The Grid Network, mapped.
Every codex entry is a hex cell. Lines between cells are cross-references. Hover a cell to light up its neighbourhood. Drag to orbit, scroll to zoom, click to open. Cyan is grounded blueprint, amber is fiction canon.
Every cell, as text.
The same 74 codex entries, grouped by type. Useful if you want a linear read of the index or if your browser has reduced motion on.
Concept· 18
- Fiction · C1Aura & Photons
What an e-hair body looks like when it is working. An aura you can see. Photons the body releases as it spikes. Crystals that choose the colour. The visible register of the Grid world's most elite cyborg class.
- GroundedBasic Law
The universal floor beneath every Grid: no unprovoked harm, no blocked exits, no invasion. A minimum code the whole network polices as one.
- GroundedBlueprint Trade
Shareable recipes that turn the network into an open workshop. Any user can pull a blueprint at no cost and print, commission, or execute it — Credit and Points flow back to whoever designed it.
- Fiction · C1The Bounty Game Map
The Off-Grid's ambient combat layer. An app-driven global map of hostile and safe zones, custom bounties, challenge requests, and leaderboards. The back-end of everyday Off-Grid life.
- GroundedChild Protection Mechanism
The network's floor beneath every Grid's internal rulebook. If a Grid can't keep its children safe, the Basic Law overrides it — ES visits, AR inspections, care homes at the nearest Hub, and an open door when the child turns adult.
- Fiction · C1Customs & Duels
Formal combat rituals that keep the Grid world's violence legible. Consensual Grid-to-Grid debates. Gladiator-drum duels in the Off-Grid. Legendary guild pipelines. A culture where a single fight can resolve what a war would otherwise take.
- Fiction · C1The Dark Continent
The arc after the Earth invasion fails. Humans launch a counter-invasion of the alien homeworld. Rebels on both sides converge. The Grids' utopia gets tested at scale against what it really is — evolution, or mirror of extraction.
- GroundedEducation
Schooling in the Grid Society is self-directed, livestream-led, and reputation-ranked. No ministry, no mandatory curriculum — only the platform's guide, paid-for trades, and whichever teachers the network keeps watching.
- Fiction · C1Fashion
How the world wears itself. Off-Grid fashion is tribal, signature-coded, often functional. On-Grid fashion is understated. Crystals, vents, incision plugs, and faction uniforms mark who you are before you open your mouth.
- GroundedThe Grid Network
The planet-spanning web of self-governing Grids. A gradual, organic expansion that ends nowhere short of a civilisation, then reaches for space.
- GroundedHoneycomb Architecture
Every Grid is a hexagon. From orbit, the network resolves into a honeycomb laid across the world — nature's geometry, scaled to a civilisation.
- Fiction · C1The Kafiristan Pact
The three-signatory covert agreement governing how the On-Grid Society approaches Kafiristan. Illum is one of three. The other two are not named in any archive the network keeps.
- Fiction · C1Live-Streamed Science
The Grid Network's answer to institutional distrust of science. Every willing researcher, and every ingredient collector upstream, is on a live public feed. Citizens upvote the ones who open the lab. The network rewards transparency.
- GroundedModularity
Everything in a Grid ships in sections and is built to be re-moulded. Walls move, rooms change purpose, settlements restructure overnight — the network treats its own buildings as editable.
- GroundedOptionism
The middle-ground ideology of the Grid Network: live how you want, with whom you want, under rules you chose — with the right to leave always intact.
- GroundedReward Banks
A two-axis post-money economy: Credit is your reputation, Points are your currency. Earn both by making things people want, spend Points on tiers of reward.
- GroundedThe Vargas Model
A politically viable bridge from the present world to the Grid: centralist, mediating, fighting inequality and unemployment, putting living quality above ideology. Buys the political space the first Grid can grow from.
- GroundedVoting
The network's general-purpose consensus mechanism. Ratings rank every product and service. Universal voting triggers planet-scale responses — disaster deployments, scaling, inventions pushed everywhere at once. Not politics. Coordination.
Infrastructure· 11
- GroundedAsteroid Mining
Why every mature Hub grows a spaceport. Asteroid material is the network's upward-looking supply line — effectively unlimited energy and crafting mass, routinely hauled back through orbit to the combs below.
- Fiction · C1Base Camps
Grid-style outposts assigned to registered off-grid adventurers. Underground garages for weapons and vehicles, rail checkpoints on the approach, and a deliberately thin skin — the Grid can take one down in an afternoon.
- GroundedDrone Delivery
Above-ground delivery for everything that can't wait for the tunnels. Drones dispatched by network, tuned by operator reputation, and stocked to bring medicine or supplies to anyone the honeycomb can still reach.
- GroundedEmergency Services
The network's only armed responders. Called by proximity, staffed by Credit-ranked volunteers, and the sole legitimate pathway to weapons access anywhere in the Grids.
- GroundedGrid Domes
Transparent hexagonal shells that can seal a Grid from a poisoned atmosphere, meteor dust, or anything else the sky throws at it — greenhouse, shelter, and statement at once.
- GroundedGrid Law Teams
The network's distributed courts. Credit-weighted Law citizens build cases, debate them on the platform, and vote sentences — no judges, no permanent benches, no professional class.
- GroundedThe GRIDS Platform
The digital nervous system of the network. A single platform for sign-up, voting, trade, blueprint sharing, emergency dispatch, and inter-Grid social — the seam where every Grid meets every other.
- GroundedHubs
The new cities: vertical megastructures that cluster near every comb of Grids, combining airport, mall, spaceport, and social centre into a single lucrative tower.
- GroundedMagway
Magnetised underground tunnels moving cargo and people between Grids and Hubs. Every station doubles as a pressure-sealed shelter. The circulatory layer beneath the honeycomb.
- Fiction · C13D-Printed Villages
Each Grid prints its own village. Open blueprints, open materials, printers that lay a house in days. The construction layer of the Blueprint Trade, visible at ground level.
- GroundedTemporary Residence Grids
How you travel in the network. Cells you occupy for a fixed window, freed by your ID when you leave. Cleaned by the robotics already living in the walls. The hospitality layer costs nothing because the infrastructure was already paid for.
Technology· 18
- Fiction · C1Advanced Materials
The material-science substrate the Grid stack runs on. Time crystals for infinite storage, Tesla-tower wireless transfer, reprocessed twentieth-century plasma, and a copper-silicone compound that made quantum computing cheap.
- Fiction · C1Advanced PCs in Walls
Home computing lives inside the walls. The compute plane, the cooling, the turbines, the pipelines — all built into the structure. You never see a tower, a cable, or a charger. Power points are wireless hubs the wall itself offers.
- Fiction · C1The Alien Bacterium
The raw alien organism the Grids' enemies weaponise. Injected it kills. Sprayed it hallucinates. Airborne it decays. The material that Judgement Day took years to stockpile.
- Fiction · C1Alien Parasites
An alien organism distinct from the bacterium — implanted inside a human host, it powers and destabilises the carrier. The Off-Grid's answer to e-hair. A 1.5 percent success rate. The rest don't survive.
- GroundedAugmented Reality
The preview layer of the blueprint trade. Lets a Grid visualise a product before it prints, hold a class with members in another hemisphere, and overlay instruction directly onto the workshop bench.
- Fiction · C1Bio-Gun
A weapon that shoots a dense dose of alien bacterium into its target. The bacterium kills on the way in. The impact kills the bacterium on the way through. Self-limiting, dangerous, and rare by design.
- Fiction · C1Cooling & Fluid Tubes
The plumbing that keeps an e-hair or parasite body from overheating. Incision tubing, external fluid reservoirs, drip drugs for parasite fighters. What a cyborg wears under the armour — and why some suits are see-through on purpose.
- GroundedDeGarido Architecture
The Grid's modular-home standard. Self-sufficient mansion-units that arrive on a truck, assemble into a dwelling, and pack away when the community moves on — community centre and home in one.
- Fiction · C1E-Hair
Electric hair prods inserted through the skin, wired to a single chip in the brain. Your body powers the weapon. The On-Grid's mass-distributed answer to the alien threat — and the reason some citizens glow.
- Fiction · C1Energy-Level Bands
Wrist-worn bands that read the wearer's energy. Numbers on the band. Visuals on the AR overlay. A second, body-coupled version exists for parasite-hosts — plugged in through an incision rather than strapped on.
- Fiction · C1Flight in the Grid World
Flight in the Grid world is a minority transport mode. Ground and underground transit handle most journeys. Aircraft are renewable, deliberately slower, reserved for off-grid runs. A letter of reasoning raises your odds — cost is zero.
- Fiction · C1Media Production Tech
The filmmaking stack on the Grid. Actors perform from home in VR rigs, scenes build on green-screen stages, and wall-compute renders the final world. The old industrial cinema pipeline is preserved only as heritage.
- GroundedMemory Metal
A shape-holding alloy that remembers configurations and snaps between them on demand. The workhorse material behind reconfigurable tools, modular furniture, and Grid fittings that never wear out.
- Fiction · C1Nano-Cam Bullets
Firearm rounds with a nano-camera and chip. The gun's secondary scope shows the bullet's view. A mini analogue stick by the trigger steers the trajectory mid-flight. Internal micro-propellers hold the round on course.
- Fiction · C1Plasma Crystal Swords
Melee weapons built from engineered crystal with a plasma core running through the blade. Insanely hot, deeply durable, and the signature close-quarters weapon of the Off-Grid craft bays.
- Fiction · C1Tether Upgrade Tech
The quickest way to push a major software or hardware upgrade to a personal device. A tethered injector — between a petrol pump and a tattoo gun — fed from the Grid's main power line, shoots a chip into the device in under a second.
- GroundedVR Technology
The Grid's second reality — design tool, classroom, livestream venue, escape hatch. Players build mansions, rehearse lives, and run simulations of the old world to remember why it broke.
- GroundedWireless Power
Coils laid through every Grid end the wire. Devices, lights, contact lenses and vehicles charge by proximity. Outside the network, you carry a portable coil and your membership resupplies it.
Faction· 13
- Fiction · C1The Alien Empire
The off-world civilisation behind the invasion. An industrial, rigid, red-lit society — once an evolution of the Grids, now held together by a single power that turned it inward and weaponised it against earth.
- Fiction · C1AWOL Androids
Androids that walked out of their service lines and live inside off-grid tribes. Not robots, not hostile, not quite citizens of anywhere. A diaspora of machine-persons whose alliances matter in any fight the tribes pick next.
- Fiction · C1Bioengineered Animal Tribes
Engineered and mutated animal populations in the Off-Grid that organise, fight, and negotiate like tribes. Not pets. Not livestock. Peoples — with their own territory, treaties, and enemies. The Off-Grid left the human–animal line behind.
- Fiction · C1Cyber Vikings
Arctic-born raiders who broke the Off-Grid social code first — bear-riders, flute-heralded, untamed by referee or bounty, terror of the southern middle regions.
- Fiction · C1The Cybertaliban Tribe
The tribal rivals the Cyber Vikings have fought for generations. Isolated, forest-belt-born, samurai-inflected. Not an offshoot of any religious faction — a people who turned inward, away from the megacities, and wrote their own code.
- Fiction · C1Ghost Hunters
The off-grid faction that lives in preserved old architecture at the cold edge of the map. Their job is to watch the bacterium front — historically heat-bound, now learning to survive in the cold.
- Fiction · C1Neutral Zone Militia
Bandits who broke the No-Man's-Land truce — killed a teen, kidnapped another, retreated into the blackout zone. A hideout ringed with cyber-augmented wolves tuned to heat-sensor pills. The Off-Grid sent assassins before the Grids did.
- Fiction · C1The Northern Dominion
The hegemonic elite clans of the Off-Grid North. Running an advanced-soldier program with captured scientists and alien-parasite research. Sitting at a 1.5% success rate on the parasite weapon. The Off-Grid answer to Grid scientists.
- Fiction · C1The Off-Grid Dominion
The neoliberal, cyberpunk, aggressively capitalist shadow of the Grid Network — territories the Blueprint never reached, run on old weaponised apps and old money, ringed by No-Man's-Land.
- Fiction · C1The On-Grid Society
The functioning Grid utopia as it exists in the fiction — stable, beautiful, quietly governed by scientist-admin cabals experimenting in the dark.
- Fiction · C1The Philosopher's Pact
A three-way covert team binding the C1 protagonist, one of the Grid's founding philosophers, and the lineage that becomes the space-arc antagonist. The back-room pact that the long arc of the fiction turns on.
- Fiction · C1Revolt 13
The pro-Grid revolutionary movement that rises inside transitional states. Not an organisation — a shape of public mood. Posters, rhetoric, and local converts tipping a region toward network accession before its government signs anything.
- Fiction · C1The Hive
The alien bacterium operating as a single distributed intelligence. Infects hosts, communicates across long distances, calls its carriers home.
Character· 8
- Fiction · C1Alien Prince
The strategist of the alien elite force. The C1 antagonist whose mind keeps pace with Illum's. The only intelligence on earth that reads the counter-offensive before it happens.
- Fiction · C1Alien Queen
The grandmother of the alien family unit. Oldest living member of the elite force. The Hive reports to her. Her grandson plans. She decides.
- Fiction · C1Axe Maiden
A Cyber Viking duellist. Trained by the Huntress Sisters. Avenges her elder sister, gets crippled by the surviving Black-Haired sister, and ends up a washed-out drinker in Grid-edge bars before the Grid prosthetics industry finds her.
- Fiction · C1DJ Panz
Off-grid guild operator who holds the counter-philosophy — society must dissolve into a non-societal world enabled by technology. Behind closed doors, not behind a microphone. The only human who held up against the Alien Prince at chess.
- Fiction · C1Dreamgirl
Mirror character to Illum. Indifferent to emotion the way death is indifferent to life. One of the two 1st-person POV voices when the story shifts out of third. Likely the figure who worked with Illum to set up the Eastern Grids.
- Fiction · C1Illum
C1 protagonist, strategist without peer, carrier of the hive's most intelligent virus — one eye human, one eye burning with the red sparks of the bacterium.
- Fiction · C2The Saviour
Off-grid special agent who walks into a Pakistan-reminiscent village hit by Judgement Day and walks out with the boys. The man the Hive's ground weapons don't work on. Sent the message that told the Grids to put their defences up.
- Fiction · C1Vader
Commander of the On-Grid's space-exploration programme. The suit keeps him alive; it also keeps him constrained. Built in the shape of this universe's Vader. Anakin-to-Vader turn deliberately kept offstage for the prequel arc.
Place· 5
- Fiction · C1Bacterium Zones
The regions Judgement Day converted overnight. Cities, farmland, whole river basins where the bacterium won. Contiguous hive territory on a map that used to be human.
- Fiction · C1Eastern Grids
The Grids deployed along the hive's eastern flank. Half infrastructure, half forward operating base. The first honeycomb cells built with the bacterium already in them.
- Fiction · C1Kafiristan
Alien-held territory at the centre of the forested belt between ice and sand. The Grids have never dared to convert it. A covert pact tries to work out why.
- Fiction · C1Off-Grid Megacities
Off-Grid-built mega-cities that rival the Hubs — capitalist, gang-contested, thrill-driven. Dense, neon, CQC-themed. The dominion's proof-of-concept that it still matters.
- Fiction · C1Transitional States
The territories between On-Grid and Off-Grid that are working toward Grid membership. Craft bays, scanning checkpoints, a slow onboarding into the Blueprint. C2 sits here, as do most of the Off-Grid regions that have decided to come in.