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AuthorSearch Results
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February 7, 2023 at 9:54 pm #6509
In reply to: A Dog and a Dig – The trenches of the Time Capsule
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:
- The discovery of a mysterious pear-shaped box with inscriptions by Clara and her grandfather.
- Clara sending photos of the artifact to Nora (Alienor), an amateur archaeologist.
- 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?).
- Grandpa Bob’s anxious behavior and the confusion over the torn piece of paper with a phone number.
- The parallel timeline of a potential breach in the timelines in Linda Pol’s office.
- The search for VanGogh and the discovery of a map tucked into his collar.
- The suggestion from Jane that Clara should be told something.
- Nora awakes at a cottage and spends time with Will who drugs her soup. Bob & Clara show up later, looking for her.
February 6, 2023 at 10:44 pm #6500More 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.
February 2, 2023 at 12:04 am #6488In reply to: Prompts of Madjourneys
- 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.
February 1, 2023 at 11:23 am #6485In 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.
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.
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.
January 31, 2023 at 9:12 pm #6481In reply to: The Jorid’s Logs – 14 years on and more
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.
- Chapter 1: The Search Begins – Georges and Salomé, Léonard, Zathu sector, Bluhm’Oxl, dimensional magic
- Chapter 2: A New Companion – unexpected ally, discovery, adventure
- Chapter 3: Into the Desert – Bluhm’Oxl, sand dunes, treacherous journey
- Chapter 4: The First Clue – search for Léonard, mystery, puzzle
- Chapter 5: The Oasis – rest, rekindling hope, unexpected danger
- Chapter 6: The Lost City – ancient civilization, artifacts, mystery
- Chapter 7: A Dangerous Encounter – hostile aliens, survival, bravery
- Chapter 8: A New Threat – ancient curse, ominous presence, danger
- Chapter 9: The Key to the Past – uncovering secrets, solving puzzles, unlocking power
- Chapter 10: The Guardian’s Temple – mystical portal, discovery, knowledge
- Chapter 11: The Celestial Map – space-time navigation, discovery, enlightenment
- Chapter 12: The First Step – journey through dimensions, bravery, adventure
- Chapter 13: The Cosmic Rift – strange anomalies, dangerous zones, exploration
- Chapter 14: A Surprising Discovery – unexpected allies, strange creatures, intrigue
- Chapter 15: The Memory Stones – ancient wisdom, unlock hidden knowledge, unlock the past
- Chapter 16: The Time Stream – navigating through time, adventure, danger
- Chapter 17: The Mirror Dimension – parallel world, alternate reality, discovery
- Chapter 18: A Distant Planet – alien world, strange cultures, exploration
- Chapter 19: The Starlight Forest – enchanted forest, secrets, danger
- Chapter 20: The Temple of the Mind – exploring consciousness, inner journey, enlightenment
- Chapter 21: The Sea of Souls – mystical ocean, hidden knowledge, inner peace
- Chapter 22: The Path of the Truth – search for meaning, self-discovery, enlightenment
- Chapter 23: The Cosmic Library – ancient knowledge, discovery, enlightenment
- Chapter 24: The Dream Plane – exploring the subconscious, self-discovery, enlightenment
- Chapter 25: The Shadow Realm – dark dimensions, fear, danger
- Chapter 26: The Fire Planet – intense heat, dangerous creatures, bravery
- Chapter 27: The Floating Islands – aerial adventure, strange creatures, discovery
- Chapter 28: The Crystal Caves – glittering beauty, hidden secrets, danger
- Chapter 29: The Eternal Night – unknown world, strange creatures, fear
- Chapter 30: The Lost Civilization – ancient ruins, mystery, adventure
- Chapter 31: The Vortex – intense energy, danger, bravery
- Chapter 32: The Cosmic Storm – weather extremes, danger, survival
- Chapter 33: The Return – reunion with Léonard, returning to the Jorid, new adventures.
January 28, 2023 at 11:27 am #6463In reply to: Prompts of Madjourneys
Additional clues from AL (based on Xavier’s comment)
: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 ❓
: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 ❓
: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.
January 23, 2023 at 10:28 pm #6454In reply to: Prompts of Madjourneys
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.
January 21, 2023 at 11:26 am #6423In reply to: Prompts of Madjourneys
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: 🐈🌳
Zara (the character in the game)
characteristics from previous prompts:
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.
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.January 13, 2023 at 9:12 pm #6382In reply to: Prompts of Madjourneys
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.
January 13, 2023 at 9:00 pm #6381In reply to: Prompts of Madjourneys
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.
January 11, 2023 at 9:43 pm #6367In reply to: Train your subjective AI – text version
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.
January 10, 2023 at 11:00 pm #6365In reply to: Train your subjective AI – text version
Prune has got me into this AI stuff… It sounds like gibberish to me, but Idle sounded amazed at the stuff it spewed out.
With some info on our family story, Prune got it to try and predict the future…
Sounds like a big plate of bog, but we’ll see how it goes.
Sure, here are a few possible events that could occur between Mater’s 100th birthday and her death in the Flying Fish Inn story:
- Mater decides to throw herself a grand birthday party, inviting all of her friends and family from the small outback town. However, things take a turn for the strange when a group of extraterrestrial beings crash the party and reveal themselves to be long-time fans of Mater’s famous bush tucker cuisine.
- Mater begins to experience vivid dreams and hallucinations, in which she is visited by the ghost of her late husband. As the dreams become more frequent, the family begins to suspect that there may be something more to them than just Mater’s mind playing tricks on her.
- Mater’s granddaughter Prune becomes increasingly obsessed with her dream of traveling to Mars, and begins to notice strange occurrences happening around the inn that seem to be connected to her aspiration.
- A group of eccentric scientists arrive at the inn, conducting research on the local flora and fauna. They eventually discover a species of sentient plants living in the area, and Mater becomes convinced that the plants are communicating with her in her dreams.
- With her health declining, Mater begins to spend more and more time tending to her garden, where she is visited by an old kookaburra who seems to possess an otherworldly intelligence. The bird becomes Mater’s companion and confidant in the final days of her life.
- As the Great Fires ravage the Australian bush, Mater makes the difficult decision to shut down the inn and evacuate the guests. But as they flee, they realize that the fire is not just a natural disaster, but something far more sinister and mystical.
- In her final days, Mater begins to remember strange and vivid details of her life that she never could have known, as if she lived a previous life in another time and place. As she dies, she whispers something to Prune, which opens her eyes to a new reality that may have been hidden from her all along
- It turns out the family had a lot of secrets, and the only way to escape it, was to leave the inn, but it was not an escape for all. Through the series of events, secrets are revealed, and some truths cannot be undone.Note that these events are fictional and whimsical in nature, but as they keeps it grounded to a sense of doldrums in the Australian bush and occasionally guests help to unravel some of the overarching mysteries it could make a fitting storyline for the story.
February 28, 2020 at 5:57 am #5805In reply to: The Whale’s Diaries Collection
Dear Diary
I fear to write. The little lock that keeps thee shut won’t keep out none that have set their mind upon knowing my secrets. But I must tell someone or I will go truly mad.
There is none other I can trust. Dear Lisa’s brain is no bigger than the brain of a sparrow but her mouth is the size of a whale. And perhaps I insult the sparrows to compare thusly. The children must not know, though hard it is to keep secrets when their gentle eyes watch my every move, afraid to let me from their sights. It’s for them I must leave. For my own sake, I care not.
Since the past two days I have been making preparations. When the time is come, I will be ready.
September 6, 2019 at 1:33 pm #4792In reply to: Newsreel from the Rim of the Realm
The Doctor was at times confused about his own plan. Well, most of the time if felt clear and perfectly diabolical, and he could easily understand why at times lesser minds could get confused about the twists and turns —and to those lesser minds, it would usually suffice to say “don’t worry, it’s all part of the Plan.” It was difficult to properly phrase the sentence so that the Plan doesn’t get too easily confused with any plan. But he was expert in conveying that it wasn’t a mere plan.
After having tried and used old or elaborate devices beyond known technology like alleged alien crystal skulls to outcomes of various satisfaction in the past, he’d realized that those so called AI technologies were a silent gangrene for the mind. By becoming more tech-savvy, people lost their savoir and their savour by relying too much on external support. People were becoming malleable, predictable, and replaceable.
His bloody assistant was a sad testament to the downward evolution humanity was rushing towards. It was a strange and sad irony, that by enhancing their ineptitude, he was actually working to the perfection of the human race.
“Ah yes! Evolution!” That was his legacy, and he was of course profoundly misunderstood.
This whole sad business with the chase after the dolls and the keys and the remote control of magpies, and the psychic blasts, beauty treatments and Barbara enhancements, all that made sense once you showed it in the proper light. These were the catalyst to the real and interesting events. The ones which mattered.
It all started after the Army got him out of his prison rot in exchange for his work on some special science experiments. Top-secret, evidently. His handler, a certain nobody by the name of Fergus, was assigning him the experiments.
While he was dutifully working on his assigned projects, he quickly realized that he was given vast funding which would have taken him more time to gather on his own, so he did his part, all while experimenting and honing his skills. Clearly, the Army lacked any vision beyond the confines of “find a better way to torture, maim or kill mass amount of individuals.” Primates. Luckily, their experiments with remote control, brainwashing, and body modelage were less gory than the average science experiments, and far more into his own area of expertise.It took him 5 years to escape. This plan (a smaller plan, part of the Plan which had not yet fully hatched at the time) — this plan for an escape started to form when Fergus let slip important bits of information, which seemed insignificant taken in isolation, but meant a whole new area of discoveries when put together by a brilliant mind like his own.
Fergus started to gloat about securing some secrets as a blackmail or fail-safe policy in case the Army’s “hired help” misbehaved. This part was known for a long time, it was what was called our ‘retirement plan’ in the contract we signed. What was more peculiar was when he started to let details slip about the method. All thanks to little doses of hypnotic potion in spiked shared drinks, courtesy of the Doctor. It seemed clear that this elaborate scheming of keys and dolls was child’s play and nothing particularly genius, however what was more interesting was when Fergus started to realize that the dolls his niece had made somehow matched certain persons of interest without her conscious knowing. There was a deeper mystery to be cracked, and even Fergus wondered if the Army had not tempered with his family genetics to induce certain characteristics or something of the like. Well, all ramblings of a simpleton you would say, but maybe it wasn’t.
After all these searches to externalize certain abilities of the mind, the Doctor was starting to get fascinated by people exhibiting these qualities naturally.The appearance of this strange red crystal seems to confirm these doubts. There are untapped forces at play, and maybe doors that could be opened.
Barbara suddenly irrupted into the room “Our guests are coming, just received a text!”
The Doctor sighed thinking some doors should remain closed.
September 2, 2019 at 3:10 pm #4786In reply to: Pop﹡in People Tribulations
Shawn-Paul was quizzing Maeve who remained silent as a dignified statue of old, full of inscrutable enigma.
“Come on Maeve, you know you can trust me. These secrets are killing me! It’s not like I’m going to write them immediately in my book you know. Believe me I’d like to, but I’m probably going to procrastinate anyway, so telling me is like going to a priest, your Uncle’s secrets are going to be safe.”
She chuckled against her will. There was something endearing in the awkwardness of Shawn-Paul, and if anything he’d been a complete gentleman throughout their stay in the shabby Inn.
She didn’t trust the paper-thin walls however. And especially after the incident where they all blacked out, she wasn’t sure whom to trust. Some of the guests had disappeared too. Highly suspicious.
She’d decided to pack early. She’d found out later after the accident that her Uncle had managed to slip 2 new coupons for their next destination. One extra, in case she wanted to bring someone in.
Two tickets, each one way to Tikfijikoo. Most probably the way to a second doll and its key.
She wondered why it was at all important, she knew all the dolls and what they looked like. She’d made them!
She realized, looking back at the doll she’d managed to steal back from Lucinda, that this particular doll… was not at all imaginary! She had in fact been standing right in front of her all along these past days before leaving off to the mines and disappearing with Mr Sanso: It was a spitting likeness of Ms Idle, the dry drunk hostess of the Inn!
It seems… It was folly to imagine, but… Did she have the power to activate these dolls she’d made, and somehow materialize them?!
She had to be sure.
“Pack your bags, SP, and meet me in the lobby in ten minutes. The cab is picking us up to our next destination. Maybe you’ll get your novel done after all”, she added, with a wink.
August 31, 2019 at 9:24 am #4781In reply to: The Stories So Near
Newest developments
POP-IN THREAD (Maeve, Lucinda, Shawn-Paul, Jerk, [Granola])
Maeve and Shawn-Paul are travelling separately to the Australian bush, and end up together at the Flying Fish Inn where they discover they’ve been given the same coupons. Maeve is suspicious of a mysterious man following her.
Maeve has an exchange with Arona, and sketches her and the cat for her collection of ideas for new dolls. They discover that Arona has the key from her doll.
Little is said of what happened after Maeve’s Uncle Fergus appears in dramatic fashion.
After the collective black-out, all bets are off as to the next steps.In Canada, Jerk is killing time at the mall, and Lucinda is possibly taking care of Fabio who might be distressed as he’s peeing the doormat regularly.
Granola after hopping between threads and realities, detected a psychic blast from the Doctor and while trying to investigate, ended up trapped in a tiny red crystal at the Doctor’s lair.
FLYING FISH INN THREAD (Mater/Finly, Idle/Coriander/Clove, Devan, Prune, [Tiku])
After the dramatic arrival of Fergus and the guests, some flirting of Sanso and Idle, Mater’s fashion show, Prune has decided to get back to school after an indigestion of medicinal lizard.
Some of the guests, namely Connie and Hilda have gone to explore the mines. Possibly with Devan and Bert in tow.
Fergus has mysteriously disappeared after the black-out.
DOLINE THREAD (Arona, Sanso/Lottie, Ugo, Albie)
Arona, Ugo, Albie and Mandrake have left the Australian Inn, after a dramatic chase by unknown assailants, possibly the magpies sent by the Doctor. They reappear in the Doline, in Leörmn’s pool, having managed to get the magpies off their trail.
NEWSREEL THREAD (Ms Bossy, Hilda/Connie, Sophie, Ricardo)
The Doctor has managed a psychic event of dramatic proportions. He’s noticed a glowing red crystal that seems to have interfered with his machine. He’s starting to study it, and unravel its secrets.
Sharon, Gloria and Mavis, the dynamic trio is planning their escape from the nursing home. The psychic blast seems to have alerted Gloria somehow as to the fate of Granola (B), as she somehow guess it’s linked to the Doctor’s experiments (beauty treatments). They plan to go there to investigate (after a fashion).
LIZ THREAD (Finnley, Liz, Roberto, Godfrey)
Finnley has disappeared, Liz and Godfrey are to fend for themselves.
DRAGON 💚 WOOD THREAD (Glynnis, Eleri, Fox/Gorrash, Rukshan)
Muriel has left the cottage, and our friends are preparing their travel to the Land of Giant, while some tales are told.
Glynnis is teaching bits to a birds’ choir.August 30, 2019 at 1:19 pm #4777In reply to: The Chronicles of the Flying Fish Inn
That was a first. I had no idea what just happened. And believe me, this girl has seen some serious hanky-panky going ‘round here. Starting with Aunt Idle and her hustling and lascivious seducing of the Middle Eastern pirate cosplayer we had as guest.
But of course, that was nothing compared to how glamorous Mater looked in her red gabardine.
Anyway, something odd happened, like everyone was zapped in a torpor after the Fergus guy arrived. We were all expecting a sort of big reveal, and he did drop some incoherent clues, nothing truly worth the wait sorry to say, so we all went upstairs to sleep.Blame it on the spiced lizard meat maybe, but I can’t figure what happened after that until I woke up. Everyone this morning was playing it by ear, as if everything was normal. But people are missing. Fergus and his motorbike, and the scarf girl with the young boy and their cat. Maybe others, I’ve lost count, and I’m done putting sticky notes for Idle (funny she insists being called that by the way… Maybe a side-effect of her medications).
There was an Italian corvette parked outside, all black & white. It arrived during the night, it woke me up when it arrived, but I went back to sleep I think. I wonder if those are new tourist guests. The Canadian guests were a bit in alarm, especially after the Fergus reveals.
Mater would tell me, “there is no cause for worry dear, mark my words, in an hour or less, it will all settle back down to the usual deadly boring as usual business.”
I think that planned family time was a bit too much anyway. Or too little. Devan hardly spent an hour with us, he’s too obsessed with his lost treasure conspiracies. He’ll be doing great with Dodo and her friends from the journal. I think they all enlisted Bert for a trip to the mines by the way. For all the good it’ll do everyone to try to unearth old secrets. Might give Mater a serious heart attack, for real this time.
As for me, I’ve had enough. I’m packing my bags and leaving with the first bus back to the Academy. There’s a mission to Mars to conquer.
July 23, 2019 at 3:52 pm #4715In reply to: Newsreel from the Rim of the Realm
Miss Bossy Pants was losing patience. If it weren’t for the heat spell that made her cat-like reflexes duller than usual, she would have shredded the hippie yurt that Ricardo had built for Sophie, that useless temp too fast promoted.
She had to reason with herself, although she didn’t like that. Mostly because she always agreed with the devil on her shoulder. “OK, I’ll give them a chance to fish for key information.”
Truth was, there was already enough evidence that Sophie’s brain was mush, and probably heavily tampered with by the Doctor. Who knows what that maniac might have planted as post-hypnotic suggestions in such a suggestible mind. There was little doubt that if she’d escaped, she was actually probably still a pawn he could control.
She liked a worthy opponent. It would be so much more satisfying to crush him in the end.
Her phone buzzed.
“in oz, on ourwya to hippicenter gto grdbraeknig inforamton keep cool hilda &c.”Well there was good news after all. She started to list them to give her heart:
1. Hilda remembered how to spell her own name
2. She had not lost or broken her company phone
3. They were not dead or maimed or enhanced yet, so clumsy as they were, they’d probably managed to stay off the radar of the Doctor.Of course, the other things she’d learned in that short moment was probably outweighing the silver lining:
3. She had probably an insane roaming bill to the company phone
4. They’d continued to max out the credit card to pursue the topic
5. Clumsy as they were, it was surely a matter of time before they alerted the Doctor to their investigation.She thought quick and fast, while waving her fan figorously (it was a modesty hiding fan). Punching the screen of her phone, she typed.
“Had breakthru too. Sophie was one of the dolls – need to find keys to dirty secrets & coded map to intercept = hashtag bigger than wee key leaks.”
There, that should keep them occupied and well on track with the wild goose chase, while she devised a plan B.
July 22, 2019 at 8:41 am #4706In reply to: The Precious Life and Rambles of Liz Tattler
“You know,” Inspector Melon said, having narrowly missed a peanut threat perniciously placed on top of a carrot cupcake. “I’m most intrigued by that mysterious Management organization that you wrote in your stories. They seemed to steer the plot somewhat efficiently, placing operatives on certain threats…”
“What’s your question Walter?” Liz was getting tipsy on the rosé bubbly, and she frankly had no idea what he was talking about, clutching at the bottle that Finnley was trying to move out of her reach.
“Well, somehow the Management, such fascinating and mysterious organization as it is, seems to have gathered an awful lot of information on this world’s arcane mysteries, and let’s not be shy to say, on some of its evils.”
“And?…”
“And, I wouldn’t be surprised if they’d decided a “Blow the lid off” type of covert operation, in order to gather KEY evidences of those evils and release all of them simultaneously so that the evil guys can’t get clued to it in time for an escape.”
“Mmm, of course yes.” Liz replied distractedly, looking at watermelon pièce montée that had just rolled into the room. It had suddenly triggered fond memories of watermelon codpieces she’d written as fashion pieces in one of the novels, that would have been perfect with the theme of the party.
Walter thought deeply… “Then, that would mean the mysterious Uncle Fergus with the Harley Davidson, may be one of such operative, that could have been compromised and sent the keys as a fail-safe… Now, I wonder what secrets these may reveal.”
He looked at Liz who was gorging herself on watermelon chous.
“But of course, you would have thought about all that. I can’t wait to read the rest of it!”
Of course, nothing of the discussion had been missed by the ever careful Finnley. Sliding behind the heavy curtains, she found Godfrey in the kitchen who was looking for the peanut jar.
He greeted her with a non nonplussed look. “Hmm, lovely socks.”She leaned in conspiratorially: “I think the Inspector knows too much already.”
July 21, 2019 at 2:01 am #4704In reply to: The Chronicles of the Flying Fish Inn
The vegetable garden has provided a dismal crop this year. And what the heat hasn’t shrivelled, the insects have put paid to. Most weeks, I’ve had to send Bert to Willamonga to buy us veges from the Saturday markets. Or I will send him in to town to buy some of the bush food the Aboriginals sell from the store. “Yeah, yeah, Mater,” he says. “Don’t worry about food. There’s plenty.”
Of course I worry about food! We’ve all got to eat, don’t we? And look at my poor excuse of a garden; that won’t be feeding us!
There’s been some rain, not much, not enough to do more than dampen the surface of the ground. It’s down deep the soil needs water. There are secrets down deep.
“Bert,” I say. “You remembered there’s folk coming to stay? We’ll need extra food for them. Better go to the market on Saturday, eh?”
“It’s okay, Mater,” he says. “Don’t you worry about food. Dodo has it under control.”
“Dodo!” I shake my head. Dodo has it under control! That can’t be right.
“You make sure there’s enough food for them all, Bert. We’ve not had this many booked for a long while. And Dodo can’t organise herself to get up in the morning, let alone look after others. Is she still drinking?”
“Don’t fuss, Mater,” he says with a smile. “All under control.” And he speaks so loud, like I’m hard of hearing or something.
People are always telling me not to worry, nowadays. Telling me to sit down and rest. Do I want a nice cup of tea? they ask. Telling me I’ve earned it. Treating me like I’m halfway in the grave already.
Except for that Finly. She turned out to be a godsend when I hired her all those years ago. Smart as a tack, that one. Not much she doesn’t see. Makes me laugh with her little sideways remarks. Works like a horse and honest as the day is long.
And my god, the days feel long.
Anyway, I won’t be going to the grave any time soon. There’s things need doing first. Wrongs which need putting right. Things the children need to know.
The grounds so dry. The worms have all gone down deep to find water. Better remember to put out food and water for the birds. And does Bert know to buy food? There are secrets down deep. The earth’s held them close long enough.
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