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  • “Silence,” commanded a loud voice. “Speak not of the Kraken, or indeed any other matters you do not understand.” “Well, that covers most things” muttered Flinella. “Why the bloody hell not?” Eliza was indignant. There was nothing she liked better than to discuss things she knew little about. The island groaned and rumbled and slowly began to ... · ID #2172 (continued)
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  • #6634

    In reply to: Prompts of Madjourneys

    ÉricÉric
    Keymaster

      The next quest is going to be a group quest for Zara, Yasmin, Xavier and Youssef. It will require active support and close collaboration to focus on a single mystery at first not necessarily showing connection or interest to all members of the group, but completing it will show how all things are interconnected. It may start inside the game at the hidden library underground the Flying Fish Inn.

      Quirk offered for this: getting lost in the mines of creativity, and struggle to complete the chapters of the book of Story to a satisfactory conclusion.

      Quirk accepted.

      The group finds themselves in the hidden library underground the Flying Fish Inn, surrounded by books and manuscripts. They come across a particularly old and mysterious book titled “The Lost Pages of Creativity.” The book contains scattered chapters, each written by a different author, but the group soon realizes that they are all interconnected and must be completed in order to unlock the mystery of the book’s true purpose.

      Each chapter presents a different challenge related to creativity, ranging from writing a poem to creating a piece of art. The group must work together to solve each challenge, bringing their individual skills and perspectives to the table. As they complete each chapter, they will uncover clues that lead them deeper into the mystery.

      Their ultimate goal is to find the missing pages of the book, which are scattered throughout the inn and surrounding areas. They will need to use their problem-solving skills and work together to find and piece together the missing pages in the correct order to unlock the true purpose of the book.

      To begin, the group is given a clue to start their search for the first missing page: “In the quietest place, the loudest secrets are kept.” They must work together to decipher the clue and find the missing page. Once found, they must insert the corresponding tile into the game to progress to the next chapter. Proof of the insert should be provided in real life.

      Each of the four characters are provided with a personal clue:

      Zara: “Amidst the foliage and bark, A feather and a beak in the dark 🌳🍃🐦🕯️🌑”

      Yasmin: “In the depths of the ocean blue, A key lies waiting just for you 🌊🔑🧜‍♀️🐚🕰️”

      Xavier: “Seeking knowledge both new and old, Find the owl with eyes of gold 📚🦉💡🔍🕰️”

      Youssef: “Amongst the sands and rocky dunes, A lantern flickers, a key it looms 🏜️🪔🔍🔑🕯️”

      Each of these clues hints at a specific location or object that the character needs to find in order to progress in the game.

      #6621

      In reply to: Orbs of Madjourneys

      As the four of them walked into the tavern, having walked the mile or so from the Flying Fish Inn to the main street of the tiny town, Zara noticed the black BMW that she and Yasmin had seen parked outside the Piggly supermarket on the way back from the airport in Alice.  She elbowed Yasmin in the ribs to point it out, but there was no need as Yasmin was already snorting nervously at the sight of it.

      black bmw

       

      Sister Finli caught sight of them as she was just about to leave Betsy’s gem shop and paused until they’d disappeared into the bar before leaving the shop.   It was the first time that Finli had seen Betsy in the flesh, and what a lot of flesh there was to see.   Finli was horrifed, comparing her own elegant thin fingers with the fat sausage like digits of Betsy.  She would never have expected Betsy to look this way. Still, it had thrown her, and she lost her usual efficient composure and quickly purchased a pink speckled gummy bear necklace.  Annoyingly, this transaction reminded her that she seemed to have lost her crucifix.

      Finli was an orphan.  The nuns had named her Finean Lisa. Finean meant beautiful daughter, and Lisa meant devoted to god.  Later they shortened it to Finli.  She’d spent all her life at the orphanage in Suva, having been deposited there at birth, and although she had no particular calling to be a nun, she had not known what else to do with her life.  It was the only family she’d ever known, and so she stayed on.  It was only in the past year or two that she’d had any curiosity about who her real parents were, when she read about DNA tests and ancestry research. She’d been told in the past that no records existed as she had been found on the doorstep of the orphanage one morning 43 years ago.  The knowledge had filled her with comtempt for her parents, whoever they were,  and for the most part she pushed them from her mind, not caring to know.  But when she read about all the successes of adopted people finding their real parents, she was consumed with curiosity. At first she just wanted to know who they were. But once she had found their names, she wanted to know more. She wanted to know why.  One thing led to another.

      Her real father had disappeared, lost down some mines although the story there was far from clear.  Indeed, that particular story was a darn sight more than unclear, it was downright fishy.  Her real mother was was alive and kicking, and living near to the mines where Howard had disappeared. Finli deduced that she must have been born, or at least conceived, in this godforsaken place in the outback.  What an ignominous start to her uneventful life.

      She knew that Fred was her uncle, but she had not told him she knew that. Did Fred know who she was? He’d always been kind to her, but then, he was affable to everyone.   When it came to her knowledge that Fred had given that tiresome snorting volunteer girl a parcel to take with her, to, of all places! that very town in the outback, Finli simply had to know what was in it.  But she didn’t want to spill the beans too soon, in case it hindered her attempts to find the truth about Howard, her father.   She decided to travel to the town incognito.  But how was she going to find the money for it?  Well, she knew she was burning her bridges, but she had to do it. She stole the golden chalice from the church and sold it on Ubay.  She was suprised at how much money it fetched. Not only could she afford the trip, she could do it in style.

      It was an exciting adventure, but Finli was not accustomed to travel and adventure. In fact, she was dreading meeting her mother.   At times she wished she’d just stayed at the orphanage.  But it was too late now. She was here.

      Finli

      #6613

      In reply to: Orbs of Madjourneys

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

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

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

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

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

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

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

      “I just wanted to…” started Youssef.

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

      “Really?”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

      “Wake up?”

      :fleuron2:

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

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

      He groaned as reality was starting to catch up.

      #6559

      In reply to: Orbs of Madjourneys

      Why do I always pick the cart with the wonky wheel, Zara thought, but she wasn’t going to go back and get another one and keep Sergio and Yasmin waiting outside. She zigzagged up and down the aisles until she came to the wine.  What was it the old dear back at the Inn was saying about the alcohol laws in Alice?  Well, surely that didn’t apply to tourists.  There were two men chatting in the middle of the aisle and Zara deftly skirted around them without the unpredictable cart crashing.  While she was perusing the wines hoping to find a nice Rioja, she couldn’t help but overhear the clear ringing tones of one of the men saying “True love never dies!” and a few other things which she later forgot, which she thought was quite an odd topic for two men to be discussing in the Piggly supermarket in the outback of all places.  The man with the poetic voice went on his way, leaving the other man with the little girl in the child seat of the cart ready to move on, but Zara’s cart was straddled across the aisle so she quickly moved it out of the way and continued scanning the wine selection.  A clear sweet voice rang out behind her. “Thank you.”  She turned, and her eyes met those of the girl (afterwards Zara could have sworn the child was 10 or 11, and surely too big to be sitting in the baby seat, but yet felt sure the child had indeed been sitting in the cart).  They exchanged a deep meaningful smile of magical proportions that defied explaining in mere words.  Later when Zara told Yasmin about it, she said it was “one of those moments, you know?” and Yasmin understood what she meant.  The child seemed somehow familiar, and there was that shimmery timeless oddness to the encounter which made Zara feel a bemused lightness.

      child in supermarket

       

      Zara was still gazing at the rows of wine bottles when Yasmin caught up with her. “What’s taking you so long, you haven’t even got anything in your cart yet!”

      Snapping her attention back, Zara asked Yasmin to help her choose the wine, asking her, “Do you ever feel like you can’t tell the difference between the game and real life?  Like sometimes a scene in real life isn’t quite real?”

      “I dunno about the game but real life seems strange enough. That woman outside with the BMW hire car that was in the loo before me, there was something familiar about her, something creepy.  And look what I found in the cubicle,”  Yasmin looked around quickly to make sure they were alone and pulled something out of her pocket.

      crucifix

       

      “Looks like the chain broke, is it gold? Might be worth something,” Zara was missing the point.

      “It’s a crucifix.”

      “If it’s gold it can be melted down and made into something else,” said Zara missing the point again.

      “It’s the same as the ones the nuns at the orphanage wear,” Yasmins whisper turned into a nervous snort.

      “I wonder who dropped it and what they were doing here.  That tart in the BMW didn’t look like a nun to me.”  Zara almost snorted too (was it contagious?) and then wondered why tart and nun sounded vaguely familiar and why yellow cabs had popped into her mind.  “Come on, we’ve kept Sergio waiting long enough already.”

      After all the deliberation over which wine to choose, they grabbed a half dozen bottles each without further ado and went to the checkout.

      #6558

      In reply to: Orbs of Madjourneys

      “Nice BMW,” said Yasmin. She pointed towards a shiny black car parked in front of the supermarket. “My Uncle has that model.”

      “Pretty flash,” agreed Sergio. He sniffed and scratched his nose vigorously. Yasmin was amused to notice Zara frown, ever-so-slightly.  Sergio squinted towards the BMW. “Looks like it’s a rental too. Beats this bloody Toyota any day.”

      “Do either of you want to get anything while we are here?” asked Zara brightly. “I’ve got a little stash of snacks back at the Inn …”

      “No I’m good, but I do need to use the loo,” said Yasmin. Her eyes narrowed slightly as she surveyed her surroundings. There’s that garage over the road but it looks a bit dodgy. Wish I’d gone back at the airport now.”

      Zara nodded. “Okay I’ll just get the wine then! See you in a few minutes”

      “The toilet is around the back, but it’s in use,” said a friendly man behind the counter. Yasmin wondered how long before she got used to the distinctive nasally twang of the Aussie accent. She thought briefly of Fred and the mysterious brown parcel in her bag. She thanked the man and perused the shelves while she waited. As she was struggling to choose between a bar of chocolate or a bag of cashew nuts, neither of which she wanted but she felt obligated to buy something, a well-dressed woman stormed in and flung the toilet key at the counter where it bounced and skidded to a stop next to a box of chewing gum. “Disgusting,” Yasmin heard her say before she pivoted on her Gucci-emblazoned trainers and flounced out the door.

      “Looks like the toilet’s free,” said the man with a grin.

      #6551

      In reply to: Orbs of Madjourneys

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

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

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

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

        :fleuron2:

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

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

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

      The townspeople are all frozen in time, stuck in their daily routines and unable to move on. Your mission is to find the missing piece of continuity, a small hourglass that will set time back in motion and allow the townspeople to move forward.

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

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

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

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

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

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

        :fleuron2:

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

      A buzz of the phone snapped him out of it.

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

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

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

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

      #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
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