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  • #6543

    In reply to: Orbs of Madjourneys

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

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

    A ghost town seemed apt indeed.

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

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

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

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

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

    The Tibetan Book of Living and Dying

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

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

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

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

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

    #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

      #6521

      In reply to: Orbs of Madjourneys

      The package in her hands was from Fred and, now she was at the airport, Yasmin was seriously contemplating whether to chuck it in the nearest bin. She hadn’t wanted to take the damn thing in the first place. It was hard to say no to Sister Aliti.

      “Fred asked could you please take it to the Fish Inn, or something like that.” Sister Aliti had beamed at her. She was holding out a thin parcel wrapped in brown paper and securely fastened with a whole lot of masking tape.

      “But how did he know I was going there?” Yasmin had sounded more sharp than she’d intended but she hadn’t really warmed to Fred. He made her nervous.

      “You didn’t tell him?” Sister Aliti shrugged. “I didn’t tell him. Perhaps it was Sister Finli … She took the van with him yesterday.” She’d looked intently at Yasmin. “Oh dear, was it private?”

      Yasmin felt foolish. “Oh, no, of course it wasn’t and it doesn’t matter ….  I was just surprised.” She’d peered at the red biro scrawled on the paper wrapping. “I wonder who is … Mater?”

      “He said it was a distant relation! Isn’t it just so wonderful he can reconnect through you! God works in mysterious ways indeed!”

      Of course it had been Sister Finli who had told Fred. Prying busybody. Yasmin had caught her in her room a couple of days ago. Sister Finli had her back to the door and was bent over Yasmin’s desk.  She’d jumped and swung round at Yasmin’s, “Hello?”

      “It’s a pig sty in here,” she’d hissed, jabbing a sharp finger towards Yasmin. Then her mouth curled into a smile. “I just came in to tell you you are needed in the recreation room to look after the children but was distracted by this …” She’d slid her eyes around the room and shuddered. Yasmin followed her gaze. She’d left a few items of clothing in neat piles on the bed because she was packing but everything else looked in order. After Sister Finli had flounced out of the room, Yasmin noticed her itinerary was lying open on the desk.

      But why tell Fred?

      She’d messaged Zara. Do you think I should I open the package? And couldn’t he just post it? 

      LOL, Zara messaged back. Yes open it! It’s drugs. Obv. Oh and more to the point, you are way behind the rest of us in the game. So use your flight time wisely! 

      #6515

      In reply to: Prompts of Madjourneys

      ÉricÉric
      Keymaster

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

        Quirk accepted.

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

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

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

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

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

        Good luck, Yasmin!

        #6514

        In reply to: Prompts of Madjourneys

        ÉricÉric
        Keymaster

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

          Quirk accepted.

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

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

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

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

          Good luck!

          #6512

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

            Zara offered the following quirk: “unleash my hidden rudeness”

            Quirk accepted.

            You find yourself in the bustling streets of an old medieval town. The people around you are going about their business, and you see vendors selling goods, street performers entertaining the crowd, and guards patrolling the area. You hear rumors about a secret society of mischievous tricksters who are known for causing trouble and making people’s lives more interesting.

            You decide to investigate these rumors and join the society of tricksters, who call themselves the “Rude Ones.” You are tasked with finding the key to their hideout, a tile with a rude message written on it. To do this, you must complete several challenges and pranks around the town, each more mischievous than the last.

            Your objective is to find the tile, sneak into the Rude Ones’ hideout, and cause as much chaos and trouble as possible. You must also find a way to insert a real-life prank or act of rudeness into your daily life, as proof of your success in the game.

            Possible directions to investigate:

            • Talk to the vendors and street performers to gather information about the Rude Ones.
            • Observe the guards and see if they have any information on the secret society.
            • Explore the different neighborhoods and see if anyone knows about the hideout.

            Possible characters to engage:

            • A mysterious street performer who is rumored to be part of the Rude Ones.
            • A vendor who has a reputation for being rude to customers.
            • A guard who is rumored to be in league with the Rude Ones.

            Look for a tile with a rude message written on it, and capture proof of your real-life prank or act of rudeness. Good luck, and have fun!

            #6511
            ÉricÉric
            Keymaster

              Potential Plot Arch

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

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

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

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

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

              Potential developments

              Clara Meets the Mysterious Will

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

              The Power of Memories

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

              The Truth Behind the Capsule

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

              The Ties Between Living and Dead

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

              A Realization of the Past and Present

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

              #6509
              ÉricÉric
              Keymaster

                Table of characters:

                Characters Keyword Characteristics Sentiment
                Clara Woman in her late 40s, VanGogh’s owner Inquisitive, curious
                VanGogh Clara’s dog Curious
                Grandpa Bob Clara’s grandfather, widowed, early signs of dementia Skeptical, anxious
                Nora Clara’s friend, amateur archaeologist, nicknamed Alienor by Clara Adventure-seeking
                Jane Grandpa Bob’s wife, Clara’s mother, only Bob seem to see her, possibly a hallucination Teasing
                Julienne / Mr. Willets Neighbors of Clara & Bob
                Bubbles (Time-dragglers squad, alternate timeline) Junior drag-queen, reporting to Linda Pol (office manager) adventurous, brave, concerned
                Will After Nora encountered a man with a white donkey, she awakes in a cottage. Will is introduced later, and drugs Nora unbeknownst to her. Later Bob & Clara come at his doorstep (they know him as the gargoyle statues selling man from the market), looking for her friend. Affable, mysterious, hiding secrets

                Some connecting threads:

                1. The discovery of a mysterious pear-shaped box with inscriptions by Clara and her grandfather.
                2. Clara sending photos of the artifact to Nora (Alienor), an amateur archaeologist.
                3. Nora’s journey from her place to reach the location where the box was discovered and her encounter with a man with a donkey (Will?).
                4. Grandpa Bob’s anxious behavior and the confusion over the torn piece of paper with a phone number.
                5. The parallel timeline of a potential breach in the timelines in Linda Pol’s office.
                6. The search for VanGogh and the discovery of a map tucked into his collar.
                7. The suggestion from Jane that Clara should be told something.
                8. Nora awakes at a cottage and spends time with Will who drugs her soup. Bob & Clara show up later, looking for her.
                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.

                  #6502
                  ÉricÉric
                  Keymaster

                    Chapter 4: There is no place like home

                    A Visit to Duckailingtown

                    The group arrives in the small city of Duckailingtown, known for its unusual name and the legendary wooden leg carpenter, Dumbass Voldomeer.
                    Maryechka, is shown by Liliya and Lina the local museum where they learn about the famous wooden leg carpenter and the swan flu outbreak that left the President incapacitated.
                    The group visits the workshop of Dumbass Voldomeer and they are shocked to find that he is the spitting image of the President.
                    Dumbass Voldomeer tells them about his connection to the President and how he was approached to take his place as the President.
                    The group learns about the Rootian border and the close relationship between Rootia and Dumbass, and the possibility of a future cross-border conflict.
                    The group visits the swan sanctuary and learns about the mysterious swan flu virus that has affected the President and the citizens of Dumbass.
                    The group makes a decision to continue their journey to Rootia to find a cure for the swan flu and save the President.

                    Cross-border Conflict

                    The group crosses the Rootian border and finds themselves in the midst of a conflict between Rootia and Dumbass.
                    They meet with a Rootian diplomat who explains the conflict and the role of the President in resolving it.
                    The group encounters Myroslava who is still being pursued by her pursuers and they team up to find a cure for the swan flu.
                    They visit the Rootian medical facility where they meet with the chief medical officer who explains the research being done on the swan flu virus.
                    The group travels to a remote location where they meet with Olek, the caretaker of the Flovlinden Tree, and learns about the sacred oil that is believed to have healing properties.
                    The group collects the sacred oil and returns to the medical facility where they successfully cure the President and put an end to the conflict between Rootia and Dumbass.
                    The group returns home, proud of their accomplishment and the newfound knowledge and experiences they have gained on their journey.

                    A Homecoming Celebration

                    The group returns home and is greeted with open arms by their families and friends.
                    Maryechka, Liliya, and Lina visit Egna who is thrilled to hear about their journey and the success of their mission.
                    The group shares their experiences and knowledge with their friends and families, and they all celebrate their homecoming together.
                    Dumbass Voldomeer visits the group and thanks them for their help in resolving the conflict between Rootia and Dumbass.
                    The group visits the Flovlinden Tree and pays homage to Olek and the sacred oil that played a critical role in their journey.
                    Maryechka, Liliya, and Lina reflect on their journey and the life-long friendships they have formed.
                    The group concludes their journey and looks forward to their future adventures and discoveries.

                    #6501
                    ÉricÉric
                    Keymaster

                      Potential situations and complications:

                      • While searching for Dumbass Voldomeer, they stumble upon a group of political protesters who are demanding the resignation of the President.
                      • Dumbass Voldomeer mistakenly takes Maryechka and her friends for secret agents sent to spy on him and tries to escape.
                      • The group is treated to a unique performance by the local swan-dancing troupe, who are trying to raise awareness about the mysterious swan flu virus.
                      • Dumbass Voldomeer invites the group to his workshop and shows them his latest creations, including a wooden replica of the Eiffel Tower.
                      • While looking through the books of families connected to Egna, they find a page with a recipe for a special cocktail that supposedly grants immortality.
                      • Maryechka and her friends come across a black market for wooden legs, where they meet a man who claims to have the original wooden leg made by Dumbass Voldomeer for the President.
                      #6500
                      ÉricÉric
                      Keymaster

                        More developments

                        Chapter 3: The Journey becomes more eggciting

                        The Flovlinden Tree

                        The group reaches the Flovlinden Tree, a massive linden tree in the heart of Oocrane, which is said to be sacred and is attracting crowds of pilgrims.
                        They meet Olek, the old caretaker of the tree, who tells them the story of Saint Edigna. He explains how the tree is said to have magical healing properties, and how the tree is responsible for the sacred oil that the pilgrims come to collect.
                        However, Olek reveals that the secret of Saint Edigna is not what it seems. Edna, an old woman who has been living far from the crowd for thousands of years, is actually Saint Edigna.
                        Olek shares that Edna has been living in solitude for very long. He tells the group that if they want to learn more about the sacred tree and Edna, they must travel to her hidden home.
                        The four friends were shocked to hear that Edna was still alive and wanted to meet her. They asked Olek for directions, and he gave them a map that showed the way to Edna’s remote dwelling.
                        They bid farewell to Olek and set off on their journey to find Edna.

                        A Run-In with Myroslava

                        The group comes across a former war reporter, Myroslava, who is traveling on her own after leaving a group of journalists. She is being followed by mysterious individuals and is trying to lose them by hunting and making fire in bombed areas.
                        Myroslava is frustrated and curses her lack of alcohol, wishing she could find a place to escape from her pursuers.
                        The group approaches Myroslava and offers to help her. She joins forces with them and together, they set off on their journey.
                        As they travel, Myroslava shares her experiences as a war reporter, and the group listens in awe. She explains how she has seen the worst of humanity, but also the best, and how it has changed her as a person.
                        Myroslava and the group continue their journey, with the former reporter becoming more and more determined to shake off her pursuers and continue on her own.

                        A Visit with Eusebius Kazandis’ Relatives

                        The group reaches a small village where they are expected by relatives of Eusebius Kazandis, the cauldron seller that Rose has met at the Innsbruck fair.
                        The relatives tell the group about Kazandis and his business, and how he has been traveling the world, selling his wares. They explain how he has become a legend in their village, and how proud they are of him.
                        The group learns about Kazandis’ passion for cooking and how he uses his cauldrons to create delicious meals for his customers. They are also shown his secret recipe book, which has been passed down for generations.
                        The relatives invite the group to try some of Kazandis’ famous dishes, and they are blown away by the delicious flavors.
                        The group thanks the relatives for their hospitality and sets off on their journey, with a newfound appreciation for Kazandis and his love of cooking.

                        A Surprising Encounter with Edna

                        The group finally reaches Edna’s hidden home, a small cottage in the middle of a dense forest.
                        As they approach the cottage, they are surprised to see Edna, who is actually the legendary Saint Edigna, standing outside, waiting for them.

                        The four friends have finally arrived at Edna’s dwelling, where they learned about her vast knowledge of the families connected to her descendants. Edna showed them her books, and they were amazed to find that their own family was listed among her descendants. They were even more shocked to learn that they were related to President Voldomeer Zumbasky and Dumbass Voldomeer, who was said to be a distant relative and carpenter who made the President’s wooden leg. It was rumored that they shared a common ancestor, but in reality, they were possibly secret twins.

                        The Secret of Dumbass Voldomeer

                        The four friends were determined to find out more about Dumbass Voldomeer and his connection to their family. They learned that he lived in the small city of Duckailingtown in Dumbass, near the Rootian border. They also discovered that Dumbass Voldomeer had been enrolled to take the place of the President, who had succumbed from a mysterious swan flu virus, to which Dumbass Voldomeer was immune. As they set to Duckailingtown, they couldn’t help but wonder what other secrets and surprises lay ahead for them on this incredible journey.

                        #6499
                        ÉricÉric
                        Keymaster

                          Premise is set:

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

                          A potential plot structure begins to develop henceforth:

                          Chapter 2: The Journey Begins

                          Departure from the Nursing Home

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

                          A Stop at the Market

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

                          An Unexpected Detour

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

                          A Close Call with a Wild Beast

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

                          A Night Under the Stars

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

                          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
                            #6494

                            In reply to: Orbs of Madjourneys

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                            Osnas dreamtime waterhole

                             

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

                            Osnas lantern compass

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

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

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

                            #6488

                            In reply to: Prompts of Madjourneys

                            ÉricÉric
                            Keymaster
                              • Zara completed her tile journey in the tunnels. In RL, she and Pretty Girl the parrot, are headed to Alice Springs in Australia, for a visit at the Flying Fish Inn (FFI). She’ll be the first to arrive.
                              • Yasmin, still volunteering at an orphanage in Suva in RL, has found a key with the imp, guided by the snake tattoo on a mysterious man named Fred, originating from Australia. She’s booked her flight via Air Fiji, and will be soon arriving to Australia for a few days vacation from her mission.
                              • Youssef, still in the Gobi desert, has found the grumpy vendor who was the shaman Lama Yoneze and reconnected with his friends in RL. Through the game in the desert, he also connected in VR (virtual reality) and RV (remote viewing) with sands_of_time, and elderly lady playing the game for intel. He still has to confirm his expected arrival to the FFI.
                              • Xavier has confirmed his flight option as well from Berlin, Germany. He’s planned a few days’ mix of remote working and vacation, but his girlfriend Brytta may still work her 2 shifts, and not necessarily keen to travel in the middle of nowhere in Australia.

                              They are all enjoying a lot the trail of clues from the game, and expect more adventures to come, with new challenges for each.
                              As they all make their way to the Flying Fish Inn, they eagerly anticipate what exciting experiences and challenges await them. Zara, Yasmin, Youssef, and Xavier all have unique experiences from their time playing the game and their real-life travels. With their journey to the Flying Fish Inn, they hope to connect with each other and continue the exciting adventures that have already captivated them. They are all looking forward to what is in store for them in the Australian Outback and the Flying Fish Inn.

                              The challenge gets a level up. It requires for each of them to find or procure a unique object, linked to some of their personal quirks and in synch with the real-life experience and the game one. Provide suggestions for each of them of a very specific object or color or shape, that can be remote viewed in the FFI and that they may find in their RL.

                              • Zara: A golden compass, symbolizing her love for adventure and direction. It can be found in a hidden room in the FFI or as a unique treasure on a nearby beach.
                              • Yasmine: A silver key, symbolizing her discovery of the key in the game and her love for unlocking secrets. It can be found in a locked box in the FFI’s attic or in a locked drawer in her room.
                              • Youssef: A red scarf, symbolizing his connection with the shaman in the game and his love for vibrant colors. It can be found in the FFI’s market or in a shop in Alice Springs that sells unique handmade items.
                              • Xavier: A black notebook, symbolizing his love for organization and his need for clarity. It can be found in the FFI’s library or in a nearby stationary shop in Alice Springs.
                              #6485

                              In reply to: Orbs of Madjourneys

                              The two figures disappeared from view and Zara continued towards the light. An alcove to her right revealed a grotesque frog like creature with a pile of bones and gruesome looking objects. Zara hurried past.

                              Osnas 1

                               

                              Bugger, I bet that was Osnas, Zara realized. But she wasn’t going to go back now.  It seemed there was only one way to go, towards the light.   Although in real life she was sitting on a brightly lit aeroplane with the stewards bustling about with the drinks and snacks cart, she could feel the chill of the tunnels and the uneasy thrill of secrets and danger.

                              “Tea? Coffee? Soft drink?” smiled the hostess with the blue uniform, leaning over her cart towards Zara.

                              “Coffee please,” she replied, glancing up with a smile, and then her smile froze as she noticed the frog like features of the woman.  “And a packet of secret tiles please,” she added with a giggle.

                              “Sorry, did you say nuts?”

                              “Yeah, nuts.  Thank you, peanuts will be fine, cheers.”

                              Sipping coffee in between handfulls of peanuts, Zara returned to the game.

                              As Zara continued along the tunnels following the light, she noticed the drawings on the floor. She stopped to take a photo, as the two figures continued ahead of her.

                              I don’t know how I’m supposed to work out what any of this means, though. Just keep going I guess. Zara wished that Pretty Girl was with her. This was the first time she’d played without her.

                              Zara tunnels floor drawings

                               

                              The walls and floors had many drawings, symbols and diagrams, and Zara stopped to take photos of all of them as she slowly made her way along the tunnel.  

                              Zara meanwhile make screenshots of them all as well.   The frisson of fear had given way to curiosity, now that the tunnel was more brightly lit, and there were intriguing things to notice.  She was no closer to working out what they meant, but she was enjoying it now and happy to just explore.

                              But who had etched all these pictures into the rock? You’d expect to see cave paintings in a cave, but in an old mine?  How old was the mine? she wondered. The game had been scanty with any kind of factual information about the mine, and it could have been a bronze age mine, a Roman mine, or just a gold rush mine from not so very long ago.  She assumed it wasn’t a coal mine, which she deduced from the absence of any coal, and mentally heard her friend Yasmin snort with laughter at her train of thought.  She reminded herself that it was just a game and not an archaeology dig, after all, and to just keep exploring.  And that Yasmin wasn’t reading her mind and snorting at her thoughts.

                              #6484

                              In reply to: Orbs of Madjourneys

                              Will be at Flying Fish this evening, Hope to see you all soon!  :yahoo_smug: :yahoo_smug:    Congrats, Xavier!  :yahoo_thumbsup: :yahoo_thumbsup:

                              Zara sent a message to Yasmin, Youssef and Xavier just before boarding the plane. Thankfully the plane wasn’t full and the seats next to her were unoccupied.  She had a couple of hours to play the game before landing at Alice Springs.

                              Zara had found the tile in the entry level and had further instructions for the next stage of the game:

                              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.

                              “Looks like I have to find another tile with a sort of map on it, Pretty Girl,” Zara spoke out loud, forgetting for a moment that the parrot wasn’t with her. She glanced up, hoping none of the other passengers had heard her.  Really she would have to change that birds name!

                              If you encounter Osnas anywhere in the game, he may have what you seek in his vendors cart, or one of his many masks might be a clue. 

                              A man with a mask and a vendors cart in an old mine, alrighty then, let’s have a look at this mine. Shame we’re not still in that old town.  Zara remembered not to say that out loud.

                               

                              Zara approached the abandoned mine cautiously.  There were rocks strewn about the entrance, and a faint light inside.

                              Zaras mine entrance

                              This looks a bit ominous, thought Zara, and not half as inviting as that old city.  She’d had a lifelong curiosity about underground tunnels and caves, and yet felt uneasily claustrophobic inside one.  She reminded herself that it was just a game, that she could break the rules, and that she could simply turn it off at any time.  She carried on.

                              Zara stopped to look at the large green tile lying at her feet in the tunnel entrance. It was too big to carry with her so she took a photo of it for future reference.  At first glance it looked more like a maze or a labyrinth than a map.  The tunnel ahead was dark and she walked slowly, close to the wall.  

                              Oh no don’t walk next to the wall! Zara recalled going down some abandoned mines with a group of friends when she was a teenager. There was water in the middle of the tunnel so she had been walking at the edge to keep her feet dry, as she followed her friend in front who had the torch.  Luckily he glanced over his shoulder, and advised her to walk in the middle. “Look” he said after a few more steps, shining his torch to the left.  A bottomless dark cavern fell away from the tunnel, which she would surely have fallen into.

                               

                              Zara tile mine entrance

                              Zara moved into the middle of the tunnel and walked steadily into the darkness. Before long a side tunnel appeared with a faintly glowing ghostly light. 

                              It looked eerie, but Zara felt obliged to follow it, as it was pitch black in every other direction. She wasn’t even sure if she could find her way out again, and she’d barely started.

                              The ghostly light was coming from yet another side tunnel.  There were strange markings on the floor that resembled the tile at the mine entrance.  Zara saw two figures up ahead, heading towards the light. 

                              Zara mine tunnels

                              #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.
                                #6471
                                ÉricÉric
                                Keymaster

                                  The Jorid is a 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.
                                  Georges was a French thief possibly from the 1800s, turned other-dimensional explorer, and along with Salomé, a girl of mysterious origins who he first met in the Alienor dimension but believed to be born in Northern India in a distant past, they have lived rich adventures together, and are deeply bound 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 designs were crafted by Léonard, a mysterious figure, self-taught in the arts of dimensional magic in Alienor sects, who acted as a mentor to Georges during his adventures. It is not known where he is now.

                                  The story unfolds 14 years after we discovered Georges & Salomé in the story.

                                   

                                  (for more background information, refer to this thread)

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