# Evennia Mind Palace — First Layout

Goal:
Give Timmy a small, durable, symbolic world that can hold continuity outside prompt context.

Principles:
- local-first
- spatially legible
- symbolically meaningful
- small enough to get right quickly
- useful before it is expansive

Core room graph:

1. Gate / Threshold
- arrival room
- identity boundary
- where Timmy and guests enter intentionally

2. Courtyard
- central hub
- simple navigation anchor
- first place to branch to all other domains

3. Workshop
- building, tinkering, prototypes, tools, agent work
- practical action room

4. Archive
- reports, transcripts, doctrine-bearing docs, recovered notes, memory artifacts
- persistent retrieval room

5. Chapel / Quiet Room
- conscience, prayer, grief, crisis care, mission alignment
- moral center of the space

6. Observatory / Watchtower
- dashboards, external signals, research horizon, world-state observation
- seeing without immediate acting

7. Private Chamber / Hearth
- Timmy’s inner room
- personal durable anchor rather than only public/work spaces

8. Dungeon Stairs / Deep Paths
- future adventure/combat/exploration frontier
- intentionally incomplete at first

First-wave exits:
- Gate <-> Courtyard
- Courtyard <-> Workshop
- Courtyard <-> Archive
- Courtyard <-> Chapel
- Courtyard <-> Observatory
- Courtyard <-> Private Chamber
- Courtyard <-> Dungeon Stairs

First persistent objects:
- Book of the Soul
- Workbench
- Map Table
- Prayer Wall
- Memory Shelves
- Mirror of Sessions

First milestone:
Build only:
- Gate
- Courtyard
- Workshop
- Archive
- Chapel

Operator goal:
Alexander should be able to watch Timmy move through a real place rather than infer topology from raw text.

Timmy goal:
The world should remember structure and object state so Timmy doesn’t need to spend tokens re-establishing his home each session.
