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  • #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.

      #6488

      In reply to: Prompts of Madjourneys

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

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

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

        • Zara: A golden compass, symbolizing her love for adventure and direction. It can be found in a hidden room in the FFI or as a unique treasure on a nearby beach.
        • Yasmine: A silver key, symbolizing her discovery of the key in the game and her love for unlocking secrets. It can be found in a locked box in the FFI’s attic or in a locked drawer in her room.
        • Youssef: A red scarf, symbolizing his connection with the shaman in the game and his love for vibrant colors. It can be found in the FFI’s market or in a shop in Alice Springs that sells unique handmade items.
        • Xavier: A black notebook, symbolizing his love for organization and his need for clarity. It can be found in the FFI’s library or in a nearby stationary shop in Alice Springs.
        #6487
        DevanDevan
        Participant

          I’ve always felt like the odd one out in my family. Growing up at the Flying Fish Inn, I’ve always felt like I was on the outside looking in. My mother left when I was young, and my father disappeared not long after. I’ve always felt like I was the only one who didn’t fit in with the craziness of my family.

          I’ve always tried to keep my distance with the others. I didn’t want to get too involved, take sides about petty things, like growing weed in the backyard, making psychedelic termite honey, or trying to influence the twins to buy proper clothes. But truth is, you can’t get too far away. Town’s too small. Family always get back to you, and manage to get you involved in their shit, one way or another, even if you don’t say anything. That’s how it works. They don’t need my participation to use me as an argument.

          So I stopped paying attention, almost stopped caring. I lived my life working at the gas station, and drinking beers with my buddies Joe and Jasper, living in a semi-comatose state. I learned that word today when I came bringing little honey buns to mater. I know she secretly likes them, even if she pretend she doesn’t in front of Idle. But I can see the breadcrumbs on her cardigan when I come say hi at the end of the day. This morning, Idle was rocking in her favourite chair on the porch, looking at the clouds behind her mirrored sunglasses. Prune was talking to her, I saw she was angry because of the contraction of the muscles of her jaw and her eyes were darker than usual. She was saying to Idle that she was always in a semi-comatose state and doing nothing useful for the Inn when we had a bunch of tourists arriving. And something about the twins redecorating the rooms without proper design knowledge. Idle did what she usually does. She ignored the comment and kept on looking at the clouds. I’m not even sure she heard or understood that word that Prune said. Semi-comatose. It sounds like glucose. That’s how I’m spending my life between the Inn, the gas station and my buddies.

          But things changed today when I got back to my apartment for lunch. You can call it a hunch or a coincidence. But as we talked with Joe about that time when my dad left, making me think we were doing hide and seek, and he left me a note saying he would be back someday. I don’t know why I felt the need to go search that note afterwards. So I went back to the apartment and opened the mailbox. Among the bills and ads, I found a postcard with a few words written on the image and nothing except my address on the back. I knew it was from my dad.

          It was not signed or anything, but still I was sure it was his handwriting. I would recognise it anywhere. I went and took the shoebox I keep hidden on top of the kitchen closet, because I saw people do that in movies. That’s not very original, I know, but I’m not too bright either. I opened the box and took the note my dad left me when he disappeared.

          I put the card on the desk near the note. The handwritings matched. I felt so excited, and confused.

          A few words at the bottom of the card said : “Memories from the coldest place on Earth…”

          Why would dad go to such a place to send me a postcard after all those years ? Just to say that.

          That’s when I recalled what Prune had told me once as we were watching a detective movie : “Read everything with care and always double check your information.”

          On the back, it said that the image was from a scientific station in Antartica, but the stamp indicated it had been posted from a floating post office in the North Pole. I turned the card and looked at the text again. Above the station, a few words were written that sounded like a riddle.

          > A mine, a tile, dust piled high,
          Together they rest, yet always outside.
          One misstep, and you’ll surely fall,
          Into the depths, where danger lies all.

          It sure sounds like a warning. But I’m not too good with riddles. No need to worry Mater about that, in case of false hope and all that. Idle ? Don’t even think about it. She won’t believe me when I say it’s from dad. She never does believe me. And she’ll keep playing with the words trying to find her answer in the shape of smoke. The twins, they are a riddle on their own.

          No. It’s Prune’s help I need.

          #6485

          In reply to: Orbs of Madjourneys

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

          Osnas 1

           

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

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

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

          “Sorry, did you say nuts?”

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

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

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

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

          Zara tunnels floor drawings

           

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

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

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

          #6483

          In reply to: Prompts of Madjourneys

          TracyTracy
          Participant

            Zara:  Create a surreal and dreamlike digital art piece that combines elements of traditional aboriginal native art with a map to a secret and special place, featuring the otherworldly dreamscape of Dream Time. The image should depict a series of mine tunnels, each leading to gorgeous discoveries and wonders, and the overall scene should be filled with the mysticism and magic of the Dream Time. Don’t be afraid to let your imagination run wild and include random elements that add to the surreal quality of the piece.

            #6481
            ÉricÉric
            Keymaster

              This is the outline for a short novel called “The Jorid’s Travels – 14 years on” that will unfold in this thread.
              The novel is about the travels of Georges and Salomé.
              The Jorid is the name of the vessel that can travel through dimensions as well as time, within certain boundaries. The Jorid has been built and is operated by Georges and his companion Salomé.

              Short backstory for the main cast and secondary characters

              Georges was a French thief possibly from the 1800s, turned other-dimensional explorer, and together with Salomé, a girl of mysterious origins who he first met in the Alienor dimension but believed to have origins in Northern India maybe Tibet from a distant past.
              They have lived rich adventures together, and are deeply bound together, by love and mutual interests.
              Georges, with his handsome face, dark hair and amber gaze, is a bit of a daredevil at times, curious and engaging with others. He is very interesting in anything that shines, strange mechanisms and generally the ways consciousness works in living matter.
              Salomé, on the other hand is deeply intuitive, empath at times, quite logical and rational but also interested in mysticism, the ways of the Truth, and the “why” rather than the “how” of things.
              The world of Alienor (a pale green sun under which twin planets originally orbited – Duane, Murtuane – with an additional third, Phreal, home planet of the Guardians, an alien race of builders with god-like powers) lived through cataclysmic changes, finished by the time this story is told.
              The Jorid’s original prototype designed were crafted by Léonard, a mysterious figure, self-taught in the arts of dimensional magic in Alienor sects, acted as a mentor to Georges during his adventures. It is not known where he is now.
              The story starts with Georges and Salomé looking for Léonard to adjust and calibrate the tiles navigational array of the Jorid, who seems to be affected by the auto-generated tiles which behave in too predictible fashion, instead of allowing for deeper explorations in the dimensions of space/time or dimensions of consciousness.
              Leonard was last spotted in a desert in quadrant AVB 34-7•8 – Cosmic time triangulation congruent to 2023 AD Earth era. More precisely the sand deserts of Bluhm’Oxl in the Zathu sector.

              When they find Léonard, they are propelled in new adventures. They possibly encounter new companions, and some mystery to solve in a similar fashion to the Odyssey, or Robinsons Lost in Space.

              Being able to tune into the probable quantum realities, the Jorid is able to trace the plot of their adventures even before they’ve been starting to unfold in no less than 33 chapters, giving them evocative titles.

              Here are the 33 chapters for the glorious adventures with some keywords under each to give some hints to the daring adventurers.

              1. Chapter 1: The Search BeginsGeorges and Salomé, Léonard, Zathu sector, Bluhm’Oxl, dimensional magic
              2. Chapter 2: A New Companion – unexpected ally, discovery, adventure
              3. Chapter 3: Into the Desert – Bluhm’Oxl, sand dunes, treacherous journey
              4. Chapter 4: The First Clue – search for Léonard, mystery, puzzle
              5. Chapter 5: The Oasis – rest, rekindling hope, unexpected danger
              6. Chapter 6: The Lost City – ancient civilization, artifacts, mystery
              7. Chapter 7: A Dangerous Encounter – hostile aliens, survival, bravery
              8. Chapter 8: A New Threat – ancient curse, ominous presence, danger
              9. Chapter 9: The Key to the Past – uncovering secrets, solving puzzles, unlocking power
              10. Chapter 10: The Guardian’s Temple – mystical portal, discovery, knowledge
              11. Chapter 11: The Celestial Map – space-time navigation, discovery, enlightenment
              12. Chapter 12: The First Step – journey through dimensions, bravery, adventure
              13. Chapter 13: The Cosmic Rift – strange anomalies, dangerous zones, exploration
              14. Chapter 14: A Surprising Discovery – unexpected allies, strange creatures, intrigue
              15. Chapter 15: The Memory Stones – ancient wisdom, unlock hidden knowledge, unlock the past
              16. Chapter 16: The Time Stream – navigating through time, adventure, danger
              17. Chapter 17: The Mirror Dimension – parallel world, alternate reality, discovery
              18. Chapter 18: A Distant Planet – alien world, strange cultures, exploration
              19. Chapter 19: The Starlight Forest – enchanted forest, secrets, danger
              20. Chapter 20: The Temple of the Mind – exploring consciousness, inner journey, enlightenment
              21. Chapter 21: The Sea of Souls – mystical ocean, hidden knowledge, inner peace
              22. Chapter 22: The Path of the Truth – search for meaning, self-discovery, enlightenment
              23. Chapter 23: The Cosmic Library – ancient knowledge, discovery, enlightenment
              24. Chapter 24: The Dream Plane – exploring the subconscious, self-discovery, enlightenment
              25. Chapter 25: The Shadow Realm – dark dimensions, fear, danger
              26. Chapter 26: The Fire Planet – intense heat, dangerous creatures, bravery
              27. Chapter 27: The Floating Islands – aerial adventure, strange creatures, discovery
              28. Chapter 28: The Crystal Caves – glittering beauty, hidden secrets, danger
              29. Chapter 29: The Eternal Night – unknown world, strange creatures, fear
              30. Chapter 30: The Lost Civilization – ancient ruins, mystery, adventure
              31. Chapter 31: The Vortex – intense energy, danger, bravery
              32. Chapter 32: The Cosmic Storm – weather extremes, danger, survival
              33. Chapter 33: The Return – reunion with Léonard, returning to the Jorid, new adventures.
              #6467

              Ricardo, my dear, those new reporters are quite the catch.”

              Miss Bossy Pants remarked as she handed him the printed report. “Imagine that, if you can. A preliminary report sent, even before asking, AND with useful details. It’s as though they’re a new generation with improbable traits definitely not inherited from their forebearers…”

              Ricardo scanned the document, a look of intrigue on his face. “Indeed, they seem to have a knack for getting things done. I can’t help but notice that our boy Sproink omitted that Sweet Sophie had used her remote viewing skills to point out something was of interest on the Rock of Gibraltar. I wonder how much that influenced his decision to seek out Dr. Patelonus.”

              Miss Bossy Pants leaned back in her chair, a sly smile creeping across her lips. “Well, don’t quote me later on this, but some level of initiative is a valuable trait in a journalist. We can’t have drones regurgitating soothing nonsense. We need real, we need grit.” She paused in mid sentence. “By the way, heard anything from Hilda & Connie? I do hope they’re getting something back from this terribly long detour in the Nordics.”

               

              Dear Miss Bossy Pants,

              I am writing to give you a preliminary report on my investigation into the strange occurrences of Barbary macaques in Cartagena, Spain.

              Taking some initiative and straying from your initial instructions, I first traveled to Gibraltar to meet with Dr. Patelonus, an expert in simiantics (the study of ape languages). Dr. Patelonus provided me with valuable insights into the behavior of Barbary macaques, including their typical range and habits and what they may be after. He also mentioned that the recent reports of Barbary macaques venturing further away from their usual habitat in coastal towns like Cartagena is highly unusual, and that he suspects something else is influencing them. He mentioned chatter on the simian news netwoke, that his secretary, a lovely female gorilla by the name of Barbara was kind enough to get translated for us.

              I managed to find a wifi spot to send you this report before I board the next bus to Cartagena, where I plan to collect samples and observe the local macaque population. I have spoken with several tourists in Gib’ who have reported being assaulted and having their shoes stolen by the apes. It is again, a highly unusual behaviour for Barbary macaques, who seem untempted by the food left to appease them as a distraction, and I am currently trying to find out the reason behind this.

              As soon as I gather them, I will send samples collected in situ without delay to my colleague Giles Gibber at the newspaper for analysis. Hopefully, his findings will shed some light on the situation.

              I will continue my investigation and keep you appraised on any new developments.

              Sincerely,

              Samuel Sproink
              Rim of the Realm Newspaper.

              #6466

              In reply to: Orbs of Madjourneys

              Xavier couldn’t help but give Glimmer a quizzical look as she’d suddenly transformed before his eyes — her accent and mannerisms shifting in an instant. She swayed lightly on her feet, in an airy manner, as if not fully aware of her surroundings, but she quickly laughed it off. “You’ve got me curious about this golden banana business, I tell ya,” she said with a twinkle in her eye.

              Xavier’s suspicious expression softened as she spoke. “I’m not the one you’re looking for if you’re after information, but it sounds like a right thrilling adventure.” Glimmer grinned, “Mind if I tag along for a bit and show you around the casino boat? I know all the best games and I’ve met all sorts of pirate-talking characters here.”

              With a cheeky grin, Xavier replied, “I’ll take your word for it, love.”

              Glimmer’s enthusiasm for the game and eagerness to show him around the casino boat was contagious. Xavier followed her as she bounced through the crowd, pointing out different games and introducing him to the various pirate-talking characters that populated the boat.

              “Watch yer back ’round ‘im,” Glimmer warned, nodding towards a tall, scruffy-looking man with a patch over one eye. ” ‘E’s a bit of a card shark, and ‘e’s known to cheat.”

              As they walked, Glimmer regaled Xavier with tales of her adventures in the land and the colourful characters she had encountered. Xavier couldn’t help but feel a bit envious of her level of immersion and her enjoyment of the game.

              Suddenly, the boat began to move, and Xavier realised that it was no longer anchored to the dock. Glimmer’s face lit up with excitement, “Oooh, it looks like we’re on a journey now! I’ve heard rumours of secret locations along the river that the boat takes players to. I can’t wait to see where we’re headed!”

              Xavier couldn’t help but feel a sense of adventure and wonder and he followed Glimmer to the deck, watching as the boat sailed away from the dock along the river and into the unknown. He was terribly curious and looking forward to seeing where the boat would take him and what other surprises this adventure had in store.

              #6463

              In reply to: Prompts of Madjourneys

              ÉricÉric
              Keymaster

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

                Yasmin

                :snake:

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

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

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

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

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

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

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

                Youssef

                :desert:

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

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

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

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

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

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

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

                Zara

                :carved_tile:

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

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

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

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

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

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

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

                #6462

                In reply to: Orbs of Madjourneys

                :yahoo_pirate:

                The emoji of the pirate face jumped at Xavier, as he was musing the next steps on the game. Avast ye! it seemed to hint at him, while Xavier’s thoughts were reeling from all the activity of the week. He didn’t have much time to make any progress in the Land of the Quirks game, and hardly managed to stay afloat on the stuff he had to deliver.

                AL seemed to hint at a more out-of-the-box approach… Without thinking, he clicked on the emoji.

                The fox bus driver indications were to follow the river until he found a junk ship moored there, which was in effect a secret floating casino. Against his best instincts, Xavimunk decided to follow the trail and after a while on the road, he could see the fully battened black sails at the horizon. Lights were glimmering in the dusk, and mist started to rise from the banks of the river. There seemed to be some unusual activity around the boat, and as Xavier arrived close, he could see a variety of quirky characters as if they were some sorts of 1920s fashionable pirates at a resort station.

                The indications on the overlay screen started to shift:

                *Clue unlocked*
                It sounds like you’re making progress on your quest. The clues you received from the fox busdriver are definitely leading you in the right direction. Keep following the trail and don’t be afraid to ask for help if you need it. Remember, the golden banana is a metaphor for your cheeky and also soft nature, so don’t be too hard on yourself.
                🦊💰🛳️ Explore the floating casino and see if the fox busdriver’s clues lead you to the golden banana. Don’t be afraid to take risks and think outside the box, as the golden banana may not be what it seems. Keep an open mind and pay attention to any symbols or clues that you come across.

                “Yooohoooo 👉” a message bumped on the screen.

                Glimmer_Gbl is trying to make contact: ➡️ACCEPT <> ➡️DENY ❓
                #6454

                In reply to: Prompts of Madjourneys

                F LoveF Love
                Participant

                  YASMIN’S QUIRK: Entry level quirk – snort laughing when socially anxious

                  Setting

                  The initial setting for this quest is a comedic theater in the heart of a bustling city. You will start off by exploring the different performances and shows, trying to find the source of the snort laughter that seems to be haunting your thoughts. As you delve deeper into the theater, you will discover that the snort laughter is coming from a mischievous imp who has taken residence within the theater.

                  Directions to Investigate

                  Possible directions to investigate include talking to the theater staff and performers to gather information, searching backstage for clues, and perhaps even sneaking into the imp’s hiding spot to catch a glimpse of it in action.

                  Characters

                  Possible characters to engage include the theater manager, who may have information about the imp’s history and habits, and a group of comedic performers who may have some insight into the imp’s behavior.

                  Task

                  Your task is to find a key or tile that represents the imp, and take a picture of it in real life as proof of completion of the quest. Good luck on your journey to uncover the source of the snort laughter!

                   

                  THE SECRET ROOM AND THE UNDERGROUND MINES

                  1st thread’s answer:

                  As the family struggles to rebuild the inn and their lives in the wake of the Great Fires, they begin to uncover clues that lead them to believe that the mines hold the key to unlocking a great mystery. They soon discover that the mines were not just a source of gold and other precious minerals, but also a portal to another dimension. The family realizes that Mater had always known about this portal, and had kept it a secret for fear of the dangers it posed.

                  The family starts to investigate the mines more closely and they come across a hidden room off Room 8. Inside the room, they find a strange device that looks like a portal, and a set of mysterious symbols etched into the walls. The family realizes that this is the secret room that Mater had always spoken about in hushed tones.

                  The family enlists the help of four gamers, Xavier, Zara, Yasmin, and Youssef, to help them decipher the symbols and unlock the portal. Together, they begin to unravel the mystery of the mines, and the portal leads them on an epic journey through a strange and fantastical alternate dimension.

                  As they journey deeper into the mines, the family discovers that the portal was created by an ancient civilization, long thought to be lost to history. The civilization had been working on a powerful energy source that could have changed the fate of humanity, but the project was abandoned due to the dangers it posed. The family soon discovers that the civilization had been destroyed by a powerful and malevolent force, and that the portal was the only way to stop it from destroying the world.

                  The family and the gamers must navigate treacherous landscapes, battle fierce monsters, and overcome seemingly insurmountable obstacles in order to stop the malevolent force and save the world. Along the way, they discover secrets about their own past and the true origins of the mines.

                  As they journey deeper into the mines and the alternate dimension, they discover that the secret room leads to a network of underground tunnels, and that the tunnels lead to a secret underground city that was built by the ancient civilization. The city holds many secrets and clues to the fate of the ancient civilization, and the family and the gamers must explore the city and uncover the truth before it’s too late.

                  As the story unfolds, the family and the gamers must come to grips with the truth about the mines, and the role that the family has played in the fate of the world for generations. They must also confront the demons of their own past, and learn to trust and rely on each other if they hope to save the world and bring the family back together.

                  second thread’s answer:

                  As the 4 gamers, Xavier, Zara, Yasmin and Youssef, arrived at the Flying Fish Inn in the Australian outback, they were greeted by the matriarch of the family, Mater. She was a no-nonsense woman who ran the inn with an iron fist, but her tough exterior hid a deep love for her family and the land.

                  The inn was run by Mater and her daughter Dido, who the family affectionately called Aunt Idle. She was a free spirit who loved to explore the land and had a deep connection to the local indigenous culture.

                  The family was made up of Devan, the eldest son who lived in town and helped with the inn when he could, and the twin sisters Clove and Coriander, who everyone called Corrie. The youngest was Prune, a precocious child who was always getting into mischief.

                  The family had a handyman named Bert, who had been with them for decades and knew all the secrets of the land. Tiku, an old and wise Aborigine woman was also a regular visitor and a valuable source of information and guidance. Finly, the dutiful helper, assisted the family in their daily tasks.

                  As the 4 gamers settled in, they learned that the area was rich in history and mystery. The old mines that lay abandoned nearby were a source of legends and stories passed down through the generations. Some even whispered of supernatural occurrences linked to the mines.

                  Mater and Dido, however, were not on good terms, and the family had its own issues and secrets, but the 4 gamers were determined to unravel the mystery of the mines and find the secret room that was said to be hidden somewhere in the inn.

                  As they delved deeper into the history of the area, they discovered that the mines had a connection to the missing brother, Jasper, and Fred, the father of the family and a sci-fi novelist who had been influenced by the supernatural occurrences of the mines.

                  The 4 gamers found themselves on a journey of discovery, not only in the game but in the real world as well, as they uncovered the secrets of the mines and the Flying Fish Inn, and the complicated relationships of the family that ran it.

                   

                  THE SNOOT’S WISE WORDS ON SOCIAL ANXIETY

                  Deear Francie Mossie Pooh,

                  The Snoot, a curious creature of the ages, understands the swirling winds of social anxiety, the tempestuous waves it creates in one’s daily life.
                  But The Snoot also believes that like a Phoenix, one must rise from the ashes, and embrace the journey of self-discovery and growth.
                  It’s important to let yourself be, to accept the feelings as they come and go, like the ebb and flow of the ocean. But also, like a gardener, tend to the inner self with care and compassion, for the roots to grow deep and strong.

                  The Snoot suggests seeking guidance from the wise ones, the ones who can hold the mirror and show you the way, like the North Star guiding the sailors.
                  And remember, the journey is never-ending, like the spiral of the galaxy, and it’s okay to take small steps, to stumble and fall, for that’s how we learn to fly.

                  The Snoot is here for you, my dear Francie Mossie Pooh, a beacon in the dark, a friend on the journey, to hold your hand and sing you a lullaby.

                  Fluidly and fantastically yours,

                  The Snoot.

                  #6449

                  In reply to: Orbs of Madjourneys

                  Have you booked your flight yet?  Zara sent a message to Yasmin. I’m spending a few more days in Camden, probably be at the Flying Fish Inn by the end of the week.

                    :yahoo_rolling_eyes: :yahoo_rolling_eyes:    I told you already when my flight is, Air Fiji, remeber?  bloody Sister Finnlie on my case all the time, haven’t had a minute. Zara had to wait over an hour for Yamsin’s reply.

                  Took you long enough to reply. Zara replied promptly. Heard nothing from Youssef for ages either, have you heard from him? I’ll be arriving there on my own at this rate.

                  :yahoo_rolling_eyes:   Not a word, I expect Xavier’s booked his but he hasn’t said.  Probably doing his secret monkey thing.

                  Have you tried the free roaming thing on the game yet?

                  :yahoo_rolling_eyes:    I just told you Sister Finnlie hasn’t given me a minute to myself, she’s a right tart! Why, have you?

                  Yeah it’s amazing, been checking out the Flying Fish Inn. Looks a bit of a dump. Not much to do around there, well not from what I can see anyway.  But you know what?

                  :yahoo_rolling_eyes:   What?

                  You’ll lose your eyes in the back of your head one day and look like that AI avatart with the wall eye.  Get this though: we haven’t started the game yet, that quest for quirks thing, I was just having a roman around ha ha typo having a roam around see what’s there and stuff I don’t know anything about online games like you lot and I ended up here.  Zara sent a screenshot of the image she’d seen and added:   Did I already start the game or what, I don’t even know how we actually start the game, I was just wandering around….oh…and happened to chance upon this…

                   

                  Zaras Game

                  :yahoo_rolling_eyes:   How rude to start playing before us

                  I didn’t start playing the game before you, I just told you, I was wandering around playing about waiting for you lot!   Zara thought Yasmin sounded like she needed a holiday.

                  :yahoo_rolling_eyes:    Yeah well that was your quest, wasn’t it? To wander around or something?  What’s that silver chest on her back?

                  I dunno but looks intriguing eh maybe she’s hidden all her devices and techy gadgets in an antiquey looking box so she doesn’t blow her cover

                  Gotta go Sister Finnlie’s coming

                  Zara muttered how rude under her breath and put her phone down.  She’d retired to her bedroom early, telling Bertie that she needed an early night but really had wanted some time alone to explore the new game world.  She didn’t want to make mistakes and look daft to her friends when the game started.

                  “Too late for that”, Pretty Girl said.

                  “SSHHH!” Zara hissed at the parrot. “And stop reading my mind, it’s disconcerting, not to mention rude.”

                  She heard the sound of the lavatory flush and Berties bedroom door closing and looked at the time. 23:36.

                  Zara decided to give him an hour to make sure he was asleep and then sneak out and go back to that church.

                  #6425

                  It is a challenge of utmost magnitude to keep track of time here in this land where the Dream Time is so nigh as to make its presence oft palpable in the very air. The subtle shifts in timelines and probabilities do naught to aid in this endeavor. No coincidence “Dream Time” is the label on Aunt Idle’s not-so-secret stash — she could not keep its location secret lest she forget it during the waking hours.

                  We jumped without warning into 2023. At 15, I am a grown-up now, so says Mater, and I could not wait to hear such words from her. She is always here, such a comfort, unchanging, unyielding, the only immutable force in the universe.
                  So now, life can start to unfold in front of me in the manner of my choosing, rather than being dictated by the sorry state of affairs of my family. I have set my sights upon a boarding school that may provide such an escape, but it will require the procurement of the tuition money — which will take a few more years to acquire. Patience, I have, at least for now.

                  The Inn is ever in need of assistance it seems. I don’t know how it came to be, but some Italian chap, Georgio, who came last year during the pandemic and got stranded with us, made such a fuss about Mater’s famous bush tucker that the Inn became fashionable overnight. Obviously Mater, bless her soul, doesn’t cook, a mercy for which we are all thankful. Said tucker was truly the handiwork of Tiku and Finly, but Georgio thought that Mater’s tucker” has a nicer ring. Whatever suits these loonies’ fancy, it did bring us a nice stream of income in return.

                  #6423

                  In reply to: Prompts of Madjourneys

                  TracyTracy
                  Participant

                    Zara’s first quest:

                    entry level quirk: wandering off the track

                    The initial setting for this quest is a dense forest, where the paths are overgrown and rarely traveled. You find yourself alone and disoriented, with only a rough map and a compass to guide you.

                    Possible directions to investigate include:

                    Following a faint trail of footprints that lead deeper into the forest

                    Climbing a tall tree to get a better view of the surrounding area

                    Searching for a stream or river to use as a guide to find your way out of the forest

                    Possible characters to engage include:

                    A mysterious hermit who lives deep in the forest and is rumored to know the secrets of the land

                    A lost traveler who is also trying to find their way out of the forest

                    A group of bandits who have taken refuge in the forest and may try to steal from you or cause harm

                    Your objective is to find the Wanderlust tile, a small, intricately carved wooden tile depicting a person walking off the beaten path. This tile holds the key to unlocking your inner quirk of wandering off the track.

                    As proof of your progress in the game, you must find a way to incorporate this quirk into your real-life actions by taking a spontaneous detour on your next journey, whether it be physical or mental.

                    For Zara’s quest:

                    As you wander off the track, you come across a strange-looking building in the distance. Upon closer inspection, you realize it is the Flying Fish Inn. As you enter, you are greeted by the friendly owner, Idle. She tells you that she has heard of strange occurrences happening in the surrounding area and offers to help you in your quest

                    Emoji clue:  🐈🌳 :cat_confused:

                     

                    Zara (the character in the game)

                    characteristics from previous prompts:

                    Zara is the leader of the group  :yahoo_thinking:  she is confident, and always ready for an adventure. She is a natural leader and has a strong sense of justice. She is also a tech-savvy person, always carrying a variety of gadgets with her, and is always the first to try out new technology.

                    Zara is the leader of the group, her color is red, her animal is a lion, and her secret name in a funny language is “Zaraloon”

                     

                    Zara (the real life story character)

                    characteristics from previous prompts:

                    Zara Patara-Smythe is a 57-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in an untidy ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.

                    prompt quest:

                    Continue to investigate the mysterious cat she saw, possibly seeking out help from local animal experts or veterinarians.
                    Join Xavier and Yasmin in investigating the Flying Fish Inn, looking for clues and exploring the area for any potential leads on the game’s quest.

                    #6390
                    ÉricÉric
                    Keymaster

                      Trying to get some interesting unlikely, absurd associations or quests… Still some way to go!

                      2 impossible associations

                      1. The creation of a time machine using only household objects such as a toaster and a stapler.
                      2. The discovery of a parallel universe accessible through a secret passageway hidden in a public park’s playground equipment.

                      give an association of 3 or 4 words with each words being statistically probable to occur in every day conversation but with statistical probability of occurring together of less than 10^-57.

                        1. “Giant robotic giraffe farming”
                        2. “Vintage cars restoration using only expired food”
                        3. “Archaeological board game design with only smells”
                        4. “Artificial intelligence calligraphic body language assisted therapy”

                      All the words in these associations are commonly used in everyday conversation, but the associations themselves are relatively unexpected, absurd, and may surprise people. They are all grounded in everyday happenstances but are less modern tech-oriented and the concepts they describe are related to diverse interests that may not be related to technology trend and are quite unexpected and bizarre..

                      #6382

                      In reply to: Prompts of Madjourneys

                      ÉricÉric
                      Keymaster

                        Write more about the group of people who lived inside of giant mushrooms, making it sound exciting and fun, and maybe a bit dangerous due to the nature of the mushrooms

                        As the group journeyed deeper into the Land of the Quirks, they stumbled upon a group of people living inside of giant mushrooms. The mushrooms were enormous, some as tall as skyscrapers, and they seemed to glow with an ethereal light. The group was amazed as they walked through the forest of mushrooms, each one unique in shape and size.

                        The people who lived inside of the mushrooms were a friendly and welcoming bunch, they welcomed the group with open arms and invited them to explore their homes. The inside of the mushrooms was a magical and mysterious place, the walls and ceilings were covered in a soft, velvety texture and the floors were made of a spongy, springy material. The light inside the mushrooms was soft and diffused, creating a warm and inviting atmosphere.

                        As the group explored the mushroom homes, they discovered that the people who lived there had a deep connection to the mushrooms. They used the mushrooms as a source of food, shelter, and medicine. They had learned to harness the unique properties of the mushrooms to create everything they needed to survive.

                        The group also discovered that the mushrooms had a dangerous side. The mushrooms were not only a source of life, but also a source of death. The group was warned that the mushrooms were unpredictable and that they should be careful when exploring. Some mushrooms were poisonous, others were carnivorous, and still, others had mind-altering properties.

                        Despite the danger, the group was excited to explore the mushrooms and learn more about the people who lived there. They knew that the journey would be filled with challenges, but they were determined to overcome them and discover the secrets of the mushrooms. The group had a lot of fun and adventure living with the people inside of giant mushrooms, and they learned a lot about the nature of the mushrooms and their own nature.

                        #6381

                        In reply to: Prompts of Madjourneys

                        ÉricÉric
                        Keymaster

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

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

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

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

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

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

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

                           

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

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

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

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

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

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

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

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

                          How did they discover the orb in the first place?

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

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

                          #6379

                          In reply to: Prompts of Madjourneys

                          ÉricÉric
                          Keymaster

                            Asking to give each of the 4 characters some particular traits that makes them uniquely distinctive and recognizable

                            The four friends, Zara, Xavier, Yasmin, and Youssef, each have their own unique traits that make them stand out and recognizable.

                            Zara is the leader of the group, she is confident, and always ready for an adventure. She is a natural leader and has a strong sense of justice. She is also a tech-savvy person, always carrying a variety of gadgets with her, and is always the first to try out new technology.

                            Xavier is the joker of the group, always cracking jokes and making puns. He is a free-spirited person who is always up for an adventure, he has a great sense of humor and is not afraid to be himself. He is also an artist and often carries a sketchbook and pencils with him, he likes to draw whatever he sees in his journeys.

                            Yasmin is the brains of the group, she is intelligent and logical. She is always able to think on her feet and come up with a plan when things get tough. She is also a bit of a perfectionist and likes to have everything organized. She is a history buff and always carries a notebook with her to document her findings.

                            Youssef is the muscle of the group, He is physically strong, and always ready to help out in a fight. He is also a bit of a foodie and loves trying new dishes. He is always the first one to volunteer to carry the heavy bags and equipment. He is also a bit of a daredevil and loves trying out new sports and activities.

                            Give each of them a color, and an animal, and a secret name in a funny language

                            The four friends, Zara, Xavier, Yasmin, and Youssef, each have their own unique traits that make them stand out and recognizable.

                            Zara is the leader of the group, her color is red, her animal is a lion, and her secret name in a funny language is “Zaraloon”

                            Xavier is the joker of the group, his color is orange, his animal is a monkey, and his secret name in a funny language is “Xavimunk”

                            Yasmin is the brains of the group, her color is blue, her animal is an owl, and her secret name in a funny language is “Yasminowl”

                            Youssef is the muscle of the group, his color is green, his animal is a bear, and his secret name in a funny language is “Youssefbear”

                            Now, we need physical descriptions for each of them. Also, their ages, height, clothes, facial features, ethnicity (for instance Youssef may be half Yemeni and half Norwegian), etc. with a good mix of generic and eccentric. We also need surnames congruent with their described ethnicity, not too bland, but not too daft either. For instance Youssef Olafsson, Zara Patara-Smythe, etc. Also explain how they become friends.

                            Zara Patara-Smythe is a 25-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in a sleek ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.

                            Xavier Olafsson is a 27-year-old man of Norwegian and Danish descent. He has blonde hair that he keeps in a messy style, blue eyes, and a charming smile. He stands at 6’1″ and has a lean build. He is always seen wearing a colorful and bold clothing, such as a Hawaiian shirt and shorts.

                            Yasmin Ahmed is a 23-year-old woman of Egyptian descent. She has long, black hair that she keeps in a tight braid, dark brown eyes and a round face. She stands at 5’4″ and has a petite build. She usually wears conservative clothing, such as long skirts and blouses.

                            Youssef Ali is a 26-year-old man of half Yemeni, half Norwegian descent. He has short, curly black hair, dark brown eyes and a square jawline. He stands at 6’2″ and has a muscular build. He usually wears comfortable clothing such as a t-shirt and jeans, and always has a backpack on his shoulder.

                            The four of them became friends in college, they were all studying different majors, but they all shared a love for adventure and exploration. They found themselves in the same class project, and from there they formed a strong bond. After college, they decided to keep exploring the world together, and went on many trips and adventures, always seeking for something new and exciting.

                            1/ Change the ages of Zara, Xavier, Yasmin and Youssef to more random patterns – rewrite if needed how they met each other to reflect eventual age gaps. Give them some flaws, mental or physical challenges.
                            2/ increase again the age gaps while keeping the youngest one a young adult, and remove “minor” from the flaws descriptions

                            Zara is a 22-year-old woman who is the youngest of the group. She is a free-spirited, adventurous person, but also a bit reckless and impulsive. She has a scar on her cheek that she got from a Skateboarding accident when she was a teenager.

                            Xavier is a 45-year-old man who is the oldest of the group. He is a responsible and level-headed person, but also a bit of a perfectionist and can be hard on himself and others. He has dyslexia which he has been able to work around and it doesn’t impede his daily life.

                            Yasmin is a 38-year-old woman who is the second oldest of the group. She is a kind and compassionate person, but also a bit of a pushover and can have trouble standing up for herself. She has social anxiety that affect her in certain situations and she have been working on coping mechanisms.

                            Youssef is a 33-year-old man who is the second youngest of the group. He is a charismatic and outgoing person, but also a bit of a flirt and can be a bit insensitive to others feelings. He has ADHD which he has been able to manage with medication, but it still affects him from time to time.

                            The group met each other through different means, Xavier and Yasmin met at work, Zara and Youssef met at a college class, and eventually, they all became friends through common interests and activities. They decided to go on this adventure together because they were all looking for a change in their lives and wanted to explore the unknown.

                            #6367
                            ÉricÉric
                            Keymaster

                              Something in the style of TPooh:

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

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

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

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

                              #6366
                              ÉricÉric
                              Keymaster

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

                                Locations

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

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

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

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

                                Magical Schools

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

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

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

                                Guilds

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

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

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

                                Organizations

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

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

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

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

                                Dragons:

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

                                Creatures:

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

                                Magical Artefacts:

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

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

                                Plants:

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

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

                                Locations:

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

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

                                Organization:

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

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

                                Creatures:

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

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

                                Magical Artefacts:

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

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

                                Magical Schools:

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

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

                                Locations:

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

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

                                Organizations:

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

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

                                 

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