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  • Just at that moment, Sadie’s lemon quote pinged through on the e-zapper. Just don’t stop bringing your impulses because they make up for wonderful unexpectedness, twists and turns and plot rebondissements. ... · ID #3171 (continued)
    (next in 19h 12min…)

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  • #6613

    In reply to: Orbs of Madjourneys

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

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

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

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

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

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

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

    “I just wanted to…” started Youssef.

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

    “Really?”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    “Wake up?”

    :fleuron2:

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

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

    He groaned as reality was starting to catch up.

    #6551

    In reply to: Orbs of Madjourneys

    Xavier had woken up in the middle of the night that felt surprisingly alive bursting with a quiet symphony of sounds from nocturnal creatures and nearby nature, painted on a canvas of eerie spacious silence.

    It often took him a while to get accustomed to any new place, and it was not uncommon for him to have his mind racing in the middle of the night. Generally Brytta had a soothing presence and that often managed to nudge him back to sleep, otherwise, he would simply wake up until the train of thoughts had left the station.

    It was beginning of the afternoon in Berlin; Brytta would be in a middle of a shift, so he recorded a little message for her to find when she would get back to her phone. It was funny to think they’d met thanks to Yasmin and Zara, at the time the three girls were members of the same photography club, which was called ‘Focusgroupfocus’ or something similar…
    With that done, he’d turned around for something to do but there wasn’t much in the room to explore or to distract him sufficiently. Not even a book in the nightstand drawer. The decoration itself had a mesmerising nature, but after a while it didn’t help with the racing thoughts.

    He was tempted to check in the game — there was something satisfactory in finishing a quest that left his monkey brain satiated for a while, so he gave in and logged back in.

      :fleuron2:

    Completing the quest didn’t take him too long this time. The main difficulty initially was to find the portal from where his avatar had landed. It was a strange carousel of blue storks that span into different dimensions one could open with the proper incantation.

    As usual, stating the quirk was the key to the location, and the carousel portal propelled him right away to Midnight town, which was clearly a ghost town in more ways than one. Interestingly, he was chatting on the side with Glimmer, who’d run into new adventures of her own while continuing to ask him what was up, and as soon as he’d reached Midnight town, all communication channels suddenly went dark. He’d laughed to himself thinking how frustrated Glimmer would have been about that. But maybe the game took care of sending her AI-generated messages simulating his presence. Despite the disturbing thought of having an AI generated clone of himself, he almost hoped for it (he’d probably signed the consent for this without realising), so that he wouldn’t have to do a tedious recap about all what she’d missed.

    Once he arrived in the town, the adventure followed a predictable pattern. The clues were also rather simple to follow.

    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.

    The clue to finding the hourglass lies within a discarded pocket watch that can be found in the mayor’s office. You must unscrew the back and retrieve a hidden key. The key will unlock a secret compartment in the town clock tower, where the hourglass is kept.

    Be careful as you search for the hourglass, as the town is not as abandoned as it seems. Spectral figures roam the streets, and strange whispers can be heard in the wind. You may also encounter a mysterious old man who seems to know more about the town’s secrets than he lets on.

    Evading the ghosts and spectres wasn’t too difficult once you got the hang of it. The old man however had been quite an elusive figure to find, but he was clearly the highlight of the whole adventure; he had been hiding in plain sight since the beginning of the adventure. One of the blue storks in the town that he’d thought had come with him through the portal was in actuality not a bird at all.

    While he was focused on finishing the quest, the interaction with the hermit didn’t seem very helpful. Was he really from the game construct? When it was time to complete the quest and turn the hourglass to set the town back in motion, and resume continuity, some of his words came back to Xavier.

    “The town isn’t what it seems. Recognise this precious moment where everything is still and you can realise it for the illusion that it is, a projection of your busy mind. When motion resumes, you will need to keep your mind quiet. The prize in the quest is not the completion of it, but the realisation you can stop the agitation at any moment, and return to what truly matters.”

    The hermit had turned to him with clear dark eyes and asked “do you know what you are seeking in these adventures? do you know what truly matters to you?”

      :fleuron2:

    When he came out of the game, his quest completed, Xavier felt the words resonate ominously.

    A buzz of the phone snapped him out of it.

    It was a message from Zara. Apparently she’d found her way back to modernity.

    [4:57] “Going to pick up Yasmin at the airport. You better sleep away the jetlag you lazy slugs, we have poultry damn plenty planned ahead – cackling bugger cooking lessons not looking forward to, but can be fun. Talk to you later. Z”

    He had the impulse to go with her, but the lack of sleep was hitting back at him now, and he thought he’d better catch some so he could manage to realign with the timezone.

    “The old man was right… that sounds like a lot of agitation coming our way…”

    #6535
    ÉricÉric
    Keymaster

      “What was that?” Salomé was trying to get her bearings after they hit the sand storm into a different place.

      Before the sand storm hit, they got chased by one of the Zathu army drone’s which they tried to shake off their tail, but that was only the beginning of the fun.
      Coming ominously from afar, a huge wall of sand came toward them at surprisingly massive speed darkening all in its wake. They were about to be hit and engulfed, but that was when all took a turn for the strangest. The dark sand wall suddenly split open, reacting to a sound beam apparently emitted from Klatu’s speedster. After that, it was mostly a blur. They had gone into a sort of shifting sand vortex that had them glide into a series of  sliding slopes with the oddest directional gravity pull she’d experienced. She had to shout a few times “Watch out” when some of the giant sand snapping turtles tried to gobble their ride, but somehow they seemed to have managed to reach their destination —and quite safely too.

      “Whooo!” Georges was elated at the adrenaline rush. “So that’s the trick our friend had up his sleeve, it seems?”

      “Silly human hasn’t seen anything yet” mumbled Klatu whose middle ear was tuned into their direction.

      “I’ve got sand in places one shouldn’t.” Georges said laughing, as if to make the air lighter.

      “Don’t get me started,” Salomé managed a weak smile. She never was fond of the speed thrills. But when she turned her head, that’s where she saw them —old ruins dripping sand like a streaming source. Down or sideways, she couldn’t tell. The gravitational pull seemed to indicate they were down, but herself, Georges, their pod and Klatu were all stuck on a vertical cliff like geckos comfortably lounging on a warm wall. Down, then it was…

      It took her a minute to realize Klatu was actually manipulating the sand and the gravitational configuration around, revealing the landscape that was hidden.

      “Mmmm, dimensional magic…” she remembered the words from Jorid.

      “Smelly friends of yours inside. Must go quicksy, Klatu can’t hold it long.”

      Georges opened his mouth, but Salomé elbowed him right away. “He doesn’t mean to pee, Georges.”

      #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!

        #6514

        In reply to: Prompts of Madjourneys

        ÉricÉric
        Keymaster

          Xavier offered the following quirk: “being the holder of continuity”

          Quirk accepted.

          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.

          The clue to finding the hourglass lies within a discarded pocket watch that can be found in the mayor’s office. You must unscrew the back and retrieve a hidden key. The key will unlock a secret compartment in the town clock tower, where the hourglass is kept.

          Be careful as you search for the hourglass, as the town is not as abandoned as it seems. Spectral figures roam the streets, and strange whispers can be heard in the wind. You may also encounter a mysterious old man who seems to know more about the town’s secrets than he lets on.

          Proof of completion can be shown by taking a photo of the hourglass and the pocket watch, and sending it to the game’s creators.

          Good luck!

          #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!

            #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.

              #6494

              In reply to: Orbs of Madjourneys

              Although not one to remember dreams very often, Zara awoke the next morning with vivid and colourful dream recall.  She wondered if it was something to do with the dreamtime mural on the wall of her room.  If this turned out to be the case, she considered painting some murals on her bedroom wall back at the Bungwalley Valley animal rescue centre when she got home.

              Zara and Idle had hit it off immediately, chatting and laughing on the verandah after supper.   Idle told her a bit about the local area and the mines.  Despite Bert’s warnings, she wanted to see them. They were only an hour away from the inn.

              When she retired to her room for the night, she looked on the internet for more information. The more she read online about the mines, the more intrigued she became.

              “Interestingly there are no actual houses left from the original township. The common explanation is that a rumour spread that there was gold hidden in the walls of the houses and consequently they were knocked down by people believing there was ‘gold in them there walls”. Of course it was only a rumour. No gold was found.”

              “Miners attracted to the area originally by the garnets, found alluvial and reef gold at Arltunga…”

              Garnets!  Zara recalled the story her friend had told her about finding a cursed garnet near a fort in St Augustine in Florida.  Apparently there were a number of mines that one could visit:

              “the MacDonnell Range Reef Mine, the Christmas Reef Mine, the Golden Chance Mine, the Joker Mine and the Great Western Mine all of which are worth a visit.”

              Zara imagined Xavier making a crack about the Joker Mine, and wondered why it had been named that.

              “The whole area is preserved as though the inhabitants simply walked away from it only yesterday. The curious visitor who walks just a little way off the paths will see signs of previous habitation. Old pieces of meat safes, pieces of rusted wire, rusted cans, and pieces of broken glass litter the ground. There is nothing of great importance but each little shard is reminder of the people who once lived and worked here.”

              I wonder if Bert will take me there, Zara wondered. If not, maybe one of the others can pick up a hire car when they arrive at Alice.   Might even be best not to tell anyone at the inn where they were going.  Funny coincidence the nearest town was called Alice ~ it was already beginning to seem like some kind of rabbit hole she was falling into.

              Undecided whether to play some more of the game which had ended abruptly upon encountering the blue robed vendor, Zara decided not to and picked up the book on Dreamtime that was on the bedside table.

              “Some of the ancestors or spirit beings inhabiting the Dreamtime become one with parts of the landscape, such as rocks or trees…”  Flicking through the book, she read random excerpts.   “A mythic map of Australia would show thousands of characters, varying in their importance, but all in some way connected with the land. Some emerged at their specific sites and stayed spiritually in that vicinity. Others came from somewhere else and went somewhere else. Many were shape changing, transformed from or into human beings or natural species, or into natural features such as rocks but all left something of their spiritual essence at the places noted in their stories….”

              Thousands of characters. Zara smiled sleepily, recalling the many stories she and her friends had written together over the years.

              “People come and go but the Land, and stories about the Land, stay. This is a wisdom that takes lifetimes of listening, observing and experiencing … There is a deep understanding of human nature and the environment… sites hold ‘feelings’ which cannot be described in physical terms… subtle feelings that resonate through the bodies of these people… It is only when talking and being with these people that these ‘feelings’ can truly be appreciated. This is… the intangible reality of these people…..”

              With such strong ancestral connections to the land, Zara couldn’t help but wonder what the aboriginal people felt about all the mines.   If one of their ancestors had shape changed into rocks, and then some foreignors came along and hacked and blasted their way through, what would they think of that?

              “….many Aboriginal groups widely distributed across the Australian continent all appeared to share variations of a single (common) myth telling of an unusually powerful, often creative, often dangerous snake or serpent of sometimes enormous size closely associated with the rainbows, rain, rivers, and deep waterholes…..”

              She drifted off to sleep thinking of water holes in red rocky gorges, the book laying open in her hand.

              When she awoke the next morning with the slatted morning sun shining through the venetian blinds,  the dream image of the water hole was bright and clear in her minds eye.  But what was that strange character from the game doing in her dream?

              Osnas dreamtime waterhole

               

              She closed her eyes, remembering more of the strange dream.  Deeply orange red boulders and rocky outcrops, shivering gum trees, and green pools ~ it was coming back to her now, that creature in the blue robes had appeared more than once.  In one scene he appeared with a blue diamond lantern with what looked like a compass inside.

              Osnas lantern compass

              I’ll ask about the hiking trails today, Zara decided, and go for a walk in that gorge I read about yesterday. Bert said there were good hiking trails.   You came here early so you could play the game, she reminded herself.

              “It’s all a game,” she heard the parrot outside her window.

              “I’d forgotten about the bloody parrot!” Zara said under her breath. “Pretty Girl!” she said, opening the blinds. “We’re going out for a walk today.”

              #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.
                #6487
                DevanDevan
                Participant

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

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

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

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

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

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

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

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

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

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

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

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

                  No. It’s Prune’s help I need.

                  #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.
                    #6461

                    In reply to: Prompts of Madjourneys

                    ÉricÉric
                    Keymaster

                      AL is back

                      • Zara: Great job on finding the carved wooden tile! That’s a big step in the quest. Keep up the good work, and we’ll send you on the next mission soon.
                      • Yasmin: It sounds like you’re having a tough time with the weather and mosquitoes. We understand that it can be difficult to focus on the quest when you’re dealing with real-life issues. Maybe try to work on the quest in a different environment, or take a break if you need to. We’re here to support you and help you in any way we can.
                      • Youssef: We’re excited to hear about your real-life parallel quest. It sounds like you’re getting close to uncovering the mystery of the grumpy shaman. Keep working on your blog website and keep an eye out for any clues that Xavier and the Snoot may send your way. We believe that you’re on the right path.
                      • Xavier: It sounds like you’re making progress on your quest. The clues you received from the fox busdriver are definitely leading you in the right direction. Keep following the trail and don’t be afraid to ask for help if you need it. Remember, the golden banana is a metaphor for your cheeky and also soft nature, so don’t be too hard on yourself. We’re here to guide and advise you along the way.

                      New clues

                      • Zara: 🔮🧱🗺️ Find the ancient portal hidden in the ruins and decipher the inscription on the carved wooden tile to unlock the next step in the quest.
                      • Yasmin: 🦟🌧️🕵️‍♀️Track down the elusive snorting imp by investigating the local wetlands and speaking with locals who may have encountered it. Don’t let the bad weather and pesky mosquitoes discourage you!
                      • Youssef: 🍔🌵🧙‍♂️ Continue your journey with the grumpy shaman and see if he holds any clues to the quest. Remember to keep an eye out for anything that seems out of the ordinary and don’t be afraid to ask questions. Also, make sure to keep up with your website work as it may lead you to a valuable information!
                      • Xavier:🦊💰🛳️ Explore the floating casino and see if the fox busdriver’s clues lead you to the golden banana. Don’t be afraid to take risks and think outside the box, as the golden banana may not be what it seems. Keep an open mind and pay attention to any symbols or clues that you come across.
                      #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.

                        #6450

                        In reply to: Orbs of Madjourneys

                        The images were forming on the screen of the VR set, a little blurry to start with, but taking some shapes, and with a few clicks in the right direction, the reality around him was transphormed as if he’d been into a huge deFørmiñG mirror, that they could shape with their strangest thoughts.

                        The jungle had an oppressing quality… Maybe it has to do with the shrieks of the apes tearing the silence apart. :yahoo_monkey:   All sorts of them were gathered overhead, gibbons, baboons, chimps and Barbery apes, macaques and marmosets… some silent, but most of them in a swirl of manic agitation.

                        When Xavier entered the ancient blue stone temple, he felt his quest was doomed from the start. It had taken a while to find the monkey’s sacred temple hidden deep within the jungle in which clues were supposed to be found. Thanks to a prompt from Zara who’d stumbled into a map, and some gentle push from a wise Y🦉wl, he’d managed to locate the temple. It was right under his nose all along. Obviously all this a metaphor, but once he found the proper connecting link, getting the right setup for dealing with the task was easier.

                        So the monkeys were his and his RL colleagues crazy thoughts, and he’d even taken some fun in painting the faces of some of them into the game. He could hear Boss gorilla pounding his chest in the distance.

                        “F£££” he couldn’t help but grumble when the notification prompt got him out of his meditative point. The Golden Banana would have to wait… The real life monkeys were requiring his attention for now.

                        #6449

                        In reply to: Orbs of Madjourneys

                        Have you booked your flight yet?  Zara sent a message to Yasmin. I’m spending a few more days in Camden, probably be at the Flying Fish Inn by the end of the week.

                          :yahoo_rolling_eyes: :yahoo_rolling_eyes:    I told you already when my flight is, Air Fiji, remeber?  bloody Sister Finnlie on my case all the time, haven’t had a minute. Zara had to wait over an hour for Yamsin’s reply.

                        Took you long enough to reply. Zara replied promptly. Heard nothing from Youssef for ages either, have you heard from him? I’ll be arriving there on my own at this rate.

                        :yahoo_rolling_eyes:   Not a word, I expect Xavier’s booked his but he hasn’t said.  Probably doing his secret monkey thing.

                        Have you tried the free roaming thing on the game yet?

                        :yahoo_rolling_eyes:    I just told you Sister Finnlie hasn’t given me a minute to myself, she’s a right tart! Why, have you?

                        Yeah it’s amazing, been checking out the Flying Fish Inn. Looks a bit of a dump. Not much to do around there, well not from what I can see anyway.  But you know what?

                        :yahoo_rolling_eyes:   What?

                        You’ll lose your eyes in the back of your head one day and look like that AI avatart with the wall eye.  Get this though: we haven’t started the game yet, that quest for quirks thing, I was just having a roman around ha ha typo having a roam around see what’s there and stuff I don’t know anything about online games like you lot and I ended up here.  Zara sent a screenshot of the image she’d seen and added:   Did I already start the game or what, I don’t even know how we actually start the game, I was just wandering around….oh…and happened to chance upon this…

                         

                        Zaras Game

                        :yahoo_rolling_eyes:   How rude to start playing before us

                        I didn’t start playing the game before you, I just told you, I was wandering around playing about waiting for you lot!   Zara thought Yasmin sounded like she needed a holiday.

                        :yahoo_rolling_eyes:    Yeah well that was your quest, wasn’t it? To wander around or something?  What’s that silver chest on her back?

                        I dunno but looks intriguing eh maybe she’s hidden all her devices and techy gadgets in an antiquey looking box so she doesn’t blow her cover

                        Gotta go Sister Finnlie’s coming

                        Zara muttered how rude under her breath and put her phone down.  She’d retired to her bedroom early, telling Bertie that she needed an early night but really had wanted some time alone to explore the new game world.  She didn’t want to make mistakes and look daft to her friends when the game started.

                        “Too late for that”, Pretty Girl said.

                        “SSHHH!” Zara hissed at the parrot. “And stop reading my mind, it’s disconcerting, not to mention rude.”

                        She heard the sound of the lavatory flush and Berties bedroom door closing and looked at the time. 23:36.

                        Zara decided to give him an hour to make sure he was asleep and then sneak out and go back to that church.

                        #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: 🐒🍌

                          #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..

                              #6366
                              ÉricÉric
                              Keymaster

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

                                Locations

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

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

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

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

                                Magical Schools

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

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

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

                                Guilds

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

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

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

                                Organizations

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

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

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

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

                                Dragons:

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

                                Creatures:

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

                                Magical Artefacts:

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

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

                                Plants:

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

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

                                Locations:

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

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

                                Organization:

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

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

                                Creatures:

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

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

                                Magical Artefacts:

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

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

                                Magical Schools:

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

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

                                Locations:

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

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

                                Organizations:

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

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

                                 

                                #6365
                                matermater
                                Participant

                                  Prune has got me into this AI stuff… It sounds like gibberish to me, but Idle sounded amazed at the stuff it spewed out.

                                  With some info on our family story, Prune got it to try and predict the future…

                                  Sounds like a big plate of bog, but we’ll see how it goes.

                                  Sure, here are a few possible events that could occur between Mater’s 100th birthday and her death in the Flying Fish Inn story:

                                  1. Mater decides to throw herself a grand birthday party, inviting all of her friends and family from the small outback town. However, things take a turn for the strange when a group of extraterrestrial beings crash the party and reveal themselves to be long-time fans of Mater’s famous bush tucker cuisine.
                                  2. Mater begins to experience vivid dreams and hallucinations, in which she is visited by the ghost of her late husband. As the dreams become more frequent, the family begins to suspect that there may be something more to them than just Mater’s mind playing tricks on her.
                                  3. Mater’s granddaughter Prune becomes increasingly obsessed with her dream of traveling to Mars, and begins to notice strange occurrences happening around the inn that seem to be connected to her aspiration.
                                  4. A group of eccentric scientists arrive at the inn, conducting research on the local flora and fauna. They eventually discover a species of sentient plants living in the area, and Mater becomes convinced that the plants are communicating with her in her dreams.
                                  5. With her health declining, Mater begins to spend more and more time tending to her garden, where she is visited by an old kookaburra who seems to possess an otherworldly intelligence. The bird becomes Mater’s companion and confidant in the final days of her life.
                                  6. As the Great Fires ravage the Australian bush, Mater makes the difficult decision to shut down the inn and evacuate the guests. But as they flee, they realize that the fire is not just a natural disaster, but something far more sinister and mystical.
                                  7. In her final days, Mater begins to remember strange and vivid details of her life that she never could have known, as if she lived a previous life in another time and place. As she dies, she whispers something to Prune, which opens her eyes to a new reality that may have been hidden from her all along
                                  8. It turns out the family had a lot of secrets, and the only way to escape it, was to leave the inn, but it was not an escape for all. Through the series of events, secrets are revealed, and some truths cannot be undone.Note that these events are fictional and whimsical in nature, but as they keeps it grounded to a sense of doldrums in the Australian bush and occasionally guests help to unravel some of the overarching mysteries it could make a fitting storyline for the story.
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