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  • #7222

    In reply to: Prompts of Madjourneys

    ÉricÉric
    Keymaster

      Very well, let us focus a bit on an overarching mystery.

      So, Xavier is working on this program he calls AL (for Alternate Life), for a company we know little about.

      Meanwhile, the game they’re playing on, Orbs of Madjourneys seems to direct them to certain quests which subtly influence their activities. For instance, after playing the game, a succession of events got the four of them booking a trip to the Flying fish Inn in the middle of Australian outback (Zara is living in Australia unlike the others).

      Let’s assume the Game had somehow detected some unlawful or immoral activities being conducted, and has started to drop clues to influence these 4 gamers, selected because of their unique connexions and some of their special skills to get to reveal and bring the mystery to light.

      Zara has an explorer mind, free-spirited, jumping right in. It’s suggested she was assigned group leadership for this round of game, while taking care of a group doesn’t come naturally for her. Yasmin is talented and it is said she is the brains of the team and also a competent actress, which may come in play at some point. Youssef is a journalist, and works for Miss Tartiflate, owner of THE Blog, a blog with a soul – unlike rival blog from Botty Banworth, the lady millionaire, who is sponsoring the Carts & Lager festival at the town of the Flying Fish Inn, next to the mines. Xavier has a bit of a monkey mind, but is also good at drawing connections; he’s a programmer for AL.

      Which brings us to the group quest. The current hunch is that there is some shenanigan at play in the old collapsed mines of the town, where some key characters were lost in the past. One of them being Fred, a sci-fi writer who disappeared to Fiji to protect his family (the owners of the Flying Fish Inn) a decade or so ago. It’s suggested by the last poem found in the game that it may have something to do with illegal underground water drilling —possibly for frivolous usages of a select few elite, like maintaining a golf green nearby or other things.

      If that is on the right track, we need to accelerate the path of discovery of these mysteries for our 4 characters. The game will suggest additional clues to their quests, so that they can use their skills during the Carts & Lager Festival to discover the truth, while remaining out of harm’s way.

      Here are some additional clues that the game will suggest to our four characters:

      Zara:

      “To find the truth, you must first seek the light.” 🌞🔍🕯️💡🔦
      “The answer lies beneath the surface.” 🕳️🔍👀🌊💧

      Yasmin:

      “All the world’s a stage, and we are merely players.” 🌍🎭🤹‍♀️👥🕺
      “Sometimes, the truth is hidden in plain sight.” 👀🔍🤫🧐🕵️‍♀️

      Youssef:

      “Words have power, and the pen is mightier than the sword.” 📝🗡️💪📚👨‍💻
      “The truth may be hidden in the most unexpected of places.” 🤔🕵️‍♂️🔍🧩🕰️

      Xavier:

      “The truth is a puzzle waiting to be solved.” 🧩🔍🤔🕵️‍♂️💡
      “Sometimes, the smallest details can lead to the biggest discoveries.” 🔍👀🔬🧐🔎

      What are potential outcomes for our 4 characters in game and in real life.
      How are they going to work together to unravel the mystery and discover the truth.

      There are several potential outcomes for our 4 characters as they work together to unravel the truth about the collapsed mines and the illegal underground water drilling.

      In the game, they may encounter various obstacles and puzzles to solve, such as deciphering codes and finding hidden passages. They will need to work together and use their unique skills to uncover the truth and prevent any further harm.

      In real life, they may need to conduct research and gather information about the history of the town and its residents. They may also need to interview locals and investigate any suspicious activity related to the water drilling. They will need to be careful not to draw too much attention to themselves, as the perpetrators may try to silence them.

      If they are successful in their quest, they may uncover a conspiracy involving powerful people in the town and beyond who are profiting from the illegal water drilling. They may also discover the fate of Fred, the missing writer, and other key characters. The truth may have a significant impact on the future of the town and its residents.

      To work together effectively, each of the characters will need to utilize their unique skills and strengths. Zara’s exploratory nature may help them discover hidden clues and passages, while Yasmin’s intellect and acting abilities may allow her to gain access to key information and people. Youssef’s journalistic skills and connection to Miss Tartiflate may provide them with insider knowledge and resources, and Xavier’s ability to draw connections and work with technology may help them piece together the puzzle.

      Overall, by working together and using their skills in both the game and real life, our 4 characters may uncover a significant truth and make a positive impact on the town and its residents.

      #7166
      ÉricÉric
      Keymaster

        Godfrey had been in a mood. Which one, it was hard to tell; he was switching from overwhelmed, grumpy and snappy, to surprised and inspired in a flicker of a second.

        Maybe it had to do with the quantity of material he’d been reviewing. Maybe there were secret codes in it, or it was simply the sleep deprivation.

        Inspired by Elizabeth active play with her digital assistant —which she called humorously Whinley, he’d tried various experiments with her series of written, half-written, second-hand, discarded, published and unpublished, drivel-labeled manuscripts he could put his hand on to try to see if something —anything— would come out of it.

        After all, Liz’ generous prose had always to be severely edited to meet the editorial standards, and as she’d failed to produce new best-sellers since the pandemic had hit, he’d had to resort to exploring old material to meet the shareholders expectations.

        He had to be careful, since some were so tartied up, that at times the botty Whinley would deem them banworthy. “Botty Banworth” was Liz’ character name for this special alternate prudish identity of her assistant. She’d run after that to write about it. After all, “you simply can’t ignore a story character when they pop in, that would be rude” was her motto.

        So Godfrey in turn took to enlist Whinley to see what could be made of the raw material and he’d been both terribly disappointed and at the same time completely awestruck by the results. Terribly disappointed of course, as Whinley repeatedly failed to grasp most of the subtleties, or any of the contextual finely layered structures. While it was good at outlining, summarising, extracting some characters, or content, it couldn’t imagine, excite, or transcend the content it was fed with.

        Which had come as the awestruck surprise for Godfrey. No matter how raw, unpolished, completely off-the-charts rank with madness or replete with seeming randomness the content was, there was always something that could be inferred from it. Even more, there was no end to what could be seen into it. It was like life itself. Or looking at a shining gem or kaleidoscope, it would take endless configurations and had almost infinite potential.

        It was rather incredible and revisited his opinion of what being a writer meant. It was not simply aligning words. There was some magic at play there to infuse them, to dance with intentions, and interpret the subtle undercurrents of the imagination. In a sense, the words were dead, but the meaning behind them was still alive somehow, captured in the amber of the composition, as a fount of potentials.

        What crafting or editing of the story meant for him, was that he had to help the writer reconnect with this intent and cast her spell of words to surf on the waves of potential towards an uncharted destination. But the map of stories he was thinking about was not the territory. Each story could be revisited in endless variations and remain fresh. There was a difference between being a map maker, and being a tour-operator or guide.

        He could glimpse Liz’ intention had never been to be either of these roles. She was only the happy bumbling explorer on the unchartered territories of her fertile mind, enlisting her readers for the journey. Like a Columbus of stories, she’d sell a dream trusting she would somehow make it safely to new lands and even bigger explorations.

        Just as Godfrey was lost in abyss of perplexity, the door to his office burst open. Liz, Finnley, and Roberto stood in the doorway, all dressed in costumes made of odds and ends.

        “You are late for the fancy dress rehearsal!” Liz shouted, in her a pirate captain outfit, her painted eye patch showing her eye with an old stitched red plush thing that looked like a rat perched on her shoulder supposed to look like a mock parrot.

        “What was the occasion again?”

        “I may have found a new husband.” she said blushing like a young damsel.

        Finnley, in her mummy costume made with TP rolls, well… did her thing she does with her eyes.

        #6798
        TracyTracy
        Participant

          “Think, Finnley, think,” Liz grabbed her arm as the bad tempered cleaning lady tried to make her escape.

          “Ouch! You’ll pull my arm off, then who will clean the windows? And anyway you said I didn’t have time to think”, Finnley retorted.

          “You don’t have time to waste on your own thoughts, frittering them away on stuff and nonsense. I need you to think about the new story characters. If we don’t get a move on they’ll get disgruntled and start turning up on other stories, and it’s bad enough as it is.”

          “Not my problem,” Finnley muttered, trying in vain to twist her arm out of Liz’s  vicelike grip.

          “It’ll be your problem if I write lots of big new windows into the bedrooms and you have to clean them all,” Liz snapped.  “I’ve half a mind to write a dust storm into the story.”

          “Half witted mind more like,” Finnley snorted rudely. “Why, so you can hide all the loose ends in dust?”

          “So Finly can find out all the secrets when she dusts.  I can picture it now: All was eventually revealed about the secrets of the mines, when Finly had a jolly good spring clean after the sand storm.  And then you’ll have to think of something.”

          #6773
          ÉricÉric
          Keymaster

            While Liz’ was playing possum at the mere mention of her mother, Godfrey was burying himself more deeply in the exploration of Liz’ old writing.

            Remembering his role as her publisher did something to him. Somehow, even peanuts didn’t capture his interest as much nowadays, but the exploration of the stories themselves had put a literal spell on him.

            He was for one, marveling at Liz’ capability to jump straight into writing, and especially her early works were quite difficult to understand because of that free-flowing ability, unencumbered by such worries as continuity or even characters consistency. While his own interest was more about providing a finished product, somehow the works of Elizabeth Tattler had defeated every attempts at that.

            What I need is a map… He’d thought. To be able to contextualize a random quote from any of her opus, give it a sense of direction. If we assume the reader is carried into a journey, writing that same journey would require a map of sorts. But the writing are as much about revealing the map, some parts hidden by the relief or terrain, as they are about providing a direction…

            That’s when he looked at his phone messages. 357 unread. Liz’ had been playing with images rerolls in this new app. He sighed looking at the last image. An unexplainable creature and a jelly bean cart in an odd landscape.

            There was no map big enough to contain her genius creativity he reckoned. There was some relief in that too.

            #6770

            In reply to: The Stories So Near

            ÉricÉric
            Keymaster

              What satisfying conclusion to this saga?

              Granola was the tying material to their friend, and her pop-in nascent capabilities (ability to project into material matter, sometimes being corporeal) could help. Her goal was to wake her friends out of their routines, and reinvigorate the stories they tell themselves about their lives.

              • Maeve was the one making custom dolls.
              • Shawn Paul her handsome bearded bachelor next door was an aspiring writer looking for a story to tell and to become published.
              • Lucinda is their neighbour, enrolled in creative writing courses.
              • Jerk is a clerk at a local WholeDay*Mart and also manages a forum in his spare time.

               

              • Uncle Fergus is Maeve’s father’s estranged brother.

              The dolls were found in all across places, used by different groups, maybe glamour bombs for some, maybe ways to smuggle information and keys.

              Across their trips they connect with story characters, and unknowingly revive their stories.

              POP*IN THREAD (plot development suggestions, to be looked into later)

              Maeve and Shawn-Paul are still in Tikfijikoo, investigating the mysterious dolls and their connection to Uncle Fergus. They’ve also encountered strange happenings, including a missing girl and a strange man in a top hat.

              Meanwhile, Jerk is still moderating the forum and dealing with the strange messages. Lucinda is continuing her creative writing course and enjoying her time with Fabio.

              Granola is currently on a mission to find Ailill and learn more about pop-ins, while also trying to reconnect with her friends and figure out what’s going on with the dolls.

              As for the mysterious man following Maeve, his intentions are still unclear, but it seems he has some connection to Uncle Fergus and the dolls. The group is still trying to uncover the truth and figure out their next steps.

              :fleuron:

              In the end, Granola’s pop-in abilities proved to be the key to unlocking the mystery of the dolls and their connection to Uncle Fergus. With her help, Maeve and Shawn-Paul were able to uncover the truth about the dolls and their purpose, and use them to reconnect with various story characters across their trips.

              Through their adventures, they also discovered the power of storytelling and the importance of shaking up their routines to keep their lives interesting and full of wonder. Jerk found a new sense of purpose in managing the forum and connecting with others through his passion for the dolls and their stories.

              In the final chapter, Uncle Fergus reconciled with Maeve’s father and shared the true meaning behind the dolls and their connection to their family history.

              While Shawn-Paul’s path led him to become a successful author, Lucinda’s path took a different turn. She found fulfillment in her creative writing course and continued to hone her skills, but she didn’t pursue a career as a writer. Instead, she used her passion for storytelling to help others, working as a therapist and using storytelling techniques to help her clients work through their struggles and find healing. Lucinda’s work was deeply rewarding, and she felt fulfilled in being able to help others in such a meaningful way.

              As for Granola, she continued to pop-in and out of their lives, using her abilities to bring joy and excitement to their everyday routines, and keeping their stories alive for years to come. The group remained close friends, bonded by their shared experiences and love of storytelling.

              #6709
              ÉricÉric
              Keymaster

                Storylines

                You may have noticed it – the little purple tags next to your comments are linking them to particular storylines.

                It should help reconnect comments spread across threads, when they belong to a particular storyline. The definition of those is rather fluid, but in general, it tends to revolve about a commonality of protagonist or group of protagonists (they are easy to spot, they are the one(s) driving the storyline plot forward… :yahoo_thinking: ).

                Since the tagging is mostly manual, and there are quite a few homonymous characters, you may still find comments that shouldn’t belong in the storyline. It will take some time to clean. :sweep: :yahoo_hypnotized:

                Of course, some comments do belong to multiple storylines, particularly when there are some cross-overs (e.g. protagonists from the Pop*in story going to the Flying Fish Inn, and meeting Arona!) :kiwi:

                New feature: Complement Storylines

                This new feature is now available ; basically, it should allow you to continue (or insert) on a storyline, especially those long gone… For the storylines that already have their own distinct threads, you don’t need really the feature but you can also use it.

                How to do? :yahoo_idk:

                You can go to a storyline, let’s say… Dead Dick Tracy, Peaslander, etc. :bounce:

                If you find a particular storyline you like that is missing (I guess nobody regrets the Tw’Elves,… but who knows? :yahoo_heehee: )

                You normally will see a little link with the replies. COMPLEMENT. :yahoo_surprise:

                Let’s say you just want to continue the story. You go the last comment, and you click on the COMPLEMENT link of the last comment.

                Normally, if you got there, the hardest remains to do: write a comment. :mummy:
                If all goes well, it’ll be posted in the New found pages thread, a little bit like old time “Circle of Eights” single thread full of unrelated comments, but this time, each one will have a little purple “storyline” tag, that will make it available inside the storyline you selected…

                :cluebox:

                #6634

                In reply to: Prompts of Madjourneys

                ÉricÉric
                Keymaster

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

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

                  Quirk accepted.

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

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

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

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

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

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

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

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

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

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

                  #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.”

                  #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.

                                #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.”

                                #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.

                                  #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 ❓
                                  #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.

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