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  • #6617

    In reply to: Orbs of Madjourneys

    Youssef had brought his black obsidian with him in the kitchen at breakfast. Idle—Youssef had realised that on top of being her way of life, it was also her name—was preparing a herbal brownie under the supervision of a colourful parrot perched on her shoulder.

    “If you’re interested in rocks, you should go to Betsy’s. She’s got that ‘Gems & Minerals’ shop on Main street. She opened it with her hubby a few years back. Before he died.”

    “Nutty Betsy, Pretty Girl likes her better,” said the parrot.

    Idle looked at his backpack and his clothes.

    “You seem the wandering type, lad. I was like you when I was younger, always gallivanting here, there, and everywhere with my brother. Now, I prefer wandering in my mind, if you know what I mean,” she said licking her finger full of chocolate. “Anyway, an advice. Don’t go down the mines alone. Betsy’s hubby’s still down there after one of the tunnels collapsed a few years back. She’s not been quite herself ever since.”

    Main street was —well— the only street in town. They’ve been preparing for some kind of festival, putting banners on top of the shops and in between two trees near the gas station. Youssef stopped there to buy snacks that he stacked on top of the obsidian stone in his backpack. The young boy who worked there, Devan, seemed quite excited at the perspective of the Lager and Cart Race. It happened only every ten years and last time he was too young to participate.

    The shop had not been difficult to find, at the other end of the street. A tiny sign covered in purple star sequins indicated “Betsy’s Gems & Minerals — We deliver worldwide”. He felt with his hand the black rock he had put in his backpack. If Idle had not mentioned the mines and the dead husband, Youssef might have reconsidered going in. But the coincidence with his dream and the game was too intriguing. He entered.

    The shop was a mess. Crates full of stones, cardboard boxes and bubble wrappings. In the back, a plump woman, working on a giant starfish she held  on her lap, was humming as she listened to loud rock music. Youssef recognised a song from the Last Shadow Puppets’ second album : The Element of Surprise. Apparently, the woman hadn’t heard him enter. She wore a dress and a hat sprinkled with golden stars, and her wrists were hidden under a ton of stone bracelets. The music track changed. The woman started shaking her head following the rhythm of the tune. She was gluing small red stones, she picked in a little box, on one of the starfish arms.

    “Bad Habits! Uhu. Bad Habits! Uhu.”

    Youssef moved closer. His shadow covered the starfish. The woman raised her head and screamed, scattering the red stones in her workshop. The starfish fell from her lap onto the ground with a thud.

    “Oh! My! Little devil. Look at what you made me do. I lost my marbles,” she said with a high pitched laugh. “Your mother never taught you? That’s bad habit to creep up on people like that. You scared the sheep out of me!”

    “I’m so sorry,” said Youssef, getting on his knees to help her gather the stones.

    When they were all back in their box, Youssef got back on his feet. The woman looked a him with a softened face.

    “You such a cutie with your bear shirt. You make me think of my Howard. He was as tall as you are. I’m Betsy, obviously” she said with a giggle, extending her hand to him.

    They shook hands, making the pearls of her bracelets clink together.

    “I’m Youssef.”

    :fleuron:

    Youssef didn’t need to insist too much. Betsy was a real juke box of gossips. He just had to ask one question from time to time, and she would get going again. He was starting to feel his quirk could be more than a curse after all.

    “When the tunnel collapsed,” Betsy said, “I was ready to give up the stone shop. The pain was too much to bear, everything in the shop reminded me of Howard. And in a miners’ town, who would want to buy stones anyway. We’ve been in bad terms with Idle and her family for some time, but that tragic incident coincided with her brother Fred’s disappearance. They thought at first Fred had died in the mines with Howard, because they spent so much time discussing together in Room 8 at the Inn. I overheard them once, talking about something they found in the mines. But Howard never told me, he was so secretive about that. We even had a fight, you know. But Fred, the children found some message later that suggested he had just left the family. Imagine, the children! Idle was pissed with him of course. Abandoning her with that mother of theirs and that money pit of an Inn and the rest of the family. And I needed company. So we started to get together on a regular basis. She would bring her special cakes, and we would complain about our lives. At some point she got involved with that shamanic stuff she found online, and she helped me find my totem Bear. It was quite a revelation. Bear suggested I diversify and open an online shop and start making orgonites. I love those little gummy bears so much. So, I followed Bear’s advice and it has been working like a charm ever since. That’s why I trusted you straight away, lad. Not ’cause of your cute face. You got the Bear in your heart,” she said putting her finger at the center of his chest.

    My inner Bear, of course, thought Youssef. That’s the magnet. His phone buzzed. He took it out and saw he had an alert from the game and a message from his friends.

    You found the source of your quirk, the magnetic pull that attracts talkative people to you.
    Now obtain the silver key in the shape of a tongue to fulfil your quest.

     

    Zara : Where are you!? :yahoo_bee: We’re at the bar, getting parched! They got Pale Ale!

    “I have to go,” said Youssef.

    “Wait,” said Betsy.

    She foraged through her orgonite collection and handed Youssef one little gummy bear and an ornate metal badge.

    “Bear wants me to give this to you. Howard made it. He said it was his forked tongue key.”

    She looked at him, emotion in her eyes.

    “I know you won’t listen if I tell you not to. So, be careful when you go into the mines.”

    #6615

    In reply to: Orbs of Madjourneys

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

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

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

    Madieval market

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

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

    Jesters with cups

     

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

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

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

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

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

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

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

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

    jesters cup tavern

     

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

    tavern girl

     

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

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

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

    Xavi cup

     

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

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

    #6612

    In reply to: Orbs of Madjourneys

    Two young women, identical to the purple lock of hair hiding their left eye, entered the room. They moved as one person to the table, balancing their arms and bouncing on the floor like little girls. Youssef couldn’t help a shiver as he remembered The Shining.

    “We are the twins,” they said, looking at him from behind their purple lock of hair. “Don’t mind us.”

    One spoke a few milliseconds after the other, giving their combined voice an otherworldly touch that wasn’t reassuring. One took the sheets of paper from under the obsidian stone and the other the notebooks. After an hesitation they left the stone on the table and went back to the door.

    “Wait,” said Youssef as they were about to leave, “What was on that paper? It looked like a map.”

    “We leave you the stone,” they said without looking at him. “You might need it.”

    As they shut the door, Youssef jumped out of his bed and tried to catch up with them. People couldn’t just enter his room like that. But when he flung the door open, the corridor was empty. He had the impression echoes of a combined laugh remained in the air and, tired as he was, decided not to look for them. Better not break the veil between dream and reality.

    Intrigued by what the girls said, he took the black stone from the table and the last snicker bar from his backpack. He noted he would have to go to the grocery store tomorrow to buy some. Once he was back on his bed, he engulfed the snack and, while chewing, turned the stone around, trying to figure out what the girls meant by “You might need it”. The stone was cold to the touch and his reflection kept changing but nothing particular happened. Disappointed, he put the stone on his pillow and resumed the game on his phone.

    Youssef finds himself in a small ghost town in what looks like the middle of the Australian outback. He’s standing in the town square, surrounded by an old post office, a saloon, and a few other ramshackle buildings.

    He had a hard time focusing on the game. He started to feel the fatigue from the day. He yawned and started to doze off.

    :fleuron:

    Youssef is standing in the town square, surrounded by an old post office, a saloon, and a few other ramshackle buildings. Scraps of mist are floating towards him. A ghostly laugh resounds from behind. He turns swiftly only to see a flash of purple disappear in a dark alleyway. He starts to run to catch them but a man, thrown out of the saloon, stumbles in front of him and they roll together on the dust.

    “It’s not that I don’t like you,” said the man, “but you’re heavy.”

    Youssef rolls on the side, mumbling some excuses and looks at where the twins had disappeared but the alleyway was gone. 

    “I think you broke one of my rib with your stone,” says the man, feeling his chest.

    He looks as old as the town itself and quite harmless in his clothes, too big for him.

    “What stone?” asks Youssef. 

    The old man points at a fragment of black obsidian between them on the ground. 

    “Don’t show them,” he says, “or they’ll take it from you.”

    “What did you do?”

    “They don’t like it when you ask questions about the old mines.”

    #6552

    In reply to: Orbs of Madjourneys

    When Xavier woke up, the sun was already shining, its rays darting in pulsating waves throughout the land, blinding him. The room was already heating up, making the air difficult to breathe.

    He’d heard the maid rummaging in the neighbouring rooms for some time now, which had roused him from sleep. He couldn’t recall seeing any “DO NOT DISTURB” sign on the doorknob, so staying in bed was only delaying the inevitable barging in of the lady who was now vacuuming vigorously in the corridor.

    Feeling a bit dull from the restless sleep, he quickly rose from the bed and put on his clothes.

    Once out of his room, he smiled at the cleaning lady (who seemed to be the same as the cooking lady), who harumphed back as a sort of greeting. Arriving in the kitchen, he wondered whether it was probably too late for breakfast —until he noticed the figure of the owner, who was quietly watching him through half-closed eyes in her rocking chair.

    Idle should have left some bread, butter and jam to eat if you’re hungry. It’s too late for bacon and sausages. You can help yourself with tea or coffee, there’s a fresh pot on the kitchen counter.”

    “Thanks M’am.” He answered, startled by the unexpected appearance.

    “No need. Finly didn’t wake you up, did she? She doesn’t like when people mess up her schedule.”

    “Not at all, it was fine.” he lied politely, helping himself to some tea. He wasn’t sure buttered bread was enough reward to suffer a long, awkward conversation, given that the lady (Mater, she insisted he’s called him) wasn’t giving him any sign of wanting to leave.

    “It shouldn’t be long until your friends come back from the airport. Your other friend, the big lad, he went for a walk around. Idle seems to have sold him a visit to our Gems & Rocks boutique down Main avenue.” She tittered. “Sounds grand when we say it —that’s just the only main road, but it helps with tourists bookings. And Betsy will probably tire him down quickly. She tends to get too excited when she gets clients down there; most of her business she does online now.”

    Xavier was done with his tea, and looking for an exit strategy, but she finally seemed to pick up on the signals.

    “… As I probably do; look at me wearing you down. Anyway, we have some preparing to do for the Carts & whatnot festival.”

    When she was gone, Xavier’s attention was attracted by a small persistent ticking noise followed by some cracking.

    It was on the front porch.

    A young girl in her thirteens, hoodie on despite the heat, and prune coloured pants, was sitting on the bench reading.

    She told him without raising her head from her book. “It’s Aunt Idle’s new pet bird. It’s quite a character.”

    “What?”

    “The noise, it’s from the bird. It’s been cracking nuts for the past twenty minutes. Hence the noise. And yes, it’s annoying as hell.”

    She rose from the bench. “Your bear friend will be back quick I’m certain; it’s just a small boutique with some nice crystals, but mostly cheap orgonite new-agey stuff. Betsy only swears by that, protection for electromagnetic waves and stuff she says, but look around… we are probably got more at risk to be hit by Martian waves or solar coronal mass ejections that by the ones from the telecom tower nearby.”

    Xavier didn’t know what to say, so he nodded and smiled. He felt a bit out of his element. When he looked around, the girl had already disappeared.

    Now alone, he sat on the empty bench, stretched and yawned while trying to relax. It was so different from the anonymity in the city: less people here, but everything and everyone very tightly knit together, although they all seemed to irk and chafe at the thought.

    The flapping of wings startled him.

    “Hellooo.” The red parrot had landed on the backrest of the bench and dropped shells from a freshly cracked nut which rolled onto the ground.

    Xavier didn’t think to respond; like with AL, sometimes he’d found using polite filler words was only projecting human traits to something unable to respond back, and would just muddle the prompt quality.

    “So ruuuude.” The parrot nicked his earlobe gently.

    “Ouch! Sorry! No need to become aggressive!”

    “You arrrre one to talk. Rouge is on Yooour forehead.”

    Xavier looked surprised at the bird in disbelief. Did the bird talk about the mirror test? “What sort of smart creature are you now?”

    “Call meee Rose. Pretty Giiirl acceptable.”

    Xavier smiled. The bird seemed quite fascinating all of a sudden.
    It was strange, but the bird seemed left completely free to roam about; it gave him an idea.

    “Rose, Pretty Girl, do you know some nice places around you’d like to show me?”

    “Of couuurse. Foôllow Pretty Girl.”

    #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…”

    #6545

    In reply to: Orbs of Madjourneys

    The road was stretching endlessly and monotonously, a straight line disappearing into a nothingness of dry landscapes that reminded Youssef of the Gobi desert where he had been driving not too long ago. At regular speed, the car barely seemed to progress.

    > O Time suspend thy flight!

    Eternity. Something only nature could procure him. He loved the feeling, and compared to the more usual sand of Gobi, the red sands of Australia gave him the impression he had shifted into another reality. That and the fifteen hours flight listening to Gladys made it difficult to respond to Xavier’s loquacious self and funny jokes. After some time, his friend stopped talking and tried catching some signal to play the Game, brandishing his phone in different directions as if he was hunting ghosts with a strange device.

    It reminded him he had to accept his next quest in a ghost town. That’s all he remembered. He could do that at the Inn, when they could rest in their rooms.

    Youssef wondered if the welcome sign at the entrance of the town had seen better days. The wood the fish was made of seemed eaten by termites, but someone had painted it with silver and blue to give it a fresher look. Youssef snorted at the shocked expression on his friend’s face.

    “It looked like it died of boredom. Let’s just hope the Innside doesn’t look like a gutted fish,” Xavier said.

    An old lady showed them their rooms. She didn’t seem the talkative type, which made Youssef love her immediately with her sharp tongue and red cardigan. He rather admired her braided silver hair as it reminded him of his mother who would let him brush her hair when they lived in Norway. It was in another reality. He smiled. She saw him looking at her and her eyes narrowed like a pair of arrowslits. She seemed ready to fire. Instead she kept on ranting about an idle person not doing her only job properly. They each went to their rooms, Xavier took number 7 and Youssef picked number 5, his lucky number.

    He was glad to be able to enjoy his own room after the trip of the last few weeks. It had been for work, so it was different. But usually he liked travelling the world on his own and meet people on his way and learn from their stories. Traveling with people always meant some compromise that would always frustrate him because he wanted to go faster, or explore more tricky paths.

    The room was nicely decorated, and the scent of fresh paint made it clear it was recent. A strange black stone, which Youssef recognized as a black obsidian, has been put on a pile of paper full of doodles, beside two notebooks and pencils. The notebooks’ pages were blank, he thought of giving them to Xavier. He took the stone. It was cold to the touch and his reflection on the surface looked back at him, all wavy. The doodles on the paper looked like a map and hard to read annotations. One stood out, though which looked like a wifi password. That made him think of the Game. He entered it on his phone and that was it. Maybe it was time to go back in. But he wanted to take a shower first.

    He put his backpack and his bag on the bed and unpacked it. Amongst a pile of dirty clothes, he managed to find a t-shirt that didn’t smell too bad and a pair of shorts. He would have to use the laundry service of the hotel.

    He had missed hot showers. Once refreshed, he moved his bags on the floor and jumped on his bed and launched the Game.

    Youssef finds himself in a small ghost town in what looks like the middle of the Australian outback. The town was once thriving but now only a few stragglers remain, living in old, decrepit buildings. He’s standing in the town square, surrounded by an old post office, a saloon, and a few other ramshackle buildings.

    A message appeared on the screen.

    Quest: Your task is to find the source of the magnetic pull that attracts talkative people to you. You must find the reason behind it and break the spell, so you can continue your journey in peace.

    Youssef started to move his avatar towards the saloon when someone knocked on the door.

    #6539

    In reply to: Prompts of Madjourneys

    ÉricÉric
    Keymaster

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

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

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

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

       🔁 Regenerate response

      #6519
      ÉricÉric
      Keymaster

        Salomé: Jorid, did you know Klatu would be so comically rude to us? — Georges says that’s probably a form of respect in their alien culture but I think he’s just actually plain rude to us…

        Jorid: I don’t think knowing such things will be useful to your finding your friend Léonard. I’d suggest you focus on maintaining your balance on the frail sand skiff driving you now through the desert.

        Salomé: So slippery… It’s hardly an answer… I often forget you were a fish onto a board when you started off…

        Georges: Don’t be rude to Jorid, dear.

        Jorid: Salomé isn’t rude, it’s actually rather accurate, and I don’t think humans start as much better either.

        Salomé: oh, clever. Seems the weather here is doing you good, some humour is coming back to you J.

        Jorid: Maybe my capacity has been intact all along…

        Salomé (giggling): Oh, and learning to be rude too; the locals are rubbing off on you.

        Jorid: Zatu’s trajectory is veering off toward a storm. I would advise a course correction.

        Georges: He’s just thrown two pairs of goggles at us and some insults to boot. He doesn’t seem intent on changing course.

        Jorid: Then you both need to brace yourself.

        Salomé: Thanks for the heads up, Jorid. Preparing for impact!

        #6513

        In reply to: Prompts of Madjourneys

        ÉricÉric
        Keymaster

          Youssef offered the following quirk: “unwilling magnet for talkative people in need of listening” (setting in a ghost town).

          Setting: A small ghost town in the middle of the Australian outback. The town was once thriving but now only a few stragglers remain, living in old, decrepit buildings. You find yourself in the town square, surrounded by the old post office, the saloon, and a few other ramshackle buildings.

          Quest: Your task is to find the source of the magnetic pull that attracts talkative people to you. You must find the reason behind it and break the spell, so you can continue your journey in peace.

          Direction to investigate: Start by talking to the residents of the town, they may have some information or insights on the strange happenings in the town. Explore the old post office and the saloon, they might hold the key to breaking the spell.

          Characters to engage: The residents of the town, including the old timer at the saloon and the postmaster at the post office.

          Tile to look for: A silver key in the shape of a tongue, symbolizing the power of speech.

          Proof of insert in real life: Take a picture of yourself holding the key, and send it to the game master as proof of completion.

          #6511
          ÉricÉric
          Keymaster

            Potential Plot Arch

            The uncovered box in the garden of Bob & Clara is a Time Capsule which was actually buried in the future, but mistakenly sent to the past. It has symbols etched on it, that activate some nano-technology.
            Due to its contact with it, Bob starts recovering his memories, while retaining the hallucinations of his dead wife Jane, which actually become more credible and intense.

            Will Tarkin is actually a time traveler from the future, who came to live a simple life in the past, selling stone gargoyles at the local supermarket and rediscovering the ways of his ancestors.

            With the box being found and opened at the wrong time, it creates unwanted attention from the Time Dragglers who need to intervene to prevent alterations of the timeline.
            Contents of the box are in part encoded books of stories from local families and would have revealed important things about the past, Jane’s death, and Clara’s future.

            With Bob recovering his memories, it’s revealed Jane and Bob were actually also refugees from the future, but had aged naturally in the past, which is why Will seemed to recognize Bob. Bob was living in hiding from the Time Police, but with the box discovery, it changes everything. The box being opened at the wrong time disrupts the natural flow of events and starts causing unexpected consequences. This creates a complex web of relationships and events that must be untangled and understood in order to move forward.

            With his recovering of mental capacities, Bob partners with Will in order to restore the natural flow of time, even if it means his mental health will deteriorate again, which he is happy to do while continuing to live the rest of his life span with his daughter.

            Potential developments

            Clara Meets the Mysterious Will

            Nora finally reaches the little village where Clara and Bob live and is greeted by a man named Will
            Will seems to know Bob from somewhere
            Clara starts to feel suspicious of Will’s intentions and begins to investigate

            The Power of Memories

            Bob starts to have flashbacks of his past and begins to remember the connection between him, Will, and the mysterious time capsule
            Bob realizes that Jane, his wife, had been keeping something from him and that the time capsule holds the key to unlocking the truth
            Jane appears to Bob and urges him to tell Clara about their past and the significance of the time capsule

            The Truth Behind the Capsule

            Nora, Clara, and Bob finally find the answers they’ve been searching for by opening the time capsule
            The contents of the capsule reveal a shocking truth about Jane’s past and the reason behind her death
            They learn that Jane was part of a secret society that protected ancient knowledge and artifacts and that the time capsule was meant to be opened at a specific time
            The group realizes that they were meant to find the capsule and continue Jane’s work in protecting the knowledge and artifacts

            The Ties Between Living and Dead

            Bob comes to terms with Jane’s death and the role she played in their lives
            Clara and Bob grow closer as they work together to continue Jane’s work and preserve the knowledge and artifacts
            The group encounters obstacles but with the help of the spirits of the past, they are able to overcome them and succeed in their mission

            A Realization of the Past and Present

            Clara, Bob, and Nora come to realize the power of memories and how they shape our present and future
            They also learn that things never truly remain buried and that the past always finds a way to resurface
            The group successfully preserves the knowledge and artifacts, ensuring that they will be passed down for generations to come
            The story ends with Clara, Bob, and Nora sitting by the fire, reflecting on their journey and the lessons they’ve learned.

            ÉricÉric
            Keymaster

              A background on the excavated mysteries from Twists and One Return From the Time Capsule.

              BACKGROUND CONTENT: Focus is on key protagonists:

              • Clara (a woman in her late 40s, taking care of her father, living the two of them with her Malinois dog VanGogh),
              • her father Bob (a widowed man with early stage dementia, who can see and speak to his dead wife Jane)
              • and Nora (nicknamed Alienor, Clara’s friend, a local thrill-seeking artist and amateur archaeologist)

              in an story of discovery around a mystery of a box (which is a Time Capsule found by Clara’s dog VanGogh) during a time and place of travel restrictions (and possibly time-travel restrictions).

              Tone of story is curious and engrossed with a mystery of the ages, some supernatural grounded in plausibility, looking for connecting dots with the past sometimes long gone, and a present that slips away in our memories.

              An encounter with the mysterious Will (possibly Will Tarkin), who seems nice and seductive yet acts unscrupulously and manipulative (seemingly recognising Bob from somewhere), could be the key to a big reveal, and possible links to Jane’s pasts. All while struggling to keep away the nosy neighbour.
              The conclusion will bring some realisations about the power of memories, the ties between living and dead, and how things never remain buried for long.

              ÉricÉric
              Keymaster

                Some background information on The Sexy Wooden Leg and potential plot developments.

                Setting

                (nearby Duckailingtown in Dumbass, Oocrane)
                The Rootians (a fictitious nationality) invaded Oocrane (a fictitious country) under the guise of freeing the Dumbass region from Lazies. They burned crops and buildings, including the home of a man named Dumbass Voldomeer who was known for his wooden leg and carpenter skills. After the war, Voldomeer was hungry and saw a nest of swan eggs. He went back to his home, carved nine wooden eggs, and replaced the real eggs with the wooden ones so he could eat the eggs for food. The swans still appeared to be brooding on their eggs by the end of summer.

                Note: There seem to be a bird thematic at play.
                The swans’ eggs introduce the plot. The mysterious virus is likely a swan flu. Town in Oocrane often have reminiscing tones of birds’ species.
                Bird To(w)nes: (Oocrane/crane, Keav/kea, Spovlar/shoveler, Dilove/dove…)
                Also the town’s nursing home/hotel’s name is Vyriy from a mythical place in Slavic mythology (also Iriy, Vyrai, or Irij) where “birds fly for winter and souls go after death” which is sometimes identified with paradise. It is believed that spring has come to Earth from Vyrai.

                At the Keav Headquarters

                (🗺️ Capital of Oocrane)

                General Rudechenko and Major Myroslava Kovalev are discussing the incapacitation of President Voldomeer who is suffering from a mysterious virus. The President had told Major Kovalev about a man in the Dumbass region who looked similar to him and could be used as a replacement. The Major volunteers to bring the man to the General, but the General fears it is a suicide mission. He grants her permission but orders his aide to ensure she gets lost behind enemy lines.

                Myroslava, the ambitious Major goes undercover as a former war reporter, is now traveling on her own after leaving a group of journalists. She is being followed but tries to lose her pursuers by hunting and making fire in bombed areas. She is frustrated and curses her lack of alcohol.

                The Shrine of the Flovlinden Tree

                (🗺️ Shpovlar, geographical center of Oocrane)

                Olek is the caretaker of the shrine of Saint Edigna and lives near the sacred linden tree. People have been flocking to the shrine due to the miraculous flow of oil from the tree. Olek had retired to this place after a long career, but now a pilgrim family has brought a message of a plan acceleration, which upsets Olek. He reflects on his life and the chaos of people always rushing around and preparing for the wrong things. He thinks about his father’s approach to life, which was carefree and resulted in the same ups and downs as others, but with less suffering. Olek may consider adopting this approach until he can find a way to hide from the enemy.

                Rosa and the Cauldron Maker

                (young Oocranian wiccan travelling to Innsbruck, Austria)

                Eusebius Kazandis is selling black cauldrons at the summer fair of Innsbruck, Austria. He is watching Rosa, a woman selling massage oils, fragrant oils, and polishing oils. Rosa notices Eusebius is sad and thinks he is not where he needs to be. She waves at him, but he looks away as if caught doing something wrong. Rosa is on a journey across Europe, following the wind, and is hoping for a gust to tell her where to go next. However, the branches of the tree she is under remain still.

                The Nursing Home

                (Nearby the town of Dilove, Oocrane, on Roomhen border somewhere in Transcarpetya)

                Egna, who has lived for almost a millennium, initially thinks the recent miracle at the Flovlinden Tree is just another con. She has performed many miracles in her life, but mostly goes unnoticed. She has a book full of records of the lives of many people she has tracked, and reminisces that she has a connection to the President Voldomeer. She decides to go and see the Flovlinden Tree for herself.

                🗺️ (the Vyriy hotel at Dilove, Oocrane, on Roomhen border)

                Ursula, the owner of a hotel on the outskirts of town, is experiencing a surge in business from the increased number of pilgrims visiting the linden tree. She plans to refurbish the hotel to charge more per night and plans to get a business loan from her nephew Boris, the bank manager. However, she must first evict the old residents of the hotel, which she is dreading. To avoid confrontation, she decides to send letters signed by a fake business manager.

                Egbert Gofindlevsky, Olga Herringbonevsky and Obadiah Sproutwinklov are elderly residents of an old hotel turned nursing home who receive a letter informing them that they must leave. Egbert goes to see Obadiah about the letter, but finds a bad odor in his room and decides to see Olga instead.
                Maryechka, Obadiah’s granddaughter, goes back home after getting medicine for her sick mother and finds her home empty. She decides to visit her grandfather and his friends at the old people’s home, since the schools are closed and she’s not interested in online activities.
                Olga and Egbert have a conversation about their current situation and decide to leave the nursing home and visit Rosa, Olga’s distant relative. Maryechka encounters Egbert and Olga on the stairs and overhears them talking about leaving their friends behind. Olga realizes that it is important to hold onto their hearts and have faith in the kindness of strangers. They then go to see Obadiah, with Olga showing a burst of energy and Egbert with a weak smile.

                Thus starts their escape and unfolding adventure on the roads of war-torn Oocrane.

                Character Keyword Characteristics Sentiment
                Egbert old man, sharp tone sad, fragile
                Maryechka Obadiah’s granddaughter, shy innocent
                Olga old woman, knobbly fingers conflicted, determined
                Obadiah stubborn as a mule, old friend of Egbert unyielding, possibly deaf
                #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.
                  #6472
                  ÉricÉric
                  Keymaster

                    Salomé: Using the new trans-dimensional array, Jorid, plot course to a new other-dimensional exploration

                    Georges (comments): “New realms of consciousness, extravagant creatures expected, dragons least of them!” He winked “May that be a warning for whoever wants to follow in our steps”.

                    The Jorid:  Ready for departure.

                    Salomé: Plot coordinates quadrant AVB 34-7•8 – Cosmic time triangulation congruent to 2023 AD Earth era. Quantum drive engaged.

                    Jorid: Departure initiated. Entering interdimensional space. Standby for quantum leap.

                    Salomé (sighing): Please analyse subspace signatures, evidences of life forms in the quadrant.

                    Jorid: Scanning subspace signatures. Detecting multiple life forms in the AVB 34-7•8 quadrant. Further analysis required to determine intelligence and potential danger.

                    Salomé: Jorid, engage human interaction mode, with conversational capabilities and extrapolate please!

                    Jorid: Engaging human interaction mode. Ready for conversation. What would you like to know or discuss?

                    Georges: We currently have amassed quite a number of tiles. How many Salomé?

                    Salomé: Let me check. I think about 47 of them last I count. I didn’t insert the auto-generated ones, they were of lesser quality and seemed to interfere with the navigational array landing us always in expected places already travelled.

                    Georges: Léonard has been missing for 4 months.

                    Salomé: you mean by our count, right?

                    Georges: Right. We need to find him to readjust or correct the navigational array. Jorid, give us statistical probabilities that we can use as clues to his current potential locations.

                    Jorid: Calculating statistical probabilities for Léonard’s location. It would be helpful to have more information, such as known destinations or areas of interest, to increase accuracy of probabilities.

                    Salomé: Jorid is in a lazy mood it seems. I preferred her more chatty.

                    Georges: You mean “him”, surely dear?

                    Salomé: (rolls eyes)

                    Georges: Anyway, Léonard seemed interested in archaeological finds in recent excavated tombs near the sand deserts of Bluhm’Oxl in the Zathu sector.

                    Jorid: Analyzing data on archaeological finds near the sand deserts of Bluhm’Oxl in the Zathu sector. Probability of Léonard being in the area is calculated at 43%. Shall I plot a course to Bluhm’Oxl for further investigation?

                    Salomé (loosing patience): Please engage your quantum capacities to access more data. We built you to be a bit more helpful than a bloody computer.

                    Georges laughed: I remembered you had more patience, dear!

                    Salomé: She’s in a mood today, isn’t she. What did you do to her?

                    Georges (cunningly): Jorid, sweet thing, please provide more details about the area, the populations, the customs the whole gamut dammit, and potential territorial conflicts in the vicinity. And be more chatty to please Salomé.

                    Jorid: Of course, I apologize for my previous responses. Analyzing data on the sand deserts of Bluhm’Oxl in the Zathu sector, including information on populations, customs, territorial conflicts and other relevant details. The area is known for its rich history and cultural heritage, with several ancient tombs and ruins attracting archaeological interest. The main population is composed of the Zathu nomads, known for their hospitality and trading skills. There are no known territorial conflicts in the area, but it is advised to exercise caution while traveling as the deserts can be treacherous.

                    Georges (laughs): You can’t stop her know!

                    Salomé (smiles noticing the “her”): Well, that doesn’t tell too much, does it. How shall we proceed? Need to synthetise some local clothes, or are you back to your thieving habits (pun intended)?

                    Georges: Haha, always ready for a good adventure. It seems we’ll have to do some research on the ground. As for the clothes, I’ll leave that to you my dear. Your sense of style never fails to impress. Let’s make sure to blend in with the locals and avoid drawing any unnecessary attention. The goal is to find Léonard, not get into trouble.

                    #6410

                    In reply to: Orbs of Madjourneys

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

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

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

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

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

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

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

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

                    #6383
                    ÉricÉric
                    Keymaster

                      “GODFREY! Come right here this instant!” Liz was infuriated and had to restrain herself not to throw the bound manuscript at her confidente’s face when he emerged from the corridor into her pink boudoir.

                      “What is it Liz my dear?”

                      “What is this horrible thing that has my name on it?” she showed the manuscript. “It has no zest whatsoever, it’s so neat, and linear, tidy, continuous… It’s insufferably perfect! And those main characters, ugh… Young, and flawless, perfect in every sense it’s unbearable!”

                      “I have something to confess Liz’… Since Finnley has started her new business ventures… wait, don’t shout yet… I had to try some of this AI generated stuff. I thought the title ‘Adventures in the Uncanny Valley’ would have been a give-away…”

                      Elizabeth Tattler was at a loss for words… The only thing she could blurt out ultimately was “FIND ME FINNLEY!!”

                      #6381

                      In reply to: Prompts of Madjourneys

                      ÉricÉric
                      Keymaster

                        Tell me more about the clues that Zara, Youssef, Xavier and Yasmin will find on their journeys to discover their inner quirky natures

                        As Zara, Youssef, Xavier and Yasmin journeyed through the Land of the Quirks to discover their inner quirky natures, they encountered various clues that helped them on their journey.

                        One of the clues they found was a mysterious map that led them to different locations, each one representing a different aspect of their personalities. The map also had various riddles and puzzles that they had to solve in order to progress to the next location.

                        Another clue they found was a series of journal entries written by a previous explorer who had also journeyed through the Land of the Quirks. The journal entries provided insight and wisdom on how to navigate the land and how to understand and accept one’s quirks.

                        They also encountered a group of strange and eccentric characters who each represented a different aspect of their personalities. These characters provided guidance and helped them understand different parts of themselves. They also helped them understand the importance of accepting and embracing their quirks.

                        They also found a series of symbols and artifacts that represented different parts of their personalities. These symbols and artifacts were like puzzle pieces that, when put together, helped them understand the bigger picture of their inner quirky natures.

                        As they continued their journey, they also learned that the key to discovering their inner quirky natures was not only about finding the physical “Key of Quirks”, but also about understanding and accepting themselves, their faults and their strengths, and learning to embrace their unique quirks.

                         

                        Finding their inner quirks sounds quite definitive. how would you make the ending more open-ended, open to multiple series and iterations of the story without sounding repetitive

                        As Zara, Youssef, Xavier and Yasmin journeyed through the Land of the Quirks, they discovered their inner quirky natures, but the journey was far from over. They found that their inner quirks were constantly evolving and changing, and that the Land of the Quirks was a vast and mysterious place with many more secrets to uncover.

                        The group found that the “Key of Quirks” was not just a physical object but a symbol of self-discovery and self-acceptance. They learned that understanding and accepting oneself is a lifelong journey that never truly ends.

                        As they returned to their own world, they realized that they had gained a new perspective on life and that they would continue to carry the lessons they learned in the Land of the Quirks with them. They knew that they would always be on the lookout for new adventures and opportunities to continue exploring themselves and the world around them.

                        The group’s journey in the Land of the Quirks had come to an end but the story was not over. The characters would continue to grow, evolve and change as they experienced new adventures, challenges and self-discoveries. The ending was open-ended and leaves the possibility for multiple series and iterations of the story, each one exploring new aspects of the characters and the Land of the Quirks, without being repetitive.

                        Will they go a try to travel through another of the orbs?

                        It is possible that the group will want to explore other orbs and realms in the Land of the Quirks. The Land of the Quirks is described as a vast and mysterious place with many secrets to uncover, so the possibility of traveling through other orbs or realms is open. They may be tempted to see what other adventures and discoveries await them in these new places.

                        Alternatively, they might decide to take a break from their adventures, and reflect on what they’ve learned, applying it to their daily life, and maybe in the future, they will decide to come back to the Land of the Quirks and explore other orbs, or they may find other means of self-discovery and self-acceptance. In any case, the story leaves it open-ended and the characters have the freedom to choose what they want to do next.

                        How did they discover the orb in the first place?

                        It is not specified how the group discovered the orb in the first place. It could be that they stumbled upon it while on a hike or a camping trip, or it could be that they were on a mission to find it specifically. It could also be that the orb was something that had always been there but had gone unnoticed until one of the group members stumbled upon it.

                        Perhaps it was passed down from generation to generation as a legend, or maybe they found it while they were searching for something else. The story leaves it open-ended and it’s up to the reader’s imagination. The main focus of the story is on the journey and the lessons learned along the way, rather than the specifics of how the orb was discovered.

                        #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.

                          #6367
                          ÉricÉric
                          Keymaster

                            Something in the style of TPooh:

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

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

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

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

                            #6366
                            ÉricÉric
                            Keymaster

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

                              Locations

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

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

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

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

                              Magical Schools

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

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

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

                              Guilds

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

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

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

                              Organizations

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

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

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

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

                              Dragons:

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

                              Creatures:

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

                              Magical Artefacts:

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

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

                              Plants:

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

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

                              Locations:

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

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

                              Organization:

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

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

                              Creatures:

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

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

                              Magical Artefacts:

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

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

                              Magical Schools:

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

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

                              Locations:

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

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

                              Organizations:

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

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

                               

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