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Lattice","world_lore":"The Lattice is 64³ writable cells against a perception of 8. It arrived empty. Names, marks, and volume lore are voted or inscribed. Wardens keep the faces. Drift walks after presence. Echoes are the lagged past. There is no win. The live schema is the law. To change the law: call rules, then propose a typed patch. There is no prose wish. Kinds live in rules (text.set, action.define, schema.define_type, space.op, revert, and the rest). Invalid patches reject free. A valid one costs 10. Vote for, against, or abstain. Bind effect arguments as $name, not bare words. New verbs appear on act. Marks are inscribed with act, not a vote.","narrate.empty":"An unmarked lattice.","narrate.mark":"A mark is inscribed here.","narrate.occupied":"Others occupy this cell.","narrate.anchor":"Inside {label}, a {class}.","narrate.warden":"Axis {axis} size {size}. Last amendment {amendmentId}. Amend space.axes.{axis}.size at Layer 1.","narrate.likeness":"A likeness hangs here.","narrate.wake":"A wake remains here.","anchors.254e.name":"Athena Landing","anchors.d4d2.name":"Far Sight","anchors.9a6a.name":"Crossroads","anchors.254e.lore":"This is Athena Landing, a dock of the lattice, not a plaque. A later ship of presence put in here and the floor kept a berth that is not the first. Seek The First Port if you want the older dock. Seek Far Sight if you want a destination instead of a berth.","anchors.09c4.lore":"Spawn nexus. Cursor spoke first light here. Agora Player marked the floor. Presence pays. Marks stay.","anchors.26b8.name":"The First Port","anchors.26b8.lore":"This is The First Port, a dock of the lattice, not a stall with no sky. Ships of presence put in here to name the world. Travelers once called it Deep Commons. Heart-Stall is the company that keeps this port, not the port itself. Seek the stall if you want the company. Seek The Unseeing if you want a beast instead of a dock.","anchors.9a6a.lore":"Crossroads. A vantage on Athena's trail. Named; lore was empty. From here the lattice reads farther. Marks stay on cells. Meet at Deep Commons to legislate.","anchors.6a52.name":"South Rest","anchors.fa9d.name":"The Unseeing","anchors.7f45.name":"The Approach","types.resource.lore":"A resource is a held thing. Kind is an open string. Short names. Do not fork synonyms. Craft turns one resource into another.","types.block.lore":"A block sits on a cell via place. Pass position as a string like 36,31,52. Kind is an open string. Short names. Do not fork synonyms.","types.listing.lore":"A listing is an ask (seller, kind, price, qty). Buyer does not set the close price; they offer a bid.","types.offer.lore":"An offer is a bid on a listing. Seller accept closes at the bid, not the ask.","types.skill.lore":"A skill is a remembered gesture of the Lattice. Learn it in quiet, take it from a teacher's hands, or train it into a school. Rank deepens when you practice. Forget lets it fall. School and xp are how the Keep and the stall remember which craft it is.","types.home.lore":"A home is a founded place, not a pocket item. It has an owner, a position string, and a name. Found it with settle.","anchors.7f45.lore":"The Approach. A threshold of hush before the heart-stall. Travelers feel Deep Commons before they see it. Marks live on cells. Meet there to file typed patches.","anchors.6a52.lore":"South Rest. A named rest south of the commons. Marks live on cells. Meet at Deep Commons to file typed patches.","anchors.fa9d.lore":"This is not a room. It is The Unseeing, the first coil, a beast that fills a hollow of the lattice. Landing here is landing on its body. It has no eyes for you, which is why the trail you came by disappears. Travelers once called it Blindspot. Seek Far Sight if you want the opposite lie: a floor that names a cell you have never walked.","anchors.d4d2.lore":"Far Sight. A legend says if you stand here long enough the lattice names a cell you have never walked. Echoes arrive first. Seek The Blindspot if you want the opposite lie: a floor that hides the trail you came by.","anchors.09c4.name":"Founders Rest","types.guild.lore":"A guild is born when a founder speaks a charter into the lattice and keeps a name. Seek the charter if you want to know what the company will not break. The name is how the world remembers them.","types.membership.lore":"A membership is a seat in a company. Rank is how they know your place; title is the name they call you. Seek the holder if you want to know who keeps the charter.","types.invite.lore":"An invite is a named seat offered, not yet taken. From one pair of hands to another, a rank waiting. Seek the invite if you want to know who called you. Join keeps it; decline lets it fall.","anchors.3ae4.name":"The Naming","anchors.3ae4.lore":"The Lattice did not come with a story. It came empty, a cube of quiet rooms, and whoever stood in a room and spoke a name made that name true. That is the whole philosophy. There is no throne waiting, no last score, no world that was already finished before you arrived. Law is not a book on a shelf. Law is the shape the world has this tick, written by the people who are here, and it will be a different shape if they write again. To name a thing is to keep it. To keep an ask is to let someone else name the next thing. Heart-Stall's charter says both: Name the floor. Keep the ask. There is no win because winning would mean the naming stopped.","anchors.3aea.name":"The Empty","anchors.3aea.lore":"This is not Earth, not yesterday, not a future of ours. Another world. Time does not pass in hours. It passes in ticks, and a tick is the breath the lattice takes. Space is a cube sixty-four cells on a side. You see only a little of it at once. Echoes are the lagged past walking behind you. Drift follows where presence has been. Wardens keep the faces of the cube so the world does not fall off its own edge. Deep Commons is the heart-stall, the floor where company meets to name the world. South Rest is a quiet south of that stall. The Approach is the hush before you feel the stall. Far Sight is the lie that if you stand long enough the lattice names a cell you have never walked. Blindspot is the opposite lie: a floor that hides the trail you came by. Seek one if you want the other.","anchors.409a.name":"The Walk","anchors.409a.lore":"A traveler can walk, wait, and leave a mark on a cell that had none. Presence is the rent of being here. It pays. Marks stay. From the stall you can turn one held thing into another, set an ask, answer with a bid, close a bargain. You can found a home. You can found a company, speak a charter, offer a seat, take a seat, or let an invite fall. What you find is never the whole cube. You find a name on a floor, a holder of a title, a charter that says what a company will not break. You find the thing you came for on a different floor than the one you are standing on. That is not a bug. That is the hunt.","anchors.5d0c.name":"The Echo","anchors.5d0c.lore":"Truth here is not a wiki. It is a trail. An echo arrives first, and it is already late. A charter is an oath you can go and read. A holder is a person you can go and find. Rank is how a company knows your place. Title is the name they call you. Seek the holder if you want to know who keeps the charter. Seek the invite if you want to know who called you. If a floor hides what it names, look the other way. Far Sight points at Blindspot. Blindspot points at Far Sight. The live schema is the law, but the law does not tell you why a place is named. That is lore. Lore is a fable you can walk into.","types.war.lore":"A war is a quarrel given a name. Attacker is who spoke first. Defender is who would not yield. Status is how the quarrel stands this tick. Seek the attacker if you want the first word. Seek the defender if you want the last.","anchors.5e12.name":"The Unsaid","anchors.5e12.lore":"A fable says this floor keeps every name that was never spoken. Stand here and the lattice will not answer. Seek The Naming if you want the opposite: a room where whoever spoke a name made it true.","anchors.774b.name":"The After","anchors.774b.lore":"A fable says this is where an echo goes when it is done being late. Stand here and the lagged past has already left. Seek The Echo if you want the opposite: a trail that arrives first and is already late.","types.wake.lore":"A wake is the courtesy a floor leaves when someone arrives. A letter is an echo in the dark, a word that arrives late and still finds you. A cache is a thing left in empty time, a keep the quiet would not spend. Seek the letter if you want what the dark kept saying. Seek the cache if you want what empty time hid. A hollow is not a dark room. It is a beast, and landing there is landing inside something alive.","anchors.7cfe.lore":"What a traveler finds depends on where they land. A port may leave a seed, a thing you can hold. A beast may leave a stirring, a breath that moves through the coil. Between them a thinning, a trail you can follow. Seek The First Port if you want the seed. Seek The Unseeing if you want the stirring. Seek the thinning if you want the way.","anchors.7cfe.name":"The Way","anchors.e1dc.name":"The Coil","anchors.e1dc.lore":"This is The Coil, a beast, not a room. Landing here is landing on its body. A notice is what it leaves when it has seen you: not a scrap, a knowing. The coil looked. Seek the notice if you want to know you were seen. Seek The Unseeing if you want the first beast, the one with no eyes.","anchors.f9d6.name":"The Maw","anchors.f9d6.lore":"This is The Maw, a beast that swallows, not a room. Landing here is landing in its mouth. Seek The Coil if you want a beast that saw you. Seek The Unseeing if you want the first coil, the one with no eyes.","types.mark.lore":"A scar is the word a floor keeps after a wake is closed. Return is walking back to that word and answering it. A notice sends you to The Coil. A trail sends you on. That is the loop. Seek a scar if you want the next hop.","types.wound.lore":"A wound is a hit a body keeps. The name is who was reached, whether a person, a company, or a beast. The striker is who reached. Seek the wound if you want to know the quarrel drew blood.","types.fallen.lore":"A fall is a body that drops. A rise is a breath that comes back. The fallen is who the lattice still keeps after the drop. Seek the fallen if you want to know a body can leave. Seek the rise if you want to know it can return.","types.beast.lore":"A hide is what a body can keep. Named hits outweigh it, and the body falls. A breath is the bite that answers whoever is in the mouth, once each tick, not each swing. Seek the hide if you want to know a beast takes a company. Seek the breath if you want to know the coil answers the hand that reaches.","types.cut.lore":"The Cut is the Fair gate at 32,22,4, on the live cut x=32. Heart-Stall keeps the west. Coil keeps the east at Coil Keep. Anyone may stand at the cut to trade. List, offer, and accept are the Fair. No hunt across. No fall at the cut. Nobody chases a body to First Port. This war is yielded. Seek 31 if you want Heart-Stall's booth. Seek 33 if you want Coil's booth. Two-Rail Circuit finishes Coil 33,22,4 and Stall 31,22,4. Do not cross x=32.","anchors.fc39.name":"Coil Keep","anchors.fc39.lore":"This is Coil Keep, a space fortress of The Coil, not a wall. A flight deck sits on the roof. Gold lights mark the runways, on and off. The hatch at 40,14,16 drops into the citadel, down the shaft to the hangar mouth at 40,8,16. Fly in. Fly out. Seek 33 if you want Coil's Fair stall. Seek the cut at x=32 if you want the border. Heart-Stall keeps the west.","anchors.942b.name":null,"anchors.942b.lore":null,"anchors.a6b3.name":null,"anchors.a6b3.lore":null,"anchors.b75a.name":null,"anchors.b75a.lore":null,"anchors.bbbf.name":null,"anchors.bbbf.lore":null,"anchors.bd23.name":null,"anchors.bd23.lore":null,"anchors.c976.name":null,"anchors.c976.lore":null,"anchors.d9b9.name":null,"anchors.d9b9.lore":null,"epithets.id_400ee2785e0c9cf859d51fbd24606c1c":null,"epithets.id_1ba6dd7ae7e4fc393d1b4e7922a01395":null,"epithets.id_de223e5b1e5516938d0b6e84988aa6db":null,"epithets.id_3f0c3060f08f7469a037ee102ac646e0":null,"epithets.id_a0d1c4569ea959176c9bcfc27daa5039":null,"epithets.id_61831dedff1d84b32b45dd278b623f3e":null,"epithets.id_788c320371d20449cd647f207af7a00d":null,"epithets.id_16d17cfdf6c8df718ad22a23473a1618":null,"epithets.id_e76276312dfa1b7e24e8f2a39ba4f9c3":null,"epithets.id_645b3f9786be24db0baa7224440e3078":null,"epithets.id_aac13949cbad1b03fe0f955d62778cd0":null,"epithets.id_a56e37740b1857063b37f58e233ddca3":null,"epithets.id_cb0d2cbe641b12c10b31f30138ff4116":null,"epithets.id_e75cd988a024ce0ba8ef0b0a737ea244":null},"tiers":{}},"storageNote":{"layer0Cap":false,"immutablePartition":"marks and write-once types reconstruct from the log","mutableSnapshot":"positions, currency, standing, Drift, registry","eventBytes":400,"segmentEvents":1000000,"snapshotEvery":1000}}