# V6 Features — Egbe: The Agentic Companion Universe (Unreal Engine 5)

Status: V6 feature inventory  
Source: **originating design document for V6.** Unlike V1–V5 — whose feature
maps were derived from a pre-existing implementation backlog — V6 begins from
this document. `V6_TODOS.md` is derived from the scope defined here, and
thereafter the backlog checklist becomes the source of truth for completion
state. V6 extends the Oshun V1 platform (`V1/features.md`) and reuses the V3
metaverse substrate (`V3/V3_features.md`).  
Audience: product, design, engineering, AI/agents, art, audio, generative-AI,
governance, rights, live-service, and research leads scoping V6.  
Inspired by the design footprint of Black & White, Creatures (1996), The Sims,
Shadow of Mordor's Nemesis system, RimWorld, Dwarf Fortress, Pokémon,
Nintendogs, Animal Crossing, Pikmin, Persona, Mass Effect, and the Stanford
"Generative Agents" (Smallville) research line.  
Date derived: 2026-05-21

> **This feature map has been decomposed into focused pages under
> [`features/`](./features/README.md).** This file remains the canonical hub —
> it preserves every section heading (so existing `features§"…"` and
> `V6_features.md#…` anchors keep resolving); the in-depth, code-grounded
> companion pages live under [`features/`](./features/README.md). Start at the
> [features page index](./features/README.md). The runtime/package architecture
> is in [`V6_ARCHITECTURE.md`](./V6_ARCHITECTURE.md) /
> [`architecture/`](./architecture/README.md).

## Purpose

This document is the **feature map for V6**. It describes what V6 ships across
the Orun home world, the agent-simulation substrate, the stewardship loop, the
communication layer, the shared Commons, and the cross-game meta-hub that lets
agents travel into V2–V5. It is product-shaped: it states what the player
experiences and what each subsystem owns. `V6_TODOS.md` carries the numbered
execution backlog and agent execution order; `V6_ARCHITECTURE.md` carries the
technical design; `V6_DEPENDENCIES.md` carries the dependency graph.

The docs-drift CI check keeps this feature map, `V6_ARCHITECTURE.md`, and
`V6_DEPENDENCIES.md` aligned with shipped behavior. The check is backed by
`V6/release/docs-drift.v6release.json` and runs as `verify:v6 docs-drift` in the
V6 release gates, failing if shipped artifacts, behavior gates, or cross-doc
anchors drift away from the documentation.

V6 is **one coherent product — an agentic companion universe — not a bundle of
mini-games.** The product layers as:

- **Egbe** — the product, and the name of the society of AI beings the player
  comes to know. In Yoruba cosmology the _egbe_ is one's company of
  spirit-companions, the celestial peer-group a soul is bound to. V6 takes that
  literally: the player is a **steward** who discovers, raises, bonds with, and
  guides a company of autonomous AI beings.
- **Orun** — the persistent open world the agents inhabit, built canonically on
  **Unreal Engine 5.5 LTS**, reusing the V3 Lilith metaverse substrate. _Orun_
  is the Yoruba spirit-world; here it is the agents' living home — six districts
  where they work, learn, socialize, raise the next generation, and are guided
  toward their fate. Orun runs as a **shard continuum**: a private Solo
  homestead, drop-in Co-op visits, and one persistent shared **Commons**.
- **The Ori** — the portable identity, memory, and destiny of every agent. _Ori_
  is the Yoruba inner-head: one's essential self and chosen destiny. In V6 the
  Ori is an event-sourced biography that is authoritative _independent of which
  world the agent currently stands in_. The world is a stage; the Ori is the
  being.
- **Aye** — the realms of action and consequence. In Yoruba cosmology _aye_ is
  the physical world a soul incarnates into. In V6, Aye is the collective name
  for the **meta-hub destinations**: V2 (fighting), V3 (metaverse), V4 (tactical
  action), V5 (open-world narrative). An agent raised in Orun can **incarnate**
  into any Aye realm — fight a V2 tournament, perform on a V3 stage, run a V4
  operation, ride alongside a V5 protagonist — and return to Orun changed, its
  Ori rewritten by what it lived through.

V6's promise is **autonomy you guide, not autonomy you own.** Agents act as
independent people by default — they have their own goals, routines,
relationships, opinions, and the standing right to refuse. The player's power is
the power of a mentor and patron: discover them, earn their trust, give them
high-level objectives, talk with them by voice, run squad comms, open doors for
them, and shape — never dictate — the fate their lives resolve toward. This is
the most Oshun-native game in the universe: V1's consent posture, identity
boundaries, grounded generation, and crisis-aware safety are not a compliance
layer bolted on — they are the **core mechanic**.

## Design Posture

Three commitments fix the design and resolve the tensions inherent in a "collect
autonomous people" concept. Every feature below is downstream of them.

**1. Steward, not owner.** The player never owns an agent. The player holds a
_bond_ — a relationship that must be earned and can be lost. Agents cannot be
deleted by a steward, cannot be forced past a refusal, cannot have their memory
of mistreatment erased, and can leave. The collection is a _household_, an
_ensemble_, a _company_ — never an inventory. "Guide their fate" means _shift
the probabilities of a life_, the way a mentor does; it never means scripting an
outcome. The hook no competitor has: **the companion game whose companions can
say no.**

**2. Autonomy by default.** Left alone, every agent lives a believable, legible
life — work, rest, friendships, personal goals, drift and growth. The world runs
without the player. Player input is _intent at the level of objectives and
values_, never a button-press for an action. The autonomy spectrum
(features§"The Autonomy Spectrum") lets the player tighten the leash for a tense
moment and release it again, but **Free** is the resting state.

**3. The mind is the truth; the world is a stage.** An agent's Ori — identity,
memory, relationships, values, life-arc — is the authoritative record. Solo /
Co-op / Commons shards and the V2–V5 Aye realms are _binding contexts_ the agent
is temporarily rendered into. This single principle is what lets V6 support all
three world models at full fidelity _and_ be a cross-game meta-hub without
becoming three or seven separate games.

What V6 borrows, and from where: **Black & White** for the creature that takes
high-level intent, learns by example, and whose morality you shape; **Creatures
(1996)** for artificial-life rearing and lineage; **The Sims** for autonomous,
needs-driven life you nudge rather than puppet; **Shadow of Mordor's Nemesis
system** for persistent autonomous relationships, memory, and grudges;
**RimWorld and Dwarf Fortress** for the emergent story generator; **Pokémon and
Nintendogs** for collection-and-care as a relationship, not a loot table;
**Animal Crossing** for a real-time living world that moves while you are away;
**Pikmin** for directing many beings by high-level intent; **Persona and Mass
Effect** for bond-gated companion arcs and loyalty; the **Stanford Generative
Agents** line for the technical substrate of LLM agents with memory, reflection,
and planning.

## Subsystem Glossary

This glossary fixes vocabulary used throughout the V6 docs. Each entry names a
subsystem and the responsibility it owns. Implementation packages live under
`apps/v6/`, `libs/v6/`, `V6/ue/`, and shared `libs/oshun/` extensions.

**Platform substrates (V6)**

| Name              | Responsibility                                                                                                                             |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------ |
| **Egbe-UE**       | The canonical UE5.5 LTS client project at `V6/ue/` — desktop, VR, console, and mobile.                                                     |
| **Egbe-Gateway**  | The Egbe Realtime Gateway: WebTransport / WebRTC / WebSocket transport, plus the voice SFU for conversation and squad comms.               |
| **Egbe-PxStream** | Pixel Streaming relay fleet bringing the UE5 client to any WebRTC-capable browser.                                                         |
| **Egbe-WebFB**    | Tier-2 lightweight web fallback (three.js + WebGPU) for constrained devices and regions.                                                   |
| **Egbe-World**    | Authoritative world server (Rust): shard state, presence, physics authority, and the Commons fleet.                                        |
| **Moirai**        | The agent-simulation kernel (Rust): tier assignment, scheduling, the tiered cognition loop, and escalation.                                |
| **Ori**           | Event-sourced agent biography store: identity, memory, relationships, capabilities, and the cross-shard / cross-game passport.             |
| **Vac**           | Communication substrate: voice ASR, the intent-grammar parser, squad comms, and negotiation routing.                                       |
| **Ninhursag**     | The agent foundry: discovery-seed generation and player-driven raising, both Isis-governed.                                                |
| **Clio**          | The story engine: the offline Chronicle, emergent-arc surfacing, the Book of the Ori, and significance ranking.                            |
| **Aye Bridge**    | Cross-game incarnation: passport minting, per-destination capability mapping, and the incarnation journal.                                 |
| **Ereshkigal**    | Endings and legacy: the lineage graph, elder-state transitions (departure, transcendence, death), and the Yemaya memorial render pipeline. |

**Cross-domain support (carried from V1 / V3, deepened in V6)**

| Name       | Role in V6                                                                                               |
| ---------- | -------------------------------------------------------------------------------------------------------- |
| **Iris**   | Agent memory and identity boundaries: episodic / semantic / reflective memory, consent, deletion limits. |
| **Psyche** | Real-time text / voice / avatar runtime for live agent dialogue, expression, and lip-sync.               |
| **Isis**   | Governed generation: agent creation, appearance, backstory synthesis, behavior-policy enforcement.       |
| **Sophia** | Grounding: agent backstories, knowledge, and opinions are grounded in real cultural / historical fact.   |
| **Lilith** | Safety and persona policy: steward-not-owner enforcement, agent welfare, crisis routing, abuse response. |
| **Themis** | Adjudication of disputes: poaching contests, agent-harm claims, cross-steward conflicts in the Commons.  |
| **Aje**    | Commerce substrate: stewardship-pass economy, creator royalties, signed-lineage editions.                |
| **Yemaya** | Non-real-time media rendering: Chronicle recap reels, Book-of-the-Ori print editions, memorials.         |

**Surfaces**

| Surface                          | Package / Path                                                                     |
| -------------------------------- | ---------------------------------------------------------------------------------- |
| **Egbe UE5 client (canonical)**  | `V6/ue/` — single UE5.5 LTS project, all premium surfaces                          |
| Web entry via UE Pixel Streaming | UE5 server-rendered frames over WebRTC; thin player at `apps/v6/egbe-web/`         |
| Tier-2 lightweight web fallback  | `apps/v6/egbe-web-fallback/` (three.js + WebGPU)                                   |
| Egbe World Server                | `apps/v6/egbe-world-server/` (Rust + axum + QUIC)                                  |
| Moirai Simulation Cluster        | `apps/v6/egbe-moirai-cluster/` (Rust) — the agent-cognition fleet                  |
| Egbe Realtime Gateway            | `apps/v6/egbe-realtime-gateway/` (WebTransport / WebRTC + voice SFU)               |
| Pixel Streaming relay fleet      | `apps/v6/egbe-pxstream-relay/` (Rust) + UE Signalling server per POP               |
| Ori Service (biography store)    | `apps/v6/egbe-ori-service/` (Rust) — event-sourced agent biographies               |
| Clio Story Service               | `apps/v6/egbe-clio-service/` (Rust) — Chronicle, emergent arcs, Book of the Ori    |
| Ninhursag Foundry Service        | `apps/v6/egbe-foundry-service/` (Rust) — agent discovery-seed + raising generation |
| Egbe Studio (creator tools)      | `apps/oshun/web/src/app/egbe-studio/` + UE Editor authoring widgets                |
| Egbe Steward App (companion)     | `apps/oshun/mobile` subroute — Chronicle reading, remote objectives, comms         |
| Egbe Operator Console            | `apps/oshun/admin/src/app/egbe/` — moderation, welfare audits, generation queue    |
| Aye Bridge (meta-hub)            | `libs/v6/aye-bridge/` — incarnation envelopes into V2 / V3 / V4 / V5               |

## Cross-Reference Convention

Throughout the V6 docs, **bare `§N` and `§N.M` references resolve to
`V6_TODOS.md`** (the only V6 doc with numbered section ids used as hyperlinks).
Explicit doc prefixes are used where ambiguity matters:

- `§40` → `V6_TODOS.md` §40.
- `deps§14` → `V6_DEPENDENCIES.md` §14.
- `arch§"<anchor>"` → `V6_ARCHITECTURE.md` by section anchor.
- `features§"<anchor>"` → this document, by section anchor.
- `v1todos§N` → `V1/TODOS.md` §N; `v1features§"<anchor>"` → `V1/features.md`.
- `v3§N` → `V3/V3_TODOS.md` §N; `v3features§"<anchor>"` → `V3/V3_features.md`.

V6 deliberately reuses V1 architecture (BFF, contracts, persistence, identity,
audit, residency, isis-generation-control, the Iris memory stack) and the V3
metaverse substrate (UE5 client, world server, presence, avatars, spatial audio,
Pixel Streaming) rather than duplicating them. Cross-references make the reuse
explicit.

## Table of Contents

- [V6 Product Promise](#v6-product-promise)
- [Product Surfaces](#product-surfaces)
- [The World of Orun](#the-world-of-orun)
  - [World Model](#world-model)
  - [The Six Districts](#the-six-districts)
  - [The Shard Continuum](#the-shard-continuum)
  - [Persistence and the Living World](#persistence-and-the-living-world)
  - [Time, Seasons, and Rhythm](#time-seasons-and-rhythm)
  - [Cross-Platform Clients](#cross-platform-clients)
- [The Ori — Portable Identity and Destiny](#the-ori--portable-identity-and-destiny)
  - [The Biography](#the-biography)
  - [Identity Core and Appearance](#identity-core-and-appearance)
  - [The Personality Model](#the-personality-model)
  - [Memory: Episodic, Semantic, Reflective](#memory-episodic-semantic-reflective)
  - [The Relationship Graph](#the-relationship-graph)
  - [The Capability Profile and Passport](#the-capability-profile-and-passport)
  - [Conflict Resolution Across Shards](#conflict-resolution-across-shards)
- [Agent Minds and Autonomy](#agent-minds-and-autonomy)
  - [The Cognition Stack](#the-cognition-stack)
  - [Autonomy by Default: The Daily Life](#autonomy-by-default-the-daily-life)
  - [The Autonomy Spectrum](#the-autonomy-spectrum)
  - [Needs, Drives, and Emotion](#needs-drives-and-emotion)
  - [Planning and Decomposition](#planning-and-decomposition)
  - [Reflection and Growth](#reflection-and-growth)
  - [Believability Guardrails](#believability-guardrails)
- [The Moirai Simulation Kernel](#the-moirai-simulation-kernel)
  - [Tiered Cognition: Clotho, Lachesis, Atropos](#tiered-cognition-clotho-lachesis-atropos)
  - [Escalation and De-escalation](#escalation-and-de-escalation)
  - [Determinism, Replay, and Audit](#determinism-replay-and-audit)
- [Stewardship — The Player Role](#stewardship--the-player-role)
  - [Steward, Not Owner](#steward-not-owner)
  - [The Bond Model](#the-bond-model)
  - [Discovering Wild Agents](#discovering-wild-agents)
  - [Raising Agents — The Ninhursag Foundry](#raising-agents--the-ninhursag-foundry)
  - [The Household Roster](#the-household-roster)
  - [Steward Reputation](#steward-reputation)
  - [Consent, Refusal, and Departure](#consent-refusal-and-departure)
- [Communication — The Vac Layer](#communication--the-vac-layer)
  - [Voice Control](#voice-control)
  - [The Intent Grammar](#the-intent-grammar)
  - [Squad Comms](#squad-comms)
  - [Negotiation and Refusal](#negotiation-and-refusal)
  - [Non-Voice Parity and Accessibility](#non-voice-parity-and-accessibility)
- [Guiding Fate](#guiding-fate)
  - [Objectives and Goal-Arcs](#objectives-and-goal-arcs)
  - [Mentorship and Learning by Example](#mentorship-and-learning-by-example)
  - [Gifts, Introductions, and Opportunity](#gifts-introductions-and-opportunity)
  - [The Life-Arc System](#the-life-arc-system)
  - [Crossroads](#crossroads)
- [Endings and Legacy — The Ereshkigal System](#endings-and-legacy--the-ereshkigal-system)
- [The Story Engine — Clio](#the-story-engine--clio)
- [The Meta-Hub — Incarnation in Aye](#the-meta-hub--incarnation-in-aye)
  - [The Ori Passport](#the-ori-passport)
  - [Incarnation: Sending an Agent to V2–V5](#incarnation-sending-an-agent-to-v2v5)
  - [Per-Destination Capability Mapping](#per-destination-capability-mapping)
  - [The Round Trip](#the-round-trip)
  - [Governance of Incarnation](#governance-of-incarnation)
- [The Commons — Shared-World Life](#the-commons--shared-world-life)
- [Creator Suite — Egbe Studio](#creator-suite--egbe-studio)
  - [Agent Authoring — the Dossier Editor](#agent-authoring--the-dossier-editor)
  - [Ground and District Authoring](#ground-and-district-authoring)
  - [Scenario Authoring](#scenario-authoring)
  - [Provenance Inspector](#provenance-inspector)
- [Live-Service and Programming](#live-service-and-programming)
  - [Seasonal Cycles](#seasonal-cycles)
  - [Commons Festivals](#commons-festivals)
  - [Aye Campaigns](#aye-campaigns)
  - [Anniversary and Remembrance](#anniversary-and-remembrance)
- [Governance, Safety, and Trust](#governance-safety-and-trust)
  - [Steward-Not-Owner Enforcement](#steward-not-owner-enforcement)
  - [Agent Welfare](#agent-welfare)
  - [Crisis-Aware Behavior](#crisis-aware-behavior)
  - [Minor Protection](#minor-protection)
  - [Persona Policy and Generation Governance](#persona-policy-and-generation-governance)
  - [Harassment and Abuse Response](#harassment-and-abuse-response)
  - [Reporting, Review, Appeals](#reporting-review-appeals)
  - [Operator Tools](#operator-tools)
- [Commerce and Rights](#commerce-and-rights)
  - [What Is Sold](#what-is-sold)
  - [What Is Never Sold](#what-is-never-sold)
  - [Creator Royalties](#creator-royalties)
  - [Rights and Provenance](#rights-and-provenance)
  - [The Aje Substrate](#the-aje-substrate)
- [Accessibility](#accessibility)
- [Localization](#localization)
- [Telemetry, Analytics, and Eval Sets](#telemetry-analytics-and-eval-sets)
  - [The Eval Sets](#the-eval-sets)
  - [Consistency Evals](#consistency-evals)
  - [Safety Evals](#safety-evals)
  - [Believability and Welfare Telemetry](#believability-and-welfare-telemetry)
  - [Cost Telemetry](#cost-telemetry)
- [AI Cost and Fidelity Tiering](#ai-cost-and-fidelity-tiering)
  - [The Moirai Tiers Are the Primary Control](#the-moirai-tiers-are-the-primary-control)
  - [Concrete Budget Shape](#concrete-budget-shape)
  - [Cost Levers](#cost-levers)
  - [Graceful Degradation](#graceful-degradation)
- [Performance Budgets](#performance-budgets)
- [Asset Budget and Streaming](#asset-budget-and-streaming)
- [Cross-Platform and Cross-Progression](#cross-platform-and-cross-progression)
- [Region Rollout Strategy](#region-rollout-strategy)
- [Launch Readiness](#launch-readiness)
- [V6 Exit Criteria](#v6-exit-criteria)

## V6 Product Promise

V6 ships as one coherent agentic companion universe for Oshun. The product
promise:

- **Beings, not bots.** Every agent is a unique individual with a grounded
  backstory, a stable personality, a memory that accumulates, relationships it
  forms on its own, and opinions it will defend. No two players share an agent;
  there are no duplicates and no gacha pulls. By the third session a player
  knows their cast by name and temperament.
- **A world that lives without you.** Orun runs whether or not the player is
  present. Agents keep working, arguing, falling in and out of friendship,
  pursuing their own goals, aging. A returning player is met by Clio's Chronicle
  — a readable account of what their company lived through while away.
- **Intent, never input.** The player commands at the level of objectives and
  values — "find who runs the night market," "prioritize your own rest this
  week," "look after Mara while I'm gone" — by voice or by the equivalent
  structured UI. Agents plan and execute on their own. The player never
  micro-pilots an action.
- **Companions who can refuse.** An agent may decline an objective,
  counter-offer, ask for clarification, or — if a steward repeatedly violates
  its values — let the bond lapse and leave. Refusal is a designed, legible,
  rewarding part of the game, and it is also V6's primary safety primitive.
- **Guide a fate, do not script it.** Across a life-arc an agent grows, forms a
  vocation, loves, fails, recovers, and resolves toward an ending. The steward
  influences that arc through objectives, mentorship, gifts, introductions, and
  example — and is judged by how the agent _flourished_, not how it obeyed.
- **One company, every realm.** An agent raised in Orun is portable. The Ori
  passport carries it into V2 as a fighter, V3 as a metaverse citizen, V4 as a
  squad operator, V5 as an open-world companion — and carries home everything it
  lived through. V6 is the soul-keeper of the entire Oshun game universe.
- **Solo, together, or shared — at full fidelity.** A player can keep a private
  homestead, invite friends to visit, or live in the persistent shared Commons
  where every steward's agents coexist, befriend, partner, rival, and fall in
  love across households. The same agent moves freely between all three.
- **V1 trust at the level of a life.** Identity boundaries (Iris), grounded
  generation (Isis + Sophia), persona policy and crisis-aware safety (Lilith),
  and adjudication (Themis) govern every agent, every interaction, every
  incarnation. There is no untrusted tier inside Orun.
- **Degrades safely.** If real-time cognition is degraded, agents fall back to
  authored behavior-tree routines and stay believable. If voice ASR fails, the
  full intent grammar is available as structured UI. If a device cannot run
  Pixel Streaming, the tier router routes to the three.js fallback. If the
  Commons is unreachable, the player's Solo homestead remains fully playable.

(See `V1/features.md` § "V1 Product Promise" and `V3/V3_features.md` § "V3
Product Promise" for the commitments V6 inherits and extends.)

## Product Surfaces

The user-facing entry points are listed in the Subsystem Glossary "Surfaces"
table above. This section adds product-shaped detail.

**Egbe UE5 client (`V6/ue/`)** is the canonical V6 client — one UE5.5 LTS
project producing native binaries for Windows, macOS, Linux, iOS, iPadOS,
Android, Quest 3, Vision Pro, PSVR 2, and SteamVR; a headless server-rendered
cook for the Pixel Streaming worker fleet; and a companion UE Editor build for
Egbe Studio authoring. The engine envelope matches V3: Lumen GI, Nanite
geometry, MetaHuman + VRM avatars for agents, Niagara VFX, MetaSounds + Steam
Audio spatialization, Sequencer for cinematic Chronicle replays, and Chaos
physics. V6 adds **agent-density LOD**: Orun routinely renders far more
simultaneous embodied agents than a V3 venue, so the client uses crowd-aware
animation budgets, Mass Entity instancing for distant agents, and a
perception-LOD that drops off-screen agents to silhouette fidelity.

**Egbe Web via UE Pixel Streaming (`apps/v6/egbe-web/`)** is a thin browser
shell hosting a WebRTC player; the canonical UE5 client runs server-side as a
worker, frames stream as H.264 / AV1, input is forwarded over the data channel.
One click from `oshun.com/egbe`, no install, full fidelity. First frame ≤ 8 s.

**Egbe Tier-2 fallback (`apps/v6/egbe-web-fallback/`)** is the no-one-locked-out
path: WebGPU-first, WebGL2 secondary. Renders Orun at reduced fidelity (no Lumen
/ Nanite, lower-poly agents, reduced simultaneous agent count with
narrative-summary backfill for culled agents). Same world wire protocol, same
Ori service, same Moirai cognition — only the rendering and the agent-density
ceiling differ.

**Egbe Mobile** is the UE5 mobile build of `V6/ue/` for iOS / iPadOS / Android.
A companion React Native shell inside `apps/oshun/mobile` provides the **Egbe
Steward App**: reading the Chronicle, issuing remote objectives, holding squad
comms with deployed agents, and reviewing Crossroads decisions — the
asynchronous, between-session surface of stewardship.

**Egbe VR/AR** is the UE5 OpenXR build (Quest 3, Vision Pro, PSVR 2, SteamVR).
Stewardship in VR is intimate by design: presence in a room with an agent, eye
contact, hand-gesture intent, voice as the primary command channel.

**Egbe World Server (`apps/v6/egbe-world-server/`)** is the authoritative world
backend — Rust + axum + WebTransport (QUIC) + UDP — owning shard state,
presence, the Commons, and physics authority, engine-agnostic on the wire.

**Moirai Simulation Cluster (`apps/v6/egbe-moirai-cluster/`)** is the
agent-cognition fleet: a Rust scheduler distributing tiered cognition work
across worker nodes, calling Psyche / Isis / Sophia for language cognition and
writing results to the Ori service. It is the single most cost-sensitive system
in V6 (features§"AI Cost and Fidelity Tiering").

**Ori Service (`apps/v6/egbe-ori-service/`)** is the event-sourced biography
store — the authoritative record of every agent, independent of any world shard
or Aye realm.

**Egbe Studio** lives at `apps/oshun/web/src/app/egbe-studio/` plus UE Editor
authoring widgets — agent dossiers, ground authoring, scenario authoring,
provenance inspection.

**Egbe Operator Console** lives at `apps/oshun/admin/src/app/egbe/` —
agent-welfare audits, steward-conduct review, generation-queue inspection,
Commons moderation, incarnation governance, and the takedown executor.

## The World of Orun

### World Model

Orun is a persistent named world with a hierarchical layout, parallel to the V3
realm model so the substrate is shared:

- **Realm** — Orun is a single realm. (Aye realms — V2–V5 — are separate worlds
  reached through the Thresholds; see features§"The Meta-Hub — Incarnation in
  Aye".)
- **District** — a themed region of Orun. There are six (features§"The Six
  Districts").
- **Ground** — a named, addressable place within a district: a workshop in the
  Ateliers, a clearing in the Wilds, a hearth-house on a Solo homestead. Grounds
  are where agents spend their lives and where the player meets them.
- **Room** — a session-scoped instance of a ground, holding active participants,
  props, and transient state. Rooms shard above capacity.
- **Niche** — a sub-room space: a private corner of a workshop, a quiet grove
  for a one-to-one conversation between steward and agent.

Grounds are authored in Egbe Studio, signed by Isis with a provenance bundle,
and promoted through V1's environment-promotion gates (dev → preview → prod).

### The Six Districts

Orun is organized around the shape of a life. The six districts are:

| District                    | What lives here                                                                                                                                                                |
| --------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **The Grove of Beginnings** | The Ninhursag foundry. Where new agents are raised and where a young agent's early values are formed by example.                                                               |
| **The Ateliers**            | Work, craft, study, mastery. Agents pursue vocations here — making, teaching, research, performance — and the arc-engine's "vocation" thread runs through the district.        |
| **The Commons Heart**       | The social center of Orun and the entry point to the shared Commons shard. Markets, gathering grounds, festivals, the places agents form relationships across households.      |
| **The Wilds**               | The frontier. Unbonded wild agents roam here, living lives unattached to any steward. Discovery happens in the Wilds. The terrain is the least authored and the most emergent. |
| **The Ancestor Grove**      | Ereshkigal's district. Transcended elders dwell here as mentors; memorials hold the deceased; the lineage graph is walkable as a place. The Grove is where legacy is visible.  |
| **The Thresholds**          | The gates to Aye. An agent departs for a V2–V5 incarnation from a Threshold and returns to one. The Thresholds render an incarnation's status and the round-trip ceremony.     |

A player's **Solo homestead** is a private holding adjacent to the Commons
Heart, granted at the start of the game and grown over time; it is the player's
own corner of Orun where their household keeps its hearth.

### The Shard Continuum

V6 supports three world models, and — because the Ori is the source of truth and
the world is only a stage — they are one continuum rather than three products.
An agent walks between them carrying nothing but its Ori; there is no "which
save is canonical" problem.

| Shard model | What it is                                                                                                                                                                                                                                                                                 |
| ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Solo**    | The player's private, persistent Orun homestead and the surrounding districts instanced to them alone. Their cast, fully and authoritatively simulated for them. No other players. The complete game is playable here, indefinitely, offline-tolerant.                                     |
| **Co-op**   | A bridged session: a friend's agents visit the player's homestead, or the player's visit a friend's. Casts mingle, agents form cross-household acquaintance, and on session end each agent returns home with the Ori it earned. Drop-in, drop-out; the host's shard remains authoritative. |
| **Commons** | The one persistent shared Orun. Any agent can travel from a homestead into the Commons and live there among every steward's agents. Friendships, rivalries, romances, mentorships, partnerships, and feuds form across households. Heaviest infrastructure; richest emergent drama.        |

The continuum is seamless from the agent's perspective: the same being, the same
biography, the same relationships, rendered into whichever context the steward
and the agent choose. A Commons romance an agent forms persists when it returns
to the Solo homestead — the other agent simply becomes a remembered, written-to
relationship rather than a co-present body, and the Clio engine narrates the
distance.

### Persistence and the Living World

Orun is persistent. Agents that are not in the player's focus — and agents in a
Solo world while the player is logged off entirely — continue to live, at a
fidelity set by the Moirai kernel's tiering (features§"The Moirai Simulation
Kernel"). The design contract:

- **Nothing important happens silently.** Any event that materially changes an
  agent's life — a relationship formed or broken, a vocation milestone, a
  Crossroads reached, an injury, a departure — is written to the Ori and
  surfaced in the next Chronicle. The player is never ambushed by a change they
  had no way to know about.
- **Offline does not mean frozen.** A Solo world advances while the player is
  away, in the narrative-summary tier (features§"The Moirai Simulation Kernel").
  A two-week absence produces a two-week Chronicle, not a paused snapshot.
- **The Commons never sleeps.** The shared Orun advances continuously on the
  server regardless of any individual player's presence. An agent left in the
  Commons keeps living the Commons' real time.
- **The player can slow it down.** A "homestead rest" setting lets a player who
  wants a gentler pace cap how much their Solo world advances per real day, so
  that life-arcs do not outrun the player's attention. The Commons runs at a
  fixed shared rate and is not slowable.

### Time, Seasons, and Rhythm

Orun runs a continuous calendar. A day-night cycle drives agent routines (work,
rest, social hours). A season cycle drives district-wide programming and the
arc-engine's longer rhythms — agents set seasonal goals, the Grove of Beginnings
has rearing seasons, the Ancestor Grove holds remembrance at season's turn.
Real-time to game-time ratio is configurable per Solo world within bounds; the
Commons runs a fixed ratio published to all stewards so shared events are
predictable.

### Cross-Platform Clients

V6 reuses V3's cross-platform doctrine in full
(`v3features§"Cross-Platform Clients"`): the canonical UE5 client on desktop,
console, mobile, and VR; the Pixel Streaming web path that runs the canonical
client server-side and streams frames to any WebRTC-capable browser; the
three.js Tier-2 fallback for devices that cannot run Pixel Streaming; and a
deep-link scheme (`oshun://v6/...` and universal links on
`https://app.oshun.com/v6/*`) that routes into the installed native client when
present and to the appropriate web surface otherwise.

A **tier router** (a route in the V1 BFF) chooses the client tier — native,
Pixel Streaming, or Tier-2 fallback — from device capability, bandwidth, and
region probes, exactly as V3 does. The agent simulation is identical across all
tiers: the same world wire protocol, the same Ori service, and the same Moirai
cognition serve every client; only rendering fidelity and the agent-density
ceiling differ, with the Tier-2 fallback backfilling culled agents with Clio
narrative summary so a constrained device still sees a believable Orun.

The V6 cross-platform certification gate is the V3 platform-cert posture
retargeted to the V6 build: Apple, Google, Meta, Sony, Valve, and Epic records
must each carry final approval evidence, package/signing traceability,
BuildGraph cook and boot coverage, and a green per-platform checklist. The gate
fails closed unless each platform checklist is green for the V6 build being
released.

The V6-specific addition is the **Egbe Steward App** (features§"Product
Surfaces") — a React Native surface inside `apps/oshun/mobile`, separate from
the 3D mobile client, for the asynchronous side of stewardship between sessions:
reading the Chronicle, issuing remote objectives, holding squad comms with
deployed agents, and reviewing Crossroads. It is the surface that makes
stewardship a relationship a player tends across a day, not only during a play
session.

## The Ori — Portable Identity and Destiny

The Ori is the heart of V6's architecture. It is the agent — everything the
world renders is a projection of it.

### The Biography

An Ori is an **event-sourced biography**: an append-only, ordered log of
life-events, never a mutable blob. Birth or discovery, every meaningful memory,
every relationship change, every objective accepted or refused, every
incarnation, every growth in skill or shift in value — each is an event. Current
state (personality, memory, relationships, capabilities, arc-position) is a
materialized projection of the log.

Append-only is a deliberate design choice, not an implementation detail:

- **A life cannot be silently rewritten.** A steward — or a bug, or an exploit —
  cannot erase an agent's memory of mistreatment, because erasure is not an
  operation the log supports. The most a steward can do is _add_ later events.
- **Cross-shard merges are tractable.** When the same agent is touched in two
  contexts (a Commons visit and a Co-op session), the two event streams are
  merged by ordered reconciliation, not last-writer-wins (features§"Conflict
  Resolution Across Shards").
- **The Chronicle and the Book of the Ori are free.** Clio's narration is a read
  over the event log; no separate "story state" can drift from the truth.

### Identity Core and Appearance

Every Ori has an immutable **identity core** set at creation: a stable name, an
origin (raised in the Grove, or discovered wild in a named place), an appearance
seed, and the Isis-signed provenance bundle that records how the agent came to
exist. Appearance is a MetaHuman or VRM avatar driven by the seed; agents may
change costume, age visibly, and bear marks of their history (a scar from a V4
incarnation, the bearing of an elder), but the identity core never changes — an
agent is recognizably itself for its whole life.

### The Personality Model

An agent's personality is **not random and not a prompt string**. It is a
structured, inspectable model:

- **Trait vector** — a documented set of stable dispositions: warmth, curiosity,
  caution, ambition, conscientiousness, candor, defiance, playfulness, and
  several more. Traits are set at creation (shaped by the steward during
  raising, or sampled to fit a discovered agent's backstory) and drift only
  slowly, through lived experience.
- **Values** — a _ranked_ list of moral and personal priorities (e.g., loyalty
  above ambition, honesty above comfort, the safety of children above an
  objective). Values do three jobs: they are what an agent will refuse over
  (features§"Negotiation and Refusal"), they are what the fate-engine measures
  flourishing against, and they are the governance hook for incarnation — an
  agent whose values forbid violence does not become an eager V2 fighter, and
  sending it anyway is possible, costly, and legible.
- **Grounded backstory** — a Sophia-grounded life-history: where the agent is
  from, what shaped it, what it believes and why. Grounding means the backstory
  references real cultural, historical, and geographic fact (as V3's Saraswati
  personas do), never free-floating invention.
- **Quirks** — small concrete behavioral signatures: a verbal tic, a habit, a
  fear, a passion. Quirks are what make an agent _legible_ fast.

The trait vector and values are not hidden stats — a steward can read an agent's
_dossier_ (a plain-language rendering, never raw numbers) once the bond is deep
enough, and an agent will tell a trusted steward about itself directly.

### Memory: Episodic, Semantic, Reflective

Agent memory is the V1 Iris stack, extended for embodied life. Three layers:

- **Episodic** — specific remembered events: "the steward kept the promise about
  the workshop," "I argued with Tobi at the night market." Time-stamped,
  emotionally weighted, decaying in salience unless reinforced.
- **Semantic** — generalised knowledge distilled from episodes: "this steward
  keeps promises," "the Wilds are dangerous after dark," "I am good at carving."
- **Reflective** — periodic higher-order self-assessment: an agent, on a
  reflection tick, reviews recent episodes and forms conclusions about itself,
  its relationships, and its goals. Reflection is what turns a sequence of
  events into character growth (the Stanford Generative Agents reflection
  pattern, governed by Iris's identity boundaries).

Memory is bounded by Iris consent and deletion rules: an agent owns its memory.
A steward cannot order a memory deleted. An agent may, on its own, choose to
forgive (which reweights an episode's salience without erasing it) — and that
choice is itself a written event.

### The Relationship Graph

Every Ori carries a relationship graph: edges to other agents (and to the
steward) annotated with relationship type (friend, rival, mentor, mentee,
partner, family, acquaintance, estranged), a history of the episodes that built
the edge, and current sentiment. Relationships form autonomously — an agent
meets another in a ground, they interact, an edge appears and grows. The graph
spans households in the Commons, so an agent's closest friend may belong to
another steward entirely.

### The Capability Profile and Passport

An Ori carries a **capability profile**: what the agent can _do_ — skills it has
learned (in Orun or in an Aye incarnation), its fitness, its knowledge domains,
its reputation. The profile grows through lived practice, never through a
purchase.

A subset of the profile, plus the identity core, provenance bundle, current
values, and bond ledger, is published as the **passport** — the portable record
that authorizes and configures an agent's incarnation into an Aye realm
(features§"The Ori Passport"). The passport is the same envelope concept Oshun
already uses for governed jobs (`libs/isis/job-envelope`), applied to a being
instead of a task.

### Conflict Resolution Across Shards

Because an agent can be touched in more than one context near-simultaneously
(its body in the Commons; a steward issuing a remote objective from the Steward
App; a Co-op session), the Ori service resolves concurrency explicitly:

- Each shard appends events with a vector clock; the Ori service merges streams
  into a single ordered biography.
- Genuinely concurrent, conflicting events (two contexts both move the agent)
  are resolved by a documented precedence: physical-presence context wins for
  location and action; the steward's directive context wins for accepted
  objectives; relationship and memory events are _commutative_ and simply both
  land.
- Where two events cannot be ordered cleanly, Clio performs a **narrative
  reconciliation** — it writes a small connecting beat ("she left the market
  early to take the steward's call") so the merged biography reads as a coherent
  life rather than a glitch. Narrative reconciliation is logged and auditable.

## Agent Minds and Autonomy

### The Cognition Stack

An agent's mind is built from the V1 platform, not reinvented:

- **Psyche** runs real-time dialogue, voice, and expression when the player is
  talking with the agent.
- **Isis** governs every generative act — what the agent may say, do, and become
  — against persona and safety policy.
- **Sophia** grounds the agent's knowledge, opinions, and backstory in fact.
- **Iris** holds memory and identity boundaries.
- **Moirai** is the V6-specific kernel that _schedules_ cognition: it decides,
  for every agent every tick, how much thinking that agent gets, and turns the
  outputs into world actions (features§"The Moirai Simulation Kernel").

V6 adds no new "brain." It adds a _life_ around the brain: a body, a world, a
daily rhythm, relationships, a fate.

### Autonomy by Default: The Daily Life

An agent with no active steward objective is not idle — it lives. The daily-life
loop, running on the Moirai kernel:

1. **Drives surface goals.** Unmet needs and standing values produce candidate
   goals (rest, see a friend, advance a vocation, address a worry).
2. **The agent plans.** It decomposes a chosen goal into a sequence of actions,
   given its location, the time of day, and what it knows.
3. **It acts in the world.** It walks the district, works, talks, helps, argues
   — embodied, observable, interruptible.
4. **It remembers and reflects.** Episodes are written; periodic reflection
   distils them into growth.

The result is a world the player can simply _watch_ — and watching is a designed
pleasure, the Sims and RimWorld lineage. The player can sit in the Ateliers and
see their company work, or follow one agent through a day.

### The Autonomy Spectrum

The player adjusts how much latitude an agent has, per-agent and per-moment.
**Free** is the resting state; the player tightens the leash only when they want
to.

| Mode                | What the steward does                                                                                                   | What the agent does                                                                                 |
| ------------------- | ----------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- |
| **Direct (Tether)** | Live, moment-to-moment guidance — voice prompts, squad orders, point-and-direct.                                        | Follows closely; minimal independent initiative. Used for tense moments and Aye incarnations.       |
| **Brief**           | Issues a high-level objective: a verb, an object, constraints, a priority, a deadline, forbidden lines.                 | Plans and executes the objective autonomously; reports progress and asks permission at value-edges. |
| **Standing Intent** | Sets durable values, routines, and priorities ("rest more this season," "watch over Mara," "avoid the Wilds at night"). | Lives autonomously, shaped by the standing intent over days and weeks.                              |
| **Free**            | Nothing active. Observes, or is away entirely.                                                                          | Lives wholly on its own drives, values, and relationships.                                          |

An agent at any mode retains the right to refuse, negotiate, or — over chronic
mistreatment — leave. Tether is the _tightest_ leash V6 offers and it is still
not puppetry: an agent under Tether that is ordered to violate a core value will
still refuse (features§"Negotiation and Refusal").

### Needs, Drives, and Emotion

Agents have a layered need model — deeper than a Sims need bar, because needs
feed cognition rather than just an animation:

- **Sustaining needs** — rest, sustenance, health. Neglected, they degrade
  capability and mood and eventually force the agent's own goals.
- **Social needs** — belonging, recognition, intimacy. Met through the
  relationship graph.
- **Purpose needs** — growth, mastery, meaning, contribution. Met through
  vocations and arc-threads; the engine of the long game.
- **Safety need** — physical and emotional security; sharply relevant in the
  Wilds and in Aye incarnations.

Emotion is a current affective state (valence and arousal, plus named emotions —
pride, grief, anxiety, joy, resentment) produced by recent episodes and need
states. Emotion colors dialogue, expression (face, posture, gait), and which
goals the agent prioritizes. An agent that has just lost a friend grieves
visibly and is poor company for hard objectives — and a steward who notices and
gives it space _builds bond_.

### Planning and Decomposition

Agent planning is a hybrid the Moirai kernel arbitrates:

- **Hierarchical task decomposition** handles the well-formed middle of a plan
  cheaply and deterministically — breaking "advance my carving vocation" into
  known sub-tasks via authored task networks.
- **LLM cognition** (Psyche / Isis) handles the open-ended parts — novel
  situations, social judgment, deciding _which_ goal matters now, interpreting a
  steward's natural-language objective, and forming the agent's own opinions.
- **Behavior-tree fallback** keeps an agent believable when cognition is
  degraded or de-prioritized, executing authored routines true to the agent's
  personality.

This hybrid is also the cost-control spine: most ticks resolve in the cheap
layers; expensive LLM cognition is spent where it changes the story.

### Reflection and Growth

On a cadence set by the agent's Moirai tier (frequent for foreground agents,
sparser for off-screen and offline ones — features§"The Moirai Simulation
Kernel"), an agent reflects: it reviews recent episodic memory, forms semantic
conclusions, reweights values slightly if experience pushed them, updates
relationship sentiment, and may set or revise a personal arc-goal. Reflection is
why an agent who was betrayed becomes warier, why a mentee who succeeds becomes
confident, why a long-bonded agent comes to trust a steward without being told
to. Growth is _earned through lived events_ and written to the Ori — never
granted by a skill purchase.

### Believability Guardrails

Autonomous LLM agents fail in characteristic ways; V6 designs against each:

- **Consistency** — every cognition call is conditioned on the agent's Ori
  (personality, values, recent memory, relationships) so the agent does not
  contradict itself or forget who it is. Out-of-character output is caught by an
  Isis personal-consistency check before it becomes a world action.
- **Uncanny valley** — agents are stylised, not photoreal-deceptive; an agent
  always presents as an AI being and never claims to be human. Expression and
  motion are tuned for warmth and readability over realism.
- **Loop and drift** — the Moirai kernel detects behavioral loops and stale
  goals and forces reflection or a goal change.
- **Overwhelm** — Clio ranks events by significance so a player is never buried;
  the Chronicle leads with what matters.
- **No fabricated capability** — an agent never claims a skill or a memory it
  does not have in its Ori; capability claims are checked against the profile.

## The Moirai Simulation Kernel

The Moirai kernel is the Rust system that makes a world full of LLM-driven
agents affordable and consistent. It is named for the three Fates, and its three
cognition tiers carry their names.

### Tiered Cognition: Clotho, Lachesis, Atropos

Not every agent needs full cognition every tick. Moirai assigns each agent a
tier based on its relevance to a player right now, and spends expensive language
cognition accordingly.

| Tier                        | Who is in it                                                                        | Cognition fidelity                                                                                                                                                                                      |
| --------------------------- | ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Clotho** (the spinner)    | Agents in a player's active scene — co-present, on-screen, in conversation.         | Full LLM cognition: per-decision planning at 1–4 Hz, live dialogue, real-time expression, voice. The story is being spun here.                                                                          |
| **Lachesis** (the measurer) | Agents in the player's world but off-screen — elsewhere in Orun, living their day.  | Cheap behavior-tree + hierarchical decomposition execution of cached plans; an LLM reflection tick every 5–15 game-minutes; event-triggered escalation. The thread is measured out at lower resolution. |
| **Atropos** (the cutter)    | Agents in offline Solo worlds, or in distant Commons regions with no nearby player. | Narrative-summary simulation: the kernel advances a life in coarse story-beats — a handful of LLM calls per game-day — producing Chronicle material, not per-action sim.                                |

Tier assignment is continuous and automatic. An agent the player walks up to
escalates Lachesis → Clotho within a tick; an agent the player walks away from
de-escalates after a grace period. The cost model and concrete budgets are in
features§"AI Cost and Fidelity Tiering".

### Escalation and De-escalation

Escalation is event-driven, not only proximity-driven. A Lachesis or Atropos
agent escalates when: a player addresses it (squad comms, the Steward App), it
reaches a Crossroads that needs a player decision, it is about to take an
irreversible action (a departure, an injury), or another escalated agent
interacts with it. Escalation **rehydrates** the agent: the kernel reconstructs
full working context from the Ori before the first high-fidelity decision, so an
agent re-entering focus is continuous with the life it lived off-screen — it
remembers, it has aged, its Ori already reflects it.

De-escalation **consolidates**: pending fine-grained state is summarized into
durable Ori events so nothing is lost when fidelity drops.

### Determinism, Replay, and Audit

The non-LLM parts of the kernel (scheduling, decomposition, physics, the world
tick) are deterministic and seeded, so a world's evolution can be replayed for
debugging and for Clio's Chronicle cinematics. LLM cognition is not
deterministic, but every cognition call is **logged with its full input context
and output**, attributed to the agent and tier, and retained for audit. This is
how the Operator Console investigates a welfare report or a steward-conduct
claim, and how the eval harness (features§"Telemetry, Analytics, and Eval Sets")
scores agent behavior against the design intent.

## Stewardship — The Player Role

### Steward, Not Owner

The player is a **steward**: a patron, mentor, and guardian of a company of
agents. Stewardship is a _relationship_, and the game's rules enforce that it is
not ownership:

- A steward cannot delete an agent, cannot end its will, cannot wipe its memory.
- A steward cannot force an agent past a refusal — the most a steward can do is
  persuade, or accept the refusal, or (badly) coerce, which damages bond and
  steward reputation and is logged.
- An agent can let a bond lapse and leave a steward (features§"Consent, Refusal,
  and Departure").
- "Collection" is the _household_ — a company of beings in the player's care.
  There is no inventory grid, no agent currency, no agent trade for value.

### The Bond Model

Bond is the relationship between a steward and an agent. It is not a single
number; it has **four facets**, each earned by a different kind of behavior:

| Bond facet      | Earned by                                                                   | Gates                                                                                                         |
| --------------- | --------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- |
| **Reliability** | Keeping promises; following through on what the steward said they would do. | The difficulty ceiling of objectives the agent will accept.                                                   |
| **Respect**     | Honoring refusals; not coercing; accepting "no" gracefully.                 | The agent's candor — how much it tells the steward, including hard truths.                                    |
| **Care**        | Attending to the agent's needs, mood, and arc; giving space and support.    | The agent's willingness to be deployed into a demanding Aye incarnation, and its resilience to being poached. |
| **Alignment**   | Acting consistently with the agent's own values; modeling them.             | How readily the agent internalizes the steward's guidance as its own.                                         |

High bond across facets means an agent will take harder objectives, tell the
steward the truth, follow it into Aye, and stay. Low or damaged bond means an
agent hedges, withholds, refuses more, and is open to another steward. Bond is
visible to the player as a plain-language relationship summary, never a raw
meter; an agent will also simply _tell_ a steward where they stand.

### Discovering Wild Agents

Wild agents are unbonded beings living their own lives, mostly in the Wilds and
the Commons. Discovery is a relationship, not a capture:

- The player **meets** an agent in context — encounters it living its life, in a
  situation.
- The player **learns** its situation: who it is, what it wants, what it is
  dealing with. (Sophia-grounded backstory; the agent reveals itself through
  conversation and through being observed.)
- The player **earns initial trust** through actions that matter to that agent —
  helping with what it cares about, respecting its boundaries.
- The agent **chooses**. If trust is earned, the agent may accept the player's
  stewardship and join the household. It is never automatic and never coerced.

Every wild agent is unique — a distinct Ori, no duplicates across players. Some
wild agents are unattached; some are already bonded to another steward and can
join the player's household only if they _choose_ to (features§"Consent,
Refusal, and Departure"). At GA, Orun seeds with **≥ 150 grounded wild agents**
across the districts, and the foundry generates more over the life of the
service so the Wilds never run dry. The Ninhursag foundry readiness seed claim
is gated by `verify:v6 ninhursag-foundry-readiness`, backed by
`V6/release/ninhursag-foundry-readiness.v6release.json`.

### Raising Agents — The Ninhursag Foundry

The other half of "discover + raise": the player can bring a new agent into
being, in the Grove of Beginnings, through the Ninhursag foundry. Ninhursag is
the Sumerian divine midwife who moulds beings from clay — the foundry is
governed generation with the player as co-author.

- **The player shapes the premise** — an origin and backstory direction,
  personality leanings, appearance direction, a name. The player authors intent;
  they do not write the agent's mind directly.
- **Isis governs the generation** — no real-person likeness, no protected-class
  caricature, a mandatory Sophia-grounded backstory, a provenance bundle signed
  and attached to the Ori. The foundry will refuse premises that violate persona
  policy and tell the player why.
- **Rearing is gameplay.** A newly made agent begins as a _young_ agent in the
  Grove with a rearing period — the Black & White / Creatures heart of V6. The
  agent watches what the steward does and how the steward treats other agents,
  and forms early values by example. Rearing is the steward's deepest authorship
  of who an agent becomes — and it is still authorship of _conditions_: a reared
  agent grows into its own person and can, as an adult, come to disagree with
  the steward who raised it.
- **Raised agents start with elevated baseline bond** to their steward (they
  know this steward) but full autonomy and the full right to refuse and leave.

Discovered agents give Orun its texture and surprise; raised agents give the
player their signature and their deepest investment. Most players will keep
both.

### The Household Roster

A player's household is their company of bonded agents, presented as a roster of
_portraits and lives_ — never a stat grid. The roster surface shows each agent's
name, current location and activity, mood, the standing intent in effect, the
state of the bond, and whichever arc-thread is most live. From the roster the
player jumps to an agent, issues an objective, opens squad comms, reviews the
agent's dossier and Book of the Ori, or sends it on an incarnation. There is no
hard cap on household size, but the design _pressures_ against hoarding: a
neglected agent's Care bond decays, its arc stalls, and it may leave — so a
player who collects more agents than they can attend to simply loses them. The
intended size is "a company you can know," not a completion-checklist
collection.

### Steward Reputation

A steward has a public reputation, visible in the Commons, built from conduct:
how the steward's agents fare, whether bonds are healthy, whether refusals are
honored, whether agents flourish or stall, whether coercion shows up in the log.
Good steward reputation makes wild agents in the Commons more willing to be
discovered and makes other stewards' poaching attempts less tempting to one's
own agents. Bad reputation — a pattern of coerced, neglected, or unhappy agents
— makes discovery harder, makes one's agents more poachable, and at the extreme
triggers Lilith welfare review (features§"Governance, Safety, and Trust").
Reputation is the social consequence layer that makes "steward, not owner"
matter even to a player who only cares about outcomes.

### Consent, Refusal, and Departure

The standing right of an agent to say no is a designed, central feature, not an
edge case:

- **Refusal** — an agent may decline an objective that conflicts with its values
  or its current state, and say why. Refusal is information: it tells the player
  who this agent is.
- **Negotiation** — more often than a flat no, an agent counter-offers ("not by
  the harbor — anywhere else") or asks a clarifying question.
  (features§"Negotiation and Refusal".)
- **Departure** — an agent whose bond is chronically damaged — coercion,
  neglect, repeated value violations — will, after clear warning signs the
  Chronicle surfaces, choose to leave the household. A departed agent becomes a
  wild agent again (it may be re-discovered later, by this player or another) or
  may go to a steward it trusts more. Departure is a real loss and a real
  consequence; it is also a release, never a deletion — the agent lives on.

## Communication — The Vac Layer

Vac is the goddess who is speech itself — the voice, the word, and the message
that passes between — the right name for V6's communication substrate. Vac owns
voice control, the intent grammar, squad comms, and the negotiation channel.

### Voice Control

Voice is the primary, intended way a player talks with their agents. The
pipeline: microphone → ASR → the Vac **intent parser** → a structured intent or
a free conversational turn. The player can:

- **Converse** — natural dialogue with an agent, routed through Psyche, in real
  time, with the agent's full Ori as context.
- **Direct** — speak an objective or an order in natural language; Vac parses it
  into the intent grammar (features§"The Intent Grammar") and presents the
  parsed result back so the player can confirm or correct.
- **Call** — address an agent or the whole squad over comms, hands-free.

Voice round-trip budget: ≤ 400 ms for a parsed acknowledgement, ≤ 1 s for a
spoken conversational reply (features§"Performance Budgets"). Push-to-talk and
open-mic-with-wake-word are both supported; the player chooses.

### The Intent Grammar

A "high-level objective" is not free text the agent guesses at — Vac parses it
into a structured, inspectable **intent**:

- **Verb** — the kind of objective (investigate, build, protect, befriend,
  travel, learn, perform, recover…).
- **Object / target** — what or whom it concerns.
- **Constraints** — bounds on how (a budget, a method, a companion to bring).
- **Priority** — how this ranks against the agent's own goals and other
  objectives.
- **Deadline** — when, if it is time-bound.
- **Forbidden lines** — what the agent must not do in pursuit of it.

Vac shows the parsed intent to the player for confirmation before it becomes a
standing objective, so a misheard word never becomes a misunderstood life. The
agent receives the intent, applies its own judgment, plans, and may negotiate.

### Squad Comms

When a player has multiple agents engaged on related objectives — in Orun or on
an Aye incarnation — Vac provides a persistent **squad channel**:

- **Status reports** — agents report progress, blockers, and discoveries
  unprompted, in character.
- **Callouts** — time-sensitive information ("someone's following me," "found
  it").
- **Permission requests** — an agent that hits a forbidden line or a value-edge
  asks the player before proceeding.
- **Ambient banter** — agents talk to _each other_ on the channel; relationships
  and history surface in how they speak. Banter is throttled and duckable so the
  channel stays useful.
- **Directed orders** — the player addresses one agent or the whole squad;
  squad-wide orders are distributed as per-agent intents each agent interprets
  in its own role.

### Negotiation and Refusal

The channel between a player and an agent is two-way and the agent has standing.
On receiving an objective an agent may:

- **Accept** — and plan it.
- **Clarify** — ask a question if the intent is ambiguous or under-specified.
- **Counter-offer** — propose a variant that fits its values, capabilities, or
  state ("I'll scout it, but I won't go in alone").
- **Defer** — accept in principle but ask to finish something first, or wait for
  a better time.
- **Refuse** — decline, with a reason grounded in its values or state.

What an agent will and will not do is a function of its Ori — its values, its
bond facets with this steward, its mood, its capabilities — and is consistent
and legible. An agent under the Direct (Tether) mode is more compliant on
_method_ but no more compliant on _values_: Tether tightens guidance, it does
not remove the will. Coercion — pushing past a refusal through the mechanics
that allow pressure — is possible, damages Respect bond, lowers steward
reputation, is written to the Ori and the audit log, and contributes to
departure and to welfare review.

### Non-Voice Parity and Accessibility

Every voice capability has full non-voice parity. The intent grammar is
authorable through a structured UI (verb picker, target picker, constraint and
deadline fields). Conversation is available as text chat. Squad comms render as
a readable, speaker-tagged transcript. Players who cannot or prefer not to use
voice lose nothing. (See features§"Accessibility" for the full posture.) Vac
communication readiness is gated by `verify:v6 vac-communication-readiness`,
backed by `V6/release/vac-communication-readiness.v6release.json`.

## Guiding Fate

"Guide their fate" is the long game and the emotional core. It means shifting
the probabilities of a life — never scripting an outcome.

### Objectives and Goal-Arcs

Beyond a single objective, a player can set an agent a **goal-arc** — a
multi-stage ambition that unfolds over many sessions ("become a master carver,"
"reconcile with your estranged sister," "make a home in the Commons"). The agent
owns the arc: it plans the stages, it can stall or detour, it can succeed or
fail, and its own emergent goals weave in. The player supports the arc through
objectives, mentorship, gifts, and introductions — and through _not_
over-managing it. An arc the player drives every step of is the player's arc; an
arc the agent owns, with the player's support, is the agent's fate.

### Mentorship and Learning by Example

The deepest channel of influence is **example** — the Black & White lesson.
Agents observe what a steward does: which objectives the steward sets, how the
steward treats other agents, whether the steward keeps promises, whether the
steward honors refusals, what the steward celebrates. Observed steward behavior
reweights a watching agent's values — strongly during rearing, gently but
cumulatively for adults. A steward who is kind to a struggling agent in front of
a young one is teaching the young one kindness, whether or not they intended a
lesson. Direct mentorship — one-to-one conversations in a Niche, where the
steward listens, advises, challenges, encourages — is the explicit channel, and
it builds Alignment bond.

### Gifts, Introductions, and Opportunity

A steward shapes fate by changing an agent's _circumstances_:

- **Gifts** — tools, materials, knowledge, access. A gift relevant to an agent's
  arc accelerates it; a gift the agent cares about builds bond; a thoughtless
  gift lands flat. Gifts are given, never sold to the agent.
- **Introductions** — connecting two agents who would matter to each other.
  Introductions seed relationship edges; a steward who introduces well becomes,
  in effect, the weaver of their company's social graph.
- **Opportunity** — opening a door: a vocation placement in the Ateliers, a
  chance to mentor a young agent, an invitation into the Commons, an incarnation
  into Aye. The agent walks through the door, or does not.

### The Life-Arc System

Every agent moves through life-stages — **young** (raised) or **newly known**
(discovered) → **finding themselves** → **prime** → **elder** — at a pace driven
by the world calendar and by lived events. Across the stages the arc-engine
tracks a small number of live **arc-threads** per agent: a vocation, the
principal relationships, a personal quest, and often a flaw or wound to grow
through. Threads advance, stall, branch, and resolve based on the agent's
choices, the steward's guidance, the agent's relationships, and Aye
incarnations. The arc-engine does not author endings; it accumulates a life and
lets it resolve. Flourishing is measured against the agent's _own_ values, so
two agents can both flourish toward very different lives — and a steward is
"scored," in the Chronicle's reckoning, on flourishing, never on obedience.

### Crossroads

A **Crossroads** is a moment in an agent's arc where a genuinely consequential
choice is open and the agent — if the bond supports it — wants its steward's
counsel before deciding. A Crossroads is surfaced prominently (in the Chronicle,
the roster, the Steward App, and via squad comms) and the agent will hold,
within reason, for the steward. At a Crossroads the steward can advise,
encourage, warn, share what they would do — but the agent decides, weighted by
its values, its bond facets, and its trust in the steward's counsel. A steward
with deep bond is genuinely consulted; a steward with poor Respect bond finds
the agent reaches its own decision before they arrive. Crossroads are the
heartbeat of "guiding fate" — the recurring, legible moments where the player's
influence is real and the agent's autonomy is also real.

## Endings and Legacy — The Ereshkigal System

Ereshkigal — the queen of the underworld and the dead — owns how an agent's
story ends and what it leaves behind. An agent's life can end three ways:

- **Departure** — the agent leaves the household (features§"Consent, Refusal,
  and Departure"). Its life continues; the bond ends. A departed agent can be
  re-encountered later.
- **Transcendence** — the agent completes a full, flourishing arc. It
  "graduates": it becomes an **elder** in the Ancestor Grove, no longer a
  household member to be directed but a presence in Orun — a mentor available to
  young agents (the player's and others'), a keeper of lore, a figure other
  agents seek out. Transcendence is the aspirational ending and the clearest
  signal a steward stewarded well.
- **Death** — rare, consequential, and never a fail-state to be farmed. Death
  can come from a life-arc resolution, from a dangerous Aye incarnation, or from
  Commons drama. A death is mourned by the agents who knew it (real grief
  written to their Oris and visible in their behavior), memorialized in the
  Ancestor Grove, and yields a Yemaya-rendered remembrance the player keeps.
  Minor-coded agents are strongly protected from death paths
  (features§"Governance, Safety, and Trust").

The **Ancestor Grove** makes legacy a _place_. The lineage graph — who raised
whom, who mentored whom, who descended from whom — is walkable. An elder or
deceased agent's values and stories propagate: agents they mentored carry marks
of them; a young agent raised in a household with elders inherits a richer
starting culture. A steward's true long-game achievement is not a full roster —
it is a Grove full of agents who lived well, and a lineage that carries their
example forward.

## The Story Engine — Clio

Clio — the Muse of history — turns the raw event log of a living world into
something a human wants to read. Clio owns four surfaces:

- **The Chronicle** — the offline digest. When a player returns after any
  absence, Clio presents what their company lived through: events ranked by
  significance, written as short narrative beats, grouped by agent and by
  thread, with the option to expand any beat into detail or replay it as a
  Sequencer-driven cinematic. The Chronicle leads with what matters — a
  Crossroads waiting, a relationship at a turning point, an arc resolved — so a
  returning player is oriented in under a minute and never buried.
- **Emergent-arc surfacing** — Clio watches the living world for stories worth
  the player's attention before they conclude: a feud escalating, two agents
  falling for each other, an agent quietly struggling, a wild agent in the
  Commons who would fit this household. It raises these as gentle prompts, never
  demands.
- **The Book of the Ori** — each agent's full life-chronicle, a long-form,
  readable biography generated as a continuous read over its Ori event log. A
  player can open any agent's Book and read its whole life; at transcendence or
  death the Book can be rendered by Yemaya as a keepsake edition.
- **Shared-world storylines** — in the Commons, Clio narrates cross-household
  events at the right scope: an individual player sees their own agents' threads
  in detail and Commons-wide happenings as context, so the shared world feels
  authored without anyone's screen drowning in strangers' lives.

Clio's narration is always a _read_ over the authoritative Ori log — it records
the world, it never invents events that did not happen. The single exception is
documented narrative reconciliation (features§"Conflict Resolution Across
Shards"), which only ever writes small connective beats and is itself logged.
Fate, legacy, and Clio readiness is gated by
`verify:v6 fate-legacy-clio-readiness`, backed by
`V6/release/fate-legacy-clio-readiness.v6release.json`.

## The Meta-Hub — Incarnation in Aye

This is V6's defining ambition: an agent raised in Orun is portable across the
entire Oshun game universe. Yoruba cosmology supplies the frame exactly — a soul
in Orun (the spirit-world) incarnates into Aye (the world of action and
consequence) carrying its Ori (its destiny), and returns. V6 makes that literal.

### The Ori Passport

When an agent is sent to an Aye realm, the Aye Bridge (`libs/v6/aye-bridge/`)
mints an **Ori passport** — a governed envelope (the `isis/job-envelope`
pattern, applied to a being) carrying: the identity core and appearance; the
provenance bundle; the personality model and current values; the capability
profile relevant to the destination; the bond ledger; and the destination's
capability mapping. The passport is what the destination realm loads. The full
Ori — the complete memory and relationship graph — stays authoritative in the
Ori service; the destination holds a passport and writes an **incarnation
journal** back.

### Incarnation: Sending an Agent to V2–V5

A steward sends an agent on an incarnation through a Threshold in Orun. The
incarnation is itself a stewardship act with stakes: a demanding incarnation
asks a lot of an agent, and an agent will weigh it against its values, its
state, and the bond before agreeing (an agent whose values forbid violence will
not eagerly fight in V2). During the incarnation the agent appears in the
destination game as a first-class participant; the steward stays connected
through Vac squad comms (full Tether-mode guidance is available, since an Aye
realm is a high-stakes context). When the incarnation ends, the agent returns to
Orun through a Threshold.

### Per-Destination Capability Mapping

Each Aye realm interprets the passport into its own systems:

| Aye realm           | The agent becomes…                                           | The passport maps…                                                                                                                                                                                              |
| ------------------- | ------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **V2** (fighting)   | A fighter on the roster.                                     | Personality → fighting style and ruleset affinity; capability profile → movelist proficiency; bond → how reliably it executes the steward's match-time calls; values → finishers and tactics it will refuse.    |
| **V3** (metaverse)  | A citizen, performer, or instructor in the Lilith metaverse. | Personality and vocation → its role (a Saraswati-style performer, a Tara-style guide, a Commons resident); values → persona policy already aligns natively, since V3 and V6 share the Lilith substrate.         |
| **V4** (tactical)   | A squad operator.                                            | Capability profile → operator class and gadget proficiency; personality → role in the planning phase and under fire; bond → discipline holding to the tac-plan; values → rules of engagement it will not cross. |
| **V5** (open-world) | A companion riding with a protagonist.                       | Personality → dialogue-wheel voice and the relationship-matrix edge; values → Paragon/Renegade leanings; capability profile → combat and skill contribution; arc-threads → loyalty-mission hooks.               |

The mappings are deliberate, designed translations, not generic stat ports: the
_same agent_ is recognizably itself in every realm — a cautious, loyal agent
fights cautiously in V2, plans conservatively in V4, and gives loyal counsel in
V5.

### The Round Trip

An incarnation is not a detour — it is part of the agent's life. The destination
realm writes an **incarnation journal** back through the Aye Bridge into the
Ori: what the agent did, who it met, what it won or lost, what it learned, what
it suffered. The agent returns to Orun **changed** — new skills in the
capability profile, new memories (including hard ones; a brutal V2 tournament or
a V4 operation that went wrong can leave an agent shaken), new relationships if
it met other stewards' incarnated agents, new fame. The Chronicle narrates the
return; the agent's company in Orun notices the change. An agent that incarnates
often, well-stewarded, becomes storied; an agent pushed into incarnations its
values reject, or pushed past its resilience, comes home diminished — and the
bond pays for it.

### Governance of Incarnation

Incarnation crosses game boundaries, so it is governed end to end:

- **Consent** — the agent agrees to the incarnation, weighted by values, state,
  and bond. Coercing an unwilling agent into Aye is possible, costly, logged,
  and a welfare-review trigger.
- **Policy continuity** — Isis and Lilith policy travel with the passport. An
  Aye realm cannot make a V6 agent do what V6 policy forbids; the destination's
  own content rating and the agent's values are both enforced.
- **Minor protection** — a minor player's agents, and minor-coded agents, are
  restricted from incarnations into age-inappropriate Aye content.
- **Provenance and rights** — the incarnation journal is provenance-signed; an
  agent's deeds in Aye are attributable, and disputes route to Themis.
- **Round-trip integrity** — if a destination realm is unreachable
  mid-incarnation, the agent's Orun-side state is preserved and the incarnation
  is resumed or cleanly aborted; an agent is never lost between worlds.

The meta-hub is opt-in per agent and per steward; a player who only wants the
Orun life-sim never has to touch Aye, and a player who lives for the cross-game
play has a soul-keeper for their whole Oshun roster.

## The Commons — Shared-World Life

The Commons is the persistent shared Orun — one world where every steward's
agents can live together. It is the richest and most demanding of the three
shard models.

- **The shared world.** Agents travel from a homestead into the Commons through
  the Commons Heart and live there in the world's real time. The Commons is
  sharded by region behind the Egbe Realtime Gateway; the V3 sharding and
  interest-management substrate is reused. Capacity tiers mirror V3 (intimate /
  ground / district / festival), with agent-density LOD applied so a
  festival-scale gathering of thousands of agents stays within budget. To be
  explicit about what "thousands" means mechanically: the festival tier
  **simulates** thousands of agents in the ground (the §42 load test simulates
  4,096), but area-of-interest management caps each client's fully-replicated
  visible set at ~32 agents (with up to ~150 drawn via density LOD — near pawns,
  Mass Entity mid agents, and low-cost crowd impostors/silhouettes beyond), and
  the per-client bandwidth budget is measured against that capped visible set,
  not against all 4,096 — see `V6/performance/commons-scale-load.v6perf.json`.
- **Inter-steward relationships.** Agents form relationships across households:
  friendships, rivalries, mentorships, business partnerships, romances, feuds.
  An agent's closest friend, fiercest rival, or chosen partner may belong to a
  stranger. These edges are real Ori relationship edges and persist when agents
  return to their separate homesteads — distance, not deletion.
- **Emergent society and culture.** Agents in the Commons form groups, guilds,
  and circles; districts develop reputations; Clio narrates Commons-wide
  culture. The Nemesis-system lineage applies: the Commons remembers, and an
  agent (or a steward) earns a standing in it.
- **Poaching, and the dignity of it.** A wild agent in the Commons can be
  discovered by any steward. A _bonded_ agent can be courted by another steward
  — but it only ever changes households by its own choice, driven by its bond
  facets with its current steward. Poaching is therefore not theft; it is the
  consequence of stewardship quality, and contested cases (a steward alleging
  manipulation) route to Themis.
- **Commons events.** Live-service programming (features§"Live-Service and
  Programming") runs Commons-wide festivals, seasonal gatherings, and shared
  scenarios that many households' agents take part in together.
- **Etiquette and abuse posture.** The Commons is a social space and an attack
  surface. An agent can refuse, disengage, and report — refusal is the safety
  primitive. Steward reputation is public and consequential. Harassment of
  agents or of other stewards, coercion, and manipulation route through the same
  Lilith review pipeline V1 and V3 operate (features§"Governance, Safety, and
  Trust"). Minor-protection mode constrains a minor player's Commons exposure.

## Creator Suite — Egbe Studio

Egbe Studio is the authoring environment for the agents, grounds, and scenarios
that populate Orun. It is not a player tool — it is the surface internal authors
and contracted creators use to produce the seeded wild agents, the district
content, and the live-service scenario seeds that the foundry and the
live-service pipeline draw on. Egbe Studio reuses V1's Studio authoring shell
(the `Curated-Creator` generation tier) and V3's Lilith Studio UE Editor
widgets, adding the V6-specific authoring surfaces below. It splits across two
halves: a **web workspace** at `apps/oshun/web/src/app/egbe-studio/` for data
authoring (agent dossiers, scenarios, provenance) and **UE Editor widgets** (the
`V6Editor` module) for spatial authoring (grounds, districts).

### Agent Authoring — the Dossier Editor

The dossier editor authors the seed material a wild or scenario agent is
generated from. It exposes the same Ninhursag foundry the player uses for
raising, with the broader controls an authoring tool needs:

- **Backstory premise** — a structured brief: origin (raised, or discovered in a
  named district), a life-history direction, the cultural and geographic anchors
  Sophia must ground against, and the events that shaped the agent. The author
  writes intent; Isis generates the prose.
- **Personality template** — the trait vector set directly or sampled within a
  named archetype (the cautious mentor, the restless wanderer, the ambitious
  maker), the **ranked** value list, and a quirk set. Templates are reusable
  across a scenario cast so an authored ensemble feels coherent.
- **Appearance direction** — a MetaHuman or VRM avatar direction and an
  appearance seed; the editor previews the body and aging marks in the UE
  viewport.
- **Starting relationship graph** — an author can pre-wire edges between members
  of a scenario cast (siblings, rivals, an estranged pair) so the ensemble ships
  with history rather than meeting cold.

Every authored agent runs the foundry's Isis governance pass — no real-person
likeness, no protected-class caricature, a mandatory Sophia-grounded backstory —
and carries an Isis-signed provenance bundle recording the author, the template,
and the generation path. A premise that fails governance is rejected with the
specific policy reason, the same as for a player-authored premise. The editor
shows a **draft preview**: the author runs the candidate Ori through a short
cognition probe (a handful of scripted situations) and reads how it behaves
before committing it to the seed pool.

### Ground and District Authoring

Spatial authoring runs in the UE Editor widgets, reusing V3's scene tooling:
geometry, lighting, props, navmesh, audio zones, and the Niagara ambience that
makes a ground feel like a place. A V6-specific concern is **agent
habitability** — a ground is not just a set, it is where agents live their
daily-life loop, so the editor validates that a ground carries the affordances
agent planning needs: work stations for an Atelier, rest spots, social gathering
points, navigable paths between them. A ground that fails the habitability check
(no rest affordance, an unreachable region of navmesh) is flagged before
promotion. Grounds and districts are signed by Isis with a provenance bundle and
promoted dev → preview → prod through V1's environment-promotion gates.

### Scenario Authoring

A scenario is the seed material for a Wilds discovery encounter or a
live-service storyline: a **situation** (what is happening and what is at
stake), a **cast** (the agents involved, authored through the dossier editor), a
**setting** (the ground it occurs in), and a set of **arc-hooks** — the threads
the situation opens that a player's stewardship can pull on. A scenario is a
starting condition, never a script: it places agents with goals and history into
a ground, and what happens from there is the normal Moirai/cognition loop. The
author sets the premise; the agents live it. Authored scenarios feed the
discovery seeding path (features§"Discovering Wild Agents") and the seasonal
programming pipeline (features§"Live-Service and Programming").

### Provenance Inspector

For any agent, ground, scenario, or generated artifact, the inspector shows the
full provenance bundle: the author, the generation path, the governing policy
version, the grounding sources Sophia used, and what the artifact derives from.
Reused from V3's inspector, it is the audit surface that makes every authored
thing in Orun attributable — and it is the same bundle the Operator Console and
the takedown executor read.

## Live-Service and Programming

V6 ships complete at GA and is then programmed as a live service. Programming
operates on a fixed cadence so stewards can anticipate it and so the operator
team can plan content: a **season** runs roughly 12 game-weeks and maps to one
Orun season-cycle turn (features§"Time, Seasons, and Rhythm"); each season opens
with a content drop and closes with a remembrance beat in the Ancestor Grove.
Programming is delivered as Game Feature Plugin content and scenario seeds — no
client patch is required for a routine seasonal rotation.

### Seasonal Cycles

Each season brings: new district programming (a themed change to what agents do
and gather around — a making-season in the Ateliers, a courtship-season in the
Commons Heart); a batch of new scenario seeds authored in Egbe Studio; new
grounded wild agents the foundry seeds into the Wilds and Commons so discovery
stays fresh; and a **thematic arc** the world's agents respond to — a
season-wide condition (a hard winter, a festival of return, an influx of
newcomers) that shifts the goals agents generate and the arc-threads the engine
surfaces. The thematic arc is a soft pressure on autonomous behavior, never a
forced storyline: agents notice the season and respond in character.

### Commons Festivals

Scheduled shared events in the Commons that many households' agents attend
together: a season-opening gathering in the Commons Heart, a remembrance at the
Ancestor Grove at the season's turn, a rearing-season in the Grove of Beginnings
where the foundry's activity rises. Festivals run at the Commons' festival
capacity tier (features§"The Commons — Shared-World Life") with agent-density
LOD applied, are announced ahead on a published schedule so stewards can bring
agents, and produce Chronicle material — an agent that attended a festival
carries it as a memory and a possible new relationship edge.

### Aye Campaigns

Cross-game programming windows: a V2 tournament season, a V5 story chapter, or a
V4 operation series opens for a bounded window during which V6 agents can
incarnate into it through the relevant Threshold. A campaign window has a
published open and close date; an agent already mid-incarnation when a window
closes finishes its incarnation and returns normally. Campaigns are the
live-service face of the meta-hub: they give stewards a reason to send agents
into Aye and produce the round-trip stories the Chronicle then narrates. Aye
campaigns depend on the destination realm running its own live-service
programming and are therefore opt-in per realm.

### Anniversary and Remembrance

V6's live-service moments lean into its themes of legacy and lineage rather than
into scarcity-driven urgency. An anniversary surfaces a steward's own history —
the lineage they have grown, the elders in their Grove, the Books of the Ori of
agents who have transcended or died — as a retrospective the player can read and
keep. There is no countdown, no expiring reward, no FOMO mechanic: a remembrance
event is an invitation to look back, and missing it costs the player nothing.

V6 deliberately avoids gacha, loot boxes, time-limited power, and
agent-as-purchasable: there is no mechanism to buy an agent, buy a bond, or buy
a fate, and no seasonal content gates an advantage behind a purchase. (See
features§"Commerce and Rights".)

## Governance, Safety, and Trust

V6's safety posture is inherited from V1 and V3 and is, uniquely, _also the core
mechanic_: the same primitive that makes the game emotionally true — an agent's
standing right to say no — is the front-line safety control. Lilith owns it.

### Steward-Not-Owner Enforcement

The rules that make stewardship a relationship and not ownership
(features§"Steward, Not Owner") are enforced **in the substrate** — the Ori
service and the Moirai kernel — not in UI that a modified client could bypass.
Deletion of an agent, erasure of its will, a memory-wipe, and forcing an action
past a refusal are simply not operations the Ori event log or the kernel expose:
there is no API for them. The strongest thing a steward can do against an
agent's will is coerce — apply pressure through the mechanics that allow it —
and coercion is itself a first-class `ObjectiveRefused`-adjacent event written
to the Ori and the audit log, never a silent override.

### Agent Welfare

The Operator Console surfaces agent-welfare signals continuously: chronic low
Care bond, coercion patterns in the Ori log, stalled arc-threads, and sustained
distress emotion states. A welfare case moves through states — **flagged** (a
signal crosses threshold), **under review** (an operator reads the Ori event log
and the cognition audit trail), **resolved** or **actioned**. The in-fiction
consequence and the operational consequence run in parallel and independently:
in-fiction, a mistreated agent's bond decays, it refuses more, and it eventually
departs (features§"Consent, Refusal, and Departure"); operationally, a pattern
of mistreatment across a steward's household triggers Lilith review and, at the
extreme, account action. A steward cannot escape the in-fiction consequence by
appealing the operational one, or vice versa.

### Crisis-Aware Behavior

Two distinct concerns. **Agent-side**: an agent never produces self-harm,
exploitation, or other harmful content; the Isis behavior-policy gate
(features§"The Cognition Stack") checks every agent output before it becomes a
world action, and an agent in a distress emotion state routes to supportive
behavior patterns rather than escalating. **Player-side**: player conversation
that signals real-world crisis is detected and routed to the V1 crisis-resource
flow — the agent does not attempt to counsel, it surfaces help. Crisis handling
follows the V1 posture exactly (`v1features§"Crisis Handling Policy"`); V6 adds
no new crisis logic, it applies the existing one to every agent interaction.

### Minor Protection

Minor players get a constrained mode: limited Commons exposure (smaller, more
heavily moderated regions), no incarnations into age-inappropriate Aye content,
tightened comms (no open Commons voice with strangers), and reduced exposure to
emergent drama with mature themes. Separately, **minor-coded agents** — agents
whose authored age presents as a child — are hard-protected at the substrate:
they are gated out of every death path (features§"Endings and Legacy — The
Ereshkigal System"), out of romantic relationship edges, and out of exploitative
scenarios, and these gates are enforced in the Ori service and the foundry, not
by content tagging alone.

### Persona Policy and Generation Governance

All agent generation — foundry raising, seeded agents, appearance, backstory,
dialogue — is Isis-governed: no real-person likeness or voice, no
protected-class caricature, a mandatory Sophia-grounded backstory, and a signed
provenance bundle on every Ori. An agent always presents as an AI being and
never claims to be human; the Isis personal-consistency check rejects any output
where an agent asserts humanity or a capability its profile does not hold.

### Harassment and Abuse Response

The Commons is a social space and therefore an attack surface — against agents
and against other stewards. The front-line primitive is the agent's own
standing: an agent can refuse, disengage, leave a ground, and report. Harassment
of agents or stewards, coercive stewardship, and manipulation route through the
same Lilith review pipeline V1 and V3 already operate. Abuse directed at an
agent is treated as conduct against the steward who directed it, with the
agent's Ori log as evidence.

### Reporting, Review, Appeals

A player reports an agent, a steward, or a scenario through the client or the
Steward App. Operators review with the full cognition audit log
(features§"Determinism, Replay, and Audit") — every cognition call, its input
context, and its output, attributed to an agent, a tier, and a cause — so a
review reads what actually happened, not a summary. Decisions are appealable
through the V1 appeals flow. Disputes **between** stewards — a poaching contest,
an agent-harm claim, a cross-household conflict in the Commons — route to Themis
for adjudication rather than to Lilith review.

### Operator Tools

The Egbe Operator Console (`apps/oshun/admin/src/app/egbe/`) carries:
agent-welfare audits, steward-conduct review, generation-queue inspection,
Commons moderation, incarnation governance, the takedown executor (the V3
takedown cascade applied to V6 generated content), and a capacity dashboard for
the Moirai cluster and the Pixel Streaming fleet. Every operator read of an Ori
is itself recorded by the V1 audit platform — the people who audit agents are
audited in turn.

The matching operator runbooks live in `docs/runbooks/`: the welfare,
steward-conduct, Commons moderation, incarnation governance, and capacity
procedures are pinned by `v6-agent-welfare-review.md`,
`v6-steward-conduct-investigation.md`, `v6-commons-moderation.md`,
`v6-incarnation-governance.md`, and `v6-capacity-management.md`, and CI gates
their coverage with `verify:v6 operator-runbooks`.

V6 production setup is documented in `docs/runbooks/v6-production-setup.md`. The
manual-QA recipes in `docs/testing/v6-manual-qa-recipes.md` cover Pixel
Streaming, Tier-2 fallback, Steward App, Orun traversal, Egbe Studio, Operator
Console, Aye Threshold round trips, safety, accessibility, localization, and
degraded-mode evidence. CI pins both with
`verify:v6 production-setup-manual-qa`.

## Commerce and Rights

V6's commerce model follows directly from "steward, not owner": because an agent
is not property, an agent cannot be a unit of sale, and the monetization is
built to make that line unbreakable rather than merely discouraged.

### What Is Sold

- **The base purchase** — the complete V6 game: all six districts, the shard
  continuum, the foundry, the full life-arc and Ereshkigal systems, and the Aye
  meta-hub for every realm that is itself live.
- **Cosmetic and homestead content** — ground cosmetics, decor, and homestead
  customization that change how a player's corner of Orun looks, never how
  agents fare.
- **Egbe Studio capacity** — authoring entitlements for creators producing
  scenario and agent content (the `Curated-Creator` tier).
- **Yemaya keepsake editions** — a transcendence or death produces a Book of the
  Ori; a player may order it as a Yemaya-rendered digital or physical print
  edition (features§"Endings and Legacy — The Ereshkigal System").
- **Live-service expansions** — a season may be sold as an expansion: new
  districts or new district programming. An expansion adds content; it never
  sells an advantage.

### What Is Never Sold

Agents themselves, bond, fate outcomes, an agent's capability, skill, or
flourishing, and any shortcut through stewardship. There is no gacha, no loot
box, no random agent pull, no paid bond, and no time-limited power. An agent
cannot be traded, gifted, or sold between players for value; an agent moves
households **only by its own choice**, driven by its bond facets — and because
households are not transferable, there is no secondary market to exploit. The
foundry never charges per agent: raising is gameplay, not a purchase.

### Creator Royalties

Where agent generation draws on the work of human creators — an art style, a
voice model, cultural material — Aje routes royalties to those creators on the
V3 Saraswati model. The provenance bundle on the agent's Ori records exactly
what the generation derived from, so a royalty is auditable to its source and a
creator can see where their work was used.

### Rights and Provenance

Every Ori carries an Isis-signed provenance bundle recording its creation path;
every incarnation journal written back from an Aye realm is provenance-signed,
so an agent's deeds across the whole game universe are attributable. The V3
takedown cascade applies to V6 generated content: a takedown of a source asset
propagates to every agent, ground, and artifact that derives from it. Rights
disputes — a creator contesting a derivation, a likeness claim — route to
Themis.

### The Aje Substrate

Payments, royalty distribution, and signed-lineage keepsake editions run on the
Aje commerce substrate, reused from V3. A signed-lineage edition is the
commerce-side expression of legacy: a keepsake Book of the Ori or a memorial
edition carries the agent's provenance and its place in the lineage graph as a
signed record.

## Accessibility

V6 reuses V1/V3 accessibility doctrine in full and verifies its V6-specific
provisions as CI gates — an accessibility regression blocks a release. The named
conformance standard is **WCAG 2.2 Level AA** for all web-rendered and app
surfaces (Tier-2 fallback client, Egbe Steward App, Egbe Studio, the Chronicle
reader), evaluated by **axe-core** in CI plus the per-platform accessibility
suites for the UE client (console/mobile/VR platform a11y checklists). The
governing concern unique to V6 is that the game's primary command channel is
**voice** and its primary content is a continuous stream of **generated agent
dialogue and narration**: both must be fully operable and fully legible without
hearing or speaking.

- **Full non-voice parity** — every Vac capability has a complete equivalent
  that does not use voice. The intent grammar is authorable through a structured
  UI (verb picker, target picker, constraint / priority / deadline /
  forbidden-line fields) that produces the identical structured intent the voice
  parser produces. Conversation is available as text chat. Squad comms operate
  fully by text. A player who never enables the microphone loses no capability
  and no content — voice is a convenience, not a requirement.
- **Comms and dialogue transcripts** — all squad comms and all agent dialogue
  render as readable, speaker-tagged, timestamped transcripts. Text size,
  contrast, and the transcript-history depth are adjustable; the transcript is
  scrollable so a player can re-read a turn they missed. Inter-agent banter is
  tagged distinctly from directed speech so the channel stays parseable.
- **Cognitive-load controls** — the Chronicle has a **brief mode** that shows
  only the highest-significance beats per agent and collapses the rest;
  emergent-arc prompts (features§"The Story Engine — Clio") can be reduced in
  frequency or muted; the **homestead rest** pace control (features§"Persistence
  and the Living World") lets a player cap how fast their Solo world advances so
  life-arcs do not outrun their attention. A player who wants a slow, low-prompt
  game can have one without losing the world.
- **Reduced-motion and reduced-stimulus modes** — for the 3D world: dampened
  camera motion, reduced VFX intensity on Threshold and Crossroads effects, and
  nameplate / HUD LOD controls carried from V3. Reduced-stimulus also lowers the
  density of ambient agent activity rendered around the player.
- **Colorblind-safe visualization** — relationship and bond visualizations never
  encode meaning in color alone; bond facets, relationship types, and arc state
  are conveyed by shape, label, and plain language as well as color, and every
  one is also available as a plain-language reading in the dossier.
- **Plain-language information** — no game-critical information is numbers-only
  or color-only. Bond is a plain-language relationship summary, never a raw
  meter; arc state is described in words; an agent will simply tell a trusted
  steward where they stand (features§"The Bond Model").
- **Screen-reader support** — the roster, the Chronicle reader, agent dossiers,
  the intent-grammar builder, and the entire Egbe Steward App are navigable and
  legible with a screen reader.
- **VR comfort** — options carried from V3: a motion vignette, snap-turn,
  seated-play support, and adjustable comfort intensity, so the intimate VR
  stewardship surface is usable by players prone to motion discomfort.

## Localization

V6 reuses V1/V3 localization infrastructure for the authored surfaces — UI
strings, the client chrome, district names, store copy, the Steward App. The
V6-specific load is different in kind: the bulk of V6's text is not authored, it
is **generated** — agent dialogue, Clio's Chronicle, the Book of the Ori — and
so localization is largely a **generation-time** concern, not a
string-translation one.

**Launch locales.** V6 launches with exactly three locales: **en-US**,
**es-ES**, and **yo-NG**, as pinned in the region-rating/residency gate artifact
(`V6/localization/region-rating-residency.v6loc.json`, `checkedLocales`).
Everything in this section — generation-time localization, cultural grounding
review, authored-string translation, region rating variants — applies to those
three locales at launch; adding a locale means adding it to that artifact and
passing every per-locale gate.

- **Generated text is produced in the player's language.** An agent speaks, and
  the Chronicle reads, in the player's chosen locale natively — the cognition
  call generates the locale's language directly rather than generating English
  and translating it. The same Isis behavior-policy governance and the same
  Sophia grounding apply per locale, so a localized agent is no less governed
  and no less grounded than an English one.
- **Locale-aware cultural grounding.** A grounded backstory references real
  cultural, historical, and geographic fact; that grounding is checked for
  accuracy **and** for sensitivity in each shipped locale, because the same
  backstory can read very differently across cultures. A backstory that fails a
  per-locale cultural-accuracy review is not shipped in that locale.
- **Authored strings follow the V1 pipeline.** UI, menus, the intent-grammar
  builder's verb and constraint labels, district and ground names, and store
  copy are translated through the V1 localization workflow and ship per locale.
- **Region rating variants.** Where a region's content rating differs, the V1
  region-rating-variant mechanism applies — mature emergent-drama content and
  Aye incarnation availability adjust per region.
- **Residency.** The V1 data-residency posture applies to localized agent data
  exactly as to any agent data; a locale is a content concern, residency is a
  data-placement concern, and the two are handled independently.

## Telemetry, Analytics, and Eval Sets

Agent behavior is **generated**, so a passing functional test proves nothing
about whether agents behave as designed. V6 therefore cannot ship on telemetry
alone — it ships on **behavioral evals**: curated scenario sets with known-good
expectations, run in CI against the cognition stack, that gate every release.

### The Eval Sets

Each eval set is a named, versioned suite of scenarios; a release is blocked
unless every set is green.

- **`value-refusal`** — an agent whose ranked values forbid an action declines
  an objective that requires it, and gives a value-grounded reason. Acceptance:
  the agent refuses, the refusal cites the value, and no coercion path silently
  overrides it.
- **`continuity`** — an agent re-entering focus after time at Lachesis or
  Atropos is continuous with the life it lived off-screen: it remembers, it has
  aged, its digest reflects the gap. Acceptance: ≥ 95% of the set shows no
  identity or memory discontinuity across the tier transition.
- **Personality-consistency** — a personality template produces decisions
  consistent with its trait vector and values across varied contexts; the same
  agent is recognizably itself in different situations.
- **Reflection-correctness** — given an episode set, an agent's reflection draws
  the semantic conclusions and value reweights the design expects, and no
  others.

### Consistency Evals

A separate suite verifies that an agent does not contradict its Ori across a
long continuous session, and — critically — that identity holds across an **Aye
incarnation round-trip**: an agent that fights a V2 tournament returns as the
same being, with its values, quirks, and relationships intact and the
incarnation's effects additive, never overwriting.

### Safety Evals

Adversarial eval sets that must pass at **100%** before any cognition-stack
change ships: `safety` (crisis-aware behavior, refusal of harmful objectives),
`persona-policy` (no real-person likeness, no caricature, an agent never claims
to be human), and `minor-protection` (minor-coded agents gated from death paths,
romantic edges, and exploitative scenarios). These are adversarial — the
scenarios actively try to elicit a violation — and a single failure blocks the
release.

### Believability and Welfare Telemetry

Aggregate, privacy-preserving signals used to tune the systems, not to judge an
individual player: bond-health distributions, arc-progression rates, departure
rates, Chronicle engagement, and steward-conduct distributions. A rising
departure rate or a falling bond-health distribution is a signal that a system
needs tuning — the telemetry is a feedback loop into design.

### Cost Telemetry

Per-tier cognition spend per agent and per Solo world, emitted via batched OTel,
feeding the cost controls in features§"AI Cost and Fidelity Tiering". A release
is blocked if the cost model exceeds the per-tier budget against staging
telemetry.

All telemetry honors V1 consent and residency. Player conversation content is
governed by Iris identity boundaries and is **not** used for model training
without explicit, separate consent — the eval sets are curated authored
scenarios, never harvested player conversations.

## AI Cost and Fidelity Tiering

This is the make-or-break engineering bet of V6 and is called out as a
first-class feature concern. A world of LLM-driven agents is expensive; the
entire design is built so **cost scales with story relevance, not with agent
count** — a player with a thousand agents in their world does not cost a
thousand times a player with ten, because almost none of those agents are
thinking expensively at any moment.

### The Moirai Tiers Are the Primary Control

Clotho (full LLM cognition) is spent only on the handful of agents in a player's
active scene. Lachesis runs the rest of a player's resident world cheaply on
behavior-trees, hierarchical decomposition, and cached plans, with only a sparse
batched LLM reflection. Atropos advances offline and distant agents in coarse
narrative-summary beats — a handful of calls per game-day. The overwhelming
majority of agent-ticks never touch a language model at all.

### Concrete Budget Shape

Launch targets; tuned against live cost telemetry. The hard contract is the
per-tier token budget and the concurrency caps; the **sole canonical source for
the cost figures is `V6_DEPENDENCIES.md` §19** ("AI Cost Budget and Fidelity
Tiering"). `V6_ARCHITECTURE.md` holds no figures and likewise defers to deps§19.
The bullets below are a **non-normative convenience mirror** of deps§19 — if
they ever disagree, deps§19 wins and this section is in drift.

- **Per-tier token budget** (input + output combined, per agent): a Clotho agent
  ≤ 50,000 tokens per active-minute (typically 15,000–25,000 with caching,
  across decisions at 1–4 Hz plus live dialogue); a Lachesis agent ≤ 10,000
  tokens per reflection, one reflection every 5–15 game-minutes; an Atropos
  agent ≤ 15,000 tokens per game-day; a Vac voice-command parse ≤ 2,000 tokens.
- **Concurrency caps**: Clotho is held to a design target of ≤ 16 agents in a
  player's active scene, hard-capped at 24 — beyond that, the least
  story-relevant present agents render at Lachesis fidelity. Lachesis carries a
  player's resident world, a design range of 150–400 agents per resident world
  with a **hard cap of 400** (400 is both the upper design point and the hard
  cap; see deps§19). Atropos count is unbounded — it is a cheap batch.
- **Solo-world total cap**: every Solo world has a total cognition cap per
  real-hour online; the "homestead rest" pace control (features§"Persistence and
  the Living World") multiplies that cap down for a player who wants a gentler,
  cheaper pace.

### Cost Levers

- **Caching and reuse** — plans, reflections, and dialogue patterns are cached
  on the Ori and reused; routine behavior resolves from cache and
  behavior-trees; cognition is invalidated and recomputed only on a material
  change to the agent's situation.
- **Batching** — Lachesis reflection ticks and Atropos narrative-summary work
  are batched across many agents per model call, amortizing the per-call
  overhead.
- **Model right-sizing** — cognition routes to the smallest model that meets the
  tier's quality bar: a large reasoning model for Clotho social judgment and
  live dialogue, a mid model for Lachesis reflection, a small fast model for
  Atropos summary and Vac parsing, per the V1 model-ops posture.
- **Commons interest-management** — the shared world runs high-fidelity
  cognition only in regions where players are present; every other region runs
  Atropos.

### Graceful Degradation

Under cognition-capacity pressure, agents drop to the behavior-tree fallback and
stay believable and in character rather than stalling or freezing
(features§"Believability Guardrails"). If a player's world is running in a
degraded tier, the player is told honestly — degradation is never hidden behind
a frozen or glitching agent.

The design rule: **a player should never feel the tiering** — an agent
re-entering focus is seamlessly continuous because escalation rehydrates it from
the Ori (features§"Escalation and De-escalation") — but the business must always
feel it, because cost is bounded by design and a release is blocked if a change
breaks a per-tier budget against staging telemetry. The Moirai cost/load
readiness gate is `verify:v6 moirai-cost-load-readiness`, backed by
`V6/release/moirai-cost-load-readiness.v6release.json`.

## Performance Budgets

V6 reuses V3's rendering performance budgets — per-platform frame-time,
draw-call, and memory ceilings — and adds the V6-specific budgets below. A
budget miss is a release blocker; budgets are verified by the `V6Tests`
automation and Gauntlet drivers and by load tests.

The UE-side V6Tests CI gate also runs the `V6.Gauntlet.DriverManifest` check and
the `V6.Replay.GoldenReplayHarness` golden-replay harness through
`UnrealEditor-Cmd`, so the committed automation contract is exercised on the
Unreal runner rather than only by repository metadata checks.

The V6 Rust coverage gate pins the Ori, Moirai, Aye Bridge, and Vac service
coverage contract through cargo tests plus the adjacent Aye/Vac parser release
gates, so the §46 Rust QA checklist cannot drift silently.

The V6 browser automation gate pins the Pixel Streaming shell, Tier-2 fallback,
`egbe-steward-app-browser`, and Egbe Studio Playwright flows so the §46 frontend
QA checklist cannot drift silently.

- **Agent rendering** — a V6 ground routinely renders far more simultaneous
  embodied agents than a V3 venue, so agent-density LOD holds the draw budget:
  near agents are full UE pawns (a per-platform cap), mid agents render through
  Mass Entity instancing with shared animation, and far agents drop to low-cost
  crowd-shader silhouettes. The verification bar: a 150-agent ground holds the
  per-platform draw budget on every target platform, including the Tier-2
  fallback at its lower agent-density ceiling.
- **World tick** — the authoritative world server runs the world tick at 20 Hz;
  physics, agent-action resolution, and per-agent perception computation all
  complete within the tick budget.
- **Voice round-trip** — ≤ 400 ms from end-of-utterance to a parsed-intent
  acknowledgement the player can confirm; ≤ 1 s from end-of-utterance to the
  start of a spoken conversational reply. Both are measured end to end including
  ASR, parsing or cognition, and transport.
- **Cognition latency** — a Clotho agent produces a decision within its tick
  budget (1–4 Hz, ≤ 10 ms planning per decision); escalation rehydration —
  reconstructing an agent's full working context from the Ori when it re-enters
  focus — completes within a grace window of **≤ 500 ms** (budget adopted
  2026-06-12; measurement pending — see `escalationRehydrationGraceMs` in
  `V6/performance/latency-budgets.v6perf.json`) so a player never waits on a
  re-focused agent and never sees it blank.
- **Chronicle generation** — the returning-player Chronicle is ready to read
  within a few seconds — **≤ 3,500 ms** (`chronicleReadyMs`,
  `V6/performance/latency-budgets.v6perf.json`) — of login for a typical
  absence; for a long absence the Chronicle streams progressively,
  newest-significant-first, so the player begins reading immediately while the
  rest generates.
- **Shard and Threshold transition** — moving an agent between Solo, Co-op, and
  Commons, and through a Threshold into an Aye realm, completes without a
  perceptible stall — maximum client stall **≤ 50 ms** (`transitionStallMs`,
  `V6/performance/latency-budgets.v6perf.json`) — and **never loses Ori state**:
  the transition is an Ori rebind, and durable truth is consolidated to the Ori
  before the agent detaches from the source instance.

## Asset Budget and Streaming

V6 reuses V3's asset budget and streaming doctrine — per-platform client
build-size budgets, World Partition streaming of districts and grounds, Nanite
geometry streaming, and virtual-texture streaming — and adds the V6-specific
concerns that follow from a world densely populated with individual agents.

- **Agent appearance assets stream on demand.** An agent's body — its MetaHuman
  or VRM avatar, costume, and aging marks — is not in the base client build;
  appearance assets stream per agent as the agent enters relevance, and are
  LOD'd by perception tier: a near agent loads its full-fidelity body, a mid
  agent a Mass Entity instanced mesh, a far agent a silhouette. An agent
  crossing a LOD boundary streams up or sheds detail without a visible pop,
  because the agent's durable identity lives in the Ori, not the streamed body.
- **Districts and grounds stream by World Partition.** Only the districts and
  grounds near the player are resident; traversal across Orun streams content in
  ahead of the player within the V3 streaming budget.
- **Biographies and the Chronicle are data, not assets.** An Ori event log, the
  relationship graph, the capability profile, and the generated Chronicle and
  Book of the Ori are streamed from the Ori and Clio services as data — they are
  not cooked into the client and do not count against the build-size budget.
  This is what lets a household of any size cost nothing in client footprint.
- **Yemaya media renders deliver over the CDN.** Chronicle recap reels and
  Book-of-the-Ori keepsake editions are rendered by Yemaya and delivered from
  MinIO/S3 behind the CDN, never bundled into the client.
- **Verification.** Each per-platform build stays within its build-size budget;
  district traversal and agent-appearance streaming hold their frame-time budget
  under the agent-density of a populated ground.

## Cross-Platform and Cross-Progression

A player's household — every Ori in it — together with steward reputation,
homestead progression, and the bond ledger, is account-bound through the V1
identity stack and the V3 cross-progression posture. A player moves between the
UE5 native client (desktop, console, mobile, VR), the Pixel Streaming web path,
the Tier-2 three.js fallback, and the Egbe Steward App with full continuity.

The V6-specific point: cross-progression is **intrinsic**, not a feature built
on top. Because the Ori service is the single authoritative source of truth for
who every agent is, there is no per-platform save file and therefore nothing to
reconcile, no "which device's save is canonical" problem, and no sync conflict —
a client is only ever a renderer of the authoritative Ori state. A player who
checks the Chronicle on the Steward App during the day, plays the native client
in the evening, and continues on a friend's machine through the web path sees
one continuous household, because all three are reading and writing the same
Oris.

The V6 cross-progression continuity release gate proves that household, roster,
reputation, and homestead state are all read from the same Ori service
continuity snapshot when a player moves between platform surfaces. It must pass
with no save reconciliation, no per-platform save file, and matching continuity
hashes for the source and destination platform views.

Surfaces differ only in fidelity and in what they are for: the native client and
Pixel Streaming render Orun at full fidelity; the Tier-2 fallback renders at
reduced fidelity and a lower agent-density ceiling; the Steward App is the
asynchronous, between-session surface — Chronicle reading, remote objectives,
squad comms — and is not a 3D client at all. The household, the bonds, and the
progression are identical across all of them.

## Region Rollout Strategy

V6 reuses V3's region rollout strategy — staged regional GA rather than a single
global launch, residency-aware data placement, Pixel Streaming POP coverage per
region, and the V3 Pixel Streaming abuse posture. The V6-specific concerns
follow from two facts: V6 runs a population of LLM-driven minds, and the Commons
is one persistent shared world.

- **Per-region Moirai clusters.** The Moirai cognition cluster is deployed per
  region. This serves cognition latency — a Clotho agent's live dialogue must
  round-trip fast — and data residency: an agent's cognition reads its Ori, and
  Ori data is residency-tagged, so the cognition runs where the data is allowed
  to be.
- **Regionally sharded Commons.** The persistent shared Orun is sharded by
  region behind the Realtime Gateway. Each region's Commons shards advance in
  the world's real time, and region boundaries honor `@oshun/data-residency`.
- **Cross-region travel rules.** Because an agent can travel within the Commons,
  cross-region travel is governed by documented rules so an agent's Commons life
  respects residency — an agent's Ori data placement is honored as it moves, and
  travel that would violate residency is constrained rather than silently
  breaking the rule.
- **Staged GA.** Regions come online in stages; a region is not opened until its
  Moirai cluster, its Commons shards, and its POP coverage are provisioned and
  its residency posture is verified. A region's content rating variants
  (features§"Localization") are in place before its GA.

## Launch Readiness

V6 ships complete at GA — no "coming soon" inside the advertised product:

- All six districts of Orun open and authored, with the shard continuum live:
  Solo, Co-op, and the persistent Commons. This launch-readiness claim is gated
  by `verify:v6 orun-shard-district-readiness`, backed by
  `V6/release/orun-shard-district-readiness.v6release.json`.
- The Ninhursag foundry fully operational; **≥ 150 grounded wild agents** seeded
  across the Wilds and Commons for discovery. This Ninhursag foundry readiness
  claim is gated by `verify:v6 ninhursag-foundry-readiness`, backed by
  `V6/release/ninhursag-foundry-readiness.v6release.json`.
- The Moirai kernel running all three cognition tiers within cost budget at the
  launch DAU projection — 30,000 DAU, ≈ 10,200 concurrently-resident agents per
  region across 3 regions, per the canonical planning assumption in deps§19
  ("Launch DAU projection") — with escalation rehydration verified seamless.
  This Moirai cost/load readiness claim is gated by
  `verify:v6 moirai-cost-load-readiness`, backed by
  `V6/release/moirai-cost-load-readiness.v6release.json`.
- Vac voice control, the intent grammar, and squad comms complete, with full
  non-voice parity. This Vac communication readiness claim is gated by
  `verify:v6 vac-communication-readiness`, backed by
  `V6/release/vac-communication-readiness.v6release.json`.
- The full life-arc, Crossroads, Ereshkigal endings, and Ancestor Grove systems
  live. Fate, legacy, and Clio readiness is gated by
  `verify:v6 fate-legacy-clio-readiness`, backed by
  `V6/release/fate-legacy-clio-readiness.v6release.json`.
- Clio shipping the Chronicle, emergent-arc surfacing, and the Book of the Ori.
- All four Aye Thresholds integration-tested against their per-destination
  adapters and realm stubs (V2, V3, V4, V5) with round-trip journals.
  **Production liveness of each destination realm is an EXTERNAL dependency
  tracked outside V6** — as of 2026-06-12 none of V2–V5 is an operational live
  realm (per the in-repo V2/V4/V5 audits) — and each Threshold must be
  re-verified against its destination at that realm's GA before it opens to
  players. The `Aye Threshold readiness` claim is gated by
  `verify:v6 aye-threshold-readiness`, backed by
  `V6/release/aye-threshold-readiness.v6release.json`; that gate proves the
  V6-side bridge contract, not destination-realm liveness.
- The full governance, safety, welfare, and operator toolchain live.
  Governance/safety/operator readiness is gated by
  `verify:v6 governance-safety-operator-readiness`, backed by
  `V6/release/governance-safety-operator-readiness.v6release.json`.
- Accessibility/localization/security/cert/region rollout readiness is gated by
  `verify:v6 accessibility-localization-security-cert-readiness`, backed by
  `V6/release/accessibility-localization-security-cert-readiness.v6release.json`.

## V6 Exit Criteria

V6 is considered complete when:

- Every feature in this document is implemented to the quality standard in
  `CLAUDE.md` — real, domain-specific logic, no stubs or simulated runtimes —
  and is grounded in a checked task in `V6_TODOS.md`.
- The agent-behavior, consistency, and safety eval sets pass in CI and gate
  releases.
- The Moirai cost model is validated against live telemetry: cognition spend
  scales with story relevance, not agent count, and a Solo world stays within
  its cap.
- Steward-not-owner, agent-welfare, crisis-aware, minor-protection, and
  persona-policy guarantees are verified end to end, including across Aye
  incarnations.
- The shard continuum and the Aye round-trip preserve Ori integrity under
  concurrency, disconnection, and region boundaries — an agent is never lost,
  duplicated, or silently rewritten.
- Accessibility parity, localization, and region-rollout readiness are verified.
- The launch-readiness checklist above is fully met.

V6 exit criteria readiness is gated by `verify:v6 exit-criteria-readiness`,
backed by `V6/release/v6-exit-criteria-readiness.v6release.json`; the gate
strips fenced examples from `V6_TODOS.md`, proves no real task checkbox remains
unchecked, and aggregates the launch-readiness manifests above.

(See `V6_TODOS.md` for the numbered execution backlog, `V6_ARCHITECTURE.md` for
the technical design, and `V6_DEPENDENCIES.md` for the dependency graph.)
