The Ideaboxers Union

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The Ideaboxers Union
Motto: Thinking inside the Box[1]
Alignment: Humane
Totem Monster: Punslinger
High-level Rank: ideaboxer
Gold Fund: ~25426 c.u.
Leader: GodCynikal 
Founder(s):
Date Founded: 25th of June 2015
Membership Count: 41
Pantheon of unity Rank: 200
Pantheon of popularity Rank: 107
Pantheon of duelery Rank: 86
Pantheon of adventure Rank: 34
Forum Headquarters: The Ideaboxers Union
Guild Page: The Ideaboxers Union 
Data current as of 04 February 2018


What's going on?

This section is to explain a few things. Hopefully after that you'll have a better understanding of who we are and what we do.

Who are we?

We Are Legion. Just joking, we are "The Ideaboxers Union". We are an ideabox-oriented community who is very active in the forums, the ideabox (well, duh) and everywhere else. We host an impressive collection of Ideaboxers, who will be happy to help in any ideabox-related subject and anything else really.

What/Who are Ideaboxers?

Ideaboxers are people who participate actively in the Ideabox: suggesting ideas, fixing them in the ER, or just acting as a mentor. If you see someone with a check mark in their motto then you can be sure that they're Ideaboxers, and they'll be happy to talk about your ideas or help you in the Ideabox in general.

The Ideabox really confuses me. Can you help?

Of course! A few Ideaboxers in the guild which can help are:

A few Wiki articles that can help are:

Some good threads are:

Of course, we share lots of advice on the guild council. Come and join the fun!

So, you talk only about the Ideabox?

Not at all! We talk about anything Godville related: Arena, dungeons, sparring, boss fights, pet rezzes and more. We'll try to help as much as we can.

Sounds cool! How can I join the guild?

Look at the How to be in the guild section of this page.

I'd love to join, but I'm already in a guild I like and I don't want to leave

Sure, no problem! Just create another account (known as an "alt"[2]) and send him here. We're happy for anyone to join, be they alt or main, normal or insane.

Members

This the place where members of "The Ideaboxers Union" will be written down for the records. More parts may be added in time.

The Founding Sticks[3]

GodThe m1ghty  - Founder of the guild. When asked by reporters if he curses the person who took the name "The mighty" he answered: "No comment". However, there were a few screams of rage from the guild hall that day.

GodHigh queen of undies  - First member to join. Has an obsession with certain parts of clothing. Is funny, nice, and a good companion, so long as you don't mind thrown underwear all around.

GodIdeaboxers  - The most Ideaboxish member to date. When asked if he is an alt of GodMary1  he said: "What is an alt? Mary had a little lamp? lamb? remember me being original? no no no I am not an alt of Mary".

GodGatherer Of Cats  - The official guild cat shepherd. Has a micro kat at home which she analyzes in her lab. When asked if she is insane she said: "404 Error", which made everything clear. Likes palindromes.

GodPablo the Dragon  - Is laughed at by GodThe m1ghty  who calls him a "walking flamethrower"[4]. Is a very active Flame Lounger, but he still finds place for his guild.[5] Left his former guild after reaching the rank of cardinal, for which he is greatly appreciated.

GodJimbob64  - Last but not least of the Founding Sticks. Is insanely creative,[6] but very undecisive, as shown by the fact that both he and his hero Gary-sue

Some more information

  • This guild may or may not have been inspired by the "Ideaboxer's Union".
  • We encourage Ideabox activity, but accept anybody (yes, our standards are very low. Let's continue now).
  • All members seem to suffer from an irrational fear of rejection.

Friends

Enemies

Currently, we have no guilds as enemies. If a guild called "Ideabox Haters" or "Serial No-Voters" is created, we will not be held responsible for our deeds.

Guild activeness

  • We are currently playing an Ideabox game in the guild forum. Anybody is welcome to come and play.
  • The founder of the guild, GodThe m1ghty , is partially responsible for the return of the Ideabox: A Workshop, which is a great Ideabox-related page.

Shameless self-promotion

  • If you join the guild you will get lots of gratitude points! That is, gratitude. We haven't hacked GodVille. Yet.
  • The more people join the guild, the more bonuses we get. Therefore, everybody should join.
  • If you want to know more about "The Ideaboxers Union", join us.
  • We have more members then guilds that have less members then us!

How to be in the guild

We hope that you want to join and stay in "The Ideaboxers Union". This section explains how.

How to join the guild

Although the hero{|ine} may start to quest to join "The Ideaboxers Union", the chance is very low and you'd have to wait months or with bad luck years. Usually he needs prompting. In order to join the guild, send the godvoice: 'Join "The Ideaboxers Union" guild' (internal quote marks are important, outer ones are not) once a minute until it works under the following conditions:

  • While not in town.
  • While not fighting a monster.
  • While not resting (healing after fighting a monster).

IMPORTANT: Do not cancel your current quest before sending the godvoice to join.

How to stay in the guild

The hero{|ine} from time to time, like the bumbling idiot he is, will try to leave "The Ideaboxers Union" to join another guild[8]. In order to stop him, send the godvoice: 'Cancel quest' once a minute until it works under the same conditions as joining.

IMPORTANT: Do cancel your current quest when trying to cancel your quest.

Guild activities

Quite a few activities go on in our lively guild. This is the place to record them.

Ideabox Challenge

Due to lack of interest, the Ideabox Challenge is on indefinite hiatus

The Ideabox Challenge is a monthly event on organized by leading members of the guild, in which participants have to think of ideas in a certain amount of time, on a subject chosen beforehand. The ideas are afterwards put to public voting on The Ideaboxers Union forum thread, and the winner receives the title M{r|s}. Ideabox. Full instructions here[9].

Most Recent Ideabox Challenge

In the Ideabox Challenge participants had to think of 3 ideas, out of which at least one had to be "long" (a quest, or a dungeon or duel phrase) in 15 minutes. The last Mr. Ideabox was {{god|Holy Spirit Of Hell with the subject light. Good job and congratulations!

M{r|s} Ideabox list

Beverage contest

After much thought (and a few drinks), some members of the guild reached a conclusion that "The Ideaboxers Union" should have its own special beverage. It was organized in the guild forum and was open to all. The winning entry was "Approve Ale", by GodHigh king of undies . Woohoo!

Miscellaneous

Just what it says. Some random stuff about the guild that doesn't fit anywhere else.

Player Feedback

This section was proposed by GodGod2000  to show how he liked the guild. Here it is!

"When I joined the guild, I was surprised. I saw Ideaboxers sharing and improving each others ideas. I was surprised, since I was already an Ideaboxer, but I often sent in good puns which got rejected for certain reasons. At first, I didn't really actively share my ideas in the guild. But after I did that once, I saw how handy this was.

Plus, this guild is not only about ideaboxing, but also about having fun in an ideaboxing theme. Ideaboxing is different for everyone. If you only try to submit 1 idea a week (instead of most people here who have to make a list of ideas because the daily submission limit) you are still an Ideaboxer.

The most important lesson I learnt is that our guild is not only about improving the game, but it is also helping each other, improving each others ideas, and most important of all: Having Fun. Oh, and drinking Approve Ale, that too." --- GodGod2000  _________________________________________________________________________________________________________________________________

Do you want to express what you feel about the guild too? With pleasure! Send a pm (private message) to the guild leader and they’ll be happy to take a quote.

Ideabox Workshop

The Ideabox; a workshop forum topic has been revived. Thanks to GodThe m1ghty  who took the initiative.

The Ideabox; A Workshop is a conversational workshop, in which lectures will be given by some great Ideaboxers, and everybody can talk about it, suggest ideas with the "tricks and tips" they learned, and have fun in the Ideabox.

Lectures will be given by:

Diary & Earthly News

Diary entries and EN are the most basic entries, and a very good place to start for any Ideaboxer-to-be. These lectures explain how to do them.

  • Lecture 1: Creating Earthly News

Lecture given by GodJimbob65 


You can often make Earthly News by asking "What am I doing right now?"

Example: "Staring at the waiting-room rug..." in the doctor's office.

Or "I am goofing off in a meeting" = Earthly News: "Goofing off at a guild meeting..."

Not all ideas have to be funny, as we know, some are just so relateable because we've been there ourselves.

Getting the hang of writing your current activity into Earthly News format is one of... like, 2 or 3 I'm guessing... skills that can lead to you being to effectively grab ideas out of thin air.

It's just getting used to writing what's going on around you into idea format, combined with something else we'll practice, which is identifying when something you deem ideaworthy is happening.

  • Lecture 2: Rewriting Earthly News to Diary Phrases

Lecture given by GodJimbob65 


Once you have Earthly News, or "something happening right now" to you or your hero, you can reformat the thing into a diary entry with a little rewrite and addition of hero's reaction

GodSourceRunner , who's much more confident in "atmospheric" Earthly News, and diary entries, can explain in more depth than I.

I'll stick more to short entries and categories, and sheer outrageous silliness do's and oh-please-don'ts.

  • Lecture 3: Rewriting Diary Phrases to Earthly news

Lecture given by GodHigh king of undies 


So far we've learned how to create Earthly news by asking ourselves the question "what am I doing right now" and we've learned how to create diary phrases by taking an Earthly News, rewrite it and add the hero's reaction.

So inspired by that I thought "if we are able to create diary phrase by rewriting Earthly News, are we also able to create Earthly News by rewriting diary phrases?".

So what do we do? Its pretty simple, we reverse the process of creating diary phrases out of Earthly News by removing the heroes reaction and write what we have left as short as possible by only writing down what the hero is currently doing.

Here's an example using my own aproved diary phrase and rewrite it into a new Earthly News.

Gave the tavern owner some advice but he said “I don't tell you how to do your job so don't tell me how to do mine”. I wish he would tell me how to do my job, I could use a few tips.

So what we do now is remove the hero's reaction

Gave the tavern owner some advice but he said “I don't tell you how to do your job so don't tell me how to do mine”.

And now we only take away everything that's not related to what the hero is doing. That means in this case we take away the tavern owner's reaction.

Gave the tavern owner some advice

Now we simply rewrite what we have left into the present tense.

Giving the tavern owner some advice on how to run his business...

And that's how it's done.

Dungeon Phrases

Dungeon phrases can be very tricky, especially to people who have never been in a dungeon. Actually though, dungeon phrases are pretty easy once you realize how to do them. This section is to explain how.

  • Lecture 4: Submitting Dungeon Phrases

Lecture given by GodHigh king of undies 


For this lecture I'm gonna cover how to submit dungeon phrases, not how to create dungeon phrases! The reason why I want to explain this first is because there seem to be people who submit dungeon phrases that can't be approved unless ER reviewers take a lot away from the original idea.

This is how dungeon phrases appear in the game:

The heroes move west after a long discussion. This room looks just like the previous one but more boring. There are no exits in this room exept to the north and east.

This is not how you should submit dungeon phrases. This dungeon entry is actually made from 3 separate dungeon phrases.

  • Heroes move to...
  • Empty room
  • Available directions

Sometimes in the ideabox we see that people for example submit a phrase that is an "Empty room description" and a "Heroes move to...".

Before submitting dungeon phrases make sure you don't submit an idea with multiple categories because there might be ER reviewers who don't want to send a correction or vote for a correction with a lot of editing to make it a dungeon phrase that meets all requirements.

  • Lecture 5: Room Descriptions

Lecture given by GodHigh king of undies 


For this lecture I'm gonna tell you about three of the four different kinds of room descriptions.

  • Empty Room
  • Trap Room
  • Bonus Room
  • Hint Rooms (will be done some other time)

First is the empty room, well... it's not empty actually. It's filled with pudding, frogs, unopened mail etc.

Empty Rooms are rooms without traps or when heroes don't get gold or anything. So if you submit an Empty Room idea give it a nice twist, like I said; You can fill it with pudding or whatever you like.

Imagine yourself walking through a dungeon and you enter the next room and you are shocked because... You fill in the blanks.

But remember! Most dungeon phrases are made out off a "heroes move to", "room description" and "available exits" phrases so keep it short!


Next up, Trap Rooms. Trap rooms take away hp from all party members or just one, or it takes away gold from a hero. Some trap rooms trap the heroes causing them to lose a turn instead of hp, gold or an artifact.

Be creative with your traps. for example:

The heroes need to pay %gold% to open the available exits. (causing all heroes to lose money).
The floor is covered with rusty nails, the heroes take an extra turn to move through the room unharmed. (Heroes lose a turn)


And finally, Bonus Rooms. Bonus Rooms restore all heroes hp or hp for one hero, the heroes pray, get gold, artifacts, stuff like that. Be creative, let it rain gold so all heroes get some pocket money, let them swim through a warm mudbath so they restore some hp or make them cower in a corner and pray to their gods for guidance and protection.

But remember (and I can't say this enough), keep it as short as possible!

  • Lecture 6: Heroes Move To

Guest lecture given by GodThe m1ghty 


Last week, GodHigh king of undies  talked about empty, bonus, and trap rooms. That’s the second part in a dungeon room. The first part in a dungeon room is nearly always the “heroes move to…”. That’s the part I’ll talk about today.

Before we start about how to think about those ideas, first some information about them.

  • A) "Heroes move to…” submissions always include the variable %dir%, which says which direction the heroes go to.
  • B) It nearly always includes “The heroes” or “the party”.


A few common formats for “heroes move to”:

The [heroes/party] [[something]] and [go/go to the] %dir%.

For example: "The heroes flip a coin and go south."

A [[something]] [[moves in some way]] the [heroes/party] %dir%.

For example: "A spring trap catapults the heroes north."

[[doing something]] the [heroes/party] [go/go to the] %dir%.

For example: "Blindly obeying their gods, the heroes go north."


I have found a few ways to think of “heroes move to…”.

A) What moved the heroes? For example: a spring trap, a trapdoor…

A dungeon phrase for that:

The heroes evade a trapdoor, but trip and fall %dir%.

B) What did the heroes feel? What were their emotions? For example: feeling confused, frightened…

Feeling frightened, the party quickly moves on %dir%.

C) What did they do before going? For example: flip a coin, discuss where to go…

After a heated discussion, the heroes consent to go %dir%.


I am by no means an expert, and I’m sure I could improve a lot of things. I’d be more than happy if someone more experienced (or just plain better) could tell me and all the students h{is|er}tips and tricks.

Hope this helped ;)

Happy Ideaboxing everybody!

  • Lecture 7: Available Directions

Lecture given by GodHigh king of undies 


This lecture is about what are and how to create "Available Directions" phrases.

What are "Available Directions"? In most dungeon entries you will have "Available Directions" that tell you which ways the party can move, there's nothing more you need to know really. I personally think it's good for non-templed players to know what they are submitting.

How to create "Available Directions" "Available Directions" always have the %dir% variable which is the direction variable as you might know. But it's a bit different in "heroes move to" and "Available Directions" phrases.

In "Available Directions" phrases unlike "heroes move to" it selects 1, 2, 3 or even 4 different directions instead of one. But that doesn't mean you should add multiple variables to your submission. Here's an example.

Right use of %dir%:

The party can move %dir%.

It will look like this:

The party can move North or South.

Wrong use of %dir%:

The party can move %dir% or %dir%.

It will look like this:

The party can move North or south or North or South.

So only use one %dir% variable!

Now that I've explained how to use the variable we can move on to creating the phrase itself. It needs to be short, remember that!

There are two ways I know of how to make "Available Directions" phrases. You either describe what the exits in the room look like or you write why some exits can't be used. Here are some examples.

Exits Descriptions:

Large holes in the wall allow the heroes to move %dir%.
A flight attendant points the heroes to the emergency exits to the %dir%.

Write how some exits can't be used:

The heroes can move in all directions but they only want to move %dir%.
Roadblocks redirect the heroes to the exits to the %dir%.

I hope this was enough info to help both non-templed and templed players as well as beginning and advanced ideaboxers to create "Available Directions" phrases.

Monster

Monsters are by far the most difficult category of all. They are not for the faint of heart, or for people who don't like seeing pages and pages of red. This lecture is to help you understand a bit more about monsters[10].

  • Lecture 8: Monster Submissions

Lecture given by GodHigh king of undies 


For this lecture, I’m gonna cover what (probably) a lot of people have been waiting for: the monster category!

I can hear you think, “Yay! Now I will learn the secrets of monster submissions and how to get them approved a lot easier!”. Well sorry to disappoint you, but this lecture won’t be as useful as the other ones. I am however, going to tell you all I know.

So let’s start with some do’s and don’ts.

Something you should definitely do is get some ideas approved to get more daily submissions. Monsters are the hardest category and with a limit of 2,3 or 4 ideas a day, you will just be wasting your submissions. Put the monster category aside until later.

What you need to do is make sure the pun reference is something most people get. Send some monster ideas to your friends (who you trust) and ask them if they know what your monster refers to. If you send it to multiple people and they all guess right then you know the joke is clear to most people.

Now let’s cover the don’ts.

Please don’t submit the monsters: Serial No-voter, Ideabox Rejector, Rejected Monster (is a dupe anyway), etc. Too much people have already sent in monsters like these and it’s not something I believe is very enjoyable by the Godville Community. We’ve seen too much of them already.

Also what you shouldn’t do is make a really long monster name with multiple puns. It’s confusing.

And finally, the most important thing. Do not give up! I now have 1 monster approval which I’m very proud of. It was my (and yes, I counted) 443rd monster submission. The category is insanely hard, but also very rewarding. A lot of players agree that ideaboxers with a monster approval earn serious credit for this achievement.

Duel

Biff! Bang! Splat! Wait, splat? Duel entries are full of ridiculous action. Blows struck, bombs exploded, tomatoes thrown and more. This lecture explains how to do them.

  • Lecture 9: Duel Entries

Guest lecture given by GodTlazolteteo 

Scenarios – Usually takes one of the following forms:

A directly attacks B
A indirectly damages B through an object or 3rd party
A does something, B hurts self
A does something, B blocks/evades somehow
A missed or didn’t attack at all
A hurts self
A and B are both hurt


Content – Damage does not have to be physical, and could also be psychological, purely metaphorical, or even 4th-wall breaking. For example, there are many entries with “hits” to the defender’s self confidence, public image, luck, karma or health bar.

Purely descriptive entries do get in, though most entries incorporate humour, a pun/idiom or a twist ending.


Length & Format – While not an issue with sparring and arena fighting, when in 3-4 player boss fights, long entries can really clog up the fight log. Try to keep your entry down to two sentences (20-35 words). It is usually sufficient to have one line as the setup, and the next as the reaction/punchline. There seems to be slightly more leeway with length of Boss entries, especially if you are going for an epic description. As the devs heavily stress though, shorter is better.

Variables, pronouns & other references – Having %defender% will help avoid confusion in multiplayer battles (particularly for Boss attacks) or in non-turn-based battles (e.g. Scurrying boss or special arena condition). I usually try to incorporate both %attacker% and %defender% into every entry, but either variable can sometimes be omitted depending on the scenario.

Avoid repeating the %attacker% and %defender% variable more than once, as this can make the entry sound redundant and clumsy (especially if the character has a long name). Use pronouns or generic terms like foe/enemy/target/adversary/rival to avoid repeats, but make sure the pronouns are unambiguous as to whom they are referring to.


GENERAL ADVICE (applicable to any category)

How to come up with ideas – This kind of varies from person to person. There are very good tips on page 5 of this forum thread. I personally usually start from a seed (e.g. pun or phrase) then imagine a scene that I can use it in. Alternatively, you could start with a specific scenario (e.g. Boss miss) then brainstorm different ways that it could happen. You could also start with a topic (e.g. magic), then come up with different possibilities — the Ideaboxing Game is based on this method. Look to your daily life and hobbies/interests for inspiration. Just make sure the topic isn’t too technical or niche.


Other Tips

Definitely read the entries already in the game. This gives you a good idea of the tone, style and quality of what you should aim for. This also keeps you from submitting dupes.

Read what other people have submitted in the Ideabox/ER. Gives you a sense of what the voting community likes and doesn’t like. Can also give you inspiration for your own submissions.

Read over your own writing a few times before submitting. Problems can be fixed in the ER, but a good first impression is important. If it’s too long, clunky, or you just aren’t sure if the joke is clear enough… ask a friend, discuss it in guild council, or talk to an Ideaboxer (someone with a ✔ in their motto). If you feel like you have a good seed, but can’t think of anything good on your own, consider “donating” it to the Ideaboxing Game by using it as the topic for the next person.

Quests

Hours and hours spent questing and finally you get the rewards: experience, gold, a golden brick or perhaps nothing at all. A lot of quests in Godville have an extra reward, an unique quest ending. Both quests and endings will be covered here.[11]

  • Lecture 10: Creating Quest Endings

Guest lecture given by: GodThe m1ghty 

Before we start about doing quest endings, first some general information about them.

Let’s start with a short FAQ!

  • How do you suggest quest endings?

There are 2 ways. The first way is to enter the link of this post, which is the thread “Adding endings to existing quests” in the Workmen’s Area. The second way is to go to the quests part of the feedback and click on the link there. Alternatively, you could just use this link: http://godvillegame.com/ideabox/quests.

  • Do quest endings give IQ/Gratitude points? If yes, how many?

Quest endings do give IQ and Gratitude points: 7 IQ points and 1 Gratitude point, just as much as any idea. In fact, when I have writer’s block they are easier for me, as part of the creativity (the quest name) is already supplied.

  • Why the hell are you making the FAQ so long and not starting with the lecture already?

Good question. Let’s start!

Quest endings may vary in length from 5 words (the absolute minimum) to a few sentences, may vary in style from a short punchline to a short and silly “story”, but they all have to follow some pattern. Here are some basic guidelines and recommendations which I did not copy from the place where you suggest quest endings.

  1. It’s assumed that a hero completes a quest over some time (even longer for epics), so an ending should imply that some work was done, before the hero reached the conclusion described in the ending (not just an punchline for the the quest title). This is not true 100% of the time, and you can see some quest endings in game that don’t follow this guideline, but quest endings are much likely to be accepted if they do follow this guideline.
  2. Keep in mind that a hero can do the same quest multiple times. I personally have never found this much of a problem personally, but keep this in mind. Again, not true 100% of the time.
  3. An ending shouldn’t be too long. Very important. Remember that in game quest endings appear together with the quest reward, so if it’s more than 2-3 sentences it will be too boring. True 100% of the time.
  4. A quest is done in the fields, so an ending that says that a hero just did something in the tavern/bar/town will look out of place. Important. This may seem deterring and strict at first, but it actually helps me a lot, since it gives me the possibility to write that the hero is returning to the tavern.
  5. There should be no %artifact%, %gold% coins, %rg%, golden bricks references or any other variables in the ending (gender variations are ok. e.g {he|she}, {God|||Goddess}). Very important. No rule bending at all for this one.
  6. An ending should not include the exact title of the quest (full ending phrase in the diary already includes the quest title). Likewise.


So, now that we’ve covered pretty much everything except how we think of them, how do we think of them?

First, we need some quests to work on. You could search for quests in game, but the best way is to go to the quests endings section and look at the 4 endingless quests there which are changed every day. Let’s choose the ones that were there yesterday (24 of September), which are:

discover why day breaks and night falls
wake the dead with breakfast in bed
set up a chain mail account
climb the social ladder to get god’s beard

The first step is to understand what’s the joke/point of each quest. The first quest is a play on words on the fact that we say “day breaks” but “night falls”. The second quest is a combination of the rather morbid phrase “wake the dead” with the lighthearted phrase “breakfast in bed”, which causes a funny contrast. The third one is a play on words of the phrase “chain mail” and “mail account”. The fourth one is combining two metaphors “climb the social ladder” and “to get god’s beard”.

The second step is to think of the connections each thing has. Remember, you won’t be able to do this with every idea, but you should try. For example: with the first quest, the word “break” and the word “fall” both have an injury-related meaning. Maybe do something around that?

In the second quest, waking the dead is connected with zombies. Zombies like to eat brains. Hint much?

In the third quest, we could humorously remove the space between “chain” and “mail”, making the hero set up a chainmail account, something completely different!

In the fourth quest, well… Hmm… This is one example where I can’t find anything. Luckily, I have 3 other quests and I’ll have 4 more options tomorrow.

The third step is to think of actual ideas. For the first quest I could do something like: “It turns out that Night fell once and broke Day’s leg. Maybe that’s why Night is so dark and gloomy all the time!”

For the second quest, I could do something like: “Apparently they like brains more then they like cereal. I’m out of here!”

For the third quest, maybe something on the lines of: “All that chainmail armor sure was heavy, but I finally did it!”

The fourth and final step is to explain. Quest endings are unique in that that they have to have explanations which have a minimum of 5 words. The first quest: “It plays on the injury-related meanings of break and fall, and makes an extra pun about how night is ‘dark’ in the meaning of sad and bleak, but also dark in the meaning of not lighted.”

For the second quest: “It relates waking the dead to zombies, and how the zombies prefer to eat the hero’s brain then the breakfast he brought them.”

For the third quest: “The hero got confused between setting up a mail account and between setting up a chainmail (a type of armor) account.”

Now send it to the devs, and hope it will be accepted.

Sailing

Waves crashing against the wood, rain pouring down on the crew and the only thing that deafens the sound of screams and prayers are the merciless thunderclouds roaring in the heavens. Sailing the open seas isn't for the weak and fragile.

  • Lecture 11: Speculations about the new sailing category

Lecture given by: GodHigh king of undies 

So I’m gonna try writing something about the new sailing category, it wont be a real lecture. Mostly it will be assumptions on what kinds of entries we already know we can submit.

Alright so we don’t know much of what happens when sailing, but the chance that the hero will be at sea is big. So we need to remind ourselves that we adjust our submissions accordingly.

There’s not much we can be sure of but as far as I can tell there is one thing that we can all be sure about is that we can still use the Remote Control. Thus we can submit:

  • Encourage
  • Punish
  • Miracle
  • God Voice

Knowing that we are at sea and that we can use the Remote Control we can start submitting ideas like this:

Encourage

A mermaid jumped onboard and tended to my wounds.

Punish:

A deafening thunderclap scared all my pets. Come back!

Miracle:

A huge wave heading towards the ark deviated from it’s course at the last minute. Thank you, %rg%. My pets all started to praise you, at least that’s what it sounds like.

God voice:

The crew from a passing ship can be heard singing “%god_phrase%”.

This is the best I can do for now. Until we get more information on the new category we’ll just have to go with this.

  • Lecture 12: An introduction to sailing

Lecture given by: GodBrinjal  and GodHigh king of undies 

Recently, the new sailing feature has been added to the game. This will be an introduction for the players who want to submit sailing ideas but don't have an ark yet. We will cover what kind of ideas you should submit and what sailing is like.

Sailing, what happens, what's the goal and what do I do?

In a game that's mostly text based sailing stands out by having the map, rather than the log be the main focus. You control the ark with the map, almost all the action happens all the map, hints are entirely map based (while the log doesn't even say what kind of hint was found), and often there is no entry on a log on a given turn, just a change in the map. This is important within the context of submitting ideas, as will be explained later.

During sailing the goal is to find some treasure, and then exit the sail through the port or the edge of the map. Sailors can find treasure by exploring islands or defeating monsters. To help them know which islands to search and which monsters to fight, hints can be found on some islands, are given on defeating some monsters, and sometimes appear when using a miracle.

The two main activities during sailing are exploring islands and fighting monsters. Both of which can reap useful rewards, but on the other hand could give nothing at all. Sailors can also get into battles with each other if they like the look of their treasure, after all, it's every {|wo}man for themselves in sailing! Gods guide their heroes by directing them, and of course using encourages to mend the ark or punishes to restore supplies or smite their opponents in fights.

So what does all this mean for us when submitting ideas? It means no "random entries". The log is secondary to the map and only exists to clarify something that just happened, like that a new beastie became visible on the map. If your entry, like most diary entries, doesn't reflect that something notable just happened, it is extremely unlikely to get in. What events are notable are mentioned and discussed below.

Sailing subcategories

These are all the sailing subcategories as they appear in ER.

  • Islands
  • empty island
  • food supplies
  • ark repair
  • pray shrine
  • booty hint
  • lighthouse
  • Beasties
  • appear
  • death (no loot)
  • death (with loot)
  • Pirating
  • battle start
  • battle end
  • battle flee
  • Influences
  • encourage
  • punish
  • miracle
  • god voice
  • Others
  • sail start
  • sail end
  • booty/manimal/feninal
  • vortex
  • other

Sail log Dont have an ark yet? You can read the ark logs below!

  • Sail log 1
Ark Status Supplies Cargo
Aliyaa / GodAzzageddi  drowned 11/40 [ ] [ ]
Stevaloid / GodBrinjal  exited 30/40 [ ] [ ]
Leonard of Quirm / GodSusan Sto Helit  exited 17/40 [💰] [♀]
Step 1
12:26 Aliyaa, Stevaloid and Leonard Of Quirm set sail on the open sea in attempt to close it.
Step 5
12:27 A fountain on the horizon looks exactly like Fantasea.
Step 8
12:29 Fugunia announces her presence with a loud splash.
Step 9
12:29 Leonard Of Quirm leaves the sea battle. Why fight when you can negotiate?
Step 10
12:29 Dead Fugunia doesn't show signs of life or trophies, which upsets Leonard Of Quirm.
Step 12
12:30 Failkyrie shines from the water.
Step 13
12:31 Stevaloid fills his belly and the ark with the supplies he finds on the island.
Step 14
12:31 A lightning bolt hits the water. Leonard Of Quirm replenishes his supplies with popped-out fish.
Step 15
11:31 Aliyaa crushes the beast with her ark. Failkyrie turns blue and sinks.
Step 18
12:33 Biterina is circling around.
The roar of a siren disperses the fog, revealing the surroundings to Leonard Of Quirm.
Step 20
12:33 Aliyaa throws a trident of unknown origin into the enemy, neatly punching his hull.
Biterina couldn't protect fresh water. Aliyaa enjoys the plunder.
Step 21
12:34 The inhabitants of this island recognize the hero as their god and offer all their treasures accumulated over many centuries.
Stevaloid silently observes as a cast of crabs carries the ark out to the shore and quickly patches up holes in its bottom.
Step 24
12:35 Aliyaa stumbles upon a sawmill and redirects its output towards the repair of her ark.
After a long and futile search, Leonard Of Quirm decides to pray to make use of this island.
Step 27
12:36 Henfish roars nearby.
Step 28
12:37 Henfish fails a victim of a gunpowder plot, while Aliyaa pretends to have nothing to do with the explosion.
Step 29
Stevaloid puts a sea-shell to his ear and, surprisingly, hears a hint.
Henfish is breathless. Aliyaa fishes fresh water from the sea depths.
Step 30
12:38 Gorgonella drew herself on the map.
Step 31
12:38 Leonard Of Quirm calls for a storm on Gorgonella.
Step 32
12:38 Stevaloid seizes supplies from the abandoned pirate lair, mostly focusing on the rum.
Crunchella and Royal Jellyfish peep out from the waves.
Not having any better ideas, Aliyaa sets a lighthouse on fire and peers into the area through the clouds of smoke.
Leonard Of Quirm utters an ominous spell and Gorgonella gets a kick from the very depths of hell.
Step 33
12:39 Gorgonella exchanges her life for fresh water.
Step 34
12:39 Leonard Of Quirm looks in horror at a meteorite flying at his ark... which ends up being a harmless and tasty meatball.
Step 35
12:40 Apparently, this island is empty.
Step 36
12:40 Leonard Of Quirm calls for a storm, but he really shouldn't have.
Step 37
12:40 Leonard Of Quirm sadly observes how the divine energy tries to boil the sea.
Aliyaa comes under a rain of bolts and nuts which strangely repairs the ark.
Step 38
12:41 After deafening clashes, the sky poured popcorn. Leonard Of Quirm managed to score himself a few buckets.
Step 40
12:42 Leonard Of Quirm friendly greets the diver-engineer who appeared out of nowhere and is apparently fixing his ark.
Leonard Of Quirm gets a coconut on his head and a booty hint.
Step 41
12:42 Shocked Aliyaa sees as the ark sheds its sheathing and quickly grows a new, stronger one.
Step 42
12:43 Aliyaa positively charges with optimism. Unfortunately it has no effect on the ark.
Friendly polyps stick to the bottom of the ark and patch some holes in it.
Aliyaa goes down. The sea does not like to be restrained.
Leonard Of Quirm filled his ark up to brim.
Free from her load, Royal Jellyfish sinks like a stone. Leonard Of Quirm finds a female.
An elegant fenimal gracefully swims into the arks's hold and immediately starts demanding attention.
Step 43
12:43 Following a sudden desire, Leonard Of Quirm throws his fishing net and pulls it back full of various sea delicacies.
step 45
12:44 Giant heads sticking out of the sand hint at the location of something important.
Step 46
12:44 Stevaloid restocks his ark from a stash of coconuts and bananas.
Step 47
12:45 Divine providence turns up some good catch, and Leonard Of Quirm stockpiles with provisions.
Step 48
12:45 Not waiting for a permission to dock, Stevaloid sails his ark to the port.
Step 52
12:47 The skies are filling up with clouds, while the galley is filling up with milk. Leonard Of Quirm anticipates a feast.
Step 58
12:49 Leonard Of Quirm calls for a storm, but he really shouldn't have.
Step 60
12:50 Leonard Of Quirm decides to end this sail and heads to the port.
  • Sail log 2
Ark Status Supplies Cargo
Hi Sir / GodNaturalblondechick  exited 7/40 [💰] [💰]
Stevaloid / GodBrinjal  exited 7/40 [♀] [ ]
Fyrdung / GodArtsonian  exited 16/40 [ ] [ ]
Rockabelly / GodMe Damn It  drowned 36/40 [ ] [ ]

Step 1

14:34 Hi Sir, Stevaloid, Fyrdung and Rockabelly exchange their mooring places for supplies and head out for adventures.
Step 5
14:35 Failkyrie cackle from the ocean's depths.
Rockabelly visits this reserve-island and carefully offers a prayer, preserving every single commandment.
Fyrdung finds a healing glue spring on the island and patches up his vessel.

Step 6

14:36 Gurgly muddles the water.

Step 7

14:36 Failkyrie is breathless. Stevaloid fishes fresh water from the sea depths.

Step 9

14:37 Fugunia blows bubbles from the deep waters.
Out of the sea foam emerges Grampina.
Gurgly bursts, spattering the surroundings with her healing fish oil.

Step 10

14:37 On this island of knowledge Hi Sir learns something about the nearest treasure.

Step 11

14:38 Dead Fugunia doesn't show signs of life or trophies, which upsets Fyrdung.

Step 12

14:38 Out of the sea foam emerges Sharkietta.
Stevaloid crushes the beast with his ark. Grampina turns blue and sinks.

Step 13

14:39 After a long and futile search, Fyrdung decides to pray to make use of this island.
Sharkietta, Sonarena, Aspirina, Ninja-starfish and Ninja-starfish peep out from the waves.
After having a look into a Palantir left by somebody on this island, Stevaloid sees whole neighborhood through the mist and fire.

Step 16

14:40 Sharkietta is breathless. Rockabelly fishes fresh water from the sea depths.

Step 17

14:40 No flora, no fauna, no nothing on this island.
Hi Sir finds a healing water spring and hastily rinses her ark.
Rockabelly finds a cache on the island and replenishes his supplies.
Screwfish is overboard.

Step 20

14:42 Once this island was full of walking delicacies, but then it was ravaged by hungry explorers.
Killissa surfaces to look at the ark.

Step 21

14:42 Fyrdung seizes supplies from the abandoned pirate lair, mostly focusing on the rum.
Rockabelly goes down. The sea does not like to be restrained.

Step 22

14:42 Hi Sir hears sounds of cannonade, but the real shells are nowhere to be seen.

Step 23

14:43 Hi Sir grins at the enemy soaking in acid rain.
Stevaloid tries with all his might, but fails to get away from the battle.
Killissa exchanges her life for a hint.

Step 24

14:43 Hi Sir puts into use a repair kit that fell from above, thinking in the meantime if the ark will still be the same if all the parts are replaced one-by-one.

Step 25

14:44 The parrots of this island know a lot of filthy swear-words, and not much else.
Stevaloid positively charges with optimism. Unfortunately it has no effect on the ark.

Step 26

14:44 God's will strengthens Stevaloid's character and his ark.

Step 27

14:45 Leechinda roars nearby.
Ninja-starfish drops her carcass into the water. Deft Stevaloid somehow manages to catch a hint.

Step 28

14:45 Hi Sir plunders tombs at the graveyard of lost ships, finding some spare parts for repair.
Fyrdung leaves the sea battle. Why fight when you can negotiate?

Step 29

14:45 Fyrdung tries to escape. Unsuccessfully.

Step 30

14:46 Stevaloid puts into use a repair kit that fell from above, thinking in the meantime if the ark will still be the same if all the parts are replaced one-by-one.

Step 31

14:46 Stevaloid receives a standard meal from his deity — a loaf of bread and a glass of red wine. Fyrdung strains himself and creates a divine shield around his vessel with the power of his faith.

Step 32

14:47 Fyrdung feels a flow of power and quickly patches his ark before it ebbs away.
Dead Screwfish doesn't show signs of life or trophies, which upsets Hi Sir.

Step 33

14:47 Stevaloid visits this reserve-island and carefully offers a prayer, preserving every single commandment.
Sea Harpoonia blows bubbles from the deep waters.
Free from her load, Leechinda sinks like a stone. Fyrdung finds a hint.

Step 34

14:47 Hi Sir hears a dashing whistle and notes a courier walking to her on the water with some provisions.
Furinda shines from the water.
Hi Sir visits a lighthouse and checks who and what is lighting up the horizon.
Friendly polyps stick to the bottom of the ark and patch some holes in it.

Step 36

14:48 Fyrdung puts a sea-shell to his ear and, surprisingly, hears a hint.

Step 37

14:49 Hi Sir suddenly turns green and begins to photosynthesize food from the air.
The skies are filling up with clouds, while the galley is filling up with milk. Stevaloid anticipates a feast.

Step 38

14:49 Hi Sir hears a dashing whistle and notes a courier walking to her on the water with some provisions.
Barrel Fish is circling around.

Step 39

14:50 Hi Sir calls for a storm on Barrel Fish.
Fyrdung holds on to the mast and waits for the ark to stop shaking — huge tentacles are busy repairing the hull.
Friendly polyps stick to the bottom of the ark and patch some holes in it.

Step 40

14:50 Hi Sir praises the skies, but the incoming lightning bolt still hits the wrong target.

Step 41

14:50 Barrel Fish falls victim of a gunpowder plot, while Hi Sir pretends to have nothing to do with the explosion.
Barrel Fish goes down, while Hi Sir gets a treasure.

Step 42

14:51 A sparkling shoal of dolphins jumps over the ark, but Stevaloid was waiting for something else.

Step 43

14:51 Following a sudden desire, Fyrdung throws his fishing net and pulls it back full of various sea delicacies.
Stevaloid comes under a rain of bolts and nuts which strangely repairs the ark.

Step 44

14:52 A carpenter falls from the sky, patches up the ark, quickly hammers himself a raft and sails of into the horizon.

Step 45

14:52 Sea Harpoonia is at the sea bed. Stevaloid picks a female from the water.
An elegant fenimal gracefully swims into the arks's hold and immediately starts demanding attention.

Step 46

14:52 Stevaloid friendly greets the diver-engineer who appeared out of nowhere and is apparently fixing his ark.
“Fenimal? I wanted gold!”, — gurgled Brinjal.

Step 47

14:53 Following a sudden desire, Hi Sir throws her fishing net and pulls it back full of various sea delicacies.

Step 48

14:53 Fyrdung calls for a storm, but he really shouldn't have.
A ruined temple on this island looks even more ruined after the ardent prayer offered by Hi Sir.

Step 49

14:54 Fyrdung hears a dashing whistle and notes a courier walking to him on the water with some provisions.
A ruined temple on this island looks even more ruined after the ardent prayer offered by Fyrdung.
Stevaloid puts a sea-shell to his ear and, surprisingly, hears a hint.

Step 50

14:54 Hi Sir hears a dashing whistle and notes a courier walking to her on the water with some provisions.
After deafening clashes, the sky poured popcorn. Stevaloid managed to score himself a few buckets.

Step 51

14:54 Stevaloid hears a dashing whistle and notes a courier walking to him on the water with some provisions.

Step 52

14:55 Hi Sir catches a pot from the sky, but instead of a delicious meal she only finds somebody's tail and a bursted balloon inside.

Step 53

14:55 Fyrdung calls for a storm, but he really shouldn't have.
Apparently, this island is empty.

Step 54

14:56 A lightning bolt hits the water. Hi Sir replenishes her supplies with the fish that popped-out.
Hi Sir finds some repair materials on the island.

Step 55

14:56 Fyrdung suddenly turns green and begins to photosynthesize food from the air.
Fyrdung decides to end this sail and heads to the port.

Step 56

14:57 Stevaloid sadly looks at the fish skeletons overboard — his deity overdid himself.

Step 57

14:57 A lightning bolt hits the water. Stevaloid replenishes his supplies with the fish that popped-out.

Step 58

14:57 Friendly polyps stick to the bottom of the ark and patch some holes in it.
Hi Sir patches her ship with divine energy.

Step 59

14:58 A lightning bolt hits the water. Hi Sir replenishes her supplies with the fish that popped-out.

Step 60

14:58 Treasure! Pushing a skeleton aside, Hi Sir drags a chest full of booty onboard her ark.
Hi Sir fills her ark up to the brim.

Step 65

15:00 Stevaloid tries to hide, but it's quite difficult in the open sea.

Step 66

15:01 Stevaloid feels a flow of power and quickly patches his ark before it ebbs away.

Step 67

15:01 Free from her load, Ninja-starfish sinks like a stone. Stevaloid finds fresh water.

Step 70

15:02 Friendly polyps stick to the bottom of the ark and patch some holes in it.
Hi Sir loudly slams her cabin door and leaves the voyage.

Step 71

15:03 Stevaloid finds a healing water spring and hastily rinses his ark.
Shipwreckley emerges from an abyss.

Step 72

15:03 Divine providence turns up some good catch, and Stevaloid stockpiles with provisions.

Step 75

15:04 Stevaloid spots a new cluster of guiding stars which improves his navigation in the local waters.
Submaretta and Walrietta peep out from the waves.

Step 78

15:06 Stevaloid finds an old piece of a pirate map alluding to some booty.

Step 79

15:06 Divine providence turns up some good catch, and Stevaloid stockpiles with provisions.

Step 81

15:07 After deafening clashes, the sky poured popcorn. Stevaloid managed to score himself a few buckets.

Step 84

15:08 Stevaloid tries with all his might, but fails to get away from the battle.

Step 85

15:09 This is the day everyone will remember as the day when Stevaloid almost got caught.

Step 87

15:09 Following a sudden desire, Stevaloid throws his fishing net and pulls it back full of various sea delicacies.

Step 91

15:11 Stevaloid sadly looks at the fish skeletons overboard — his deity overdid himself.

Step 93

15:12 Following a sudden desire, Stevaloid throws his fishing net and pulls it back full of various sea delicacies.

Step 98

15:14 Stevaloid hears a dashing whistle and notes a courier walking to him on the water with some provisions.

Step 100

15:15 Stevaloid loudly slams his cabin door and leaves the voyage.
  • Sail log 3
Ark Status Supplies Cargo
Hi Sir / GodNaturalblondechick  exited 5/40 [♂] [💰]
Fyrdung / GodArtsonian  drowned 18/40 [ ] [ ]
Stevaloid / GodBrinjal  drowned 16/40 [ ] [ ]
Annie Tibbers / GodFuyuhi  drowned 30/40 [ ] [ ]

Step 1

17:13 The sea is rough for a good reason — Hi Sir, Fyrdung, Stevaloid and Annie Tibbers are about to leave the port.

Step 4

17:15 Poulpy cackles from the ocean's depths.

Step 5

17:15 After a long and futile search, Annie Tibbers decides to pray to make use of this island.

Step 6

17:15 Stevaloid is used to disappointments and not really bothered about yet another empty island.
Hi Sir hears a dashing whistle and notes a courier walking to her on the water with some provisions.
Poulpy drops her carcass into the water. Deft Fyrdung somehow manages to catch fresh water.

Step 7

17:16 Hi Sir calls for a storm, but she really shouldn't have.
Hi Sir and Annie Tibbers are at the fire distance. Let the battle begin!
Fyrdung finds a healing water spring and hastily rinses his ark.

Step 8

17:16 Hi Sir utters an ominous spell and Annie Tibbers gets a kick from the very depths of hell.

Step 9

17:17 Hi Sir spots an oil slick near the enemy and hastens to to set it on fire. Annie Tibbers is indignant.

Step 10

17:17 Stevaloid finds a healing glue spring on the island and patches up his vessel.
Hi Sir grins at the enemy soaking in acid rain.

Step 11

17:18 A fountain on the horizon looks exactly like Plaicea.
Hi Sir sadly observes a giant wave running past the enemy.

Step 12

17:18 Annie Tibbers falls victim of a gunpowder plot, while Hi Sir pretends to have nothing to do with the explosion.
Fyrdung visits this reserve-island and carefully offers a prayer, preserving every single commandment.
Annie Tibbers goes down. The sea does not like to be restrained.
Annie Tibbers heads down to taste the algae, while Hi Sir gets his water and happily sails away.

Step 13

17:18 Hi Sir puts into use a repair kit that fell from above, wondering in the meantime if the ark will still be the same if all the parts are replaced one-by-one.
Stevaloid crushes the beast with his ark. Plaicea turns blue and sinks.

Step 14

17:19 A rain of nails firmly fixes loose logs on the ark.
No flora, no fauna, no nothing on this island.

Step 15

17:19 Stevaloid finds scarce supplies to replenish his meager diet.
Cattlefish and Frogley drew themselves on the map.

Step 17

17:20 Friendly polyps stick to the bottom of the ark and patch some holes in it.

Step 18

17:20 Hi Sir curses, observing how the divine light heals the food, making it completely inedible.

Step 19

17:21 Fyrdung finds a chest, which he immediately drags into his ark's hold.
Stevaloid finds some repair materials on the island.

Step 20

17:21 Friendly polyps stick to the bottom of the ark and patch some holes in it.

Step 21

17:22 Hi Sir rises above waves and sees the world around her.

Step 23

17:23 Fountains on the horizon look exactly like Nipinda, Tankfish and Aspirina.
Fyrdung visits a lighthouse and checks who and what is lighting up the horizon.

Step 25

17:23 Giant heads sticking out of the sand hint at the location of something important.

Step 27

17:24 A local tourist office on the island gives Fyrdung information about some points of interest.
Hi Sir sets fire on the top of a lighthouse and carefully looks into horizon.

Step 28

17:25 Cattlefish bursts, spattering the surroundings with her healing fish oil.

Step 29

17:25 Shipwreckley floats playfully with her belly up.
After climbing a mountain Stevaloid admires the view of its surroundings.

Step 30

17:25 Hi Sir offhandedly pushes a manimal into a barrel and rolls it into her ark's hold.

Step 34

17:27 Fyrdung feels a flow of power and quickly patches his ark before it ebbs away.

Step 35

17:27 Fyrdung strains himself and creates a divine shield around his vessel with the power of his faith.
Free from her load, Nipinda sinks like a stone. Fyrdung finds a hint.

Step 36

17:28 Harpoonessa tries to avoid attention with her maneuvers.

Step 37

17:28 Harpoonessa falls victim of a gunpowder plot, while Hi Sir pretends to have nothing to do with the explosion.
This is the day everyone will remember as the day when Hi Sir almost got caught.
Stevaloid plunders tombs at the graveyard of lost ships, finding some spare parts for repair.

Step 38

17:29 Fyrdung looks in horror at a meteorite flying at his ark... which ends up being a harmless and tasty meatball.
Fyrdung searches the whole island, but finds nothing.
Hi Sir whispers something and windows of heaven open, throwing cannonballs at the enemy.
Hi Sir tries with all her might, but fails to get away from the battle.
Harpoonessa is breathless. Hi Sir fishes fresh water from the sea depths.

Step 39

17:29 Hi Sir rises above waves and sees the world around her.
Tankfish is overboard.
Stevaloid finds a single-use altar on the island and prays quickly.

Step 40

17:30 A lightning bolt hits the water. Hi Sir replenishes her supplies with the fish that popped out.

Step 41

17:30 Fyrdung suddenly turns green and begins to photosynthesize food from the air.

Step 43

17:31 Fyrdung restocks his ark from a stash of coconuts and bananas.
No flora, no fauna, no nothing on this island.

Step 45

17:32 Stevaloid sadly looks at the fish skeletons overboard — his deity overdid himself.

Step 46

17:32 Harpoonessa and Fantasea drew themselves on the map.
Hi Sir visits a lighthouse and disperses the fog of war.
Selfish Shellfish is overboard.
Stevaloid receives a standard meal from his deity — a loaf of bread and a glass of red wine.

Step 47

17:32 This island is full of butt-whooping cans, but absolutely nothing else.

Step 50

17:34 A sparkling shoal of dolphins jumps over the ark, but Fyrdung was waiting for something else.

Step 51

17:34 Hi Sir cheerfully pushes a manimal, screaming something about discrimination, into her ark.
Hi Sir fills her ark up to the brim.
Fyrdung tries to run away, but you can't get far on the ark's slippery deck.

Step 52

17:35 A carpenter falls from the sky, patches up the ark, then quickly hammers himself a raft and sails off into the horizon.
Fyrdung can hold his breath for ten minutes, but it is not enough.

Step 53

17:35 Hi Sir receives a standard meal from her deity — a loaf of bread and a glass of red wine.

Step 54

17:35 Hi Sir suddenly turns green and begins to photosynthesize food from the air.
Stevaloid finds a whole bunch of idols, rakes them into a pile and prays to them all simultaneously.

Step 55

17:36 The skies are filling up with clouds, while the galley is filling up with milk. Stevaloid anticipates a feast.

Step 57

17:37 Hi Sir catches a pot from the sky, but instead of a delicious meal she only finds somebody's tail and a bursted balloon inside.

Step 58

17:37 The skies are filling up with clouds, while the galley is filling up with milk. Hi Sir anticipates a feast.
The skies are filling up with clouds, while the galley is filling up with milk. Stevaloid anticipates a feast.

Step 60

17:38 Friendly polyps stick to the bottom of the ark and patch some holes in it.

Step 61

17:38 Divine providence turns up some good catch, and Hi Sir stockpiles with provisions.
Brinjal crackles with something in the skies.

Step 62

17:39 Hi Sir spots an oil slick near the enemy and hastens to to set it on fire. Selfish Shellfish is indignant.
Hi Sir anticipates a big jackpot and throws away a manimal to make space for the new treasure.
Hi Sir fills her ark up to the brim.
Selfish Shellfish goes down, while Hi Sir gets a treasure.

Step 63

17:39 Hi Sir anxiously looks into the vortex and realizes that the vortex is also looking into her.
After deafening clashes, the sky poured popcorn. Stevaloid managed to score himself a few buckets.
After a long and futile search, Stevaloid decides to pray to make use of this island.

Step 64

17:40 Hi Sir is tempted to build, create or at least repair... but then the temptation dies out.

Step 65

17:40 Hi Sir obediently repairs the ship under the helpful supervision of a guardian-angel descended to the sea.

Step 66

17:40 Friendly polyps stick to the bottom of the ark and patch some holes in it.
Hi Sir visits this reserve-island and carefully offers a prayer, preserving every single commandment.

Step 67

17:41 Hi Sir rises above waves and sees the world around her.

Step 68

17:41 A lightning bolt hits the water. Hi Sir replenishes her supplies with the fish that popped out.

Step 69

17:42 Hi Sir patches her ship with divine energy.

Step 70

17:42 Hi Sir hears a dashing whistle and notes a courier walking to her on the water with some provisions.
Hi Sir and Stevaloid are at the fire distance. Let the battle begin!
Hi Sir falls victim of a gunpowder plot, while Stevaloid pretends to have nothing to do with the explosion.

Step 71

17:42 Hi Sir signals attack, but instead of the heavy lightning the sky only sheds few drops of rain.
Stevaloid throws a trident of unknown origin into the enemy, neatly punching her hull.

Step 72

17:43 Stevaloid spots an oil slick near the enemy and hastens to to set it on fire. Hi Sir is indignant.
Hi Sir calls for a storm on Stevaloid.
Hi Sir tries to escape. Unsuccessfully.

Step 73

17:43 Hi Sir observes a ray of divine light passing past her ark.
Hi Sir sails away from the enemy at full speed.
Divine providence turns up some good catch, and Stevaloid stockpiles with provisions.

Step 74

17:44 Stevaloid and Hi Sir are at the fire distance. Let the battle begin!
Shocked Hi Sir sees as the ark sheds its sheathing and quickly grows a new, stronger one.
Hi Sir tries to run away, but you can't get far on the ark's slippery deck.

Step 75

17:44 Hi Sir grins at the enemy soaking in acid rain.
Hi Sir tries to hide, but it's quite difficult in the open sea.
Stevaloid sadly observes a giant wave running past the enemy.

Step 76

17:45 Hi Sir feels a flow of power and quickly patches her ark before it ebbs away.
Hi Sir grasps the anchor in her hands and quickly sails away from the enemy.
Stevaloid receives a standard meal from his deity — a loaf of bread and a glass of red wine.
Stevaloid finds a cache on the island and replenishes his supplies.

Step 77

17:45 A carpenter falls from the sky, patches up the ark, then quickly hammers himself a raft and sails off into the horizon.
Hi Sir and Stevaloid are at the fire distance. Let the battle begin!

Step 78

17:45 Stevaloid utters an ominous spell and Hi Sir gets a kick from the very depths of hell.
Hi Sir signals attack, but instead of the heavy lightning the sky only sheds few drops of rain.

Step 79

17:46 Stevaloid praises the skies, but the incoming lightning bolt still hits the wrong target.
Hi Sir grins at the enemy soaking in acid rain.
Hi Sir tries to hide, but it's quite difficult in the open sea.

Step 80

17:46 Stevaloid utters an ominous spell and Hi Sir gets a kick from the very depths of hell.
Hi Sir feels a flow of power and quickly patches her ark before it ebbs away.
Hi Sir tries to hide, but it's quite difficult in the open sea.
Stevaloid can hold his breath for ten minutes, but it is not enough.
Hi Sir sinks the enemy's ark and gets the water. Hopefully, Stevaloid can swim without the ark.

Step 81

17:47 By the will of heavens, Hi Sir gets an engineering degree just for a moment and quickly fixes up her ark.

Step 82

17:47 Hi Sir finds some repair materials on the island.

Step 93

17:52 Not waiting for a permission to dock, Hi Sir sails her ark to the port.

Lecture 13: Coming Soon

Thanks for reading!

Seriously, thanks.

References

  1. This motto was suggested by GodJimbob64  in The Ideaboxers Union motto contest, where it won by a landslide.
  2. "Alt" is short for "alternate account".
  3. Kindly ignore this lame attempt at a pun.
  4. Quote by GodThe m1ghty : "It's all in good humor, though. I hope that Pablo the Flamethrower realizes this".
  5. Awww...
  6. See: third in Gratitude with alt in Top 25.
  7. Hehe, it rhymed.
  8. The hero{|ine} will try to do this until he reaches the rank "Cardinal", after 135 days. By then the hero{|in}es start to realize that they should stay there. Even then, the hero will leave after 28 days of the god being absent.
  9. These instructions are slightly outdated. This is the most up to date set of instructions
  10. "The Ideaboxers Union" and any of its members is not responsible for any rage quits as a result of monster submissions. It is responsible for all of the successes though.
  11. Eventually. Probably. Hopefully. Maybe. ;)