Difference between revisions of "Gridwalkers"

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''Gridwalkers'' are [[Puzzlebox]] inhabitants, usually of [[Downwarp]], that hold to a particular set of holistic animist beliefs. Puzzlebox faction catalogs sometimes refer to active and visible Gridwalkers as a faction called the "Gridshamans," but it's hard to find actual evidence of large-scale faction-like organization, or the use of that term by Gridwalkers themselves, though their belief system does have many features in common with shamanism (including work with spirits, altered states, and sometimes even an initiatory 'death'). Instead, Gridwalkers simply say that they have a particular way of looking at and interacting with the world.
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''Gridwalkers'' are [[Puzzlebox]] inhabitants, usually of [[Downwarp]], that hold to a particular set of holistic animist beliefs. They're sometimes counted among Puzzlebox's formal factions, sometimes under the name 'Gridshamans,' but there's not much evidence of large-scale faction-like organization among them. Gridwalkers tend to organize themselves in small tribes of a few dozen individuals at most, each tribe pursuing a general artistic or civic-works aim, and any factional 'artwar' activity is on behalf of these, not any larger overarching group.
  
 
== Worldview ==
 
== Worldview ==
To the Gridwalkers, all of creation, whether it be material, conceptual, or somehow something else entirely, is part of an infinitely complex living system called the Grid. They believe the Grid arose when something in unformed primal chaos first somehow became aware of itself, first creating a loop, then splitting out into boundless forms by further self-inspection and differentiation. Thus, everything in the Grid is tied togethers with connections of meaning and concept, and each node is, in some sense, aware and alive. At the heart of the Grid, that primal loop can still be found, now called the Circuit, the endless cycle of creation, formation, breakdown, and re-creation.
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What binds the Gridwalkers together, or at least individuals likely to take on that lavel, is their view of the universe as an interconnected living system that they call the Grid. This is not merely a sense of the connectedness of all things or a broad pantheism, instead it's a perception of reality as being made of of literally a social network, in the old sociological sense. Everything that can be seen as a 'thing', whether material, conceptual, or somehow something else entirely, is in their view ''alive'', individuated, and inclined to form personal connections with other things. In understanding, forming, and strengthening these connections, Gridwalkers believe they can not only have a fuller experience of the world, but also gain favor and strength from the relationships they've formed with their friends, physical and otherwise, throughout the Grid.
  
Since most Gridwalkers live in a world filled with artifice and technology (even if much of it tends to be cobbled together or in poor repair), their greater powers have a decidedly urban bent. The three main stages of the Circuit are called Spark (Creation), Steel (Pattern), and Smoke (Change), and their approach to animism pays just as much attention to the spirits of buildings and roads as it does to those of trees and stones.
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Working with the Grid, therefore, involves cultivating these relationships. Gridwalkers call the attention, effort, and energy put into these relationships 'Candescence' or, informally, 'Glow'. One of the best ways to raise Glow is through creative processes: inspiring, building, changing, rebuilding, helping others up as you do, or simply bringing them along for a ride. This creative cycle forms the very heart of the Grid, birthed at the beginning of everything when something in unformed primal chaos became aware of itself, introspecting, looping, shaping and redefining itself until it ramified into the boundless diversity of the universe. That cycle, which Gridwalkers call the Circuit, suffuses everything in the Grid, and also serves as a way of beginning to understand Grid and Glow in terms of those core concepts of creation, formation, breakdown, and re-creation
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== Powers and practices ==
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Since Gridwalkers live in a world filled with artifice and technology (even if much of it tends to be cobbled together or in poor repair), their greater powers have a decidedly urban bent. The three main stages of the Circuit are called Spark (Creation), Steel (Pattern), and Smoke (Change), together called the Cores or Attractors. These bear some resemblance to greater deities (and, in animist terms, are certainly powerful spirits) but are not often seen as very personified, being, somehow, too big to put a face on. Propitiating them usually involves simply acting in accordance with one or more, being creative, inspiring, supportive, transformative, and knowing that that strengthens them and puts the 'walker more in tune with them.
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Other nodes of the Grid are often seen as much more individuated and personified, even if they are larger concepts or entities as large as a building or neighborhood. Building relationships with these usually happens in a manner familiar to any animist culture; offerings are given, though their form can be anything from food left at the doorstep to dances performed at the crossroads. Offerings are never to be seen as a quid-pro-quo; the Grid is not formed of spiritual vending machines. Instead, relationships are built; you do things for your friends because you like them, and your friends do things for you because they like you.
  
 
[[Category:Puzzlebox]] [[Category:Factions]] [[Category:Metaphysics]] [[Category:In Progress]] [[Category:Downwarp]]
 
[[Category:Puzzlebox]] [[Category:Factions]] [[Category:Metaphysics]] [[Category:In Progress]] [[Category:Downwarp]]

Revision as of 20:08, 20 October 2016

Gridwalkers are Puzzlebox inhabitants, usually of Downwarp, that hold to a particular set of holistic animist beliefs. They're sometimes counted among Puzzlebox's formal factions, sometimes under the name 'Gridshamans,' but there's not much evidence of large-scale faction-like organization among them. Gridwalkers tend to organize themselves in small tribes of a few dozen individuals at most, each tribe pursuing a general artistic or civic-works aim, and any factional 'artwar' activity is on behalf of these, not any larger overarching group.

Worldview

What binds the Gridwalkers together, or at least individuals likely to take on that lavel, is their view of the universe as an interconnected living system that they call the Grid. This is not merely a sense of the connectedness of all things or a broad pantheism, instead it's a perception of reality as being made of of literally a social network, in the old sociological sense. Everything that can be seen as a 'thing', whether material, conceptual, or somehow something else entirely, is in their view alive, individuated, and inclined to form personal connections with other things. In understanding, forming, and strengthening these connections, Gridwalkers believe they can not only have a fuller experience of the world, but also gain favor and strength from the relationships they've formed with their friends, physical and otherwise, throughout the Grid.

Working with the Grid, therefore, involves cultivating these relationships. Gridwalkers call the attention, effort, and energy put into these relationships 'Candescence' or, informally, 'Glow'. One of the best ways to raise Glow is through creative processes: inspiring, building, changing, rebuilding, helping others up as you do, or simply bringing them along for a ride. This creative cycle forms the very heart of the Grid, birthed at the beginning of everything when something in unformed primal chaos became aware of itself, introspecting, looping, shaping and redefining itself until it ramified into the boundless diversity of the universe. That cycle, which Gridwalkers call the Circuit, suffuses everything in the Grid, and also serves as a way of beginning to understand Grid and Glow in terms of those core concepts of creation, formation, breakdown, and re-creation

Powers and practices

Since Gridwalkers live in a world filled with artifice and technology (even if much of it tends to be cobbled together or in poor repair), their greater powers have a decidedly urban bent. The three main stages of the Circuit are called Spark (Creation), Steel (Pattern), and Smoke (Change), together called the Cores or Attractors. These bear some resemblance to greater deities (and, in animist terms, are certainly powerful spirits) but are not often seen as very personified, being, somehow, too big to put a face on. Propitiating them usually involves simply acting in accordance with one or more, being creative, inspiring, supportive, transformative, and knowing that that strengthens them and puts the 'walker more in tune with them.

Other nodes of the Grid are often seen as much more individuated and personified, even if they are larger concepts or entities as large as a building or neighborhood. Building relationships with these usually happens in a manner familiar to any animist culture; offerings are given, though their form can be anything from food left at the doorstep to dances performed at the crossroads. Offerings are never to be seen as a quid-pro-quo; the Grid is not formed of spiritual vending machines. Instead, relationships are built; you do things for your friends because you like them, and your friends do things for you because they like you.