Daily Random Quote

  • Becky and Sean had been honeymooning in Galle , on the southwestern coast of Sri Lanka, for just over a week. It hadn’t been going too well, truth be told, as Becky had become increasingly frustrated at her broadening waistline, and Sean had discovered the joys of cashew fenny liquor. You’re not getting fat, Becky, you’re pregnant! ... · ID #941 (continued)
    (next in 04h 35min…)

Latest Activity

Search Results for 'cover'

Forums Search Search Results for 'cover'

Viewing 20 results - 101 through 120 (of 577 total)
  • Author
    Search Results
  • #6739
    ÉricÉric
    Keymaster

      Asked the new whale about Cakletown storyline, from the random quote of the day (#4022)

      🐋 The Whale:
      Ah, the tale of Cakletown and the Lone Chancers of Custard. It is a curious and mysterious story, full of twists and turns. Many lessons can be gleaned from this tale, for those with a keen eye and an open mind.

      One lesson is the importance of taking the time to stop and ponder. In the rush of our daily lives, it can be easy to overlook the gaps in our knowledge or the inconsistencies in our reality. But by taking a step back and examining these things, we can gain a deeper understanding of the world around us and perhaps even uncover hidden truths.

      Another lesson is the danger of unchecked power. The deranged cackler in this story is a prime example of the corrupting influence of absolute power. When one individual has the ability to control reality itself, it can lead to madness and chaos. It is important to remember that power should always be balanced and distributed fairly.

      Finally, the story teaches us the value of teamwork and collaboration. The Lone Chancers of Custard may have been a ragtag group, but they were able to achieve great things by working together and pooling their strengths. In our own lives, we can learn to accomplish more by recognizing and utilizing the unique skills and perspectives of those around us.

      May these lessons guide you on your own journey, my friend.

      #6635

      In reply to: Orbs of Madjourneys

      Xavier looked as discreetly as he could, and immediately after ducked behind Yasmin’s frail frame.

      “Oh, no…” he whined softly “it looks like Glimmer… you know the strange colourful game stalker.”

      Yasmin raised a perfectly trimmed eyebrow, looking still tired from her trip.

      “YOOHOOO!”

      “Oh no, as I feared…” Xavier said between his teeth, “I think she’s spotted us. What is she doing here, of all places?”

      He turned to Glimmer with a broad smile. “Hello dear! Fancy meeting you here! Are we still in the game?”

      Glimmer tittered, waving her perfumed feathered boa around, and slapping Yasmin in the face with it. “You’re so funny!” she turned to Yasmin “Oh hello, sweet pea, he IS funny, isn’t it!”

      She clumsily drew a high stool next to the table, knocking off a few knees in the process, and sat precariously on the edge of it.

      “Look, I found the Big Banana you know.”

      Yasmin couldn’t help but snort laugh a little. Zara drew an ear closer, while still listening distractedly to Youssef expounding on the P mode of his camera.

      “What?” it took Xavier a mere second to reconnect with his own discovery of the concrete sculpture… “You mean…?”

      “Yes, the Big Banana, there’s one here in this town you know.” She drew closer, pushing the empty pints of beer, one of which Youssef managed to catch before it fell. “… but there’s a more interesting thing happening in the game now. Haven’t you checked your messages?”

      Xavier looked at his message. It said 🔮[GROUP QUEST OPENED] click on the *Orb*

      He clicked, while all the others where perched over his shoulder, looking at his avatar on the screen.

      Suddenly all of them were transported in a new place that looked exactly like the Flying Fish Inn, while some instructions where scrolling on the screen of the game.

      #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.

        #6617

        In reply to: Orbs of Madjourneys

        Youssef had brought his black obsidian with him in the kitchen at breakfast. Idle—Youssef had realised that on top of being her way of life, it was also her name—was preparing a herbal brownie under the supervision of a colourful parrot perched on her shoulder.

        “If you’re interested in rocks, you should go to Betsy’s. She’s got that ‘Gems & Minerals’ shop on Main street. She opened it with her hubby a few years back. Before he died.”

        “Nutty Betsy, Pretty Girl likes her better,” said the parrot.

        Idle looked at his backpack and his clothes.

        “You seem the wandering type, lad. I was like you when I was younger, always gallivanting here, there, and everywhere with my brother. Now, I prefer wandering in my mind, if you know what I mean,” she said licking her finger full of chocolate. “Anyway, an advice. Don’t go down the mines alone. Betsy’s hubby’s still down there after one of the tunnels collapsed a few years back. She’s not been quite herself ever since.”

        Main street was —well— the only street in town. They’ve been preparing for some kind of festival, putting banners on top of the shops and in between two trees near the gas station. Youssef stopped there to buy snacks that he stacked on top of the obsidian stone in his backpack. The young boy who worked there, Devan, seemed quite excited at the perspective of the Lager and Cart Race. It happened only every ten years and last time he was too young to participate.

        The shop had not been difficult to find, at the other end of the street. A tiny sign covered in purple star sequins indicated “Betsy’s Gems & Minerals — We deliver worldwide”. He felt with his hand the black rock he had put in his backpack. If Idle had not mentioned the mines and the dead husband, Youssef might have reconsidered going in. But the coincidence with his dream and the game was too intriguing. He entered.

        The shop was a mess. Crates full of stones, cardboard boxes and bubble wrappings. In the back, a plump woman, working on a giant starfish she held  on her lap, was humming as she listened to loud rock music. Youssef recognised a song from the Last Shadow Puppets’ second album : The Element of Surprise. Apparently, the woman hadn’t heard him enter. She wore a dress and a hat sprinkled with golden stars, and her wrists were hidden under a ton of stone bracelets. The music track changed. The woman started shaking her head following the rhythm of the tune. She was gluing small red stones, she picked in a little box, on one of the starfish arms.

        “Bad Habits! Uhu. Bad Habits! Uhu.”

        Youssef moved closer. His shadow covered the starfish. The woman raised her head and screamed, scattering the red stones in her workshop. The starfish fell from her lap onto the ground with a thud.

        “Oh! My! Little devil. Look at what you made me do. I lost my marbles,” she said with a high pitched laugh. “Your mother never taught you? That’s bad habit to creep up on people like that. You scared the sheep out of me!”

        “I’m so sorry,” said Youssef, getting on his knees to help her gather the stones.

        When they were all back in their box, Youssef got back on his feet. The woman looked a him with a softened face.

        “You such a cutie with your bear shirt. You make me think of my Howard. He was as tall as you are. I’m Betsy, obviously” she said with a giggle, extending her hand to him.

        They shook hands, making the pearls of her bracelets clink together.

        “I’m Youssef.”

        :fleuron:

        Youssef didn’t need to insist too much. Betsy was a real juke box of gossips. He just had to ask one question from time to time, and she would get going again. He was starting to feel his quirk could be more than a curse after all.

        “When the tunnel collapsed,” Betsy said, “I was ready to give up the stone shop. The pain was too much to bear, everything in the shop reminded me of Howard. And in a miners’ town, who would want to buy stones anyway. We’ve been in bad terms with Idle and her family for some time, but that tragic incident coincided with her brother Fred’s disappearance. They thought at first Fred had died in the mines with Howard, because they spent so much time discussing together in Room 8 at the Inn. I overheard them once, talking about something they found in the mines. But Howard never told me, he was so secretive about that. We even had a fight, you know. But Fred, the children found some message later that suggested he had just left the family. Imagine, the children! Idle was pissed with him of course. Abandoning her with that mother of theirs and that money pit of an Inn and the rest of the family. And I needed company. So we started to get together on a regular basis. She would bring her special cakes, and we would complain about our lives. At some point she got involved with that shamanic stuff she found online, and she helped me find my totem Bear. It was quite a revelation. Bear suggested I diversify and open an online shop and start making orgonites. I love those little gummy bears so much. So, I followed Bear’s advice and it has been working like a charm ever since. That’s why I trusted you straight away, lad. Not ’cause of your cute face. You got the Bear in your heart,” she said putting her finger at the center of his chest.

        My inner Bear, of course, thought Youssef. That’s the magnet. His phone buzzed. He took it out and saw he had an alert from the game and a message from his friends.

        You found the source of your quirk, the magnetic pull that attracts talkative people to you.
        Now obtain the silver key in the shape of a tongue to fulfil your quest.

         

        Zara : Where are you!? :yahoo_bee: We’re at the bar, getting parched! They got Pale Ale!

        “I have to go,” said Youssef.

        “Wait,” said Betsy.

        She foraged through her orgonite collection and handed Youssef one little gummy bear and an ornate metal badge.

        “Bear wants me to give this to you. Howard made it. He said it was his forked tongue key.”

        She looked at him, emotion in her eyes.

        “I know you won’t listen if I tell you not to. So, be careful when you go into the mines.”

        #6613

        In reply to: Orbs of Madjourneys

        Despite the old man’s endless flow of words, Youssef couldn’t get him to explain what he meant about the abandoned mine and why the town’s people didn’t like people sneaking around and asking questions.

        Not wanting to waste more time, Youssef walked to the brick building where the twins had disappeared. It was crammed between the telegraph station and a grocery store. The door had been walled with red bricks. They were covered in faded graffitis and layers of torn-up posters. It seemed obvious the wall had been there for quite some time already.

        The old man was sticking to Youssef like glue, talking about that time when his now dead brother took in an old cat he called Phineas. Youssef tried to growl him away, but the man always came back, persistent as a cloud of mosquitoes over the promise of a blood feast.

        Youssef tried not to pay attention to him. What did AL said about that quest ? Go ask questions around to town’s people about odd things happening ? Well there were plenty of those things happening. Maybe the clerk at the telegraph station would know something, especially how to get rid of that old man.

        Youssef pushed the door and entered the telegraph station, leaving the old man outside. The interior was lit with a collection of old style tungsten lamps hanging in a random pattern from the ceiling. 

        The clerk was busy sorting out a pile of telegrams. Clickety-clack. Clickety-clack. He lifted his head up. The noise stopped and Youssef realised the young man had mechanical hands.

        “Welcome, welcome, welcome! What can I do for you today, my friend?” asked the clerk.

        “I just wanted to…” started Youssef.

        “Wait! Don’t tell me. I’m a bit of a psychic myself and I already know what you’re here for.”

        “Really?”

        The man foraged through his pile of telegram with his mechanical hands and picked one. He looked at it for a few seconds.

        “My friend, you’re in luck today!” he said, looking intently at Youssef. “I just received this telegram that I think might interest you. Here, take a look!”

        Youssef took the paper and started to read aloud : “Words spoken by the talkative will unlock the path. Seek those who chatter and unravel the clue. What the…?” 

        “Interesting, isn’t it? That’s a real head-scratcher, if you ask me!”

        The door bell rang and the old man entered, holding his sore ribs. 

        “Get out, Phineas. You’re not welcome here.” said the clerk with a frown.

        The old man looked at the clerk with an air of confusion before turning to Youssef. “What did he say? Who’s Phineas?” he asked.

        Ignoring the question, Youssef tried to steer the conversation back to the telegram. “What does this mean?” he asked the clerk.

        The clerk stroked his chin, looking thoughtful. “Hmm, well, it seems to me that you have a certain magnetism for talkative people. Perhaps that’s the key to unlocking this riddle.”

        Youssef’s eyes widened in surprise. “What do you mean, magnetism?”

        The old man interjected, “For sure! You’re like a magnet, my boy. I can’t seem to stop talking when I’m around you.”

        Youssef rolled his eyes. “So, what do I do? Just wander around town and wait for someone to start talking?”

        The clerk nodded. “That could be a good start. But if you’re looking for something specific, you might want to try Betsy when you wake up. She’s got a boutique of Gems and Rocks. You seem to like them rocks,” he said pointing at the black obsidian. “Found it in a mine?”

        The old man’s eyes lit up. “Ah, the old mine! I’ve been there before, you know. My brother used to work there before he died. Strange things happening there.”

        Youssef’s interest was piqued. “What kind of strange things?”

        The old man leaned in conspiratorially. “There’s a magnetar hidden in that mine, my boy.”

        “Shut up! Phineas,” interrupted the clerk. “If you want my advice, stranger, don’t go near the old mine. ‘Curiosity killed the cat’ if you know what I mean.”

        The telegraph receiver started to make clicketing sounds. The clerk read it and looked at Youssef.

        “You’ve got a message man. Time to wake up.”

        “Wake up?”

        :fleuron2:

        Youssef opened his eyes and looked at a black mass in front of his eyes. He had been sleeping with the stone just beside his head on the pillow. No wonder he had had weird dreams. He heard his phone buzz. He sat up reluctantly and looked at his phone. 8am. A notification that his game progression had been saved and several messages from Miss Tartiflate, the last one saying :

        Don’t think you can dodge work. I’m still expecting the last blog post you’ve been paid to write!!!”

        He groaned as reality was starting to catch up.

        #6553
        ÉricÉric
        Keymaster

          Luckily for them, the sand structure with the nearby nests of snapping sand turtles was also a graveyard for the military drones that weren’t apparently programmed to register natural elements as threats.

          They quickly found four of them who weren’t completely damaged, and with some technical assist from Jorid, Georges was able to repair the propulsion and deactivate the military programs and tracking beacons.

          Klatu had some ropes in his speedster that they tied to their rudimentary drive and the drones, so they could carry Léonard’s body while he was still in stasis.

          His vitals were generally positive, and Salomé kept checking on him, while Georges and Klatu managed attaching the odd assemblage of drones to their craft.

          The ride back wasn’t as bad as the first time, maybe due to the extra cargo that made maneuvres more complex for their green driver.

          “This is worth the detour. Seems like Klatu really wanted to save time and avoided to show us the scenic route the first time,” said Georges trying to break the tense worried silence.

          Salomé smiled weakly “Léonard’s consciousness is embroiled into complex thoughts; they have to deal about some threat, the nature of which eludes me for now. It looks as though he’s absorbed some sort of forbidden knowledge, something potentially dangerous,” Salomé said to Georges. “I’m no longer as sure he was imprisoned for his punishment, but rather for protection…” she sighed. “for everyone else’s protection… I will feel better when we’re all back to the Jorid and we can run a full diagnosis.”

          Georges looked at his friend apparently sleeping, and wrapped a loving arm around Salomé’s shoulder “It’s not going to be long now. He’s going to be fine.”

          ***

          “Horrible doing business with you.” Klatu said as they parted, rubbing his hands together in gleeful satisfaction. Whatever the Jorid had organised as a deal for his payment, it seemed the added drones weren’t part of it and came as an extra bonus.

          :fleuron:

          Inside the Jorid, while Salomé was setting up space for Léonard and making the preparation for the diagnosis, Georges looked at the tiles board, readying the craft for imminent departure.

          A new tile had appeared, with a distinct pattern form, almost like an ogee.

          “Jorid, is this new?”

          “Indeed Georges, our adventure has inspired me to create new avenues of exploration.”

          “Oh, that’s fresh.” Georges looked into the shifting symbol at its surface. After it stabilised, he could see there was a sort of spiral shell with forms reminiscent of the mocking turtles peeking out from the centre, surrounded by sand dunes.

          “Jorid, tell me more please.”

          “Sure, I’d call it ‘Sandshell‘. Do you want the full curriculum?”

          “Absolutely, colour me intrigued!”

          The Sandshell:
          Function: A reminder of the fragility of our perceived reality and the importance of questioning our assumptions
          Families: Vold, Zuli, Ilda
          Significance: The Sandshell represents the shifting and unstable nature of our beliefs, assumptions, and understandings. Like the sand that slips through our fingers, so too can our perception of the world around us be ephemeral and illusory. The image of the mock turtle serves as a reminder that we often live under assumed identities and in a world built on questionable foundations.
          As advice: The Sandshell encourages one to question their beliefs and assumptions, to examine the foundations upon which they have built their reality, and to search for a deeper understanding of truth.
          Depiction: The Sandshell can be depicted as a spiral shell with a mocking turtle peeking out from the center, surrounded by sand dunes. The sand symbolizes the instability of our perceptions and the turtle represents the assumed identities and neurotic fairy tales that make up our reality. The spiral form of the shell represents the journey of discovery and self-reflection.”

          “I love it,” said Georges enthusiastically “can we use it to plot our next course?”

          “As a matter of fact we can Georges. Let me realign the grid and propose some suggestions. Do you have a seed thought to offer for this journey?”

          Georges pondered for a while, when the image of the fishboard sprung forth in his mind. “Our little adventure is reminding me of our origins, Jorid —Léonard, working on the fishboard, your ancestor in a way… Us, finding Léonard… It feels like an adventure back to our origins. Can you project a destination on this vector…” then thinking at Salomé’s worried face “… that would be safe for our next stop, and allow us to find help for Léonard.”

          “Verily.” Jorid answered back. “Course plotted. Please get comfortable until we arrive at our destination.”

          #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

            #6518

            In reply to: Orbs of Madjourneys

            Xavier had been drowsing in the rental car for a while, waiting for a message from Youssef. He’d stopped the aircon despite the suffocating heat, as he was starting to feel cold. And he’d started to nose dive in dreaming.

            The buzzing of his phone made him snap back to consciousness from the weirdest dream, he had to take a few seconds to adjust. The phone went into silent mode to voicemail before he got the chance to pick it up.

            Weirdest dream ever. Few hours ago, he’d been going round and round the place, trying to find a library to buy a black book, but surprisingly, even when he’d managed to find a small bookstore, there were none to sell. None with a black cover…

            He’d wondered —sometimes these quests are made to be difficult, but come on, how difficult could it be. Even a plain black-covered notebook would have been enough, but nothing!

            That’s when he’d decided to drop the search, that he dozed off in the car.

            Few images came back from the dream. First, the insane search, and books coming up in all shapes and forms, any color but black… or black but with black-and-white photos on the covers he didn’t want.

            And then, there was one. He started to open it, and all the pages were blank. As he was browsing them, looking for a clue, like a pop-out book, something came up from the middle of the pages. And it was himself, smiling back at him. The shock snapped him right back to the rather quiet street of Alice Springs.

             

             

             

             

            SOOO WEIIIIRD

             

             

             

             

             


            He turned the ignition back on as well as the aircon. Checked his message.

            • 📨 [Quirk Land] NEW QUEST OPENED
            • 1 voicemail from ❣️🐝Brytta🐝❣️
            • 💬 Youssef typing…
            #6511
            ÉricÉric
            Keymaster

              Potential Plot Arch

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

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

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

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

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

              Potential developments

              Clara Meets the Mysterious Will

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

              The Power of Memories

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

              The Truth Behind the Capsule

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

              The Ties Between Living and Dead

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

              A Realization of the Past and Present

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

              #6509
              ÉricÉric
              Keymaster

                Table of characters:

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

                Some connecting threads:

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

                  A background on the excavated mysteries from Twists and One Return From the Time Capsule.

                  BACKGROUND CONTENT: Focus is on key protagonists:

                  • Clara (a woman in her late 40s, taking care of her father, living the two of them with her Malinois dog VanGogh),
                  • her father Bob (a widowed man with early stage dementia, who can see and speak to his dead wife Jane)
                  • and Nora (nicknamed Alienor, Clara’s friend, a local thrill-seeking artist and amateur archaeologist)

                  in an story of discovery around a mystery of a box (which is a Time Capsule found by Clara’s dog VanGogh) during a time and place of travel restrictions (and possibly time-travel restrictions).

                  Tone of story is curious and engrossed with a mystery of the ages, some supernatural grounded in plausibility, looking for connecting dots with the past sometimes long gone, and a present that slips away in our memories.

                  An encounter with the mysterious Will (possibly Will Tarkin), who seems nice and seductive yet acts unscrupulously and manipulative (seemingly recognising Bob from somewhere), could be the key to a big reveal, and possible links to Jane’s pasts. All while struggling to keep away the nosy neighbour.
                  The conclusion will bring some realisations about the power of memories, the ties between living and dead, and how things never remain buried for long.

                  #6504
                  ÉricÉric
                  Keymaster

                    Klatu was a quite unassuming alien form (alien for them anyway, he was actually more indigenous than they were). Looking like a green gnome with bulging eyes covered by protective goggles, long pointy ears (2 or 3 depending on the wind direction), a short three nostrils snout, an a mossy toupee on top of his head, he made quick work of the formalities and presentations.

                    “Little ugly humans, come follow me. Have tracked your smelly hairy friend, not time to waste.”

                    Salomé looked at Georges sideways with a smirk on his face. They could read their thoughts easily on that one, something along the lines of:

                    “The translator is behaving again, or is he really calling us ugly?”

                    “Don’t worry dear, that’s probably a polite way of addressing people in their language.”

                    They arrived at a little sand speedster just barely big enough for their indigenous companion. Salomé raised an eyebrow at the situation, while Georges was ready to ride shotgun with the alien on the tiny bike.

                    Klatu moved his arms in short annoyed movements, “not here, stupid mammals, go there and be quiet!” and pointed them to a makeshift trolley attached behind and half burried in the sand. He grinned from ear to ear to ear, visibly pleased with his vehicle tuning appendage.

                    “Horrid creatures better wear seatbelts. Ride gonna shaky.”

                    #6502
                    ÉricÉric
                    Keymaster

                      Chapter 4: There is no place like home

                      A Visit to Duckailingtown

                      The group arrives in the small city of Duckailingtown, known for its unusual name and the legendary wooden leg carpenter, Dumbass Voldomeer.
                      Maryechka, is shown by Liliya and Lina the local museum where they learn about the famous wooden leg carpenter and the swan flu outbreak that left the President incapacitated.
                      The group visits the workshop of Dumbass Voldomeer and they are shocked to find that he is the spitting image of the President.
                      Dumbass Voldomeer tells them about his connection to the President and how he was approached to take his place as the President.
                      The group learns about the Rootian border and the close relationship between Rootia and Dumbass, and the possibility of a future cross-border conflict.
                      The group visits the swan sanctuary and learns about the mysterious swan flu virus that has affected the President and the citizens of Dumbass.
                      The group makes a decision to continue their journey to Rootia to find a cure for the swan flu and save the President.

                      Cross-border Conflict

                      The group crosses the Rootian border and finds themselves in the midst of a conflict between Rootia and Dumbass.
                      They meet with a Rootian diplomat who explains the conflict and the role of the President in resolving it.
                      The group encounters Myroslava who is still being pursued by her pursuers and they team up to find a cure for the swan flu.
                      They visit the Rootian medical facility where they meet with the chief medical officer who explains the research being done on the swan flu virus.
                      The group travels to a remote location where they meet with Olek, the caretaker of the Flovlinden Tree, and learns about the sacred oil that is believed to have healing properties.
                      The group collects the sacred oil and returns to the medical facility where they successfully cure the President and put an end to the conflict between Rootia and Dumbass.
                      The group returns home, proud of their accomplishment and the newfound knowledge and experiences they have gained on their journey.

                      A Homecoming Celebration

                      The group returns home and is greeted with open arms by their families and friends.
                      Maryechka, Liliya, and Lina visit Egna who is thrilled to hear about their journey and the success of their mission.
                      The group shares their experiences and knowledge with their friends and families, and they all celebrate their homecoming together.
                      Dumbass Voldomeer visits the group and thanks them for their help in resolving the conflict between Rootia and Dumbass.
                      The group visits the Flovlinden Tree and pays homage to Olek and the sacred oil that played a critical role in their journey.
                      Maryechka, Liliya, and Lina reflect on their journey and the life-long friendships they have formed.
                      The group concludes their journey and looks forward to their future adventures and discoveries.

                      #6500
                      ÉricÉric
                      Keymaster

                        More developments

                        Chapter 3: The Journey becomes more eggciting

                        The Flovlinden Tree

                        The group reaches the Flovlinden Tree, a massive linden tree in the heart of Oocrane, which is said to be sacred and is attracting crowds of pilgrims.
                        They meet Olek, the old caretaker of the tree, who tells them the story of Saint Edigna. He explains how the tree is said to have magical healing properties, and how the tree is responsible for the sacred oil that the pilgrims come to collect.
                        However, Olek reveals that the secret of Saint Edigna is not what it seems. Edna, an old woman who has been living far from the crowd for thousands of years, is actually Saint Edigna.
                        Olek shares that Edna has been living in solitude for very long. He tells the group that if they want to learn more about the sacred tree and Edna, they must travel to her hidden home.
                        The four friends were shocked to hear that Edna was still alive and wanted to meet her. They asked Olek for directions, and he gave them a map that showed the way to Edna’s remote dwelling.
                        They bid farewell to Olek and set off on their journey to find Edna.

                        A Run-In with Myroslava

                        The group comes across a former war reporter, Myroslava, who is traveling on her own after leaving a group of journalists. She is being followed by mysterious individuals and is trying to lose them by hunting and making fire in bombed areas.
                        Myroslava is frustrated and curses her lack of alcohol, wishing she could find a place to escape from her pursuers.
                        The group approaches Myroslava and offers to help her. She joins forces with them and together, they set off on their journey.
                        As they travel, Myroslava shares her experiences as a war reporter, and the group listens in awe. She explains how she has seen the worst of humanity, but also the best, and how it has changed her as a person.
                        Myroslava and the group continue their journey, with the former reporter becoming more and more determined to shake off her pursuers and continue on her own.

                        A Visit with Eusebius Kazandis’ Relatives

                        The group reaches a small village where they are expected by relatives of Eusebius Kazandis, the cauldron seller that Rose has met at the Innsbruck fair.
                        The relatives tell the group about Kazandis and his business, and how he has been traveling the world, selling his wares. They explain how he has become a legend in their village, and how proud they are of him.
                        The group learns about Kazandis’ passion for cooking and how he uses his cauldrons to create delicious meals for his customers. They are also shown his secret recipe book, which has been passed down for generations.
                        The relatives invite the group to try some of Kazandis’ famous dishes, and they are blown away by the delicious flavors.
                        The group thanks the relatives for their hospitality and sets off on their journey, with a newfound appreciation for Kazandis and his love of cooking.

                        A Surprising Encounter with Edna

                        The group finally reaches Edna’s hidden home, a small cottage in the middle of a dense forest.
                        As they approach the cottage, they are surprised to see Edna, who is actually the legendary Saint Edigna, standing outside, waiting for them.

                        The four friends have finally arrived at Edna’s dwelling, where they learned about her vast knowledge of the families connected to her descendants. Edna showed them her books, and they were amazed to find that their own family was listed among her descendants. They were even more shocked to learn that they were related to President Voldomeer Zumbasky and Dumbass Voldomeer, who was said to be a distant relative and carpenter who made the President’s wooden leg. It was rumored that they shared a common ancestor, but in reality, they were possibly secret twins.

                        The Secret of Dumbass Voldomeer

                        The four friends were determined to find out more about Dumbass Voldomeer and his connection to their family. They learned that he lived in the small city of Duckailingtown in Dumbass, near the Rootian border. They also discovered that Dumbass Voldomeer had been enrolled to take the place of the President, who had succumbed from a mysterious swan flu virus, to which Dumbass Voldomeer was immune. As they set to Duckailingtown, they couldn’t help but wonder what other secrets and surprises lay ahead for them on this incredible journey.

                        ÉricÉric
                        Keymaster

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

                          Setting

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

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

                          At the Keav Headquarters

                          (🗺️ Capital of Oocrane)

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

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

                          The Shrine of the Flovlinden Tree

                          (🗺️ Shpovlar, geographical center of Oocrane)

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

                          Rosa and the Cauldron Maker

                          (young Oocranian wiccan travelling to Innsbruck, Austria)

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

                          The Nursing Home

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

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

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

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

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

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

                          Character Keyword Characteristics Sentiment
                          Egbert old man, sharp tone sad, fragile
                          Maryechka Obadiah’s granddaughter, shy innocent
                          Olga old woman, knobbly fingers conflicted, determined
                          Obadiah stubborn as a mule, old friend of Egbert unyielding, possibly deaf
                          #6488

                          In reply to: Prompts of Madjourneys

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

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

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

                            • Zara: A golden compass, symbolizing her love for adventure and direction. It can be found in a hidden room in the FFI or as a unique treasure on a nearby beach.
                            • Yasmine: A silver key, symbolizing her discovery of the key in the game and her love for unlocking secrets. It can be found in a locked box in the FFI’s attic or in a locked drawer in her room.
                            • Youssef: A red scarf, symbolizing his connection with the shaman in the game and his love for vibrant colors. It can be found in the FFI’s market or in a shop in Alice Springs that sells unique handmade items.
                            • Xavier: A black notebook, symbolizing his love for organization and his need for clarity. It can be found in the FFI’s library or in a nearby stationary shop in Alice Springs.
                            #6483

                            In reply to: Prompts of Madjourneys

                            TracyTracy
                            Participant

                              Zara:  Create a surreal and dreamlike digital art piece that combines elements of traditional aboriginal native art with a map to a secret and special place, featuring the otherworldly dreamscape of Dream Time. The image should depict a series of mine tunnels, each leading to gorgeous discoveries and wonders, and the overall scene should be filled with the mysticism and magic of the Dream Time. Don’t be afraid to let your imagination run wild and include random elements that add to the surreal quality of the piece.

                              #6482

                              In reply to: Orbs of Madjourneys

                              With the flurry of activities going around, in life and virtually, Xavier had trouble keeping track.

                              His sanity demanded some clarity of intention and some focus. Too many threads were open, and of all things, he didn’t like loose ends.
                              Somehow that silly notion of the Golden Banana quest did pose him a nagging reminder of something incomplete he was eager to get a resolution to. That, or he was unconsciously getting annoyed at seeing his 3 friends making strides in their adventures. The pirate quest was fun enough, but he’d rather enjoy it without having to check everything against being a possible clue.

                              There were no rules against cheating. The thought struck him. Maybe that was it. The simplicity of it!

                              Since they made the rules, they could make them, break them, amend or bend them.

                              He looked up on the internet for an image he could feed AL, and *bam* it was there! In all its glory, a gorgeous Golden Banana on a purple cushion, in a pirate chest. The reward for an online game… That was eerie!

                              He’d had a sneaking suspicion the game was not just about virtual any longer. Synchronistic happenings like that were more than just random.

                              He logged into the game only to discover a simple message.

                              “Congratulations on completing your quest. You may enjoy your trip until the next stage of your journey.
                              Look for the cook on the pirate boat, she will give you directions to regroup with your friends.
                              And don’t forget to confirm your bookings.”

                              #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.
                                #6479
                                Jib
                                Participant

                                   

                                  Chapter 1: The Search Begins

                                   

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

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

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

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

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

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

                                  Jorid: “I have woken up Salomé.”

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

                                  A blip caught Georges’ attention.

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

                                Viewing 20 results - 101 through 120 (of 577 total)

                                Daily Random Quote

                                • Becky and Sean had been honeymooning in Galle , on the southwestern coast of Sri Lanka, for just over a week. It hadn’t been going too well, truth be told, as Becky had become increasingly frustrated at her broadening waistline, and Sean had discovered the joys of cashew fenny liquor. You’re not getting fat, Becky, you’re pregnant! ... · ID #941 (continued)
                                  (next in 04h 35min…)

                                Recent Replies

                                WordCloud says