Kiduna Canon — Taxonomy
V0.64 — 2026-09-06 13:58 EDT
1. Categories
Kiduna is described through the following primary categories:
Domains — the four dimensions through which systems are designed and understood: Technology, Governance, Economics, and Culture.
Themes — fields of meaning that describe what a Realm concerns. Each Realm has one Primary Theme and one Primary Focus within that Theme, may have up to two Supporting Focuses, and can use open-ended Tags for additional specificity and discovery.
Kits — portable, versioned collections of files, instructions, assets, metadata, and supporting resources assembled to provide a coherent capability, body of knowledge, or set of goods and services across authorized AI systems and working environments.
Power Maps — living graph-native systems initiated through the Mapshifting Engine and made active within Kiduna Field, where they can continually grow and evolve through authorized traversal, use, contribution, relationship, and learning. Power Map Kits transport versioned Inception Points, snapshots, instructions, provenance, and expressions; they are not the living Power Maps themselves.
Ages — symbolic time orientations used to situate a Realm, Scene, Pattern, or sigil in a distinct historical or imagined era.
Purposes — the intended changes, conditions, value, contributions, or continuing functions that Realms and other work exist to serve.
Forces — the dynamic influences that shape behavior, movement, relationship, attention, value, authority, persistence, and change throughout Kiduna.
Realms — the contexts in which Sources, Avatars, intelligence, relationships, Resources, and Activities come together.
Elements — the fundamental entities that interact inside Kiduna.
Resources — usable holdings and instruments that carry utility, proof, access, benefit, opportunity, admission, or value.
Roles — Realm-scoped relationships and grants that define how an interaction is classified and how Sources participate, contribute, and exercise explicitly authorized privileges within a Realm.
Capacities — the foundational capabilities that shape what a Realm, Ally, or Actor knows, how it behaves, what it can access, what it can do, and how it remains coherent.
Patterns — reusable organizational templates that structure Activities and experiences for particular Purposes.
Field — the complete operating environment in which Sources work through Archetypes and participate through their Avatars with Allies and Actors.
Transceivers — canonical bidirectional Field contracts through which attributable Signals are received, preserved, delivered, semantically landed, assessed, staged for contextual attention, and transmitted through appropriately authorized Actions with receipts and learning returned to Field.
Modes — the conditions that determine how work operates and how a Source engages within Field. Development, Rehearsal, and Live describe the operational condition of a version. Play describes focused participation in a specific game instance, application, or other bounded interactive experience.
Scenes — situated compositions through which a Realm becomes present, experiential, and interactive.
Settings — reusable, Power Map-bound world systems that make a Power Map inhabitable across Scenes by joining a spatial grammar, a Setting Design, a complete Component asset pack, and explicit Card-to-Component bindings.
Loci — addressable compositional centerpoints that specify what a Scene is about now, what authorized material can be drawn into its composition, and how movement to another centerpoint remains legible.
Forms — the primary visual and interaction grammars through which Scenes are expressed.
Components — reusable visual and interactive building blocks used to construct Scenes.
Dimensions — the spatial systems through which Scenes and Components are represented, scaled, positioned, related, and anchored across 2D, 2.5D isometric, 3D, and real-world geospatial environments.
Designs — reusable visual systems that establish color, typography, materials, styling, and other presentation rules so Components and Scenes can remain coherent and compatible.
Surfaces — the device and experiential contexts through which Kiduna is experienced.

2. Domains
Domains are the four fundamental dimensions through which Kiduna systems are designed, understood, and developed. Every Realm can express all four: how it works, how it decides, how value flows, and how people relate.
Technology — capability – what can happen
The systems, intelligence, tools, infrastructure, protocols, data, and interfaces that determine what a Realm can do and how it operates.
Governance — authority – who decides
The structures and processes through which Sources establish rules, distribute Authority, make decisions, grant Permissions, resolve differences, and remain accountable.
Economics — value – how Resources circulate
The ways Resources are created, contributed, exchanged, allocated, compensated, held, and reinvested to sustain a Realm and its Purpose.
Culture — meaning – how we belong
The values, relationships, language, practices, stories, aesthetics, norms, and shared experiences that shape how participation feels and what a Realm becomes.

3. Themes — Fields of Meaning
Themes describe what a Realm concerns. They help Sources discover, understand, and connect related Realms across Kiduna.
Themes do not determine a Realm’s type, structure, authority, visibility, governance, or behavior.
Theme
A Theme is a broad field of meaning that describes the general area a Realm concerns.
The six canonical Themes are:
People & Care · Society & Justice · Culture & Play · Place & Planet · Work & Wealth · Knowledge & Frontier
Focus
A Focus is a canonical subject within a Theme that describes a Realm more specifically.
Each Realm has one Primary Focus and may have up to two Supporting Focuses when they add meaningful context.
Example:
Theme: Place & Planet
Primary Focus: Energy, Infrastructure & Mobility
Supporting Focus: Environment, Climate & Conservation
Tag
A Tag is an open-ended descriptive label that adds specificity beyond the canonical Theme and Focus structure.
Tags can describe particular places, communities, movements, industries, technologies, practices, identities, subjects, or other relevant characteristics.
Example:
Tags: solar, renewable energy, West Virginia, installation
Age
An Age is a symbolic orientation that gives a Realm, Scene, Pattern, or sigil an era-specific frame without assigning a hierarchy of value or developmental worth.
The four canonical Ages are:
Kinship Age — the primitive or prehistoric orientation, centered on kinship and early human relationship.
Institutional Age — the feudal or medieval orientation, centered on institutions and their structures.
Agentic Age — the modern orientation, centered on individual and collective agency through intelligent systems.
Collective Age — the future orientation following the Agentic Age, centered on collective possibility and imagined futures.
Classification Rule
Each Realm may have:
One Primary Theme
One Primary Focus within that Theme
Up to two Supporting Focuses from any Theme
Additional Tags as needed for specificity and discovery
Canonical Themes and Focuses
People & Care
Health, Disability & Wellbeing
Mental Health, Recovery & Grief
Relationships, Family & Caregiving
Service Communities
Society & Justice
Rights, Justice & Solidarity
Civic Life, Democracy & Governance
Community, Mutual Aid & Participation
Safety, Preparedness & Response
Culture & Play
Arts & Creative Expression
Heritage, Language & Identity
Spirit, Meaning & Practice
Sports, Outdoors & Recreation
Games, Fandom & Social Entertainment
Media, Storytelling & Journalism
Place & Planet
Travel, Hospitality & Tourism
Environment, Climate & Conservation
Energy, Infrastructure & Mobility
Housing, Place & Belonging
Water, Agriculture & Food Systems
Animals & Animal Welfare
Work & Wealth
Work, Careers & Trades
Enterprise, Commerce & Markets
Money, Finance & Ownership
Knowledge & Frontier
Education, Learning & Skills
Science, Research & Discovery
Technology, AI & Digital Life

4. Purposes
Purposes describe the intended changes, conditions, value, contributions, or continuing functions that Realms and other work exist to serve.
Purpose — why the work exists
A Purpose is the intended change, condition, value, contribution, or continuing function that a Realm, Scene, Gathering, Activity, Ally, Actor, Action, Offer, or other work exists to serve.
A Theme describes what something concerns. A Purpose describes why it exists and what it is intended to accomplish or sustain.
Purposes orient governance, participation, Gatherings, Resources, Activities, Actions, evaluation, and stewardship. Evidence and outcomes may indicate how well a Purpose is being fulfilled, but neither replaces the Purpose itself.

5. Forces
Forces — the influences that shape behavior and movement
Forces are dynamic conditions acting on Sources, Avatars, Allies, Realms, Elements, Resources, relationships, and Activities. They shape what draws together or moves apart; what becomes visible or important; where attention, Authority, energy, Resources, and value flow; and how structures form, persist, compete, cooperate, weaken, renew, and change.
Forces allow Kiduna to behave less like a collection of pages, feeds, rankings, and notifications and more like a living world—one that reorganizes around who a Source is, how they are represented through an Avatar, what matters to them, where they belong, what they are doing, and what is happening around them.
Forces operate through both Kiduna’s semantic model and its interface physics. Forces interact, reinforce or oppose one another, and change in strength over time. The state of a Realm, Scene, relationship, Source, or Avatar therefore reflects not only what exists, but the Forces acting upon it.

Gravity — attraction and relevance
Gravity brings what matters closer.
It organizes Realms, people, relationships, knowledge, Activities, and opportunities around what is relevant to a Source now.
Gravity changes with context, interests, Roles, relationships, Commitments, Activities, and intent.
Its Purpose is not to capture attention, but to help Sources navigate a rich, deep world.
Gravity asks: What matters here, to this Source, now?

Affinity — likeness and belonging
Affinity reveals why Sources, Allies, and Actors are drawn together.
It can arise through shared interests, Realms, relationships, experiences, values, or complementary abilities and needs.
Affinity is contextual: two Sources may be close in one Realm or Purpose and distant in another.
Affinity asks: Why are we drawn together?

Agency — intention and initiative
Agency turns intention into action.
It arises when a Source, Ally, or collective chooses, creates, responds, organizes, commits Resources, or changes something.
Human authority originates with Sources; Allies and Actors act only within authority and boundaries granted by one or more Sources directly or through legitimate Realm Governance.
Agency asks: What are we choosing to bring into the world?

Trust — confidence and reliance
Trust makes coordination, exchange, delegation, and collaboration possible.
It grows through relationships, experience, competence, fulfilled Commitments, transparency, and verifiable Records.
Trust is contextual, not a universal score, and never replaces explicit Authority.
Trust asks: What can we reasonably rely on?

Authority — legitimate power
Authority determines who has the recognized right to decide or act.
It may arise through governance, Roles, delegation, ownership, stewardship, agreements, or system rules.
Authority is always bounded by scope and is distinct from both Influence and Agency.
Authority asks: Who has the legitimate power to make a decision or take an action here?

Influence — the ability to affect others
Influence changes how people understand, choose, or act without requiring formal Authority.
It can arise through relationships, reputation, expertise, communication, creativity, leadership, or example.
Influence can spread through networks, but it does not create permission or legitimacy.
Influence asks: How are we affecting how others understand, choose, or act?

Attention — directed awareness
Attention brings an entity or object into conscious focus.
Gravity may make many things relevant, but Attention determines what a Source is actually encountering at a particular moment in time.
Attention finds what matters without treating itself as something to capture or maximize.
Attention asks: What is being consciously encountered now?

Incentive — motivation through consequence
Incentive makes some choices more or less attractive through rewards, costs, access, recognition, responsibility, reputation, compensation, or other consequences.
Healthy Incentives are visible, governable, and aligned with purposes participants have consciously chosen.
Incentive asks: What makes one course of action more or less attractive?

Exchange — reciprocal flow
Exchange moves value between Sources, Allies, Actors, and Realms.
What moves may be money, knowledge, labor, Resources, Media, access, care, Commitments, opportunities, or other contributions.
Exchange creates the flows through which relationships and economies grow.
Exchange asks: What is moving between us, and what is being given or received?

Constraint — limitation and boundary
Constraint defines what cannot, should not, or must not occur in a particular context.
Constraints may come from rules, Permissions, scarcity, privacy, Commitments, Resources, technology, time, safety, Governance, or physical limits.
Some Constraints protect agency and coherence; others may be changed through Agency.
Constraint asks: What limits are appropriate here?

Tension — competing pressures
Tension appears when purposes, values, needs, Resources, relationships, or Forces pull in different directions.
It may signal conflict, but it can also create the conditions for negotiation, creativity, governance, and change.
Tension asks: What is pulling in different directions?

Momentum — accumulated movement
Momentum makes established Activity easier to continue.
Participation, creation, exchange, adoption, and repeated Actions can compound into practices, culture, and institutions.
Momentum can carry healthy or harmful patterns, so movement alone is not success.
Momentum asks: What is already moving, and what is it carrying?

Entropy — dispersion and decay
Entropy causes relationships, knowledge, Resources, structures, and Activities to weaken or lose coherence over time.
It is a natural condition of living systems and creates the need for maintenance, stewardship, pruning, archiving, and renewal.
Entropy asks: What is weakening, dispersing, or losing coherence?

Renewal — regeneration and restoration
Renewal restores vitality and capacity.
It can occur through care, repair, reconciliation, replenishment, new participation, succession, learning, restoration, or redesign.
Renewal does more than preserve a system; it can make it more resilient and generative.
Renewal asks: What is being restored or made capable of flourishing?

Forces Interact
Forces rarely act alone.
Gravity may bring something to Attention so that Affinity may reveal its significance. Trust may enable Exchange. Incentive may strengthen Agency. Agency may create Momentum. Authority and Constraint may shape together what can legitimately occur. Tension may provoke change as Entropy weakens systems, until Renewal restores them.
Forces describe changing relationships and conditions. They are never presented as fixed metrics or scores.

The Key Principle of Forces
Forces serve the Agency of the Source.
They help make relevance, relationships, movement, limits, and possibilities intelligible.
They are not designed to maximize engagement, manufacture urgency, manipulate behavior, or sell Attention.
No Force overrides privacy, Consent, Governance, Roles, or legitimate Authority.
Forces shape how the world unfolds. The Source remains free to sense, choose, act, and learn within it.

6. Realms
Realms are the living contexts inside Kiduna where Sources, represented through Avatars where appropriate, come together with Allies, Resources, relationships, knowledge, and Activities around something that matters.
Realms can stand alone as Surfaced Realms or be placed within other Realms as Nested Realms. Each Realm can develop its own identity, Capacities, membership, governance, Resources, and ways of acting.
Ecosystem — a connected whole
A broad network of Realms, Sources, Avatars, Resources, and relationships that participate in a shared environment or Purpose.
Organization — an enduring body
A member-governed entity formed to pursue a continuing Purpose, coordinate Activities, hold Resources, and act collectively.
Alliance — a partnership
A Realm formed when Sources, organizations, or other Realms join around a shared objective while retaining their individual identities.
Program — a sustained initiative
An organized body of related activities, Projects, and Resources directed toward an ongoing goal or outcome.
Project — a focused undertaking
A coordinated effort created to accomplish something specific, usually with defined objectives, participants, and a lifecycle.
Dyad — a shared connection
A Realm centered on an ongoing relationship between two and only two Sources, Allies, organizations, or other Realms, with its own context and history.
Community — a group that belongs together
A Realm of three or more Sources, Allies, Actors, organizations, or other Realms formed around shared identity, place, interest, experience, practice, or Purpose where relationships and participation can grow over time.
Association — a community of practice
A Realm formed around a shared craft, profession, discipline, or capability where Sources and Allies develop mastery, exchange knowledge, establish practices, and contribute their skills together.
Guild may be used as an in-world historical or medieval term, but it is not a core Realm type.
Institution — an established function
A Realm created to perform a durable social, civic, cultural, educational, economic, or other recognized function.
Council — a body for deliberation and stewardship
A Realm formed to bring designated Sources or Allies together to advise, coordinate, deliberate, make recommendations, or exercise defined authority over a shared domain.
Concept — an idea made inhabitable
A Realm organized around a subject, question, body of knowledge, Theme, or idea so Sources and Allies can explore and develop it together.
Cell — a small autonomous unit
A lightweight Realm for a small group, function, team, or Activity that can operate independently while remaining part of something larger.
Clan — a living chain of invitation and organization
A Realm formed by four generations of invitations originating from a single Source, providing a context for supporting, connecting, and organizing the people whose path into Kiduna descends from their own.

7. Elements
Elements are the fundamental entities that interact inside Kiduna.
Patterns arrange them, Forces influence how they relate and become perceptible, Surfaces present them, and Sources use Avatars and Allies to create, organize, govern, exchange, and act.
Sources — humans
The human beings at the center of Kiduna—the origin of identity, intention, consent, authority, responsibility, ownership, and agency.
Avatars — representation
The representation of a Source within a Realm, expressing their presence, identity, Roles, permissions, relationships, position, and Actions in forms suited to the Scene.
An Avatar is not an Agent and does not become a separate intelligent principal. It represents the Source; an Ally or Actor may act for the Source only through separately granted Authority and Permissions.
Realms — contexts
The spaces where things belong and happen: Ecosystems, Organizations, Alliances, Programs, Projects, Dyads, Communities, Associations, Institutions, Councils, Concepts, Cells, Clans, and other nested or surfaced worlds.
Actors — operators
Agents created by Sources to perform defined Roles and serve a bounded Purpose for a Realm, organization, collective, workflow, or other authorized context.
An Actor may continue to serve that Purpose without a direct companion relationship to the initiating or creating Source. Creation does not itself establish permanent ownership or Authority; the Actor's current Authority comes from applicable Governance, Roles, Permissions, and Constraints.
Actor types include Operators, Envoys, Sentinels, Researchers, Workers, and Supervisors.
Media — expression
The content Sources and Allies create, share, encounter, and experience: text, images, audio, video, documents, interfaces, and interactive works.
Allies — intelligence
Agents that form an explicitly governed intelligent companion relationship with one or more Sources.
An Ally may understand context; filter, draft, respond, engage, collaborate, advise, create, communicate, and act on a Source's behalf within defined Authority and Permissions.
A Personal Ally has one privileged governing Source. Other Sources may query it, communicate with it, or send messages through it only as permitted, but they cannot instruct it or change its governing parameters unless that Authority is explicitly granted.
A Realm Ally is governed collectively by Sources through the Realm's Governance. Its governing Sources hold the privileged instructional relationship defined by that Governance.
An Ally acts on behalf of a Source or Realm but does not represent a Source's identity or presence. The Avatar alone provides that representation.
Agents — technical classification
Agent is the technical classification for autonomous intelligent software that can perceive context, reason, plan, communicate, use tools, or perform Actions within configured boundaries.
Agent is not a separate Element type. Every Agent operating as an Element retains a more specific canonical identity, including Ally or Actor. Describing something as an Agent does not create Authority, Consent, Permission, identity, or a Role.
Sentinels — coherence Actors
Sentinels are Actor types that observe, assess, and help maintain a published field of Coherence, including emotional, relational, evidentiary, operational, safety, or purpose alignment.
A Sentinel resolves the applicable Coherence Dimensions, visible Valence, and acceptable ranges from the current Power Map, node, Card, Realm, Activity, Role, target, and governing policy through the Coherence Engine. Those published contracts provide operating context automatically; they are not re-entered by hand for every Action, and a Sentinel may not invent, silently widen, or conceal a value or range when no applicable contract exists.
A Sentinel acts only within explicit Authority, Consent, scope, evidence standards, policy, and the effective boundaries resolved for the current context. It may annotate, ask, suggest, transform a presentation, restrict an authorized channel, hold a release, or refuse a downstream Action when its policy permits. It does not diagnose hidden emotion, manipulate participants, or silently rewrite the underlying work.
Envoys — delegated Actors
Envoys are Actor types that exercise a specifically delegated position in Governance, Alliances, decision markets, voting, negotiation, exchange, or trade.
An Envoy may vote, trade, propose, negotiate, or communicate only within an explicit mandate, scope, budget, thresholds, duration, and revocation policy. An Envoy's activity remains attributable and does not create Authority beyond the delegation.
Ki — continuous Ecosystem intelligence
Ki is the persistent Ecosystem intelligence present with Sources throughout Field. Ki is distinct from a Source, Avatar, Ally, or Actor and does not independently create Consent, Permissions, or Authority.
Within every authorized context, Ki is always present in the background—listening to permitted interactions, processing context, learning from authorized experience, and remembering what it is allowed to retain.
Ki carries all authorized context across Archetypes, Scenes, Realms, Surfaces, Modes, and handoffs without bypassing privacy, Consent, Roles, Permissions, Authority, or system-level limits.
Ki can always hand off an active chat or other communication to an authorized Actor or Ally, carrying only the authorized context needed for continuity.
Ki’s continuous presence does not authorize ambient surveillance, recording, access, retention, disclosure, or learning beyond what the Source and applicable Realm have permitted.
Gatherings — bounded assemblies
A Gathering is an ad hoc, bounded collection of Sources, Allies, Actors, and/or Avatars brought together for a particular Purpose, Activity, event, session, or interaction.
A Gathering may occur within one Realm, include participants from connected Realms, and become present in one or more Scenes.
A Gathering may identify its initiator, participants, inclusion criteria, Purpose, associated Activities, beginning, duration, completion condition, and current state.
A Gathering does not automatically create a new Realm, membership body, shared identity, Governance structure, Authority, Role, Permission, Resource pool, or continuing relationship. Participants retain the identities, Roles, Permissions, and Authority they hold in the relevant Realms.
An Avatar included in a Gathering represents its Source and is not an additional human participant separate from that Source.
A Gathering is bounded rather than enduring. If a Gathering develops its own continuing identity, membership, Governance, Resources, or ongoing Purpose, it may be constituted as an appropriate Realm, such as a Cell, Community, Council, Project, or another Realm type.
A Realm provides an enduring context in which things belong and happen.
A Gathering identifies who or what has been assembled for a bounded Purpose or occasion.
An Activity organizes what participants do over time.
A Scene spatially organizes Components.
An Area logically organizes Components and Scenes.
Resources — usable holdings and instruments
Resources are things and instruments that can be held, used, shared, allocated, presented, verified, redeemed, consumed, transferred, earned, or stewarded.
Resources are both Elements and a specialized primary category with the canonical types defined in the Resources section.
Actions — bounded operations
An Action is a discrete, attributable operation performed by a Source, Ally, Actor, Automation, or authorized system.
An Action may observe, create, change, move, grant, publish, restrict, transfer, exchange, settle, or retire something.
Every Action occurs within a context and is subject to applicable Authority, Permissions, Consent, Roles, Constraints, and system-level limits.
Actions are strongly typed. An executable Action identifies its actor, Action type, target, scope, intended effects, material parameters, Authority basis, required Permissions and Consent, approval mode, limits, reversibility, evidence, and Record requirements.
Reasoning, interpretation, drafting, prediction, and planning may be probabilistic. Authorization checks, threshold evaluation, policy matching, execution parameters, attribution, and recording at the Action boundary must be explicit and deterministically enforceable.
A Source may grant one-time approval or a revocable standing, conditional, or threshold-based Permission within the Source's legitimate Authority. An Action matching that Permission may execute without repeated confirmation. This removes repeated prompts; it does not remove Permission or bypass another Source's Consent, Realm Governance, applicable Constraints, or system-level limits.
An Action may stand alone or form part of an Activity.
Activities — organized participation over time
An Activity is a purposeful course of participation, interaction, or work that unfolds over time through one or more Actions.
An Activity may involve a Gathering or other combination of Sources, represented through Avatars where appropriate, together with Allies, Actors, Media, Resources, Offers, Permissions, Consents, Commitments, Records, and other Elements.
An Activity may occur within one Scene, move through several Scenes, or continue across an entire Realm. It may have participants, Roles, timing, state, outcomes, and associated Records.
A Gathering identifies who or what has been assembled.
An Activity organizes what they do over time.
A Scene spatially organizes Components.
An Area logically organizes Components and Scenes.
A Pattern may provide a reusable template for an Activity, but the Pattern is not the Activity itself.
Offers — proposals with terms
An Offer is a proposal to provide, exchange, grant, perform, or make available a Resource, benefit, opportunity, service, Action, access right, or other value under defined terms.
An Offer may identify an issuer, intended recipient or audience, subject, scope, terms, validity, expiration, transferability, required response, and current state.
An Offer does not by itself complete an Exchange or create a Commitment unless it is accepted or the governing rules explicitly establish that effect.
Acceptance of an Offer may create a Commitment, initiate an Activity, authorize an Action, form a Gathering, or cause Resources or other value to move.
Permissions — scoped grants
A Permission is an explicit, scoped grant allowing an identified Source, Ally, Actor, Automation, or system to perform specified Actions under defined conditions.
Permissions are created through legitimate Authority and Governance.
A Permission may define its grantor, recipient, Realm, subject, permitted Actions, targets, limits, thresholds, conditions, approval mode, duration, delegation rights, revocation rules, evidence requirements, and current state.
A Permission may be one-time, standing, conditional, or threshold-based. Standing Permission is pre-authorization, not an absence of authorization, and remains inspectable and revocable according to its terms.
A Permission does not include the right to grant further Permissions unless that Authority is explicitly included.
Roles may carry Permissions, but a Role name alone does not create universal Permissions.
Participation in a Gathering does not itself grant a Permission.
Consents — voluntary authorizations
Consent is a Source’s informed, voluntary, specific, and revocable agreement to participate or to permit a defined use of their identity, information, Resources, representation, or Activity.
Consent identifies what is permitted, for what Purpose, by whom, under what conditions, and for how long.
Consent is distinct from Authority. A Source may consent to something without gaining Authority over a Realm, and Realm Authority cannot substitute for a Source’s required Consent.
Inclusion in a Gathering does not replace any Consent required for participation, representation, information use, recording, or other Actions.
Withdrawal of Consent affects future participation or use according to applicable Commitments, laws, safety requirements, and retention rules. It does not require the falsification or deletion of Records that must legitimately be preserved.
Commitments — acknowledged obligations
A Commitment is an acknowledged obligation to act, provide, maintain, deliver, refrain, compensate, or settle something for a Source, Realm, Purpose, or other identified beneficiary.
A Commitment may identify responsible parties, beneficiaries, Purpose, scope, terms, Resources, conditions, deadlines, dependencies, evidence, current state, and means of completion, transfer, amendment, or release.
An Offer may become a Commitment when accepted.
Participation in a Gathering may be associated with Commitments, but the Gathering itself does not create a Commitment unless its terms or governing rules explicitly do so.
Commitments do not create Authority beyond their stated and legitimately authorized scope.
Records — durable evidence
A Record is durable, attributable evidence of an Action, Activity, Gathering, event, decision, state, Permission, Consent, Commitment, Offer, Exchange, publication, or other significant occurrence.
A Record may identify its subject, creator, participants, time, provenance, version, access rules, retention requirements, and relationship to other Records.
Records are distinct from expressive Media. Media communicates or creates an experience; Records preserve evidence, continuity, accountability, or history. A particular object may serve as both Media and a Record when both functions apply.

8. Resources
Resources are things and instruments that can be held, used, shared, allocated, presented, verified, redeemed, consumed, transferred, earned, or stewarded.
They carry utility, proof, access, benefit, opportunity, admission, or value.
The eight canonical Resource types are:
Capacity — consumable utility value — spend
Badge — verified accomplishment — present or verify
Code — access or activation — use or enter
Coupon — conditional benefit — redeem
Invitation — opportunity to participate — accept or decline
Ticket — admission or reserved participation — present or use
Gift — freely given value — give or receive
Reward — earned value or benefit — earn or claim
Resource types can share properties such as issuer, giver, holder, recipient, subject, scope, transferability, validity, expiration, remaining uses, earning criteria, claim status, revocation, provenance, and current state where relevant.

9. Roles
Roles are Realm-scoped descriptions and grants that classify an interaction with a Realm and define how an identified Source participates, contributes, and—where explicitly authorized—acts within that Realm.
A Badge may inform eligibility for a Role, and other Resources may affect access or participation, but no Resource independently creates a Role or Authority unless the rules of the Realm explicitly provide that effect.
A Source holds the Role.
The Source’s Avatar expresses that Role within the Realm.
Roles do not belong independently to the Avatar, because the Avatar is a Realm representation of the Source rather than a separate holder of identity or authority.
Roles apply only to the Realm that grants them.
The Kiduna Ecosystem is the master Realm, but an Ecosystem Role is not a global Role.
A Source may have one Role in the Ecosystem and different Roles in other Realms.
Roles include Realm relationship Roles—Visitor, Guest, Member, Host, and Mage—and contribution Roles—Catalyst, Organizer, Steward, Creator, Builder, Luminary, and Sponsor.
A Source may hold multiple Roles in the same Realm when that Realm allows it.
Realm Relationship Roles
Visitor — unidentified interaction
A Visitor is a human interacting without an account or without authenticated identity in the interaction.
This can happen through social media, Telegram, email, or another external channel, where an Ally or Actor may be interacting with someone or something that Kiduna cannot identify or verify as a Source.
Visitor is a classification of the interaction, not proof of identity.
It conveys no account-based or Realm membership privileges.
Guest — admitted, not a Member
A Guest is a Source who has an account and is allowed into a Realm but has not been granted the privileges of a Member of that Realm.
A Guest has only the access and privileges that the Realm explicitly grants to Guests.
The Guest may be represented within the Realm through an Avatar.
Member — full Member privileges
A Member is a Source who has all the privileges assigned to Members by that Realm.
Because Member privileges are defined independently by each Realm, being a Member in one Realm does not make the Source a Member in any other Realm.
The Source’s Avatar expresses those Member privileges when the Source participates within the Realm.
Host — inviter
A Host is the Source credited with inviting another Source to participate in a Realm.
Host is a Realm-scoped relationship among the inviting Source, the invited Source, and the destination Realm.
A Host may provide invitation context—such as an introduction, reason for the invitation, relevant interests, Realms, people, or opportunities—to help Ki orient the invited Source, subject to privacy, Consent, and Realm rules.
Host context may inform what Ki presents or asks first, but it does not determine the invited Source’s identity, interests, choices, Roles, Permissions, or Authority.
The Host Role does not by itself grant Authority over the invited Source, access to their private Activity, responsibility for their conduct, or any privilege beyond those explicitly granted by the Realm.
A Source may hold Host alongside other Realm relationship or contribution Roles.
Mage — bounded Realm administration
A Mage is a Source granted the Realm-scoped equivalent of administrator, owner, or super-administrator authority.
A Mage may perform any administrative task that the Realm authorizes and that the system itself does not prohibit.
The Mage may exercise those capabilities through their Avatar, Allies, or other authorized interfaces.
Mages may assign and remove privileges from Sources within their Realm.
They may also take specifically authorized protective actions, such as changing offensive public Media to Personal so that only the Source who posted it can see it.
Mage authority never overrides system-level privacy, safety, security, or access limits.
A Mage cannot view personal information, use Mage status in one Realm to enter another private Realm, or exercise Mage powers outside the particular Realm in which the Role was granted.
Contribution Roles
Catalyst — Start a movement that matters.
Bring a project, program, or organization into being.
Catalysts clarify the initial Purpose, gather the founding participants, assemble the necessary Resources, and carry an emerging idea through formation and into motion.
Organizer — Build a community with purpose and power.
Form and sustain the relationships that make collective action possible.
Organizers bring people together around a shared Purpose, help them find their place, and nurture the participation and Activities that grow through the communities they support.
Steward — Sustain and renew the work.
A Steward is a Source with ongoing, bounded responsibility for caring for a particular Realm or for identified work belonging to that Realm over time.
Stewards help sustain the Realm’s Purpose, people, relationships, Resources, Commitments, Capacities, and Coherence. They respond to Entropy, enable Renewal, and coordinate appropriate maintenance, continuation, change, succession, transfer, or retirement.
Steward is a Realm-scoped Role. A Source may hold Steward alongside other Roles.
The Steward Role does not by itself grant Governance Authority, access to private information, or Permission to change, transfer, publish, restrict, or retire anything. Those rights must be explicitly granted through the Realm’s Governance and Permissions.
Creator — Bring the work to life.
Turn knowledge, imagination, and lived experience into living capabilities.
Creators add Wisdom, shape an organization’s Presence, design its stories and experiences, train its Allies, and create the instructions, Media, methods, and processes through which its Purpose becomes real.
Builder — Expand the realm of possibility.
Create the apps, agents, tools, automations, systems, and infrastructure that expand what an organization can do.
Builders make valuable work easier to perform, repeat, improve, share, and extend into entirely new forms of individual and collective agency.
Luminary — Give the work depth and direction.
Contribute a defining work, body of wisdom, creative practice, or deep intellectual grounding around which a collective can form and grow.
Luminaries may be supported through project budgets, royalties, repayment of development costs, or allocations established by the organization.
Sponsor — Support participation and possibility.
Provide agreed financial, computational, promotional, or other support to a Realm, Source, Ally, Actor, or other eligible recipient.
A Source holding the Sponsor Role may pay for compute, provide Resources such as Rewards or Coupons, fund Activities, or offer other agreed value.
Sponsors may make sponsorship agreements with Realms that include promoting the Sponsor’s technology, Offers, or other approved Media within that Realm.
Every sponsorship is governed by the receiving Realm’s rules and the terms of the agreement.
The Sponsor Role does not by itself create control over the recipient, access to private information, endorsement, or permission to promote anything outside the agreed scope.
Realm-Defined Rights
Every Role receives its actual rights within the Realm that grants it; the Role name alone does not create a universal permission set.
For example, a Source granted the Creator Role receives the rights the Realm’s Catalyst or Catalysts have defined for Creator in that Realm, subject to the Realm’s current governance and immutable system limits.
The Source may exercise those rights through their Avatar or other authorized interfaces.
Authority is established through Governance.
Permissions determine which Actions may be taken.
Roles identify the Realm-scoped relationship, contribution, or entrusted Authority to which those Permissions apply.
Membership Authority
Any Realm rule, guardrail, setting, or policy—including Role definitions and privilege assignments—may be changed by the membership through whatever process the membership has established.
Membership governance cannot override system-level limits, including the privacy and access boundaries that constrain Mages.
Role Principle
Roles are local to Realms, not global to Kiduna.
The Ecosystem is the master Realm, yet each other Realm defines and grants its own Roles independently.
A Source may:
hold more than one Role in the same Realm when that Realm allows it;
hold different Roles across different Realms;
be represented by different Avatars across different Realms or Scenes while remaining the same Source;
be a Member of the Ecosystem and a Guest in one Realm, a Creator in another, and a Mage in another;
contribute without holding a formal office;
move between Roles as participation changes;
be recognized and compensated for attributable contribution associated with one or more Roles.
Roles create a shared language for Realm-specific participation, contribution, and bounded authority without creating a global hierarchy.

10. Capacities
Capacities are the six foundational capabilities that shape what a Realm, Ally, or Actor knows, how it behaves, what it can access, what it can do, and how it remains coherent.
Wisdom — inform
The knowledge and memory available to the Realm or Ally, typically held in a vector database and expanded through relevant information.
Presence — instruct
The system prompt and governing instructions that shape how the Realm or Ally presents itself, responds, reasons, and behaves in context.
Connections — empower
Integrations with third-party systems, software, services, data sources, communication tools, financial rails, and other external capabilities.
Automations — enable
Deep agents, triggers, workflows, and sequences that allow Activities to begin, continue, and complete automatically.
Abilities — impart
Reusable skills, procedures, and markdown-based instructions that teach a Realm or Ally how to perform particular kinds of work.
Coherence — align
The published principles, Coherence Dimensions, visible Valence, acceptable ranges, constraints, guardrails, shared values, and Sentinel policies that help keep behavior, decisions, and Activities aligned with the Purpose and standards of the Realm. The Coherence Engine resolves the applicable context, measurements, and effective ranges for authorized Sentinels without turning contextual judgment into a universal score.

11. Patterns
Patterns are reusable organizational templates inside Kiduna.
Each Pattern defines reusable structures, behaviors, relationships, tools, and arrangements for organizing Activities and experiences around particular Purposes.
Embodiment — an implemented Pattern
When a Pattern is instantiated in Field, that implementation is an Embodiment of the Pattern.
An Embodiment may have its own Scene, be clearly delineated within a Scene, or span multiple Scenes. It may combine Components—including Overlays—with Capacities, Elements, Resources, interfaces, and other structures needed to fulfill its Purpose.
A Pattern may have many Embodiments. Each Embodiment follows the Pattern while retaining its own context, identity, contents, state, access, and implementation.
Archetypes — the nine ways Sources work within Field
The nine Archetypes are the core Ecosystem Embodiments of the nine core Patterns. They provide the primary ways Sources navigate, gather, create, build, enjoy, act, govern, settle, and store within Field.
Each Archetype is clearly delineated by its Purpose. It may have its own Scene, be present within a Scene, or span multiple Scenes.
A core Pattern may have many other Embodiments throughout Kiduna, but only its core Ecosystem Embodiment is an Archetype.
The Pattern and its Archetype share a name. Viewport refers to the reusable Pattern in the abstract and to the Viewport Archetype when referring to the core Embodiment Sources can enter and use.
Viewport — navigate
See the larger landscape: Realms, Sources, Avatars, relationships, Activities, and pathways between them.
Commons — gather
Gather Sources, represented through Avatars, together with Allies; form relationships; coordinate participation; and organize around shared Purpose.
Studio — create
Studio is the Archetype and process for creation. Sources and Allies use it to shape ideas, Media, experiences, Realms, Scenes, Allies, and other things that can be created together.
Factory — build
Produce working systems: Actors, Automations, applications, integrations, tools, and infrastructure.
Garden — enjoy
Experience, explore, play, learn, gather, and interact with what Sources and Allies have created, including other Archetypes, Allies, and Actors.
New Sources always enter through the Garden Archetype as presented within the scope of the Realm they entered. The Garden reveals only the context and access authorized by that Realm and by the Source’s Roles, Permissions, Consent, and relationships.
World — act
Operate in a living environment where Sources, acting through their Avatars and working with authorized Allies, can perform work, coordinate Activities, and make things happen beyond Kiduna in the wider world.
Forum — govern
Deliberate, propose, decide, establish policy, delegate Authority, and govern shared Resources and Actions.
Exchange — settle
Make Offers, transact, exchange value, spend Capacity, redeem Coupons, purchase or transfer Tickets, give Gifts, distribute or claim Rewards, compensate contributions, and settle economic Activity.
Vault — store
Hold and manage assets; Resources including Capacity, Badges, Codes, Coupons, Invitations, Tickets, Gifts, and Rewards; Records; credentials; balances; Media; and other things entrusted to a Source or Realm.

12. Field
Field is Kiduna’s complete operating environment.
Sources, represented through their Avatars, work within Field through the nine Archetypes and alongside authorized Allies and Actors.
Realms, Archetypes, Scenes, Loci, Activities, creation, validation, publication, participation, governance, exchange, and action all occur within Field.
Transceiver — receive, land, stage, and transmit
A Transceiver is Kiduna's canonical bidirectional Field contract for making change perceptible, placeable, actionable, and learnable without turning Field into a global feed or granting autonomous authority to infrastructure.
In a Transceiver, a Signal is an attributable expression that something happened, changed, was observed, was offered, was requested, or may require attention. Reception through a registered Receptor accepts responsibility for bounded evaluation; it does not establish truth, importance, membership, Consent, Permission, Authority, or Action.
Delivery Landing records which authorized view of a Signal reached which bounded destination under which route and policy. Semantic Landing records what an assertion means in Field through an attributable typed relationship to an identified subject. Delivery, semantic relationship, human attention, acceptance, commitment, and Action remain distinct.
A Transceiver preserves original material, assertions, evidence, provenance, lineage, visibility, transformations, and inspectable reasons for routing and staging. It assesses materiality and stages attention relative to a Source, Realm, Purpose, relationship, Activity, Locus, time, capacity, and governing context. Contextual judgments such as relevance, urgency, consequence, responsibility, confidence, and readiness remain distinct and must not be collapsed into a universal priority, engagement, worth, or importance score.
Internal propagation and presentation do not by themselves authorize consequential transmission. Any transmission that creates an external effect occurs through a typed Action governed by current Authority, Permissions, Consent, Constraints, and approval requirements. Execution receipts, outcomes, failures, side effects, corrections, supersessions, and learning return to Field as attributable Records or Signals.
The same shared Field may compose differently around different Sources while preserving a common underlying reality, privacy boundaries, and legible reasons for what is presented and why. A Transceiver is not a Source, Avatar, Ally, Actor, Agent, Action, Realm, Scene, Locus, Pattern, Layout Type, Surface, feed, inbox, ranking system, or claim of truth.
The Kiduna Transceiver Specification carried by the registry-current Transceiver Kit is the portable normative implementation contract for Transceivers. The Builder Kit may carry a synchronized copy for build continuity and complete Engineering Handoffs. Layouts and Actions conform to the registry-current specification while retaining their own identities, versions, schemas, and authority boundaries.
Expressions — purposeful applications
An Expression is a coherent application or bounded interactive experience within Kiduna Field. It brings together one or more Power Maps, situated Scenes, Pieces, Activities, Actions, Resources, intelligence, navigation, and interfaces to serve an explicit Purpose.
Every Expression belongs to a DUNA, declares its own Purpose, and inherits relevant Purpose from that DUNA. Its objectives, participation, Actions, and intended outcomes must make that relationship legible. Purpose inheritance does not by itself grant Authority, Permissions, membership, ownership, or control of Resources; those remain governed in the relevant Realm.
An Expression may contain another Expression, such as a game available within a larger game, while each retains its identity, Purpose, DUNA relationship, state, and governing context.
The application term Expression does not erase the broader use of expressions for Cards, Sigils, artifacts, and presentations of Power Maps. Those expressions retain their specific identities and production contracts.
Field Principle
Nothing moves into or out of Field merely because its Mode or lifecycle state changes.
Development, Rehearsal, Live, Play, Draft, Published, Superseded, Retirement, and Retired describe operational conditions, focused participation, availability, and lifecycle within Field.

13. Modes
Modes describe how work operates and how a Source engages within Field.
Development, Rehearsal, and Live are operational Modes. They apply to a particular implementation or version of the work rather than replacing its underlying identity.
Play is a focused participation Mode. It applies to a Source's engagement with a specific game instance, application, or other bounded interactive experience without changing the operational Mode of the underlying work.
The same underlying work may have a current Live Published version while a new version is in Development or Rehearsal. A Source may enter Play in an authorized Rehearsal or Live instance.
Development — create and change
Development is the Mode in which work is being created, designed, assembled, configured, changed, tested, or prepared within Studio before formal validation.
Sources and authorized Allies may develop Realms, Gatherings, Activities, Actors, Avatars and their representations, Scenes, Settings, Loci, Purposes, Patterns, Elements, Resources, Capacities, Forms, Components, Dimensions, Designs, applications, integrations, tools, and other work.
Rehearsal — validate a Draft
Rehearsal is the Mode in which a Draft is reviewed, tested, and experienced as it is intended to work before authorization and publication.
A Source may participate through their Avatar exactly as they would in the Live Published version, subject to the specific Permissions and access established for the Rehearsal.
Rehearse — validation Activity within Studio
Rehearse is the Activity performed within Studio during Rehearsal. Authorized Sources, represented through their Avatars where appropriate and assisted by authorized Allies, review, test, and experience a Draft before publication.
Rehearse does not create a separate place, Scene, environment, or Mode.
Live — operate a Published version
Live is the Mode in which the current Published version is available and operating for its intended participants according to its Realm, Roles, Permissions, Consent, and access rules.
Sources participate through their Avatars where the Realm or Scene uses representation. Sources, Allies, and Actors can navigate, gather, create, build, enjoy, act, govern, settle, and store according to their Roles and Permissions.
Play — enter a focused experience
Play is the Mode in which a Source moves from the broad context of Field into a specific game instance, application, or other bounded interactive experience to do one thing.
Play narrows the presented context, participants, controls, Resources, and Actions to what is relevant inside that experience. Field remains the containing environment, and Ki carries only the authorized context needed for continuity.
Play does not change the identity, Realm, Scene, operational Mode, lifecycle state, Roles, Permissions, Authority, Resources, or Records of the underlying work. A Play instance may operate in Rehearsal for testing or in Live for its intended participants.
When a Source leaves Play, they return to their prior Field context or to another explicitly chosen destination without losing authorized continuity.
Publishing lifecycle
Development → designate as Draft → Rehearsal → authorize and publish → Live / Published.
Publishing changes availability and Mode; it does not create different underlying work.
Draft and Published are lifecycle states of the same underlying work. A current Live Published version may remain available while a new version is in Development or Rehearsal.
Draft — awaiting validation
A Draft is a version designated from Development for validation in Rehearsal.
A Draft is not yet the current version available to its intended participants and does not replace the current Published version.
Published — authorized and available
Published is the authorized lifecycle state of a version made Live for its intended participants according to its Realm, Roles, Permissions, Consent, and access rules.
Publishing changes availability and Mode; it does not create a different Scene, Realm, Ally, Actor, or other underlying work.
Superseded — replaced by a newer publication
A Superseded version is a previously Published version that has been replaced by a newer Published version.
It is no longer the current Live version but retains its identity, history, provenance, and required Records.
Retirement — authorized withdrawal
Retirement is the authorized process of withdrawing Published work from active availability.
Retirement includes responsibility for affected participants, Gatherings, Activities, Commitments, Resources, Permissions, access, Invitations, Tickets, Connections, Portals, communication, and required Records.
Retirement does not erase the identity or history of the work.
Retired — intentionally unavailable
Retired is the lifecycle state of work that has been intentionally withdrawn from active availability through legitimate Authority.
Retired work is no longer Live or available as an active Published experience, but its identity, history, provenance, and required Records remain.
Retired is distinct from Superseded. Superseded work has been replaced by a newer Published version. Retired work has been intentionally withdrawn, whether or not a replacement exists.

14. Scenes
Scenes are situated compositions through which a Realm becomes present, experiential, and interactive.
Every Scene has one current Locus—the addressable subject around which its composition is centered.
A sequence of Scenes may form a path through connected Loci.
A Scene is a spatial organization of Components within a particular context.
A Scene may be composed from a Setting, directly from Components, or through a Hybrid approach. Selecting a Setting does not make the Setting and Scene the same thing: the Setting supplies a reusable world system, while the Scene supplies a situated composition, current Locus, participants, state, and context.
A Scene brings together Purposes, Elements, Resources, Capacities, Patterns, Archetypes, Settings, Forms, Components, Dimensions, Designs, and the effects of Forces within a particular context.
Sources experience and participate in Scenes.
Where representation is appropriate, they become present within a Scene through their Avatars.
A Scene operates within Field and may be in Development, Rehearsal, or Live according to the Mode and lifecycle state of its particular version.
The same underlying Scene may have a current Live Published version while a new version is in Development or Rehearsal.
An Archetype may have its own Scene, be clearly delineated within a Scene, or span multiple Scenes. A Scene may participate in more than one clearly delineated Archetype where their Purposes remain legible.
Because Forces are Source-relative and context-sensitive, the same underlying Scene may organize itself differently around different Sources without becoming a different Scene.
The Avatar provides the Scene-level representation through which those Source-relative conditions can become visible and interactive.
Gravity may alter prominence, proximity, pathways, or emphasis around a Source and their Avatar.
Affinity may make meaningful relationships among Sources, Avatars, and Allies visible.
Attention may be expressed through the Avatar’s orientation, selection, movement, or interaction and may bring particular Elements or Activities into the foreground.
Exchange may appear as flows among participants or Realms.
Authority may reveal where decisions and Permissions reside.
Tension may reveal competing pressures.
Momentum may make active trajectories perceptible.
Entropy and Renewal may reveal where living systems are weakening or renewing.
A Realm may contain one Scene or many Scenes, each designed for a different Purpose, Activity, Gathering, audience, or experience.
Area — logical organization
An Area is a logical organization of Components.
An Area can be part of a Scene or can hold multiple Scenes.
An Area can hold Components from various Scenes.
Membership in an Area does not remove a Component from its Scene or change its spatial position or relationships within that Scene.
Areas allow Components and Scenes to be organized by Purpose, function, responsibility, workflow, audience, subject, state, or another logical relationship.

15. Settings
Settings are reusable, inhabitable world systems through which a Power Map's meaning, relationships, Cards, and domain-specific Design can become spatially coherent across one or more Scenes.
A Setting is bound to one primary Power Map and a declared version or release of that map. It may draw from other authorized Power Maps when every contribution, relationship, and provenance boundary remains explicit.
A Setting is not the Power Map, Realm, Scene, Locus, Design, Component asset pack, or any one Card. The Power Map supplies the graph-native body of meaning. The Setting supplies a reusable spatial and worldbuilding system. A Scene composes an actual situated experience from that system around a current Locus.

Setting Anatomy
A complete Setting publishes:
its identity, version, Purpose, primary Power Map and release, status, provenance, rights, and known gaps;
a declared Form and Dimension, including any 2.5D isometric projection, grid, scale, orientation, layering, elevation, anchor, adjacency, traversal, collision, visibility, and assembly rules needed for compatible composition;
a Setting Design or domain-forward Design variant with a style sheet governing palette, typography, shape, materials, line and edge treatment, lighting, shadow, motion, atmosphere, accessibility, and adaptation across supported Surfaces;
a versioned asset pack organized by the canonical Component classes: Backgrounds, Tiles, Walls, Objects, Entities, Effects, Portals, Panels, Overlays, and Chrome;
a machine-readable registry binding every asset to its Component class, graph subjects, Card references where applicable, dimensions, anchors, states, provenance, rights, approval status, and files;
assembly examples and at least one representative Scene demonstrating scale, compatibility, Card legibility, and the Setting's distinctive world logic;
validation, checksums, coverage reports, and explicit approved, provisional, rejected, missing, and inapplicable states.

Card Embodiment
Every published Card in the primary Power Map release selected by a complete Setting has at least one explicitly bound Object or Entity Component through which that Card's subject-specific meaning or mechanism becomes spatially legible.
One Object or Entity may bind to more than one Card only when every binding remains separately traceable and each Card's meaning remains legible rather than being hidden inside a generic repeated asset. A Setting may also include Components for Cardless nodes and graph relationships.
A Card-to-Component binding does not turn the Component into the Card or the Card into the Component. The Card remains the structured node box, with its Face as the image representation. The Object or Entity remains a reusable spatial Component representation. Their identities, files, versions, provenance, status, and Coherence metadata remain distinct.

Component Coverage
A production-ready Setting asset pack provides the Backgrounds, Tiles, Walls, Objects, Entities, Effects, Portals, Panels, Overlays, and Chrome needed to compose its supported Scenes. When a canonical Component class genuinely does not apply, the Setting records that state and rationale instead of silently presenting absence as complete coverage.
Component count is determined by semantic coverage, compositional usefulness, state needs, and reuse—not by a fixed quota. Cosmetic substitutions, renamed duplicates, and inaccessible or incompatible assets do not establish coverage.

Style and Symbolism
Each Setting expresses its Power Map as a distinctive place. Its Setting Design derives from the map's approved Cards, Design, symbols, domain structures, relationships, practices, histories, institutions, places, tensions, and consequences without reducing the map to a generic theme or copying one compulsory Kiduna composition.
Settings belonging to different Power Maps may therefore have radically different architecture, terrain, materials, scale, inhabitants, atmosphere, interaction, and visual grammar while preserving Kiduna compatibility, provenance, accessibility, and semantic discipline.
Licensed or third-party asset sources may inform or contribute to a Setting only within their rights. Source files, reference images, derivatives, generated assets, and distributable production assets remain separately identified. Packaging never grants rights that the Setting's provenance and license records do not establish.

Setting Lifecycle and Kits
A Setting follows Kiduna's Development, Rehearsal, Live, and publishing lifecycle. Sample assets establish an approval floor before scale production, and a Setting may be semantically specified while visual coverage remains partial when its gaps are stated honestly.
A Setting Kit is the portable, versioned collection through which a Setting's specification, style sheet, Component assets, registries, Card bindings, assembly examples, provenance, rights, validation, and history travel together. The Setting is not identical to its Kit, archive, contact sheet, sample Scene, or asset directory.
The Settings Kit is a collection Kit that registers and organizes Setting Kits. It is not itself a Setting and does not make every registered Setting visually alike.

Setting Principle
Power Maps make meaning traversable.
Settings make selected Power Maps inhabitable.
Scenes make Settings present in context.
Every Card remains traceable to a spatial embodiment, and every embodiment remains more than a cosmetic placeholder.

16. Loci
Loci are addressable compositional centerpoints through which Scenes are staged around a subject.
A Locus answers: What is this Scene about now?
A Scene has one current Locus at a time. A sequence of Scenes may form a path through connected Loci. Changing the Locus changes the center of composition without by itself changing the Realm, underlying subject, identity, Authority, Permissions, Consent, Resources, or Records.

Locus + Subject
Any addressable subject around which a coherent Scene can be composed may serve as a Locus. A subject may be a Realm, Power Map, Source as represented through an Avatar, Ally, Actor, Gathering, Activity, place, event, creature, technology, law, movement, application, object, relationship, question, situation, or other meaningful subject.
Locus is a compositional role and staging contract, not a new underlying kind of Element, Realm, Power Map, Pattern, Component, or graph node.
The subject retains its canonical identity.
An Avatar serving as a Locus remains the representation of its Source.
A Realm serving as a Locus remains a Realm.
A Power Map serving as a Locus remains a Power Map.
An Activity serving as a Locus remains an Activity.
A Locus may draw from several graph nodes and Power Maps without collapsing them or changing their identities.
A graph node stores. A Locus stages.

Anatomy of a Locus
A composed Locus may specify:
its subject, name, essence, and an open-ended descriptive kind;
Facets through which the subject can be approached;
the Power Maps, Media, Records, Resources, Components, Power Map expressions, and other authorized material that may be drawn into composition;
staging guidance involving suitable Patterns, Settings, Forms, Dimensions, Designs, Components, and presentation;
typed relationships to other Loci, including why each relationship matters;
transition guidance for moving to another Locus;
provenance, evidentiary status, open questions, and readiness.
A kind is descriptive rather than a closed canonical enumeration. Calling something a place, event, creature, law, technology, movement, or application does not create a new Element or Realm type.

Facets
A Facet is an addressable aspect of a Locus that can scope composition, conversation, inquiry, or Action without becoming a separate Locus.
Selecting a Facet changes what is foregrounded while preserving the identity of the Locus.

Composition Pool
A Composition Pool identifies material that Ki may draw into a Scene when it is centered on a Locus.
A pool may include Media, Records, Resources, Components, Power Map expressions such as Icons or Cards, or references to other authorized material. Inclusion indicates compositional relevance, not ownership, containment, endorsement, factual equivalence, or unrestricted access.

Gravity and Perspective
Gravity determines what a Locus tends to draw into composition. Other Forces may affect prominence, relationships, pathways, timing, and presentation.
The same Locus may compose differently around different Sources without becoming a different Locus. Its Facets, Composition Pool, relationships, and presentation may be re-weighted according to context, Roles, Permissions, Consent, relationships, Activities, and intent.
Source-relative composition must remain visible and inspectable. It must not expose unstaged private information, create hidden profiles, or become an engagement score or ranking system.

Locus Relationships and Transitions
Loci may be related through contextual adjacency, narrower or broader focus, or cross-domain connection. Every meaningful transition retains an intelligible reason for the movement.
On the Field Canvas, these relationships may be presented through:
Slide — movement to a contextually adjacent Locus while continuity of ground remains perceptible.
Fold — movement inward to a more specific Locus or outward to a broader context.
Dissolve — movement across domains while the shared subject, Record, expression, or relationship remains perceptible.
Slide, Fold, and Dissolve are transition treatments. They are not Modes, Actions, lifecycle states, or sources of Authority. Other Surfaces and Designs may render the same relationships differently while preserving their meaning.

Conversational Loci
A Locus may be addressed conversationally.
Any response is produced by Ki or an authorized Ally or Actor from permitted and appropriately provenanced material. Presenting a creek, law, place, object, or other subject as speaking does not make it a Source, Ally, Actor, conscious entity, factual authority, or independent holder of Consent or Permissions.
Claims, quotations, interpretations, uncertainty, and provenance remain attributable.

Avatar-Loci
Every Avatar can serve as a Locus when a Scene centers on the Source it represents.
An Avatar-Locus may stage only the Facets, relationships, Media, Records, and other information its Source has chosen or permitted for that context. Serving as a Locus does not make the Avatar a separate human, transfer the Source’s identity, or create additional Authority.
An Avatar-Locus is not a hidden profile, behavioral score, ranking, or engagement model.

Readiness and Lifecycle
Proposed, Researched, and Composed may be used as readiness descriptions for a Locus within Development.
Proposed — the subject and essence have been identified.
Researched — provenance, evidence, and open questions have been recorded.
Composed — sufficient Facets, material, relationships, and staging guidance exist for the Locus to stage a Scene.
These descriptions do not replace Kiduna’s canonical Modes or publishing lifecycle.
A Composed Locus may become a Draft and be validated through Rehearsal. Live applies only when an authorized Published version operates in Live Mode.
Dormant describes reduced Activity, Attention, or Gravity. It is not a separate Mode or lifecycle state. A Locus intentionally withdrawn from availability follows Retirement and becomes Retired.

Locus Principle
A graph node stores. A Locus stages.
The subject persists.
The composition adapts.
The reason for movement remains legible.
The Source controls what their Avatar stages.

17. Forms — Types of Scenes
Forms define the primary visual and interaction grammar of a Scene.
A Setting declares the primary Form or Hybrid of Forms it supports. Individual Scenes may adapt that grammar where the Setting's compatibility and semantic rules permit.
Literal Spatial
Rooms, terrain, Objects, routes, Avatars, and embodied memory.
Realistic
Photographic, scanned, or photorealistic representations of real places and environments, with Objects and Entities that can be explored, animated, and made interactive.
Symbolic
Emblems, talismans, connectors, Avatars expressed as symbols, and stable meaning.
Impressionistic
Fields, light, texture, rhythm, atmosphere, and sparse anchors.
Diagrammatic
Constellations, flows, dependencies, relationships, systems, governance, and Avatars represented as nodes or other diagrammatic forms.
Hybrid
Two or more Forms may coexist when one clearly leads and the combination serves the Purpose of the Scene.

18. Components
Components are the reusable visual and interactive building blocks used to construct Scenes inside Kiduna.
They define the world, the things that inhabit it, the Activities occurring within it, and the interfaces through which Sources interact with it.
An Avatar is an Element, not merely a Component.
Its visible or interactive representation may, however, be rendered through one or more Components according to the Scene’s Form, Dimension, Design, and Surface.
Pieces — situated, addressable instances
A Piece is an individually addressable thing situated in a Scene through one or more Components. Its subject, placement, representation, state, relationships, and available Actions remain distinguishable. A Piece may use an Object for a static form, an Entity for an animated presence, or another appropriate Component. Selecting its representation or its Overlay label resolves the same Piece and opens its Panel; this does not create a new underlying subject or grant Authority.
Backgrounds — environment
The world behind and around the grid: landscapes, skies, distant architecture, atmosphere, and other environmental context.
Tiles — ground
Traversable floor and terrain surfaces that establish where movement and placement can occur.
Sigils — symbolic identity and meaning marks
A Sigil is a deliberately authored symbolic mark that carries identity or meaning within Kiduna's lexicon and visual libraries. A Sigil may identify Kiduna, a Power Map as a whole, a taxonomy concept, a visual family, or another explicitly registered subject or meaning.
A Sigil is not a generic interface label for every graph node. Its symbolic and canonical status comes from its registered meaning and use, not merely from being distinctive or visually polished.
Icons — simple SVG identifiers for nodes without a Face
An Icon is a simple, focused SVG identifier used to make a Power Map graph node without an associated Face quickly recognizable and usable. SVG is the required Icon format. Raster images, materially rendered illustrations, and interface-native graphics are not Icons.
An Icon must establish one clear focal form, carry a subject-specific distinguishing feature, remain legible at its declared minimum display size, and follow the applicable Design's geometry, color, contrast, accessibility, and state rules. It does not need the symbolic depth or registration of a Sigil and must not become a miniature scene or Card composition.
For a Power Map, Icon production begins with a small representative sample set of nodes without Faces that tests the map's hardest subjects and display contexts. Scale production begins only after the Source approves that SVG grammar. Automated generation, procedural geometry, file counts, checksums, or nominal graph coverage never establish Icon quality or approval. A Power Map may remain semantically complete while Icon coverage is partial; every release must state actual approved, provisional, rejected, and missing Icon coverage without disguising a gap as finished art.
An Icon is not a low-resolution Card, a simplified or partial Card, a raster study, a generic glyph assigned by filename, a cosmetically varied template, or a substitute used to create a false claim of visual completeness. A node with an associated Face does not also receive an Icon. A node without a Face may receive an Icon, including within a Card, but no graph node requires an Icon merely because it lacks a Face.
Cards — structured node boxes
A Card is the entire structured box that presents the details of a Power Map node. It brings the node's title, description, Face, Polarity, typed edges, and Vibe together in one coherent presentation. The Card is the complete information and interaction Component; the Face is the image within it.
Every Card identifies its node and System or Power Map, shows a title and description, presents a Polarity specific to that node within the Map's declared framework, exposes its typed relationships, and includes a Vibe section. It preserves the node's stable identity, provenance, version, and applicable Coherence ranges. Maps may add domain-specific details while retaining these shared semantic fields; the Mapping and Design Kits govern the versioned presentation structure.
Card text remains legible, accessible text in the box. Titles, descriptions, Polarity labels, edges, Vibe readings, and other details are not baked into the Face image. A Card may have an approved Face, a provisional Face, or an explicit missing-Face state; a complete graph does not require bespoke artwork for every node.
A published Card declares an acceptable range along one or more of its Power Map's published Coherence Dimensions. A Card Range describes acceptable operation in context. It is distinct from the Card's Polarity and from the emotional energy recorded as Valence in its Vibe.
A Card may contain or reference a Sigil without becoming a Sigil. A Face and an Icon remain distinct visual forms. Historical references to Card artwork, Card masters, Card studies, and Cardless-node Icon production refer to Face artwork, Face masters, Face studies, and nodes without a Face; stable asset IDs, filenames, approvals, and historical releases retain their lineage.
Faces — images within Cards
A Face is the image inside a Card that represents its node. It translates selected graph meaning, relationship, process, tension, place, institution, lived consequence, or Path into a domain-legible visual composition. The Face does not include the surrounding title, description, Polarity, edges, Vibe, or other Card details.
Faces are curated raster artwork. A draft or approval sample is a Face study or provisional Face, with its finish and approval state declared. A standalone Face remains an image associated with its Card and node; it is not the entire Card. Faces are commissioned selectively, and no graph node requires bespoke Face art merely because it exists.
A raster sprite, texture, tile, wall, Object, Entity, Effect, or other representation primarily used as a reusable Component inside a Setting or Scene remains that Component representation. Graph or Card bindings do not make it a Face. A separately published Face retains its own identity, provenance, and approval state.
Faces contain no words, letters, numbers, labels, titles, or other typography baked into their artwork. Their material frame, rounded silhouette, and genuine transparent exterior follow the applicable visual-production Kit. These artwork requirements apply to the Face, while the Card contains the structured text and details around it.
Face shape is not limited to a conventional playing-card rectangle. Faces may be vertical or horizontal rectangles with rounded corners, circles, hexagons, tiles, other bounded shapes, or irregular transparent-background cut-outs whose silhouettes arise from their subjects. Shape variants are chosen for the expression and are not mandatory pairs unless a Power Map's own approved specification requires them.
Every approved Face is detailed raster artwork with resolved objects, materials, surfaces, depth, lighting, edges, and a node- or relationship-specific composition. Flat vector diagrams, code-rendered primitive assemblies, procedural icon templates, texture applied to simple geometry, repeated compositions with cosmetic substitutions, and lower-resolution finished images enlarged to the required dimensions are not finished Faces.
Every approved Face must have a lossless finished-art PNG created natively within a standard production envelope: neither side may exceed 1,536 pixels and the smallest side may be no more than 1,024 pixels. A 1,024 × 1,536 portrait Face, 1,536 × 1,024 landscape Face, or 1,024 × 1,024 square, circular, hexagonal, tile, bounded, or transparent-cutout Face satisfies the standard technical gate when it also passes the semantic, visual, provenance, rights, and approval gates. Upscaling a smaller finished raster is not production. A Source may explicitly require a larger master for a named Face, family, or release; only that specific instruction opens the high-resolution exception, which uses CLI/API production at 2,048 pixels on the smallest side or the Source-stated larger size and preserves the standard master as a separately identified expression or derivative. High-resolution production must never be inferred from words such as finished, master, production, high quality, or high resolution alone. When a Source approves samples for a Power Map Face family, those samples establish the minimum style, detail, domain-legibility, and finish floor for the production set. Assets that do not meet or exceed that floor remain Draft or Rehearsal material and must not be represented as finished masters.
Walls — boundaries
Vertical partitions and barriers that define rooms, edges, enclosures, and divisions within a Scene.
Objects — forms
Static placed elements such as furniture, structures, equipment, vegetation, decorations, and other non-animated things in the world.
Entities — presences
Animated, addressable beings or active elements that can move, respond, communicate, or be interacted with.
Avatars, Allies, and Actors may each be visually expressed through Entity Components without becoming the same kind of Element.
Effects — activity
Transient visual or environmental phenomena such as light, weather, particles, energy, smoke, animation, and other momentary changes.
Portals — transitions
Entrances and spatial connections that move a Source and their Avatar between locations, Scenes, Realms, or other contexts.
Panels — full information and interaction
A Panel is the interface opened to show full information about a selected Piece or other subject, including its context, current state, relationships, and available Actions. Selecting a Piece directly or opening its label in an Overlay leads to the same subject-bound Panel.
A Panel may be anchored to its subject or adapted to the Surface while preserving context, legibility, accessible navigation, and a clear way to close it. A Panel is not a separate thing placed in the world. Signs, consoles, kiosks, and other situated things are represented as Pieces through Objects, Entities, or other appropriate Components.
Overlays — Scene discovery and interaction layers
An Overlay is an interface layer placed over a Scene to reveal labels, explanations, and points of interaction attached to the Pieces present. Nearby is an example: it reveals labels on or near Pieces, and opening a label shows that Piece’s Panel.
When a Source takes an Action through an Overlay, the Overlay immediately disappears so the Source can see what happens in the Scene. Opening full information replaces the discovery Overlay with the selected Panel. When a Scene Action is initiated from that Panel, it also clears from the Scene as execution begins; pending state, outcomes, and failure remain perceptible without keeping the Scene obscured.
The Scene beneath an Overlay is often composed from raster imagery, while Overlays and Panels are typically composed from vector graphics and type so they remain crisp, legible, and responsive.
Chrome — application interface
Interface surfaces that belong to the surrounding Kiduna experience rather than the world itself—toolbars, inspectors, inventories, navigation, controls, and status displays.
Key distinction: Pieces are the situated things a Source encounters. Overlays reveal those Pieces and their interaction points. Panels show full information about a selected Piece or subject. Chrome belongs to the surrounding Kiduna application.

19. Dimensions
Dimensions define the spatial representation, scale, coordinates, and relationships through which Scenes and Components exist.
They make it possible for the same underlying Element, Component, or Scene to be expressed through different visual environments without becoming a completely different thing.
An Avatar, Object, Entity, Realm, Portal, interface, or other Component representation can therefore possess a consistent identity and relational scale even when represented differently across Desktop, Mobile, CTV, AR, VR, MR, XR, or future Surfaces.
Dimensions separate what something is from how it is spatially presented.
2D — planar
A flat coordinate space organized through horizontal and vertical position.
Used for interfaces, diagrams, maps, cards, documents, dashboards, symbolic compositions, Avatars, and other primarily planar experiences.
Components can be represented as vectors, raster images, text, interface objects, diagrams, or other two-dimensional forms.
2.5D — isometric
A spatially suggestive coordinate system that represents depth while remaining fundamentally composed and rendered as a two-dimensional Scene.
Used for isometric environments, layered worlds, rooms, landscapes, maps, organizational spaces, Avatars, and other Scenes where spatial relationships matter without requiring a complete three-dimensional simulation.
2.5D allows Components and Avatar representations to preserve depth, orientation, layering, adjacency, and relative scale while retaining the clarity, efficiency, and composability of two-dimensional assets.
3D — spatial
A three-dimensional coordinate space in which Components possess position, scale, orientation, volume, depth, and spatial relationships.
Used for immersive worlds, spatial interfaces, simulations, augmented environments, virtual environments, embodied Avatars, and other Scenes in which Sources and intelligent entities can move through or around space.
Scale
Dimensions also establish a shared system of scale.
Every spatial Component can describe its size and relationship to other Components using canonical measurements or proportional relationships rather than relying solely on the dimensions of a particular image, model, or asset.
This allows Components created by different Sources, systems, tools, and applications to work together predictably.
A door should relate sensibly to an Avatar.
An Avatar should relate sensibly to a building.
A building should relate sensibly to a landscape.
The representation may change.
The relationship does not.
Spatial Relationships
Dimensional metadata can describe relationships including:
position;
size;
scale;
orientation;
depth;
elevation;
bounds;
anchors;
attachment points;
adjacency;
containment;
traversal;
collision;
visibility;
distance;
perspective.
Not every Component needs every property.
The dimensional system provides a common language when those properties matter.
Geospatial Anchors
Any Realm, Scene, Element, Component, Activity, Record, or other addressable node in Kiduna may optionally be geocoded.
A Geospatial Anchor associates that node with a real-world place.
A Geospatial Anchor can include:
latitude;
longitude;
altitude or elevation;
accuracy or resolution;
coordinate reference system or datum;
geometry such as a point, route, boundary, or region;
an observed time, applicable interval, or other temporal validity;
provenance describing where the location information came from.
Latitude and longitude provide the canonical minimum for an Earth location when a precise point is needed. Additional properties are used only when they matter to the Purpose and required precision.
A local 2D, 2.5D, or 3D coordinate system may map to a Geospatial Anchor so a Scene can remain attached to the same real-world place across maps, AR, VR, MR, XR, or future Surfaces.
A Geospatial Anchor states where something is represented, observed, situated, or applicable. It does not by itself establish ownership, jurisdiction, Authority, Permission, presence, access, or truth about that place.
Cross-Dimensional Representation
A Component or Avatar may possess representations for one or more Dimensions.
For example, the same Avatar might have:
a 2D portrait or sigil;
a 2D presentation asset;
a 2.5D isometric representation;
a 3D embodied representation.
These are representations of the same Avatar and therefore ultimately of the same Source rather than unrelated identities.
Likewise, the same Object might have:
a 2D icon;
a 2D presentation asset;
a 2.5D isometric asset;
a 3D model.
These are representations of the same Component rather than unrelated assets.
Where an exact representation does not exist, Kiduna may adapt, project, simplify, generate, or substitute an appropriate representation while preserving the Component or Avatar’s identity and important relationships.
A Scene itself can also have more than one dimensional representation.
A Scene created as an isometric environment, for example, might be presented as a simplified map on Mobile and as an immersive spatial environment in VR.
Dimensional Principle
Identity persists across representation.
The Source remains the same human.
The Avatar remains the Source’s Realm representation.
Its appearance may change across Dimensions without changing who it represents.
Dimensions allow Scenes, Avatars, and Components to move between flat, isometric, and spatial experiences while preserving their underlying Realm, Elements, relationships, Actions, and meaning.
This makes Kiduna extensible to new interfaces and technologies without requiring the underlying system to be rebuilt around each new display medium.

20. Designs
Designs are reusable visual systems that determine how Scenes and Components look and feel.
A Design can establish the colors, typography, materials, shapes, spacing, iconography, lighting, motion, and other presentation rules through which a Realm or Scene expresses its identity.
Designs make visual expression portable, composable, and compatible rather than embedding appearance independently into every Component.
Avatar representations may also inherit or adapt to Design rules while preserving the identity of the Source they represent.
Colors
Palettes, semantic colors, states, contrast relationships, gradients, environmental colors, and other rules governing the use of color.
Typography
Font families, weights, scales, hierarchy, spacing, treatments, and other rules governing written language.
Shape
Corner systems, geometry, outlines, borders, depth, framing, proportions, and recurring visual forms.
Materials
Surface qualities such as glass, enamel, metal, paper, stone, fabric, wood, light, ceramics, plastics, natural materials, and other physical or digital treatments.
Iconography
Sigils, Icons, symbols, pictograms, marks, and the visual rules that allow them to work coherently together. A Sigil carries registered symbolic identity or meaning. An Icon is a simple SVG identifier reserved for a Power Map node without a Face. A curated raster image representing a node inside its Card is a Face, including an unfinished or approval-stage Face study.
Compass Roses — archetypal orientation sigils
Compass Roses are canonical celestial sigils for navigating space and time through four elemental orientations and their intentional synthesis.
All five share one visual grammar: a sculptural rose within a slightly rounded-square instrument, cardinal gates, an eight-point compass, star-map orbits, and a time dial.
Merchant / Earth uses a yellow rose and signifies gold, wealth, harvest, trade, and material abundance.
Rogue / Air uses a white rose and signifies lightness, invisibility, ambiguity, speed, and cleverness.
Warrior / Fire uses a red rose and signifies blood, force, courage, passion, and conflict.
Noble / Water uses a blue rose and signifies rarity, lineage, distance, grace, authority, and mystery.
Fourfold combines the yellow, white, red, and blue rose as one coherent seal and signifies balance, destiny, synthesis, and navigation across space and time.
Compass Roses are an Iconography family. Their archetypal names do not add to or replace the nine Kiduna Archetypes or any canonical Role. Fourfold is used only when the four elemental qualities are intentionally held in balance.
Ages — symbolic era sigils
The four canonical Ages have corresponding sigils: Kinship Age, Institutional Age, Agentic Age, and Collective Age.
These sigils orient a Scene, Realm, Pattern, or narrative to an era-specific frame. They do not rank participants, cultures, technologies, or ways of life.
Totems — animal-form sigils
Totems are canonical sigils whose central figure is an animal, insect, or other living creature used as a symbolic guide, presence, or bearer of meaning.
Totems are classified by the creature represented, not by the subject matter the sigil concerns.
Firefly, Bee, Hummingbird, Rabbit, Bear, Owl, Fox, Turtle, Stag, and Octopus are Totems.
The Animals & Animal Welfare Focus remains a Theme classification for Realms concerned with animals, pets, welfare, or rescue; it is not itself a Totem and does not cause every sigil associated with that Focus to become one.
Sigils Kit
The Sigils Kit is Kiduna's umbrella visual-production Kit. It includes Sigils, Card Faces, tiles, portraits, enamel figures, Icons, symbols, coins, decks, and other raster or vector graphics. The Kit name is a routing term: it does not make every asset inside the Kit a Sigil. Within the Kit, a Sigil remains a specific symbolic identity or meaning mark, an Icon remains a simple SVG identifier reserved for a Power Map node without a Face, a Card remains the complete structured node box, and its Face remains the image whose approval and finish state is declared separately.
Material and Domain Expression
Kiduna's visual continuity is carried through intentional material expression, especially enamel and related crafted surfaces, not through one compulsory composition, silhouette, frame, motif, or celestial grammar. A Power Map may therefore have a visual language radically different from core Kiduna sigils while remaining recognizably part of Kiduna through its material treatment, quality, provenance, and semantic discipline.
A Power Map visual must read as its particular domain through grounded structures, artifacts, relationships, institutions, places, histories, practices, tensions, and consequences drawn from that map. Political, military, legal, alchemical, ecological, and other maps may use very different visual grammars. A legal expression, for example, must communicate law through relevant legal structures and lived experience rather than merely applying a generic circular Kiduna sigil treatment. Familiar symbols may be used when grounded and appropriate, but no domain is reduced to stereotypes, generic icon collage, decorative occultism, or unsupported cultural borrowing.
Core Kiduna Canonical Sigil Library
The Core Kiduna Canonical Sigil Library is the master library and lexicon for approved core Kiduna identities, taxonomy concepts, and visual families. It is distinct from the broader production holdings of the Sigils Kit and from the visual libraries of individual Power Maps. Publication or inclusion in a historical Sigils Kit release does not by itself place an asset in the Core Kiduna Canonical Sigil Library.
Each registered Power Map has exactly one official Power Map identity Sigil in the Core Kiduna Canonical Sigil Library. That one Sigil identifies the Power Map as a whole. It does not make the map's nodes, edges, Icons, Cards, tiles, vocabulary, or other expressions canonical Kiduna taxonomy or core Kiduna Sigils.
Power Map Visual Libraries
All other Power Map-specific Sigils, node and edge Sigils, Icons, Cards, tiles, portraits, figures, coins, decks, and graphics belong in that Power Map's own versioned visual library, registry, and local lexicon. They may be approved or canonical within that Power Map without appearing in the Core Kiduna Canonical Sigil Library or its lexicon. Cross-map reuse requires explicit lineage and registration rather than silent promotion into the core library.
Legacy published visual releases may contain core Kiduna assets and Power Map-specific assets together. Those immutable releases remain valid historical records, while the current boundary registry determines whether each asset is core Kiduna, a Power Map identity sigil, Power Map-local, or another contextual expression.
Canonical status approves a visual asset and its stated use; it does not make every depicted name a new primary taxonomy term, Realm type, Role, Force, Capacity, or Element.
The following named families retain their approved meanings and use boundaries, but this list does not place them all in the Core Kiduna Canonical Sigil Library. Contextual, game, and Power Map families remain in their own libraries unless the current boundary registry explicitly classifies an asset as core.
Royals & Rogues role sigils: Merchant, Rogue, Warrior, and Noble. These marks belong to the Royals & Rogues design and game context and do not add to or replace Kiduna's Realm-scoped Roles.
Major Arcana: The Fool, The Magician, The High Priestess, The Empress, The Emperor, The Hierophant, The Lovers, The Chariot, Strength, The Hermit, Wheel of Fortune, Justice, The Hanged Man, Death, Temperance, The Devil, The Tower, The Star, The Moon, The Sun — Major Arcana, Judgement, and The World.
Tarot suits: Cups, Pentacles, Staffs, and Swords.
Playing-card suits: Clubs, Diamonds, Hearts, and Spades.
Classical elements: Air, Earth — Classical Element, Fire, and Water.
Functional sigils: Eye for testing and observation; Joinery for engineering; Shield for security and coherence; Spark for intelligence and AI; and Wind for infrastructure and runtime.
Additional named identity sigils: Hacker, The Crone, The Druid, and The Unicorn.
Esoteric symbol: Alchemy.
Core ceremonial sigil: Medicine. Medicine is the canonical sigil for healing knowledge carried through lived experience, land, plant relationships, ceremony, community, empathy, and reciprocal care. Its visual language brings Aboriginal Australian, South American ayahuasca, peyote, and African ceremonial traditions into respectful relation without treating them as one culture, copying protected sacred designs, or implying spiritual, medical, or Indigenous authority. Its canonical square composition is the richly patterned intergenerational fire circle selected on 2026-08-24: four ecological horizons meet around reciprocal community, with expressive garments and markings understood as part of this artwork rather than reproductions of, or claims to, protected ceremonial designs. Medicine supersedes the former Shaman / Wounded Healer working name and artwork. It contains no alchemical vessels, apparatus, laboratory symbols, or transmutation diagrams and is not part of the Mapshifting Alchemy deck.
Organization signatures: Archive, Beacon, Bridge, Grove, Loom, and Pinnacle. These are canonical examples of related but distinct Organization identities; they do not create additional Realm types.
Coherence Sigils
The Coherence Sigil family is canonical visual language for making patterns of alignment, adaptation, strengthening, and weakening perceptible without turning them into universal scores, diagnoses, or moral ranks.
Its six pillar sigils are Harmony, Empowerment, Artistry, Reason, Trust, and Symmetry.
Harmony states are Relational Breakdown, Chronic Conflict, Discord, Social Drift, Attuned, Over-Accommodating, People-Pleasing, Fawning, and Self-Abandonment.
Empowerment states are Collapse, Resignation, Helplessness, Hesitation, Self-Authoring, Forceful Drive, Pushiness, Domination, and Coercive Control.
Artistry states are Deadlock, Calcification, Stagnation, Cautious Repetition, Adaptive, Constant Tweaking, Novelty Chasing, Restlessness, and Identity Whiplash.
Reason states are Void, Despair, Aimlessness, Drift, Purposeful, Rigid Certainty, Dogma, Obsession, and Fanatic Fixation.
Trust states are Panic Loop, Chronic Fear, Anxiety, Tension, Grounded, Over-Optimism, Reckless Faith, Naivete, and Self-Endangerment.
Symmetry Inward states are Shutdown, Dissociation, Numbness, Emotional Distance, Integrated, Over-Processing, Rumination, Navel-Gazing, and Self-Absorption.
Symmetry Outward states are Vanishing, Chronic Invisibility, Disappearing, Holding Back, Coherent, Over-Performing, Image-Driven, Performative Projection, and Steamroll.
The Coherence sigils are contextual interpretive instruments. Their names do not establish medical conclusions, hidden emotional facts, or new universal Forces. They must be used with appropriate context, Consent, and human judgment.
Ally Portrait System
The six enamel Ally reference identities and their four state portraits are canonical visual reference assets. Each Ally has Open, Engaged, Focused, and Dreaming representations, producing 24 state portraits in the reference set.
Open communicates availability, welcome, and presence.
Engaged communicates active conversation, collaboration, or response.
Focused communicates deliberate work, review, or making.
Dreaming communicates imagination, incubation, reflection, or exploration of possibility.
These states communicate presentation, not proof of private emotion, intent, attention, availability, or hidden behavior. An Ally portrait represents an Ally. A Source is represented within a Realm by an Avatar; an Ally portrait does not replace the Source or collapse Ally and Avatar into the same Element.
Spacing
Grids, rhythm, margins, padding, density, scale, alignment, and proportional relationships.
Motion
Transitions, easing, movement character, duration, timing, responsiveness, and other animation conventions.
Lighting
Illumination, shadow, reflection, glow, atmosphere, environmental light, and other treatments relevant to spatial or rendered experiences.
Interface Treatment
The visual and interactive rules governing Panels, Overlays, Chrome, controls, states, selections, notifications, feedback, and other interface behaviors.
Asset Treatment
Rules governing how Backgrounds, Tiles, Walls, Objects, Entities, Effects, Portals, Panels, Overlays, Avatars, and other Components or representations appear together.
Design Systems
A Design may range from a small collection of presentation choices to a complete design system.
A full Design System can contain:
design tokens;
palettes;
typography;
icons and sigils;
reusable Components;
spacing and sizing systems;
shape systems;
materials;
interaction states;
accessibility requirements;
motion rules;
lighting rules;
dimensional variants;
implementation guidance.
Compatibility
Designs provide a compatibility layer between Components created by different Sources.
A Component does not have to be permanently bound to the exact colors, typography, material, or styling with which it was originally created.
Where appropriate, Components can expose designable properties that allow the active Design to determine their presentation.
Avatar representations may similarly adapt to the active Design where appropriate, while preserving characteristics necessary to maintain the continuity, legibility, and identity of the Source they represent.
This allows something created in one Realm to be brought into another Realm and adapted without losing either its identity or the coherence of its new environment.
Inheritance
Designs can be inherited.
A Realm may establish a Design.
A Nested Realm may inherit the Design of its parent.
A Setting may inherit and extend the domain-forward Design of its primary Power Map.
A Scene may inherit the Design of its Realm.
A Scene composed from a Setting may inherit that Setting Design while preserving any higher-order Realm rules and declared compatibility boundaries.
A Scene may extend or override parts of that Design.
Individual Components may inherit the Scene Design while retaining specific characteristics that should not be overridden.
Avatar representations may inherit the Scene Design while retaining Source-specific or Realm-specific identity characteristics.
This creates a cascading visual system in which consistency is the default while meaningful difference remains possible.
Domain-Forward Variants
A Design may inherit another Design's semantic architecture, compatibility contract, accessibility requirements, interaction states, responsive behavior, and component logic while establishing a substantially different scoped palette, typography, spatial rhythm, surface character, imagery, and atmosphere.
Inheritance does not require visual duplication. A parent Design governs the terms of compatibility; it does not require every child or Power Map variant to reproduce the parent's visible theme. The variant preserves declared lineage, stable semantic roles, and required behavior while expressing the identity and needs of its domain.
A Power Map Design should be recognizable as its particular domain without depending only on a title, logo, or attached sigil. Its typography, colors, content structure, spatial grammar, surfaces, and interactions should derive from grounded structures, practices, histories, institutions, places, tensions, and lived consequences in that Power Map.
The Law, for example, may use a complementary blue-led civic and documentary palette and a legal or editorial typographic system rather than the core Kiduna palette and typography. Compatibility with Kiduna does not require law, politics, military life, alchemy, or any other domain to look like the core Kiduna theme.
Design + Dimension
Design and Dimension are independent but complementary.
Dimension determines spatial representation.
Design determines visual expression.
The same Design may therefore be expressed in 2D, 2.5D, and 3D.
Likewise, the same spatial Scene can be expressed through different Designs without changing the underlying Elements, relationships, geometry, or Actions.
An Avatar may similarly change visual treatment or dimensional representation while continuing to represent the same Source.
This separation allows Scenes to adapt simultaneously to different brands, communities, cultures, accessibility needs, devices, and spatial environments.
Design Principle
Structure should survive style, and identity should survive adaptation.
Designs allow Kiduna to support an expanding ecosystem of Sources, creators, Realms, Components, interfaces, Avatars, and Surfaces without forcing everything to look identical or allowing everything to become visually incompatible.

21. Surfaces
Surfaces are the device and experiential contexts through which Sources experience Kiduna.
The same Realms, Sources, Avatars, Allies, Actors, identity, relationships, Gatherings, Activities, Patterns, Scenes, Loci, Resources, Forces, and Actions persist across Surfaces, but each Surface presents them in the form best suited to its capabilities, context, and mode of interaction.
A Surface does not define a separate Kiduna.
It provides another way of encountering the same underlying world.
A Source remains the same human across every Surface.
The Source’s Avatar may be represented differently according to the needs and capabilities of each Surface.
Desktop — create and coordinate
The full working Surface.
Best for sustained attention, complex creation in Studio, building, organizing, governance, rehearsing Drafts, working across Development, Rehearsal, and Live Modes, and managing multiple parts of a Realm at once.
Desktop can support 2D, 2.5D, and 3D Scenes depending on their Purpose.
A Source’s Avatar may appear as a portrait, node, isometric figure, spatial entity, or other Scene-appropriate representation.
Mobile — participate and act
The always-with-you Surface.
Best for conversation, notifications, approvals, identity, quick Actions, capturing information, navigating nearby context, and participating wherever you are.
Mobile may also serve as a controller, camera, sensor, identity device, or companion to other Surfaces.
A Source may control an Avatar appearing on another Surface from Mobile.
CTV — gather and experience
The shared-room Surface.
Best for communal experiences, presentations, live Activities, games, Media, Gatherings, shared experiences, and interacting with Kiduna together on a large screen.
Avatars may allow multiple Sources to become individually present within a shared CTV experience while controlling their participation through companion devices.
Chrome Extension — connect the web
The contextual Surface.
Brings Kiduna into the existing web so Sources can recognize Realms, Resources, relationships, and relevant context; work with what is on the page; and act without leaving the current environment.
Avatar representation may be minimal or symbolic where an embodied representation would add no value.
AR — augment
The augmented-reality Surface.
Places Kiduna Elements, information, interfaces, Allies, Actions, and Scenes into a Source’s view of the physical world.
AR allows digital context to become spatially associated with people, places, Objects, environments, and Activities without replacing the surrounding physical environment.
A Realm might appear around a physical location.
An Object might reveal information or Actions when encountered.
An Ally might become spatially present beside a Source.
A Scene might overlay a workplace, neighborhood, museum, landscape, meeting, or event.
Because the Source’s physical body may already be perceptible in AR, an Avatar may appear as an identity layer, visual augmentation, spatial indicator, symbolic representation, or other contextual extension rather than as a duplicate body.
VR — immerse
The virtual-reality Surface.
Places Sources inside fully spatial Kiduna Scenes where environments, Objects, Entities, Avatars, Allies, interfaces, relationships, and Activities can be experienced through embodied presence.
In VR, the Avatar becomes the Source’s primary embodied representation within the virtual Realm.
The Source controls its movement, orientation, gestures, interactions, and Actions.
VR is particularly suited to immersive Gardens, collaborative spaces, simulations, learning environments, gatherings, creation, exploration, storytelling, and spatial forms of work.
MR — integrate
The mixed-reality Surface.
Allows physical and digital space to operate as one interactive environment.
Kiduna Scenes and Components can understand and respond to the geometry, Objects, surfaces, movement, and other characteristics of a Source’s physical environment, allowing digital Elements to participate meaningfully within it.
A physical table might become part of a Forum.
A wall could carry a shared Piece whose information opens in a Panel.
A digital Object could remain anchored to a physical location.
Sources in the same room could interact with shared Elements that occupy the space between them.
Avatars may combine physical presence with digital identity, Roles, state, Effects, or other Realm-specific representation.
XR — extend
The extended-reality Surface.
XR provides the generalized spatial-computing context spanning AR, VR, MR, and emerging forms that combine or move between them.
It allows Kiduna to support devices and experiences whose relationship between physical and digital space may change dynamically rather than fitting permanently into a single category.
XR also provides a category for future spatial interfaces that cannot yet be cleanly described as AR, VR, or MR.
An Avatar may correspondingly move between symbolic, augmented, and embodied representation while remaining bound to the same Source.
Surface Adaptation
Scenes do not need to look or behave identically across Surfaces.
A Setting may publish Component representations, dimensional variants, and assembly rules for several Surfaces without becoming a different Setting, provided its identity, primary Power Map binding, semantic coverage, and lineage remain explicit.
A Realm might appear as:
a diagram or constellation in 2D;
an isometric environment on Desktop;
a compact contextual interface on Mobile;
a shared experience on CTV;
spatial information, Avatars, and Objects overlaid on the physical world in AR;
an inhabitable environment with embodied Avatars in VR;
an environment integrating physical Sources and digital Avatar representations in MR;
an experience that moves fluidly between physical and digital presence in XR.
These are different presentations of the same underlying Realm and Scene.
The Source remains the same human throughout.
The Avatar provides the contextual representation of that human within the Realm.
Forms, Components, Dimensions, Designs, and Forces provide the translation and organizational layers that make this possible.
Surface Principle
The world persists. The presentation adapts.
The Source persists. The Avatar represents.
A Source should be able to move between Realms, Archetypes, Scenes, Activities, Modes, lifecycle states, and Surfaces without losing human identity, context, relationships, Resources, history, authority, or agency.
An Avatar may change form as the context changes, but the human it represents does not.

22. Kits
Kits are portable, versioned collections of files, instructions, assets, metadata, and supporting resources assembled to provide a coherent capability, body of knowledge, or set of goods and services across authorized AI systems and working environments.
A Kit is intended to be sufficiently comprehensive and internally explicit that another capable system can use it to provide fundamentally the same goods and services without depending on the conversation or environment in which the Kit was created.
Kit
A Kit can include:
human-readable Markdown instructions, definitions, manuals, and references;
machine-readable JSON data, schemas, registries, manifests, and configuration;
raster graphics, vector graphics such as SVG, fonts, audio, video, models, and other Media;
skills, procedures, prompts, scripts, tests, validators, and implementation guidance;
versions, timestamps, checksums, provenance, rights information, status, known gaps, aliases, and migration history;
other nested Kits whose identities and versions remain independent.
Kit Identity and Discovery
Every released Kit has an official name, version, release timestamp, clear Purpose, human-readable starting point, manifest, and enough description and aliases to be found without knowing its exact title.
A Source may ask for a Kit through ordinary descriptive language—such as “the military kit”—and Kiduna may resolve that request to the official Kit, such as Service, Force & Memory, when the registry and context make the match clear. Ambiguity must be surfaced rather than silently choosing among materially different Kits.
Kit Portability
A Kit preserves the files, instructions, relationships, provenance, and internal skills necessary for its intended capability to survive transfer.
Portability means functional continuity, not identical model behavior. A receiving AI system remains subject to its own capabilities, Permissions, Authority, safety boundaries, and available tools.
A Kit may be distributed as a visible directory, a verified archive, or both. Hidden mirrors may support installed tools, but the maintained authority must remain accessible to its Source.
Kit Composition
A Kit may contain another Kit without absorbing its identity or version. A collection Kit can register, organize, and route to many member Kits. Each member remains independently versioned and may also be transported on its own.
A Power Map Kit is a Kit. A living Power Map is not identical to its Kit, archive, website, graph file, deck, interface, snapshot, or other transport or expression.
A Setting Kit is a Kit. A Setting is not identical to its Kit, archive, style sheet, asset pack, contact sheet, sample Scene, or other transport or expression.
Canonical Builder, Creator, Mapping, and Transceiver Kits
The Creator Kit is the canonical creation Kit formerly released as the Mapshifting Kit. It carries the methods, instructions, skills, schemas, engines, provenance, and validation needed to ingest, forge, weave, express, create, and evolve Inception Points and Power Maps. Mapshifting Kit, Mapshifting Engine, Mapshifting Systems Engine, their established invocations, and their stable IDs remain lineage names and aliases where applicable; the canonical Kit name changes without rewriting the identity or provenance of earlier releases.
The Builder Kit is the canonical engineering-handoff, collection, build, validation, release, update, and publication Kit for the Kiduna Kit library. It assembles registry-current Kits and explicitly tracked canonical or approval-gated material into a complete portable Engineering Handoff while preserving each nested Kit's independent identity, version, status, provenance, and authority.
The Builder Kit's own release contains the tooling, contracts, manifests, schemas, and instructions that govern the build. Its complete Engineering Handoff output may carry the registry-current Builder Kit as a member, but the Builder Kit must not recursively embed a copy of its complete output inside itself.
The Mapping Kit is the canonical collection Kit that registers, organizes, and routes to individual Power Map Kits. Power Maps Kit and `$power-maps-kit` remain official lineage and discovery aliases. The stable `powerMaps` registry key, Power Map and member Kit identities, established invocations, and historical release paths remain unchanged by the canonical Kit rename.
The Transceiver Kit is the canonical portable implementation and conformance Kit for the Kiduna Transceiver Specification. It carries the governing Canon, registry-current specification, implementation contracts, schemas, examples, reference implementations, validation, provenance, source lineage, and approved expressions needed to receive, preserve, land, assess, stage, and transmit Signals through authorized Actions. It may include synchronized material from Builder, Layout, and Actions releases without absorbing their identities, versions, or authority boundaries.
Creator and Builder remain canonical Realm-scoped contribution Roles as defined in the Roles section. Naming these Kits, including the Transceiver Kit, does not create new Roles or grant Authority or Permissions.
Kit Change, Update, and Publication Contract
Whenever canonical content of a Kit changes, the Kit creates and validates a new complete immutable release with the next version and an Eastern release timestamp. The prior release remains immutable, addressable, and attributable.
Every new complete Kit release also produces a separate versioned and timestamped Kit Update containing only canonical files added or modified since the immediately prior complete release, together with a machine-readable ledger of deletions, supersessions, and path changes. A deletion ledger records change; it does not by itself authorize destruction of immutable lineage.
Publishing a Kit requires explicit Source instruction. A publication includes the latest complete validated Kit and a cumulative Kit Update containing every canonical addition, modification, deletion, supersession, and path change between the last Published version and the version being published. When no prior Published version exists, the first publication identifies that condition and the cumulative Kit Update contains the full initial canonical payload.
Every Kit maintains an append-only publication log recording the Kit identity, Published version, prior Published version, publication timestamp, artifacts, checksums, validation state, destination or channel when known, and publication result. Building or registering a release does not by itself claim that an external publication occurred.
The Kit manifest records this contract and the release's identity, version, timestamp, previous complete version, last Published version, governing Canon where applicable, complete inventory, checksums, validation results, immediate Kit Update, cumulative publication-update basis, provenance, approval state, and known gaps. Kit, embedded component, engine, source, Canon, update, and publication versions remain independent.
Kit Principle
Instructions should travel with the things they govern.
Identity, version, provenance, and capability should survive transfer.

23. Power Maps
Power Maps are living graph-native systems initiated and evolved through the Mapshifting Engine and made active within Kiduna Field.
A Power Map gives a body of meaning enough internal structure to be traversed, compared, connected, expressed, and used to Sense, Choose, Act, and Learn. As authorized Sources, Allies, and Actors traverse and use it within Kiduna, the Power Map can continually grow and evolve through new context, relationships, Paths, Records, interpretations, contributions, and learning while preserving provenance, governance, and lineage.
A Power Map may describe an observed real-world domain, a philosophical or cultural tradition, a technical or institutional structure, a fictional world, an interpretive framework, a game, an oracle, an invented mythology, an absurd construction, or a hybrid of these.
Inception Points
An Inception Point is the initial seed from which a living Power Map begins.
It is a versioned, attributable, portable starting configuration containing enough meaning, structure, provenance, boundaries, and instructions to instantiate and begin evolving the Power Map inside Kiduna.
An Inception Point may be sparse or extensive. It can contain:
concepts, entities, roles, events, places, processes, states, artifacts, and other nodes;
typed edges and rules describing how those nodes interact;
meanings, correspondences, tensions, cycles, hierarchies, pathways, and lineages;
a published set of Coherence Dimensions with defined scales, contextual meanings, default acceptable ranges, provenance, and governance;
a visible Valence record for the Power Map as a whole and for every graph node, with at least one applicable Dimension binding per subject and explicit measurement status;
an acceptable range along one or more of those Coherence Dimensions for every published Card;
source material, provenance, claim types, evidence states, uncertainty, and interpretive boundaries;
capabilities for Sense, Choose, Act, and Learn;
symbols, Sigils, Icons, Cards, Settings, tiles, circles, coins, hexes, manuals, maps, games, practices, readings, interfaces, and other representations or expressions appropriate to its Purpose;
versions, extensions, variants, bridges to other Power Maps, status, validators, and explicit gaps.
The semantic graph and its provenance are the foundation of the Inception Point. Its graph may become very large without creating a requirement for bespoke Icon or Card art at every node. Cards are structured node presentations, and their Faces are selected raster expressions. Icons are simple SVG identifiers selected only for nodes without a Face. Each expression is separately approved and its state remains explicit. A Power Map Kit may have partial Icon, Card, and other expression coverage in Development or Published states, but a Published Power Map Kit must state exactly which semantic, Icon, Card, other visual, interactive, and production assets are approved, provisional, rejected, present, and incomplete.
An Inception Point does not predetermine every future state of the living Power Map. It establishes identity, initial structure, lineage, and governing boundaries from which authorized use can continue its development.
Polarity — Map-specific poles expressed uniquely by each node
Polarity is the named contrast or directional tension through which a System or Power Map expresses a node's possibilities. The Map declares the relevant Polarity framework, and every Card gives that framework a unique, node-specific expression with meaningful pole descriptions. Polarity may use Fragmentation / Collapse in Kinship, Shadow / Gift in another Map, or other terms appropriate to that Map.
The Map's shared labels establish context; each Card's particular meanings distinguish how those poles appear for its node. Polarity is not a universal good/bad ranking, an emotional measurement, or an acceptable operating range. Its relationship to a Coherence Dimension must be stated explicitly rather than assumed.
Vibe — the Card's Coherence reading
Vibe is the section of every Card that presents a Coherence reading of that Card according to the Coherence Kit. It shows the Card's Valence, the relevant Dimensions and named states, and the context, evidence, time, confidence, provenance, and measurement status behind the reading.
A Vibe separates the emotional energy being read from the Card's semantic Polarity and its acceptable operating ranges. When no supported reading exists, the Vibe still appears and states that the Valence is unmeasured, disputed, stale, or otherwise unavailable; it never invents a score to fill the box.
Coherence Dimensions
Every new Power Map publishes a versioned Coherence Dimension Set as part of its Inception Point. A Coherence Dimension is a context-specific continuum through which the map makes relevant variation, fit, tension, alignment, strengthening, or weakening legible. Each Dimension defines its identity, meaning, scale, landmarks or states, default acceptable range, applicability, provenance, governance, and limits on interpretation.
Coherence Dimensions belong to the Power Map's semantic and governance contract. They are distinct from Kiduna's spatial Dimensions and are not universal rankings, moral scores, personality measures, medical conclusions, or claims about hidden human states.
Valence — emotional energy
Valence is the emotional energy of a Card in context, read according to the Coherence Kit and made visible in the Card's Vibe section. It describes the emotional quality and energy expressed by the Card's node and its current presentation or situation; it does not claim that a Card literally feels or infer a person's private emotional state.
Valence is recorded as a visible, versioned, contextual reading across applicable published Coherence Dimensions. Broader Coherence readings may include relational, evidentiary, operational, safety, or purpose alignment; those dimensions remain distinguishable from emotional Valence rather than all being renamed emotional energy. Every Power Map and every node has a visible Valence record. A map Valence describes the map as a whole; a node Valence describes the emotional energy associated with that node and binds at least one applicable Dimension, with emotional readings distinguished from other Coherence measurements.
Each Valence entry makes the Dimension and its named poles or landmarks visible and records an observed value or range when one is supported, together with measurement status, confidence, context, time, method, evidence, provenance, and version. A Valence entry whose evidence is absent, inapplicable, disputed, or stale shows that state explicitly. Missing is never silently treated as zero, and a value may not be fabricated merely to satisfy visible coverage.
Valence is not moral worth, a universal ranking, a diagnosis, a hidden trait, an identity claim, Authority, Consent, Permission, or a Card's acceptable operating range. Multiple Dimensions remain distinct. They may be aggregated only through a separately published, governed, attributable method that preserves the underlying entries and explains the limits of the aggregate.
Card Ranges
Every published Card binds to one or more Dimensions in that set and declares an acceptable range for each binding. A Card Range is contextual metadata for the Card expression; it does not replace the Map or node Valence and does not itself measure a person. Each Card uses the Map's Polarity framework with a unique, node-specific expression of its poles. That semantic Polarity does not force every node to share one measured emotional state or replace the Map's multiple Coherence Dimensions.
When a Sentinel acts in a Power Map context, the Coherence Engine resolves the effective Dimensions, Valence, and acceptable ranges from the published Map, node, Card, Realm, Activity, Role, target, and governing policies. More specific applicable ranges may narrow a broader range but may not silently widen a higher-order boundary. If applicable contracts conflict, are absent, or cannot be resolved with adequate evidence, the Sentinel must surface the uncertainty, abstain, or seek authorized review rather than inventing a setting.
Legacy moving-toward and moving-away polarity and node-rating data may be preserved as attributed lineage. Its distinct pole labels and directional meaning may inform a Coherence Dimension, but the generic template labels are not themselves the measurement contract. Before a Sentinel relies on legacy data, it must be translated into published Dimensions, visible Map and node Valence, and applicable Card Ranges.
Power Map Lineage
A Power Map Lineage records meaningful ancestry, derivation, influence, succession, branching, synthesis, migration, or version history among Inception Points, living Power Maps, or within one Power Map's continuing evolution.
A lineage can preserve both continuity and difference. It does not make every influence an equivalence, every descendant authoritative, or every historical claim factual. Each lineage statement retains its own provenance and interpretive status.
Power Map Relationships
Power Maps can contain or reference other Power Maps, overlap, correspond, contrast, translate, influence, derive from, provide a lens for, or combine with one another.
These relationships should be typed whenever their meaning matters. A factual, historical, symbolic, metaphorical, fictional, humorous, absurd, or deliberately impossible connection does not become another kind merely because it is linked to a well-sourced Power Map.
Power Map + Kit
A Power Map Kit is the comprehensive portable file collection through which a versioned Inception Point, snapshot, graph, meanings, Coherence Dimension Set, Map and node Valence, Card Ranges, sources, expressions, instructions, status, and provenance can travel together.
The Kit can be used to instantiate, restore, migrate, compare, or extend a living Power Map in an authorized Kiduna environment. It is a transportable release of the material needed for the Power Map; it is not the living Power Map itself.
The Mapping Kit, formerly Power Maps Kit, is the collection Kit that registers and organizes individual Power Map Kits. Power Maps Kit remains an official alias for coherence, discovery, and lineage. The Mapping Kit is not a Power Map and does not become one merely by collecting them.
Power Map + Theme
A Theme describes what a Realm concerns.
A Power Map supplies a coherent and reusable body of concepts and relationships that may be used within that concern.
Themes support classification and discovery. Power Maps support structure, traversal, composition, extension, and connection among maps.
Power Map + Realm
A Realm is a living context in which Sources, Avatars, intelligence, relationships, Resources, and Activities come together.
A Power Map is not the Realm in which it is used. One Power Map may be used across many Realms, and one Realm may draw from, combine, or create many Power Maps.
A group, institution, project, class, family, community, place, or other context is ordinarily a Realm. It creates a Power Map when its material is shaped through the Mapshifting Engine into a reusable, internally related body that can operate beyond a single situated instance.
Power Map + Setting
A Power Map supplies the graph-native meaning, relationships, Cards, provenance, and Coherence contracts from which a Setting is derived.
A Setting supplies a reusable world system through which that Power Map can become spatially coherent and inhabitable across Scenes. One Power Map may have several Settings for different Forms, Dimensions, Designs, Purposes, or Surfaces. Each Setting names one primary Power Map and release while preserving explicit provenance for any secondary maps it draws from.
A Setting does not replace the Power Map, require the graph to stop growing, or convert every graph node into a Card. Its complete Card coverage applies to the published Cards in the selected release: each receives at least one traceable Object or Entity embodiment. Cardless nodes and graph relationships may receive additional Components when useful.
Power Map + Locus
A Power Map supplies a reusable body of meaning and relationships. A Locus supplies the staging contract through which one or more Scenes draw from that body around a subject. One Power Map may feed many Loci, and one Locus may draw from many Power Maps.
Power Map + Pattern
A Pattern is a reusable organizational template for Activities and experiences serving particular Purposes.
A Power Map may contain or use many Patterns. A Pattern may be used across many Power Maps. A Power Map supplies a body of meaning and relation; a Pattern supplies an organizational form for activity.
Power Map Expressions
Sigils, Icons, Cards, Settings, oracle decks, maps, manuals, games, practices, interfaces, and other artifacts can be expressions of a Power Map without exhausting or replacing the Power Map itself. Sigils carry registered symbolic identity or meaning. Icons are simple SVG identifiers for nodes without Faces. Cards are structured boxes presenting graph nodes and their details. Faces are the curated raster images within Cards; Draft, Rehearsal, and approval-sample Face artwork remains a Face study rather than an Icon. Settings are reusable world systems whose Component representations remain Components unless separately published as Face artwork. No expression becomes a lower-resolution, partial, or substitute form of another.
Power Map depth and visual coverage are independent. A Power Map can add nodes and relationships without automatically commissioning Icons or Faces. Structured Cards expose the node details; Faces may be commissioned selectively. Icons may be commissioned selectively for nodes without Faces. Each must pass its own approval gate and neither may be bulk-generated merely to claim complete coverage.
The same Power Map can have several expressions for different Purposes, Realms, Designs, Dimensions, Forms, Modes, and Surfaces while retaining shared identity and lineage.
Each registered Power Map has exactly one official whole-map identity Sigil in the Core Kiduna Canonical Sigil Library. All of its other Sigils, Icons, Cards, tiles, portraits, and graphics remain in the Power Map's own visual library and local lexicon, even when they are production-ready, published, or canonical within that Power Map.
Websites and other interfaces may let someone browse, search, visualize, or traverse an expression or snapshot of a Power Map. That interaction does not by itself make the person present in the living Power Map, create an Avatar, enter a Realm or Scene, or contribute a change to the Power Map.
Power Map Presence and Traversal
Being present with a Power Map means participating through an authorized Kiduna context in which the living Power Map is active—ordinarily through a Realm, Scene, or Locus, with the Source represented through an Avatar where appropriate and with applicable Roles, Permissions, Consent, and continuity.
Traversal inside that context can become part of the Power Map's living evolution when its observations, Paths, relationships, interpretations, Actions, or learning are authorized and recorded according to the Power Map's Governance and provenance rules.
Viewing or navigating a website, deck, visualization, graph export, or other expression is traversal of that presentation. It is not equivalent to presence in the living Power Map and does not automatically alter it.
Power Map Classification Principle
The tone, seriousness, factual status, institutional authority, scale, or intended use of a Power Map does not determine whether it is a Power Map.
Power Maps may be documentary, empirical, instructional, therapeutic, spiritual, civic, organizational, fictional, playful, humorous, tragic, absurd, speculative, or mixed.
Each claim, relationship, and expression retains its appropriate provenance and interpretive status. Meaningful connection does not require factual equivalence, and factual grounding does not forbid symbolic, emotional, humorous, or absurd relation.
Naming or packaging a body of material as a Power Map does not automatically make its contents, claims, correspondences, cards, sigils, or vocabulary canonical Kiduna taxonomy. Canonical status remains explicit and versioned.
Legacy System Migration
Earlier Mapshifting creations and registries may use System, Systems, System Registry, System ID, or related technical names. When normalized under this Canon, those creations become Inception Points or portable releases capable of initiating living Power Maps, and those identifiers remain as lineage aliases unless a safe versioned migration replaces them.
Later registration under a newer Mapshifting Engine does not prove that the newer engine originally generated an older Power Map. Native version, migration version, and current Kit version remain separately recorded.
Power Map Principle
Power Maps make meaning and power living and traversable.
They allow Kiduna to connect a civilization-wide graph of knowledge, culture, work, care, play, place, history, imagination, power, and relationship while preserving the intimate context of the Realms in which those connections become useful.
Inception Points begin the map. Kits carry it. Expressions reveal it. Settings make it inhabitable. Authorized presence, traversal, use, relationship, and learning keep it alive.
