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  • #7164

    In reply to: Orbs of Madjourneys

    Perhaps it was the approaching storm that was the cause of the annoying inability to fall asleep, and when Zara had had enough of the bizarre juxtapositions of the hypnagogic images flashing before her closed eyelids,  she gave up trying and switched the bedside light on.  Often she felt restless before a storm, not really a fear of danger but an alertness to the power and the agitation of it.  A bit like having one strong coffee too many and wishing you hadn’t.

    Zara padded over to the door barefoot, and opened it a crack.  Silence, and dark but for a night light in the hall and a distant light on the porch.  Quietly Zara made her way to the verandah. The night air washed over her face and made her smile and breathe deeply. She felt her self relaxing, and reminded herself that she was supposed to be relaxing, it was a holiday after all.  There was something in the air though, something she couldn’t nail down. A restlessness in the air.  It was as if something wanted to come to light, come out in the open, and yet an approaching dust storm threatened to obscure even the most obvious of things.

    “May as well sit up and have a glass of wine when it’s like this,” Aunt Idle said when Zara had finished her deep breathing relaxing mental turmoil exercises and had eventually turned to sit down at one of the tables.  “Fetch a glass over there and come and join me. Ever been in a dust storm in a lager and cart race?”

    Zara welcomed the distraction and smiled encouragingly and said that she had not.

    “Oh, I could tell you a tale or two about dust storms and cart races,”  Aunt Idle said, and then drifted off into silent reverie. Zara refilled their glasses with wine. “Do tell,” she said, “Tell me a tale about dust storms and cart races.”

    ÉricÉric
    Keymaster

      Some background for the storyline of Franiel

      For safekeeping and future explorations…

      Franiel a talented young monk from Mount Elok’ram is going on a journey of a lifetime after the death of the old abbot Hrih Chokyam Lin’potshee despite being his chosen successor unknown to everybody. He is sent by the usurper Elder Aum Geog to a journey down to the Village of Chard Dam Jarfon to engrave a precious chalice with sacred words on a sealed scroll.

      He encounters Léonard a zany alchemist with his dog Moufle who takes his precious cargo.

      Franiel finds shelter with Phoebe Chesterhope, a master thief who trains him until she disappears after taking her motorbike on a dangerous interdimensional mission on the day of Marduë. Franiel is then put back in the path of Léonard, who had stolen the chalice for safekeeping. Léonard teaches Franiel about the powers of the chalice (the famed Cup of Margilonia), on the day of Seldië, and activates its self-protective cloaking power to temporarily relieve Franiel of his burden.

      Under Léonard’s tutelage, the true destiny of Franiel is revealed, and he can claim his rightful place as the chosen successor of the old abbot, on the day of Marduë. With the help of Leonard and the power of the chalice, Franiel embarks on a new journey, equipped with the knowledge and skills he needs to fulfill his destiny. However, with someone else following him and the possibility of danger lurking around every hexade, Franiel must stay vigilant and continue to rely on his newfound allies to help him succeed. Only time will tell if Franiel is truly ready for the challenges that lie ahead on his path to becoming a great leader and guardian of the sacred chalice.

      #6720
      ÉricÉric
      Keymaster

        “It’s amazing, all the material we gathered over the years, it makes one’s head spin…” Godfrey was poring over quantities of papers, mostly early drafts stuck haphazardly in a pile of donations boxes that Elizabeth had generously contributed to the National Library’s archives of great works and renowned authors, but mostly as way of spring cleaning.

        He had materialized some of the links from the pages with webs of purple yarn tied to the wall of the dining hall. It had soon become a tangled mess of interwoven threads that he had to protect from the cleaning frenzied assaults of energetic feather duster of Finnley.

        She’d softened her stance a little when she’s realised how often her namesake has popped in the various storylines, almost making her emotional about Liz’ incorporating her in her works of fictions —only to remember that most of the time, she’d been the working hand behind the continuity, the Finnleys appearances being an offshoot of this endeavour.

        Godfrey had almost forgotten he was actually a publisher to start with, before he became more of a useful side-kick, if not a useful idiot.

        The phone rang in the empty hall. Soon after, Finnley arrived with the heavy bakelite telephone, handing it over to Godfrey unceremoniously. “You might want to take this, it’s Felicity…” she mouthed the last word like it was the name of the Devil himself.

        “Dear Flove protect us, don’t tell me Liz’ mother is in town…”

        “Well, at least she has comic relief value” snorted Finnley on her way back to her duties.

        #6661

        In reply to: Orbs of Madjourneys

        The black BMW pulled up outside the Flying Fish Inn.  Sister Finli pulled a baseball cap low over her big sunglasses before she got out of the car. Yasmin was still in the bar with her friends and Finli hoped to check in and retreat to her room before they got back to the inn.

        She rang the bell on the reception desk several times before an elderly lady in a red cardigan appeared.

        “Ah yes, Liana Parker,” Mater said, checking the register.    Liana managed to get a look at the register and noted that Yasmin was in room 2. “Room 4. Did you have a good trip down? Smart car you’ve got there,”   Mater glanced over Liana’s shoulder, “Don’t see many like that in these parts.”

        “Yes, yes,” Finli snapped impatiently (henceforth referred to to as Liana). She didn’t have time for small talk. The others might arrive back at any time. As long as she kept out of Yasmin’s way, she knew nobody would recognize her ~ after all she had been abandoned at birth. Even if Yasmin did find her out, she only knew her as a nun at the orphanage and Liana would just have to make up some excuse about why a nun was on holiday in the outback in a BMW.  She’d cross that bridge when she came to it.

        Mater looked over her glasses at the new guest. “I’ll show you to your room.”  Either she was rude or tired, but Mater gave her the benefit of the doubt.  “I expect you’re tired.”

        Liana softened and smiled at the old lady, remembering that she’d have to speak to everyone in due course in order to find anything out, and it wouldn’t do to start off on the wrong foot.

        “I’m writing a book,” Liana explained as she followed Mater down the hall. “Hoping a bit of peace and quiet here will help, and my book is set in the outback in a place a bit like this.”

        “How lovely dear, well if there’s anything we can help you with, please don’t hesitate to ask.  Old Bert’s a mine of information,”   Mater suppressed a chuckle, “Well as long as you don’t mention mines.  Here we are,” Mater opened the door to room 4 and handed the key to Liana.  “Just ask if there’s anything you need.”

        Liana put her bags down and then listened at the door to Mater’s retreating steps.  Inching the door open, she looked up and down the hallway, but there was nobody about.  Quickly she went to room 2 and tried the door, hoping it was open and she didn’t have to resort to other means. It was open.  What a stroke of luck! Liana was encouraged. Within moments Liana found the parcel, unopened.  Carefully opening the door,  she looked around to make sure nobody was around, leaving the room with the parcel under her arm and closing the  door quietly, she hastened back to room 4.   She nearly jumped out of her skin when a voice piped up behind her.

        “What’s that parcel and where are you going with it?” Prune asked.

        “None of your business you….”  Liana was just about to say nosy brat, and then remebered that she would catch more flies with honey than vinegar. It was going to be hard for her to remember that, but she must try!  She smiled at the teenager and said, “A dreamtime gift for my gran, got it in Alice. Is there a post office in town?”

        Prune narrowed her eyes. There was something fishy about this and it didn’t take her more than a second to reach the conclusion that she wanted to see what was in the parcel.  But how?

        “Yes,” she replied, quick as a flash grabbing the parcel from Liana. “I’ll post it for you!” she called over her shoulder as she raced off down the hall and disappeared.

        “FUCK!” Liana muttered under her breath, running after her, but she was nowhere to be seen. Thankfully nobody else was about in the reception area to question why she was running around like a madwoman.  Fuck! she muttered again, going back to her room and closing the door. Now what? What a disaster after such an encouraging start!

        Prune collided with Idle on the steps of the verandah, nearly knocking her off her feet. Idle grabbed Prune to steady herself.  Her grip on the girls arm tightened when she saw the suspicious look on face.   Always up to no good, that one. “What have you got there? Where did you get that? Give me that parcel!”

        Idle grabbed the parcel and Prune fled. Idle, holding onto the verandah railing, watched Prune running off between the eucalyptus trees.  She’s always trying to  make a drama out of everything, Idle thought with a sigh. Hardly any wonder I suppose, it must be boring here for a teenager with nothing much going on.

        She heard a loud snorting laugh, and turned to see the four guests returning from the bar in town, laughing and joking.  She put the parcel down on the hall table and waved hello, asking if they’d had a good time.  “I bet you’re ready for a bite to eat, I’ll go and see what Mater’s got on the menu.” and off she went to the kitchen, leaving the parcel on the table.

        The four friends agreed to meet back on the verandah for drinks before dinner after freshening up.   Yasmin kept glancing back at the BMW.  “That woman must be staying here!” she snorted.  Zara grabbed her elbow and pulled her along. “Then we’ll find out who she is later, come on.”

        Youssef followed Idle into the kitchen to ask for some snacks before dinner (much to Idle’s delight), leaving Xavier on the verandah.  He looked as if he was admiring the view, such as it was, but he was preoccupied thinking about work again. Enough! he reminded himself to relax and enjoy the holiday. He saw the parcel on the table and picked it up, absentmindedly thinking the black notebook he ordered had arrived in the post, and took it back to his room. He tossed it on the bed and went to freshen up for dinner.

        #6636
        AvatarJib
        Participant

          Georges had always thought going out into space with the spacesuits generated by Jorid was an exhilarating experience. The tight fitting suit and gloves were full of sensors that could transmit different kind of sensory informations to the brain. Pressure, temperature and the fluctuations of the Boodenbaum surface field. It was a lot like feeling the surface tension of water and moving in space with these suits was as easy as swimming in a warm ocean.

          The light of the star gave Georges’ white suit a green hue. There was no doubt they were back in the Alienor system after 14 years. The Jorid was currently orbiting Duane, not very far from there, Georges could see the twin planet, Murtuane. But no sign of Phrëal anywhere. His helmet speakers started playing “In the Hall of the Mountain King” by Edvard Grieg.

          “Jorid,” said Georges, “what are you doing?”

          “I thought it was fitting for such a grandiose moment, Georges. The sensory information about your body tells me you’re filled with nostalgia and awe at the sight of your home planet.”

          “It’s not my… forget it. What am I looking for?”

          “Likely a small creature, the size of a rodent from Earth. I can fell it run about the greenhouse where Salomé is taking care of her sweet pea plants from planet Attalyi. It seems to have developed an interest in her activities.”

          Georges glided over the curved hull toward the giant window Jorid had manifested for Salomé’s little experiments. She wanted to grow alien vegetation in an intersticial environment kept in stasis in between dimensions to spice up the dishes from the replicator. He hid behind one of Jorid’s spherical gravitational wave sensor.

          “I can see the creature. Is Salomé aware it’s spying on her?”

          “Negative. She required not being disturbed during her experiments.”

          Georges pushed a button on his wrist keyboard. Beethoven’s fifth symphony started playing. Georges pushed the same button again. The track changed to Mozart’s “Little Night” music.

          “Jorid, the wristboard is malfunctioning. Can you stop the music and activate the cloaking shield for me ?”

          “Negative. The creature is creating of interferences.”

          “How? Wow!? What the …”

          A creature the size of a marmoset had landed on Georges helmet and was licking the glass, using its gecko fingers to stick it. An image formed into Georges mind : Salomé stroking the creature in the green house and calling it Sand’Rin.

          “I think she likes you,” said Jorid.

          #6634

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

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

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

            Quirk accepted.

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

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

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

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

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

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

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

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

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

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

            #6615

            In reply to: Orbs of Madjourneys

            Like ships in the night, Zara and Yasmin still hadn’t met up with Xavier and Youssef at the inn. Yasmin was tired from traveling and retired to her room to catch up on some sleep, despite Zara’s hopes that they’d have a glass of wine or two and discuss whatever it was that was on Yasmins mind.  Zara decided to catch up on her game.

            The next quirk was “unleash your hidden rudeness” which gave Zara pause to consider how hidden her rudeness actually was.  But wait, it was the avatar Zara, not herself. Or was it?   Zara rearranged the pillows and settled herself on the bed.

            Zara found her game self in the bustling streets of a medieval market town, visually an improvement on the previous game level of the mines, which pleased her, with many colourful characters and intriguing alleyways and street market vendors.

            Madieval market

            She quickly forgot what her quest was and set off wandering around the scene.  Each alley led to a little square and each square had gaily coloured carts of wares for sale, and an abundance of grinning jesters and jugglers. Although tempted to linger and join the onlookers jeering and goading the jugglers and artistes that she encountered, Zara continued her ramble around the scene.

            She came to a gathering outside an old market hall, where two particularly raucous jesters were trying to tempt the onlookers into partaking of what appeared to be cups of tea.  Zara wondered what the joke was and why nobody in the crowd was willing to try.  She inched closer, attracting the attention of the odd grinning fellow in the orange head piece.

            Jesters with cups

             

            “Come hither, ye fine wench in thy uncomely scant garments, I know what thou seekest! Pray, sit thee down beside me and partake of my remedy.”

            “Who, me?” asked Zara, looking behind her to make sure he wasn’t talking to someone else.

            “Thoust in dire need of my elixir, come ye hither!”

            Somewhat reluctantly Zara stepped towards the odd figure who was offering to hand her a cup.  She considered the inadvisability of drinking something that everyone else was refusing, but what the hell, she took the cup and saucer off him and took a hesitant sip.

            The crowd roared with laughter and there was much mirthful thigh slapping when Zara spit the foul tasting concoction all over the jesters shoes.

            “Believe me dame,” quoth the Jester, “I perceive proffered ware is worse by ten in the hundred than that which is sought. But I pray ye, tell me thy quest.”

            “My quest is none of your business, and your tea sucks, mister,” Zara replied. “But I like the cup.”

            Pushing past the still laughing onlookers and clutching the cup, Zara spotted a tavern on the opposite side of the square and made her way towards it.   A tankard of ale was what she needed to get rid of the foul taste lingering in her mouth.

            jesters cup tavern

             

            The inside of the tavern was as much a madhouse as the streets outside it. What was everyone laughing at? Zara found a place to sit on a bench beside a long wooden table. She sat patiently waiting to be served, trying to eavesdrop to decipher the cause of such merriment, but the snatches of conversation made no sense to her. The jollity was contagious, and before long Zara was laughing along with the others.  A strange child sat down on the opposite bench (she seemed familiar somehow) and Zara couldn’t help remarking, “You lot are as mad as a box of frogs, are you all on drugs or something?” which provoked further hoots of laughter, thigh slapping and table thumping.

            tavern girl

             

            “Ye be an ungodly rude maid, and ye’ll not get a tankard of ale while thoust leavest thy cup of elixir untasted yet,” the child said with a smirk.

            “And you are an impertinent child,” Zara replied, considering the potential benefits of drinking the remainder of the concoction if it would hasten the arrival of the tankard of ale she was now craving.  She gritted her teeth and picked up the cup.

            But the design on the cup had changed, and now bore a strange resemblance to Xavier.  Not only that, the cup was calling her name in Xavier’s voice, and the table thumping got louder.

            Xavi cup

             

            Zara!” Xavier was knocking on her bedroom door. “Zara!  We’re going for a beer in the local tavern, are you coming?”

            “Xavi!”  Zara snapped back to reality, “Yes! I’m bloody parched.”

            #6550

            In reply to: Orbs of Madjourneys

            “I’ve got something to tell you, too.   Come on, you can meet him. He’s waiting in the car,” Zara told Yasmin as they made their way out of the arrivals hall at Alice Springs airport.

            “Who the dickens is Sergio?” Yasmin replied, and then added, “You tart!” when Zara explained.

            “That’s rich, coming from you, you old slapper,” Zara laughed, giving Yasmin an affectionate elbow poke.  “He’s leaving tomorrow, so when he phoned this morning inviting me out sightseeing, I couldn’t refuse.  Xavier and Youssef weren’t up yet when I left, lazy buggers.  They’re an odd family at the Inn, and it’s a funny old place. Some strange undercurrents though, I can’t put my finger on it. Secrets, you know? Why, what’s up?”  Yasmin had given her a funny look, but as they had just reached the hire car, Yasmin whispered “Tell you later!”

            #6549

            In reply to: Orbs of Madjourneys

            “Have you been drinking?” blurted out Yasmin. Immediately she regretted her careless question. Zara had  never  been one to worry overly about appearances and Yasmin, who worried overly about everything, admired her carefree attitude. But she’d been a little taken aback by her friend’s unkempt hair and the smell of stale alcohol on her breath.  “Sorry,” she mumbled. “I was just joking …obviously.”

            “What? You’ve just arrived and already you’re insulting me! Sheesh!”

            “Oh well, no doubt I’ll turn into a lush too after a few days in the outback!” Yasmin snort laughed nervously, hoping to smooth things over. “You look well! And I really appreciate you picking me up.”

            It seemed to do the trick as Zara relaxed and smiled.  “You should. I’ve gone out of my way.” She gestured to Yasmin’s bag. “Have you just got the one? Shall we get going? I’ve got so much to tell you.”

            #6547

            In reply to: Orbs of Madjourneys

            On her way back to her room Zara picked up a leaflet off the hall table about the upcoming lager and cart race. Before starting the game she had a look through it.

            The leaflet also mentioned the competition  held annually each January in Port Lincoln. The Tunarama Festival was a competition to determine just how far a person could chuck a frozen tuna. A full-fledged celebration was centered around the event, complete with a wide array of arts and cultural displays, other participation events, local market stalls, and some of the freshest seafood in the world.

            There was unlikely to be any fresh seafood at the local lager and cart races, but judging from the photos of previous events, it looked colourful and well worth sticking around for, just for the photo opportunities.

            cart race 1

             

            Apparently the lager and cart races had started during the early days of the settler mining, and most of the carts used were relics from that era.  Competitors dressed up in costumes and colourful wigs, many of which were found in the abandoned houses of the local area.

            “The miners were a strange breed of men, but not all cut from the same cloth ~ they were daring outsiders, game for anything, adventurous rule breakers and outlaws with a penchant for extreme experience. Thus, outlandish and adventurous women ~ and men who were not interested in mining for gold in the usual sense ~ were magnetically drawn to the isolated outpost.  After a long dark day of restriction and confinement in the mines, the evenings were a time of colour and wild abandon; bright, garish, bizarre Burlesque events were popular. Strange though it may seem, the town had one of the most extensive wig and corset emporiums in the country, although it was discretely tucked away in the barn behind a mundane haberdashery shop.”

            The idea was to fill as many different receptacles with lager as possible, piling them onto the gaily decorated carts pulled by the costume clad participants.  As the carts were raced along the track, onlookers ran alongside to catch any jars or bottles that fell off the carts before they hit the ground. Many crashed to the ground and were broken, but if anyone caught one, they were obliged to drink the contents there and then before running after the carts to catch another one.

            Members of the public were encouraged to attend in fancy dress costumes and wigs.  There were plenty of stationary food vendors carts at the lager and cart races as well, and stalls and tents set up to sell trinkets.

            #6543

            In reply to: Orbs of Madjourneys

            The road was stretching endlessly and monotonously, a straight line disappearing into a nothingness of dry landscapes that sounded a bit depressing. At regular speed, the car barely seemed to progress, and Youssef was rather serious at the wheel. Soon Xavier was left depleted of jokes to tell (even the bad ones which tended to come off easily with sleep deprivation), so he tried to catch some of the patchy network signal to reconnect where he’d left off on the game. There wasn’t much network, and all he could download in the car, even with the game in lo-fi mode, was a measly text message with the starter for his new challenge.

            Your quest takes place in the ghost town of Midnight, where time seems to have stood still. The townspeople are all frozen in time, stuck in their daily routines and unable to move on. Your mission is to find the missing piece of continuity, a small hourglass that will set time back in motion and allow the townspeople to move forward.

            A ghost town seemed apt indeed.

            The welcome signs at the entrance of the town for their hostel were rather uninviting, but a festive banner mentioning the local “Lager and Carts festival” caught his attention. He counted the days. It would be next week-end; there was a good chance they’d still be there, the four of them. At least some action to look forward to!

            When he and Youssef arrived at the Inn after that rather uneventful and terribly long drive, all they wanted was to get a shower and some sleep. Zara wasn’t back yet from her trip, but they both figured out they’d meet at breakfast in the morning.

            The old lady with the sharp tongue had shown them their rooms rather unceremoniously; she was too busy ranting about an idle person not taking their *one job* seriously to care about details. Xavier almost asked for a wifi, but then thought better and decided to hold his question until he found someone to ask who was born in his century.
            Xavier took room 7, and Youssef room 5.

            The rooms were quite nicely decorated. It reminded him of something he’d read in the plane from a commentary of the Bardo Thodöl:

            In Tibetan the word for body is , which means “something you leave behind,” like baggage. Each time we say “lü,” it reminds us that we are only travelers, taking temporary refuge in this life and this body. So in Tibet people did not distract themselves by spending all their time trying to make their external circumstances more comfortable. They were satisfied if they had enough to eat, clothes on their backs, and a roof over their heads. Going on as we do, obsessively trying to improve our conditions, can become an end in itself and a pointless distraction. Would anyone in their right mind think of fastidiously redecorating their hotel room every time they booked into one? 

            The Tibetan Book of Living and Dying

            At least, he wasn’t feeling compelled to redecorate this room; it was perfect. The shared sanitaries, the boiler and the piping were another story, but that was probably coming from the same era as the owner, nice as she was.

            After having unpacked his few belongings, and taken a hot shower, he laid on the bed looking at the ceiling, which was blank and made a nice contrast to the ornate walls full of colorful dots.

            Luckily, searching through the signals available, he could see there was mostly one, and without any password. With the next neighbour a few miles away, no wonder nobody bothered with security.

            He connected to AL to check a few parameters — there seemed to be some degenerescence in the programme output that wasn’t satisfactory, and he was wondering if some self-repair or training reinforcement mechanisms were missing. At the moment, nothing too pressing, but he would keep an eye on them.

            Still no words from Yasmin he thought drifting to sleep… I half expected her to be there already…

            #6540

            In reply to: Prompts of Madjourneys

            ÉricÉric
            Keymaster

              Update & clarifications on the characters:

              Looking at the avatars that Zara, Youssef, Xavier and Yasmin are using in VR.

              Full name or real name in RL :: name in VR (@nickhandle) description of avatar.

              • Zara Patara-Smythe :: Zara (@zaraloon) is a 25-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in a sleek ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.
              • Xavier Olafsson :: Xavier (@xavimunk) is a 27-year-old man of Norwegian and Danish descent. He has blonde hair that he keeps in a messy style, blue eyes, and a charming smile. He stands at 6’1″ and has a lean build. He is always seen wearing a colorful and bold clothing, such as a Hawaiian shirt and shorts.
              • Yasmin Ahmed :: Yasmin (@yasminowl) is a 23-year-old woman of Egyptian descent. She has long, black hair that she keeps in a tight braid, dark brown eyes and a round face. She stands at 5’4″ and has a petite build. She usually wears conservative clothing, such as long skirts and blouses.
              • Youssef Ali :: Youssef (@youssefbear) is a 26-year-old man of half Yemeni, half Norwegian descent. He has short, curly black hair, dark brown eyes and a square jawline. He stands at 6’2″ and has a muscular build. He usually wears comfortable clothing such as a t-shirt and jeans, and always has a backpack on his shoulder.

              Full descriptions for real-life Zara, Yasmin, Youssef, Xavier:

              Real Life Zara Patara-Smythe :: Zara is a 57-year-old woman who is an adventurous traveler and a passionate hobbyist. She has a full mane of gorgeous auburn hair that she keeps in a sleek ponytail, sparkling green eyes, and a warm smile that puts others at ease. She is of mixed heritage, her mother was Indian and her father was British. She is well-educated and well-off, either through an inheritance or a supportive and understanding husband. Zara is a lover of art, music, and history, and spends much of her time indulging in her passions. She is always eager to explore new places and meet new people, and her adventurous spirit often leads her to travel off the beaten path.

              Real Life Yasmin Ahmed :: Yasmin is a 32-year-old woman who is kind, nurturing, and always puts others first. She has long, black hair that she keeps in a tight braid, almond-shaped brown eyes, and a warm smile that lights up a room. Born in Egypt, she grew up in a close-knit family and values the importance of community. She is a talented actress, who has kept her career a secret from those closest to her, in order to pursue a more fulfilling life working with children. Yasmin currently volunteers at an orphanage in Fiji, where she devotes herself to helping children in need.

              Real Life Youssef Ali :: Youssef is a 34-year-old man who is driven, confident, and always up for a challenge. He has short, curly black hair, dark brown eyes, and a square jawline that gives him a strong and determined look. Born to a Yemeni father and a Norwegian mother, he has a unique blend of cultures that has shaped his world view. Youssef is a talented blogger, who has traveled the world in search of new and interesting stories to share with his audience. He is always on the go, with a backpack on his shoulder, ready for his next adventure.

              Real Life Xavier Olafsson :: Xavier is a 36-year-old man who is bright, cheerful, and always looking for the positive in every situation. He has blonde hair that he keeps in a messy style, blue eyes, and a charming smile that never fails to win people over. Born to Norwegian and Danish parents, he has a love for the sea and an appreciation for the finer things in life. Xavier is an AI developer, who is working on a project he calls AL. He is always eager to share his ideas with others and is constantly seeking new and exciting opportunities.

              #6539

              In reply to: Prompts of Madjourneys

              ÉricÉric
              Keymaster

                Zara is the main protagonist, and also the reluctant leader of the game. In RL, she is wandering off the trail nearby Arltunga, Australia, where she is visiting, staying at the small family run inn the Flying Fish Inn. Bert, the local handyman drove her there, told her specifically not to wander off, yet in search of where a mysterious compass she collected on the trail is leading, and egged on by her talking smart parrot “Beautiful Girl”, she goes off the trail to explore. The sun is still high, and she already started to hallucinate some hooded figures with blue frog-faces with jelly-bean carts.
                Meanwhile, her friends Youssef and Xavier, just landed from abroad, are driving toward the rendez-vous spot at the Flying Fish Inn. The owners Mater and Idle don’t have any idea where Zara is.
                Yasmin, the fourth friend in the group is still on her way from Fiji, bearing a message written in red on an envelope from a mysterious Fred, who we don’t know yet, but seems to be linked to Mater & Idle’s family.
                What’s going to happen next to Zara? The game is encouraging her to explore her rudeness in a playful manner, in a medieval setting.
                Provide a series of playful and fun actions for Zara, linking these contexts. You may incorporate Tiku, a wise and no-nonsense Aboriginal woman who may guide her though the Dreamtime challenges. Provide random keywords to each action in the list.

                Here is a list of playful and fun actions for Zara in the game:

                1. “Follow the Compass”: Zara can follow the mysterious compass she collected on the trail, as it leads her to new locations and challenges. Keywords: Adventure, Exploration, Mystery.
                2. “Converse with Beautiful Girl”: Zara’s talking smart parrot “Beautiful Girl” may provide humorous commentary and encouragement throughout her journey. Keywords: Humor, Personality, Support.
                3. “Solve Riddles with Tiku”: Tiku, the wise and no-nonsense Aboriginal woman, can guide Zara through the Dreamtime challenges. To do this, Tiku may present her with riddles or puzzles that she must solve to progress. Keywords: Wisdom, Intelligence, Spirituality.
                4. “Collect Items”: Zara can collect items along the way, such as artifacts or treasures that may help her in her journey or lead her to new discoveries. Keywords: Collection, Discovery, Help.
                5. “Play Music with Beautiful Girl”: Zara can play musical instruments with Beautiful Girl, creating an entertaining and musical interlude in her journey. Keywords: Music, Joy, Creativity.
                6. “Cook with Mater and Idle”: At the Flying Fish Inn, Zara can join Mater and Idle in the kitchen and help them cook traditional dishes from the region. Keywords: Cooking, Culture, Community.
                7. “Race with Youssef and Xavier”: Zara can engage in friendly races with Youssef and Xavier, such as foot races or cart races, as a way to pass the time and have fun. Keywords: Competition, Speed, Excitement.

                These playful and fun actions can add variety and excitement to Zara’s journey and provide an opportunity for players to interact with the world and characters in new and unique ways.

                 🔁 Regenerate response

                #6517

                In reply to: Orbs of Madjourneys

                After Youssef retrieved his luggage in Alice Springs, he was swarmed with freelance tour guides trying to sell him trips. You would buy a ticket out of any one of them just to get rid of the others, he thought. With a few hungry growls, he managed to frighten most of them, with a touch of indifference he lost the rest. Except one. A short Indian looking man wearing a red cap and a moustache. He seemed to have an infinite talkative energy at his disposal, able to erode the strongest wills. The temperature was hotter than Youssef had expected, here it was the end of summer, and he was hungry. The man started to get on his nerves.

                The list of tours was endless. Uluru, scenic bushwalking trails, beautiful gardens, a historical tour, a costumed historical tour, a few national parks, and even his cousins’ restaurant. He reminded Youssef of his own father, always offering guests (and especially his visiting kids) another fruit, a pastry, some coffee, chocolate ? You sure you don’t want any chocolate? If the man was tenacious, Youssef had had training with his father. But this man seemed to mistake silence and indifference for agreement. Did he really think Youssef was going to buy one of his tours ?

                “The ghost town! You have to see Arltunga, said the man. An old mining ghost town, certainly an American like you like ghost towns. And buried treasure. Arltunga has buried treasure somewhere. You can find it. I know where to find a map.”

                Youssef wondered if it was another one of the game’s fluke that his quest was apparently bleeding into his real life again. And if there was a map, why hasn’t the treasure been found already? He checked at the back of his mind for the presence of that crazy old lady. Nope, not there. He decided to refuse the call this time. He just wanted to get to that F…ing Fish Inn in Crowshollow and meet with his friends.

                “NO, he growled, frightening a group of tourists passing by, but not the tour operator. No ghost town! We have plenty in America.” Thinking of the game and his last challenge for the previous quest, he said in desperation : “I just want to find a red scarf!” and he knew inside himself and many years attempting to resist his old man, that the short Indian man had won.

                “If you want to find a red scarf, you go to Silk Road, said the man bobbing his head. My cousin’s shop, you find everything there only.”

                Youssef sighed. He thought there were only two ways to take it. The first one was that he had fallen into a trap and try to find a way to get out of it. But it might be sticky and uncomfortable for everyone. So he decided it was the other way around and that it was part of the game. Why wouldn’t he use this as an opportunity for adventure. Wasn’t that what Xavier always said about roads less traveled ?

                “Where is your cousin’s shop? he asked. And where’s that restaurant of your cousin’s? I’m starving.”

                The little man smiled broadly.

                “Same place. Two brothers. Shop next to restaurant in Todd Mall. You’re lucky! Follow me.”

                #6515

                In reply to: Prompts of Madjourneys

                ÉricÉric
                Keymaster

                  Yasmin offered the following quirk: “sounding like a lunatic when I share synchs” (synchronicity) – getting excited when she gets “answers”, and willing to share generously. She wouldn’t fake it, as she’s not capable of lying and stuff like synchs are sacrosanct in her mind.
                  Setting for the game is the next random quote from the story.

                  Quirk accepted.

                  In the Land of Quirk, Yasmin finds herself in the heart of a hidden library, deep in the basement of the Flying Fish Inn. The library is filled with books and artifacts related to the study of synchronicities and the beyond.

                  As Yasmin delves deeper into the library, she comes across an ancient book that seems to hold the secrets of the universe. She eagerly opens it, but finds that it is written in a code that she cannot understand.

                  The librarian, a wise old owl, appears and greets Yasmin. He tells her that the book is the Key to the Beyond and that only the purest of heart can decode it. He explains that the code can only be unlocked by finding the missing pieces of a puzzle scattered throughout the library.

                  Yasmin’s task is to find the missing pieces of the puzzle and put them together to unlock the code. Along the way, she will meet various characters who will provide her with clues and challenges.

                  Proof of completion in real life: Yasmin must find a real-life object that relates to a synchronicity that she experiences while on her quest in the Land of Quirk. She must then share this synchronicity with her friends at the Flying Fish Inn to prove that she has completed her quest.

                  Good luck, Yasmin!

                  #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!

                    #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.
                        #6499
                        ÉricÉric
                        Keymaster

                          Premise is set:

                          Olga, Egbert and Obadiah are key protagonists in an adventure of elderly people being evicted / escaping their nursing home of Oocrane (with Maryechka, Obadiah’s grand-daughter, in tow). They start traveling together and helping each other in a war-torn country, and as they travel, they connect with other characters.
                          Tone is light-hearted and warm, with at times some bitter-sweet irony, and it unfolds into a surprisingly enthralling saga, with some down-to-earth mysteries, adding up to a satisfying open-ended conclusion that brings some deep life learning about healing the past, accepting the present and living life to its potential.

                          A potential plot structure begins to develop henceforth:

                          Chapter 2: The Journey Begins

                          Departure from the Nursing Home

                          Olga and Egbert make their way out the front gate with Obadiah, who has decided to join them on their journey, and they set out on the road together.
                          Maryechka, Obadiah’s granddaughter, decides to come along as well out of concern about the elders’, and the group sets off towards an unknown destination.

                          A Stop at the Market

                          The group stops at a bustling market in the town and begins to gather supplies for their journey.
                          Olga and Egbert haggle with vendors over prices, while Obadiah and Maryechka explore the market and gather food for the road.
                          The group encounters a strange man selling mysterious trinkets and potions, who tries to sell them a “luck” charm.

                          An Unexpected Detour

                          The group encounters a roadblock on their path and are forced to take a detour through a dense forest.
                          They encounter a group of bandits on the road, who demand their supplies and valuables.
                          Olga, Egbert, and Obadiah band together to outwit the bandits and escape, while Maryechka uses her wits to distract them.

                          A Close Call with a Wild Beast

                          The group comes across a dangerous wild animal on the road, who threatens to attack them.
                          Obadiah uses his quick thinking to distract the beast, while Egbert and Olga come up with a plan to trap it.
                          Maryechka uses her bravery to lure the beast into a trap, saving the group from certain danger.

                          A Night Under the Stars

                          The group sets up camp for the night, exhausted from their journey so far.
                          They sit around a campfire, sharing stories and reminiscing about their pasts.
                          As they gaze up at the stars, they reflect on the challenges they have faced so far and the journey ahead of them. They go to bed, filled with hope and a sense of camaraderie, ready for whatever comes next.

                          #6493

                          In reply to: Orbs of Madjourneys

                          “Welcome to the Flying Fish, do come in and I’ll show you to your room. Good flight, I hope? I bet you’d like a drink. Bert? Would you mind?”

                          Zara smiled and nodded to the charming old lady, standing up to follow Mater inside. “Gin and tonic, please, Bert.”

                          “They have dry laws in Alice you know,” Mater paused in the entrance hall.  “Not allowed to drink on this day or that day, I don’t know what the world’s coming to.”  After a moments consideration she added,  “Our Idle could do with moving to Alice,” forgetting herself for a moment.

                          “The twins have just decorated all the bedrooms, quite amazing I must say, they did a wonderful job. I hope you can sleep alright, I’m not sure I’d be able to.   They call it dreamtime but it’d keep me awake all night I reckon. If you’d like to change rooms, room 8 hasn’t been decorated. But let us know, because it hasn’t been cleaned, either.”

                          Zara found Mater’s candid manner endearing.

                          “I’ll show you the four rooms for you and your friends, and you can choose which one you’d like.  Here we are,” Mater opened the door to room 7.

                          room 7 FFI

                          “Wow!” Zara hadn’t been expecting something so, well, dimensional looking.  “Can I see the other rooms?”

                          Mater opened the door to room 3, on the opposite side of the corridor.

                          room 3, FFI

                          and room 5

                          room 5, FFI

                          and finally room 2:

                          room 2, FFI

                           

                          “I’d like room 3, please,” Zara told Mater.  “What fabulous rooms!”

                          “Well, let me know how you get on, dear. Now then, is that Idle back? She popped out to pick some fresh wild herbs for the supper. Now, come and relax on the vernadah and watch the sun go down, Bert’s bringing your drink.  I’ll go and see what Idle’s up to in the kitchen.”

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