Search Results for 'character'

Forums Search Search Results for 'character'

Viewing 20 results - 21 through 40 (of 318 total)
  • Author
    Search Results
  • #6615

    In reply to: Orbs of Madjourneys

    Like ships in the night, Zara and Yasmin still hadn’t met up with Xavier and Youssef at the inn. Yasmin was tired from traveling and retired to her room to catch up on some sleep, despite Zara’s hopes that they’d have a glass of wine or two and discuss whatever it was that was on Yasmins mind.  Zara decided to catch up on her game.

    The next quirk was “unleash your hidden rudeness” which gave Zara pause to consider how hidden her rudeness actually was.  But wait, it was the avatar Zara, not herself. Or was it?   Zara rearranged the pillows and settled herself on the bed.

    Zara found her game self in the bustling streets of a medieval market town, visually an improvement on the previous game level of the mines, which pleased her, with many colourful characters and intriguing alleyways and street market vendors.

    Madieval market

    She quickly forgot what her quest was and set off wandering around the scene.  Each alley led to a little square and each square had gaily coloured carts of wares for sale, and an abundance of grinning jesters and jugglers. Although tempted to linger and join the onlookers jeering and goading the jugglers and artistes that she encountered, Zara continued her ramble around the scene.

    She came to a gathering outside an old market hall, where two particularly raucous jesters were trying to tempt the onlookers into partaking of what appeared to be cups of tea.  Zara wondered what the joke was and why nobody in the crowd was willing to try.  She inched closer, attracting the attention of the odd grinning fellow in the orange head piece.

    Jesters with cups

     

    “Come hither, ye fine wench in thy uncomely scant garments, I know what thou seekest! Pray, sit thee down beside me and partake of my remedy.”

    “Who, me?” asked Zara, looking behind her to make sure he wasn’t talking to someone else.

    “Thoust in dire need of my elixir, come ye hither!”

    Somewhat reluctantly Zara stepped towards the odd figure who was offering to hand her a cup.  She considered the inadvisability of drinking something that everyone else was refusing, but what the hell, she took the cup and saucer off him and took a hesitant sip.

    The crowd roared with laughter and there was much mirthful thigh slapping when Zara spit the foul tasting concoction all over the jesters shoes.

    “Believe me dame,” quoth the Jester, “I perceive proffered ware is worse by ten in the hundred than that which is sought. But I pray ye, tell me thy quest.”

    “My quest is none of your business, and your tea sucks, mister,” Zara replied. “But I like the cup.”

    Pushing past the still laughing onlookers and clutching the cup, Zara spotted a tavern on the opposite side of the square and made her way towards it.   A tankard of ale was what she needed to get rid of the foul taste lingering in her mouth.

    jesters cup tavern

     

    The inside of the tavern was as much a madhouse as the streets outside it. What was everyone laughing at? Zara found a place to sit on a bench beside a long wooden table. She sat patiently waiting to be served, trying to eavesdrop to decipher the cause of such merriment, but the snatches of conversation made no sense to her. The jollity was contagious, and before long Zara was laughing along with the others.  A strange child sat down on the opposite bench (she seemed familiar somehow) and Zara couldn’t help remarking, “You lot are as mad as a box of frogs, are you all on drugs or something?” which provoked further hoots of laughter, thigh slapping and table thumping.

    tavern girl

     

    “Ye be an ungodly rude maid, and ye’ll not get a tankard of ale while thoust leavest thy cup of elixir untasted yet,” the child said with a smirk.

    “And you are an impertinent child,” Zara replied, considering the potential benefits of drinking the remainder of the concoction if it would hasten the arrival of the tankard of ale she was now craving.  She gritted her teeth and picked up the cup.

    But the design on the cup had changed, and now bore a strange resemblance to Xavier.  Not only that, the cup was calling her name in Xavier’s voice, and the table thumping got louder.

    Xavi cup

     

    Zara!” Xavier was knocking on her bedroom door. “Zara!  We’re going for a beer in the local tavern, are you coming?”

    “Xavi!”  Zara snapped back to reality, “Yes! I’m bloody parched.”

    #6552

    In reply to: Orbs of Madjourneys

    When Xavier woke up, the sun was already shining, its rays darting in pulsating waves throughout the land, blinding him. The room was already heating up, making the air difficult to breathe.

    He’d heard the maid rummaging in the neighbouring rooms for some time now, which had roused him from sleep. He couldn’t recall seeing any “DO NOT DISTURB” sign on the doorknob, so staying in bed was only delaying the inevitable barging in of the lady who was now vacuuming vigorously in the corridor.

    Feeling a bit dull from the restless sleep, he quickly rose from the bed and put on his clothes.

    Once out of his room, he smiled at the cleaning lady (who seemed to be the same as the cooking lady), who harumphed back as a sort of greeting. Arriving in the kitchen, he wondered whether it was probably too late for breakfast —until he noticed the figure of the owner, who was quietly watching him through half-closed eyes in her rocking chair.

    Idle should have left some bread, butter and jam to eat if you’re hungry. It’s too late for bacon and sausages. You can help yourself with tea or coffee, there’s a fresh pot on the kitchen counter.”

    “Thanks M’am.” He answered, startled by the unexpected appearance.

    “No need. Finly didn’t wake you up, did she? She doesn’t like when people mess up her schedule.”

    “Not at all, it was fine.” he lied politely, helping himself to some tea. He wasn’t sure buttered bread was enough reward to suffer a long, awkward conversation, given that the lady (Mater, she insisted he’s called him) wasn’t giving him any sign of wanting to leave.

    “It shouldn’t be long until your friends come back from the airport. Your other friend, the big lad, he went for a walk around. Idle seems to have sold him a visit to our Gems & Rocks boutique down Main avenue.” She tittered. “Sounds grand when we say it —that’s just the only main road, but it helps with tourists bookings. And Betsy will probably tire him down quickly. She tends to get too excited when she gets clients down there; most of her business she does online now.”

    Xavier was done with his tea, and looking for an exit strategy, but she finally seemed to pick up on the signals.

    “… As I probably do; look at me wearing you down. Anyway, we have some preparing to do for the Carts & whatnot festival.”

    When she was gone, Xavier’s attention was attracted by a small persistent ticking noise followed by some cracking.

    It was on the front porch.

    A young girl in her thirteens, hoodie on despite the heat, and prune coloured pants, was sitting on the bench reading.

    She told him without raising her head from her book. “It’s Aunt Idle’s new pet bird. It’s quite a character.”

    “What?”

    “The noise, it’s from the bird. It’s been cracking nuts for the past twenty minutes. Hence the noise. And yes, it’s annoying as hell.”

    She rose from the bench. “Your bear friend will be back quick I’m certain; it’s just a small boutique with some nice crystals, but mostly cheap orgonite new-agey stuff. Betsy only swears by that, protection for electromagnetic waves and stuff she says, but look around… we are probably got more at risk to be hit by Martian waves or solar coronal mass ejections that by the ones from the telecom tower nearby.”

    Xavier didn’t know what to say, so he nodded and smiled. He felt a bit out of his element. When he looked around, the girl had already disappeared.

    Now alone, he sat on the empty bench, stretched and yawned while trying to relax. It was so different from the anonymity in the city: less people here, but everything and everyone very tightly knit together, although they all seemed to irk and chafe at the thought.

    The flapping of wings startled him.

    “Hellooo.” The red parrot had landed on the backrest of the bench and dropped shells from a freshly cracked nut which rolled onto the ground.

    Xavier didn’t think to respond; like with AL, sometimes he’d found using polite filler words was only projecting human traits to something unable to respond back, and would just muddle the prompt quality.

    “So ruuuude.” The parrot nicked his earlobe gently.

    “Ouch! Sorry! No need to become aggressive!”

    “You arrrre one to talk. Rouge is on Yooour forehead.”

    Xavier looked surprised at the bird in disbelief. Did the bird talk about the mirror test? “What sort of smart creature are you now?”

    “Call meee Rose. Pretty Giiirl acceptable.”

    Xavier smiled. The bird seemed quite fascinating all of a sudden.
    It was strange, but the bird seemed left completely free to roam about; it gave him an idea.

    “Rose, Pretty Girl, do you know some nice places around you’d like to show me?”

    “Of couuurse. Foôllow Pretty Girl.”

    #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

        #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!

          #6513

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

            Youssef offered the following quirk: “unwilling magnet for talkative people in need of listening” (setting in a ghost town).

            Setting: A small ghost town in the middle of the Australian outback. The town was once thriving but now only a few stragglers remain, living in old, decrepit buildings. You find yourself in the town square, surrounded by the old post office, the saloon, and a few other ramshackle buildings.

            Quest: Your task is to find the source of the magnetic pull that attracts talkative people to you. You must find the reason behind it and break the spell, so you can continue your journey in peace.

            Direction to investigate: Start by talking to the residents of the town, they may have some information or insights on the strange happenings in the town. Explore the old post office and the saloon, they might hold the key to breaking the spell.

            Characters to engage: The residents of the town, including the old timer at the saloon and the postmaster at the post office.

            Tile to look for: A silver key in the shape of a tongue, symbolizing the power of speech.

            Proof of insert in real life: Take a picture of yourself holding the key, and send it to the game master as proof of completion.

            #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!

              #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.
                #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.

                  ÉricÉric
                  Keymaster

                    Some background information on The Sexy Wooden Leg and potential plot developments.

                    Setting

                    (nearby Duckailingtown in Dumbass, Oocrane)
                    The Rootians (a fictitious nationality) invaded Oocrane (a fictitious country) under the guise of freeing the Dumbass region from Lazies. They burned crops and buildings, including the home of a man named Dumbass Voldomeer who was known for his wooden leg and carpenter skills. After the war, Voldomeer was hungry and saw a nest of swan eggs. He went back to his home, carved nine wooden eggs, and replaced the real eggs with the wooden ones so he could eat the eggs for food. The swans still appeared to be brooding on their eggs by the end of summer.

                    Note: There seem to be a bird thematic at play.
                    The swans’ eggs introduce the plot. The mysterious virus is likely a swan flu. Town in Oocrane often have reminiscing tones of birds’ species.
                    Bird To(w)nes: (Oocrane/crane, Keav/kea, Spovlar/shoveler, Dilove/dove…)
                    Also the town’s nursing home/hotel’s name is Vyriy from a mythical place in Slavic mythology (also Iriy, Vyrai, or Irij) where “birds fly for winter and souls go after death” which is sometimes identified with paradise. It is believed that spring has come to Earth from Vyrai.

                    At the Keav Headquarters

                    (🗺️ Capital of Oocrane)

                    General Rudechenko and Major Myroslava Kovalev are discussing the incapacitation of President Voldomeer who is suffering from a mysterious virus. The President had told Major Kovalev about a man in the Dumbass region who looked similar to him and could be used as a replacement. The Major volunteers to bring the man to the General, but the General fears it is a suicide mission. He grants her permission but orders his aide to ensure she gets lost behind enemy lines.

                    Myroslava, the ambitious Major goes undercover as a former war reporter, is now traveling on her own after leaving a group of journalists. She is being followed but tries to lose her pursuers by hunting and making fire in bombed areas. She is frustrated and curses her lack of alcohol.

                    The Shrine of the Flovlinden Tree

                    (🗺️ Shpovlar, geographical center of Oocrane)

                    Olek is the caretaker of the shrine of Saint Edigna and lives near the sacred linden tree. People have been flocking to the shrine due to the miraculous flow of oil from the tree. Olek had retired to this place after a long career, but now a pilgrim family has brought a message of a plan acceleration, which upsets Olek. He reflects on his life and the chaos of people always rushing around and preparing for the wrong things. He thinks about his father’s approach to life, which was carefree and resulted in the same ups and downs as others, but with less suffering. Olek may consider adopting this approach until he can find a way to hide from the enemy.

                    Rosa and the Cauldron Maker

                    (young Oocranian wiccan travelling to Innsbruck, Austria)

                    Eusebius Kazandis is selling black cauldrons at the summer fair of Innsbruck, Austria. He is watching Rosa, a woman selling massage oils, fragrant oils, and polishing oils. Rosa notices Eusebius is sad and thinks he is not where he needs to be. She waves at him, but he looks away as if caught doing something wrong. Rosa is on a journey across Europe, following the wind, and is hoping for a gust to tell her where to go next. However, the branches of the tree she is under remain still.

                    The Nursing Home

                    (Nearby the town of Dilove, Oocrane, on Roomhen border somewhere in Transcarpetya)

                    Egna, who has lived for almost a millennium, initially thinks the recent miracle at the Flovlinden Tree is just another con. She has performed many miracles in her life, but mostly goes unnoticed. She has a book full of records of the lives of many people she has tracked, and reminisces that she has a connection to the President Voldomeer. She decides to go and see the Flovlinden Tree for herself.

                    🗺️ (the Vyriy hotel at Dilove, Oocrane, on Roomhen border)

                    Ursula, the owner of a hotel on the outskirts of town, is experiencing a surge in business from the increased number of pilgrims visiting the linden tree. She plans to refurbish the hotel to charge more per night and plans to get a business loan from her nephew Boris, the bank manager. However, she must first evict the old residents of the hotel, which she is dreading. To avoid confrontation, she decides to send letters signed by a fake business manager.

                    Egbert Gofindlevsky, Olga Herringbonevsky and Obadiah Sproutwinklov are elderly residents of an old hotel turned nursing home who receive a letter informing them that they must leave. Egbert goes to see Obadiah about the letter, but finds a bad odor in his room and decides to see Olga instead.
                    Maryechka, Obadiah’s granddaughter, goes back home after getting medicine for her sick mother and finds her home empty. She decides to visit her grandfather and his friends at the old people’s home, since the schools are closed and she’s not interested in online activities.
                    Olga and Egbert have a conversation about their current situation and decide to leave the nursing home and visit Rosa, Olga’s distant relative. Maryechka encounters Egbert and Olga on the stairs and overhears them talking about leaving their friends behind. Olga realizes that it is important to hold onto their hearts and have faith in the kindness of strangers. They then go to see Obadiah, with Olga showing a burst of energy and Egbert with a weak smile.

                    Thus starts their escape and unfolding adventure on the roads of war-torn Oocrane.

                    Character Keyword Characteristics Sentiment
                    Egbert old man, sharp tone sad, fragile
                    Maryechka Obadiah’s granddaughter, shy innocent
                    Olga old woman, knobbly fingers conflicted, determined
                    Obadiah stubborn as a mule, old friend of Egbert unyielding, possibly deaf
                    #6494

                    In reply to: Orbs of Madjourneys

                    Although not one to remember dreams very often, Zara awoke the next morning with vivid and colourful dream recall.  She wondered if it was something to do with the dreamtime mural on the wall of her room.  If this turned out to be the case, she considered painting some murals on her bedroom wall back at the Bungwalley Valley animal rescue centre when she got home.

                    Zara and Idle had hit it off immediately, chatting and laughing on the verandah after supper.   Idle told her a bit about the local area and the mines.  Despite Bert’s warnings, she wanted to see them. They were only an hour away from the inn.

                    When she retired to her room for the night, she looked on the internet for more information. The more she read online about the mines, the more intrigued she became.

                    “Interestingly there are no actual houses left from the original township. The common explanation is that a rumour spread that there was gold hidden in the walls of the houses and consequently they were knocked down by people believing there was ‘gold in them there walls”. Of course it was only a rumour. No gold was found.”

                    “Miners attracted to the area originally by the garnets, found alluvial and reef gold at Arltunga…”

                    Garnets!  Zara recalled the story her friend had told her about finding a cursed garnet near a fort in St Augustine in Florida.  Apparently there were a number of mines that one could visit:

                    “the MacDonnell Range Reef Mine, the Christmas Reef Mine, the Golden Chance Mine, the Joker Mine and the Great Western Mine all of which are worth a visit.”

                    Zara imagined Xavier making a crack about the Joker Mine, and wondered why it had been named that.

                    “The whole area is preserved as though the inhabitants simply walked away from it only yesterday. The curious visitor who walks just a little way off the paths will see signs of previous habitation. Old pieces of meat safes, pieces of rusted wire, rusted cans, and pieces of broken glass litter the ground. There is nothing of great importance but each little shard is reminder of the people who once lived and worked here.”

                    I wonder if Bert will take me there, Zara wondered. If not, maybe one of the others can pick up a hire car when they arrive at Alice.   Might even be best not to tell anyone at the inn where they were going.  Funny coincidence the nearest town was called Alice ~ it was already beginning to seem like some kind of rabbit hole she was falling into.

                    Undecided whether to play some more of the game which had ended abruptly upon encountering the blue robed vendor, Zara decided not to and picked up the book on Dreamtime that was on the bedside table.

                    “Some of the ancestors or spirit beings inhabiting the Dreamtime become one with parts of the landscape, such as rocks or trees…”  Flicking through the book, she read random excerpts.   “A mythic map of Australia would show thousands of characters, varying in their importance, but all in some way connected with the land. Some emerged at their specific sites and stayed spiritually in that vicinity. Others came from somewhere else and went somewhere else. Many were shape changing, transformed from or into human beings or natural species, or into natural features such as rocks but all left something of their spiritual essence at the places noted in their stories….”

                    Thousands of characters. Zara smiled sleepily, recalling the many stories she and her friends had written together over the years.

                    “People come and go but the Land, and stories about the Land, stay. This is a wisdom that takes lifetimes of listening, observing and experiencing … There is a deep understanding of human nature and the environment… sites hold ‘feelings’ which cannot be described in physical terms… subtle feelings that resonate through the bodies of these people… It is only when talking and being with these people that these ‘feelings’ can truly be appreciated. This is… the intangible reality of these people…..”

                    With such strong ancestral connections to the land, Zara couldn’t help but wonder what the aboriginal people felt about all the mines.   If one of their ancestors had shape changed into rocks, and then some foreignors came along and hacked and blasted their way through, what would they think of that?

                    “….many Aboriginal groups widely distributed across the Australian continent all appeared to share variations of a single (common) myth telling of an unusually powerful, often creative, often dangerous snake or serpent of sometimes enormous size closely associated with the rainbows, rain, rivers, and deep waterholes…..”

                    She drifted off to sleep thinking of water holes in red rocky gorges, the book laying open in her hand.

                    When she awoke the next morning with the slatted morning sun shining through the venetian blinds,  the dream image of the water hole was bright and clear in her minds eye.  But what was that strange character from the game doing in her dream?

                    Osnas dreamtime waterhole

                     

                    She closed her eyes, remembering more of the strange dream.  Deeply orange red boulders and rocky outcrops, shivering gum trees, and green pools ~ it was coming back to her now, that creature in the blue robes had appeared more than once.  In one scene he appeared with a blue diamond lantern with what looked like a compass inside.

                    Osnas lantern compass

                    I’ll ask about the hiking trails today, Zara decided, and go for a walk in that gorge I read about yesterday. Bert said there were good hiking trails.   You came here early so you could play the game, she reminded herself.

                    “It’s all a game,” she heard the parrot outside her window.

                    “I’d forgotten about the bloody parrot!” Zara said under her breath. “Pretty Girl!” she said, opening the blinds. “We’re going out for a walk today.”

                    #6489

                    In reply to: Orbs of Madjourneys

                    It was a pleasant 25 degrees as Zara stepped off the plane. The flat red land stretched as far as the eye could see, and although she prefered a more undulating terrain there was something awe inspiring about this vast landscape. It was quite a contrast from the past few hours spent inside mine tunnels.

                    Bert, a weatherbeaten man of indeterminate advanced age, was there to meet her as arranged and led her to the car, a battered old four wheel drive.  Although clearly getting on in years, he was tall and spry and dressed in practical working clothes.

                    “Welcome to Alice,” he said, taking her bag and putting in on the back seat.  “I expect you’ll be wanting to know a bit about the place.”

                    “How long have you lived here?” Zara asked, as Bert settled into the creaky drivers seat and started the car.

                    Bert gave her a funny look and replied “Longer than a ducks ass.”  Zara had never heard that expression before; she assumed it meant a long time but didn’t like to pursue the question.

                    “All this land belongs to the Arrernte,” he said, pronouncing it Arrunda.  “The local aboriginals.  1862 when we got here. Well,” Bert turned to give Zara a lopsided smile, “Not me personally, I aint quite that old.”

                    Zara chuckled politely as Bert continued, “It got kinda busy around these parts round 1887 with the gold.”

                    “Oh, are there mines near here?”  Zara asked with some excitement.

                    Bert gave her a sharp look. “Oh there’s mines alright. Abandoned now though, and dangerous. Dangerous places, old mines.  You’ll be more interested in the hiking trails than those old mines, some real nice hiking and rock gorges, and it’s a nice temperature this time of year.”

                    Bert lapsed into silence for a few minutes, frowning.

                    “If you’da been arriving back then, you’da been on a camel train, that’s how they did it back then. Camel trains.   They do camel tours for tourists nowadays.”

                    “Do you get many tourists?”

                    “Too dang many tourists if you ask me, Alice is full of them, and Ayers Rock’s crawling with ’em these days. We don’t get many out our way though.” Bert snorted, reminding Zara of Yasmin. “Our visitors like an off the beaten track kind of holiday, know what I mean?” Bert gave Zara another sideways lopsided smile.  “I reckon you’ll like it at The Flying Fish Inn.  Down to earth, know what I mean? Down to earth and off the wall.”  He laughed heartily at that and Zara wasn’t quite sure what to say, so she laughed too.

                    “Sounds great.”

                    “Family run, see, makes a difference.  No fancy airs and graces, no traffic ~ well, not much of anything really, just beautiful scenery and peace and quiet.  Aunt Idle thinks she’s in charge but me and old Mater do most of it, well Finly does most of it to be honest, and you dropped lucky coming now, the twins have just decorated the bedrooms. Real nice they look now, they fancied doing some dreamtime murials on the walls.  The twins are Idle’s neices, Clove and Corrie, turned out nice girls, despite everything.”

                    “Despite ….?”

                    “What? Oh, living in the outback. Youngsters usually leave and head for the cities.  Prune’s the youngest gal, she’s a real imp, that one, a real character.  And Devan calls by regular to see Mater, he works at the gas station.”

                    “Are they all Idle’s neices and nephews? Where are their parents?”  Perhaps she shouldn’t have asked, Zara thought when she saw Bert’s face.

                    “Long gone, mate, long since gone from round here.  We’ve taken good care of ’em.”  Bert turned off the road onto a dirt road.  “Only another five minutes now.  We’re outside the town a bit, but there aint much in town anyway. Population 79, our town. About right for a decent sized town if you ask me.”

                    Bert rounded a bend in a eucalyptus grove and announced, “Here we are, then, the Flying Fish Inn.”  He parked the car and retrieved Zara’s bag from the back seat.  “Take a seat on the verandah and I’ll find Idle to show you to your room and get you a drink.  Oh, and don’t be put off by Idle’s appearance, she’s a sweetheart really.”

                    Flying Fish Inn

                     

                    Aunt Idle was nowhere to be found though, having decided to go for a walk on impulse, quite forgetting the arrival of the first guest.    She saw Bert’s car approaching the hotel from her vantage point on a low hill, which reminded her she should be getting back.  It was a lovely evening and she didn’t rush.

                    Aunt Idle walk

                     

                    Bert found Mater in the dining room gazing out of the window.  “Where the bloody hell is Idle? The guest’s outside on the verandah.”

                    “She’s taken herself off for a walk, can you believe it?” sighed Mater.

                    “Yep” Bert replied, “I can.  Which room’s she in? Can you show her to her room?”

                    “Yes of course, Bert. Perhaps you’d see to getting a drink for her.”

                    Mater dining room

                    #6486

                    In reply to: Orbs of Madjourneys

                    Zara took dozens of screenshots of the many etchings and drawings, as her game character paused to do the same.  She had lost sight of the two figures up ahead, and remembered she probably should have been following them.

                    The tunnel came to a four way junction. There were drawings on the walls and floors of all of them, and a dim light coming from a distance in each. One was more brightly lit than the others, and Zara chose to explore that one first.  Presently a side room appeared, with green tiles on the floor similar to the one at the mine entrance. Daylight shone though a small window, and a diagram was drawn onto the wall.

                    Zara toyed with the idea of simply climbing out through the window while there was still a chance to get out of the mine.  She knew she was lost and would not be able to find her way out the way she came. It was tempting, but she just took a screenshot.  Maybe when she looked at them later she’d be able to work out how to retrace her steps.

                    Zara room of tiles window

                    After recording the image of the room of tiles, Zara continued along the tunnel. The light shining from the little window in the tile room faded as she progressed, and she found herself once again in near darkness.  She came to a fork.  Both ways were equally gloomy, but a faint blue light enticed her to take the right hand tunnel.

                    So many forks and side tunnels, I am surely completely lost now! And not one of these supposed maps is helping, I can’t decipher any of them. Another etching on the wall caught her eye, and Zara forgot about being lost.

                    Zara stopped to look at what appeared to be a map on the tunnel wall, but it was unfathomable at this stage. She recorded it for future reference, and then looked around, unsure whether to continue on this path or retrace her stops back to the four way junction.  And then she saw him in an alcove.

                    Osnas 2

                    Osnas! This time Zara did say it out loud, and just as the frog faced stewardess was passing with her cart piled with used cups and cans and empty packets.  I swear she just winked at me!  Zara did a double take, but the cart and the woman had passed, collecting more rubbish.

                    With a little smile, Zara noticed that the mask Osnas was wearing was one of those paper pandemic masks.  She had expected something a bit more Venice carnival when the prompt mentioned that he always wore a mask, not one of those.  She hoped the clue in this case wasn’t the mask, as she had avoided the plague successfully so far and didn’t want to be late to that particular party,  but the square green thing on his cart resembled the tile at the mine entrance.  What do I do now though? I still don’t know what any of these things mean.  Approach him and see if he speaks I suppose.

                    “Ladies and gentlemen, we are now approaching Alice Springs, please fasten your seatbelts and switch off all your devices ready for landing.  We hope you have enjoyed your flight.”

                    #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 BeginsGeorges 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.
                      #6466

                      In reply to: Orbs of Madjourneys

                      Xavier couldn’t help but give Glimmer a quizzical look as she’d suddenly transformed before his eyes — her accent and mannerisms shifting in an instant. She swayed lightly on her feet, in an airy manner, as if not fully aware of her surroundings, but she quickly laughed it off. “You’ve got me curious about this golden banana business, I tell ya,” she said with a twinkle in her eye.

                      Xavier’s suspicious expression softened as she spoke. “I’m not the one you’re looking for if you’re after information, but it sounds like a right thrilling adventure.” Glimmer grinned, “Mind if I tag along for a bit and show you around the casino boat? I know all the best games and I’ve met all sorts of pirate-talking characters here.”

                      With a cheeky grin, Xavier replied, “I’ll take your word for it, love.”

                      Glimmer’s enthusiasm for the game and eagerness to show him around the casino boat was contagious. Xavier followed her as she bounced through the crowd, pointing out different games and introducing him to the various pirate-talking characters that populated the boat.

                      “Watch yer back ’round ‘im,” Glimmer warned, nodding towards a tall, scruffy-looking man with a patch over one eye. ” ‘E’s a bit of a card shark, and ‘e’s known to cheat.”

                      As they walked, Glimmer regaled Xavier with tales of her adventures in the land and the colourful characters she had encountered. Xavier couldn’t help but feel a bit envious of her level of immersion and her enjoyment of the game.

                      Suddenly, the boat began to move, and Xavier realised that it was no longer anchored to the dock. Glimmer’s face lit up with excitement, “Oooh, it looks like we’re on a journey now! I’ve heard rumours of secret locations along the river that the boat takes players to. I can’t wait to see where we’re headed!”

                      Xavier couldn’t help but feel a sense of adventure and wonder and he followed Glimmer to the deck, watching as the boat sailed away from the dock along the river and into the unknown. He was terribly curious and looking forward to seeing where the boat would take him and what other surprises this adventure had in store.

                      #6465

                      In reply to: Orbs of Madjourneys

                      Given the new scenery unfolding in front of him, it was time for a change into more appropriate garments.

                      Luckily, the portal he’d clicked on came with some interesting new goodies. Xavier skimmed over some of the available options, until he found an interesting pair of old boots.

                      Looking at the old worn leather boots that had appeared in Xavier’s bag, he felt they would be quite appropriate, and put them on.

                      The changes were subtle, but Xavier already felt more in character with the place.
                      Suddenly a capuchin monkey jumped on his shoulder and started to pull his ear to make it to the casino boat.

                      The too friendly, potentially mischievous pickpocketing monkey seemed a bit of a trope, but Xavier found the creature endearing.

                      “Let’s go then! Seems like this party is waiting for us.” he said to the excited monkey.

                      He jumped into one of the dinghy doing the rounds to the boat with some of the customers.

                      “Ahoy there, matey!” a rather small man with a piercing blue eye and massive top hat said, giving Xavier a sideways glance. He had an eerie presence and seemed very imposing for such a small frame. “The name’s Sproink, and ye be a first-timer, I see.” he said as a casual matter of introduction.

                      “Nice to meet you sir” Xavier said distractedly, as he was taking in all the details in the curious boat lit by lanterns dangling in the soft wind.

                      “Yer too polite for these parts, me friend,” Sproink guffawed. “But have no fear, Sproink’s got yer back.” He winked at the capuchin, Xavier couldn’t help but notice, and suddenly realised that the monkey truly belonged to Sproink.

                      “No need to check yer pockets, matey” Sproink smiled “I have me sights set on far more interesting game than yer trinkets.” He handed him back some of the stuff that the capuchin had managed to spirit away unnoticed. “But watch yerself, matey. Not all the folk here be what they seem.”

                      “Point taken!”  Xavimunk was indeed a bit too naive, but if anything, that’d often managed to keep him out of trouble. As the small wiry guy left with his bag of tricks in a springy gait, he turned to check his shoulder, and the monkey had disappeared somewhere on the boat too. Xavier was left wondering if he’d see more of him later.

                       

                      :fleuron2:

                      “Welcome, welcome, me hearties!” a buxom girl of large stature with a baroque assortment of feathers and garish colours was a the entrance chewing on a straw, and looking as though the place belonged to her. But there was something else, she was too playing a part, and didn’t seem from here.

                      She leaned conspiratorially towards Xavier, and dragged him in a corner.

                      “Yer a naughty monkey, ignoring me prompts,” she said. “Was I too discrete, or what?”

                      “Wait, what?” Xavier was confused. Then he remembered the strange message. “Wait a minute… you’re Glimble… something, with unicorns shit or something?” He didn’t have time to entertain the young geek gamers, they were too immature, and well… a lot more invested in the game than he was, they would often turn seriously creepy.

                      “Oi, come on now!” she raised her hands and shook herself violently. She had turned into a different version of herself. “Now, is it better? It’s true, them avatars easily turn into ava-tarts if you ask me. But you can’t deny a lady a bit o’ comfort with a wrinkle filter. They went a bit overboard with this one, if you ask me.”

                      “Let’s start again. Glimmer Gambol, and nice to meet you young man.”

                      #6462

                      In reply to: Orbs of Madjourneys

                      :yahoo_pirate:

                      The emoji of the pirate face jumped at Xavier, as he was musing the next steps on the game. Avast ye! it seemed to hint at him, while Xavier’s thoughts were reeling from all the activity of the week. He didn’t have much time to make any progress in the Land of the Quirks game, and hardly managed to stay afloat on the stuff he had to deliver.

                      AL seemed to hint at a more out-of-the-box approach… Without thinking, he clicked on the emoji.

                      The fox bus driver indications were to follow the river until he found a junk ship moored there, which was in effect a secret floating casino. Against his best instincts, Xavimunk decided to follow the trail and after a while on the road, he could see the fully battened black sails at the horizon. Lights were glimmering in the dusk, and mist started to rise from the banks of the river. There seemed to be some unusual activity around the boat, and as Xavier arrived close, he could see a variety of quirky characters as if they were some sorts of 1920s fashionable pirates at a resort station.

                      The indications on the overlay screen started to shift:

                      *Clue unlocked*
                      It sounds like you’re making progress on your quest. The clues you received from the fox busdriver are definitely leading you in the right direction. Keep following the trail and don’t be afraid to ask for help if you need it. Remember, the golden banana is a metaphor for your cheeky and also soft nature, so don’t be too hard on yourself.
                      🦊💰🛳️ Explore the floating casino and see if the fox busdriver’s clues lead you to the golden banana. Don’t be afraid to take risks and think outside the box, as the golden banana may not be what it seems. Keep an open mind and pay attention to any symbols or clues that you come across.

                      “Yooohoooo 👉” a message bumped on the screen.

                      Glimmer_Gbl is trying to make contact: ➡️ACCEPT <> ➡️DENY ❓
                      #6455

                      In reply to: Orbs of Madjourneys

                      Zara decided she may as well spend the hour wandering around the game before going back to the church to see the ghost of Isaac when she was sure her host Bertie was asleep.  It was a warm night but a gentle breeze wafted through the open window and Zara was comfortable and content. Not just one but three new adventures had her tingling with delicious anticipation, even if she was a little anxious about not getting confused with the game.  Talking to ghosts in old churches wasn’t unfamiliar, nor was a holiday in a strange hotel off the beaten track, but the game was still a bit of a mystery to her.  Yeah, I know it’s just a game, she whispered to the parrot who made a soft clicking noise by way of response.

                      Zara found her game character, also (somewhat confusingly) named Zara, standing in the woods.  Not entirely sure how it had happened, she was rather pleased to see that the cargo pants and tank top in red had changed to a more pleasing hippyish red skirt ensemble.   A bit less Tomb Looter, and a bit more fairy tale looking which was more to her taste.

                      The woods were strangely silent and still.  Zara made a 360 degree turn on the spot to see in all directions. The scene looked the same whichever way she turned, and Zara didn’t know which way to go. Then a faint path appeared to the left, and she set off in that direction.  Before long she came to a round green pool.

                      Zara Game 1

                      She stopped to look but carried on walking past it, not sure what it signified.  She came upon another glowing green pool before long, which looked like an entrance to a tunnel.

                       

                      Zara game 2

                      I bet those are portals or something, Zara realized. I wonder if I’m supposed to step into it?

                      “Go for it”, said Pretty Girl, “It’s only a game.”

                      “Ok, well here goes!” replied Zara, mentally bracing herself for a plunge into the unknown.

                      Zara stepped into the circle of glowing green.

                      “Like when Alice went down the rabbit hole!” Zara whispered to the parrot.  “I’m falling, falling…oh!”

                      Zara emerged from the green pool onto a wide walled path.  She was now in some kind of inhabited area, or at least not in the deep woods with no sign of human occupation. 

                      Zara Game 3

                      “I guess that green pool is the portal back to the woods.”

                      “By George, she’s getting it,” replied Pretty Girl.

                       

                      Zara walked along the path which led to an old deserted ancient looking village with alleyways and steps.

                      “This is heaps more interesting than those woods, look how pretty it all is! I love this place.”

                      “Weren’t you supposed to be looking for a hermit in the woods though,” said Pretty Girl.

                      “Or a lost traveler, and the lost traveler may be here, after falling in one of those green pools in the woods,”  replied Zara tartly, not wanting to leave the enchanting scene she found her avatar in.

                      Zara Game 4

                      #6454

                      In reply to: Prompts of Madjourneys

                      F LoveF Love
                      Participant

                        YASMIN’S QUIRK: Entry level quirk – snort laughing when socially anxious

                        Setting

                        The initial setting for this quest is a comedic theater in the heart of a bustling city. You will start off by exploring the different performances and shows, trying to find the source of the snort laughter that seems to be haunting your thoughts. As you delve deeper into the theater, you will discover that the snort laughter is coming from a mischievous imp who has taken residence within the theater.

                        Directions to Investigate

                        Possible directions to investigate include talking to the theater staff and performers to gather information, searching backstage for clues, and perhaps even sneaking into the imp’s hiding spot to catch a glimpse of it in action.

                        Characters

                        Possible characters to engage include the theater manager, who may have information about the imp’s history and habits, and a group of comedic performers who may have some insight into the imp’s behavior.

                        Task

                        Your task is to find a key or tile that represents the imp, and take a picture of it in real life as proof of completion of the quest. Good luck on your journey to uncover the source of the snort laughter!

                         

                        THE SECRET ROOM AND THE UNDERGROUND MINES

                        1st thread’s answer:

                        As the family struggles to rebuild the inn and their lives in the wake of the Great Fires, they begin to uncover clues that lead them to believe that the mines hold the key to unlocking a great mystery. They soon discover that the mines were not just a source of gold and other precious minerals, but also a portal to another dimension. The family realizes that Mater had always known about this portal, and had kept it a secret for fear of the dangers it posed.

                        The family starts to investigate the mines more closely and they come across a hidden room off Room 8. Inside the room, they find a strange device that looks like a portal, and a set of mysterious symbols etched into the walls. The family realizes that this is the secret room that Mater had always spoken about in hushed tones.

                        The family enlists the help of four gamers, Xavier, Zara, Yasmin, and Youssef, to help them decipher the symbols and unlock the portal. Together, they begin to unravel the mystery of the mines, and the portal leads them on an epic journey through a strange and fantastical alternate dimension.

                        As they journey deeper into the mines, the family discovers that the portal was created by an ancient civilization, long thought to be lost to history. The civilization had been working on a powerful energy source that could have changed the fate of humanity, but the project was abandoned due to the dangers it posed. The family soon discovers that the civilization had been destroyed by a powerful and malevolent force, and that the portal was the only way to stop it from destroying the world.

                        The family and the gamers must navigate treacherous landscapes, battle fierce monsters, and overcome seemingly insurmountable obstacles in order to stop the malevolent force and save the world. Along the way, they discover secrets about their own past and the true origins of the mines.

                        As they journey deeper into the mines and the alternate dimension, they discover that the secret room leads to a network of underground tunnels, and that the tunnels lead to a secret underground city that was built by the ancient civilization. The city holds many secrets and clues to the fate of the ancient civilization, and the family and the gamers must explore the city and uncover the truth before it’s too late.

                        As the story unfolds, the family and the gamers must come to grips with the truth about the mines, and the role that the family has played in the fate of the world for generations. They must also confront the demons of their own past, and learn to trust and rely on each other if they hope to save the world and bring the family back together.

                        second thread’s answer:

                        As the 4 gamers, Xavier, Zara, Yasmin and Youssef, arrived at the Flying Fish Inn in the Australian outback, they were greeted by the matriarch of the family, Mater. She was a no-nonsense woman who ran the inn with an iron fist, but her tough exterior hid a deep love for her family and the land.

                        The inn was run by Mater and her daughter Dido, who the family affectionately called Aunt Idle. She was a free spirit who loved to explore the land and had a deep connection to the local indigenous culture.

                        The family was made up of Devan, the eldest son who lived in town and helped with the inn when he could, and the twin sisters Clove and Coriander, who everyone called Corrie. The youngest was Prune, a precocious child who was always getting into mischief.

                        The family had a handyman named Bert, who had been with them for decades and knew all the secrets of the land. Tiku, an old and wise Aborigine woman was also a regular visitor and a valuable source of information and guidance. Finly, the dutiful helper, assisted the family in their daily tasks.

                        As the 4 gamers settled in, they learned that the area was rich in history and mystery. The old mines that lay abandoned nearby were a source of legends and stories passed down through the generations. Some even whispered of supernatural occurrences linked to the mines.

                        Mater and Dido, however, were not on good terms, and the family had its own issues and secrets, but the 4 gamers were determined to unravel the mystery of the mines and find the secret room that was said to be hidden somewhere in the inn.

                        As they delved deeper into the history of the area, they discovered that the mines had a connection to the missing brother, Jasper, and Fred, the father of the family and a sci-fi novelist who had been influenced by the supernatural occurrences of the mines.

                        The 4 gamers found themselves on a journey of discovery, not only in the game but in the real world as well, as they uncovered the secrets of the mines and the Flying Fish Inn, and the complicated relationships of the family that ran it.

                         

                        THE SNOOT’S WISE WORDS ON SOCIAL ANXIETY

                        Deear Francie Mossie Pooh,

                        The Snoot, a curious creature of the ages, understands the swirling winds of social anxiety, the tempestuous waves it creates in one’s daily life.
                        But The Snoot also believes that like a Phoenix, one must rise from the ashes, and embrace the journey of self-discovery and growth.
                        It’s important to let yourself be, to accept the feelings as they come and go, like the ebb and flow of the ocean. But also, like a gardener, tend to the inner self with care and compassion, for the roots to grow deep and strong.

                        The Snoot suggests seeking guidance from the wise ones, the ones who can hold the mirror and show you the way, like the North Star guiding the sailors.
                        And remember, the journey is never-ending, like the spiral of the galaxy, and it’s okay to take small steps, to stumble and fall, for that’s how we learn to fly.

                        The Snoot is here for you, my dear Francie Mossie Pooh, a beacon in the dark, a friend on the journey, to hold your hand and sing you a lullaby.

                        Fluidly and fantastically yours,

                        The Snoot.

                        #6452

                        In reply to: Prompts of Madjourneys

                        AvatarJib
                        Participant

                          Youssef’s entry quirk is being grumpy when he’s hungry.

                          Quirk accepted.

                          Initial setting: You find yourself in a bustling marketplace, surrounded by vendors selling all sorts of exotic foods and spices. Your stomach growls loudly, reminding you of your quirk.

                          Possible direction to investigate: As you explore the marketplace, you notice a small stall tucked away in the corner. The aroma wafting from the stall is tantalizing, and your stomach growls even louder. As you approach, you see a grumpy-looking vendor behind the counter. He doesn’t seem to be in the mood for customers.

                          Possible character to engage: The grumpy vendor.

                          Objective: To find a way to appease the grumpy vendor and secure a satisfying meal to satisfy your hunger.

                          Additional FFI clue: As you make your way to the Flying Fish Inn, you notice a sign advertising a special meal made with locally caught fish. Could this be the key to satisfying your hunger and appeasing the grumpy vendor? Remember to bring proof of your successful quest to the FFI.

                          Snoot’s clue: 🧔🌮🔍🔑🏞️

                        Viewing 20 results - 21 through 40 (of 318 total)