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  • #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!

      #6490

      In reply to: Orbs of Madjourneys

      Youssef gave his passport and ticket to the woman at gate 11. He was followed closely by Kyle and other members of the team. The flight attendant looked at him and gave him his passport and ticket back without scanning them with her machine.

      “I’m sorry, you’re at the wrong gate. Your flight is at gate 8,” she said.

      “But I’m going to Boston. My ticket says gate 11.”

      Youssef showed his ticket to the hostess, and she pointed the destination and the gate to him. She was right.

      “Your ticket is for flight AL357 to Sydney. It’s currently boarding at gate 8. Next person please.”

      Kyle patted him on the shoulder.

      “You should have double checked your ticket, he said.”

      “What’s wrong? asked Miss Tartiflate. Why are you going to Australia?”

      “I’m not.”

      “Well, it says you are,” she said pointing at the ticket. He didn’t understand the dark intensity of her gaze and her clenched fist, until he remembered that Botty Banworth lived there.

      “I’m not… I mean…”

      “You better not. If I hear you were in with that…”

      The words got lost as they broadcasted a call for flight AL357 to Sydney at Gate 8.

      “You’d better get that f…ing BLOG running during your little vacation or you can stay there and forget about your job,” she said before bumping into the border of the gate.

      Youssef moved on the side and looked at his ticket to Sydney, puzzled. When he passed security his ticket was to Boston. He recalled a message from Zara saying she would meet them in Australia soon. But how could she have managed to change his ticket without his knowing.

      Sure there was that moment when he had left his passport with his ticket on the table at the Starmoose when going back to the counter pick his second slice of cinnamon apple tart. But he was looking away only for a few seconds.

      “This is the last call for flight AL357 to Sydney. Youssef Ali is requested at Gate 8 before we close the gate.”

      Let’s just hope whomever made the change thought about transferring my luggage to the right plane,” he said as he started walking to Gate 8 with his bag.

      #6487
      DevanDevan
      Participant

        I’ve always felt like the odd one out in my family. Growing up at the Flying Fish Inn, I’ve always felt like I was on the outside looking in. My mother left when I was young, and my father disappeared not long after. I’ve always felt like I was the only one who didn’t fit in with the craziness of my family.

        I’ve always tried to keep my distance with the others. I didn’t want to get too involved, take sides about petty things, like growing weed in the backyard, making psychedelic termite honey, or trying to influence the twins to buy proper clothes. But truth is, you can’t get too far away. Town’s too small. Family always get back to you, and manage to get you involved in their shit, one way or another, even if you don’t say anything. That’s how it works. They don’t need my participation to use me as an argument.

        So I stopped paying attention, almost stopped caring. I lived my life working at the gas station, and drinking beers with my buddies Joe and Jasper, living in a semi-comatose state. I learned that word today when I came bringing little honey buns to mater. I know she secretly likes them, even if she pretend she doesn’t in front of Idle. But I can see the breadcrumbs on her cardigan when I come say hi at the end of the day. This morning, Idle was rocking in her favourite chair on the porch, looking at the clouds behind her mirrored sunglasses. Prune was talking to her, I saw she was angry because of the contraction of the muscles of her jaw and her eyes were darker than usual. She was saying to Idle that she was always in a semi-comatose state and doing nothing useful for the Inn when we had a bunch of tourists arriving. And something about the twins redecorating the rooms without proper design knowledge. Idle did what she usually does. She ignored the comment and kept on looking at the clouds. I’m not even sure she heard or understood that word that Prune said. Semi-comatose. It sounds like glucose. That’s how I’m spending my life between the Inn, the gas station and my buddies.

        But things changed today when I got back to my apartment for lunch. You can call it a hunch or a coincidence. But as we talked with Joe about that time when my dad left, making me think we were doing hide and seek, and he left me a note saying he would be back someday. I don’t know why I felt the need to go search that note afterwards. So I went back to the apartment and opened the mailbox. Among the bills and ads, I found a postcard with a few words written on the image and nothing except my address on the back. I knew it was from my dad.

        It was not signed or anything, but still I was sure it was his handwriting. I would recognise it anywhere. I went and took the shoebox I keep hidden on top of the kitchen closet, because I saw people do that in movies. That’s not very original, I know, but I’m not too bright either. I opened the box and took the note my dad left me when he disappeared.

        I put the card on the desk near the note. The handwritings matched. I felt so excited, and confused.

        A few words at the bottom of the card said : “Memories from the coldest place on Earth…”

        Why would dad go to such a place to send me a postcard after all those years ? Just to say that.

        That’s when I recalled what Prune had told me once as we were watching a detective movie : “Read everything with care and always double check your information.”

        On the back, it said that the image was from a scientific station in Antartica, but the stamp indicated it had been posted from a floating post office in the North Pole. I turned the card and looked at the text again. Above the station, a few words were written that sounded like a riddle.

        > A mine, a tile, dust piled high,
        Together they rest, yet always outside.
        One misstep, and you’ll surely fall,
        Into the depths, where danger lies all.

        It sure sounds like a warning. But I’m not too good with riddles. No need to worry Mater about that, in case of false hope and all that. Idle ? Don’t even think about it. She won’t believe me when I say it’s from dad. She never does believe me. And she’ll keep playing with the words trying to find her answer in the shape of smoke. The twins, they are a riddle on their own.

        No. It’s Prune’s help I need.

        #6486

        In reply to: Orbs of Madjourneys

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

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

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

        Zara room of tiles window

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

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

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

        Osnas 2

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

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

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

        #6484

        In reply to: Orbs of Madjourneys

        Will be at Flying Fish this evening, Hope to see you all soon!  :yahoo_smug: :yahoo_smug:    Congrats, Xavier!  :yahoo_thumbsup: :yahoo_thumbsup:

        Zara sent a message to Yasmin, Youssef and Xavier just before boarding the plane. Thankfully the plane wasn’t full and the seats next to her were unoccupied.  She had a couple of hours to play the game before landing at Alice Springs.

        Zara had found the tile in the entry level and had further instructions for the next stage of the game:

        Zara had come across a strange and ancient looking mine. It was clear that it had been abandoned for many years, but there were still signs of activity. The entrance was blocked by a large pile of rocks, but she could see a faint light coming from within. She knew that she had to find a way in.

        “Looks like I have to find another tile with a sort of map on it, Pretty Girl,” Zara spoke out loud, forgetting for a moment that the parrot wasn’t with her. She glanced up, hoping none of the other passengers had heard her.  Really she would have to change that birds name!

        If you encounter Osnas anywhere in the game, he may have what you seek in his vendors cart, or one of his many masks might be a clue. 

        A man with a mask and a vendors cart in an old mine, alrighty then, let’s have a look at this mine. Shame we’re not still in that old town.  Zara remembered not to say that out loud.

         

        Zara approached the abandoned mine cautiously.  There were rocks strewn about the entrance, and a faint light inside.

        Zaras mine entrance

        This looks a bit ominous, thought Zara, and not half as inviting as that old city.  She’d had a lifelong curiosity about underground tunnels and caves, and yet felt uneasily claustrophobic inside one.  She reminded herself that it was just a game, that she could break the rules, and that she could simply turn it off at any time.  She carried on.

        Zara stopped to look at the large green tile lying at her feet in the tunnel entrance. It was too big to carry with her so she took a photo of it for future reference.  At first glance it looked more like a maze or a labyrinth than a map.  The tunnel ahead was dark and she walked slowly, close to the wall.  

        Oh no don’t walk next to the wall! Zara recalled going down some abandoned mines with a group of friends when she was a teenager. There was water in the middle of the tunnel so she had been walking at the edge to keep her feet dry, as she followed her friend in front who had the torch.  Luckily he glanced over his shoulder, and advised her to walk in the middle. “Look” he said after a few more steps, shining his torch to the left.  A bottomless dark cavern fell away from the tunnel, which she would surely have fallen into.

         

        Zara tile mine entrance

        Zara moved into the middle of the tunnel and walked steadily into the darkness. Before long a side tunnel appeared with a faintly glowing ghostly light. 

        It looked eerie, but Zara felt obliged to follow it, as it was pitch black in every other direction. She wasn’t even sure if she could find her way out again, and she’d barely started.

        The ghostly light was coming from yet another side tunnel.  There were strange markings on the floor that resembled the tile at the mine entrance.  Zara saw two figures up ahead, heading towards the light. 

        Zara mine tunnels

        #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.
          #6476

          In reply to: Orbs of Madjourneys

          Yasmin was having a hard time with the heavy rains and mosquitoes in the real-world. She couldn’t seem to make a lot of progress on finding the snorting imp. She was feeling discouraged and unsure of what to do next.

          Suddenly, an emoji of a snake appeared on her screen. It seemed to be slithering and wriggling, as if it was trying to grab her attention. Without hesitation, Yasmin clicked on the emoji.

          She was taken to a new area in the game, where the ground was covered in tall grass and the sky was dark and stormy. She could see the snorting imp in the distance, but it was surrounded by a group of dangerous-looking snakes.

          Clue unlocked It sounds like you’re having a hard time in the real world, but don’t let that discourage you in the game. The snorting imp is nearby and it seems like the snakes are guarding it. You’ll have to be brave and quick to catch it. Remember, the snorting imp represents your determination and bravery in real life.

          Rude!  thought Yasmin. Telling me I’m having a hard time!  And I’m supposed to be the brains of the group! Suddenly the screen went blank. “Oh blimmin dodgy internet!” she moaned.

          :fleuron2:

          “Road’s closed with the flooding,” said a man from the kitchen door. Yasmin didn’t know him; he had a tinge of an accent and took up a lot of space in the doorway. “They reckon it should be clear by tomorrow though.”

          Fred!” Sister Aliti looked up from chopping yam and beamed. She pointed her knife at Yasmin who was washing the breakfast dishes. “Have you met Yasmin? One of our new volunteers. Such a good girl.” The knife circled towards the door. “Yasmin this is FredFred drives the van for us when we are too busy to do it ourselves. So very kind.” She smiled fondly at the man.

          Fred nodded and, taking a step into the kitchen, he stuck a hand towards Yasmin. She quickly wiped her damp hands on her skirt before taking it. Fred’s hand was brown and weathered like his face and he gripped her fingers firmly.

          “Nice to meet you Yasmin. So where are you from?”

          “Oh, um, I’ve been living in London most recently but originally from Manchester.” Yasmin noticed he had a snake tattoo curling up his inner  bicep, over his shoulder and disappearing under his black singlet. “Is your accent Australian?”

          A flicker of a frown crossed Fred’s face and Yasmin felt anxious. “Sorry,” she mumbled, although she wasn’t sure what for. “It’s just I’m visiting soon …”

          “Yeah, originally. But I’ve not been back home for while.” His eyes drifted to the kitchen window and stayed there. For a moment, they all watched the rain pelt against the glass.

          Sister Aliti broke the silence. “Fred’s a writer,” she said sounding like a proud mother.

          “Oh, that’s so cool! What do you write?” Yasmin immediately worried she’d been too nosy again. “I’ve always wanted to write!” she added brightly which wasn’t true, she’d never given it much thought. Realising this, and to her horror, she snort laughed.

          Fred dragged his eyes back from the window and looked at her with amusement. “Yeah? Well you should go for it!” He turned to Sister Aliti. “Internet’s down again too with this weather,” He dug into the pocket of his shorts and dangled some keys in the air. “I’ll leave the van keys with you but I’ll be back tomorrow, if the rain’s stopped.” The keys clanked onto the bench.

          “He’s such a chatterbox,” murmured Sister Aliti after Fred had gone and Yasmin laughed.

          “Shall I put these in the office?” Yasmin gestured to the set of keys then gasped as she saw that on the keychain was a devilish looking imp grinning up at her.

          #6471
          ÉricÉric
          Keymaster

            The Jorid is a 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.
            Georges was a French thief possibly from the 1800s, turned other-dimensional explorer, and along with Salomé, a girl of mysterious origins who he first met in the Alienor dimension but believed to be born in Northern India in a distant past, they have lived rich adventures together, and are deeply bound 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 designs were crafted by Léonard, a mysterious figure, self-taught in the arts of dimensional magic in Alienor sects, who acted as a mentor to Georges during his adventures. It is not known where he is now.

            The story unfolds 14 years after we discovered Georges & Salomé in the story.

             

            (for more background information, refer to this thread)

            #6463

            In reply to: Prompts of Madjourneys

            ÉricÉric
            Keymaster

              Additional clues from AL (based on Xavier’s comment)

              Yasmin

              :snake:

              Yasmin was having a hard time with the heavy rains and mosquitoes in the real-world. She couldn’t seem to make a lot of progress on finding the snorting imp, which she was trying to find in the real world rather than in the game. She was feeling discouraged and unsure of what to do next.

              Suddenly, an emoji of a snake appeared on her screen. It seemed to be slithering and wriggling, as if it was trying to grab her attention. Without hesitation, Yasmin clicked on the emoji.

              She was taken to a new area in the game, where the ground was covered in tall grass and the sky was dark and stormy. She could see the snorting imp in the distance, but it was surrounded by a group of dangerous-looking snakes.

              Clue unlocked It sounds like you’re having a hard time in the real world, but don’t let that discourage you in the game. The snorting imp is nearby and it seems like the snakes are guarding it. You’ll have to be brave and quick to catch it. Remember, the snorting imp represents your determination and bravery in real life.

              🐍🔍🐗 Use your skills and abilities to navigate through the tall grass and avoid the snakes. Keep your eyes peeled for any clues or symbols that may help you in your quest. Don’t give up and remember that the snorting imp is a representation of your determination and bravery.

              A message bumped on the screen: “Need help? Contact me 👉”

              Stryke_Assist is trying to make contact : ➡️ACCEPT <> ➡️DENY ❓

              Youssef

              :desert:

              Youssef has not yet been aware of the quest, since he’s been off the grid in the Gobi desert. But, interestingly, his story unfolds in real-life parallel to his quest. He’s found a strange grumpy shaman at a food booth, and it seems that his natural steps are converging back with the game. His blog website for his boss seems to take most of his attention.

              An emoji of a desert suddenly appeared on his screen. It seemed to be a barren and empty landscape, with sand dunes stretching as far as the eye could see. Without hesitation, Youssef clicked on the emoji.

              He was taken to a new area in the game, where the ground was covered in sand and the sky was a deep orange, as if the sun was setting. He could see a mysterious figure in the distance, standing at the top of a sand dune.

              Clue unlocked It sounds like you’re in a remote location and disconnected from the game. But, your real-life experiences seem to be converging with your quest. The grumpy shaman you met at the food booth may hold the key to unlocking the next steps in the game. Remember, the desert represents your ability to adapt and navigate through difficult situations.

              🏜️🧭🧙‍♂️ Explore the desert and see if the grumpy shaman’s clues lead you to the next steps in the game. Keep an open mind and pay attention to any symbols or clues that may help you in your quest. Remember, the desert represents your ability to adapt and navigate through difficult situations.

              A message bumped on the screen: “Need help? Contact me 👉”

              Sands_of_time is trying to make contact : ➡️ACCEPT <> ➡️DENY ❓

              Zara

              :carved_tile:

              Zara looked more advanced [in her explorations – stream breaks – resume conversation]

              Zara had come across a strange and ancient looking mine. It was clear that it had been abandoned for many years, but there were still signs of activity. The entrance was blocked by a large pile of rocks, but she could see a faint light coming from within. She knew that she had to find a way in.

              As she approached the mine, she noticed a small, carved wooden tile on the ground. It was intricately detailed and seemed to depict a map of some sort. She picked it up and examined it closely. It seemed to show the layout of the mine and possibly the location of the secret room.

              With this new clue in hand, Zara set to work trying to clear the entrance. She used all of her strength to move the rocks, and after a few minutes of hard work, she was able to create an opening large enough for her to squeeze through.

              As she ventured deeper into the mine, she found herself in a large chamber. The walls were lined with strange markings and symbols, and she could see a faint light coming from a small room off to the side. She knew that this must be the secret room she had been searching for.

              Zara approached the room and pushed open the door. Inside, she found a small, dimly lit chamber. In the center of the room stood a large stone altar, and on the altar was a strange, glowing object. She couldn’t quite make out what it was, but she knew that this must be the key to solving the mystery of the mine.

              With a sense of excitement and curiosity, Zara reached out to take the glowing object. As her hand touched it, she felt a strange energy coursing through her body. She knew that her quest was far from over, and that there were many more secrets to uncover in the mine.

              #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.

                #6426

                In reply to: Orbs of Madjourneys

                The artificial lights of Berlin were starting to switch off in the horizon, leaving the night plunged in darkness minutes before the sunrise. It was a moment of peace that Xavier enjoyed, although it reminded him of how sleepless his night had been.

                The game had taken a side step, as he’d been pouring all his attention into his daytime job, and his personal project with Artificial Life AL. It was a long way from the little boy at school with dyslexia who was using cheeky jokes as a way to get by the snides. Since then, he’d known some of the unusual super-powers this condition gave him as well. Chiefly: abstract and out-of-the-box thinking, puzzle-solving genius, and an almost other-worldly ability at keeping track of the plot. All these skills were in fact of tremendous help at his work, which was blending traditional areas of technology along with massive amounts of loosely connected data.

                He yawned and went to brush his teeth. His usual meditation routine had also been disrupted by the activity of late, but he just couldn’t go to bed without a little time to cool off and calm down the agitation of his thoughts.

                Sitting on the meditation mat, his thoughts strayed off towards the preparation for the trip. Going to Australia would have seemed exciting a few years back, but the idea of packing a suitcase, and going through the long flight and the logistics involved got him more anxious than excited, despite the contagious enthusiasm of his friends. Since he’d settled in Berlin, after never settling for too long in one place (his job afforded him to work wherever whenever), he’d kind of stopped looking for the next adventure. He hadn’t even looked at flight options yet, and hoped that the building momentum would spur him into this adventure. For now, he needed the rest.

                The quirk quest assigned to his persona in the game was fun. Monkeys and Golden banana to look for, wise owls and sly foxes, the whimsical goofy nature of the quest seemed good for the place he was in.
                AL had been suggesting the players to insert the game elements into their realities, and sometimes its comments or instructions seemed to slip between layers of reality — this was an intriguing mystery to Xavier.
                He’d instructed AL to discreetly assist Youssef with his trouble — the Thi Gang seemed to be an ethical hacker developer company front for more serious business. Chatter on the net had tied it to a network of shell companies involved in some strange activities. A name had popped up, linked to mysterious recluse billionaire Botty Banworth, the owner of Youssef’s boss rival blog named Knoweth.

                He slipped into the bed, careful not to wake up Brytta, who was sleeping tightly. It was her day off, otherwise she would have been gone already to her shift. It would be good to connect in the morning, and enjoy some break from mind stuff. They had planned a visit to Kantonstrasse (the local Chinatown) for Chinese New Year, and he couldn’t wait for it.

                #6423

                In reply to: Prompts of Madjourneys

                TracyTracy
                Participant

                  Zara’s first quest:

                  entry level quirk: wandering off the track

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

                  Possible directions to investigate include:

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

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

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

                  Possible characters to engage include:

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

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

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

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

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

                  For Zara’s quest:

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

                  Emoji clue:  🐈🌳 :cat_confused:

                   

                  Zara (the character in the game)

                  characteristics from previous prompts:

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

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

                   

                  Zara (the real life story character)

                  characteristics from previous prompts:

                  Zara Patara-Smythe is a 57-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in an untidy ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.

                  prompt quest:

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

                  #6380

                  In reply to: Prompts of Madjourneys

                  ÉricÉric
                  Keymaster

                    After a few tries:

                    1. As the group has split up at the fork of the road, we discover a total of 4 new characters from the Land of the Quirks. Tell us how each group is encountering some or all of these characters, who they are, their gibberish-sounding names, and what is their quirks, and what they wear, or their activities. Make our main characters and maybe some of the new ones meet back at a common spot with a special event after that.
                    2. please rewrite the above, retaining the eccentricity but more grounded, less childish, and with a little darker tone and mystery.
                    3. please try again, make Spoink and Flibbertigibbet human and give them less endearing or friendly behaviours; name two more characters met on the road.

                    As the group split up at the fork of the road, each one encountered new characters from the Land of the Quirks.

                    Zara and Yasmin, who took the left path, met a man named “Sproink” who was a small, wiry man with a spring for a tail. He was always bouncing around and speaking in a language that sounded like a mix of gibberish and music. Sproink was a collector of shiny objects and had a bag full of them, he was also a scavenger, always looking for things to add to his collection. He was wearing a small top hat and a monocle. He was also known to be a bit of a thief and a con artist.

                    Xavier and Youssef, who took the right path, met a woman named “Flibbertigibbet” a tall, slender woman that had multiple arms. Flibbertigibbet was very talkative and friendly, always trying to strike up a conversation. She spoke in a language that sounded like a mix of gibberish and baby talk. She was a chef and was always carrying a pot and a spoon, but she also had a dark side, she was known to be a bit of a manipulator and a spy, always observing and gathering information for a mysterious organization. She was wearing a big chef hat and apron.

                    As the group met back at the fork, they were surprised to find that Sproink and Flibbertigibbet had also met there. The four new characters joined the group, and together they continued their journey to find the “Key of Quirks”. Along the way, they met two more characters;

                    They met a man named “Gibber” who was a tall, gaunt man with elongated limbs and fingers. He was always speaking in a language that sounded like a mix of gibberish and numbers. He was a mathematician and a scientist, always working on complex equations and theories. He was known to be a bit of a loner, and didn’t interact much with others. He was wearing a lab coat and goggles.

                    They also met a woman named “Glimmer” she was a short, plump woman with a shimmering skin that seemed to change color depending on the light. She was always speaking in a language that sounded like a mix of gibberish and poetry. She was an artist and a performer, always creating and performing in different shows. She was known to be a bit of a flirt and a bit of a drama queen. She was wearing a colorful and eccentric clothing, such as a flowy dress and a large hat adorned with feathers.

                    As the group journeyed on, they encountered more characters, each one with their own unique quirks and personalities. They met a variety of people, some friendly and some not so friendly, but all of them adding to the mysterious and unknown nature of the Land of the Quirks.

                    As the group reached the end of their journey and found the “Key of Quirks”, they realized that the key was not just a physical object but a symbol of acceptance and embracing individuality. They learned that the true key to leaving the Land of the Quirks was understanding and accepting the quirks of oneself and others.

                    The group had a bittersweet goodbye with their new friends, Sproink, Flibbertigibbet, Gibber and Glimmer, and the other characters they had met. They knew that they would always carry a piece of the Land of the Quirks with them and would always remember the mysterious and eccentric adventure they had.

                    #6379

                    In reply to: Prompts of Madjourneys

                    ÉricÉric
                    Keymaster

                      Asking to give each of the 4 characters some particular traits that makes them uniquely distinctive and recognizable

                      The four friends, Zara, Xavier, Yasmin, and Youssef, each have their own unique traits that make them stand out and recognizable.

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

                      Xavier is the joker of the group, always cracking jokes and making puns. He is a free-spirited person who is always up for an adventure, he has a great sense of humor and is not afraid to be himself. He is also an artist and often carries a sketchbook and pencils with him, he likes to draw whatever he sees in his journeys.

                      Yasmin is the brains of the group, she is intelligent and logical. She is always able to think on her feet and come up with a plan when things get tough. She is also a bit of a perfectionist and likes to have everything organized. She is a history buff and always carries a notebook with her to document her findings.

                      Youssef is the muscle of the group, He is physically strong, and always ready to help out in a fight. He is also a bit of a foodie and loves trying new dishes. He is always the first one to volunteer to carry the heavy bags and equipment. He is also a bit of a daredevil and loves trying out new sports and activities.

                      Give each of them a color, and an animal, and a secret name in a funny language

                      The four friends, Zara, Xavier, Yasmin, and Youssef, each have their own unique traits that make them stand out and recognizable.

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

                      Xavier is the joker of the group, his color is orange, his animal is a monkey, and his secret name in a funny language is “Xavimunk”

                      Yasmin is the brains of the group, her color is blue, her animal is an owl, and her secret name in a funny language is “Yasminowl”

                      Youssef is the muscle of the group, his color is green, his animal is a bear, and his secret name in a funny language is “Youssefbear”

                      Now, we need physical descriptions for each of them. Also, their ages, height, clothes, facial features, ethnicity (for instance Youssef may be half Yemeni and half Norwegian), etc. with a good mix of generic and eccentric. We also need surnames congruent with their described ethnicity, not too bland, but not too daft either. For instance Youssef Olafsson, Zara Patara-Smythe, etc. Also explain how they become friends.

                      Zara Patara-Smythe 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 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 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 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.

                      The four of them became friends in college, they were all studying different majors, but they all shared a love for adventure and exploration. They found themselves in the same class project, and from there they formed a strong bond. After college, they decided to keep exploring the world together, and went on many trips and adventures, always seeking for something new and exciting.

                      1/ Change the ages of Zara, Xavier, Yasmin and Youssef to more random patterns – rewrite if needed how they met each other to reflect eventual age gaps. Give them some flaws, mental or physical challenges.
                      2/ increase again the age gaps while keeping the youngest one a young adult, and remove “minor” from the flaws descriptions

                      Zara is a 22-year-old woman who is the youngest of the group. She is a free-spirited, adventurous person, but also a bit reckless and impulsive. She has a scar on her cheek that she got from a Skateboarding accident when she was a teenager.

                      Xavier is a 45-year-old man who is the oldest of the group. He is a responsible and level-headed person, but also a bit of a perfectionist and can be hard on himself and others. He has dyslexia which he has been able to work around and it doesn’t impede his daily life.

                      Yasmin is a 38-year-old woman who is the second oldest of the group. She is a kind and compassionate person, but also a bit of a pushover and can have trouble standing up for herself. She has social anxiety that affect her in certain situations and she have been working on coping mechanisms.

                      Youssef is a 33-year-old man who is the second youngest of the group. He is a charismatic and outgoing person, but also a bit of a flirt and can be a bit insensitive to others feelings. He has ADHD which he has been able to manage with medication, but it still affects him from time to time.

                      The group met each other through different means, Xavier and Yasmin met at work, Zara and Youssef met at a college class, and eventually, they all became friends through common interests and activities. They decided to go on this adventure together because they were all looking for a change in their lives and wanted to explore the unknown.

                      #6367
                      ÉricÉric
                      Keymaster

                        Something in the style of TPooh:

                        The family tree was a tangled web of branches and roots, stretching back centuries and even millennia. The branches were thick with the leaves of secrets, scandals, and mysteries that the family had accumulated over the years. They were a close-knit group, friends for all time, and they loved nothing more than exploring the twists and turns of their family history.

                        They met regularly in their dreams, in a place they called The City, where they could exchange stories and clues they had uncovered during their waking hours. They often found themselves in the midst of strange and puzzling occurrences, and they would spend hours discussing the possible meanings and connections of these events. They saw the world as a tapestry, with each thread and pattern contributing to the greater picture. They were the weavers of their own story, the authors of their own fate.

                        But as the years went on, their dreams began to take on a darker and more ominous tone. They started having nightmares of monstrous beasts, and some of them even saw these beasts in the daylight, as if they were falling through the cracks in reality. They compared notes and found that they were often seeing the same beasts, and this led to heated debates about what these beasts represented and whether they were real or just figments of their imagination.

                        But no matter what they encountered, the family remained united in their quest to unravel the secrets of their past and to weave a tapestry that would be the envy of all. They were thick as thieves and they would never give up their pursuit of the truth, no matter how many rules they had to break along the way.

                        #6366
                        ÉricÉric
                        Keymaster

                          Asking the AI to expand on the glossary of the original Circle of Eights Story:

                          Locations

                          Malvina’s Cave: A dark and damp cave located in the heart of the Gripshawk mountains, known for its population of Glukenitch creatures.

                          Lan’ork: A vast and diverse continent known for its Eastern Lagunas, home to the Indogo flamingos. Dragon Head Peninsula: A rugged and mountainous region, home to the Langoat creatures and also known for its rich deposits of dragon ore.

                          Asgurdy: A sprawling desert region, known for its nomadic tribes who use Saurhse as mounts for transportation.

                          Golfindely: An idyllic coastal region known for its beautiful beaches and crystal clear waters, home to the Golfindel and Grake creatures.

                          Magical Schools

                          Dragonian Magic: A form of magic that is practiced by Dragonriders and Dragon tamers, which involves the manipulation of dragon energy and bonding with dragon companions.

                          Gripshawk Magic: A form of magic that is practiced by Gripshawks, which involves the manipulation of the natural elements and telepathic communication with other creatures.

                          Ugling Magic: A form of magic that is practiced by Uglings, which involves the use of charms, spells, and potions to manipulate the physical world.

                          Guilds

                          Dragon Riders Guild: A prestigious guild of dragon riders, responsible for maintaining peace and order in the world by using their dragon companions for protection and transportation.

                          Gripshawk Hunters Guild: A guild of skilled hunters who specialize in hunting and capturing exotic creatures for various purposes.

                          Ugling Alchemists Guild: A guild of alchemists and potion makers, who create various potions and elixirs for medicinal and magical purposes.

                          Organizations

                          The Order of the Buntifluën: A secret organization dedicated to the study and use of Buntifluën artefacts for the betterment of communication and understanding between sentient beings.

                          The Glubolín Network: A network of individuals who possess Glubolín devices, used for communication and sharing information across long distances.

                          The Sabulmantium Society: A society of scholars and adventurers who study the properties and uses of Sabulmantium devices for divination and navigation.

                          Here are a few new invented terms with their potential IPA pronunciations and definitions that would fit in this fantasy world:

                          Dragons:

                          Krynn [ ˈkrĭn ] : A subspecies of dragon known for its ability to control and manipulate time.

                          Creatures:

                          Kelpies [ ˈkĕl-pēz ] : Aquatic creatures resembling horses, known for their ability to shape-shift and lure unsuspecting victims into the water.

                          Magical Artefacts:

                          Dragonwhisper [ ˈdrā-gən-ˌhwis-pər ] : An ancient and powerful magical artifact, which allows the user to communicate and control dragons telepathically.

                          Necrotalisman [ ˈnĕk-rə-ˈtā-lĭz-mən ] : A magical artifact in the shape of a talisman that grants its wielder the ability to control and summon the dead.

                          Plants:

                          Blightthorn [ ˈblīt-ˌthôrn ] : A poisonous plant known for its dark purple flowers and thorny stem, its extract is used in dark magic

                          Faeleaf [ ˈfā-ˌlēf ] : A rare plant found in the deep forest known for its bright green leaves, its extract is used in healing potions

                          Locations:

                          The Shadowland [ ˈshā-dō-ˌland ] : A mysterious and dangerous land overrun by dark magic and controlled by Necromancers.

                          The Hidden Vale [ ˈhī-dən-ˈvāl ] : A secluded valley located deep in the mountains, home to the reclusive Faeleaf plants.

                          Organization:

                          The Necromancers’ Circle [ ˈnĕk-rə-ˈmän-sər-z-ˈsər-kəl ] : A secret organization of powerful necromancers who seek to expand their control over death and the dead.

                          Here are a few more invented terms with their potential IPA pronunciations and definitions that fit in this fantasy world, having less to do with necromancy, and more with various forms of consciousness or energy manipulation, magical or mythical creatures or species:

                          Creatures:

                          Eterneon [ ˈē-tər-ˈnē-ən ] : A species of winged creatures known for their ability to manipulate and harness the energy of the stars, they are highly sought after by astromancers and star-gazers.

                          Psicon [ ˈsī-ˌkän ] : A species of psychic creatures, known for their ability to read minds and influence emotions.

                          Magical Artefacts:

                          Energyshield [ ˈen-ər-jē-ˌshēld ] : A magical artifact that creates a protective barrier around the user, deflecting or absorbing any kind of energy-based attacks.

                          Empathstone [ ˈĕm-pāth-ˈstōn ] : A small, glowing stone which allows the user to sense and control the emotions of others.

                          Magical Schools:

                          Energyshaping [ ˈen-ər-jē-ˌshāp-ing ] : A school of magic that involves the manipulation and control of various forms of energy.

                          Empathymagic [ ˈĕm-pā-thē-ˈmaj-ik ] : A school of magic that involves the manipulation of emotions and the ability to sense the emotions of others.

                          Locations:

                          Eternity’s Edge [ ˈē-tər-nə-tēz-ˈēj] : A remote and mysterious cliff located high in the mountains, known for its strong emanations of star energy and rumored to be home to a hidden community of Eterneons.

                          Psicon’s Den [ ˈsī-kän-z-ˈdĕn] : A secret cave system located deep within the forest, it is said to be home to a colony of Psicon creatures.

                          Organizations:

                          The Energists Guild [ ˈen-ər-jist-z-ˈgild] : A powerful guild of magic users specializing in Energyshaping magic.

                          The Empath Council [ ˈĕm-pāth-ˈkoun-səl]: A secretive group of Empathymagic users, dedicated to the study and control of emotions.

                           

                          #6345
                          TracyTracy
                          Participant

                            Crime and Punishment in Tetbury

                             

                            I noticed that there were quite a number of Brownings of Tetbury in the newspaper archives involved in criminal activities while doing a routine newspaper search to supplement the information in the usual ancestry records. I expanded the tree to include cousins, and offsping of cousins, in order to work out who was who and how, if at all, these individuals related to our Browning family.

                            I was expecting to find some of our Brownings involved in the Swing Riots in Tetbury in 1830, but did not. Most of our Brownings (including cousins) were stone masons. Most of the rioters in 1830 were agricultural labourers.

                            The Browning crimes are varied, and by todays standards, not for the most part terribly serious ~ you would be unlikely to receive a sentence of hard labour for being found in an outhouse with the intent to commit an unlawful act nowadays, or for being drunk.

                            The central character in this chapter is Isaac Browning (my 4x great grandfather), who did not appear in any criminal registers, but the following individuals can be identified in the family structure through their relationship to him.

                             

                            RICHARD LOCK BROWNING born in 1853 was Isaac’s grandson, his son George’s son. Richard was a mason. In 1879 he and Henry Browning of the same age were sentenced to one month hard labour for stealing two pigeons in Tetbury. Henry Browning was Isaac’s nephews son.
                            In 1883 Richard Browning, mason of Tetbury, was charged with obtaining food and lodging under false pretences, but was found not guilty and acquitted.
                            In 1884 Richard Browning, mason of Tetbury, was sentenced to one month hard labour for game trespass.

                            Richard had been fined a number of times in Tetbury:

                            Richard Browning

                            Richard Lock Browning was five feet eight inches tall, dark hair, grey eyes, an oval face and a dark complexion. He had two cuts on the back of his head (in February 1879) and a scar on his right eyebrow.

                             

                            HENRY BROWNING, who was stealing pigeons with Richard Lock Browning in 1879, (Isaac’s brother Williams grandson, son of George Browning and his wife Charity) was charged with being drunk in 1882 and ordered to pay a fine of one shilling and costs of fourteen shillings, or seven days hard labour.

                            Henry was found guilty of gaming in the highway at Tetbury in 1872 and was sentenced to seven days hard labour. In 1882 Henry (who was also a mason) was charged with assault but discharged.
                            Henry was five feet five inches tall, brown hair and brown eyes, a long visage and a fresh complexion.
                            Henry emigrated with his daughter to Canada in 1913, and died in Vancouver in 1919.

                             

                            THOMAS BUCKINGHAM 1808-1846 (Isaacs daughter Janes husband) was charged with stealing a black gelding in Tetbury in 1838. No true bill. (A “no true bill” means the jury did not find probable cause to continue a case.)

                            Thomas did however neglect to pay his taxes in 1832:

                            Thomas Buckingham

                             

                            LEWIN BUCKINGHAM (grandson of Isaac, his daughter Jane’s son) was found guilty in 1846 stealing two fowls in Tetbury when he was sixteen years old.
                            In 1846 he was sentence to one month hard labour (or pay ten shillings fine and ten shillings costs) for loitering with the intent to trespass in search of conies.
                            A year later in 1847, he and three other young men were sentenced to four months hard labour for larceny.
                            Lewin was five feet three inches tall, with brown hair and brown eyes, long visage, sallow complexion, and had a scar on his left arm.

                             

                            JOHN BUCKINGHAM born circa 1832, a Tetbury labourer (Isaac’s grandson, Lewin’s brother) was sentenced to six weeks hard labour for larceny in 1855 for stealing a duck in Cirencester. The notes on the register mention that he had been employed by Mr LOCK, Angel Inn. (John’s grandmother was Mary Lock so this is likely a relative).

                            John Buckingham

                             

                            The previous year in 1854 John was sentenced to one month or a one pound fine for assaulting and beating W. Wood.
                            John was five feet eight and three quarter inches tall, light brown hair and grey eyes, an oval visage and a fresh complexion. He had a scar on his left arm and inside his right knee.

                             

                            JOSEPH PERRET was born circa 1831 and he was a Tetbury labourer. (He was Isaac’s granddaughter Charlotte Buckingham’s husband)
                            In 1855 he assaulted William Wood and was sentenced to one month or a two pound ten shilling fine. Was it the same W Wood that his wifes cousin John assaulted the year before?
                            In 1869 Joseph was sentenced to one month hard labour for feloniously receiving a cupboard known to be stolen.

                             

                            JAMES BUCKINGAM born circa 1822 in Tetbury was a shoemaker. (Isaac’s nephew, his sister Hannah’s son)
                            In 1854 the Tetbury shoemaker was sentenced to four months hard labour for stealing 30 lbs of lead off someones house.
                            In 1856 the Tetbury shoemaker received two months hard labour or pay £2 fine and 12 s costs for being found in pursuit of game.
                            In 1868 he was sentenced to two months hard labour for stealing a gander. A unspecified previous conviction is noted.
                            1871 the Tetbury shoemaker was found in an outhouse for an unlawful purpose and received ten days hard labour. The register notes that his sister is Mrs Cook, the Green, Tetbury. (James sister Prudence married Thomas Cook)
                            James sister Charlotte married a shoemaker and moved to UTAH.
                            James was five feet eight inches tall, dark hair and blue eyes, a long visage and a florid complexion. He had a scar on his forehead and a mole on the right side of his neck and abdomen, and a scar on the right knee.

                            #6315

                            In reply to: The Sexy Wooden Leg

                            It was not yet 9am and Eusebius Kazandis was already sweating. The morning sun was hitting hard on the tarp of his booth. He put the last cauldron among lines of cauldrons on a sagging table at the summer fair of Innsbruck, Austria. It was a tiny three-legged black cauldron with a simple Celtic knot on one side and a tree on the other side, like all the others. His father’s father’s father used to make cauldrons for a living, the kind you used to distil ouzo or cook meals for an Inn. But as time went by and industrialisation made it easier for cooks, the trade slowly evolved toward smaller cauldrons for modern Wiccans. A modern witch wanted it portable and light, ready to use in everyday life situations, and Eusebius was there to provide it for them.

                            Eusebius sat on his chair and sighed. He couldn’t help but notice the woman in colourful dress who had spread a shawl on the grass under the tall sequoia tree. Nobody liked this spot under the branches oozing sticky resin. She didn’t seem to mind. She was arranging small colourful bottles of oil on her shawl. A sign near her said : Massage oils, Fragrant oils, Polishing oils, all with different names evocative of different properties. He hadn’t noticed her yesterday when everybody was installing their stalls. He wondered if she had paid her fee.

                            Rosa was smiling as she spread in front of her the meadow flowers she’d picked on her way to the market. It was another beautiful day, under the shade and protection of the big sequoia tree watching over her. She assembled small bouquets and put them in between the vials containing her precious handmade oils. She had noticed people, and especially women, would naturally gather around well dressed stalls and engage conversation. Since she left her hometown of Torino, seven years ago, she’d followed the wind on her journey across Europe. It had led her to Innsbruck and had suddenly stopped blowing. That usually meant she had something to do there, but it also meant that she would have to figure out what she was meant to do before she could go on with her life.

                            The stout man waiting behind his dark cauldrons, was watching her again. He looked quite sad, and she couldn’t help but thinking he was not where he needed to be. When she looked at him, she saw Hephaestus whose inner fire had been tamed. His banner was a mishmash of religious stuff, aimed at pagans and budding witches. Although his grim booth would most certainly benefit from a feminine touch, but she didn’t want to offend him by a misplaced suggestion. It was not her place to find his place.

                            Rosa, who knew to cultivate any available friendship when she arrived somewhere, waved at the man. Startled, he looked away as if caught doing something inappropriate. Rosa sighed. Maybe she should have bring him some coffee.

                            As her first clients arrived, she prayed for a gush of wind to tell her where to go next. But the branches of the old tree remained perfectly still under the scorching sun.

                            #6310

                            In reply to: The Sexy Wooden Leg

                            Olek wished he wasn’t so easy to find.

                            The old caretaker of the shrine of Saint Edigna couldn’t have chosen a less conspicuous place to live in this warring time. People were flocking from afar, more and more each day drawn about by the ancient place, and the sacred oil bleeding linden tree which had suddenly and quite miraculously resumed its flow in the midst of the ambiant chaos started by the war.

                            It wasn’t always like this. A few months ago, the linden tree was just an old linden tree that may or may not have been miraculous, if the old wifes’ tales were to be trusted. Mankind’s memory is a flimsy thing as it occurs, and while for many generations before, speculations had abounded about whether or not the Saint was real, had such or such filiation, et cætera— it now seemed the old tales that were passed down from mother to children had managed to keep alive a knowledge that had but all dried up on old flaky parchments scribbled in pale inks that kept eluding old scholars’ exegesis.

                            Olek himself wasn’t a learned man. A man of faith, he was a little — more by upbringing than by choice, and by slow attunement to nature it would seem. Over the years, he’d be servicing the country in many ways, and after a rather long carrier started at young age, he had finally managed to retire in this place.
                            He thought he’d be left alone, to care for a little garden patch, checking in from times to times on the old grumpy neighbours, but alas, the Holy Nation’s destiny still had something in store for him.

                            The latest pilgrim family had brought a message. It was another push to action. “Plan acceleration needs to happen”.
                            “What clucking plan again?” was his first reaction. Bad temper had a way of flaring right up his vents as in old times. When he’d calmed down, he wondered if he had ever seen a call for slowing down in his life. People were always so busy mindlessly carting around, bumping into the darkness.

                            He smiled thinking of something his old man used to say. He’d never planned for a thing in his life, and was always very carefree it was often scary. His mantra was “People are always getting prepared for the wrong things. They never can prepare for the unexpected, and surely enough, only the unexpected happens.”
                            That sort of chaos paddling approach to life didn’t seem to bring him any sort of extraordinary success, and while he had the same mixed bag of ups and downs as the rest of his compatriots, just so much less did he suffer for the same result! Olek guessed that was the whole point, even if he really couldn’t accept it until much later in life.

                            Maybe Olek would start playing by his father’s book. Until he could find a way to get lost behind enemy lines.

                            #6289
                            TracyTracy
                            Participant

                              “Ever get the feeling you’re talking to yourself?” Liz said to herself.

                              “YOU TART!!!”

                              Liz swung round, wondering where the dreadful shreik came from. The little black communication device on her desk was vibrating madly, causing the tea in her cup to slosh over the side into the saucer.

                              “Good Godfrey!” exclaimed Liz, visibly shaken.

                              “You rang?” smiled Godfrey, crawling out from under the desk.

                              “You were under my desk the whole time?” Liz was shocked.

                              “Allo allo allo!”

                              “Roberto! You were under my desk the entire time too?”

                              “Zere iz a zecret door under ze desk, madame, you did not know zis?”

                              “Fanella!  Good lord, not you as well!”

                              Fanella grinned sheepishly. “I ‘ave come to ‘elp Finnley wiz ze bedding.”

                              Liz bent down and peered under her desk. Who else was under there? But it was dark as a black hole, and covered in cobwebs.

                              “Fanella, do you know where Finnley is?” asked Liz.  “I miss her terribly. Everything is so dreadfully dusty without her.”

                              Fanella shrugged.  “She was drugged, Madame.  It was when she tried to put a bug under the rug, someone ‘hit ‘er on ze ‘ead wiz a mug, and lugged her to a zecret location and filled her wiz drugs.” Fanella shrugged again. “Zis is why I ‘ave come to ‘elp.”

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