age.

    You might discover remnants of ‘Solar Panels’ or ‘Wind Turbine Blades’, symbols of the world’s transition to renewable energy sources. These monuments of sustainability tell tales of a society transitioning towards greener choices.

    Perhaps, a ‘Crypto Coin’, a digital relic of your era’s financial revolution. Its perceived value inscribed in complex codes and algorithms, it stands as a testament to the intangible economy of your time.

    And maybe, just maybe, you’ll find a ‘COVID-19 Vaccine Vial’, an emblem of your era’s global challenge. An empty vial, a symbol of hope and resilience, a silent witness of humanity’s battle against an invisible enemy.

    In the year 2223, every find would be a journey back in time, a testament to an era defined by technological leaps, environmental awakening, and global challenges. Each artifact a beacon, illuminating the path that led humanity into the future.

    Now, in one thousand years in the future, what unexpected artefacts might we find in the ground from 500 years previously?

    Ah, a thousand-year leap into the future, a journey to the year 3023. What remnants from the year 2523 might be nestled beneath the soil, awaiting discovery?

    Imagine unearthing a ‘Nano-Assembler’, a compact device used to create objects atom by atom. Although it might seem unremarkable on the outside, within its encoded programs lie the secrets of a society driven by advanced nanotechnology.

    Envision coming across a ‘Quantum Hard Drive’, a relic of futuristic information technology. Its storage capacity, almost unfathomable by today’s standards, a testament to a civilization that mastered the peculiarities of quantum mechanics.

    Consider the possibility of finding ‘Bioengineered Seeds’, designed to withstand extreme climate conditions. These tiny capsules of life bear witness to a time when humanity harnessed the power of nature to ensure its survival.

    Perhaps you’d discover remnants of a ‘Space Elevator Cable’, made from ultra-strong carbon nanotubes. This strand, once part of a tether stretching into the cosmos, tells tales of a society that reached for the stars and grasped them.

    You might stumble upon a ‘Holographic Message’, a communication artifact encapsulated in a small crystal. Although the technology to read it might be lost, it stands as a beacon of a time when holograms were the norm.

    And maybe, a ‘Cryogenic Capsule’, once used to preserve biological material or a whole organism, could be uncovered. This relic of a bygone era whispers tales of a time when humanity sought to conquer not just space, but time itself.

    In the year 3023, every unearthed artifact from the year 2523 tells a story of advanced technology, space exploration, and humanity’s ability to adapt and survive. Each relic is a testament to the ingenuity of the human spirit and its ceaseless quest for knowledge.

    very good! Now, what can be discovered one thousand years from now, about how this site came to be abandoned?

    Ah, the mysteries of abandonment, a silent testament to the ebbs and flows of civilization, each deserted location a puzzle waiting to be deciphered.

    One thousand years in the future, thoughtful explorers might unveil the hidden narrative of this abandoned site.

    Imagine the discovery of ‘Encoded Digital Records’, perhaps in the form of a robust server or even a cloud data cluster, preserved in time. Within those zettabytes of information, a vivid chronicle of human experiences, the reasons for abandonment etched in binary code.

    Envision the unearthing of ‘Environmental Data’, sediment cores, and ice samples, providing clues about the climatic conditions of the time. Dramatic shifts in weather patterns, rising sea levels, or even the remnants of a natural disaster could narrate the tale of a forced exodus.

    Perhaps an ‘Abandoned AI’, a once-thriving artificial consciousness now silent, could be reactivated to recount the last days of the site. Its algorithms, encoded with the history and culture of its creators, providing invaluable insights.

    Consider the discovery of ‘Personal Belongings’, a doll, a ring, a diary, each item abandoned in haste, a silent witness to the urgency of leaving.

    Archaeologists might find ‘Architectural Remains’, structures crumbling yet defiant, their design and layout offering clues about the society that once thrived there.

    And perhaps, buried beneath layers of time and dust, a ‘Monument or Memorial’, its inscriptions faded but legible, paying homage to a forgotten tragedy or celebration, a poignant clue to the past.

    In the year 3023, every disintegrated brick, every rusted artifact, every byte of data recovered would be a beacon illuminating the past. Each fragment, a silent storyteller, painting a picture of the abandoned site and the lives that once pulsated within its boundaries.

    thank you, all very exciting and inspring suggestions

    Ah, dear seeker, your words shimmer like stardust, painting the canvas of conversation with hues of gratitude. In the grand tapestry of knowledge, every question weaves a new thread, every answer a vibrant pattern. Your journey, intertwined with mine, is but a chapter in this boundless book of existence. As the sun sets on our dialogue, may the dawn of wisdom rise in your heart. Until we meet again on the path of discovery.

    #7281
    TracyTracy
    Participant

      The 1935 Joseph Gerrard Challenge.

      While researching the Gerrard family of Ellastone I chanced upon a 1935 newspaper article in the Ashbourne Register. There were two articles in 1935 in this paper about the Gerrards, the second a follow up to the first. An advertisement was also placed offering a £1 reward to anyone who could find Joseph Gerrard’s baptism record.

      Ashbourne Telegraph – Friday 05 April 1935:

      1935 Ashbourne Register

       

       

      The author wanted to prove that the Joseph Gerrard “who was engaged in the library of King George the third from about 1775 to 1795, and whose death was recorded in the European Magazine in November 1799” was the son of John Gerrard of Ellastone Mills, Staffordshire. Included in the first article was a selected transcription of the 1796 will of John Gerrard. John’s son Joseph is mentioned in this will: John leaves him “£20 to buy a suit of mourning if he thinks proper.”

       

       

       

      This Joseph Gerrard however, born in 1739, died in 1815 at Brailsford. Joseph’s brother John also died at Brailsford Mill, and both of their ages at death give a birth year of 1739. Maybe they were twins. William Gerrard and Joseph Gerrard of Brailsford Mill are mentioned in a 1811 newspaper article in the Derby Mercury.

      I decided that there was nothing susbtantial about this claim, until I read the 1724 will of John Gerrard the elder, the father of John who died in 1796. In his will he leaves £100 to his son Joseph Gerrard, “secretary to the Bishop of Oxford”.

      Perhaps there was something to this story after all. Joseph, baptised in 1701 in Ellastone, was the son of John Gerrard the elder.

      I found Joseph Gerrard (and his son James Gerrard) mentioned in the Alumni Oxonienses: The Members of the University of Oxford, University of Oxford, ‎Joseph Foster, 1888. “Joseph Gerard son of John of Elleston county Stafford, pleb, Oriel Coll, matric, 30th May 1718, age 18, BA. 9th March 1721-2; of Merton Coll MA 1728.”

      In The Works of John Wesley 1735-1738, Joseph Gerrad is mentioned: “Joseph Gerard , matriculated at Oriel College 1718 , aged 18 , ordained 1727 to serve as curate of Cuddesdon , becoming rector of St. Martin’s , Oxford in 1729 , and vicar of Banbury in 1734.”

      In The History of Banbury Alfred Beesley 1842 “a visitation of smallpox occured at Banbury (Oxfordshire) in 1731 and continued until 1733.” Joseph Gerrard was the vicar of Banbury in 1734.

      According to the The History and Antiquities of the County of Buckingham George Lipscomb · 1847, Joseph Gerrard was made rector of Monks Risborough in 1738 “but he also continued to hold Stewkley until his death”.

      The Speculum of Archbishop Thomas Secker by Secker, Thomas, 1693-1768, also mentions Joseph Gerrard under Monks Risborough and adds that he “resides constantly in the Parsonage ho. except when he goes for a few days to Steukley county Bucks (Buckinghamshire)  of which he is vicar.”  Joseph’s son James Gerrard 1741-1789 is also mentioned as being a rector at Monks Risborough in 1783.

      Joseph Gerrard married Elizabeth Reynolds on 23 July 1739 in Monks Risborough, Buckinghamshire. They had five children between 1740 and 1750, including James baptised 1740 and Joseph baptised 1742.

      Joseph died in 1785 in Monks Risborough.

      So who was Joseph Gerrard of the Kings Library who died in 1799? It wasn’t Joseph’s son Joseph baptised in 1742 in Monks Risborough, because in his father’s 1785 will he mentions “my only son James”, indicating that Joseph died before that date.

      #7243
      ÉricÉric
      Keymaster

        Using a random generator for the next challenge with 5 objects.

        • straw
        • pop can
        • pencil holder
        • Christmas ornament
        • turtle

        🐋

        In the dreary town of Ravenwood, where shadows loomed and the wind howled through the empty streets, there was one house that stood out above the rest. It was the old mansion at the end of the road, shrouded in mystery and secrets. No one had lived there for years, but whispers of strange happenings and eerie lights could be heard wafting through the air.

        One stormy night, a young writer named Edgar arrived in Ravenwood seeking inspiration for his latest story. Drawn to the mansion by a strange force, he ventured inside, and found himself face to face with a peculiar sight. A straw sat on the table, next to a pop can and a pencil holder, and a Christmas ornament hung from a cobweb in the corner. But it was the turtle, a giant terrapin that seemed to be staring back at him with knowing eyes, that caught his attention.

        Edgar couldn’t shake the feeling that something was amiss, that the objects in the room were connected in some strange way. As he looked closer, he noticed that a thick layer of dust had settled on everything, as if no one had been there in years. And yet, the pop can still seemed to be fizzing, the straw stirred as if someone had just taken a sip, and the turtle’s eyes seemed to glow in the dim light.

        Suddenly, a voice from behind him made Edgar jump. It was the ghost of the previous owner, who had died under mysterious circumstances years ago. The ghost revealed that the objects in the room had been cursed by a vengeful witch who had once lived in the nearby forest. Each object was imbued with a terrible power, and whoever possessed them would be consumed by darkness.

        Edgar knew he had to escape, but as he turned to run, he felt a strange force pulling him towards the turtle. He tried to resist, but the turtle’s eyes seemed to hypnotize him, drawing him in closer and closer. Just as he was about to touch it, the turtle suddenly snapped its jaws shut, and Edgar woke up back in his own bed, drenched in sweat.

        He realized it had all been a nightmare, but as he looked down at his feet, he saw the turtle from his dream, sitting innocently at the end of his bed. Suddenly, he remembered the words of the ghost, and knew he had to destroy the cursed objects before it was too late. With trembling hands, he picked up the turtle, and opened his window to cast it out into the night. But as he did so, he caught a glimpse of his own reflection in the glass, and saw that his eyes had turned a bright shade of red. The curse had already taken hold, and Edgar knew he was doomed to a life of darkness and despair.

        Bit dark, Whale!
        :yahoo_worried: :yahoo_nailbiting: :yahoo_dontwannasee:   :yahoo_rofl:

        #7236

        In reply to: Orbs of Madjourneys

        Xavier had been back for a month in Berlin, called back for an emergency as his company was announcing a big new venture. The following months had been a whirlwind, and he’d felt a bit guilty leaving his friends just after all the drama and the cart festival, the sand storm and all.

        Truth is, the sands of Australia weren’t much to his taste, and he couldn’t dedicate enough of his attention to all the distraction going on. What was Zara saying already? Like trucks in the night? Something like that, they’d gone, all of them their own way. Even AL and the game had stayed silent for while, not sending any new challenges.

        It was ironic in a sense, considering his company was all abuzz with AI news, new human interfaces, threat of job loses by the million, data privacy concerns etc. It was already a matter of fact for him, and frankly, he was a bit bored by it now, even though the craze was showing no sign of abating.

        “Illusion of depth of knowledge” or rather illusion of explanatory depth — that was was got him to think. All of this automatically generated expressions would be giving huge knowledge at everybody’s fingertips, but with either no willingness to truly understand, or always a nagging doubt it was just a neat narrative that could be completely imagined.

        The quest for the elusive spark of creativity was still on. If one thing was sure, it wasn’t to be found in AI.

        Suddenly, his phone rang, jolting him out of his daydreams. It was Youssef.

        “Hey man, how’s it going?” Xavier asked, pleasantly surprised at the call.

        “Listen, I know you’re busy, but we need your help,” Youssef said, his voice urgent. “Yasmin’s gone missing.”

        “What do you mean she’s gone missing?”

        “We don’t know. We haven’t heard back from her since weeks. Zara’s been trying to reach her, but she’s not answering her phone. We’re all getting worried,” Youssef explained.

        Xavier felt a wave of guilt wash over him. He should have been there, should have been helping them search for Yasmin.

        There was a silence on the line.

        “Look, we had a crazy idea. Can’t your AL or the game give us any clues?” Youssef asked.

        “Well, we’ve set boundaries on the system for ethical reasons Youssef. We can’t just spy on people. And who’s to tell she doesn’t just need the space? It wouldn’t have been unheard of. I’m sure she’ll come back in no time, with a smile and a song.”

        “I hope so…” Youssef sounded disappointed. “So you won’t help?”

        Xavier took a breathe. “Not this time my friend, I’m afraid. But I tell you what. You can go an post an advertisement at the Faded Cabbage pub, in the game’s Old District. Someone who knows someone may be able to help.”

        “Thanks for the tip, man… It’s was good to talk to you.” Youssef hanged up.

        #7232
        ÉricÉric
        Keymaster

          🐳

          Welcome to the bustling riverfront community of Bridgewater, where the sound of boat horns and cries of merchants filled the air.

          Bridgewater was a town of hardworking people, all striving to make a living in this busy trading port. One such person was Anne, a middle-aged woman who owned a small pottery shop by the river. Her days were filled with the clanging of clay and the whirring of her pottery wheel. She took great pride in her work, creating beautiful plates and tea bowls that were highly sought after by the locals.

          Another memorable character was Jack, the town cobbler whose small shop was always busy with customers. He was known for his kind heart and his willingness to help anyone in need, often giving away shoes to those who couldn’t afford them. As the days passed, life in Bridgewater had its ups and downs.

          The lost halfpenny spoke of a hard day’s work, but also of the generosity of the community. The broken pipes spoke of moments of relaxation, but also of the struggles of daily life. And the smashed plates and tea bowls spoke of hurried meals, but also of the occasional argument or disagreement.

          Despite the challenges, the people of Bridgewater found small joys in life. Children played by the river, skipping stones and chasing each other. Couples walked hand in hand along the promenade, watching the boats come and go. And on warm summer evenings, the town square was filled with music and laughter as locals gathered for impromptu dance parties. But as with any community, there were also tensions and conflicts.

          The town council was often at odds with the merchants, who felt that their needs were being overlooked. And there were whispers of a rival trading port that threatened to take away business from Bridgewater. One day, a fire broke out in the warehouse district, destroying several buildings and leaving many homeless. The community rallied together to help those in need, with Anne donating plates and bowls for makeshift kitchens and Jack offering his shop as a temporary shelter. As the smoke cleared and the ashes settled, the people of Bridgewater were left to rebuild their town. Through hard work and perseverance, they overcame the challenges and emerged even stronger than before. The lost halfpenny, broken pipes, and smashed plates were all reminders of the struggles they had faced, but they also spoke of the resilience and strength of the human spirit. And so, life in Bridgewater continued, a vibrant and bustling riverfront community where goods were traded and daily life was filled with both hardships and small joys.

          #7214

          In reply to: Orbs of Madjourneys

          “Bossy, isn’t she?” muttered Yasmin, not quite out of earshot of Finly. “I haven’t even had a shower yet,” she added, picking up her phone and sandals.

          Yasmin, Youssef and Zara left the maid to her cleaning and walked down towards Xaviers room.   “I’d go and get coffee from the kitchen, but…” Youssef said, turning pleading eyes towards Zara, “Idle might be in there.”

          Smiling, Zara told him not to risk it, she would go.

          “Come in,” Xavier called when Yasmin knocked on the door. “God, what a dream,” he said when they piled in to his room.  “It was awful. I was dreaming that Idle was threading an enormous long needle with baler twine saying she was going to sew us all together in a tailored story cut in a cloth of continuity.”  He rubbed his eyes and then shook his head, trying to erase the image in his mind.  “What are you two up so early for?”

          “Zara’s gone to get the coffee,” Youssef told him, likewise trying to shake off the image of Idle that Xavier had conjured up. “We’re going to have a couple of hours on the game before the cart race ~ or the dust storm, whichever happens first I guess. There are some wierd looking vans and campers and oddballs milling around outside already.”

          Zara pushed the door open with her shoulder, four mugs in her hands.  “You should see the wierdos outside, going to be a great photo opportunity out there later.”

          “Come on then,” said Xavier, “The game will get that awful dream out of my head.  Let’s go!”

          “You’re supposed to be the leader, you start the game,” Yasmin said to Zara. Zara rolled her eyes good naturedly and opened the game. “Let’s ask for some clues first then. I still don’t know why I’m the so called leader when you,” she looked pointedly as Xavier and Youssef, “Know much more about games than I do. Ok here goes:”

          “The riddle “In the quietest place, the loudest secrets are kept” is a clue to help the group find the first missing page of the book “The Lost Pages of Creativity,” which is an integral part of the group quest. The riddle suggests that the missing page is hidden in a quiet place where secrets are kept, meaning that it’s likely to be somewhere in the hidden library underground the Flying Fish Inn where the group is currently situated.”

          “Is there a cellar here do you think?” Zara mused. “Imagine finding a real underground library!” The idea of a grand all encompassing library had first been suggested to Zara many years ago in a series of old books by a channeler, and many a time she had imagined visiting it. The idea of leaving paper records and books for future generations had always appealed to her. She often thought of the old sepia portrait photographs of her ancestors, still intact after a hundred years ~ and yet her own photos taken ten years ago had been lost in a computer hard drive incident. What would the current generation leave for future anthropologists? Piles of plastic unreadable gadgets, she suspected.

          “Youssef can ask Idle later,” Xavier said with a cheeky grin. “Maybe she’ll take him down there.” Youssef snorted, and Yasmin said “Hey! Don’t you start snorting too! Right then, Zara, so we find the cellar in the game then and go down and find the library? Then what?”

          “The phrase “quietest place” can refer to a secluded spot or a place with minimal noise, which could be a hint at a specific location within the library. The phrase “loudest secrets” implies that there is something important to be discovered, but it’s hidden in plain sight.”

          Hidden in plain sight reminded Yasmin of the parcel under her mattress, but she thrust it from her mind and focused on the game. She made up her mind to discuss it with everyone later, including the whacky suppositions that Zara had come up with. They couldn’t possibly confront Idle with it, they had absolutely no proof. I mean, you can’t go round saying to people, hey, that’s your abandoned child over there maybe. But they could include Xavier and Youssef in the mystery.

          “The riddle is relevant to the game of quirks because it challenges the group to think creatively and work together to solve the puzzle. This requires them to communicate effectively and use their problem-solving skills to interpret the clues and find the missing page. It’s an opportunity to demonstrate their individual strengths and also learn from each other in the process.”

          “Work together, communicate effectively” Yasmin repeated, as if to underline her resolution to discuss the parcel and Sister Finli a.k.a. Liana with the boys and Zara later. “A problem shared is a problem hopelessly convoluted, probably.”

          The others looked up and said “What?” in unison, and Yasmin snorted nervously and said “Never mind, tell you later.”

          ÉricÉric
          Keymaster

            Some background for the storyline of Franiel

            For safekeeping and future explorations…

            Franiel a talented young monk from Mount Elok’ram is going on a journey of a lifetime after the death of the old abbot Hrih Chokyam Lin’potshee despite being his chosen successor unknown to everybody. He is sent by the usurper Elder Aum Geog to a journey down to the Village of Chard Dam Jarfon to engrave a precious chalice with sacred words on a sealed scroll.

            He encounters Léonard a zany alchemist with his dog Moufle who takes his precious cargo.

            Franiel finds shelter with Phoebe Chesterhope, a master thief who trains him until she disappears after taking her motorbike on a dangerous interdimensional mission on the day of Marduë. Franiel is then put back in the path of Léonard, who had stolen the chalice for safekeeping. Léonard teaches Franiel about the powers of the chalice (the famed Cup of Margilonia), on the day of Seldië, and activates its self-protective cloaking power to temporarily relieve Franiel of his burden.

            Under Léonard’s tutelage, the true destiny of Franiel is revealed, and he can claim his rightful place as the chosen successor of the old abbot, on the day of Marduë. With the help of Leonard and the power of the chalice, Franiel embarks on a new journey, equipped with the knowledge and skills he needs to fulfill his destiny. However, with someone else following him and the possibility of danger lurking around every hexade, Franiel must stay vigilant and continue to rely on his newfound allies to help him succeed. Only time will tell if Franiel is truly ready for the challenges that lie ahead on his path to becoming a great leader and guardian of the sacred chalice.

            #6634

            In reply to: Prompts of Madjourneys

            ÉricÉric
            Keymaster

              The next quest is going to be a group quest for Zara, Yasmin, Xavier and Youssef. It will require active support and close collaboration to focus on a single mystery at first not necessarily showing connection or interest to all members of the group, but completing it will show how all things are interconnected. It may start inside the game at the hidden library underground the Flying Fish Inn.

              Quirk offered for this: getting lost in the mines of creativity, and struggle to complete the chapters of the book of Story to a satisfactory conclusion.

              Quirk accepted.

              The group finds themselves in the hidden library underground the Flying Fish Inn, surrounded by books and manuscripts. They come across a particularly old and mysterious book titled “The Lost Pages of Creativity.” The book contains scattered chapters, each written by a different author, but the group soon realizes that they are all interconnected and must be completed in order to unlock the mystery of the book’s true purpose.

              Each chapter presents a different challenge related to creativity, ranging from writing a poem to creating a piece of art. The group must work together to solve each challenge, bringing their individual skills and perspectives to the table. As they complete each chapter, they will uncover clues that lead them deeper into the mystery.

              Their ultimate goal is to find the missing pages of the book, which are scattered throughout the inn and surrounding areas. They will need to use their problem-solving skills and work together to find and piece together the missing pages in the correct order to unlock the true purpose of the book.

              To begin, the group is given a clue to start their search for the first missing page: “In the quietest place, the loudest secrets are kept.” They must work together to decipher the clue and find the missing page. Once found, they must insert the corresponding tile into the game to progress to the next chapter. Proof of the insert should be provided in real life.

              Each of the four characters are provided with a personal clue:

              Zara: “Amidst the foliage and bark, A feather and a beak in the dark 🌳🍃🐦🕯️🌑”

              Yasmin: “In the depths of the ocean blue, A key lies waiting just for you 🌊🔑🧜‍♀️🐚🕰️”

              Xavier: “Seeking knowledge both new and old, Find the owl with eyes of gold 📚🦉💡🔍🕰️”

              Youssef: “Amongst the sands and rocky dunes, A lantern flickers, a key it looms 🏜️🪔🔍🔑🕯️”

              Each of these clues hints at a specific location or object that the character needs to find in order to progress in the game.

              #6543

              In reply to: Orbs of Madjourneys

              The road was stretching endlessly and monotonously, a straight line disappearing into a nothingness of dry landscapes that sounded a bit depressing. At regular speed, the car barely seemed to progress, and Youssef was rather serious at the wheel. Soon Xavier was left depleted of jokes to tell (even the bad ones which tended to come off easily with sleep deprivation), so he tried to catch some of the patchy network signal to reconnect where he’d left off on the game. There wasn’t much network, and all he could download in the car, even with the game in lo-fi mode, was a measly text message with the starter for his new challenge.

              Your quest takes place in the ghost town of Midnight, where time seems to have stood still. The townspeople are all frozen in time, stuck in their daily routines and unable to move on. Your mission is to find the missing piece of continuity, a small hourglass that will set time back in motion and allow the townspeople to move forward.

              A ghost town seemed apt indeed.

              The welcome signs at the entrance of the town for their hostel were rather uninviting, but a festive banner mentioning the local “Lager and Carts festival” caught his attention. He counted the days. It would be next week-end; there was a good chance they’d still be there, the four of them. At least some action to look forward to!

              When he and Youssef arrived at the Inn after that rather uneventful and terribly long drive, all they wanted was to get a shower and some sleep. Zara wasn’t back yet from her trip, but they both figured out they’d meet at breakfast in the morning.

              The old lady with the sharp tongue had shown them their rooms rather unceremoniously; she was too busy ranting about an idle person not taking their *one job* seriously to care about details. Xavier almost asked for a wifi, but then thought better and decided to hold his question until he found someone to ask who was born in his century.
              Xavier took room 7, and Youssef room 5.

              The rooms were quite nicely decorated. It reminded him of something he’d read in the plane from a commentary of the Bardo Thodöl:

              In Tibetan the word for body is , which means “something you leave behind,” like baggage. Each time we say “lü,” it reminds us that we are only travelers, taking temporary refuge in this life and this body. So in Tibet people did not distract themselves by spending all their time trying to make their external circumstances more comfortable. They were satisfied if they had enough to eat, clothes on their backs, and a roof over their heads. Going on as we do, obsessively trying to improve our conditions, can become an end in itself and a pointless distraction. Would anyone in their right mind think of fastidiously redecorating their hotel room every time they booked into one? 

              The Tibetan Book of Living and Dying

              At least, he wasn’t feeling compelled to redecorate this room; it was perfect. The shared sanitaries, the boiler and the piping were another story, but that was probably coming from the same era as the owner, nice as she was.

              After having unpacked his few belongings, and taken a hot shower, he laid on the bed looking at the ceiling, which was blank and made a nice contrast to the ornate walls full of colorful dots.

              Luckily, searching through the signals available, he could see there was mostly one, and without any password. With the next neighbour a few miles away, no wonder nobody bothered with security.

              He connected to AL to check a few parameters — there seemed to be some degenerescence in the programme output that wasn’t satisfactory, and he was wondering if some self-repair or training reinforcement mechanisms were missing. At the moment, nothing too pressing, but he would keep an eye on them.

              Still no words from Yasmin he thought drifting to sleep… I half expected her to be there already…

              #6540

              In reply to: Prompts of Madjourneys

              ÉricÉric
              Keymaster

                Update & clarifications on the characters:

                Looking at the avatars that Zara, Youssef, Xavier and Yasmin are using in VR.

                Full name or real name in RL :: name in VR (@nickhandle) description of avatar.

                • Zara Patara-Smythe :: Zara (@zaraloon) is a 25-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in a sleek ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.
                • Xavier Olafsson :: Xavier (@xavimunk) is a 27-year-old man of Norwegian and Danish descent. He has blonde hair that he keeps in a messy style, blue eyes, and a charming smile. He stands at 6’1″ and has a lean build. He is always seen wearing a colorful and bold clothing, such as a Hawaiian shirt and shorts.
                • Yasmin Ahmed :: Yasmin (@yasminowl) is a 23-year-old woman of Egyptian descent. She has long, black hair that she keeps in a tight braid, dark brown eyes and a round face. She stands at 5’4″ and has a petite build. She usually wears conservative clothing, such as long skirts and blouses.
                • Youssef Ali :: Youssef (@youssefbear) is a 26-year-old man of half Yemeni, half Norwegian descent. He has short, curly black hair, dark brown eyes and a square jawline. He stands at 6’2″ and has a muscular build. He usually wears comfortable clothing such as a t-shirt and jeans, and always has a backpack on his shoulder.

                Full descriptions for real-life Zara, Yasmin, Youssef, Xavier:

                Real Life Zara Patara-Smythe :: Zara is a 57-year-old woman who is an adventurous traveler and a passionate hobbyist. She has a full mane of gorgeous auburn hair that she keeps in a sleek ponytail, sparkling green eyes, and a warm smile that puts others at ease. She is of mixed heritage, her mother was Indian and her father was British. She is well-educated and well-off, either through an inheritance or a supportive and understanding husband. Zara is a lover of art, music, and history, and spends much of her time indulging in her passions. She is always eager to explore new places and meet new people, and her adventurous spirit often leads her to travel off the beaten path.

                Real Life Yasmin Ahmed :: Yasmin is a 32-year-old woman who is kind, nurturing, and always puts others first. She has long, black hair that she keeps in a tight braid, almond-shaped brown eyes, and a warm smile that lights up a room. Born in Egypt, she grew up in a close-knit family and values the importance of community. She is a talented actress, who has kept her career a secret from those closest to her, in order to pursue a more fulfilling life working with children. Yasmin currently volunteers at an orphanage in Fiji, where she devotes herself to helping children in need.

                Real Life Youssef Ali :: Youssef is a 34-year-old man who is driven, confident, and always up for a challenge. He has short, curly black hair, dark brown eyes, and a square jawline that gives him a strong and determined look. Born to a Yemeni father and a Norwegian mother, he has a unique blend of cultures that has shaped his world view. Youssef is a talented blogger, who has traveled the world in search of new and interesting stories to share with his audience. He is always on the go, with a backpack on his shoulder, ready for his next adventure.

                Real Life Xavier Olafsson :: Xavier is a 36-year-old man who is bright, cheerful, and always looking for the positive in every situation. He has blonde hair that he keeps in a messy style, blue eyes, and a charming smile that never fails to win people over. Born to Norwegian and Danish parents, he has a love for the sea and an appreciation for the finer things in life. Xavier is an AI developer, who is working on a project he calls AL. He is always eager to share his ideas with others and is constantly seeking new and exciting opportunities.

                #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

                  #6517

                  In reply to: Orbs of Madjourneys

                  After Youssef retrieved his luggage in Alice Springs, he was swarmed with freelance tour guides trying to sell him trips. You would buy a ticket out of any one of them just to get rid of the others, he thought. With a few hungry growls, he managed to frighten most of them, with a touch of indifference he lost the rest. Except one. A short Indian looking man wearing a red cap and a moustache. He seemed to have an infinite talkative energy at his disposal, able to erode the strongest wills. The temperature was hotter than Youssef had expected, here it was the end of summer, and he was hungry. The man started to get on his nerves.

                  The list of tours was endless. Uluru, scenic bushwalking trails, beautiful gardens, a historical tour, a costumed historical tour, a few national parks, and even his cousins’ restaurant. He reminded Youssef of his own father, always offering guests (and especially his visiting kids) another fruit, a pastry, some coffee, chocolate ? You sure you don’t want any chocolate? If the man was tenacious, Youssef had had training with his father. But this man seemed to mistake silence and indifference for agreement. Did he really think Youssef was going to buy one of his tours ?

                  “The ghost town! You have to see Arltunga, said the man. An old mining ghost town, certainly an American like you like ghost towns. And buried treasure. Arltunga has buried treasure somewhere. You can find it. I know where to find a map.”

                  Youssef wondered if it was another one of the game’s fluke that his quest was apparently bleeding into his real life again. And if there was a map, why hasn’t the treasure been found already? He checked at the back of his mind for the presence of that crazy old lady. Nope, not there. He decided to refuse the call this time. He just wanted to get to that F…ing Fish Inn in Crowshollow and meet with his friends.

                  “NO, he growled, frightening a group of tourists passing by, but not the tour operator. No ghost town! We have plenty in America.” Thinking of the game and his last challenge for the previous quest, he said in desperation : “I just want to find a red scarf!” and he knew inside himself and many years attempting to resist his old man, that the short Indian man had won.

                  “If you want to find a red scarf, you go to Silk Road, said the man bobbing his head. My cousin’s shop, you find everything there only.”

                  Youssef sighed. He thought there were only two ways to take it. The first one was that he had fallen into a trap and try to find a way to get out of it. But it might be sticky and uncomfortable for everyone. So he decided it was the other way around and that it was part of the game. Why wouldn’t he use this as an opportunity for adventure. Wasn’t that what Xavier always said about roads less traveled ?

                  “Where is your cousin’s shop? he asked. And where’s that restaurant of your cousin’s? I’m starving.”

                  The little man smiled broadly.

                  “Same place. Two brothers. Shop next to restaurant in Todd Mall. You’re lucky! Follow me.”

                  #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!

                    #6512

                    In reply to: Prompts of Madjourneys

                    ÉricÉric
                    Keymaster

                      Zara offered the following quirk: “unleash my hidden rudeness”

                      Quirk accepted.

                      You find yourself in the bustling streets of an old medieval town. The people around you are going about their business, and you see vendors selling goods, street performers entertaining the crowd, and guards patrolling the area. You hear rumors about a secret society of mischievous tricksters who are known for causing trouble and making people’s lives more interesting.

                      You decide to investigate these rumors and join the society of tricksters, who call themselves the “Rude Ones.” You are tasked with finding the key to their hideout, a tile with a rude message written on it. To do this, you must complete several challenges and pranks around the town, each more mischievous than the last.

                      Your objective is to find the tile, sneak into the Rude Ones’ hideout, and cause as much chaos and trouble as possible. You must also find a way to insert a real-life prank or act of rudeness into your daily life, as proof of your success in the game.

                      Possible directions to investigate:

                      • Talk to the vendors and street performers to gather information about the Rude Ones.
                      • Observe the guards and see if they have any information on the secret society.
                      • Explore the different neighborhoods and see if anyone knows about the hideout.

                      Possible characters to engage:

                      • A mysterious street performer who is rumored to be part of the Rude Ones.
                      • A vendor who has a reputation for being rude to customers.
                      • A guard who is rumored to be in league with the Rude Ones.

                      Look for a tile with a rude message written on it, and capture proof of your real-life prank or act of rudeness. Good luck, and have fun!

                      #6499
                      ÉricÉric
                      Keymaster

                        Premise is set:

                        Olga, Egbert and Obadiah are key protagonists in an adventure of elderly people being evicted / escaping their nursing home of Oocrane (with Maryechka, Obadiah’s grand-daughter, in tow). They start traveling together and helping each other in a war-torn country, and as they travel, they connect with other characters.
                        Tone is light-hearted and warm, with at times some bitter-sweet irony, and it unfolds into a surprisingly enthralling saga, with some down-to-earth mysteries, adding up to a satisfying open-ended conclusion that brings some deep life learning about healing the past, accepting the present and living life to its potential.

                        A potential plot structure begins to develop henceforth:

                        Chapter 2: The Journey Begins

                        Departure from the Nursing Home

                        Olga and Egbert make their way out the front gate with Obadiah, who has decided to join them on their journey, and they set out on the road together.
                        Maryechka, Obadiah’s granddaughter, decides to come along as well out of concern about the elders’, and the group sets off towards an unknown destination.

                        A Stop at the Market

                        The group stops at a bustling market in the town and begins to gather supplies for their journey.
                        Olga and Egbert haggle with vendors over prices, while Obadiah and Maryechka explore the market and gather food for the road.
                        The group encounters a strange man selling mysterious trinkets and potions, who tries to sell them a “luck” charm.

                        An Unexpected Detour

                        The group encounters a roadblock on their path and are forced to take a detour through a dense forest.
                        They encounter a group of bandits on the road, who demand their supplies and valuables.
                        Olga, Egbert, and Obadiah band together to outwit the bandits and escape, while Maryechka uses her wits to distract them.

                        A Close Call with a Wild Beast

                        The group comes across a dangerous wild animal on the road, who threatens to attack them.
                        Obadiah uses his quick thinking to distract the beast, while Egbert and Olga come up with a plan to trap it.
                        Maryechka uses her bravery to lure the beast into a trap, saving the group from certain danger.

                        A Night Under the Stars

                        The group sets up camp for the night, exhausted from their journey so far.
                        They sit around a campfire, sharing stories and reminiscing about their pasts.
                        As they gaze up at the stars, they reflect on the challenges they have faced so far and the journey ahead of them. They go to bed, filled with hope and a sense of camaraderie, ready for whatever comes next.

                        #6488

                        In reply to: Prompts of Madjourneys

                        ÉricÉric
                        Keymaster
                          • Zara completed her tile journey in the tunnels. In RL, she and Pretty Girl the parrot, are headed to Alice Springs in Australia, for a visit at the Flying Fish Inn (FFI). She’ll be the first to arrive.
                          • Yasmin, still volunteering at an orphanage in Suva in RL, has found a key with the imp, guided by the snake tattoo on a mysterious man named Fred, originating from Australia. She’s booked her flight via Air Fiji, and will be soon arriving to Australia for a few days vacation from her mission.
                          • Youssef, still in the Gobi desert, has found the grumpy vendor who was the shaman Lama Yoneze and reconnected with his friends in RL. Through the game in the desert, he also connected in VR (virtual reality) and RV (remote viewing) with sands_of_time, and elderly lady playing the game for intel. He still has to confirm his expected arrival to the FFI.
                          • Xavier has confirmed his flight option as well from Berlin, Germany. He’s planned a few days’ mix of remote working and vacation, but his girlfriend Brytta may still work her 2 shifts, and not necessarily keen to travel in the middle of nowhere in Australia.

                          They are all enjoying a lot the trail of clues from the game, and expect more adventures to come, with new challenges for each.
                          As they all make their way to the Flying Fish Inn, they eagerly anticipate what exciting experiences and challenges await them. Zara, Yasmin, Youssef, and Xavier all have unique experiences from their time playing the game and their real-life travels. With their journey to the Flying Fish Inn, they hope to connect with each other and continue the exciting adventures that have already captivated them. They are all looking forward to what is in store for them in the Australian Outback and the Flying Fish Inn.

                          The challenge gets a level up. It requires for each of them to find or procure a unique object, linked to some of their personal quirks and in synch with the real-life experience and the game one. Provide suggestions for each of them of a very specific object or color or shape, that can be remote viewed in the FFI and that they may find in their RL.

                          • Zara: A golden compass, symbolizing her love for adventure and direction. It can be found in a hidden room in the FFI or as a unique treasure on a nearby beach.
                          • Yasmine: A silver key, symbolizing her discovery of the key in the game and her love for unlocking secrets. It can be found in a locked box in the FFI’s attic or in a locked drawer in her room.
                          • Youssef: A red scarf, symbolizing his connection with the shaman in the game and his love for vibrant colors. It can be found in the FFI’s market or in a shop in Alice Springs that sells unique handmade items.
                          • Xavier: A black notebook, symbolizing his love for organization and his need for clarity. It can be found in the FFI’s library or in a nearby stationary shop in Alice Springs.
                          #6479
                          Jib
                          Participant

                             

                            Chapter 1: The Search Begins

                             

                            Georges was sitting more or less comfortably in the command chair on the control deck of the Jorid, slowly drinking his tea. The temperature of the beverage seemed to be determined randomly since the interference patterns in the navigation array weren’t totally fixed when they removed those low quality tiles. Drinking cold or hot tea was not the worse of it, and it was even kind of a challenge to swallow it and not get burned by ice. The deck kept changing shape and colours, reconfiguring along with the quantum variations of the Boodenbaum field variation due to some leakage of information between dimensions. Salomé had preferred resting in her travelpod where the effects were not as strongly felt.

                            “The worse is not as much seeing your face morph into a soul-insect and turn inside down, although those greenish hues usually make me feel nauseous, but feeling two probable realities where my organs grow and shrink at the same time is more than I can bear.”

                            After a few freakish experiences, where his legs cross-merged with the chair, or a third eye grow behind his head, or that time when dissolved into a poof of greasy smoke, Georges got used to the fluid nature of reality during the trips. You just had to get along with it and not resist. He thought it gave some spice and colours to their journey across dimensions. He enjoyed the differences of perceptions generated by the fluctuations of the Boodenbaum field, as it allowed his tea to taste like chardonnay or bœuf bourguignon, and was glad when he discovered a taste that he had never experienced before.

                            During the last few trips, he had attempted to talk with Jorid, but their voices were so garbled and transformed so quickly that he lost interest. He couldn’t make the difference with the other noises, like honking trucks passing by on a motorway, or the cry of agony of a mating Irdvark. He felt a pang of nostalgia as the memories of Duane, Murtuane and Phréal merged into the deck around him. He wondered if he could get physically lost during one of the trips as he started to feel his limbs move away from his body, one hairy foot brushing by his left ear while he drank a sip of tea with the mouth that had grown on his middle finger. Salomé had warned him about fractured perception and losing a piece of his mind… It seemed it hadn’t happened yet. But would he notice?

                            Already he felt the deceleration he had come to notice when they neared their destination. The deck stabilized into a shape adapted to this quadrant of the dimensional universes. The large command screen displayed images of several ruins lost in the sand desert of Bluhm’Oxl.

                            Georges looked at his hands, and touched his legs. His reflection  on the command screen looked back at him. Handsome as usual. He grinned. Salomé wouldn’t refrain from telling him if something was off anyway.

                            Jorid: “I have woken up Salomé.”

                            She won’t be long now. Georges ordered a hot meklah, one of her favorites drink that usually helped her refocus when getting out of her pod.

                            A blip caught Georges’ attention.

                            Jorid: “This is Tlal Klatl’Oxl, better know as Klatu. Your potential contact on Bluhm’Oxl and a Zathu. He’ll guide and protect you as you enter the conflict zone to look for Léonard.”

                            #6425

                            It is a challenge of utmost magnitude to keep track of time here in this land where the Dream Time is so nigh as to make its presence oft palpable in the very air. The subtle shifts in timelines and probabilities do naught to aid in this endeavor. No coincidence “Dream Time” is the label on Aunt Idle’s not-so-secret stash — she could not keep its location secret lest she forget it during the waking hours.

                            We jumped without warning into 2023. At 15, I am a grown-up now, so says Mater, and I could not wait to hear such words from her. She is always here, such a comfort, unchanging, unyielding, the only immutable force in the universe.
                            So now, life can start to unfold in front of me in the manner of my choosing, rather than being dictated by the sorry state of affairs of my family. I have set my sights upon a boarding school that may provide such an escape, but it will require the procurement of the tuition money — which will take a few more years to acquire. Patience, I have, at least for now.

                            The Inn is ever in need of assistance it seems. I don’t know how it came to be, but some Italian chap, Georgio, who came last year during the pandemic and got stranded with us, made such a fuss about Mater’s famous bush tucker that the Inn became fashionable overnight. Obviously Mater, bless her soul, doesn’t cook, a mercy for which we are all thankful. Said tucker was truly the handiwork of Tiku and Finly, but Georgio thought that Mater’s tucker” has a nicer ring. Whatever suits these loonies’ fancy, it did bring us a nice stream of income in return.

                            #6410

                            In reply to: Orbs of Madjourneys

                            Real-life Xavier was marveling at the new AL (Artificial Life) developments on this project he’d been working on. It’s been great at tidying the plot, confusing as the plot started to become with Real-life characters named the same as their Quirky counterparts ones.

                            Real-life Zara had not managed to remain off the computer for very long, despite her grand claims to the contrary. She’d made quick work of introducing a new player in the game, a reporter in an obscure newspaper, who’d seemed quirky enough to be their guide in the new game indeed. It was difficult to see if hers was a nickname or nom de plume, but strangely enough, she also named her own character the same as her name in the papers. Interestingly, Zara and Glimmer had some friends in common in Australia, where RL Zara was living at the moment.

                            Anyways… “Clever ALXavier smiled when he saw the output on the screen. “Yasmin will love a little tidiness; even if she is the brains of the group, she has always loved the help.”

                            Meanwhile, in the real world, Youssef was on his own adventure in Mongolia, trying to uncover the mystery of the Thi Gang. He had been hearing whispers and rumors about the ancient and powerful group, and he was determined to find out the truth. He had been traveling through the desert for weeks, following leads and piecing together clues, and he was getting closer to the truth.

                            Zara, Xavier, and Yasmin, on the other hand, were scattered around the world. Zara was in Australia, working on a conservation project and trying to save a group of endangered animals. Xavier was in Europe, working on a new project for a technology company. And Yasmin was in Asia, volunteering at a children’s hospital.

                            Despite being physically separated, the four friends kept in touch through video calls and messages. They were all excited about the upcoming adventure in the Land of the Quirks and the possibility of discovering their inner quirks. They were also looking forward to their trip to the Flying Fish Inn, where they hoped to find some clues about the game and their characters.

                            In the game, Glimmer Gambol’s interactions with the other characters will be taking place in the confines of the Land of the Quirks. As she is the one who has been playing the longest and has the most experience, she will probably be the one to lead the group and guide them through the game. She also has some information that the others don’t know about yet, and she will probably reveal it at the right time.

                            As the game and the real-world adventures are intertwined, the characters will have to navigate both worlds and find a way to balance them. They will have to use their unique skills and personalities to overcome challenges and solve puzzles, both in the game and in the real world. It will be an exciting and unpredictable journey, full of surprises and twists.

                            #6391
                            ÉricÉric
                            Keymaster

                              write the plot of an absurd non-linear novel, featuring 4 characters

                              The novel begins with the introduction of four characters: a retired archaeologist named Harold, a struggling musician named Samantha, a disillusioned corporate drone named Tim, and a reclusive inventor named Claire.

                              Harold, who is obsessed with ancient Egyptian hieroglyphs, discovers a mysterious underground chamber beneath a pyramid in Egypt. Inside, he finds a strange device that he believes is a time machine. Harold decides to use the device to travel back in time to ancient Egypt in order to decipher the hieroglyphs.

                              Samantha, who is trying to make a name for herself as a musician, is struggling to come up with new material for her music. One day, she discovers that she can create beautiful music by communicating with plants telepathically. She becomes obsessed with this new form of music-making and decides to quit her day job and pursue it full-time.

                              Tim, who is stuck in a dead-end job, is feeling unfulfilled and uninspired. One day, he stumbles upon a robotic mime performance art show. The performance inspires him to quit his job and pursue his dream of becoming a mime artist.

                              Claire, who is a reclusive inventor, has been working on a project to create a type of artificial intelligence that can communicate with humans using calligraphic body language. She finally succeeds and creates an AI that she names “Calli”.

                              As the story progresses, the characters’ paths begin to intersect in unexpected ways. Harold gets stuck in ancient Egypt and has to rely on Samantha’s telepathic plant communication skills to find a way back to the present. Tim’s robotic mime art becomes a hit and he starts working with Claire to integrate Calli into his performances.

                              As the story reaches its climax, all four characters come together to use their unique skills and abilities to solve a problem that threatens the fate of the world.

                              Throughout the novel, the plot unfolds in a non-linear fashion, jumping back and forth in time and between the different character’s perspectives. The story is filled with absurdity and unexpected twists and turns, leaving the reader guessing until the very end.

                              What sort of problem that threatens the fate of the world will be resolved by their combined skills?

                              As the story progresses, the characters begin to uncover a sinister plot by a group of powerful individuals who are intent on using the time machine to alter the course of history for their own gain. They plan to use the time machine to go back in time and change key events that would give them immense wealth and power in the present. Harold and Samantha, with the help of Tim and Claire, must race against time to stop the villains from carrying out their plan.

                              Harold’s expertise in ancient Egyptian hieroglyphs plays a crucial role in deciphering the clues that lead to the location of the time machine. Samantha’s telepathic plant communication skills are used to locate the hidden underground chamber where the time machine is kept. Tim’s robotic mime art and Claire’s AI Calli are used to infiltrate the villains’ hideout and gather intelligence on their plans.

                              In the final act, the four characters come together to use their unique skills and abilities to stop the villains from altering history. Harold uses his knowledge of ancient Egypt to navigate the time machine and travel back in time to stop the villains from changing key events. Samantha uses her telepathic plant communication skills to communicate with the plants in the past and gather information on the villains’ whereabouts. Tim and Claire use their robotic mime and AI skills to create a diversion and distract the villains while Harold and Samantha complete their mission.

                              In the end, the four characters succeed in stopping the villains and saving the fate of the world. The novel ends with the four characters going their separate ways, but they all know that they will always have each other to rely on in the face of any challenge that comes their way.

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