# 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.