Signups Gridhood (Squidhood Edition)
04-10-2013, 10:02 AM (This post was last modified: 06-14-2013 11:15 AM by FuriousSquid.)
Post: #1
Gridhood (Squidhood Edition)
Gridhood

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Many of you may already recall Gridhood from the MSPA forums of old. If memory serves, the formula was originally devised by PlumFinder as Gods of The Grid, and iterated on from there by a whole bunch of cool persons. This will be my (characteristically over-complicated) take on it.

For those not familiar with the game, players fall into two categories: gods and civilisations. Gods create the terrain of the world; civilisations take advantage of it to grow, expand and conquer. The world begins as an impassable void, save for the civilisations' capitals. Each turn, the gods will create new tiles, opening up new courses of action and room to expand for the civilisations.

There will be four civilisation players initially, and an unlimited number of gods. Gods can join, leave and rejoin at any time; new civilisations can only be created as a consequence of in-game events, and I'll be looking for replacements for any disappearing civilisation players. A single user can only play one god or civilisation at any time.

To sign up, fill out (at least) one of these forms below. I'll close sign-ups, in 24 hours or when I have enough civilisations- whichever be the latter.

Civilisation:
Civilisation Registration Form Wrote:Name: The name of your civilisation. Fairly self-explanatory.

Description: A description of your civilisation's appearance, behaviour and society.

Colour: A colour, to represent your civilisation on the grid.
God:
God Registration Form Wrote:Name: The name of your god. As you probably figured out for yourself.

Description: A description of your god's appearance, history and temperament. Just for flavour, essentially.

Primary Aspect: The primary attribute which your deity embodies.

Secondary Aspect: Another attribute of your deity.

Favoured Terrain: A type of tile your god is particularly proficient at creating. Should reflect at least one of your aspects.
The full rules of the game will be gradually introduced, on a turn by turn basis. For now, here are the initial five:

CURRENT RULES:

Rule I: Of Gods
Rule I Wrote:"The gods of this world are sustained by its mana alone. Each turn, every god active in the world within the last three turns receives a share of it's freshly generated mana.

Each god starts with a single point of mana to spend."
Rule II: Of Men
Rule II Wrote:"The civilisations of the world require food and space to thrive. At the end of each, turn a civilisation will consume a unit of food for each of its members. If it has enough, and has room to grow, its population will increase. If not, it will decline.

Each civilisation starts with 5 members, 8 units of food and room for a population of 8."
Rule III: Of Creation
Rule III Wrote:"A god may spend at least one point of mana to fill a single tile of void, or modify an existing one. This tile may have an action that can be performed there by civilisations.

The nature of this action is determined by the god on creation, but its strength is dependant upon a number of factors, including the mana spent, and the aspects of the god creating the action.

If modifying an existing tile, the more mana is spent, the more effective the modification will be."
Rule IV: Of Specialisation
Rule IV Wrote:"A god can spend a point of mana to create three tiles of its favoured terrain. These tiles will have no available action, however."
Rule V: Of Toil
Rule V Wrote:"Each turn, each of a civilisation's members may be dispatched to an accessible tile, to perform the available action there. This includes tiles created this turn.

The only initially available action is prayer at the civilisation's capital, which increases the share of the world's mana received by the chosen god."
Rule VI: Of Blessings
Rule VI Wrote:"By spending three or more mana, a god can create a tile with, or grant an existing tile a blessing- an ongoing effect that will occur each turn.

This could be almost anything- the direct generation of resources, the creation of beasts which attack nearby regions, or even protection from the interference of other gods.

The more mana is spent, the more powerful the effect will be."
Rule VII: Of Mana Springs
Rule VII Wrote:"The prayer of civilisations is not the only source of power in the grid. Hidden within the void are a number of mana springs. If a god claims a tile that one is hidden beneath, it will grant them a permanent source of mana- as long as they can protect it."
Rule VIII: Of Construction
Rule VIII Wrote:"Civilisations can expend gathered resources to construct improvements to a tile. First, a single citizen must spend a turn designing the improvement, specifying the resources to be used in the construction. This will reveal the quantity of resources and of man-turns needed to complete the improvement.

Improvements can have a wide range of effects- anything the civilisation could reasonably build with the available resources."
Rule IX: Of Crafting
Rule IX Wrote:"Civilisations can craft tools from natural resources, given a suitable workshop in which to do so. These can be used to increase the success of existing actions, in a wide range of ways."
Rule X: Of Travel
Rule X Wrote:"There is a limit to far civilisation members can travel in a turn. Each can, in general, travel no further than 3 tiles from their civilisation's nearest constructed improvement. Some tiles may be easier or more difficult to cross, however"
Rule XI: Of Trade
Rule XI Wrote:"If a civilisation can reach another civilisation's improvement, they may send a member there to exchange goods with the other civilisation, provided a deal can be struck."
Rule XI: Of Interventions
Rule XII Wrote:"By expending large amounts of mana, the gods may have a more global impact on the civilisations of the world. At the cost of at least 3 mana, they may create a temporary effect across as large an area as they choose (or even the entire world). This can have a wide range of effects, provided it does not modify tiles directly.

Interventions costing 15 mana or more may even be permanent effects, lasting as long as no other god can summon up enough mana to unravel them."
Rule XIII: Of Battle
Rule XIII Wrote:"Civlisations cannot always rely on peace. Sometimes they will need to fight, be it against the wild beasts of the world, or each other.

Each turn, they may assign some of their resources and citizens to military duty. These should then be given patrol orders, detailing where they will travel and what they will do their, either publicly or in secret.

If a military force successfully captures another civilisation's improvement, it will be converted to their cause, and they will gain its benefits in future."
Rule XIV: Of Artefacts:
Rule XIV Wrote:"The actions of created tiles cannot create tools from nothing- only modify existing tools, or create items for a single use. If the gods wish to create an item for permanent use, they must instead create an artefact. This will cost upwards of three mana- but can have powers beyond the scope of ordinary tools. Its effects will be limited to the tile it is carried to on that turn, however, plus up to one additional tile away for every three additional mana spent."

CURRENT MAP:

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Wyrmia:
A1: Solid Pedestal
Description: A seemingly indestructable stone slab rests here. It is inlaid with a single groove, containing a equally solid ball. Combined, the two objects can crush almost anything.
Action: A civilisation member may convert 1 diamond into 2 edged diamonds here.

B1, D1, E1: Grasslands
Description: These fertile grassy regions exist in a perpetually state of summery haze. They are a good site for construction.

A2: Valley of Mist
Description: Time flows sluggishly at the base of this heavily forested valley. Civilisation members may become lost here. In addition, it is said that a great hero slumbers here, waiting for the Wyrms' hour of need to arise.
Action: Civilisation members may lose themselves in the valley. They will be safe here, and will not require food or population room until they return.
Blessing: The Hero of Time rests here, divorced from the normal flow of time. If they are called forth, they will temporarily join the Wyrms (they will not need population space). They can only perform military actions, but are extremely effective at these, especially defensive maneuvers. In addition, they will grow in power the longer they are present in the world. However, after half the number of years that the Hero previously slumbered for have passed, they must return to valley, to sleep once more, loosing all their accumulated power in the process.

B2, D2: Fertile plains
Description: This wide open region of grassland is filled with life. The comparatively flat terrain makes it an excellent building site.

E4: Fertile plains
Description: This wide open region of grassland is filled with life. The comparatively flat terrain makes it an excellent building site.
Improvement: (Wyrms) Houses have been constructed here, supporting 7 more civilisation members.

C2: Metal Plains
Description: These flat regions of plain are liberally sprinkled with copper. There are a limited number of deposits, but they are mysteriously expanding over time.
Action: Civilisation members may gather resources here. They will return with 3 units of copper, plus 1 for each turn that passes, up to a total of 7. However, after the site has been gathered from 5 times, the supply will be depleted.

E2: Bleak Shrine
Description: A great stone shrine stands here, beyond .
Action: Civilisation members may perform a ritual here. For each member performing the ritual, the population limit will be increased temporarily by 3, up to a limit of 3 worshippers.

F2: Forge
Description: A black forge emerges from these desert sands.
Action: Civilisation members may reforge a metal tool here. It will improve the effectiveness of the tool, at the cost of one unit of fuel.

A3: Razor Forest
Description: A region of savannah, populated by trees with razor-edged leaves. When they fall, the stiffen into to deadly edges. In strong winds, it is extraordinarily dangerous to travel here.
Action: Civilisation members can gather wood and leaves here. Each will return with 1 wood, and 1 leaf.
Risk: 1

B3: Caffeinated Farm
Description: A softly luminous region of farmland. Eating its produce grants night vision, and enhanced stamina.
Action: One civilisation member may work here. They will produce two food- and one caffeine fruit, which grants enough energy to work twice on the next turn when consumed.

C3: Wyrm Capital
Description: The birthplace of a civilisation.
Action: Civilisation member can offer prayer to their favoured gods here, increasing their share of the next turn's mana.
Improvement: (Wyrm) Provides population room for up to eight civilisation members.

D3: Overgrown Garden
Description: A fertile region where giant phosphorescent fruit grow. They are deceptively hardy, capable of surving most weather conditions
Action: Civilisation members may gather fruit here to eat. Each will return with 5 food.

E3: Farmland
Description: The soil here is extremely fertile, making it ideal for farming.
Action: 1 civilisation member may farm here, harvesting 4 units of food.

A4: Ironbark Woods
Description: The trees that grow here are possessed of a unique variety of bark, which hardens immensely on separation from the tree. However, they are also the favoured food of a fiercely territorial breed of anteater, which will attack unwary travellers.
Action: Civilisation members may gather resources here. They will return with 1 wood, and and 1 ironbark.
Risk: 3

B4: Stimulant Fruits
Description: Fruits which grant those who eat them night-vision, and great resistance to fatigue grow alongside the bank of this river.
Action: Civilisation members may eat the fruits. Next turn, they will be able to act twice.

C4: Diamond Forest
Description: The leaves of the giant trees in this small forest grove have been transformed into pure diamond.
Action: A single civilisation member may gather here, returning with 2 wood, and 1 diamond.

D4: Hilly Pasture
Description: These hills are populated by nocturnal, luminous creatures..
Action: Animals may be captured here. Depending on the animal caught, they will either be slaughterable for 2 food, or tameable.

C5: Bog of Dreams
Description: This treacherous region of bog is filled with valuable sources of peat.
Action: Each turn that it is not gathered from, 2 units of peat accumulate here. Workers can gather from the peat that has accumulated, returning with a maximum of 4 units each.
Risk: 1

D5: Sundial Shrine
Description: This shrine sits on a hill at the edge of a thickly forested region. It consists of a single stone pillat, cating a permanent shadow to the north-west.
Action: This shrine sits on a hill at the edge of a thickly forested region. Prayer to Kali and Lo is more effective here. Pilgrims can pray to Kali and Lo here. It will be more effective than prayer at the civilisation's capital.
Reyalia:

A9: Mirror Mana Spring
Description: A source of power for Jan-Polad.
Blessing: Generates additional mana for Jan-Polad, and prevents itself and the adjacent tiles from being interfered with by other gods. This blessing and the associated action cannot be altered.
Action: Civilisation members may rededicate this site to another god of their choosing. That god will recieve the benefits of its blessing in future instead.

B9, B10: Mirror Plains
Description: This region of flat metal ground functions as a near-perfect mirror, presenting a disconcertingly accurate image of the sky above.

A10: Mirror Quarry
Description: A vast expanse of silvery metal. When mined, it keeps it's edge exceptionally well.
Action: Civilisation members may gather mirrorsteel here. Each will return with 2 units.

A11: Bismithery
Description: This region of desert is filled with prism-like monoliths, distorting light in strange ways. The bizarre optical properties provide handy aids for precision crafting, making this a good site for the creation of tools.

B11: Stone Block
Description: A great stone structure emerges from a pool here. It would make good site for accomodation.

C11: River Delta
Description: A region where a desert river meets the sea. Trees grow along the banks.
Action: Civilisation members may gather wood here. Each will return with 1 unit of wood.

D11: Spider Mammoth Savannah
Description: A region of wide open savannah. Solitary, eight-legged herbivores travel across it. The truly brave come here to hunt.
Action: Up to 3 civilisation members can hunt the creatures that live here. There is substantial risk involved, but a successful hunt will return a haul of 7 units of food and 2 units of bone.

E11, E12: Lava Pools
Description: A bubbling crater, filled with deadly lava. It would be madness to try and cross this.
Risk: 9

A12: Floodplains
Description: A desert river winds its way through this region. The land by its banks is highly fertile.
Action: Up to 3 workers can farm here, each gathering 3 food.

B12: Stimulant Fruits
Description: Fruits which grant those who eat them night-vision, and great resistance to fatigue grow alongside the bank of this river.
Action: Civilisation members may eat the fruits. Next turn, they will be able to act twice.

C12: Riverside Temple
Description: A wooden temple to Panibahane sits at the junction of two rivers, surrounded by fertile floodplains.
Action: Up to 3 civilisation members may gather food here, returning with 3 food each.
Blessing: Prayer here doubles the output of floodplain tiles for the praying civilisation.

D12: Igneous Spring
Description: A plain of lava, now cooled into igneous rock by the river that begins here. It is a good site for construction.

B13: Dry Oasis
Description: Once, this oasis was a great source of life in the desert. Now is has been scorched dry, and its basin glassed over. Bizarrely, it has been bombarded with stickers bearing the image of Ugly Falafel Cucumber Face, which convert any glass they come into contat with to diamond.
Action: Civilisation members may gather resources here. They will return with either 1 diamond, 2 glass, or 1 UFCF Sticker

C13: Telmun
Description: The birthplace of a civilisation.
Action: Civilisation member can offer prayer to their favoured gods here, increasing their share of the next turn's mana.
Improvement: (Reyalian) Provides population room for up to eight civilisation members.

D13: Blighted Forge
Description: This forge has been cursed and uncursed endlessly. Currently it sits atop a gaping portal to a realm of endless, churning madness. And there are banna skins scattered everywhere. Caution is advised.
Improvement: (Reyalian) A solar forge stands here. It requires no fuel to heat, and produces superior-quality weapons.
Risk: 7

A14: Training Dunes
Description: This region of desert is home to strange rock formations, forming a wide range of natural bars and hoops. Birds trained at a training ground here will be more effective.
Improvement: (Reyalian) A training ground for birds has been built here. It will support up to three tamed animals.

B14: Cubic Houses
Description: Block-like metallic caverns emerge from the desert sands here. They have been converted into accomodation.
Improvement: (Reyalian) Housing here supports 5 additional civilisation members.

C14: Mountain Roost
Description: This solitary mountain, emerging from the desert, is home to a flock of great white birds. Although they eat mostly desert cacti, they may defend their nest if approached.
Action: Civilisation members may travel here, and attempt to capture one of the birds.

D14: Iron Pillars
Description: Great pillars of rock jut out of the desert here. They are extremely rich in iron. Rivulets of water split of chunks of metal, making them easy to gather.
Action: Civilisation members may gather iron ore here. They will return with 3 units each.

B15: Gem Canyon
Description: A chasm opens up in the desert here, with half-buried gemstones scattered at the base. The gemstones themselves are filled with volatile magic, and could potentially be converted to a power source with the right technology.
Action: Civilisation members may gather Volatile Gems here. They will return with 1 unit each.

C15: Stony Plain
Description: The white rock emerging from the desert here makes a superior building material, being highly resistant to the effects of fire. The waters flowing over the surface of the rock make it easy to gather from.
Action: Civilisation members may quarry here, returning with 3 stone.
Atasi Wilds:
K1, K2, L1, N1: Savannah
Description: A region of wilderness, sometimes threatening to unprepared travellers. A good site for construction, though.
Risk: 1

M1: Savannah Apocethary
Description: A region of wilderness, sometimes threatening to unprepared travellers. A good site for construction, though.
Improvement: (Atasi) An apocethary has been constructed here, allowing more potent medicines to be brewed.
Risk: 1

O1, O2: Mirror Plains
Description: This region of flat metal ground functions as a near-perfect mirror, presenting a disconcertingly accurate image of the sky above.

J2: Savannah Mana Spring (Jan-Polad)
Description: A source of power for Jan-Polad.
Blessing: Generates additional mana for Jan-Polad, and prevents itself and the adjacent tiles from being interfered with by other gods. This blessing and the associated action cannot be altered.
Action: Civilisation members may rededicate this site to another god of their choosing. That god will recieve the benefits of its blessing in future instead.

L2: Plain of Serpents
Description: This region of the savannah is filled with mildly venomous snakes. However, their venom sacs can produce a powerful antidote.
Action: Civilisation members may hunt here. If successful, they will return with 1 food, and 2 venom sacs. These can be used to treat injured civilisation members, reducing the time it takes for them to recover by 1 turn.
Risk: 1

M2: Inscribed Monolith
Description: A stone temple to Jan-Polad has been raised from the ground here. His followers may carve their triumphs into the walls. Improvements dedicated to Jan-Polad's worship will be more effective here.
Action: Civilisation members may record great deeds accomplished in Jan-Polad's name here. It increases their share of the next turn's mana, at a slightly more effective rate than prayer.
Blessing: If a civilisation member inscribes a tale about an action here, that action will become easier on the subsequent turn.

N2, N4: Lush Forest
Description: These regions of forest are thriving with a wide range of life. However, that same life can be extremely dangerous for unwary travellers.
Risk: 2

L3: Spider Mammoth Savannah
Description: A region of wide open savannah. Solitary, eight-legged herbivores travel across it. The truly brave come here to hunt.
Action: Up to 3 civilisation members can hunt the creatures that live here. There is substantial risk involved, but a successful hunt will return a haul of 7 units of food and 2 units of bone.

M3: Atasi Capital
Description: The birthplace of a civilisation. Has been cleared by divine intervention, making expansion easier.
Action: Civilisation member can offer prayer to their favoured gods here, increasing their share of the next turn's mana.
Improvement (Atasi): Supports up to 8 civilisation members.

N3:Forest Workshop
Description:This region of lush forest is home to a general-purpose workshop, where civlisation members can craft all manner of items. There is still some danger in travelling here, however.
Improvement: The workshop constructed here allows civilisation members to craft tools from the resources available to them.
Risk: 2

O3: Secret Grove
Description: This secret grove, deep was once the lair of a great avian monstrosity, and the location of a sacred treasure.

L4: Razor Forest
Description: A region of savannah, populated by trees with razor-edged leaves. When they fall, the stiffen into to deadly edges. In strong winds, it is extraordinarily dangerous to travel here.
Action: Civilisation members can gather wood and leaves here. Each will return with 1 wood, and 1 leaf.
Risk: 1

M4: Ironbark Woods
Description: The trees that grow here are possessed of a unique variety of bark, which hardens immensely on separation from the tree. However, they are also the favoured food of a fiercely territorial breed of anteater, which will attack unwary travellers.
Action: Civilisation members may gather resources here. They will return with 1 wood, and and 1 ironbark.
Risk: 3
Felkushan Territory:
M11: Giant Spider Mammoth Savannah
Description: Sometimes, Spider Mammoths just aren't enough of a threat. That's when you seek out their bigger, worse-tempered cousins. Almost twice as large as a regular spider mammoth, these creatures are truly terrifying when threatened.
Action: Up to 3 civilisation members can hunt the Giant Spider Mammoths. There is an extremely high risk involved, but a successful hunt will return a haul of 14 units of food and 4 units of bone.

N11: Heatstone Cliffs
Description: The obsidian walls here are embedded with glowing rocks. Under the right circumstances, these can be induced to give off huge amounts of heat and light.
Action: Civilisation members may gather heatstones here. Each will return with one.

O11: Sizzler's Lair
Description: The lava pools here are home to powerful serpentine creatures. Those with enough courage may even try to capture them.
Action: Civilisation members may attempt to capture a sizzler snake here.
Risk: 2

L12: Summit Forge
Description: An open air forge, made of silvery metal. If a civilisation builds a workshop here it will forge superior metal tools.
Improvement: (Felkusha) A workshop has been constructed here. Weapons forged here will be of superior quality.

M12: UFCF-Brand Brewery
Description: These caves hold a shrine/brewery dedicated to Ugly Falafel Cucumber Face. Items left here may be mysteriously blessed.
Action: Civilisations members may leave a single item in the shrine. UFCF will grant it a random blessing, and will be empowered by the gift. Only one item can be blessed at once, and a single item can be blessed a maximum of 3 times.
Improvement: (Felkusha) The burrows beneath the earth here support up to 4 additional civilisation members.

N12: Geyser Plains
Description: These plains of igneous rock are kept fertile by the periodic eruptions of the nearby lava geysers.
Action: Up to three civilisation members may travel here, and attempt to farm. Each will return with 3 food, and may find a ruby as well.
Risk: 2

O12: Baro Plateau
Description: This arid plateau is a sacred place to follower of Jan-Polad. Prayers to them will be more effective here.
Action: Civilisations members may pray to Jan-Polad here. It will be more effective than prayer at the civilisation's capital.

L13: Flatland Warrens
Description: An unnaturally flat region, with very fertile soil. A network of tunnels beneath it act as housing.
Action: Up to 5 civilisation members can gather food here, for 3 units of food each.
Improvement: (Felkusha) Warrens beneath this region support 5 additional civilisation members.

M13: Felkushan Capital
Description: The birthplace of a civilisation.
Action: Civilisation member can offer prayer to their favoured gods here, increasing their share of the next turn's mana.
Improvement: (Felkusha) Supports up to 8 civilisation members.

N13: Rubbery Fields
Description: These fields of rubbery worms are home to donquines, beasts of burden possessed of both strength and endurance. The rubbery worms themselves are no longer edible at all, but can be processed into rubber.
Action: Civilisation members may attempt to catch a donquine here. They will also return with 2 units of worm-rubber.

O13: Scarred Plains
Description: This region was once a great source of metal, but has been terribly deformed. Clouds of choking dust occasionally form here.
Action: Civilisation members may gather ruststeel here. It is mildly toxic, and mainly useful for weaponry. They will return with 1 unit.
Risk: 1

L14: Obsidian Sand
Description: A vast plain of ground obsidian, home to large worm-like creatures which meander across the plain. The worms themselves are docile, but the obsidian itself can harm the unwary.
Action: Up to three civilisation members can hunt here. Success is not certain, but a victorious hunt will be rewarded with 3 units of food.
Risk: 1

M14: Molten Rivers
Description: Streams of lava flow across the obsidian rock here. Those who walk too close risk terrible burns- but valuable iron ore can be found in their wake.
Action: Civilisation members may gather iron ore here. Each will return with 2 units of iron ore.
Risk: 3

N14, N15, O14: Lava Pools
Description: A bubbling crater, filled with deadly lava. It would be madness to try and cross this.
Risk: 9

K15: Kitchen Shrine
Description: An metallic structure stands here, repurposed to serve as a kitchen. It has been merged with a great volcano, provided an endless source of heat for the ovens.
Action: Burning resources in the chimney will improve Kalbron or Vulssis's share of the next turn's mana.
Improvement: (Felkusha) A kitchen has been built here. Food can be prepared , converting 8 units of unprocessed food into 14 units of prepared food. Other ingredients can also be mixed in, providing additional effects.

L15: Coal Pits
Description: Deep pits can be found in the earth, filled with lumps of coal.
Action: Civilisation members may gather coal here. Each will return with 2 lumps of coal.

M15: Obsidian Pillar
Description: This glowing pillar of black rock is a site of great power. The effectiveness of any prayers made beneath it will be substantially enhanced.
Action: Civilisation members may pray to a deity of their choice here, increasing their share of the next turn's mana.

O15: Ephemeral Fountain
Description: An iridescent font of strange liquid stands here. This liquid will stick to whatever it encounters, seamlessly sealing joins while duplicating the material's properties.
Action: Civilisation members may gather magic glue here.
Risk: 2
The Great Ocean:
F3: Peaceful Bay
Description: A calm bay, ringed with sandbars which allow the land-bound passage. A good site for a dock.
Action: Civilisation members may gather fish here, returning with 1 food each.

D9, E5: Ocean Mana Spring
Description: A source of power for Panibahane
Blessing: Generates additional mana for Panibahane, and prevents itself and the adjacent tiles from being interfered with by other gods.
Action: Civilisation members may rededicate this site to another god of their choosing. That god will recieve the benefits of its blessing in future instead.

Pretty Much Everywhere Else: Ocean
Description: A region of placid ocean. Cannot be crossed without a means of transport.
The Silver Plains:
K3: Eternal Storm
Description: This region is constantly being struck by great forks of lightning from the perpetually cloudy sky above. If tools are left out here, the lightning will seek them out, ground itself through them.
Action: Civilisation members may leave a tools out here. It will be struck by lightning, and reforged in a more powerful form. They will be especially lethal, and channel mana to the gods the civilisation prays to on a successful kill, especially if that god is Ttssshhf
Risk: 1

I-J3-5: Mirror Plains
Description: This region of flat metal ground functions as a near-perfect mirror, presenting a disconcertingly accurate image of the sky above.
The Heartlands:
L5: Desert Outpost
Description: An outpost has been constructed on this square of bleak desert, providing relief to travellers.
Improvement: (Atasi) The outpost provides population capacity for 5 civilisation members, and protects travellers from adjacent desert tiles.

G7: Great Wyrm's Lair
Description: A terrible scar in the surface of the world. Something giant sleeps deep below. The walls of the pit are studded with gemstones. The deeper you go, the larger the stones become.
Action: Civilisation members can gather gems here. Each will return with 1 gem, and has a chance of finding a giant gem as well.
Blessing: Extreme seismic activity prevents the construction of improvements here.

H10, I7: Desert Mana Spring
Description: A source of power for Kalianasis.
Blessing: Generates additional mana for Kalianasis (or Lo), and prevents itself and the adjacent tiles from being interfered with by other gods. This blessing and the associated action cannot be altered.
Action: Civilisation members may rededicate this site to another god of their choosing. That god will recieve the benefits of its blessing in future instead.

I14: Desert Mana Spring (Jan-Polad)
Description: A source of power for Jan-Polad.
Blessing: Generates additional mana for Jan-Polad and prevents itself and the adjacent tiles from being interfered with by other gods. This blessing and the associated action cannot be altered.
Action: Civilisation members may rededicate this site to another god of their choosing. That god will recieve the benefits of its blessing in future instead.

G15: Dangerous Wall of Faeces
Description: Extremely unhygenic. Dangerous to traverse, and takes about twice as long as a normal tile.
Risk: 5
Movement Cost: 2

The Rest: Desert
Description: An area of vast, empty desert. Crossing unprepared is dangerous.
Risk rating: 2
The Badlands:
O4, N5: Stone Block
Description: Block-like stone caverns emerge from the void here. They would make good accomodation.

O5, O6, O7, O8, O9. O10: Asphalt Road
Description: This region has a strip of asphalt running throughout its length, making it easy to traverse. Travellers here will move three times as fast.
Movement Cost: 1/3

N6: Mirror Plains
Description: This region of flat metal ground functions as a near-perfect mirror, presenting a disconcertingly accurate image of the sky above.

M7: Great Arena
Description: This giant bowl stands as a testament to Lohengrin's might. As long as its champion stands, Jan-Polad will draw power from it.
Action: If a civilisation defeats the powerful guardian here, they may redeicate the arena to a new god.
Blessing: Redirects mana to Jan-Polad when civilisations do not pray.

K8, K9, K10: Lush Forest
Description: These regions of forest are thriving with a wide range of life. However, that same life can be extremely dangerous for unwary travellers.
Risk: 2

M8: Riducland Mana Spring
Description: A source of power for Zamrawl.
Blessing: Generates additional mana for Zamrawl, and prevents itself and the adjacent tiles from being interfered with by other gods. This blessing and the associated action cannot be altered.
Action: Civilisation members may rededicate this site to another god of their choosing. That god will recieve the benefits of its blessing in future instead.

M9, M10, N8, K11, L11, K12: Ridiculandscape
Description: A half -constructed tile, full of primal chaos. Travelling here unprepared is highly dangerous.
Risk: 9
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04-10-2013, 10:27 AM
Post: #2
RE: Gridhood (Squidhood Edition)
Aww man, yeah gridhood! I'll submit an app for civilizationhood. But if I don't get in, can I throw in an app for godhood at any time?

Name: Faffeno (Demonym: Faffenoni)

Description: The Faffenoni can be related to centaurs, with 6 limbs, 2 being legs. However, the bottom part more resembles some kind of big cat, with varying green to yellow fur all along the body. They also have 2 tails. I'm assuming this is part of what you meant by appearance.

The civilization as a whole is mostly unsocial, preoccupied by pondering existence if nothing else. If multiple of them have the same goal in mind though, they're willing to abandon it for a moment. As such, they tend not to bother other civilizations unless needed.

The Faffeno have an intricate dancing-based culture. Since their limbs are surprisingly flexible, along with there being 6 of them, they can pull off a large amount of moves. Dances are what makes up about half a potential partner for a Faffenoni, with everything else in the other half. In the wild, "dances" take up it all.

I really hope the cultures weren't supposed to be human.

Color: Yellow
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04-10-2013, 10:38 AM (This post was last modified: 04-12-2013 02:32 PM by ICan'tGiveCredit.)
Post: #3
RE: Gridhood (Squidhood Edition)
Name: Ugly Falafel Cucumber Face

Description: It is a floating face made out of arabian cuisine and topped with 2 cucumber slices as eyes and it is absolutely disgusting. It makes horrible puns. Enough to make other people kill themselves/It.

Primary Aspect: Uglyness

Secondary Aspect: Apparent Uselessness

Favoured Terrain: Ridiculandscape. The most confounded type of place any civilization could possibly live in. (ex. a clown tile, where there are only clown horns which can't be used for anything. Passable terrain, and no benefits. In fact, there could be dire consequences if you stay there for long. (Dementia maybe???))

Edited for Readability and Preservation of Sanity - The Revolution - OP - Chapter 1/2 - Chapter 2/2 (missing maps) - Chapter 2 - Chapter 3 (Ongoing) - Chat
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04-10-2013, 10:48 AM
Post: #4
RE: Gridhood (Squidhood Edition)
Reecer6 Wrote:Aww man, yeah gridhood! I'll submit an app for civilizationhood. But if I don't get in, can I throw in an app for godhood at any time?
Yeah, that's no problem.

Reecer6 Wrote:I really hope the cultures weren't supposed to be human.
I'll admit to having been deliberately ambiguous on this point, in the hope of getting more humanoid civilisations, and thereby reducing the number of situations where different civilisations interact with the same tile in different ways. That said, I won't factor personal convenience into the choice of civilisations, so go ahead and knock yourself out (in fact, it will probably make the game more interesting if the civilisations have some variety).
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04-10-2013, 10:51 AM
Post: #5
RE: Gridhood (Squidhood Edition)
This looks fun. I'll put in a civilization app.


Name: Reyalians

Description: The Reyalians are humanoid, with the only differences being golden eyes and white hair .They are also slightly taller, with the average height being 6 '7. Other than that, they are similar to humans.

In general, the Reyalians are a peaceful race. They don't care much for fighting, and would rather prefer to be left alone. They are, however, skilled fighters. Reyalians have a thirst for knowledge, always striving for technology and economic advances. They are willing to trade with anyone, and tradesmen are well respected in the capital city.

Reyalian society is based off a caste system, with one leader, three advisors, and then the 20 members of a council who decide on the monotonous details of day to day life. The king and advisors are more of figureheads, as they can only declare war, which first has to be passed through the council. Followed by that are the scientists and researchers. merchants and traders, then other craftsman, and finally the unskilled and impoverished.

Color: Blue

dC Wrote:donut is A FILTHY TRAITOR unreliable
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04-10-2013, 11:01 AM (This post was last modified: 04-10-2013 03:36 PM by Supernerd.)
Post: #6
RE: Gridhood (Squidhood Edition)
I was actually thinking of making a new gridhood game, but now it appears that I don't have to!

Here is my civilization application.
Name: Felkusha
Description: The Felkusha are bipedal creatures with brown or red fur, powerful rabbit like legs and sharp claws. Male Felkusha stand only about three feet tall on average while females can grow as tall as five feet.

The Felkusha are capable hunters, though they generally prefer various plants over meat. They are quite territorial and are moderately more likely to engage in aggressive behaviors than other civilizations.

Felkusha tend to live and hunt in packs, a man or womans worth in Felkushian society is based on how much work one can accomplish. Heavily injured or handicapped pack members who cannot pull their own weight will generally be left behind or worse. Day to day survival tends to be on the forefront of their minds.

Colour: Red
While I would strongly prefer to play as a civilization, I'll also apply as a god.
Name: The Sanguine Moon
Description: A large red orb that hangs in the night sky. It represents the rich bounty and harsh consequences of life.
Primary Aspect: Harvest
Secondary Aspect: Bloodshed
Favoured Terrain: Solemn plains- A barren and empty tile that can be easily crossed. Initially the tile grants nothing but after battles are fought over this tile it may be converted to fertile plains which can produce food.
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04-10-2013, 11:21 AM
Post: #7
RE: Gridhood (Squidhood Edition)
Well, here goes nothing.


Name: The Atasi

Description: The average Atas has semi-transparent green skin, although blue and yellow shades are also possible. They are quadrupeds, with any limb capable of acting as either a hand or a foot, although they usually need at least three on the ground to maintain balance. They have no obvious head, instead possessing orifices (both sensory and otherwise) seemingly at random over their bodies, although there remains a tendency towards symmetry.

Culturally speaking, the randomness in Atasi form means that the highest ranking Atasi tend to be those with the widest variety of senses, or those with the greatest ability at a single sense. The average Atasi has only two major senses, and would be considered a "peasant", with progressively more sense going upwards to "warrior", "scholar", "noble", and "royalty". Meanwhile, ranks by strength of sense go "Acolyte", "Adept", "Wizard", "Archwizard", and "Seer". These ranks are independent of the normal ranks, replacing them entirely, although a sense has to be abnormally sharp to earn one of these ranks, with even Acolytes being less than 1% of the population. An acolyte is roughly equivalent to a warrior, with the other ranks having the same order, and a Seer being just barely below the current King or Queen. And no, despite the names, they do not gain any actual magic powers from strong senses, although their senses can be strong enough to seem magical (Such as a seer being able to see clearly over a distance of several hundred miles, or an Adept capable of smelling strong emotions).

The only sense that all Atasi share is touch, and as such their language requires physical contact to function. This makes a conversation a rather intimate experience, with most Atasi only speaking to close family members or lovers. They more commonly communicate through a form of text similar to braille.

While they do not generally have any qualms with other races, they tend to defend their territory fiercely. Additionally, Atas tend to be very prideful, to the point where insulting someone is considered on par with striking them, and as such they tend to be rather easily offended and quick to go to fight, especially against individuals who "flaunt" a stronger mastery of a sense that they possess.

Colour: Forest green


Yeah, I think I might have overdone it a bit... Most of that is just flavor stuff though, I don't mind if it's way simpler than that mechanically.
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04-11-2013, 01:48 AM
Post: #8
RE: Gridhood (Squidhood Edition)
Attention people! We are in need of more god players. I'd like to worship someone who isn't named Ugly Falafel Cucumber Face.
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04-11-2013, 02:06 AM
Post: #9
RE: Gridhood (Squidhood Edition)
Fiiiiiiine

Name: Lohengrin

Description: A warrior standing on some sort of beast or bird of monstrous appearance. Said to be a [insert worshipper's race here] who defeated many legendary monsters and was raised to godhood for it. Enjoys triumphing over nature in single combat. Hates wimps.

Primary Aspect: Strength of Arms

Secondary Aspect: Beasts

Favoured Terrain: Savannah - arid flatlands with sparse foliage, savannahs always come with hostile, but often useful, animals or plants.
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04-11-2013, 03:25 AM
Post: #10
RE: Gridhood (Squidhood Edition)
Name: Panibahane

Description: Panibahane appears to be a titanic green-blue serpent, with the head and body of whatever species worships it at the time. Panibahane appears genderless, and is associated with the blue planet that bears its name that is easily discernible during the night. Panibahane embodies the flow and cycle of water, the rivers and the rains and the ever-turning tides. Because of the cyclical nature of water, Panibahane also influences an aspect of renewal, be that reincarnation, reformation or just loft conversions.

Primary Aspect: Water

Secondary Aspect: Renewal

Favoured Terrain: Bodies of water; oceans and lakes, mostly.
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04-11-2013, 05:18 AM
Post: #11
RE: Gridhood (Squidhood Edition)
Well, if you insist.

God Application

Name: Korm, the Vast Wyrm of Apathy

Description: A divine white earthworm that sleeps beneath the soil, his coiled slime-rings gigantic beyond measure. His head is scaly, with fangs and a snout but no eyes or ears.

Korm is generally hated by his worshippers for his loafing uselessness, until they realize that if they pray repeatedly and loudly enough they can irritate him into brief bouts of action.

Primary Aspect: Apathy.

Secondary Aspect: Growth over time.

Favoured Terrain: Grassland. The simplest terrain imaginable. Because making hills or trees takes too much effort.
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04-11-2013, 07:43 AM
Post: #12
RE: Gridhood (Squidhood Edition)
Name: Vulsiss

Description: A Gargantuan snake, His scales resemble molten lava in appearance, texture, and temperature. His eyes are made of molten silver and gold. Vulsiss is a Primordial god of Lava and Fire: That is to say, he creates things using the heat. Usually he can be found lying in his massive lava pools that he leaves pocketing the landscape.

Primary Aspect: Fire/Lava. All types of molten minerals and heat are his true calling. He enjoys the pure destructive force of the lava, which then hardens to form new land. Its like a hot reset button

Secondary Aspect: Sand. The deserts are a thing he also patrols, and many volcanoes also leave sand.

Favoured Terrain:Lava pool tiles. These gargantuan still pools of flowing lava are Vulsiss's trademark, and he can often be found relaxing in its hot, mineral rich, molten rock.
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04-11-2013, 08:45 AM
Post: #13
RE: Gridhood (Squidhood Edition)
Okay, now who wants to make the tremendous air-snake-god?
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04-11-2013, 10:40 AM (This post was last modified: 04-11-2013 10:42 AM by Coldblooded.)
Post: #14
RE: Gridhood (Squidhood Edition)
Oh dang, I love Squid Games.

Name(s): Kalianasis and Lonarian, The Twins. (Or just "Kali" and "Lo" for short.)

Description: Kalianasis is the Goddess of Day. She is easily angered and extremely jealous, often taking her anger out on heathenous civilizations by focusing down nearby tiles until they've become only slightly more inhabitable than the surrounding void. Unsurprisingly, her brother, Lo, is the God of Night. He's a lot more laid-back than his sister. He often goes out of his way to reward his more faithful followers.

To mortal eyes, they appear as one giant disc in the sky, located a few miles above the 9 spaces at center of the map. The two of them cycle between day and night together about every 24 hours.

Primary Aspect: Day/Night.

Secondary Aspect: Heat.

Favoured Terrain: Barren desert.

(Let me know if I need to change anything. The "twin gods" thing is just for flavor, I'm not expecting them to have two separate mana pools.)

Tumblr/Steam
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04-11-2013, 11:14 AM (This post was last modified: 04-11-2013 07:26 PM by FuriousSquid.)
Post: #15
RE: Gridhood (Squidhood Edition)
All right, we're ready to go. If anybody else feels like joining, you're free to jump in as a god at any time.

[Image: 4HCN3BB.png]

From the four fertile tiles of void, four civilisations emerge. In the north-west, the Faffenoni build a meeting place for times of need amongst the stony hills. In the south-western deserts stands the capital of the Reylians. The wide open planes of the south-east are home to the Felkusha, whilst the first settlement of the Atasi is shrouded by the north-eastern forests.

Meanwhile, as mana flows into the world, it flows out to its gods as well...

New tiles:
C3, C13, M3, M13: Capital
Description: The birthplace of a civilisation.
Action: Civilisation member can offer prayer to their favoured gods here, increasing their share of the next turn's mana.
Other: Provides population room for up to eight civilisation members.

The Faffeno:
Population: 5 Faffenoni
Population Capacity: 8
Food: 8 units
The Reyalians:
Population: 5 Reyalians
Population Capacity: 8
Food: 8 units
The Felkusha:
Population: 5 Felkusha
Population Capacity: 8
Food: 8 units
The Atasi:
Population: 5 Atasi
Population Capacity: 8
Food: 8 units
The Gods:
Ugly Falafel Cucumber Face: 1 Mana
Lohengrin: 1 Mana
Panibahane: 1 Mana
Korm: 1 Mana
Vulsiss: 1 Mana
Kalianasis and Lonarian: 1 Mana

Notes:
If you want to provide a more flavour-y description for your civilisation's capital, feel free- without player input, I'm keeping it fairly generic.

For the Atasi specifically: right now the caste system doesn't seem to have to any particular mechanical importance- I think it will probably become more important with the introduction of future rules.
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04-11-2013, 11:32 AM (This post was last modified: 04-11-2013 12:27 PM by Supernerd.)
Post: #16
RE: Gridhood (Squidhood Edition)
I'm assuming that god players will only get their mana at the start of the next turn and can only spend 1 mana on the first turn.

I am going to offer the following prayers at the homeland tile:
2 prayers to Kalianasis and Lonarian
1 prayer to Vulsiss
1 prayer to Lohengrin
1 prayer to Korm


We the Felkusha humbly request the powers that be to grant us tiles that we can work for food, so as to prevent imminent starvation.
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04-11-2013, 11:36 AM (This post was last modified: 04-11-2013 10:47 PM by Palamedes.)
Post: #17
RE: Gridhood (Squidhood Edition)
Lohengrin judges the various races. The Faffeno are lazy - thinkers who only act when they need to. They were inadequate. The Reyalians were stronger, more active, but they were obsessed with peace, tradesmen. Their strength existed but would not last long. The Felkusha, now there was a race of warriors. Territorial, aggressive... but too much rage can just as easily be a bad thing, and they only ever hunted in groups - a sign of cowardice. He would have to keep looking.

The Atasi. They were horridly inefficient - that much was obvious. However, they still fought on despite their multitude of disadvantages. They worked alone if they could, they were proud, they were fighters.

They would have to do.

Lohengrin creates a savannah at L3, populated by large beasts with a mammoth like appearance but sporting two extra pairs of legs like a spider. They were slow and solitary, and very, very dangerous when angered. However, they were also herbivores, and would leave the mortals alone for the most part unless they were intruded upon for the large amounts of food and bone they had. Yes. They will make a fine test for the Atasi.

Let me know if this is too complicated. Also, a question about how my specialization works. Since the major point of the savannah tiles are that they come with some sort of threat, how will that effect me trying to specialize? Will I get some sort of minor thing on each tile, should I add something dangerous to three already existing tiles, or what?
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04-11-2013, 11:41 AM
Post: #18
RE: Gridhood (Squidhood Edition)
In the beautiful Reyalian city of Telmun, a temple is constructed to Panibahane. The people in the city pray to him to send rain to renew the desert. They prepare for his response by adding buoys to the city limits.
(Also I'm pretty sure you can only pray to one god)

dC Wrote:donut is A FILTHY TRAITOR unreliable
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04-11-2013, 11:47 AM
Post: #19
RE: Gridhood (Squidhood Edition)
Well seeing as how there are more gods than there are civs, I'd hazard to guess you can worship as many as you want. You are also probably not going to be able to bui;d a temple without resources.

Oh yeah, and I'm going going to say that Lohengrin is going to be super mercenary about his act grants, praying to him and/or proving yourself worthy will drag his acts towards you. Also, if I had actually seen Supernerd's post I probably would have supported his race instead :P.
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04-11-2013, 11:49 AM
Post: #20
RE: Gridhood (Squidhood Edition)
A GM decision will probably need to be made, but since I have five citizens and all five are using their turn to pray (since there is nothing else to do) I assume that means 5 prayer actions.
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04-11-2013, 11:52 AM
Post: #21
RE: Gridhood (Squidhood Edition)
Panibahane considers itself a benevolent god. Water is a vital component in all life. Water brings life, flowing, running, and life grows up, dies away, grows up again. The water which flowed one way comes again, through springs and rains. An endless cycle. But even something which has no end must have a beginning.

As Panibahane's planet crests the horizon at sunset, a mighty spring erupts from the sands in B13. An oasis wells up, small but bringing life to a wide area of desert. Plants grow, palms and shrubs bringing forth food. It would be taken, eaten, and would grow again. Animals of the desert sands would congregate there. The desert bloomed.

Panibahane considers itself a benevolent god. It would not abandon those who call upon its aid.
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04-11-2013, 11:58 AM (This post was last modified: 04-11-2013 11:59 AM by ICan'tGiveCredit.)
Post: #22
RE: Gridhood (Squidhood Edition)
Supernerd, I am insulted that you wouldn't want to pray to me, the most beautiful of all the gods.

D13 I make a Hall of Mirrors tile that makes people feel self-conscious when they go in it.

I hope you realize, I can take away the apparent uselessness of that tile as well. (it is my sphere after all)

Edited for Readability and Preservation of Sanity - The Revolution - OP - Chapter 1/2 - Chapter 2/2 (missing maps) - Chapter 2 - Chapter 3 (Ongoing) - Chat
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04-11-2013, 12:04 PM (This post was last modified: 04-11-2013 12:07 PM by Reecer6.)
Post: #23
RE: Gridhood (Squidhood Edition)
2 Feffenoni pray to Kali and Lo. 3 more pray to Panibahane.
Ahhhh i had 8 actions listed earlier because i mixed up food and population.
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04-11-2013, 12:05 PM
Post: #24
RE: Gridhood (Squidhood Edition)
(We only have 5 people in the cities.)

dC Wrote:donut is A FILTHY TRAITOR unreliable
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04-11-2013, 12:11 PM (This post was last modified: 04-11-2013 12:13 PM by FuriousSquid.)
Post: #25
RE: Gridhood (Squidhood Edition)
@Palamedes: Not too complicated at all. As for your specialisation- specialist tiles are designed to be a relatively cheap way of filling out of space- e.g. for creating natural barriers, or room for a civilisation to build. In the case of your savannah tiles, they have to be created on empty space, but they'll each come with a moderate risk for those who travel across them unprepared.

@Supernerd: You can assign each praying citizen a different god to worship, if you so wish.

@icanhasdonut: Building a (mechanically meaningful, anyway) temple will need some kinds of resource. I'll be introducing the rules on building things in a couple of turns (i.e., when it actually becomes feasible).
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04-11-2013, 12:21 PM
Post: #26
RE: Gridhood (Squidhood Edition)
Ok. Then they're just praying to him.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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04-11-2013, 12:32 PM (This post was last modified: 04-11-2013 12:38 PM by Ouroboros.)
Post: #27
RE: Gridhood (Squidhood Edition)
(04-11-2013 11:36 AM)Palamedes Wrote:  Lohengrin creates a savannah at D3, populated by large beasts with a mammoth like appearance but sporting two extra pairs of legs like a spider. They were slow and solitary, and very, very dangerous when angered. However, they were also herbivores, and would leave the mortals alone for the most part unless they were intruded upon for the large amounts of food and bone they had. Yes. They will make a fine test for the Atasi.

(...Just so you know, I'm not actually anywhere near D3. I'm in the top right. I'm just going to work on the assumption that you meant to put the tile adjacent to my city, since you mentioned it being a test for the Atasi)

The three best hunters of the tribe will head out to the Savannah and hunt, each one determined to bring the most carcasses back to the capitol. The remaining two will offer thanks to Lohengrin for the boon of the nearby hunting grounds.

(If he doesn't move the tile by the time the first turn is resolved, then two of my guys will pray to Lohengrin, and the other three will pray to Panibahane)
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04-11-2013, 12:33 PM
Post: #28
RE: Gridhood (Squidhood Edition)
For the sake of clarity, if a god player does not place a food granting tile next to my starting point on the first turn; that would mean that by the end of the next turn I would be all out of food and have 2 starving/dead people?
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04-11-2013, 12:39 PM
Post: #29
RE: Gridhood (Squidhood Edition)
(04-11-2013 11:14 AM)FuriousSquid Wrote:  the first settlement of the Atasi is shrouded by the north-western forests.

Northwest usually implies top left to me?
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04-11-2013, 12:50 PM
Post: #30
RE: Gridhood (Squidhood Edition)
By the way, made this picture of what the Feffeno capital looks like!
[Image: A8hycwy.png]
It's mostly hollow, them not knowing too much about architecture. Yet somehow they know about domes. The reason? Sh-shut up.
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04-11-2013, 01:26 PM (This post was last modified: 04-11-2013 01:27 PM by Ouroboros.)
Post: #31
RE: Gridhood (Squidhood Edition)
(04-11-2013 12:39 PM)Palamedes Wrote:  
(04-11-2013 11:14 AM)FuriousSquid Wrote:  the first settlement of the Atasi is shrouded by the north-western forests.

Northwest usually implies top left to me?

Oh, I just looked at the color of the flags, and saw that mine was in the top-right. I guess something go switched up somewhere. Actually, I think west and east might be mirrored on the map...
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04-11-2013, 01:37 PM
Post: #32
RE: Gridhood (Squidhood Edition)
Hmm yeah. Your flag is there, as is the forest... but it says west...

Squid help I am confuse
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04-11-2013, 03:17 PM
Post: #33
RE: Gridhood (Squidhood Edition)
I never even noticed that mixup. I just assumed I was red. We are going to need Squid to give us a verdict.
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04-11-2013, 07:05 PM
Post: #34
RE: Gridhood (Squidhood Edition)
Kalianasis looks in every direction from her heavenly vantage point. She is pleased to see some proper respect being directed at her from the Felkish and Fluffeno villages. She is less pleased with the other two villages. Ah well, they'll come around in time, she's sure.

She directs her attention downwards. Oh no, that void below her won't do at all. How can the mortals be expected to build statues and temples in her honor if they don't have any place to stand on? Well, that should all be simple enough to fix.

Kali begins to scorch the void areas directly below her. The void slowly solidifies into a single glass-like substance, before cracking apart into a sweltering wasteland of earth and sand, floating freely in the void.

And Kali said, “Let there be sand,” and there was sand. Kali saw that the sand was good, and she separated the sand from the void. Kali called the light “awesome,” and the darkness she called “lame.” The darkness ignored her. And there was evening, and there was morning—the first day.

Kali spends 1 point of mana creating a desert in tiles G8, H8, and I8.

Tumblr/Steam
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04-11-2013, 07:47 PM
Post: #35
RE: Gridhood (Squidhood Edition)
Clearly, the gird is being viewed from below, here.

...Yeah, I totally just mentally flipped east and west there. Fixed now.

@Supernerd- it's a bit gentler than that: people don't starve at a one-to-one rate with missing food, and you can use any actions created next turn straight away (albeit without a clear picture of their cost-benefit ratio).
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04-11-2013, 10:44 PM
Post: #36
RE: Gridhood (Squidhood Edition)
Vulsiss hears the Felkusha prayers. He Wraps himself around the void of square L13 and heats it . The void crumbles into an obsidian sand, filed with large worm-like creatures to serve as food.

1 mana to create a Obsidian sand tile in L13 that is filled with food.
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04-12-2013, 02:13 AM
Post: #37
RE: Gridhood (Squidhood Edition)
Korm stirs at last. Prayers? Ugh, not this again. Maybe if he gives them what they want, they won't bother him again. He prepares a thick coat of soil and spreads it over an area to the south of the village.

1 mana at L14: Flatland. Crops can be grown on flatland each turn.
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04-12-2013, 02:42 AM
Post: #38
RE: Gridhood (Squidhood Edition)
Obsidian sands? That shit sounds dangerous (and/or completely useless).
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04-12-2013, 11:45 AM (This post was last modified: 04-12-2013 12:32 PM by FuriousSquid.)
Post: #39
RE: Gridhood (Squidhood Edition)
[Image: MZDzSTu.png?1]

The civilisations of the world pray for divine aid. The Faffenoni offer up prayers to the gods of water and sunlight, that their crops might grow. The Reyalians pray that Panibahane will bring fertility to their desert wasteland. The Felkusha hedge their bets, offering their prayers to anybody who will listen, whilst two of the Atasi pray that Loghengrin will bless the coming hunt.

Some prayers are answered. Others remain unheard.

The Felkusha are doubly blessed. Korm creates fertile land for the growing of crops, while Vulsiss grants them obsidian plains, where the brave may hunt the great worms that meander across the wastes.

The Reyalians prayers are answered by Panibahane with a great oasis to the west- a source of sustenance in the empty desert. Meanwhile, to the east, a maze of towering mirrors appears at the whim of Ugly Falafel Cucumber Face, causing those who enter to be struck down with mild self-consciousness.

By the home of the Atasi, Lohengrin creates open savannah, filled with terrible beasts to hunt.

Meanwhile, Kali turns away from the civilisations of the world, burning a scorching desert waste into the heart of the void.

Three Atasi travel to the savannah, to hunt. One is wounded in the hunt, and another is unsuccessful. The third triumphs, however, returning home with a carcass worth 7 food, and 2 bone.

All the civilisation expand their population by 1.

New tiles:
L3: Savannah
Description: A region of wide open savannah. Solitary, eight-legged herbivores travel across it. The truly brave come here to hunt.
Action: Up to 3 civilisation members can hunt the creatures that live here. There is substantial risk involved, but a successful hunt will return a haul of 7 units of food and 2 units of bone.

G8, H8, I8: Desert
Description: An area of vast, empty desert. Crossing unprepared is dangerous.
Risk rating: 2

B13: Oasis
Description: A desert spring that provides sustenance for a range of plants and animals.
Action: Civilisation members may forage here. Each will return with 2 units of food

D13: Hall Of Mirrors
Description: A canyon of vast, natural mirrors
Action: Civilisation members may view their reflection in the mirrors. They will feel slightly self-conscious.

L13: Flatland
Description: An unnaturally flat region, with very fertile soil.
Action: The crops here grow very slowly- sufficiently so that only one worker can work the fields at a time. That worker will produce 3 units of food, however.

L14: Obsidian Sand
Description: A vast plain of ground obsidian, home to large worm-like creatures which meander across the plain. The worms themselves are docile, but the obsidian itself can harm the unwary.
Action: Up to three civilisation members can hunt here. Success is not certain, but a victorious hunt will be rewarded with 3 units of food.
Risk rating: 1

The Faffeno:
Population: 6 Faffenoni
Population Capacity: 8
Food: 3 units
The Reyalians:
Population: 6 Reyalians
Population Capacity: 8
Food: 3 units
The Felkusha:
Population: 6 Felkusha
Population Capacity: 8
Food: 3 units
The Atasi:
Population: 6 Atasi (1 injured, and cannot work this turn)
Population Capacity: 8
Food: 10 units
Bone: 2 units
The Gods:
Ugly Falafel Cucumber Face: 1 Mana (+1)
Lohengrin: 2 Mana (+2)
Panibahane: 3 Mana (+3)
Korm: 1 Mana (+1)
Vulsiss: 1 Mana (+1)
Kalianasis and Lonarian: 2 Mana (+2)
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04-12-2013, 12:01 PM (This post was last modified: 04-12-2013 12:05 PM by Supernerd.)
Post: #40
RE: Gridhood (Squidhood Edition)
Our food supply is dangerously low, so I'll be focusing on averting an immediate crisis. I'll also pay tribute to the gods who lent me their aid when I needed it the most.
1 Civilian works the fields at L13
3 Civilians go to hunt at L14
1 Civilian prays to Korm at M13
(totally not asking you to actually do anything this time)
1 Civilian prays to Vulsiss at M13
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04-12-2013, 12:06 PM
Post: #41
RE: Gridhood (Squidhood Edition)
I modify the hall of mirrors on D13 to become the Hall of Obesity.

Legends tell of a place where all become obese upon looking at their reflection. But the mirrors have simply been tweaked some more in reality.
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04-12-2013, 12:09 PM
Post: #42
RE: Gridhood (Squidhood Edition)
4 Reyalians gather food at B13.
2 Reyalians pray again to Panibahane to remove the abomination at D13.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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04-12-2013, 12:20 PM (This post was last modified: 04-12-2013 12:21 PM by Reecer6.)
Post: #43
RE: Gridhood (Squidhood Edition)
GODDAMMIT GODS WE DID NOT ASK FOR THIS
The Feffeno do the same thing along with an extra prayer for Korm, praying extra hard to not starve.
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04-12-2013, 12:20 PM
Post: #44
RE: Gridhood (Squidhood Edition)
A shame Supernerd, I was about to grant you superfood as well :P.

Will probably reward the Atasi, debating on whether or not to give 'em a second boon too or spend one on other folk.
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04-12-2013, 01:36 PM (This post was last modified: 04-12-2013 01:38 PM by Demonsul.)
Post: #45
RE: Gridhood (Squidhood Edition)
Panibahane considers itself a resourceful god. There is virtue in self-examination, and a realm of mirrors is not explicitly harmful. However, they could be put to a more productive purpose, one which could be a valuable asset to a civilization's advancement.

The D13 mirrors begin to rearrange themselves, forming concentric rings. A tower pierces the desert, peaking at the center of the mirror rings. They align, automatically, to follow the sun as it arcs across the sky. The tower contains one concave mirror at the peak; the light from all the mirrors streams down the center of the tower, creating a point of intense heat within the tower's open base. A point for shaping, for forging. A tool, which civilization could use.

Panibahane considers itself a resourceful god. Nothing is worth squandering when all must be held in a cycle of renewal.
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04-12-2013, 01:46 PM
Post: #46
RE: Gridhood (Squidhood Edition)
As Lo awakens from his slumber, he is disheartened to see his faithful followers starving and crying out for aid. He is even more displeased when he looks down and sees the work that his sister had decided to spend her entire day on.

Lo reaches down and creates a lush garden on tile D3, next to the Faffeno village. The garden contains several types of edible fruits, all of which glow in the dark for easy harvesting. 1 point of mana is used up.

(P.S. Demonsul, the "sun" doesn't move.)

Tumblr/Steam
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04-12-2013, 01:55 PM
Post: #47
RE: Gridhood (Squidhood Edition)
(04-12-2013 01:36 PM)Demonsul Wrote:  Panibahane considers itself a resourceful god. There is virtue in self-examination, and a realm of mirrors is not explicitly harmful. However, they could be put to a more productive purpose, one which could be a valuable asset to a civilization's advancement.

The D13 mirrors begin to rearrange themselves, forming concentric rings. A tower pierces the desert, peaking at the center of the mirror rings. They align, automatically, to follow the sun as it arcs across the sky. The tower contains one concave mirror at the peak; the light from all the mirrors streams down the center of the tower, creating a point of intense heat within the tower's open base. A point for shaping, for forging. A tool, which civilization could use.

Panibahane considers itself a resourceful god. Nothing is worth squandering when all must be held in a cycle of renewal.


Uhhh....

(04-12-2013 12:06 PM)ICantGiveCredit Wrote:  I modify the hall of mirrors on D13 to become the Hall of Obesity.

Legends tell of a place where all become obese upon looking at their reflection. But the mirrors have simply been tweaked some more in reality.

Also, I don't think the mirrors can reflect light properly anymore. Their shapes and the way they reflect light will be altered to make people look obese.
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04-12-2013, 01:57 PM
Post: #48
RE: Gridhood (Squidhood Edition)
We are going to need a GM ruling to determine what happens if two gods attempt to modify the same tile in one turn.
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04-12-2013, 01:59 PM
Post: #49
RE: Gridhood (Squidhood Edition)
I dunno, the mirrors could still make you fat for looking in them, but you don't have to look at them to use their reflected light for smelting. Regardless of the effect they have on people who look into them, I'm pretty sure they're still mirrors that can reflect light :P
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04-12-2013, 02:05 PM
Post: #50
RE: Gridhood (Squidhood Edition)
Since vision is based on the reflection of light, the mirrors would need to reflect light in order to see anything in them at all. The mirrors would probably be like fun-house mirrors.
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