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

        Jib
        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: 🧔🌮🔍🔑🏞️

          #6451

          In reply to: Orbs of Madjourneys

          The progress on the quest in the Land of the Quirks was too tantalizing; Xavier made himself a quick sandwich and jumped back on it during his lunch break.

          The jungle had an oppressing quality… Maybe it has to do with the shrieks of the apes tearing the silence apart.   

          It was time for a slight adjustment of his avatar.

          Xavimunk opened his bag of tricks, something that the wise owl had suggested he looked into. Few items from the AIorium Emporium had been supplied. They tended to shift and disappear if you didn’t focus, but his intention was set on the task at hand. At the bottom of the bag, there was a small vial with a golden liquid with a tag written in ornate handwriting “MJ remix: for when words elude and shapes confuse at your own peril”.

          He gulped the potion without thinking too much. He felt himself shrink, and his arms elongate a little. There, he thought. Imp-munk’s more suited to the mission. Hope the effects will be temporary…

          As Xavier mustered the courage to enter through the front gate, monkeys started to become silent. He couldn’t say if it was an ominous sign, or maybe an effect of his adaptation. The temple’s light inside was gorgeous, but nothing seemed to be there.

          He gestured around, to make the menu appear. He looked again at the instructions on his screen overlay:

          As for possible characters to engage, you may come across a sly fox who claims to know the location of the fruit but will only reveal it in exchange for a favor, or a brave adventurer who has been searching for the Golden Banana for years and may be willing to team up with you.

          Suddenly a loud monkey honking noise came from outside, distracting him.

          What the?… Had to be one of Zara’s remixes. He saw the three dots bleeping on the screen.

          Here’s the Banana bus, hope it helps! Envoy! bugger Enjoy!

          Yep… With the distinct typo-heavy accent, definitely Zara’s style. Strange idea that AL designated her as the leader… He’d have to roll with it.

          Suddenly, as the Banana bus parked in front of the Temple, a horde of Italien speaking tourists started to flock in and snap pictures around. The monkeys didn’t know what to do and seemed to build growing and noisy interest in their assortiment of colorful shoes, flip-flops, boots and all.

           

          Focus, thought Xavimunk… What did the wise owl say? Look for a guide…
          Only the huge colorful bus seemed to take the space now… But wait… what if?

          He walked to the parking spot under the shades of the huge banyan tree next to the temple’s entrance, under which the bus driver had parked it. The driver was still there, napping under a newspaper, his legs on the wheel.
          “Whatcha lookin’ at?” he said chewing his gum loudly. “Never seen a fox drive a banana bus before?”
          Xavier smiled. “Any chance you can guide me to the location of the Golden Banana?”
          “For a price… maybe.” The fox had jumped closely and was considering the strange avatar from head to toe.
          “Ain’t no usual stuff that got you into this? Got any left? That would be a nice price.”
          “As it happens…” Xavier smiled.

          The quest seemed back on track. Xavier looked at the time. Blimmey! already late again. And I promised Brytta to get some Chinese snacks for dinner.

          #6427

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

            Xavier’s quirk offering is being a cheeky monkey

            Quirk accepted.

            The initial setting for Xavier’s quest is a lush jungle filled with mischievous monkeys. Your mission is to find the legendary Golden Banana, which is said to grant eternal youth and vitality to whoever finds it. However, be warned as the jungle is also home to a tribe of fierce apes who will stop at nothing to protect the precious fruit.

            Possible directions to investigate include

            • searching for clues in the monkey’s sacred temples hidden deep within the jungle,
            • or seeking out the help of a wise old owl who is said to know the location of the Golden Banana.

            As for possible characters to engage, you may come across

            • a sly fox who claims to know the location of the fruit but will only reveal it in exchange for a favor,
            • or a brave adventurer who has been searching for the Golden Banana for years and may be willing to team up with you.

            In regards to the FFI visit in real-life, you may discover a mysterious map hidden within the Inn that leads to the location of the Golden Banana, or overhear a conversation between the Inn’s patrons discussing rumors of a monkey who recently visited and may hold valuable information about the quest.

            Emoji clue: Xavier: 🐒🍌

            #6423

            In reply to: Prompts of Madjourneys

            TracyTracy
            Participant

              Zara’s first quest:

              entry level quirk: wandering off the track

              The initial setting for this quest is a dense forest, where the paths are overgrown and rarely traveled. You find yourself alone and disoriented, with only a rough map and a compass to guide you.

              Possible directions to investigate include:

              Following a faint trail of footprints that lead deeper into the forest

              Climbing a tall tree to get a better view of the surrounding area

              Searching for a stream or river to use as a guide to find your way out of the forest

              Possible characters to engage include:

              A mysterious hermit who lives deep in the forest and is rumored to know the secrets of the land

              A lost traveler who is also trying to find their way out of the forest

              A group of bandits who have taken refuge in the forest and may try to steal from you or cause harm

              Your objective is to find the Wanderlust tile, a small, intricately carved wooden tile depicting a person walking off the beaten path. This tile holds the key to unlocking your inner quirk of wandering off the track.

              As proof of your progress in the game, you must find a way to incorporate this quirk into your real-life actions by taking a spontaneous detour on your next journey, whether it be physical or mental.

              For Zara’s quest:

              As you wander off the track, you come across a strange-looking building in the distance. Upon closer inspection, you realize it is the Flying Fish Inn. As you enter, you are greeted by the friendly owner, Idle. She tells you that she has heard of strange occurrences happening in the surrounding area and offers to help you in your quest

              Emoji clue:  🐈🌳 :cat_confused:

               

              Zara (the character in the game)

              characteristics from previous prompts:

              Zara is the leader of the group  :yahoo_thinking:  she is confident, and always ready for an adventure. She is a natural leader and has a strong sense of justice. She is also a tech-savvy person, always carrying a variety of gadgets with her, and is always the first to try out new technology.

              Zara is the leader of the group, her color is red, her animal is a lion, and her secret name in a funny language is “Zaraloon”

               

              Zara (the real life story character)

              characteristics from previous prompts:

              Zara Patara-Smythe is a 57-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in an untidy 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.

              prompt quest:

              Continue to investigate the mysterious cat she saw, possibly seeking out help from local animal experts or veterinarians.
              Join Xavier and Yasmin in investigating the Flying Fish Inn, looking for clues and exploring the area for any potential leads on the game’s quest.

              #6413

              In reply to: Orbs of Madjourneys

              Zara was long overdue for some holiday time off from her job at the Bungwalley Valley animal rescue centre in New South Wales and the suggestion to meet her online friends at the intriguing sounding Flying Fish Inn to look for clues for their online game couldn’t have come at a better time.  Lucky for her it wasn’t all that far, relatively speaking, although everything is far in Australia, it was closer than coming from Europe.  Xavier would have a much longer trip.  Zara wasn’t quite sure where exactly Yasmin was, but she knew it was somewhere in Asia. It depended on which refugee camp she was assigned to, and Zara had forgotten to ask her recently. All they had talked about was the new online game, and how confusing it all was.

              The biggest mystery to Zara was why she was the leader in the game.  She was always the one who was wandering off on side trips and forgetting what everyone else was up to. If the other game followers followed her lead there was no telling where they’d all end up!

              “But it is just a game,” Pretty Girl, the rescue parrot interjected. Zara had known some talking parrots over the years, but never one quite like this one. Usually they repeated any nonsense that they’d heard but this one was different.  She would miss it while she was away on holiday, and for a moment considered taking the talking parrot with her on the trip.  If she did, she’d have to think about changing her name though, Pretty Girl wasn’t a great name but it was hard to keep thinking of names for all the rescue creatures.

              After Zara had done the routine morning chores of feeding the various animals, changing the water bowls, and cleaning up the less pleasant aspects of the job,  she sat down in the office room of the rescue centre with a cup of coffee and a sandwich.  She was in good physical shape for 57, wiry and energetic, but her back ached at times and a sit down was welcome before the vet arrived to check on all the sick and wounded animals.

              Pretty Girl flew over from the kennels, and perched outside the office room window.  When the parrot had first been dropped off at the centre, they’d put her in a big cage, but in no uncertain terms Pretty Girl had told them she’d done nothing wrong and was wrongfully imprisoned and to release her at once. It was rather a shock to be addresssed by a parrot in such a way, and it was agreed between the staff and the vet to set her free and see what happened. And Pretty Girl had not flown away.

              “Hey Pretty Girl, why don’t you give me some advice on this confusing new game I’m playing with my online friends?” Zara asked.

              “Pretty Girl wants some of your tuna sandwich first,” replied the parrot.  After Zara had obliged, the parrot continued at some surprising length.

              “My advice would be to not worry too much about getting the small details right. The most important thing is to have fun and enjoy the creative process.  Just give me a bit more tuna,”  Pretty Girl said, before continuing.

              “Remember that as a writer, you have the power to shape the story and the characters as you see fit. It’s okay to make mistakes, and it’s okay to not know everything. Allow yourself to be inspired by the world around you and let the story unfold naturally. Trust in your own creativity and don’t be afraid to take risks. And remember, it’s not the small details that make a story great, it’s the emotions and experiences that the characters go through that make it truly memorable.  And always remember to feed the parrot.”

              “Maybe I should take you on holiday with me after all,” Zara replied. “You really are an amazing bird, aren’t you?”

               

              Zara and Pretty Girl Parrot

              #6411

              In reply to: Prompts of Madjourneys

              ÉricÉric
              Keymaster

                Continuing their adventures, offer 2 possible choices of action to each of the characters in real-life: 2 for Zara, 2 for Xavier, 2 for Yasmin and 2 for Youssef in “choose your own adventure” style.

                Zara:

                1. Continue to investigate the mysterious cat she saw, possibly seeking out help from local animal experts or veterinarians.
                2. Join Xavier and Yasmin in investigating the Flying Fish Inn, looking for clues and exploring the area for any potential leads on the game’s quest.

                Xavier:

                1. Help Youssef troubleshoot the issues with the blog, possibly reaching out to IT professionals for assistance.
                2. Join Zara and Yasmin in investigating the Flying Fish Inn, using his knowledge of RPG’s and fantasy literature to assist in the search for clues.

                Yasmin:

                1. Take a break from the game and focus on her personal creative projects, such as writing or painting.
                2. Join Zara and Xavier in investigating the Flying Fish Inn, using her skills in research and analysis to assist in the search for clues.

                Youssef:

                1. Focus on resolving the issues with the blog, possibly seeking out help from a hacker or cybersecurity expert to uncover the source of the problem.
                2. Join Zara, Xavier and Yasmin in investigating the Flying Fish Inn, using his knowledge of the game and the AI technology behind it to assist in the search for clues.
                #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.

                #6407

                In reply to: Prompts of Madjourneys

                ÉricÉric
                Keymaster

                  [Following the last comment] Fed the AL this context:

                  1. “A gripshawk is feline-like anthropomorphic creature living in the deserts in a fiction written by Yurara Fameliki. It is the least favorite character to pick by Zara who doesn’t like “fantasy stuff”.
                  2. The “Flying Fish Inn” is a fictional (or maybe real) Inn set in the Australian outback, owned by a family headed by the matriarch Mater and involved in many adventures, sometimes surnatural.
                  3. “AL” is an AI build with Al’s persona (Albert Yokozo being a famous author, possibly a nom de plume of the mysterious Ernrich Lemwon) – it is known as Calli in another story.

                  Please continue the story unfolding here:
                  <feeding FP’s comment>

                  “Yeah, I’m not a fan of fantasy stuff either,” Youssef added, agreeing with Zara. “But I’m curious about the Flying Fish Inn and how it relates to the game. Maybe we should check it out and see if there are any clues there.”

                  “That’s a good idea,” Yasmin said. “I’ve heard the stories about the Inn and the adventures the family has had there. Some of them are quite intriguing, and I wouldn’t be surprised if there was a connection to our game.”

                  “I’m not sure about the AI,” Xavier said. “It’s still a mystery to me, but I trust AL will guide us in the right direction. I’m curious to see where this all leads.”

                  “Alright, let’s plan a trip to the Flying Fish Inn,” Zara said, excitedly. “We’ll take a break from the game for a few days, but we’ll come back to it with fresh eyes and new insights. Who knows, maybe we’ll even find some quirky guests along the way.”

                  As they were discussing their plans, they all felt a sense of excitement and curiosity about what the future holds for them. The game and the world of the Land of the Quirks had captured their imagination and they were eager to see where it would lead them next.

                  #6393
                  Yurara FamelikiYurara Fameliki
                  Participant

                    Give me an unusual plot structure for a narrative

                    One unusual plot structure for a narrative could be a “reverse chronological” structure, where the story begins at the end and works backwards in time, revealing events and information in a non-linear way. Another could be a “choose your own adventure” style, where the reader is presented with a series of choices at different points in the story that determine the direction and outcome of the plot.

                    How would role playing qualify in terms of plot structure?

                    Role-playing games (RPGs) can be considered a unique form of plot structure because they are interactive and open-ended. In a traditional RPG, the players take on the roles of characters within a fictional setting and work together to create a shared narrative. The plot structure of an RPG is determined by the actions and decisions of the players, rather than a pre-written script. The game master (GM) creates an overarching plot and a set of rules for the players to follow, but the players’ choices and actions will determine the direction and outcome of the story. This makes the plot structure of an RPG fluid and ever-changing, unlike a traditional linear narrative.

                    What about “Cloud Atlas” in terms of plot structure?

                    “Cloud Atlas” is a novel written by David Mitchell that was later adapted into a film. It has a complex and non-linear plot structure, which employs multiple storylines that are set in different time periods and locations, and are connected by recurring themes and motifs. The novel is divided into six nested stories, each set in a different time period and location, that are told in a non-linear fashion. The story begins in the 19th century and then jumps back and forth between the 19th, 20th and 23rd century, and each story is interconnected and interrelated, with characters reappearing in different time periods, the events that happen in one story impacting the others. The novel is also notable for its use of different genres, such as science fiction, historical fiction, and thriller, and the way it explores the themes of destiny, reincarnation, and the power of human connection. The film adaptation also used this structure, with the different stories intertwined and characters reprising their roles in different settings and eras.

                    Take a story thread made of comments. In each comment is a text about characters in a particular plot, location, action etc. The comments are sequential, but they are not necessarily continuous. It is a mix between Cloud Atlas and RPG plot structures. How do you sort something that’s fundamentally non-linear to present it in an accessible way?

                    One way to sort and present a story thread made of comments that is fundamentally non-linear, yet accessible, is to group the comments based on their content. For example, you could group the comments by characters, and present them in chronological order of their appearance in the story. Another way could be grouping the comments by location, and present them in chronological order of when the action takes place in that particular location. You could also group comments by the type of action taking place, such as combat, conversation, or puzzle-solving, and present them in chronological order of when they occur in the story.

                    Another approach could be using visual aids, such as mind maps, timelines, or flowcharts, to help organize and present the information in a clear and easy-to-understand way. For example, you could use a mind map to show how different characters are connected, or a timeline to show the chronology of events. Additionally, you could use labels, such as “character introduction,” “location change,” or “plot twist,” to make it clear to the reader what type of information they can expect in each comment.

                    It’s also important to keep in mind the audience for which you are organizing the story. It should be easy for them to understand and follow the story, and if it’s a game, you should make sure it’s easy for the players to play and make decisions.

                    #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.

                      #6388

                      In reply to: Orbs of Madjourneys

                      Youssef came out of the Internet Cafe Yurt quite satisfied of himself but confused. It was already night time here and he felt hungry like a bear looking for honey. He smelled the scents of yak’s meat and followed the trail to the resto’yurt of the camp the production had settled in for the night. They were on a trip to make a documentary about the last surviving authentic shaman of Mongolia. They’d heard he was still alive and 125 years old. Of course, he was difficult to find and they’ve been looking for him for weeks.

                      Fortunately, they had good reception for him to stay in contact with his friends and play the new game with that AI generated storyline stuff. Youssef liked his character with the bear shirt, but he wouldn’t tell his friends that he hadn’t  quite understood the concept of the game or of the quest. He was the kind of guy who liked having some explanations first and follow clear rules, have a little guidance. He smiled and performed two steps of breakdance, recalling one of Xavier’s joke about a little “guy dance”. His stomach growled as he approached the resto’yurt and the scent of food became stronger. The sounds of cheerful conversations in different languages welcomed him as he entered.

                      He’ll have plenty of time to think of the game in front a spicy smorlax fried and a bowl of sweet tsampa for dessert. He noticed an empty seat just near Rebbecca, a young intern that took care of Mme Landowski’s schedule. She was smiling and Youssef thought they could continue the conversation they started this morning about the type of guys she liked.

                       

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