Search Results for 'story'

Forums Search Search Results for 'story'

Viewing 20 results - 121 through 140 (of 703 total)
  • Author
    Search Results
  • #6470

    In reply to: Orbs of Madjourneys

    Put your thoughts to sleep. Do not let them cast a shadow over the moon of your heart. Let go of thinking.
    ~ Rumi

    Tired from not having any sleep, Zara had found the suburb of Camden unattractive and boring, and her cousin Bertie, although cheerful and kind and eager to show her around, had become increasingly irritating to her.  She found herself wishing he’d shut up and take her back to the house so she could play the game again.  And then felt even more cranky at how uncomfortable she felt about being so ungrateful.  She wondered if she was going to get addicted and spent the rest of her life with her head bent over a gadget and never look up at the real word again, like boring people moaned about on social media.

    Maybe she should leave tomorrow, even if it meant arriving first at the Flying Fish Inn.  But what about the ghost of Isaac in the church, would she regret later not following that up.  On the other hand, if she went straight to the Inn and had a few days on her own, she could spend as long as she wanted in the game with nobody pestering her.   Zara squirmed mentally when she realized she was translating Berties best efforts at hospitality as pestering.

    Bertie stopped the car at a traffic light and was chatting to the passenger in the next car through his open window.  Zara picked her phone up and checked her daily Call The Whale app for some inspiration.

    Let go of thinking.

    A ragged sigh escaped Zara’s lips, causing Bertie to glance over. She adjusted her facial expression quickly and rustled up a cheery smile and Bertie continued his conversation with the occupants of the other car until the lights changed.

    “I thought you’d like to meet the folks down at the library, they know all the history of Camden,” Bertie said, but Zara interrupted him.

    “Oh Bertie, how kind of you!  But I’ve just had a message and I have to leave tomorrow morning for the rendezvous with my friends. There’s been a change of plans.”  Zara astonished herself that she blurted that out without thinking it through first.   But there. It was said. It was decided.

    #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.

      #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.

        #6447

        Miss Bossy sat at her desk, scanning through the stack of papers on her desk. She was searching for the perfect reporter to send on a mission to investigate a mysterious story that had been brought to her attention. Suddenly, her eyes landed on the name of Samuel Sproink. He was new to the Rim of the Realm Newspaper and had a reputation for being a tenacious and resourceful reporter.

        She picked up the phone and dialed his number. “Sproink, I have a job for you,” she said in her gruff voice.

        “Yes, Miss Bossy, what can I do for you?” Samuel replied, his voice full of excitement.

        “I want you to go down to Cartagena, Spain, in the Golden Banana off the Mediterranean coast. There have been sightings of Barbary macaques happening there and tourists being assaulted and stolen only their shoes, which is odd of course, and also obviously unusual for the apes to be seen so far off the Strait of Gibraltar. I want you to get to the bottom of it. I need you to find out what’s really going on and report back to me with your findings.”

        “Consider it done, Miss Bossy,” Samuel said confidently. He had always been interested in wildlife and the idea of investigating a mystery involving monkeys was too good to pass up.

        He hang up the phone to go and pack his bags and head to the airport, apparently eager to start his investigation.

        “Apes again?” Ricardo who’s been eavesdropping what surprised at the sudden interest. After that whole story about the orangutan man, he thought they’d be done with the menagerie, but apparently, Miss Bossy had something in mind. He would have to quiz Sweet Sophie to remote view on that and anticipate possible links and knots in the plot.

        #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.

          #6419

          In reply to: Orbs of Madjourneys

          “I’d advise you not to take the parrot, Zara,” Harry the vet said, “There are restrictions on bringing dogs and other animals into state parks, and you can bet some jobsworth official will insist she stays in a cage at the very least.”

          “Yeah, you’re right, I guess I’ll leave her here. I want to call in and see my cousin in Camden on the way to the airport in Sydney anyway.   He has dozens of cats, I’d hate for anything to happen to Pretty Girl,” Zara replied.

          “Is that the distant cousin you met when you were doing your family tree?” Harry asked, glancing up from the stitches he was removing from a wounded wombat.  “There, he’s good to go.  Give him a couple more days, then he can be released back where he came from.”

          Zara smiled at Harry as she picked up the animal. “Yes!  We haven’t met in person yet, and he’s going to show me the church my ancestor built. He says people have been spotting ghosts there lately, and there are rumours that it’s the ghost of the old convict Isaac who built it.  If I can’t find photos of the ancestors, maybe I can get photos of their ghosts instead,” Zara said with a laugh.

          “Good luck with that,” Harry replied raising an eyebrow. He liked Zara, she was quirkier than the others.

          Zara hadn’t found it easy to research her mothers family from Bangalore in India, but her fathers English family had been easy enough.  Although Zara had been born in England and emigrated to Australia in her late 20s, many of her ancestors siblings had emigrated over several generations, and Zara had managed to trace several down and made contact with a few of them.   Isaac Stokes wasn’t a direct ancestor, he was the brother of her fourth great grandfather but his story had intrigued her.  Sentenced to transportation for stealing tools for his work as a stonemason seemed to have worked in his favour.  He built beautiful stone buildings in a tiny new town in the 1800s in the charming style of his home town in England.

          Zara planned to stay in Camden for a couple of days before meeting the others at the Flying Fish Inn, anticipating a pleasant visit before the crazy adventure started.

           

          ~~~

           

          Zara stepped down from the bus, squinting in the bright sunlight and looking around for her newfound cousin  Bertie.   A lanky middle aged man in dungarees and a red baseball cap came forward with his hand extended.

          “Welcome to Camden, Zara I presume! Great to meet you!” he said shaking her hand and taking her rucksack.  Zara was taken aback to see the family resemblance to her grandfather.  So many scattered generations and yet there was still a thread of familiarity.  “I bet you’re hungry, let’s go and get some tucker at Belle’s Cafe, and then I bet you want to see the church first, hey?  Whoa, where’d that dang parrot come from?” Bertie said, ducking quickly as the bird swooped right in between them.

          “Oh no, it’s Pretty Girl!” exclaimed Zara. “She wasn’t supposed to come with me, I didn’t bring her! How on earth did you fly all this way to get here the same time as me?” she asked the parrot.

          “Pretty Girl has her ways, don’t forget to feed the parrot,” the bird replied with a squalk that resembled a mirthful guffaw.

          “That’s one strange parrot you got here, girl!” Bertie said in astonishment.

          “Well, seeing as you’re here now, Pretty Girl, you better come with us,” Zara said.

          “Obviously,” replied Pretty Girl.  It was hard to say for sure, but Zara was sure she detected an avian eye roll.

           

          ~~~

           

          They sat outside under a sunshade to eat rather than cause any upset inside the cafe.  Zara fancied an omelette but Pretty Girl objected, so she ordered hash browns instead and a fruit salad for the parrot.  Bertie was a good sport about the strange talking bird after his initial surprise.

          Bertie told her a bit about the ghost sightings, which had only started quite recently.  They started when I started researching him, Zara thought to herself, almost as if he was reaching out. Her imagination was running riot already.

           

          ghost of Isaac Stokes

           

          Bertie showed Zara around the church, a small building made of sandstone, but no ghost appeared in the bright heat of the afternoon.  He took her on a little tour of Camden, once a tiny outpost but now a suburb of the city, pointing out all the original buildings, in particular the ones that Isaac had built.  The church was walking distance of Bertie’s house and Zara decided to slip out and stroll over there after everyone had gone to bed.

          Bertie had kindly allowed Pretty Girl to stay in the guest bedroom with her, safe from the cats, and Zara intended that the parrot stay in the room, but Pretty Girl was having none of it and insisted on joining her.

          “Alright then, but no talking!  I  don’t want you scaring any ghost away so just keep a low profile!”

          The moon was nearly full and it was a pleasant walk to the church.   Pretty Girl fluttered from tree to tree along the sidewalk quietly.  Enchanting aromas of exotic scented flowers wafted into her nostrils and Zara felt warmly relaxed and optimistic.

          Zara was disappointed to find that the church was locked for the night, and realized with a sigh that she should have expected this to be the case.  She wandered around the outside, trying to peer in the windows but there was nothing to be seen as the glass reflected the street lights.   These things are not done in a hurry, she reminded herself, be patient.

          Sitting under a tree on the grassy lawn attempting to open her mind to receiving ghostly communications (she wasn’t quite sure how to do that on purpose, any ghosts she’d seen previously had always been accidental and unexpected)  Pretty Girl landed on her shoulder rather clumsily, pressing something hard and chill against her cheek.

          “I told you to keep a low profile!” Zara hissed, as the parrot dropped the key into her lap.  “Oh! is this the key to the church door?”

          It was hard to see in the dim light but Zara was sure the parrot nodded, and was that another avian eye roll?

          Zara walked slowly over the grass to the church door, tingling with anticipation.   Pretty Girl hopped along the ground behind her.  She turned the key in the lock and slowly pushed open the heavy door and walked inside and  up the central aisle, looking around.  And then she saw him.

          Zara gasped. For a breif moment as the spectral wisps cleared, he looked almost solid.  And she could see his tattoos.

          “Oh my god,” she whispered, “It is really you. I recognize those tattoos from the description in the criminal registers. Some of them anyway, it seems you have a few more tats since you were transported.”

          “Aye, I did that, wench. I were allays fond o’ me tats, does tha like ’em?”

          He actually spoke to me!  This was beyond Zara’s wildest hopes. Quick, ask him some questions!

          “If you don’t mind me asking, Isaac, why did you lie about who your father was on your marriage register?  I almost thought it wasn’t you, you know, that I had the wrong Isaac Stokes.”

          A deafening rumbling laugh filled the building with echoes and the apparition dispersed in a labyrinthine swirl of tattood wisps.

          “A story for another day,” whispered Zara,  “Time to go back to Berties. Come on Pretty Girl. And put that key back where you found it.”

           

          Ghost of Isaac Stokes

          #6413

          In reply to: Orbs of Madjourneys

          Zara was long overdue for some holiday time off from her job at the Bungwalley Valley animal rescue centre in New South Wales and the suggestion to meet her online friends at the intriguing sounding Flying Fish Inn to look for clues for their online game couldn’t have come at a better time.  Lucky for her it wasn’t all that far, relatively speaking, although everything is far in Australia, it was closer than coming from Europe.  Xavier would have a much longer trip.  Zara wasn’t quite sure where exactly Yasmin was, but she knew it was somewhere in Asia. It depended on which refugee camp she was assigned to, and Zara had forgotten to ask her recently. All they had talked about was the new online game, and how confusing it all was.

          The biggest mystery to Zara was why she was the leader in the game.  She was always the one who was wandering off on side trips and forgetting what everyone else was up to. If the other game followers followed her lead there was no telling where they’d all end up!

          “But it is just a game,” Pretty Girl, the rescue parrot interjected. Zara had known some talking parrots over the years, but never one quite like this one. Usually they repeated any nonsense that they’d heard but this one was different.  She would miss it while she was away on holiday, and for a moment considered taking the talking parrot with her on the trip.  If she did, she’d have to think about changing her name though, Pretty Girl wasn’t a great name but it was hard to keep thinking of names for all the rescue creatures.

          After Zara had done the routine morning chores of feeding the various animals, changing the water bowls, and cleaning up the less pleasant aspects of the job,  she sat down in the office room of the rescue centre with a cup of coffee and a sandwich.  She was in good physical shape for 57, wiry and energetic, but her back ached at times and a sit down was welcome before the vet arrived to check on all the sick and wounded animals.

          Pretty Girl flew over from the kennels, and perched outside the office room window.  When the parrot had first been dropped off at the centre, they’d put her in a big cage, but in no uncertain terms Pretty Girl had told them she’d done nothing wrong and was wrongfully imprisoned and to release her at once. It was rather a shock to be addresssed by a parrot in such a way, and it was agreed between the staff and the vet to set her free and see what happened. And Pretty Girl had not flown away.

          “Hey Pretty Girl, why don’t you give me some advice on this confusing new game I’m playing with my online friends?” Zara asked.

          “Pretty Girl wants some of your tuna sandwich first,” replied the parrot.  After Zara had obliged, the parrot continued at some surprising length.

          “My advice would be to not worry too much about getting the small details right. The most important thing is to have fun and enjoy the creative process.  Just give me a bit more tuna,”  Pretty Girl said, before continuing.

          “Remember that as a writer, you have the power to shape the story and the characters as you see fit. It’s okay to make mistakes, and it’s okay to not know everything. Allow yourself to be inspired by the world around you and let the story unfold naturally. Trust in your own creativity and don’t be afraid to take risks. And remember, it’s not the small details that make a story great, it’s the emotions and experiences that the characters go through that make it truly memorable.  And always remember to feed the parrot.”

          “Maybe I should take you on holiday with me after all,” Zara replied. “You really are an amazing bird, aren’t you?”

           

          Zara and Pretty Girl Parrot

          #6407

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

            [Following the last comment] Fed the AL this context:

            1. “A gripshawk is feline-like anthropomorphic creature living in the deserts in a fiction written by Yurara Fameliki. It is the least favorite character to pick by Zara who doesn’t like “fantasy stuff”.
            2. The “Flying Fish Inn” is a fictional (or maybe real) Inn set in the Australian outback, owned by a family headed by the matriarch Mater and involved in many adventures, sometimes surnatural.
            3. “AL” is an AI build with Al’s persona (Albert Yokozo being a famous author, possibly a nom de plume of the mysterious Ernrich Lemwon) – it is known as Calli in another story.

            Please continue the story unfolding here:
            <feeding FP’s comment>

            “Yeah, I’m not a fan of fantasy stuff either,” Youssef added, agreeing with Zara. “But I’m curious about the Flying Fish Inn and how it relates to the game. Maybe we should check it out and see if there are any clues there.”

            “That’s a good idea,” Yasmin said. “I’ve heard the stories about the Inn and the adventures the family has had there. Some of them are quite intriguing, and I wouldn’t be surprised if there was a connection to our game.”

            “I’m not sure about the AI,” Xavier said. “It’s still a mystery to me, but I trust AL will guide us in the right direction. I’m curious to see where this all leads.”

            “Alright, let’s plan a trip to the Flying Fish Inn,” Zara said, excitedly. “We’ll take a break from the game for a few days, but we’ll come back to it with fresh eyes and new insights. Who knows, maybe we’ll even find some quirky guests along the way.”

            As they were discussing their plans, they all felt a sense of excitement and curiosity about what the future holds for them. The game and the world of the Land of the Quirks had captured their imagination and they were eager to see where it would lead them next.

            #6395

            In reply to: Orbs of Madjourneys

            Glimmer Gambol attempted to slip into the chat room unnoticed to eavesdrop, which was of course impossible.  She’d been ready and waiting for her parts in the story almost since before the others were born.

            “Well!” she said, “If you’re all off doing errands in the real world,  I’ll make a start myself.  Leave it to me!”

            “Is this wise?” Zara said to Xavier, who was perhaps not the best person to ask. His :yahoo_winking: by way of reply was not reassuring.

            “She’ll probably invite loads of random quirky guests to the game,”  Yasmin added, echoing Zara’s concern.  Xavier’s smile widened.

             

            Glimmer plays the game

            #6393
            Yurara FamelikiYurara Fameliki
            Participant

              Give me an unusual plot structure for a narrative

              One unusual plot structure for a narrative could be a “reverse chronological” structure, where the story begins at the end and works backwards in time, revealing events and information in a non-linear way. Another could be a “choose your own adventure” style, where the reader is presented with a series of choices at different points in the story that determine the direction and outcome of the plot.

              How would role playing qualify in terms of plot structure?

              Role-playing games (RPGs) can be considered a unique form of plot structure because they are interactive and open-ended. In a traditional RPG, the players take on the roles of characters within a fictional setting and work together to create a shared narrative. The plot structure of an RPG is determined by the actions and decisions of the players, rather than a pre-written script. The game master (GM) creates an overarching plot and a set of rules for the players to follow, but the players’ choices and actions will determine the direction and outcome of the story. This makes the plot structure of an RPG fluid and ever-changing, unlike a traditional linear narrative.

              What about “Cloud Atlas” in terms of plot structure?

              “Cloud Atlas” is a novel written by David Mitchell that was later adapted into a film. It has a complex and non-linear plot structure, which employs multiple storylines that are set in different time periods and locations, and are connected by recurring themes and motifs. The novel is divided into six nested stories, each set in a different time period and location, that are told in a non-linear fashion. The story begins in the 19th century and then jumps back and forth between the 19th, 20th and 23rd century, and each story is interconnected and interrelated, with characters reappearing in different time periods, the events that happen in one story impacting the others. The novel is also notable for its use of different genres, such as science fiction, historical fiction, and thriller, and the way it explores the themes of destiny, reincarnation, and the power of human connection. The film adaptation also used this structure, with the different stories intertwined and characters reprising their roles in different settings and eras.

              Take a story thread made of comments. In each comment is a text about characters in a particular plot, location, action etc. The comments are sequential, but they are not necessarily continuous. It is a mix between Cloud Atlas and RPG plot structures. How do you sort something that’s fundamentally non-linear to present it in an accessible way?

              One way to sort and present a story thread made of comments that is fundamentally non-linear, yet accessible, is to group the comments based on their content. For example, you could group the comments by characters, and present them in chronological order of their appearance in the story. Another way could be grouping the comments by location, and present them in chronological order of when the action takes place in that particular location. You could also group comments by the type of action taking place, such as combat, conversation, or puzzle-solving, and present them in chronological order of when they occur in the story.

              Another approach could be using visual aids, such as mind maps, timelines, or flowcharts, to help organize and present the information in a clear and easy-to-understand way. For example, you could use a mind map to show how different characters are connected, or a timeline to show the chronology of events. Additionally, you could use labels, such as “character introduction,” “location change,” or “plot twist,” to make it clear to the reader what type of information they can expect in each comment.

              It’s also important to keep in mind the audience for which you are organizing the story. It should be easy for them to understand and follow the story, and if it’s a game, you should make sure it’s easy for the players to play and make decisions.

              #6391
              ÉricÉric
              Keymaster

                write the plot of an absurd non-linear novel, featuring 4 characters

                The novel begins with the introduction of four characters: a retired archaeologist named Harold, a struggling musician named Samantha, a disillusioned corporate drone named Tim, and a reclusive inventor named Claire.

                Harold, who is obsessed with ancient Egyptian hieroglyphs, discovers a mysterious underground chamber beneath a pyramid in Egypt. Inside, he finds a strange device that he believes is a time machine. Harold decides to use the device to travel back in time to ancient Egypt in order to decipher the hieroglyphs.

                Samantha, who is trying to make a name for herself as a musician, is struggling to come up with new material for her music. One day, she discovers that she can create beautiful music by communicating with plants telepathically. She becomes obsessed with this new form of music-making and decides to quit her day job and pursue it full-time.

                Tim, who is stuck in a dead-end job, is feeling unfulfilled and uninspired. One day, he stumbles upon a robotic mime performance art show. The performance inspires him to quit his job and pursue his dream of becoming a mime artist.

                Claire, who is a reclusive inventor, has been working on a project to create a type of artificial intelligence that can communicate with humans using calligraphic body language. She finally succeeds and creates an AI that she names “Calli”.

                As the story progresses, the characters’ paths begin to intersect in unexpected ways. Harold gets stuck in ancient Egypt and has to rely on Samantha’s telepathic plant communication skills to find a way back to the present. Tim’s robotic mime art becomes a hit and he starts working with Claire to integrate Calli into his performances.

                As the story reaches its climax, all four characters come together to use their unique skills and abilities to solve a problem that threatens the fate of the world.

                Throughout the novel, the plot unfolds in a non-linear fashion, jumping back and forth in time and between the different character’s perspectives. The story is filled with absurdity and unexpected twists and turns, leaving the reader guessing until the very end.

                What sort of problem that threatens the fate of the world will be resolved by their combined skills?

                As the story progresses, the characters begin to uncover a sinister plot by a group of powerful individuals who are intent on using the time machine to alter the course of history for their own gain. They plan to use the time machine to go back in time and change key events that would give them immense wealth and power in the present. Harold and Samantha, with the help of Tim and Claire, must race against time to stop the villains from carrying out their plan.

                Harold’s expertise in ancient Egyptian hieroglyphs plays a crucial role in deciphering the clues that lead to the location of the time machine. Samantha’s telepathic plant communication skills are used to locate the hidden underground chamber where the time machine is kept. Tim’s robotic mime art and Claire’s AI Calli are used to infiltrate the villains’ hideout and gather intelligence on their plans.

                In the final act, the four characters come together to use their unique skills and abilities to stop the villains from altering history. Harold uses his knowledge of ancient Egypt to navigate the time machine and travel back in time to stop the villains from changing key events. Samantha uses her telepathic plant communication skills to communicate with the plants in the past and gather information on the villains’ whereabouts. Tim and Claire use their robotic mime and AI skills to create a diversion and distract the villains while Harold and Samantha complete their mission.

                In the end, the four characters succeed in stopping the villains and saving the fate of the world. The novel ends with the four characters going their separate ways, but they all know that they will always have each other to rely on in the face of any challenge that comes their way.

                #6389

                “What in the good name of our Lady, have these two been on?” Miss Bossy was at a loss for words while Ricardo was waiting sheepishly at her desk, as though he was expecting an outburst.
                “Look, Ricardo, I’m not against a little tweaking for newsworthiness, but this takes twisting reality to a whole new level!

                Ricardo had just dropped their last article.

                Local Hero at the Rescue – Stray Residents found after in a trip of a lifetime
                article by Hilda Astoria & Continuity Brown

                In a daring and heroic move, Nurse Trassie, a local hero and all-around fantastic human being, managed to track down and rescue three elderly women who had gone on an adventure of a lifetime. Sharon, Mavis, and Gloria (names may have been altered to preserve their anonymity) were residents of a UK nursing home who, in a moment of pure defiance and desire for adventure, decided to go off their meds and escape to the Nordics.

                The three women, who had been feeling cooped up and underappreciated in their nursing home, decided to take matters into their own hands and embark on a journey to see the world. They had heard of the beautiful landscapes and friendly people of the Nordics and their rejuvenating traditional cures and were determined to experience it for themselves.

                Their journey, however, was not without its challenges. They faced many obstacles, including harsh weather conditions and language barriers. But they were determined to press on, and their determination paid off when they were taken in by a kind-hearted local doctor who gave them asylum and helped them rehabilitate stray animals.

                Nurse Trassie, who had been on the lookout for the women since their disappearance, finally caught wind of their whereabouts and set out to rescue them. She tracked them down to the Nordics, where she found them living in a small facility in the woods, surrounded by a menagerie of stray animals they had taken in and were nursing back to health, including rare orangutans retired from local circus.

                Upon her arrival, Nurse Trassie was greeted with open arms by the women, who were overjoyed to see her. They told her of their adventures and showed her around their cabin, introducing her to the animals they had taken in and the progress they had made in rehabilitating them.

                Nurse Trassie, who is known for her compassion and dedication to her patients, was deeply touched by the women’s story and their love for the animals. She knew that they needed to be back in the care of professionals and that the animals needed to be properly cared for, so she made arrangements to bring them back home.

                The women were reluctant to leave their newfound home and the animals they had grown to love, but they knew that it was the right thing to do. They said their goodbyes and set off on the long journey back home with Nurse Trassie by their side.

                The three women returned to their nursing home filled with stories to share, and Nurse Trassie was hailed as a hero for her efforts in rescuing them. They were greeted with cheers and applause from the staff and other residents, who were thrilled to have them back safe and sound.

                Nurse Trassie, who is known for her sharp wit and sense of humor, commented on the situation with a tongue-in-cheek remark, “It’s not every day that you get to rescue three feisty elderlies from the wilds of the Nordics and bring them back to safety. I’m just glad I could be of service.”

                In conclusion, the three women’s adventure in the Nordics may have been unorthodox, but it was an adventure nonetheless. They were able to see the world and help some animals in the process. Their story serves as a reminder to never give up on your dreams, no matter your age or circumstances. And of course, a big shoutout to Nurse Trassie for her heroic actions and dedication to her patients.

                Bossy sighed. “It might do for now, but don’t let those two abuse the artificial intelligence to write article for them… I liked their old style better. This feels too… tidy. We’re not the A-News network, let’s not forget our purpose.”

                Ricardo nodded. Miss Bossy had been more mellow since the sales of the newspaper had exploded during the pandemic. With people at home, looking for conspiracies and all, the newspaper had known a resurgence of interest, and they even had to hire new staff. Giles Gibber, Glimmer Gambol (came heavily recommended by Blithe, the PI friend of Hilda’s), Samuel Sproink and Fionna Flibbergibbet.

                “And how is Sophie? That adventure into her past trauma was a bit much on her…” she mused.

                “She’s doing alright” answered Ricardo. “She’s learning to hone her remote-viewing skills to send our staff into new mysteries to solve. With a bit of AI assist…”

                “Oh, stop it already with your AI-this, AI-that! Hope there’ll still be room for some madness in all that neatly tidy purring of polite output.”

                “That’s why we’re here for, I reckon.” Ric’ smiled wryly.

                #6388

                In reply to: Orbs of Madjourneys

                Youssef came out of the Internet Cafe Yurt quite satisfied of himself but confused. It was already night time here and he felt hungry like a bear looking for honey. He smelled the scents of yak’s meat and followed the trail to the resto’yurt of the camp the production had settled in for the night. They were on a trip to make a documentary about the last surviving authentic shaman of Mongolia. They’d heard he was still alive and 125 years old. Of course, he was difficult to find and they’ve been looking for him for weeks.

                Fortunately, they had good reception for him to stay in contact with his friends and play the new game with that AI generated storyline stuff. Youssef liked his character with the bear shirt, but he wouldn’t tell his friends that he hadn’t  quite understood the concept of the game or of the quest. He was the kind of guy who liked having some explanations first and follow clear rules, have a little guidance. He smiled and performed two steps of breakdance, recalling one of Xavier’s joke about a little “guy dance”. His stomach growled as he approached the resto’yurt and the scent of food became stronger. The sounds of cheerful conversations in different languages welcomed him as he entered.

                He’ll have plenty of time to think of the game in front a spicy smorlax fried and a bowl of sweet tsampa for dessert. He noticed an empty seat just near Rebbecca, a young intern that took care of Mme Landowski’s schedule. She was smiling and Youssef thought they could continue the conversation they started this morning about the type of guys she liked.

                 

                #6387

                In reply to: Scrying the Word Cloud

                Yurara FamelikiYurara Fameliki
                Participant

                  Words from the Cloud prompted me to write a story:

                  song stayed act unexpected recall words spears bus learn king expected followed fright hot wore kianda picture walked playing coast dusty

                  Once upon a time, in a far-off land, there was a Song that stayed in the hearts of the people. The Song was about an Act of bravery and sacrifice that had taken place many years ago. But one day, an unexpected recall of the Song was issued by the king. He had heard that the Song was not being sung correctly, and he wanted to make sure that the true story was being told. The people were puzzled, as they had learned the Song from their ancestors and had always thought it was accurate. But they followed the king’s orders and set out to learn the correct version of the Song. As they began to recall the words, they realized that there were some discrepancies. They had always sung about the hero wielding a sword, but the true story spoke of him wielding Spears. They were taken aback, but they knew they had to correct the Song. So, they set out on a journey to retrace the hero’s steps.

                  As they traveled, they encountered unexpected challenges. They faced a bus that broke down, a coastline that was dusty and treacherous, and even a group of bandits. But they pressed on, determined to learn the truth.

                  As they approached the hero’s final battle, they felt a sense of dread. They had heard that the enemy was fierce, and they were not prepared for what they would find. But they followed the path and soon found themselves at the edge of a hot, barren wasteland.

                  The heroes wore their Kianda, traditional armor made of woven reeds, and stepped forward, ready for battle. But to their surprise, the enemy was nowhere to be found. Instead, they found a picture etched into the ground, depicting the hero and his enemy locked in a fierce battle.

                  The people walked around the picture, marveling at the detail and skill of the artist. And as they looked closer, they saw that the hero was holding Spears, not a sword. They realized that they had learned the true story, and they felt a sense of pride and gratitude.

                  With the Song corrected, they returned home, playing the new version for all to hear. And from that day on, the true story of the hero’s bravery and sacrifice was remembered, and the Song stayed in the hearts of the people forevermore.

                  #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.

                           

                          #6365
                          matermater
                          Participant

                            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:

                            1. 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.
                            2. 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.
                            3. 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.
                            4. 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.
                            5. 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.
                            6. 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.
                            7. 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
                            8. 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.
                            #6364
                            ÉricÉric
                            Keymaster

                              Please suggest a creative, a little ghostic but mostly uplifting plot outline for the continuation of the story of Twilight in her travels to join the freak circus and become famous for her craft on the west coast

                              — The Far-West saga — In 1850s, in a probable reality of South America, we get acquainted with Twilight (Twi) and her brothers Jo and Elroy. They have a precious blue bull in their possession, coveted by Ogrean, the kingpin of the town. Hopefully for them, Ogrean is arrested (temporarily) by Ted Marshall, the sheriff for his possible trafficking. Notably, Ogrean is possibly involved in some of the crystal skulls discoveries, during his travel to New Honduras. Twi who was dancing in the saloon of Madame Butterbutt, the town’s hallucinogenic toads-to-lick dispenser (insert some other romantic subplots involving the other dancer etc.) decides to go traveling in a freakus (freak show/circus). She is now close to the West Coast, where she hopes to succeed in her writing and other artistic skills.

                              As Twilight (Twi) travels with the freak circus, she faces many challenges and obstacles on her journey to the West Coast. Despite the difficulties, she remains determined to make a name for herself as a writer and artist.

                              As she travels through small towns and larger cities, she begins to realize that the world is much bigger than she ever imagined. She meets a diverse group of people, some of whom are kind and supportive, while others are cruel and dismissive of her dreams.

                              Despite the negative reactions she receives from some people, Twi persists and begins to gain a reputation as a talented writer and performer. As she gains more experience and confidence, she starts to incorporate her own unique style into her performances, which sets her apart from the other performers in the circus.

                              As she approaches the West Coast, she begins to feel a sense of excitement and anticipation. She has heard that the West Coast is a place of endless possibilities, where creative minds can thrive. She is determined to make her mark and become famous for her craft.

                              As she settles in the west, she finds herself surrounded by artists and writers like herself, who inspire her to push herself even further. She begins to gain a following and her writing is widely read. She discovers that her talent is not only limited to writing, but she also has a natural talent for other art forms as well.

                              Eventually, Twi’s reputation as a talented artist and writer precedes her and she becomes a sought-after performer in the West Coast, and her creative work is being showcased in galleries and theaters. As she continues to achieve success in her career, she begins to realize that the West Coast is not just a place of endless possibilities but also the place where she belongs, and the place where her dreams come true.

                              Throughout her journey, she also keeps in touch with her brothers, Jo and Elroy, who now run the farm and take care of the blue bull. They tell her that the bull, now named Blue-Dream, became a legend in the village and they get a good price for its breeding.

                              As the story continues, she finds herself also involved in some adventures and exciting subplots, like discovering a secret underground cave filled with precious crystals and some interesting characters, like the enigmatic sheriff Ted Marshall who always cross her path, and the mysterious Ogrean who seems to have a connection to her past and the bull.

                              The End.

                            Viewing 20 results - 121 through 140 (of 703 total)