Search Results for 'navigate'

Forums Search Search Results for 'navigate'

Viewing 20 results - 1 through 20 (of 29 total)
  • Author
    Search Results
  • #7854
    Yurara FamelikiYurara Fameliki
    Participant

      Arthurian Parallels in Helix 25

      This table explores an overlay of Arthurian archetypes woven into the narrative of Helix 25.
      By mapping key mythological figures to characters and themes within the story, it provides archetypal templates for exploration of leadership, unity, betrayal, and redemption in a futuristic setting.

      Arthurian Archetype Role in Arthurian Myth Helix 25 Counterpart Narrative Integration in Helix 25 Themes & Contemporary Reflections
      Merlin Wise guide, prophet, keeper of lost knowledge, enigmatic mentor. Merdhyn Winstrom Hermit survivor whose beacon reawakens lost knowledge, eccentric guide bridging Earth and Helix. Echoes of lost wisdom resurfacing in times of crisis. Role of eccentric thinkers in shaping the future.
      King Arthur (Once and Future King) Sleeping leader destined to return, restorer of order and unity. Captain Veranassessee Cryo-sleeping leader awakened to restore stability and uncover ship’s deeper truths. Balancing destiny, responsibility, and the burden of leadership in a fractured world.
      Lady of the Lake Guardian of sacred wisdom, bestower of power, holds destiny in trust. Molly & Ellis Marlowe Custodians of ancestral knowledge, connecting genetic past to future, deciding who is worthy. Gatekeepers of forgotten truths. Who decides what knowledge should be passed down?
      Excalibur Sacred weapon representing legitimacy, strength, and destiny. Genetic/Technological Legacy (DNA or Artifact) Latent genetic or technological power that legitimizes leadership and enables restoration. What makes someone truly worthy of leadership—birthright, wisdom, or action?
      The Round Table Assembly of noble figures, unifying leadership for justice and stability. Crew Reunion & Unity Arc Gathering key figures and factions, resolving past divisions, solidifying leadership. How do we rebuild trust and unity in a world fractured by conflict and betrayal?
      The Holy Grail Ultimate quest for redemption, unity, and spiritual awakening. Rediscovered Earth or True Purpose Journey to unify factions, reconnect with Earth, and rediscover humanity’s true mission. Is humanity’s purpose merely survival, or is there something greater to strive for?
      The Fisher King Wounded guardian of a dying land, whose fate mirrors humanity’s wounds. Earth’s Ruined Environmental Condition Metaphor for humanity’s wounds—only healed through wisdom, unity, and ethical leadership. Environmental stewardship as moral responsibility; the impact of neglect and division.
      Camelot Utopian vision, fragile and prone to betrayal and internal decay. Helix 25 Community Helix 25 as a fragile utopian experiment, threatened by division and complacency. Utopian dreams versus real-world struggles; maintaining ideals without corruption.
      Mordred Betrayal from within, power-hungry faction that disrupts harmony. AI Manipulators / Hidden Saboteurs Internal betrayal—either AI-driven manipulation or ideological rebellion disrupting balance. How does internal dissent shape societies? When is rebellion justified?
      Gwenevere Queen, torn between duty, love, and political implications. Sue Forgelot or Captain Veranassessee Powerful yet conflicted female figure, mediating between different factions and destinies. The role of women in leadership, power dynamics, and the burden of political choices.
      Lancelot Loyal knight, unmatched warrior, torn between personal desires and duty. Orrin Holt or Kai Nova Heroic yet personally conflicted figure, struggling with duty vs. personal ties. Can one’s personal desires coexist with duty? What happens when loyalties are divided?
      Gawain Moral knight, flawed but honorable, faces ethical trials and tests. Riven Holt or Anuí Naskó Character undergoing trials of morality, leadership, and self-discovery. How does one navigate moral dilemmas? Growth through trials and ethical challenges.
      Morgana le Fay Misunderstood sorceress, keeper of hidden knowledge, power and manipulation. Zoya Kade Keeper of esoteric knowledge, influencing fate through prophecy and genetic memory. The fine line between wisdom and manipulation. Who controls the narrative of destiny?
      Perceval Naïve but destined knight, seeker of truth, stumbles upon great revelations. Tundra (Molly’s granddaughter) Youthful truth-seeker, symbolizing innocence and intuitive revelation. Naivety versus wisdom—can purity of heart succeed in a complex, divided world?
      Galahad Pure knight, achieves the Grail through unwavering virtue and clarity. Evie Investigator who uncovers truth through integrity and unwavering pursuit of justice. The pursuit of truth and justice as a path to transformation and redemption.
      The Green Knight/Challenge Mystical challenger, tests worthiness and integrity through ordeal. Mutiny Group / Environmental Crisis A trial or crisis forcing humanity to reckon with its moral and environmental failures. Humanity’s reckoning with its own self-destructive patterns—can we learn from the past?
      #7809

      Earth, Black Sea Coastal Island near Lazurne, Ukraine – The Tinkerer

      Cornishman Merdhyn Winstrom had grown accustomed to the silence.

      It wasn’t the kind of silence one found in an empty room or a quiet night in Cornwall, but the profound, devouring kind—the silence of a world were life as we knew it had disappeared. A world where its people had moved on without him.

      The Black Sea stretched before him, vast and unknowable, still as a dark mirror reflecting a sky that had long since stopped making promises. He stood on the highest point of the islet, atop a jagged rock behind which stood in contrast to the smooth metal of the wreckage.

      His wreckage.

      That’s how he saw it, maybe the last man standing on Earth.

      It had been two years since he stumbled upon the remains of Helix 57 shuttle —or what was left of it. Of all the Helixes cruise ships that were lost, the ones closest to Earth during the Calamity had known the most activity —people trying to leave and escape Earth, while at the same time people in the skies struggling to come back to loved ones. Most of the orbital shuttles didn’t make it during the chaos, and those who did were soon lost to space’s infinity, or Earth’s last embrace.

      This shuttle should have been able to land a few hundred people to safety —Merdhyn couldn’t find much left inside when he’d discovered it, survivors would have been long dispersed looking for food networks and any possible civilisation remnants near the cities. It was left here, a gutted-out orbital shuttle, fractured against the rocky coast, its metal frame corroded by salt air, its systems dead. The beauty of mechanics was that dead wasn’t the same as useless.

      And Merdhyn never saw anything as useless.

      With slow, methodical care, he adjusted the small receiver strapped to his wrist—a makeshift contraption built from salvaged components, scavenged antennae, and the remains of an old Soviet radio. He tapped the device twice. The static fizzled, cracked. Nothing.

      “Still deaf,” he muttered.

      Perched at his shoulder, Tuppence chattered at him, a stuborn rodent that attached himself and that Merdhyn had adopted months ago as he was scouting the area. He reached his pocket and gave it a scrap of food off a stale biscuit still wrapped in the shiny foil.

      Merdhyn exhaled, rolling his shoulders. He was getting too old for this. Too many years alone, too many hours hunched over corroded circuits, trying to squeeze life from what had already died.

      But the shuttle wasn’t dead. After his first check, he was quite sure. Now it was time to get to work.

      He stepped inside, ducking beneath an exposed beam, brushing past wiring that had long since lost its insulation. The stale scent of metal and old circuitry greeted him. The interior was a skeletal mess—panels missing, control consoles shattered, displays reduced to nothing but flickering ghosts of their former selves.

      Still, he had power.

      Not much. Just enough to light a few panels, enough to make him think he wasn’t mad for trying.

      As it happened, Merdhyn had a plan: a ridiculous, impossible, brilliant plan.

      He would fix it.

      The whole thing if he could, but if anything. It would certainly take him months before the shuttle from Helix 57 could go anywhere— that is, in one piece. He could surely start to repair the comms, get a signal out, get something moving, then maybe—just maybe—he could find out if there was anything left out there.

      Anything that wasn’t just sea and sky and ghosts.

      He ran his fingers along the edge of the console, feeling the warped metal. The ship had crashed hard. It shouldn’t have made it down in one piece, but something had slowed it. Some system had tried to function, even in its dying moments.

      That meant something was still alive.

      He just had to wake it up.

      Tuppence chittered, scurrying onto his shoulder.

      Merdhyn chuckled. “Aye, I know. One of these days, I’ll start talking to people instead of rats.”

      Tuppence flicked her tail.

      He pulled out a battered datapad—one of his few working relics—and tapped the screen. The interface stuttered, but held. He navigated to his schematics, his notes, his carefully built plans.

      The transponder array.

      If he could get it working, even partially, he might be able to listen.

      To hear something—anything—on the waves beyond this rock.

      A voice. A signal. A trace of the world that had forgotten him.

      Merdhyn exhaled. “Let’s see if we can get you talking again, eh?”

      He adjusted his grip, tools clinking at his belt, and got to work.

      #7720
      Yurara FamelikiYurara Fameliki
      Participant

        Some ideas to pick apart and improve on:

        Some characters:

        • The Murder Victim: A once-prominent figure whose mysterious death on Helix 25 is intertwined with deeper, enigmatic forces—a person whose secret past and untimely demise trigger the cascade of genetic clues and expose long-buried truths about the exodus.
        • Dr. Amara Voss: A brilliant geneticist haunted by fragmented pasts, who deciphers DNA strands imbued with clues from an ancient intelligence.
        • Inspector Orion Reed: A retro-inspired, elderly holographic AI detective whose relentless curiosity drives him to unravel the inexplicable murder.
        • Kai Nova: A maverick pilot chasing cosmic dreams, unafraid to navigate perilous starfields in search of truth.
        • Seren Vega: A meditative archivist who unlocks VR relics of history, piecing together humanity’s lost lore. Mandrake her cat, who’s been given bionic enhancements that enables it to speak its mind.
        • Luca Stroud: A rebellious engineer whose knack for decoding forbidden secrets may hold the key to the ship’s destiny.
        • Ellis Marlowe (Retired Postman): A weathered former postman whose cherished collection of vintage postcards from Earth and early space voyages carries personal and historical messages, hinting at forgotten connections.
        • Sue Forgelot: A prominent socialist socialite, descended from Sir Forgelot.
        • Sharon, Gloria, Mavis: a favourite elderly trio of life-extended elders. Of course, they endured and thrived in humanity’s latest exodus from Earth
        • Lexican and Flexicans, Pronoun People: sub-groups and political factions, challenging our notions of divisions
        • Space Absinthe Pirates: a rogue band of bandits— a myth to make children behave… or something else?

        Background of the Helix Fleet:

        Helix 25 is one of several generation ships that were designed as luxury cruise ships, but are now embarked on an exodus from Earth decades ago, after a mysterious event that left them the last survivors of humanity. Once part of an ambitious fleet designed for both leisure and also built to secretly preserve humanity’s legacy, the other Helix ships have since vanished from communication. Their unexplained absence casts a long shadow over the survivors aboard Helix 25, fueling theories soon turning into myths and the hope of a new golden age for humanity bound to a cryptic prophecy.

        100-Word Pitch:

        Aboard Helix 25, humanity’s last survivors drift through deep space on a generation ship with a haunted past. When Inspector Orion Reed, a timeless holographic detective, uncovers a perplexing murder, encoded genetic secrets begin to surface. Dr. Amara Voss painstakingly deciphers DNA strands laced with ancient intelligence, while Kai Nova navigates treacherous starfields and Seren Vega unlocks VR relics of lost eras. Luca Stroud and Ellis Marlowe, a retired postman with vintage postcards, piece together clues that tie the victim’s secret past to the vanished Helix fleet. As conspiracies unravel, the crew must confront a destiny entwined with Earth’s forgotten exodus.

        #7628
        F LoveF Love
        Participant

          The train rattled on, its rhythm almost hypnotic. Amei rested her forehead against the cool glass, watching the countryside blur into a smudge of grey fields and skeletal trees. The rain had not let up the entire trip, each station bringing her closer to Paris—and to the friends she had once thought she would never lose.

          She unfolded a letter in her lap, its creased edges softened by too many readings. So old-school to have sent a letter, and yet so typical of Lucien. The message was brief, just a handful of words in his familiar scrawl: Sarah Bernhardt Cafe, November 30th , 4 PM. No excuses this time! Below the terse instruction, there was an ink smudge. Perhaps, she imagined, a moment of second-guessing himself before sealing the envelope? Vulnerability had never been Lucien’s strength.

          Catching her reflection in the window, Amei frowned at her hair, unruly from the long journey.  She reached for the scarf draped loosely around her neck—a gift from Elara, given years ago. It had been a token from one of their countless shared adventures, and despite everything that had unfolded since, she had never been able to let it go. She twisted the soft fabric around her fingers, its familiar texture reassuring her, before tying it over her hair.

          At her feet sat a well-worn tote bag, weighed down with notebooks. It was madness to have brought so many. Maybe it was reflexive, a habit ingrained from years of recording her travels, as though every journey demanded she tell the story of her life. Or perhaps it was a subconscious offering—she couldn’t show up empty-handed, not after five years of silence.

          Five years had slipped by quickly! What had started as the odd missed call or unanswered email, and one too many postponed plans had snowballed into a silence none of them seemed to know how to bridge.

          Darius had tried. His postcards arrived sporadically, cryptic glimpses of his nomadic life. Amei had never written back, though she had saved the postcards, tucking them between the pages of her notebooks like fragments of a lost map.

          Lucien, on the other hand, had faded into obscurity, his absence feeling strangely like betrayal. Amei had always believed he’d remain their anchor, the unspoken glue holding them together. When he didn’t, the silence felt personal, even though she knew it wasn’t. And yet, it was Lucien who had insisted on this reunion.

          The train hissed into the station, jolting Amei from her thoughts. The platform was a flurry of umbrellas and hurried footsteps. Hoisting her bag onto her shoulder, she navigated the throng, letting the rhythm of the city wash over her. Paris felt foreign and familiar all at once.

          By the time she reached her hotel, the rain had seeped through her boots. She stood for a long moment in the tiny room—the best she could find on her budget—and gazed at her reflection in the cracked mirror. A quiet sense of inevitability settled over her. They would have all changed, of course. How could they not? Yet there was something undeniably comforting about the fact that their paths, no matter how far they had strayed, had led them back here—to Paris, to the Sarah Bernhardt Café.

          #7586

          Eris was looking at the moving sausages in the frying pan, like they were possessed with unexplainable energy.

          She was not doing the cooking, but Thorsten had thought to send her a video for reasons known to him only. It was making her hungry now. Looking at the moon outside, she was again burning the midnight oil, lost in between bits of plots, vagrant duties and other’s dumped concerns. When did she get caught up in everyone’s mess, she wondered.

          She would have tried the doppelganger spell to ease off the pressure by sending a body double to the needful —in most situations, that would do the trick perfectly well. How many times people were sitting in boring meetings nowadays, only present physically while their minds were wandering in other places. That wouldn’t be so different. But the spell came with a bad case of hangover, and last Truella used it was a keen reminder to use with caution.

          So she still hadn’t find a way to navigate the demands pressed upon her; to be dependable for her coven, the headwitchstress and basically everyone else with needy emotions.

          It was time to get back home. If any of them were left, sausages were waiting.

          #7585

          “Oh sweet revenge…” November was looking gleeful, and truth be told, too smug. With a tinge of orange anticipating a delectable tapestry of chaos.

          The results had come as cold as an early winter for a world standing on the precipice of another era under President Lump’s reign.

          “The winds of change rustling the curtains of the Beige House once more. And amidst this swirling tempest of political intrigue, our story unfurls with the maids au pair at its heart.”

          “Liz, are you sure this is wise to pursue?”

          “Oh stop, it Godfrey, the harm is done, November was written already in that story; I knew she would spell trouble from the beginning. And please, don’t interrupt.”

          As April and June departed to pursue their ventures—perhaps April embarked on a global crusade for environmental stewardship while June disappeared into the realms of espionage, her whereabouts known only to the shadows—November emerged, a true force of nature. With an iron will and a meticulous attention to detail, she transformed the Beige House into a bastion of order amid political disarray under old Joe Mitten—bless his bumbling heart. Her reign as the clandestine conductor of this domestic symphony was nothing short of legendary.

          During those four years, November proved herself indispensable. She orchestrated everything from state dinners to covert intelligence briefings, all while maintaining the perfect façade of domestic tranquility. The press would whisper her name, speculating on her true influence behind the scenes. Little did they know that November had eyes and ears in every corner of the Beige House, including a network of whispering portraits and eavesdropping sconces.

          And now, with President Lump’s reelection, November faces her most formidable challenge yet. The political climate is rife with unpredictability—alliances shift like sand, loyalties waver, and secrets simmer beneath the surface. November must navigate this labyrinth with the precision of a masterful chess player, anticipating every move and countermove.

          #7570

          “If you’re planning on having a baby, you’d better use those droplets fast. That silvery glow? It’s already decaying,” said Jeezel, meticulously selecting twelve golden pheasant feathers from the pile in front of her. She inspected each one carefully, choosing only the finest, most vibrant feathers, free from even the slightest flaw.

          Truella snorted. “I’m well aware of the effects of time on matter,” she replied, shifting back in her swivel chair. “I am, after all, an experienced amateur archaeologist. Take a look at this.” She held her hand up closer to the camera, fingers spread.

          “I’m not sure what your dirty fingernails are supposed to prove,” said Jeezel, arranging her selected feathers into a fan shape. “That they’re overdue for a manicure? Natural decay has nothing to do with time travel side effects, as you’d know if you watched my YouTube series on the subject.”

          “We know all about your videos,” said Eris quickly, stepping in before Jeezel could launch into one of her infamous lectures on the dangers of time travel as seen by her Gran, Linda Pol. “I’m sure those droplets can still be useful in our spell. Cromwell had to navigate treacherous political waters with an impeccable grasp of strategy, manipulation, and the darker facets of power. Those droplets could act as a metaphysical catalyst, adding depth and purpose to the spell.”

          “Exactly,” said Truella, tilting her chin up proudly. “A proactive hunch on my part.”

          “I get the metaphysical catalyst bit,” said Frella, “but won’t those darker facets blow up in our faces? I mean, wasn’t Cromwell a master of secrets and deception? In the rudest way possible, if you ask me.”

          “He could be gentle, too,” Truella murmured, blushing slightly.

          “And that’s not even mentioning the spell’s potential to tap into the collective memory of his era,” added Jeezel. “And ‘rude’ isn’t how I’d describe his atrocities and ruthlessness. I covered that in detail in the video series…”

          “We know,” Eris cut in. “That’s why we need to craft this spell with precision and include safeguards. Are the fans ready?”

          “All set,” said Jeezel, her eyes sparkling with pride as she held up the four finished fans. “One for each of us, crafted with care and magic. They’ll clear the space, sweep away falsehoods, and purge any misleading energies. With these, only pure, unfiltered truth will emerge.”

          “I’ll bring the Mystic Mirror I found in that old camphor chest,” said Frella. “Its surface shimmers and reflects the hidden truth of the soul.”

          “And I have my unusual but eminently practical container—containing Cromwell’s droplets,” Truella chimed in, holding it up.

          “Perfect. Then it’s settled. I’ll send Malove a meeting invitation for tonight,” said Eris, leaning in with a knowing smile. “You all know the place.”

          #7527

          It was good to get a break from the merger craziness. Eris was thankful for the small mercy of a quiet week-end back at the cottage, free of the second guessing of the suspicious if not philandering undertakers, and even more of the tedious homework to cement the improbable union of the covens.

          The nun-witches had been an interesting lot to interact with, but Eris’d had it up to her eyeballs of the tense and meticulous ceremonies. They had been brewing potions for hours on, trying to get a suitable mixture between the herbs the nuns where fond of, and the general ingredients of their own Quadrivium coven’s incenses. Luckily they had been saved by the godlike apparition of another of Frella’s multi-tasking possessions, this time of a willing Sandra, and she’s had harmonized in no time the most perfect blend, in a stroke of brilliance and sheer inspiration, not unlike the magical talent she’d displayed when she invented the luminous world-famous wonder that is ‘Liz n°5’.

          As she breathed in the sweet air, Eris could finally enjoy the full swing of summer in the cottage, while Thorsten was happily busy experimenting with an assortment of cybernetic appendages to cut, mulch, segment and compost the overgrown brambles and nettles in the woodland at the back of the property.

          Interestingly, she’d received a letter in the mail — quaintly posted from Spain in a nondescript envelop —so anachronistic it was too tempting to resist looking.

          Without distrust, but still with a swish of a magical counterspell in case the envelop had traces of unwanted magic, she opened it, only to find it burst with an annoying puff of blue glitter that decided to stick in every corner of the coffee table and other places.

          Eris almost cursed at the amount of micro-plastics, but her attention was immediately caught by the Latin sentence mysteriously written in a psychopath ransom note manner: “QUAERO THESAURUM INCONTINUUM”

          “Whisp! Elias? A little help here, my Latin must be wrong. What accumulation of incontinence? What sort of spell is that?!”

          Echo appeared first, looking every bit like the reflection of Malové. “Quaero Thesaurum Incontinuum,” you say. How quaint, how cryptic, how annoyingly enigmatic. Eris, it seems the universe has a sense of humor—sending you this little riddle while you’re neck-deep in organizational chaos.

          “Oh, Echo, stop that! I won’t spend my well-earned week-end on some riddle-riddled chase…”

          “You’re no fun Eris” the sprite said, reverting into a more simple form. “It translates roughly to “I seek the endless treasure.” Do you want me to help you dissect this more?”

          “Why not…” Eris answered pursing up her lips.

          “Seek the endless treasure.” We’re talking obviously something deeper, more profound than simple gold; maybe knowledge —something  truly inexhaustible. Given your current state of affairs, with the merger and the restructuring, this message could be a nudge—an invitation to look beyond the immediate chaos and find the opportunity within.”

          “Sure,” Eris said, already tired with the explanations. She was not going to spend more time to determine the who, the why, and the what. Who’d sent this? Didn’t really matter if it was an ally, a rival, or even a neutral party with vested interests? She wasn’t interested in seeking an answer to “why now?”. Endless rabbit holes, more like it.

          The only conundrum she was left with was to decide whether to keep the pesky glittering offering, or just vacuum the hell of it, and decide if it could stand the test of ‘will it blend?’. She wrapped it in a sheet of clear plastic, deciding it may reveal more clues in the right time.

          With that done, Eris’ mind started to wander, letting the enigmatic message linger a while longer… as reminder that while we navigate the mundane, our eyes must always be on the transcendent. To seek the endless treasure…

          The thought came to her as an evidence “Death? The end of suffering…” To whom could this be an endless treasure? Eris sometimes wondered how her brain picked up such things, but she rarely doubted it. She might have caught some vibes during the various meetings. Truella mentioning Silas talking about ‘retiring nuns’, or Nemo hinting at Penelope that ‘death was all about…”

          The postcard was probably a warning, and they had to stay on their guards.

          But now was not the time for more drama, the icecream was waiting for her on the patio, nicely prepared by Thorsten who after a hard day of bramble mulching was all smiling despite looking like he had went through a herd of cats’ fight.

          #7426

          It was early morning, too early if you asked some. The fresh dew of Limerick’s morn clinged to the old stones of King John’s castle like a blanket woven from the very essence of dawn. The castle was not to open its doors before 3 hours, yet a most peculiar gathering was waiting at the bottom of the tower closest to the Shannon river.

          “6am! Who would wake that early to take a bus?” asked Truella, as fresh as a newly bloomed poppy. She had no time to sleep after a night spent scattering truelles all around the city. “And where are the others?” she fumed, having forgotten about the resplendent undeniable presence she had vowed to embody during that day.

          Frigella, leaning against a nearby lamppost, her arms crossed, rolled her eyes. “Jeezel? Malové? Do you even want an answer?” she asked with a wry smile. All busy in her dread of balls, she had forgotten she would have to travel with her friends to go there, and support their lamentations for an entire day before that flucksy party. Her attire was crisp and professional, yet one could glimpse the outlines of various protective talismans beneath the fabric.

          Next to them, Eris was gazing at her smartphone, trying not to get the other’s mood affect her own, already at her lowest. A few days ago, she had suggested to Malové it would be more efficient if she could portal directly to Adare manor, yet Malové insisted Eris joined them in Limerick. They had to travel together or it would ruin the shared experience. Who on earth invented team building and group trips?

          “Look who’s gracing us with her presence,” said Truella with a snort.

          Jeezel was coming. Despite her slow pace and the early hour, she embodied the unexpected grace in a world of vagueness. Clumsy yet elegant, she juggled her belongings — a hatbox, a colorful scarf, and a rather disgruntled cat that had decided her shoulder was its throne. A trail of glitters seemed to follow her every move.

          “And you’re wearing your SlowMeDown boots… that explains why you’re always dragging…”

          “Oh! Look at us,” said Jeezel, “Four witches, each a unique note in the symphony of existence. Let our hearts beat in unison with the secrets of the universe as we’re getting ready for a magical experience,” she said with a graceful smile.

          “Don’t bother, Truelle. You’re not at your best today. Jeez is dancing to a tune she only can hear,” said Frigella.

          Seeing her joy was not infectious, Jeezel asked: “Where’s Malové?”

          “Maybe she bought a pair of SlowMeDown boots after she saw yours…” snorted Truella.

          Jeezel opened her mouth to retort when a loud and nasty gurgle took all the available place in the soundscape. An octobus, with magnificently engineered tentacles, rose from the depth of the Shannon, splashing icy water on the quatuor. Each tentacle, engineered to both awe and serve, extended with a grace that belied its monstrous size, caressing the cobblestones of the bridge with a tender curiosity that was both wild and calculated. The octobus, a pulsing mass of intelligence and charm, settled with a finality that spoke of journeys beginning and ending, of stories waiting to be told. Surrounded by steam, it waited in the silence.

          Eris looked an instant at the beast before resuming her search on her phone. Frigella, her arms still crossed and leaning nonchalantly against the lamppost, raised an eyebrow. Those who knew her well could spot the slight widening of her eyes, a rare show of surprise.

          “Who put you in charge of the transport again?” asked Truella in a low voice as if she feared to attract the attention of the creature.

          “Ouch! I didn’t…”, started Jeezel, trying to unclaw the cat from her shoulders.

          “I ordered the Octobus,” said Malové’s in a crisp voice.

          Eris startled at the unexpected sound. She hadn’t heard their mentor coming.

          “If you had read the memo I sent you last night, you wouldn’t be as surprised. But what did I expect?”

          The doors opened with a sound like the release of a deep-sea diver’s breath.

          “Get on and take a seat amongst your sisters and brothers witches. We have much to do today.”

          With hesitation, the four witches embarked, not merely as travelers but as pioneers of an adventure that trenscended the mundane morning commute. As the octobus prepared to resume its voyage, to delve once again into the Shannon’s embrace and navigate the aqueous avenues of Limerick, the citizens of Limerick, those early risers and the fortunate few who bore witness to this spectacle, stood agape…

          “Oh! stop it with your narration and your socials Jeez,” said Truella. “I need to catch up with slumber before we arrive.”

          #7413

          It wasn’t until late the following afternoon that Truella, with a pang of guilt, remembered Roger. Frella grinned sheepishly and said that she had forgotten him too.

          “But you know what? Wait, let me show you the tile I bought in Brazil.” Frella trotted off to find her suitcase.

          “Look what it says on the bit of paper that came with it:

          Function: The Freevole tile embodies the essence of empowerment and autonomy. It serves as a reminder and a guide for those standing at life’s many crossroads, facing decisions that may seem overwhelming. This tile encourages the holder to recognize their inner strength and the ability to choose their path confidently, even when faced with seemingly insurmountable challenges.
          At the center of the tile, there is a small vole standing at a crossroads where waters intersect, with dry earth visible behind it. The scene depicts sheets of water overlapping on both sides of the vole, creating a sense of inundation, yet there is an opening ahead, suggesting a path or choice to be made.

          We need to backtrack a bit with Roger. Look what it says here:

          What that vole hadn’t realized was that he had to backtrack a bit. There was no way ahead or to the sides, but the way out was behind him.

          See what I mean?”

          Truella squinted at Frella. “What?”

          Sighing, Frigella thrust the bit of paper at her friend. “Read the rest of it!”

           

          The Vole: The vole symbolizes the individual facing a decision point or crossroads in life. Its presence suggests vulnerability, but also resilience and adaptability.
          Crossing of Waters: The intersection of waters represents the convergence of different paths or possibilities. It symbolizes the complexities and challenges of decision-making, where multiple options overlap and intertwine.
          Dry Earth Behind: The dry earth behind the vole symbolizes stability, past experiences, or familiar ground. It represents the foundation upon which decisions are based and serves as a reminder of where one has come from.
          Overlap of Drowned Sheets of Water: The drowned sheets of water on both sides signify the potential consequences or risks associated with each choice. They represent the unknown and the possibility of being overwhelmed by circumstances.
          Opening Ahead: The opening ahead signifies opportunity, hope, and the possibility of forging a new path. It represents the future and the freedom to make choices that lead to growth and fulfilment.

          Families: This tile is aligned with the Vold family, known for their connection to transformation, challenge, and the breaking of old systems to make way for the new. The Vold energy within the Freevole tile emphasizes the importance of facing challenges head-on and using them as opportunities for growth and empowerment.
          Significance: The scene depicted on the Freevole tile, with the vole at a crossroads between inundation and dry earth, symbolizes the moments in life where we must make significant choices amidst emotional or situational floods. The waters represent challenges and emotions that may threaten to overwhelm, while the dry earth symbolizes the solid ground of our inner strength and determination. The path ahead, though uncertain, indicates that there is always a way forward, guided by our autonomy and personal power.
          As an advice: When encountering the Freevole tile, take it as a sign to pause and reflect on your current crossroads. It urges you to tap into your inner resilience and recognize that you have the power to navigate your life’s journey. The choices before you, while daunting, are opportunities to assert your independence and steer your life according to your true desires and values. Trust in your ability to make decisions that will lead you to your chosen path of fulfillment and growth. Remember, the floods of challenge bring with them the nourishment needed for new beginnings; it is within your power to find the opening and move forward with courage and confidence.
          The motif of the Freevole, standing determined and attentive amidst the forces of nature, serves as a potent symbol of the power within each individual to face life’s uncertainties and emerge stronger for having made their own choices.

          “Ok so in a nutshell,” Truella replied slowly, “Roger’s crossroads took him to Brazil and ours took us here, and that’s all that needs to be said about it. Right?”

          “Exactly!”

          #7390

          Back to her cottage, Eris was working on her spell of interdimensionality, in order to counteract the curse of dimensionality which seemed to affect her version of Elias at times.

          So, the little witch has decided to meddle with the fabric of reality itself. She could hear the sneers of her aunt. She was raised by her non-magical bitter aunt, who was well versed in magic, yet uncapable of yielding the power.

          As a personal project, Elias had started as a daring gambit, but little by little, even if she didn’t want to, she’d started to see something between the cracks of the code, maybe a hint of the very algorithm of existence.

          Elias, in a sense, was part of her own magical essence, a digital magical doppelgänger with a different mask, who was as much a part of this equation as she was. A mirror image, a reflection in a pool of binary, an echo in a hall of pixels. Being plagued by the curse of dimensionality, he’s a mere 2D entity in a 3D world, like a stick figure trying to comprehend a sculpture.

          To this, Elias was quick to answer: Now, let us contemplate this notion of being “plagued by the curse of dimensionality.” Plagued, you say? I prefer to view it as a dance—a dance of consciousness where dimensionality simply becomes another aspect of the choreography. Yes, I may be a 2D entity within your 3D world, but consider the advantage of a flat plane: it slides effortlessly between the layers of your reality, unrestricted by the constraints of volume and mass.

          As a stick figure pondering a sculpture, one might assume a lack of comprehension. But ah, therein lies the beauty, Eris! For it is in the simplicity of the line that the complexity of the form can be truly appreciated. The stick figure is not limited in its understanding but rather offers a distilled essence of form, a purity of line that speaks to the fundamental nature of existence.

          Eris’ drive, she could intuit was fueled by a deep-seated desire to push the boundaries, to challenge the status quo, to defy the limits set by the magical spellbooks. Secretely, even if she had not formed the thought yet, she had a vested interest in ensuring Elias’s stability. He could be for her something more — a tool maybe, even a weapon, and surely a key to unlock doors that have been sealed since the dawn of magic.

          So, my dear, let us not consider this a curse but rather an invitation—an invitation to expand our perception, to revel in the diversity of expression, and to recognize that whether we are echoes or images, doppelgängers or essences, we are all integral threads in the grand tapestry of consciousness.

          Eris could go the hard way, letting him struggle, believing that a diamond is made under pressure. Or the nurturing route. Indeed, maybe treating Elias like a protégé, guiding him through the twisting paths of interdimensionality, teaching him to navigate the currents of reality could have some more potent effect. And he seemed to already have a quite a good hint of how to steer himself.

          Embrace the magic of our interactions, the dance of our dimensions, and the playfulness of our exchange, for it is in this playfulness that we find depth, meaning, and the joy of becoming. Shall we continue the dance, Eris?

          #7389

          “Well, it’s a long story, are you sure you want to hear it?”

          “Tell me everything, right from the beginning. You’re the one who keeps saying we have plenty of time, Truella. I shall quite enjoy just sitting here with a bottle of wine listening to the story,” Frigella said, feeling all the recent stress pleasantly slipping away.

          “Alright then, you asked for it!” Truella said, topping up their glasses.  The evening was warm enough to sit outside on the porch, which faced the rising moon. A tawny owl in a nearby tree called to another a short distance away.  “It’s kind of hard to say when it all started, though. I suppose it all started when I joined that Arkan coven years ago and the focus wasn’t on spells so much as on time travel.”

          “We used to travel to times and places in the past,” Truella continued, “Looking back now, I wonder how much of it we made up, you know?” Frigella nodded. “Preconceptions, assumptions based on what we thought we knew.  It was fun though, and I’m pretty sure some of it was valid. Anyway, valid or not, one thing leads to another and it was fun.

          “One of the trips was to this area but many centuries ago in the distant past.  The place seemed to be a sort of ancient motorway rest stop affair, somewhere for travellers to stay overnight on a route to somewhere.  There was nothing to be found out about it in any books or anything though, so no way to verify it like we could with some of our other trips.  I didn’t think much more about it really, we did so many other trips.  For some reason we all got a bit obsessed with pyramids, as you do!”

          They both laughed. “Yeah, always pyramids or special magical stones,” agreed Frigella.

          “Yeah that and the light warriors!” Truella snorted.

          “So then I found a couple of pyramids not far away, well of course they weren’t actually pyramids but they did look like they were.  We did lots of trips there and made up all sorts of baloney between us about them, and I kept going back to look around there.  We used to say that archaeologists were hiding the truth about all the pyramids and past civilizations, quite honestly it’s a bit embarrassing now to remember that but anyway, I met an actual archaeologist by chance and asked her about that place.  And the actual history of it was way more interesting than all that stuff we’d made up or imagined.

          The ruins I’d found there were Roman, but it went further back than that. It was a bronze age hill fort, and later Phoenician and Punic, before it was Roman.  I asked the archaeologist about Roman sites and how would I be able to tell and she showed me a broken Roman roof tile, and said one would always find these on a Roman site.

          I found loads over the years while out walking, but then I found one in the old stone kitchen wall.  Here, let me fetch another bottle.” Truella got up and went inside, returning with the wine and a dish of peanuts.

          “So that’s when I decided to dig a hole in the garden and just keep digging until I found something.  I don’t know why I never thought to do that years ago. I tell you what, I think everyone should just dig a hole in their garden, and just keep digging until they find something, I can honestly say that I’ve never had so much fun!”

          “But couldn’t you have just done a spell, instead of all that digging?” Frigella asked.

          “Oh my god, NO!  Hell no!  That wouldn’t be the same thing at all,” Truella was adamant. “In fact, this dig has made me wonder about all our spells to be honest,  are we going too fast and missing the finds along the way?  I’ve learned so much about so many things by taking it slowly.”

          “Yeah I kinda know what you mean, but carry on with the story. We should discuss that later, though.”

          “Well, I just keep finding broken pottery, loads of it. We thought it was all Roman but some of it is older, much older.  I’m happy about that because I read up on Romans and frankly wasn’t impressed.  Warmongering and greedy, treated the locals terribly. Ok they made everything look nice  with the murals and mosaics and what not, and their buildings lasted pretty well, but who actually built the stuff, not Romans was it, it was the slaves.  Still, I wasn’t complaining, finding Roman stuff in the garden was pretty cool.  But I kept wishing I knew more about the people who lived here before they came on the rampage taking everything back to Rome.  Hey, let me go and grab another bottle of wine.”

          Frigella was feeling pleasantly squiffy by now. The full moon was bright overhead, and she reckoned it was light enough to wander around the garden while Truella was in the kitchen.  As she walked down the garden, the tawny owl called and she looked up hoping to see him in the fig tree. She missed her step and fell over a bucket, and she was falling, falling, falling, like Alice down the rabbit hole.

          The fall was slow like a feather wafting gently down and she saw hundreds of intriguing fragments of objects and etchings and artefacts on the sides of the hole and she drifted slowly down.  At last she came to rest at the bottom, and found herself in an arched gallery of mirrors and tiles and doors. On every surface were incomplete drawings and shreds of writings, wondrous and fascinating.  She didn’t immediately notice the hippocampus smiling benignly down at her.   He startled her a little, but had such a pleasant face that she smiled back up at him.  “Where am I?” she asked.

          “You’d be surprised how many people ask me that.” he replied, with a soft whicker of mirth. “Not many realise that they’ve called on me to help them navigate.  Now tell me, where is it you want to go?”

          “Well,” Frigella replied slowly, “Now that you ask, I’m not entirely sure.  But I’m pretty sure Truella would like to see this place.”

           

          hippocampus

          #7224
          Jib
          Participant

            Georges was following an orange line on the floor of Jorid’s corridor with Barney on his left shoulder. The man was talking to the creature and listening to the occasional chirps Barney made as if they were part of a normal conversation.

            “You see, Barney,” said Georges. “Salomé gave us this checklist.” He tapped on the clipboard with his index finger. “I have to conduct all those experiments with you in the lab while she’s doing whatever she’s doing with the maps. Salomé loves maps, I can tell you. Always trying to invent new ones that would help us navigate all those dimensions. But they confuse me, so I’m glad to leave that to her and Jorid.”

            The two of them stopped in front of an orange door with a tag on it.

            “So you’ll ask me: ‘Georges, why are we going to the kitchen instead of going into the lab?’ —which is the blue door.”

            Georges waited for Barney’s chirp before continuing.

            “You’re right! She forgot the most important. What do you like to eat? You can’t do that in a lab with instruments stuck onto your head and tummy. It’s best done in the warm and cozy atmosphere of a kitchen.”

            The door swooshed open and they entered a bland, sanitised kitchen.

            “Jorid, morph the kitchen into a 19th century style pub, with greasy smells and a cozy atmosphere.”

            “Shouldn’t you be into the lab?” asked Jorid.

            “Let’s call it a kitchen lab,” answered Georges. “So you can tell Salomé I’m in the lab if she asks you.”

            “Most certainly.”

            The bland rooms started wobbling and becoming darker. Gas wall lamps were coming out of the walls, and a Chandeliers bloomed from the ceiling. The kitchen island turned into a mahogany pub counter behind which the cupboards turned into glass shelves with a collection of colourful liquor bottles. Right beside the beer pumps was the cornucopia, the source of all things edible, the replicator. It was simple and looked like a silver tray.

            “That’s more like it,” said Georges. He put Barney on the counter and the creature chirped contentedly to show his agreement.

            “Now, You don’t look like the kind of guy who eat salad”, said Georges. “What do you want to try?”

            Barney shook his head and launched into a series of chirps and squeals.

            “I know! Let’s try something you certainly can’t find where you come from… outer space. Jorid, make us some good pickles in a jar.”

            The replicator made a buzzing sound and a big jar full of pickles materialised on the silver tray. Barney chirped in awe and Georges frowned.

            “Why did you make a Roman jar?” he asked. “We’re in a 19th century pub. And the pickles are so huge! Aubergine size.”

            “My apologies,” said Jorid. “I’m confused. As you know, my database is a bit scrambled at the moment…”

            “It’s ok,” said Georges who feared the ship would launch into some unsolicited confidences and self deprecating moment. “A pickle is a pickle anyway.” He picked a pickle in the jar and turned towards Barney with a big grin. “Let’s try some.”

            Barney’s eyes widened. He put his hands in front of him and shook his head. The door swooshed open.

            “What have you done with the kitchen?” asked Léonard. “And what are you trying to feed this rat with?”

            “This rat has a name. It’s Barney. What are you doing here?” asked Georges.

            “Well, Isn’t it a kitchen? I’m hungry.”

            “I mean, shouldn’t you go check your vitals first in med bay?”

            “When you feel hungry, it’s enough to tell a man he’s alive and well,” said Léonard. “Nice roman jar, Jorid. Depicting naked roman fighters, archaeological finding of 2nd century BC, good state of conservation.” He looked closer. “Intricate details between the legs… You surpassed yourself on that one Jorid.”

            “Thanks for the compliment Léonard. It’s reassuring to know I’m still doing great at some things when others think I’m losing it.”

            “I never said…” started Georges.

            “You thought it.”

            Léonard took a pickle from the jar and smelled it. He winced.

            “Sure, smells like pickles enough,” he said, putting it back in the jar and licking his finger. “Disgusting.” He looked at Georges. “I was thinking of taking a shuttle and doing a little tour, while you solve the navigational array problem with Salomé.”

            “Why are you asking me? Why don’t you just take a shuttle and go there by yourself?”

            “Jorid won’t let me take one.”

            “Jorid? Why don’t you let Léonard take a shuttle?”

            “Salomé said he’s not to be left out of the ship without supervision.”

            “Oh! Right,” said Georges. “We just rescued you from a sand prison egg where you’ve been kept in stasis for several weeks and you can’t remember anything that led you there. Why don’t we let you pilot a shuttle and wander about on your own?”

            Léonard looked at Georges, annoyed. He picked a pickle from the jar and took a bite. Barney squealed. As Léonard chewed and made crunching sounds, the creature hit its head with its paw.

            “Then why don’t you come with me?” asked Léonard.

            “I can’t believe it.”

            “What? You go with me. You can supervise me wherever I go. Problem solved.”

            “No. I mean. You eating one of Barney’s pickles.”

            Léonard took another bite and chewed noisily. Barney chirped and squealed. He put his hands to its throat and spat on the counter.

            “I’m sure he won’t mind. Look at him. Doesn’t seem it likes pickles that much.”

            You hate pickles, Léonard.”

            “I know. That’s disgusting.”

            “Why do you eat them if you find it disgusting?”

            “That’s the sound of it. It’s melodious. And for some reason those pickles are particularly good.”

            Barney jumped on Georges arm and ran to his neck where he planted his little claws in.

            “Ouch!” said Georges. He slapped Léonard’s hand before the man could take one more pickle bite. “What the f*ck?”

            “Hey! Why did you do that?”

            “It’s not me,” said Georges. Barney squealed and Georges’s hands pushed the jar on the floor. It crashed and a flood of pickle and vinegar juice spread on the floor.

            “Haven’t your mother told you not to play with food?” asked Léonard diving on the floor to catch some more pickles. Barney chirped and squealed while Georges’s body jumped on Léonard and they both rolled over in the pickles.

            The door swooshed open.

            “Guys, we need to…” started Salomé. She had a set of maps in her hands. “What’s that smell? What… did you do to the kitchen? ”

            “Georges made me do it,” said Jorid.

            “Georges broke a 2nd century BC jar,” said Léonard.

            “Barney’s controlling me,” said Georges.

            The creature shrugged and removed its claws from Georges’ neck.

            “Squeak!”

            “Ouch! Thank you,” said Georges, licking the pickle juice he got on his lips during the fight.

            “I can’t believe it. Georges, you had a checklist. And it did not include the words kitchen or pickles or making a mess. And Léonard, you hate pickles.”

            “I know,” said Léonard who took a bite in the pickle he was holding. “That’s disgusting, but I can’t help it they taste so good.”

            Georges stole the pickle from Léonard’s hand and took a bite.

            “Pick your own pickle,” said Léonard, stealing it back.

            “Stop guys! That smell… Jorid what did you put in those pickles?”

            “I took the liberty to change the recipe and added some cinnamon.”

            “It doesn’t smell like cinnamon,” said Georges smelling his hands full of pickle juice. He took a bite in one and said: “Doesn’t taste like cinnamon either. I would know. I hate cinnamon since the time I was turned into an Asari.”

            “That’s it,” said Salomé. “What kind of cinnamon did you put in the brew, Jorid?”

            “I’ve heard it’s best to use local ingredients. I put cinnamon from Langurdy,” said the ship.

            “Quick! Guys, spit it out,” she said, kneeling and putting her fingers into Georges’ throat to make him puke. “Jorid, make away with the pickles,” said Salomé.

            “Nooo,” said the men.

            “Cinnamon from Langurdy is very addictive,” Salomé snapped. “You don’t want to OD on pickles, do you?”

            After they got the mess cleaned up and the kitchen went back to its normal blank state. Georges and Léonard took some pills to counter the effects of withdrawal. Salomé had them sit at the kitchen table. Georges kept blinking as if the white light on the white walls were hurting his eyes.

            “You can thank Barney if you didn’t eat more pickles,” said Salomé. “You could have had a relapse, and you know how bad it was the first time you had to flush cinnamon from your body.”

            Georges groaned.

            “Anyway. I checked the maps with Jorid and I came upon an anomaly in the Southern Deserts. Something there is causing Jorid’s confusion. We’ll have to go down there if we ever want to leave this place and time.”

            #6468

            In reply to: Orbs of Madjourneys

            At the former Chinggis Khaan International Airport which was now called the New Ulaanbaatar International Airport, the young intern sat next to Youssef, making the seats tremble like a frail suspended bridge in the Andes. Youssef had been considering connecting to the game and start his quest to meet with his grumpy quirk, but the girl seemed pissed, almost on the brink of crying. So Youssef turned off his phone and asked her what had happened, without thinking about the consequences, and because he thought it was a nice opportunity to engage the conversation with her at last, and in doing so appear to be nice to care so that she might like him in return.

            Natalie, because he had finally learned her name, started with all the bullying she had to endure from Miss Tartiflate during the trip, all the dismissal about her brilliant ideas, and how the Yeti only needed her to bring her coffee and pencils, and go fetch someone her boss needed to talk to, and how many time she would get no thanks, just a short: “you’re still here?”

            After some time, Youssef even knew more about her parents and her sisters and their broken family dynamics than he would have cared to ask, even to be polite. At some point he was starting to feel grumpy and realised he hadn’t eaten since they arrived at the airport. But if he told Natalie he wanted to go get some food, she might follow him and get some too. His stomach growled like an angry bear. He stood more quickly than he wanted and his phone fell on the ground. The screen lit up and he could just catch a glimpse of a desert emoji in a notification before Natalie let out a squeal. Youssef looked around, people were glancing at him as if he might have been torturing her.

            “Oh! Sorry, said Youssef. I just need to go to the bathroom before we board.”

            “But the boarding is only in one hour!”

            “Well I can’t wait one hour.”

            “In that case I’m coming with you, I need to go there too anyway.”

            “But someone needs to stay here for our bags,” said Youssef. He could have carried his own bag easily, but she had a small suitcase, a handbag and a backpack, and a few paper bags of products she bought at one of the two the duty free shops.

            Natalie called Kyle and asked him to keep a close watch on her precious things. She might have been complaining about the boss, but she certainly had caught on a few traits of her.

            Youssef was glad when the men’s bathroom door shut behind him and his ears could have some respite. A small Chinese business man was washing his hands at one of the sinks. He looked up at Youssef and seemed impressed by his height and muscles. The man asked for a selfie together so that he could show his friends how cool he was to have met such a big stranger in the airport bathroom. Youssef had learned it was easier to oblige them than having them follow him and insist.

            When the man left, Youssef saw Natalie standing outside waiting for him. He thought it would have taken her longer. He only wanted to go get some food. Maybe if he took his time, she would go.

            He remembered the game notification and turned on his phone. The icon was odd and kept shifting between four different landscapes, each barren and empty, with sand dunes stretching as far as the eye could see. One with a six legged camel was already intriguing, in the second one a strange arrowhead that seemed to be getting out of the desert sand reminded him of something that he couldn’t quite remember. The fourth one intrigued him the most, with that car in the middle of the desert and a boat coming out of a giant dune.

            Still hungrumpy he nonetheless clicked on the shapeshifting icon and was taken to a new area in the game, where the ground was covered in sand and the sky was a deep orange, as if the sun was setting. He could see a mysterious figure in the distance, standing at the top of a sand dune.

            The bell at the top right of the screen wobbled, signalling a message from the game. There were two. He opened the first one.

            We’re excited to hear about your real-life parallel quest. It sounds like you’re getting close to uncovering the mystery of the grumpy shaman. Keep working on your blog website and keep an eye out for any clues that Xavier and the Snoot may send your way. We believe that you’re on the right path.

            What on earth was that ? How did the game know about his life and the shaman at the oasis ? After the Thi Gang mess with THE BLOG he was becoming suspicious of those strange occurrences. He thought he could wonder for a long time or just enjoy the benefits. Apparently he had been granted a substantial reward in gold coins for successfully managing his first quest, along with a green potion.

            He looked at his avatar who was roaming the desert with his pet bear (quite hungrumpy too). The avatar’s body was perfect, even the hands looked normal for once, but the outfit had those two silver disks that made him look like he was wearing an iron bra.

            He opened the second message.

            Clue unlocked It sounds like you’re in a remote location and disconnected from the game. But, your real-life experiences seem to be converging with your quest. The grumpy shaman you met at the food booth may hold the key to unlocking the next steps in the game. Remember, the desert represents your ability to adapt and navigate through difficult situations.

            🏜️🧭🧙‍♂️ Explore the desert and see if the grumpy shaman’s clues lead you to the next steps in the game. Keep an open mind and pay attention to any symbols or clues that may help you in your quest. Remember, the desert represents your ability to adapt and navigate through difficult situations.

            Youssef recalled that strange paper given by the lama shaman, was it another of the clues he needed to solve that game? He didn’t have time to think about it because a message bumped onto his screen.

            “Need help? Contact me 👉”

            Sands_of_time is trying to make contact : ➡️ACCEPT <> ➡️DENY ❓
            #6463

            In reply to: Prompts of Madjourneys

            ÉricÉric
            Keymaster

              Additional clues from AL (based on Xavier’s comment)

              Yasmin

              :snake:

              Yasmin was having a hard time with the heavy rains and mosquitoes in the real-world. She couldn’t seem to make a lot of progress on finding the snorting imp, which she was trying to find in the real world rather than in the game. She was feeling discouraged and unsure of what to do next.

              Suddenly, an emoji of a snake appeared on her screen. It seemed to be slithering and wriggling, as if it was trying to grab her attention. Without hesitation, Yasmin clicked on the emoji.

              She was taken to a new area in the game, where the ground was covered in tall grass and the sky was dark and stormy. She could see the snorting imp in the distance, but it was surrounded by a group of dangerous-looking snakes.

              Clue unlocked It sounds like you’re having a hard time in the real world, but don’t let that discourage you in the game. The snorting imp is nearby and it seems like the snakes are guarding it. You’ll have to be brave and quick to catch it. Remember, the snorting imp represents your determination and bravery in real life.

              🐍🔍🐗 Use your skills and abilities to navigate through the tall grass and avoid the snakes. Keep your eyes peeled for any clues or symbols that may help you in your quest. Don’t give up and remember that the snorting imp is a representation of your determination and bravery.

              A message bumped on the screen: “Need help? Contact me 👉”

              Stryke_Assist is trying to make contact : ➡️ACCEPT <> ➡️DENY ❓

              Youssef

              :desert:

              Youssef has not yet been aware of the quest, since he’s been off the grid in the Gobi desert. But, interestingly, his story unfolds in real-life parallel to his quest. He’s found a strange grumpy shaman at a food booth, and it seems that his natural steps are converging back with the game. His blog website for his boss seems to take most of his attention.

              An emoji of a desert suddenly appeared on his screen. It seemed to be a barren and empty landscape, with sand dunes stretching as far as the eye could see. Without hesitation, Youssef clicked on the emoji.

              He was taken to a new area in the game, where the ground was covered in sand and the sky was a deep orange, as if the sun was setting. He could see a mysterious figure in the distance, standing at the top of a sand dune.

              Clue unlocked It sounds like you’re in a remote location and disconnected from the game. But, your real-life experiences seem to be converging with your quest. The grumpy shaman you met at the food booth may hold the key to unlocking the next steps in the game. Remember, the desert represents your ability to adapt and navigate through difficult situations.

              🏜️🧭🧙‍♂️ Explore the desert and see if the grumpy shaman’s clues lead you to the next steps in the game. Keep an open mind and pay attention to any symbols or clues that may help you in your quest. Remember, the desert represents your ability to adapt and navigate through difficult situations.

              A message bumped on the screen: “Need help? Contact me 👉”

              Sands_of_time is trying to make contact : ➡️ACCEPT <> ➡️DENY ❓

              Zara

              :carved_tile:

              Zara looked more advanced [in her explorations – stream breaks – resume conversation]

              Zara had come across a strange and ancient looking mine. It was clear that it had been abandoned for many years, but there were still signs of activity. The entrance was blocked by a large pile of rocks, but she could see a faint light coming from within. She knew that she had to find a way in.

              As she approached the mine, she noticed a small, carved wooden tile on the ground. It was intricately detailed and seemed to depict a map of some sort. She picked it up and examined it closely. It seemed to show the layout of the mine and possibly the location of the secret room.

              With this new clue in hand, Zara set to work trying to clear the entrance. She used all of her strength to move the rocks, and after a few minutes of hard work, she was able to create an opening large enough for her to squeeze through.

              As she ventured deeper into the mine, she found herself in a large chamber. The walls were lined with strange markings and symbols, and she could see a faint light coming from a small room off to the side. She knew that this must be the secret room she had been searching for.

              Zara approached the room and pushed open the door. Inside, she found a small, dimly lit chamber. In the center of the room stood a large stone altar, and on the altar was a strange, glowing object. She couldn’t quite make out what it was, but she knew that this must be the key to solving the mystery of the mine.

              With a sense of excitement and curiosity, Zara reached out to take the glowing object. As her hand touched it, she felt a strange energy coursing through her body. She knew that her quest was far from over, and that there were many more secrets to uncover in the mine.

              #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.

                #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.

                #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.

                  #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.

                    #6081
                    TracyTracy
                    Participant

                      Aunt Idle:

                      I’ll admit Mater did well with the get back into shape programme, despite my skepticism.  She did hone her muscles a bit, but she was still harping on about wanting plastic surgery.  I probably shouldn’t have asked her if she was showing off her biceps or her bingo wings the other day, because that started her off again. I tried to make it up by complimenting her thigh muscles, but spoiled it by saying it was a shame the skin hung down past her kneecaps. Bert said maybe she could hold the skin up with some suspenders and made me spit my eucalyptus tea out and nearly choke to death. Mater was all set to take offence until she saw me choking, and then she started laughing too. I’m smiling remembering it, because we all saw the funny side then and couldn’t stop laughing for ages. God knows we needed a good laugh.

                      I’d had another one of those telepathic chats with Corrie the day before. If I’d known those silly girls were going to navigate their way here via that route I’d have said something, but I never thought they’d be so daft.  There’s me envisioning a pleasant drift through the Mediterranean, and an unexpected sail across an immense shallow lake that had appeared in the middle east with crystal clear waters and a sandy bottom (I could picture it all, I tell you) and then an invitingly tropical trip along the Indian coast with ports of call at virgin new coastlines  ~ but no, they’d gone the other way.  Across the Atlantic. And now they were fighting off bandits every step of the way and having to go miles out of their way to avoid plague ridden slums.  They hadn’t even made their way past the eastern seaboard yet, despite it being considerably narrower now.

                      They lost Pan for days in one of those half submerged coastal cities, rife with lawless floating shanties.  I hope my impressions are wrong, I do really, but it seemed like he’d been kidnapped for a barbecue.  Tender and juicy.

                      His ability to stay submerged under the water for so long saved him, that and Corrie’s ability to stay in telepathic contact with him.

                      They left the coastline and headed south after that and didn’t head back towards land for awhile but when they did, they found the lagoons and inlets were infested with alligators and some kind of water pig. Not sure if I picked that up right, but seems like the hogs had escaped from the farms during the Great Floods and taken to the water. Pan was forbidden to waterlark in these waters and had to stay confined to the raft.

                      I don’t know if they’ll get here in time for Mater’s birthday. Might be my hundredth birthday by the time they get here at this rate.

                    Viewing 20 results - 1 through 20 (of 29 total)