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  • Illi was beginning to really appreciate being dead and the freedom it provided to create whatever she wished at a moments notice. She’d enjoyed being a shape shifter while she was alive, often changing into a rather odd cat-like creature which was one of her favourites. She’d had tremendous fun over the years, confounding people with that ... · ID #294 (continued)
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  • #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.

      #6453

      In reply to: Orbs of Madjourneys

      Each group of people sharing the jeeps spent some time cleaning the jeeps from the sand, outside and inside. While cleaning the hood, Youssef noted that the storm had cleaned the eagles droppings. Soon, the young intern told them, avoiding their eyes, that the boss needed her to plan the shooting with the Lama. She said Kyle would take her place.

      “Phew, the yak I shared the yurt with yesterday smelled better,” he said to the guys when he arrived.

      Soon enough, Miss Tartiflate was going from jeep to jeep, her fiery hair half tied in a bun on top of her head, hurrying people to move faster as they needed to catch the shaman before he got away again. She carried her orange backpack at all time, as if she feared someone would steal its content. Rumour had it that it was THE NOTEBOOK where she wrote the blog entries in advance.

      “No need to waste more time! We’ll have breakfast at the Oasis!” she shouted as she walked toward Youssef’s jeep. When she spotted him, she left her right index finger as if she just remembered something and turned the other way.

      “Dunno what you did to her, but it seems Miss Yeti is avoiding you,” said Kyle with a wry smile.

      Youssef grunted. Yeti was the nickname given to Miss Tartiflate by one of her former lover during a trip to Himalaya. First an affectionate nickname based on her first name, Henrietty, it soon started to spread among the production team when the love affair turned sour. It sticked and became widespread in the milieu. Everybody knew, but nobody ever dared say it to her face.

      Youssef knew it wouldn’t last. He had heard that there was wifi at the oasis. He took a snack in his own backpack to quiet his stomach.

      It took them two hours to arrive as sand dunes had moved on the trail during the storm. Kyle had talked most of the time, boring them to death with detailed accounts of his life back in Boston. He didn’t seem to notice that nobody cared about his love rejection stories or his tips to talk to women.

      They parked outside the oasis among buses and vans. Kyle was following Youssef everywhere as if they were friends. Despite his unending flow of words, the guy managed to be funny.

      Miss Tartiflate seemed unusually nervous, pulling on a strand of her orange hair and pushing back her glasses up her nose every two minutes. She was bossing everyone around to take the cameras and the lighting gear to the market where the shaman was apparently performing a rain dance. She didn’t want to miss it. When everybody was ready, she came right to Youssef. When she pushed back her glasses on her nose, he noticed her fingers were the colour of her hair. Her mouth was twitching nervously. She told him to find the wifi and restore THE BLOG or he could find another job.

      “Phew! said Kyle. I don’t want to be near you when that happens.” He waved and left and joined the rest of the team.

      Youssef smiled, happy to be alone at last, he took his backpack containing his laptop and his phone and followed everyone to the market in the luscious oasis.

      At the center, near the lake, a crowd of tourists was gathered around a man wearing a colorful attire. Half his teeth and one eye were missing. The one that was left rolled furiously in his socket at the sound of a drum. He danced and jumped around like a monkey, and each of his movements were punctuated by the bells attached to the hem of his costume.

      Youssef was glad he was not part of the shooting team, they looked miserable as they assembled the gears under a deluge of orders. As he walked toward the market, the scents of spicy food made his stomach growled. The vendors were looking at the crowd and exchanging comments and laughs. They were certainly waiting for the performance to end and the tourists to flood the place in search of trinkets and spices. Youssef spotted a food stall tucked away on the edge. It seemed too shabby to interest anyone, which was perfect for him.

      The taciturn vendor, who looked caucasian, wore a yellow jacket and a bonnet oddly reminiscent of a llama’s scalp and ears. The dish he was preparing made Youssef drool.

      “What’s that?” he asked.

      “This is Lorgh Drülp, said the vendor. Ancient recipe from the silk road. Very rare. Very tasty.”

      He smiled when Youssef ordered a full plate with a side of tsampa. He told him to sit and wait on a stool beside an old and wobbly table.

      #6428
      matermater
      Participant

        I must become sentimental or something, but here are some pictures I found left on my desk.
        Probably a gift from Finly, she can be all soft and think she’s doing me some service.
        I must say my grand-children in particular are not too bad looking. Couldn’t find a picture of Fred though… Maybe later.

        Clove (left) & Coriander, 2023, Flying Fish InnPrune, 2023, Flying Fish InnMater, 2023, Flying Fish InnDevan, 2023, Flying Fish InnJasper, date unknown, Flying Fish Inn

        the flying fish, Flying Fish Inn
        Veranda view, Flying Fish Inn
        Veranda view, Flying Fish Inn
        Veranda view, Flying Fish Inn
        Dido, Idle, old photo (1980?), Flying Fish Inn
        Dido, Idle, 2023, Flying Fish Inn
        Dido, Idle, 2023, Flying Fish Inn

        #6425

        It is a challenge of utmost magnitude to keep track of time here in this land where the Dream Time is so nigh as to make its presence oft palpable in the very air. The subtle shifts in timelines and probabilities do naught to aid in this endeavor. No coincidence “Dream Time” is the label on Aunt Idle’s not-so-secret stash — she could not keep its location secret lest she forget it during the waking hours.

        We jumped without warning into 2023. At 15, I am a grown-up now, so says Mater, and I could not wait to hear such words from her. She is always here, such a comfort, unchanging, unyielding, the only immutable force in the universe.
        So now, life can start to unfold in front of me in the manner of my choosing, rather than being dictated by the sorry state of affairs of my family. I have set my sights upon a boarding school that may provide such an escape, but it will require the procurement of the tuition money — which will take a few more years to acquire. Patience, I have, at least for now.

        The Inn is ever in need of assistance it seems. I don’t know how it came to be, but some Italian chap, Georgio, who came last year during the pandemic and got stranded with us, made such a fuss about Mater’s famous bush tucker that the Inn became fashionable overnight. Obviously Mater, bless her soul, doesn’t cook, a mercy for which we are all thankful. Said tucker was truly the handiwork of Tiku and Finly, but Georgio thought that “Mater’s tucker” has a nicer ring. Whatever suits these loonies’ fancy, it did bring us a nice stream of income in return.

        #6423

        In reply to: Prompts of Madjourneys

        TracyTracy
        Participant

          Zara’s first quest:

          entry level quirk: wandering off the track

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

          Possible directions to investigate include:

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

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

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

          Possible characters to engage include:

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

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

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

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

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

          For Zara’s quest:

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

          Emoji clue:  🐈🌳 :cat_confused:

           

          Zara (the character in the game)

          characteristics from previous prompts:

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

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

           

          Zara (the real life story character)

          characteristics from previous prompts:

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

          prompt quest:

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

          #6419

          In reply to: Orbs of Madjourneys

          “I’d advise you not to take the parrot, Zara,” Harry the vet said, “There are restrictions on bringing dogs and other animals into state parks, and you can bet some jobsworth official will insist she stays in a cage at the very least.”

          “Yeah, you’re right, I guess I’ll leave her here. I want to call in and see my cousin in Camden on the way to the airport in Sydney anyway.   He has dozens of cats, I’d hate for anything to happen to Pretty Girl,” Zara replied.

          “Is that the distant cousin you met when you were doing your family tree?” Harry asked, glancing up from the stitches he was removing from a wounded wombat.  “There, he’s good to go.  Give him a couple more days, then he can be released back where he came from.”

          Zara smiled at Harry as she picked up the animal. “Yes!  We haven’t met in person yet, and he’s going to show me the church my ancestor built. He says people have been spotting ghosts there lately, and there are rumours that it’s the ghost of the old convict Isaac who built it.  If I can’t find photos of the ancestors, maybe I can get photos of their ghosts instead,” Zara said with a laugh.

          “Good luck with that,” Harry replied raising an eyebrow. He liked Zara, she was quirkier than the others.

          Zara hadn’t found it easy to research her mothers family from Bangalore in India, but her fathers English family had been easy enough.  Although Zara had been born in England and emigrated to Australia in her late 20s, many of her ancestors siblings had emigrated over several generations, and Zara had managed to trace several down and made contact with a few of them.   Isaac Stokes wasn’t a direct ancestor, he was the brother of her fourth great grandfather but his story had intrigued her.  Sentenced to transportation for stealing tools for his work as a stonemason seemed to have worked in his favour.  He built beautiful stone buildings in a tiny new town in the 1800s in the charming style of his home town in England.

          Zara planned to stay in Camden for a couple of days before meeting the others at the Flying Fish Inn, anticipating a pleasant visit before the crazy adventure started.

           

          ~~~

           

          Zara stepped down from the bus, squinting in the bright sunlight and looking around for her newfound cousin  Bertie.   A lanky middle aged man in dungarees and a red baseball cap came forward with his hand extended.

          “Welcome to Camden, Zara I presume! Great to meet you!” he said shaking her hand and taking her rucksack.  Zara was taken aback to see the family resemblance to her grandfather.  So many scattered generations and yet there was still a thread of familiarity.  “I bet you’re hungry, let’s go and get some tucker at Belle’s Cafe, and then I bet you want to see the church first, hey?  Whoa, where’d that dang parrot come from?” Bertie said, ducking quickly as the bird swooped right in between them.

          “Oh no, it’s Pretty Girl!” exclaimed Zara. “She wasn’t supposed to come with me, I didn’t bring her! How on earth did you fly all this way to get here the same time as me?” she asked the parrot.

          “Pretty Girl has her ways, don’t forget to feed the parrot,” the bird replied with a squalk that resembled a mirthful guffaw.

          “That’s one strange parrot you got here, girl!” Bertie said in astonishment.

          “Well, seeing as you’re here now, Pretty Girl, you better come with us,” Zara said.

          “Obviously,” replied Pretty Girl.  It was hard to say for sure, but Zara was sure she detected an avian eye roll.

           

          ~~~

           

          They sat outside under a sunshade to eat rather than cause any upset inside the cafe.  Zara fancied an omelette but Pretty Girl objected, so she ordered hash browns instead and a fruit salad for the parrot.  Bertie was a good sport about the strange talking bird after his initial surprise.

          Bertie told her a bit about the ghost sightings, which had only started quite recently.  They started when I started researching him, Zara thought to herself, almost as if he was reaching out. Her imagination was running riot already.

           

          ghost of Isaac Stokes

           

          Bertie showed Zara around the church, a small building made of sandstone, but no ghost appeared in the bright heat of the afternoon.  He took her on a little tour of Camden, once a tiny outpost but now a suburb of the city, pointing out all the original buildings, in particular the ones that Isaac had built.  The church was walking distance of Bertie’s house and Zara decided to slip out and stroll over there after everyone had gone to bed.

          Bertie had kindly allowed Pretty Girl to stay in the guest bedroom with her, safe from the cats, and Zara intended that the parrot stay in the room, but Pretty Girl was having none of it and insisted on joining her.

          “Alright then, but no talking!  I  don’t want you scaring any ghost away so just keep a low profile!”

          The moon was nearly full and it was a pleasant walk to the church.   Pretty Girl fluttered from tree to tree along the sidewalk quietly.  Enchanting aromas of exotic scented flowers wafted into her nostrils and Zara felt warmly relaxed and optimistic.

          Zara was disappointed to find that the church was locked for the night, and realized with a sigh that she should have expected this to be the case.  She wandered around the outside, trying to peer in the windows but there was nothing to be seen as the glass reflected the street lights.   These things are not done in a hurry, she reminded herself, be patient.

          Sitting under a tree on the grassy lawn attempting to open her mind to receiving ghostly communications (she wasn’t quite sure how to do that on purpose, any ghosts she’d seen previously had always been accidental and unexpected)  Pretty Girl landed on her shoulder rather clumsily, pressing something hard and chill against her cheek.

          “I told you to keep a low profile!” Zara hissed, as the parrot dropped the key into her lap.  “Oh! is this the key to the church door?”

          It was hard to see in the dim light but Zara was sure the parrot nodded, and was that another avian eye roll?

          Zara walked slowly over the grass to the church door, tingling with anticipation.   Pretty Girl hopped along the ground behind her.  She turned the key in the lock and slowly pushed open the heavy door and walked inside and  up the central aisle, looking around.  And then she saw him.

          Zara gasped. For a breif moment as the spectral wisps cleared, he looked almost solid.  And she could see his tattoos.

          “Oh my god,” she whispered, “It is really you. I recognize those tattoos from the description in the criminal registers. Some of them anyway, it seems you have a few more tats since you were transported.”

          “Aye, I did that, wench. I were allays fond o’ me tats, does tha like ’em?”

          He actually spoke to me!  This was beyond Zara’s wildest hopes. Quick, ask him some questions!

          “If you don’t mind me asking, Isaac, why did you lie about who your father was on your marriage register?  I almost thought it wasn’t you, you know, that I had the wrong Isaac Stokes.”

          A deafening rumbling laugh filled the building with echoes and the apparition dispersed in a labyrinthine swirl of tattood wisps.

          “A story for another day,” whispered Zara,  “Time to go back to Berties. Come on Pretty Girl. And put that key back where you found it.”

           

          Ghost of Isaac Stokes

          #6411

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

            Continuing their adventures, offer 2 possible choices of action to each of the characters in real-life: 2 for Zara, 2 for Xavier, 2 for Yasmin and 2 for Youssef in “choose your own adventure” style.

            Zara:

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

            Xavier:

            1. Help Youssef troubleshoot the issues with the blog, possibly reaching out to IT professionals for assistance.
            2. Join Zara and Yasmin in investigating the Flying Fish Inn, using his knowledge of RPG’s and fantasy literature to assist in the search for clues.

            Yasmin:

            1. Take a break from the game and focus on her personal creative projects, such as writing or painting.
            2. Join Zara and Xavier in investigating the Flying Fish Inn, using her skills in research and analysis to assist in the search for clues.

            Youssef:

            1. Focus on resolving the issues with the blog, possibly seeking out help from a hacker or cybersecurity expert to uncover the source of the problem.
            2. Join Zara, Xavier and Yasmin in investigating the Flying Fish Inn, using his knowledge of the game and the AI technology behind it to assist in the search for clues.
            #6407

            In reply to: Prompts of Madjourneys

            ÉricÉric
            Keymaster

              [Following the last comment] Fed the AL this context:

              1. “A gripshawk is feline-like anthropomorphic creature living in the deserts in a fiction written by Yurara Fameliki. It is the least favorite character to pick by Zara who doesn’t like “fantasy stuff”.
              2. The “Flying Fish Inn” is a fictional (or maybe real) Inn set in the Australian outback, owned by a family headed by the matriarch Mater and involved in many adventures, sometimes surnatural.
              3. “AL” is an AI build with Al’s persona (Albert Yokozo being a famous author, possibly a nom de plume of the mysterious Ernrich Lemwon) – it is known as Calli in another story.

              Please continue the story unfolding here:
              <feeding FP’s comment>

              “Yeah, I’m not a fan of fantasy stuff either,” Youssef added, agreeing with Zara. “But I’m curious about the Flying Fish Inn and how it relates to the game. Maybe we should check it out and see if there are any clues there.”

              “That’s a good idea,” Yasmin said. “I’ve heard the stories about the Inn and the adventures the family has had there. Some of them are quite intriguing, and I wouldn’t be surprised if there was a connection to our game.”

              “I’m not sure about the AI,” Xavier said. “It’s still a mystery to me, but I trust AL will guide us in the right direction. I’m curious to see where this all leads.”

              “Alright, let’s plan a trip to the Flying Fish Inn,” Zara said, excitedly. “We’ll take a break from the game for a few days, but we’ll come back to it with fresh eyes and new insights. Who knows, maybe we’ll even find some quirky guests along the way.”

              As they were discussing their plans, they all felt a sense of excitement and curiosity about what the future holds for them. The game and the world of the Land of the Quirks had captured their imagination and they were eager to see where it would lead them next.

              #6396

              In reply to: Orbs of Madjourneys

              Youssef woke up with a hangover. The guy from the restaurant had put fermented horse milk in his yak butter tea and he was already drunk before he could realize it. Apparently it had been a joke played on him by some of the team members he suspected didn’t quite like the humour of his real life shirt collection. Especially the one with the man shouting at his newspaper on his toilets.
              As soon as he had gotten out of the yurt, before he could go have some breakfast, his boss, Miss Tartiflate, pounced on him because there was something wrong with THE BLOG. And Youssef was the one in charge of it. And it was important because people in the world were expecting her posts about the shooting everyday. Truth is, since they couldn’t find the last Mongolian shaman, who apparently called himself Lama Yoneze, and the views had dropped dramatically. Youssef suspected Miss Tartiflate was not as ignorante as she wanted him to believe and had broken the blog on purpose so that her own boss wouldn’t accuse her of being lazy.

              “I have a reputation, you know!”

              She had said that looking like he didn’t have one, and nobody cared anyway.

              Youssef looked at the clock on his phone. They were supposed to meet with Zara, Xavier and Yasmine in thirty minutes. He had tried to sort out THE BLOG problem, but nothing seemed to work, and time was running out. Despite all being ok on the admin console, nothing was showing up on the page. He had called Gang Thi, the Nepalese company in charge of the blog, three times. Each time the receptionist hang up on him while attempting to put him on hold, or so she said. Now, nobody even bother to answer the damn phone.

              Miss Tartiflate passed her head between the curtains of the yurt.

              “Are you finished yet ?” she asked that as if he was on the throne.

              “Nope!”

              “What!? How? Do you have sausage fingers? My 5 years old daughter is more nimble than you with computers.”

              “Well, you should have brought her with us then,” said Youssef with an irritated smile, fed up by her constant useless interruptions.

              She grunted and closed the curtains angrily. Youssef growled like a bear, showing his bare teeth. Everybody knew why she jumped on the occasion for this trip: needed some fresh air from her nimble daughter and her husband.

              An alert showed up on his phone : “You’ve got a message from 💣Gang Thi💣”. The bomb in the title looked suspicious, and his stomach growled, reminding him he hadn’t eaten this morning. He clicked to open it.

              The face of a mummy looking like Darth Vader and laughing like the Joker jumped on his screen. After a few seconds a message started to appear in a tongue he couldn’t decipher.

              Youssef looked at the clock and almost threw his phone on the ground as the mummy started to laugh again.
              He would definitely have to miss the meeting with his friends.

              #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..

                  #6389

                  “What in the good name of our Lady, have these two been on?” Miss Bossy was at a loss for words while Ricardo was waiting sheepishly at her desk, as though he was expecting an outburst.
                  “Look, Ricardo, I’m not against a little tweaking for newsworthiness, but this takes twisting reality to a whole new level!

                  Ricardo had just dropped their last article.

                  Local Hero at the Rescue – Stray Residents found after in a trip of a lifetime
                  article by Hilda Astoria & Continuity Brown

                  In a daring and heroic move, Nurse Trassie, a local hero and all-around fantastic human being, managed to track down and rescue three elderly women who had gone on an adventure of a lifetime. Sharon, Mavis, and Gloria (names may have been altered to preserve their anonymity) were residents of a UK nursing home who, in a moment of pure defiance and desire for adventure, decided to go off their meds and escape to the Nordics.

                  The three women, who had been feeling cooped up and underappreciated in their nursing home, decided to take matters into their own hands and embark on a journey to see the world. They had heard of the beautiful landscapes and friendly people of the Nordics and their rejuvenating traditional cures and were determined to experience it for themselves.

                  Their journey, however, was not without its challenges. They faced many obstacles, including harsh weather conditions and language barriers. But they were determined to press on, and their determination paid off when they were taken in by a kind-hearted local doctor who gave them asylum and helped them rehabilitate stray animals.

                  Nurse Trassie, who had been on the lookout for the women since their disappearance, finally caught wind of their whereabouts and set out to rescue them. She tracked them down to the Nordics, where she found them living in a small facility in the woods, surrounded by a menagerie of stray animals they had taken in and were nursing back to health, including rare orangutans retired from local circus.

                  Upon her arrival, Nurse Trassie was greeted with open arms by the women, who were overjoyed to see her. They told her of their adventures and showed her around their cabin, introducing her to the animals they had taken in and the progress they had made in rehabilitating them.

                  Nurse Trassie, who is known for her compassion and dedication to her patients, was deeply touched by the women’s story and their love for the animals. She knew that they needed to be back in the care of professionals and that the animals needed to be properly cared for, so she made arrangements to bring them back home.

                  The women were reluctant to leave their newfound home and the animals they had grown to love, but they knew that it was the right thing to do. They said their goodbyes and set off on the long journey back home with Nurse Trassie by their side.

                  The three women returned to their nursing home filled with stories to share, and Nurse Trassie was hailed as a hero for her efforts in rescuing them. They were greeted with cheers and applause from the staff and other residents, who were thrilled to have them back safe and sound.

                  Nurse Trassie, who is known for her sharp wit and sense of humor, commented on the situation with a tongue-in-cheek remark, “It’s not every day that you get to rescue three feisty elderlies from the wilds of the Nordics and bring them back to safety. I’m just glad I could be of service.”

                  In conclusion, the three women’s adventure in the Nordics may have been unorthodox, but it was an adventure nonetheless. They were able to see the world and help some animals in the process. Their story serves as a reminder to never give up on your dreams, no matter your age or circumstances. And of course, a big shoutout to Nurse Trassie for her heroic actions and dedication to her patients.

                  Bossy sighed. “It might do for now, but don’t let those two abuse the artificial intelligence to write article for them… I liked their old style better. This feels too… tidy. We’re not the A-News network, let’s not forget our purpose.”

                  Ricardo nodded. Miss Bossy had been more mellow since the sales of the newspaper had exploded during the pandemic. With people at home, looking for conspiracies and all, the newspaper had known a resurgence of interest, and they even had to hire new staff. Giles Gibber, Glimmer Gambol (came heavily recommended by Blithe, the PI friend of Hilda’s), Samuel Sproink and Fionna Flibbergibbet.

                  “And how is Sophie? That adventure into her past trauma was a bit much on her…” she mused.

                  “She’s doing alright” answered Ricardo. “She’s learning to hone her remote-viewing skills to send our staff into new mysteries to solve. With a bit of AI assist…”

                  “Oh, stop it already with your AI-this, AI-that! Hope there’ll still be room for some madness in all that neatly tidy purring of polite output.”

                  “That’s why we’re here for, I reckon.” Ric’ smiled wryly.

                  #6387

                  In reply to: Scrying the Word Cloud

                  Yurara FamelikiYurara Fameliki
                  Participant

                    Words from the Cloud prompted me to write a story:

                    song stayed act unexpected recall words spears bus learn king expected followed fright hot wore kianda picture walked playing coast dusty

                    Once upon a time, in a far-off land, there was a Song that stayed in the hearts of the people. The Song was about an Act of bravery and sacrifice that had taken place many years ago. But one day, an unexpected recall of the Song was issued by the king. He had heard that the Song was not being sung correctly, and he wanted to make sure that the true story was being told. The people were puzzled, as they had learned the Song from their ancestors and had always thought it was accurate. But they followed the king’s orders and set out to learn the correct version of the Song. As they began to recall the words, they realized that there were some discrepancies. They had always sung about the hero wielding a sword, but the true story spoke of him wielding Spears. They were taken aback, but they knew they had to correct the Song. So, they set out on a journey to retrace the hero’s steps.

                    As they traveled, they encountered unexpected challenges. They faced a bus that broke down, a coastline that was dusty and treacherous, and even a group of bandits. But they pressed on, determined to learn the truth.

                    As they approached the hero’s final battle, they felt a sense of dread. They had heard that the enemy was fierce, and they were not prepared for what they would find. But they followed the path and soon found themselves at the edge of a hot, barren wasteland.

                    The heroes wore their Kianda, traditional armor made of woven reeds, and stepped forward, ready for battle. But to their surprise, the enemy was nowhere to be found. Instead, they found a picture etched into the ground, depicting the hero and his enemy locked in a fierce battle.

                    The people walked around the picture, marveling at the detail and skill of the artist. And as they looked closer, they saw that the hero was holding Spears, not a sword. They realized that they had learned the true story, and they felt a sense of pride and gratitude.

                    With the Song corrected, they returned home, playing the new version for all to hear. And from that day on, the true story of the hero’s bravery and sacrifice was remembered, and the Song stayed in the hearts of the people forevermore.

                    #6382

                    In reply to: Prompts of Madjourneys

                    ÉricÉric
                    Keymaster

                      Write more about the group of people who lived inside of giant mushrooms, making it sound exciting and fun, and maybe a bit dangerous due to the nature of the mushrooms

                      As the group journeyed deeper into the Land of the Quirks, they stumbled upon a group of people living inside of giant mushrooms. The mushrooms were enormous, some as tall as skyscrapers, and they seemed to glow with an ethereal light. The group was amazed as they walked through the forest of mushrooms, each one unique in shape and size.

                      The people who lived inside of the mushrooms were a friendly and welcoming bunch, they welcomed the group with open arms and invited them to explore their homes. The inside of the mushrooms was a magical and mysterious place, the walls and ceilings were covered in a soft, velvety texture and the floors were made of a spongy, springy material. The light inside the mushrooms was soft and diffused, creating a warm and inviting atmosphere.

                      As the group explored the mushroom homes, they discovered that the people who lived there had a deep connection to the mushrooms. They used the mushrooms as a source of food, shelter, and medicine. They had learned to harness the unique properties of the mushrooms to create everything they needed to survive.

                      The group also discovered that the mushrooms had a dangerous side. The mushrooms were not only a source of life, but also a source of death. The group was warned that the mushrooms were unpredictable and that they should be careful when exploring. Some mushrooms were poisonous, others were carnivorous, and still, others had mind-altering properties.

                      Despite the danger, the group was excited to explore the mushrooms and learn more about the people who lived there. They knew that the journey would be filled with challenges, but they were determined to overcome them and discover the secrets of the mushrooms. The group had a lot of fun and adventure living with the people inside of giant mushrooms, and they learned a lot about the nature of the mushrooms and their own nature.

                      #6380

                      In reply to: Prompts of Madjourneys

                      ÉricÉric
                      Keymaster

                        After a few tries:

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

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

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

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

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

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

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

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

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

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

                        #6379

                        In reply to: Prompts of Madjourneys

                        ÉricÉric
                        Keymaster

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

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

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

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

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

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

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

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

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

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

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

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

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

                          Zara Patara-Smythe is a 25-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in a sleek ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.

                          Xavier Olafsson is a 27-year-old man of Norwegian and Danish descent. He has blonde hair that he keeps in a messy style, blue eyes, and a charming smile. He stands at 6’1″ and has a lean build. He is always seen wearing a colorful and bold clothing, such as a Hawaiian shirt and shorts.

                          Yasmin Ahmed is a 23-year-old woman of Egyptian descent. She has long, black hair that she keeps in a tight braid, dark brown eyes and a round face. She stands at 5’4″ and has a petite build. She usually wears conservative clothing, such as long skirts and blouses.

                          Youssef Ali is a 26-year-old man of half Yemeni, half Norwegian descent. He has short, curly black hair, dark brown eyes and a square jawline. He stands at 6’2″ and has a muscular build. He usually wears comfortable clothing such as a t-shirt and jeans, and always has a backpack on his shoulder.

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

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

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

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

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

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

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

                          #6378
                          ÉricÉric
                          Keymaster

                            A thread to share some of the prompts behind the AI-assisted journey into new adventures.

                            To start off…

                            Please write the exciting start of a novel.

                            Some elements you can integrate if you want:

                            – Four randomly chosen names full of panache that sound distinct from each other, slightly exotic and evocative
                            – the sentiment from this quotation: “Look around… Beauty is everywhere. You only have to look to see it.” – a group of four people ready for an adventure, standing in a cave with stalactites in front of a giant orb or bubble that seem to open to another brightly lit realm. Inside the bigger orb are some smaller orbs.
                            – the following term “mad journeys”

                            > result…

                            Told it to continue and it brought dragons… Asked to tone down the fantasy stuff, here’s what came out:

                            They walked into a small village, where they were greeted by a group of people wearing clothes that looked like they were from the 1920s. The people told them that they were in the land of the “Quirks”, a place where everything and everyone was a little bit different, and that they had to find the “Key of Quirks” in order to leave the land.

                            The group set off on their journey to find the key, but little did they know that their adventure was about to become even more exciting and quirky than they could ever have imagined. They encountered a talking dog, a man who had a garden on top of his head, and a group of people who lived inside of giant mushrooms.

                            As they journeyed on, they faced challenges and made new friends, but most importantly they learn to embrace their own quirks and individuality. Eventually, they found the key and were able to leave the land of the Quirks, but they knew that they would always carry a piece of that land with them.

                            #6377

                            In reply to: Orbs of Madjourneys

                            The four adventurers, Zara, Xavier, Yasmin, and Youssef, stood in awe in front of the giant orb that seemed to open up to another realm. The light emanating from the orb was so bright, it was as if the sun was just inches away. The stalactites that hung from the cave’s ceiling sparkled like diamonds in the light, adding to the otherworldly beauty of the scene.

                            “Look around,” Yasmin said, her voice filled with wonder. “Beauty is everywhere. You only have to look to see it.”

                            The group was ready for an adventure and they knew that the orb in front of them was the key to their mad journey. Xavier stepped forward and reached out to touch the orb. As soon as his fingers made contact with the surface, the orb lit up and a pathway formed, leading into the brightly lit realm.

                            The group stepped through the pathway and found themselves in a world unlike anything they had ever seen before. The sky was a vibrant shade of purple and the ground was covered in a lush, green grass. The orb they had just passed through was now behind them, but in front of them were smaller orbs, each one leading to a different path.

                            Zara, Xavier, Yasmin, and Youssef looked at each other with excitement in their eyes. They knew that this was just the beginning of their mad journey.

                            Xavier stepped forward and reached out to touch the orb. As soon as his fingers made contact with the surface, the orb lit up and a pathway formed, leading into the brightly lit realm.

                            :fleuron:

                            They walked into a small village, where they were greeted by a group of people wearing clothes that looked like they were from the 1920s. The people told them that they were in the land of the “Quirks”, a place where everything and everyone was a little bit different, and that they had to find the “Key of Quirks” in order to leave the land.

                            The four friends, Zara, Xavier, Yasmin, and Youssef, soon found themselves on a mission to find the “Key of Quirks” that would allow them to leave the land of the Quirks. As they walked through a forest, they came across a fork in the road.

                            Zara, the leader of the group, turned to the others and said, “Alright, we need to decide which way to go. Yasmin, what’s the plan?”

                            Yasmin, the brains of the group, replied, “I suggest we take the left path. According to the map I found, it leads to the Quirky Quests area, where we might find the key.”

                            Xavier, the joker of the group, chimed in, “I vote for the right path. It’s the road less traveled, and you know what they say, ‘the road less traveled is the road to adventure’ ”

                            Youssef, the muscle of the group, added, “I don’t care which way we go, I just want to find some food. I’m starving!”

                            Zara rolled her eyes, “Xavier, your jokes are getting old. And Youssef, we’re on a mission, we can’t just focus on food.”

                            Xavier grinned, “But Zaraloon, where’s the fun in that?”

                            Yasmin interjected, “Can we please focus? We need to make a decision. I propose we split up, Zara and I will take the left path, and Xavier and Youssef can take the right path.”

                            Youssef nodded, “Yeah, that sounds like a good idea. That way, if we don’t find the key, at least we’ll have found some food.”

                            Xavier grinned, “Sounds like a plan, Xavimunk is ready for adventure!”

                            Zara shook her head with a smile, “Alright, let’s do this.”

                            The group split up, and as they walked away, they could be heard playfully bantering and joking with each other. Each one exemplifying their unique and distinct characters.

                            #6372
                            ÉricÉric
                            Keymaster

                              About Badul

                              5 important keywords linked to Badul

                              Badul

                              1. Action-space-time
                              2. Harmonic fluid
                              3. Rhythm
                              4. Scale
                              5. Choosing without limits.

                              Imagine four friends, Jib, Franci, Tracy, and Eric, who are all deeply connected through their shared passion for music and performance. They often spend hours together creating and experimenting with different sounds and rhythms.

                              One day, as they were playing together, they found that their combined energy had created a new essence, which they named Badul. This new essence was formed from the unique combination of their individual energies and personalities, and it quickly grew in autonomy and began to explore the world around it.

                              As Badul began to explore, it discovered that it had the ability to understand and create complex rhythms, and that it could use this ability to bring people together and help them find a sense of connection and purpose.

                              As Badul traveled, it would often come across individuals who were struggling to find their way in life. It would use its ability to create rhythm and connection to help these individuals understand themselves better and make the choices that were right for them.

                              In the scene, Badul is exploring a city, playing with the rhythms of the city, through the traffic, the steps of people, the ambiance. Badul would observe a person walking in the streets, head down, lost in thoughts. Badul would start playing a subtle tune, and as the person hears it, starts to walk with the rhythm, head up, starting to smile.

                              As the person continues to walk and follow the rhythm created by Badul, he begins to notice things he had never noticed before and begins to feel a sense of connection to the world around him. The music created by Badul serves as a guide, helping the person to understand himself and make the choices that will lead to a happier, more fulfilled life.

                              In this way, Badul’s focus is to bring people together, to connect them to themselves and to the world around them through the power of rhythm and music, and to be an ally in the search of personal revelation and understanding.

                              #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.

                                 

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                              • Illi was beginning to really appreciate being dead and the freedom it provided to create whatever she wished at a moments notice. She’d enjoyed being a shape shifter while she was alive, often changing into a rather odd cat-like creature which was one of her favourites. She’d had tremendous fun over the years, confounding people with that ... · ID #294 (continued)
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