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  • #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

        #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.

              #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.

                  #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.”

                          #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)

                            #6460

                            In reply to: Orbs of Madjourneys

                            The vendor was preparing the Lorgh Drülp with the dexterity of a Japanese sushi chef. A piece of yak, tons of spices, minced vegetables, and some other ingredients that Youssef couldn’t recognise. He turned his attention to the shaman’s performance. The team was trying to follow the man’s erratic moves under Miss Tartiflate’s supervision.  Youssef could hear her shouting to Kyle to get closer shots. It reminded him that he had to get an internet connection.

                            “Is there a wifi?” asked Youssef to the vendor. The man bobbed his head and pointed at the table with a knife just as big as a machete. Impressed by the size of the blade, Youssef almost didn’t see the tattoo on the vendor’s forearm. The man resumed his cooking swiftly and his long yellow sleeve hid the tattoo. Youssef touched his screen to look at his exchange with Xavier. He searched for the screenshot he had taken of the Thi Gang’s message. There it was. The mummy skull with Darth Vador’s helmet. The same as the man’s tattoo. Xavier’s last message was about the translation being an ancient silk road recipe. They had thought it a fluke in AL’s algorithm. Youssef glanced at the vendor and his knife. Could he be part of Thi Gang?

                            Youssef didn’t have time to think of a plan when the vendor put a tray with the Lorgh Drülp and little balls of tsampa on the table. The man pointed with his finger at the menu on the table, uncovering his forearm, it was the same as the Thi Gang logo.

                            “Wifi on menu,” the man said. “Tsampa, good for you…”

                            A commotion at the market place interrupted them. Apparently Kyle had gone too close and the shaman had crashed into him and the rest of the team. The man was cursing every one of them and Miss Tartiflate was apparently trying to calm him down by offering him snack bars. But the shaman kept brandishing an ugly sceptre that looked like a giant chicken foot covered in greasy fur, while cursing them with broken english. The tourists were all brandishing their phones, not missing a thing, ready to send their videos on TrickTruck. The shaman left angrily, ignoring all attempts at conciliation. There would be no reportage.

                            “Hahaha, tourists, they believe anything they see,” said the vendor before returning to his stove and his knife.

                            Despite his hunger, Youssef thought he’d better hurry with the wifi, now that the crew was out of work, he would be the target of Miss Tartiflate’s frustration. Furthermore, he wanted to lay low and not attract the vendor’s attention.

                            3235 messages from his friends. How would he ever catch up?
                            Among them, messages from Xavier. Youssef sighed of relief when he read that his friend had regained full access of the website and updated the system to fix a security flaw that allowed Thi Gang to gain access in the first place. But he growled when his friend continued with the bad news. There was some damage done to the content of THE BLOG.

                            To console himself, Youssef started to eat a ball of tsampa. It was sweet and tasted like rose. He took a second and spit it out almost immediately. There was a piece of paper inside. He smoothed it and discovered a series of five pictograms.

                            🧔🌮🔍🔑🏞️

                            The first one was like a hologram and kept changing into six horizontal bars. The second one, looking like a tako bell, kept reversing side. Youssef raised his head to call the vendor and nobody was there. He got up and looked for the guy, Thi Gang or not, he needed some answers. Voices came from behind the curtain at the back of the stall. Youssef walked around the stall and saw the shaman and the vendor exchanging clothes. The caucasian man was now wearing the colourful costume and the drum. When he saw Youssef, he smiled and waved his hand, making the bells from the hem ring. Then he turned around and left, whistling an air that sounded strangely like the music of the Game. Youssef was about to run after him when a hand grasped his shirt.

                            “Please! Tell me at least that THE BLOG is up and running!” said an angry voice.

                            #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.

                              #6427

                              In reply to: Prompts of Madjourneys

                              ÉricÉric
                              Keymaster

                                Xavier’s quirk offering is being a cheeky monkey

                                Quirk accepted.

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

                                Possible directions to investigate include

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

                                As for possible characters to engage, you may come across

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

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

                                Emoji clue: Xavier: 🐒🍌

                                #6410

                                In reply to: Orbs of Madjourneys

                                Real-life Xavier was marveling at the new AL (Artificial Life) developments on this project he’d been working on. It’s been great at tidying the plot, confusing as the plot started to become with Real-life characters named the same as their Quirky counterparts ones.

                                Real-life Zara had not managed to remain off the computer for very long, despite her grand claims to the contrary. She’d made quick work of introducing a new player in the game, a reporter in an obscure newspaper, who’d seemed quirky enough to be their guide in the new game indeed. It was difficult to see if hers was a nickname or nom de plume, but strangely enough, she also named her own character the same as her name in the papers. Interestingly, Zara and Glimmer had some friends in common in Australia, where RL Zara was living at the moment.

                                Anyways… “Clever ALXavier smiled when he saw the output on the screen. “Yasmin will love a little tidiness; even if she is the brains of the group, she has always loved the help.”

                                Meanwhile, in the real world, Youssef was on his own adventure in Mongolia, trying to uncover the mystery of the Thi Gang. He had been hearing whispers and rumors about the ancient and powerful group, and he was determined to find out the truth. He had been traveling through the desert for weeks, following leads and piecing together clues, and he was getting closer to the truth.

                                Zara, Xavier, and Yasmin, on the other hand, were scattered around the world. Zara was in Australia, working on a conservation project and trying to save a group of endangered animals. Xavier was in Europe, working on a new project for a technology company. And Yasmin was in Asia, volunteering at a children’s hospital.

                                Despite being physically separated, the four friends kept in touch through video calls and messages. They were all excited about the upcoming adventure in the Land of the Quirks and the possibility of discovering their inner quirks. They were also looking forward to their trip to the Flying Fish Inn, where they hoped to find some clues about the game and their characters.

                                In the game, Glimmer Gambol’s interactions with the other characters will be taking place in the confines of the Land of the Quirks. As she is the one who has been playing the longest and has the most experience, she will probably be the one to lead the group and guide them through the game. She also has some information that the others don’t know about yet, and she will probably reveal it at the right time.

                                As the game and the real-world adventures are intertwined, the characters will have to navigate both worlds and find a way to balance them. They will have to use their unique skills and personalities to overcome challenges and solve puzzles, both in the game and in the real world. It will be an exciting and unpredictable journey, full of surprises and twists.

                                #6408

                                In reply to: Orbs of Madjourneys

                                Glimmer gave Zara and Yasmin a cheery :yahoo_wave:   , smirking to herself at their alarm at leaving her to her own devices.  She had no intention of inviting guests yet, but felt no need to reassure them.  Xavier would play along with her, she felt sure.

                                Glimmer settled herself comfortably to peruse the new AIorium Emporium catalogue with the intention of ordering some new hats and accessories for the adventure.  She had always had a weakness for elaborate hats, but the truth was they were often rather heavy and cumbersome. That is until she found the AIorium hats which were made of a semi anti gravity material.  Not entirely anti gravity, obviously, or they would have floated right off her head, but just enough to make them feel weightless.  Once she’d discovered these wonderful hats and their unique properties, she had the idea to carry all her accessories, tools and devices upon her hat. This would save her the bother of carrying around bags of stuff.  She was no light weight herself, and it was quite enough to carry herself around, let alone bags of objects.

                                Glimmer had heard a rumour (well not a rumour exactly, she had a direct line to ~ well not to spill the beans too soon, but she had some lines of information that the others didn’t know about yet) that the adventure was going to start at The Flying Fish Inn.   This was welcome news to Glimmer, who had met Idle many years before when they were both teenagers.  Yes, it’s hard to imagine these two as teenagers, but although they’d only met breifly on holiday, they’d hit it off immediately.  Despite not keeping in contact over the years, Glimmer remembered Idle fondly and felt sure that Idle felt similarly.

                                Glimmer perused the catalogue for a suitable gift to take for her old friend.  The delightful little bottles of spirited spirit essences caught her eye, and recalling Idle’s enthusiasm for an exotic tipple, she ordered several bottles.  Perhaps Glimmer should have read carefully the description of the effects of the contents of each bottle but she did not. She immediately added the bottles to the new hat she’d ordered for the trip.

                                Feeling pleased with her selection, she settled down for a snooze until her new hat arrived.

                                 

                                Glimmers New Hat

                                #6391
                                ÉricÉric
                                Keymaster

                                  write the plot of an absurd non-linear novel, featuring 4 characters

                                  The novel begins with the introduction of four characters: a retired archaeologist named Harold, a struggling musician named Samantha, a disillusioned corporate drone named Tim, and a reclusive inventor named Claire.

                                  Harold, who is obsessed with ancient Egyptian hieroglyphs, discovers a mysterious underground chamber beneath a pyramid in Egypt. Inside, he finds a strange device that he believes is a time machine. Harold decides to use the device to travel back in time to ancient Egypt in order to decipher the hieroglyphs.

                                  Samantha, who is trying to make a name for herself as a musician, is struggling to come up with new material for her music. One day, she discovers that she can create beautiful music by communicating with plants telepathically. She becomes obsessed with this new form of music-making and decides to quit her day job and pursue it full-time.

                                  Tim, who is stuck in a dead-end job, is feeling unfulfilled and uninspired. One day, he stumbles upon a robotic mime performance art show. The performance inspires him to quit his job and pursue his dream of becoming a mime artist.

                                  Claire, who is a reclusive inventor, has been working on a project to create a type of artificial intelligence that can communicate with humans using calligraphic body language. She finally succeeds and creates an AI that she names “Calli”.

                                  As the story progresses, the characters’ paths begin to intersect in unexpected ways. Harold gets stuck in ancient Egypt and has to rely on Samantha’s telepathic plant communication skills to find a way back to the present. Tim’s robotic mime art becomes a hit and he starts working with Claire to integrate Calli into his performances.

                                  As the story reaches its climax, all four characters come together to use their unique skills and abilities to solve a problem that threatens the fate of the world.

                                  Throughout the novel, the plot unfolds in a non-linear fashion, jumping back and forth in time and between the different character’s perspectives. The story is filled with absurdity and unexpected twists and turns, leaving the reader guessing until the very end.

                                  What sort of problem that threatens the fate of the world will be resolved by their combined skills?

                                  As the story progresses, the characters begin to uncover a sinister plot by a group of powerful individuals who are intent on using the time machine to alter the course of history for their own gain. They plan to use the time machine to go back in time and change key events that would give them immense wealth and power in the present. Harold and Samantha, with the help of Tim and Claire, must race against time to stop the villains from carrying out their plan.

                                  Harold’s expertise in ancient Egyptian hieroglyphs plays a crucial role in deciphering the clues that lead to the location of the time machine. Samantha’s telepathic plant communication skills are used to locate the hidden underground chamber where the time machine is kept. Tim’s robotic mime art and Claire’s AI Calli are used to infiltrate the villains’ hideout and gather intelligence on their plans.

                                  In the final act, the four characters come together to use their unique skills and abilities to stop the villains from altering history. Harold uses his knowledge of ancient Egypt to navigate the time machine and travel back in time to stop the villains from changing key events. Samantha uses her telepathic plant communication skills to communicate with the plants in the past and gather information on the villains’ whereabouts. Tim and Claire use their robotic mime and AI skills to create a diversion and distract the villains while Harold and Samantha complete their mission.

                                  In the end, the four characters succeed in stopping the villains and saving the fate of the world. The novel ends with the four characters going their separate ways, but they all know that they will always have each other to rely on in the face of any challenge that comes their way.

                                  #6390
                                  ÉricÉric
                                  Keymaster

                                    Trying to get some interesting unlikely, absurd associations or quests… Still some way to go!

                                    2 impossible associations

                                    1. The creation of a time machine using only household objects such as a toaster and a stapler.
                                    2. The discovery of a parallel universe accessible through a secret passageway hidden in a public park’s playground equipment.

                                    give an association of 3 or 4 words with each words being statistically probable to occur in every day conversation but with statistical probability of occurring together of less than 10^-57.

                                      1. “Giant robotic giraffe farming”
                                      2. “Vintage cars restoration using only expired food”
                                      3. “Archaeological board game design with only smells”
                                      4. “Artificial intelligence calligraphic body language assisted therapy”

                                    All the words in these associations are commonly used in everyday conversation, but the associations themselves are relatively unexpected, absurd, and may surprise people. They are all grounded in everyday happenstances but are less modern tech-oriented and the concepts they describe are related to diverse interests that may not be related to technology trend and are quite unexpected and bizarre..

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