Search Results for 'rio'

Forums Search Search Results for 'rio'

Viewing 20 results - 61 through 80 (of 773 total)
  • Author
    Search Results
  • #6770

    In reply to: The Stories So Near

    ÉricÉric
    Keymaster

      What satisfying conclusion to this saga?

      Granola was the tying material to their friend, and her pop-in nascent capabilities (ability to project into material matter, sometimes being corporeal) could help. Her goal was to wake her friends out of their routines, and reinvigorate the stories they tell themselves about their lives.

      • Maeve was the one making custom dolls.
      • Shawn Paul her handsome bearded bachelor next door was an aspiring writer looking for a story to tell and to become published.
      • Lucinda is their neighbour, enrolled in creative writing courses.
      • Jerk is a clerk at a local WholeDay*Mart and also manages a forum in his spare time.

       

      The dolls were found in all across places, used by different groups, maybe glamour bombs for some, maybe ways to smuggle information and keys.

      Across their trips they connect with story characters, and unknowingly revive their stories.

      POP*IN THREAD (plot development suggestions, to be looked into later)

      Maeve and Shawn-Paul are still in Tikfijikoo, investigating the mysterious dolls and their connection to Uncle Fergus. They’ve also encountered strange happenings, including a missing girl and a strange man in a top hat.

      Meanwhile, Jerk is still moderating the forum and dealing with the strange messages. Lucinda is continuing her creative writing course and enjoying her time with Fabio.

      Granola is currently on a mission to find Ailill and learn more about pop-ins, while also trying to reconnect with her friends and figure out what’s going on with the dolls.

      As for the mysterious man following Maeve, his intentions are still unclear, but it seems he has some connection to Uncle Fergus and the dolls. The group is still trying to uncover the truth and figure out their next steps.

      :fleuron:

      In the end, Granola’s pop-in abilities proved to be the key to unlocking the mystery of the dolls and their connection to Uncle Fergus. With her help, Maeve and Shawn-Paul were able to uncover the truth about the dolls and their purpose, and use them to reconnect with various story characters across their trips.

      Through their adventures, they also discovered the power of storytelling and the importance of shaking up their routines to keep their lives interesting and full of wonder. Jerk found a new sense of purpose in managing the forum and connecting with others through his passion for the dolls and their stories.

      In the final chapter, Uncle Fergus reconciled with Maeve’s father and shared the true meaning behind the dolls and their connection to their family history.

      While Shawn-Paul’s path led him to become a successful author, Lucinda’s path took a different turn. She found fulfillment in her creative writing course and continued to hone her skills, but she didn’t pursue a career as a writer. Instead, she used her passion for storytelling to help others, working as a therapist and using storytelling techniques to help her clients work through their struggles and find healing. Lucinda’s work was deeply rewarding, and she felt fulfilled in being able to help others in such a meaningful way.

      As for Granola, she continued to pop-in and out of their lives, using her abilities to bring joy and excitement to their everyday routines, and keeping their stories alive for years to come. The group remained close friends, bonded by their shared experiences and love of storytelling.

      #6740
      AvatarJib
      Participant

        When Salomé got closer to examine the creature, it jumped towards her. She caught it by reflex.

        “Wow!” said Georges. “Sand Rin clearly has a death wish.”

        “Thank you,” said Salomé. “Again.”

        “I didn’t mean…”

        She smiled. He was so easy to tease.

        “Why did you call it Sand Rin?” she asked.

        “I think our little friend has telepathic abilities. She showed this scene to me and I heard myself call her that.”

        “You might want to revise your diagnostic concerning its gender. It seems he’s got balls.”

        “Does that necessarily make it a male ?” asked Georges with a grumpf.

        Salomé looked at her friend and raised one eyebrow.

        “Does it indeed,” she said.

        Georges snorted. Salomé’s attention moved back to the creature. The fur was soft, and produced little blue sparks when she stroke it with her hands. It wasn’t static electricity because Salomé didn’t feel anything except a desire to stroke it again.

        “Interesting,” she said. “You clearly want us to like you. What’s your name little guy?”

        “I told you, it’s Sand Rin,” said Georges.

        “You told me you saw a scene in which you called it Sand Rin. That doesn’t make it his name. It might just have shown you your own mistake.”

        Salomé looked into the eyes of the creature. It wiggled its nose.

        “Hello, Barney,” she said.

        “What? I can’t believe I find an alien creature on Jorid’s hull, and it’s called Barney,” said Georges.

        “Rectification,” said Jorid, “The creature found you. He jumped onto your helmet and licked it. It’s most probable if you had tried to catch him, you’d still be tickling my hull with your boots.”

        Salomé grinned.

        “You told me SHE liked me,” said Georges.

        “I also told you the creature was causing interferences with my sensors and navigational arrays.”

        “Why do you always have to take her side?”

        “She’s most often…”

        “Nope, I don’t need that answer.”

        “…right.”

        Salomé laughed as Georges rolled his eyes. She turned her attention to Barney when he started squiggling like he was talking.

        “He’s agitated,” she said. “Something foreboding, urgent.”

        “You’ll be happy to know Léonard’s vitals are showing he’s about to wake up,” said Jorid.

        “Wehoo! At last”, said Georges. “He’ll be able to tell us what the Zathu did to him.”

        “I’m more curious about what he did to them to deserve being treated like that,” said Salomé with a frown.

        #6739
        ÉricÉric
        Keymaster

          Asked the new whale about Cakletown storyline, from the random quote of the day (#4022)

          🐋 The Whale:
          Ah, the tale of Cakletown and the Lone Chancers of Custard. It is a curious and mysterious story, full of twists and turns. Many lessons can be gleaned from this tale, for those with a keen eye and an open mind.

          One lesson is the importance of taking the time to stop and ponder. In the rush of our daily lives, it can be easy to overlook the gaps in our knowledge or the inconsistencies in our reality. But by taking a step back and examining these things, we can gain a deeper understanding of the world around us and perhaps even uncover hidden truths.

          Another lesson is the danger of unchecked power. The deranged cackler in this story is a prime example of the corrupting influence of absolute power. When one individual has the ability to control reality itself, it can lead to madness and chaos. It is important to remember that power should always be balanced and distributed fairly.

          Finally, the story teaches us the value of teamwork and collaboration. The Lone Chancers of Custard may have been a ragtag group, but they were able to achieve great things by working together and pooling their strengths. In our own lives, we can learn to accomplish more by recognizing and utilizing the unique skills and perspectives of those around us.

          May these lessons guide you on your own journey, my friend.

          #6720
          ÉricÉric
          Keymaster

            “It’s amazing, all the material we gathered over the years, it makes one’s head spin…” Godfrey was poring over quantities of papers, mostly early drafts stuck haphazardly in a pile of donations boxes that Elizabeth had generously contributed to the National Library’s archives of great works and renowned authors, but mostly as way of spring cleaning.

            He had materialized some of the links from the pages with webs of purple yarn tied to the wall of the dining hall. It had soon become a tangled mess of interwoven threads that he had to protect from the cleaning frenzied assaults of energetic feather duster of Finnley.

            She’d softened her stance a little when she’s realised how often her namesake has popped in the various storylines, almost making her emotional about Liz’ incorporating her in her works of fictions —only to remember that most of the time, she’d been the working hand behind the continuity, the Finnleys appearances being an offshoot of this endeavour.

            Godfrey had almost forgotten he was actually a publisher to start with, before he became more of a useful side-kick, if not a useful idiot.

            The phone rang in the empty hall. Soon after, Finnley arrived with the heavy bakelite telephone, handing it over to Godfrey unceremoniously. “You might want to take this, it’s Felicity…” she mouthed the last word like it was the name of the Devil himself.

            “Dear Flove protect us, don’t tell me Liz’ mother is in town…”

            “Well, at least she has comic relief value” snorted Finnley on her way back to her duties.

            #6635

            In reply to: Orbs of Madjourneys

            Xavier looked as discreetly as he could, and immediately after ducked behind Yasmin’s frail frame.

            “Oh, no…” he whined softly “it looks like Glimmer… you know the strange colourful game stalker.”

            Yasmin raised a perfectly trimmed eyebrow, looking still tired from her trip.

            “YOOHOOO!”

            “Oh no, as I feared…” Xavier said between his teeth, “I think she’s spotted us. What is she doing here, of all places?”

            He turned to Glimmer with a broad smile. “Hello dear! Fancy meeting you here! Are we still in the game?”

            Glimmer tittered, waving her perfumed feathered boa around, and slapping Yasmin in the face with it. “You’re so funny!” she turned to Yasmin “Oh hello, sweet pea, he IS funny, isn’t it!”

            She clumsily drew a high stool next to the table, knocking off a few knees in the process, and sat precariously on the edge of it.

            “Look, I found the Big Banana you know.”

            Yasmin couldn’t help but snort laugh a little. Zara drew an ear closer, while still listening distractedly to Youssef expounding on the P mode of his camera.

            “What?” it took Xavier a mere second to reconnect with his own discovery of the concrete sculpture… “You mean…?”

            “Yes, the Big Banana, there’s one here in this town you know.” She drew closer, pushing the empty pints of beer, one of which Youssef managed to catch before it fell. “… but there’s a more interesting thing happening in the game now. Haven’t you checked your messages?”

            Xavier looked at his message. It said 🔮[GROUP QUEST OPENED] click on the *Orb*

            He clicked, while all the others where perched over his shoulder, looking at his avatar on the screen.

            Suddenly all of them were transported in a new place that looked exactly like the Flying Fish Inn, while some instructions where scrolling on the screen of the game.

            #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.

                          Viewing 20 results - 61 through 80 (of 773 total)