Literate World · Build Progress Dashboard

Lesson 0 foundation locked · Tampa Year 1 in development · Updated April 30, 2026

Working in the AfroFuturist · Black-feminist · liberation-fiction tradition.

Visitors:

Day 1 of Public Worldbuilding · Foundation Layer Locked

Today is the first day of building this world in public. Fourteen world-level locks made. Audit Correction Sub-Protocol (Rule 8) added to method. World is now coherent enough to extract content from across all twelve format slots.

World-Level Locks
14
Literacies Defined
6
Conflict Layers
3
Motivations System
8
Houses (Y1 Active)
1
Open Creates
5
Day 1 in context. The kernel was locked. The six literacies were locked. The knowledge structure (hidden in plain sight + hard-binary-that-softens + diasporic) was locked. The three-layered conflict was locked. The motivations system was locked. Team mechanics, sacrifice mechanics, travel-to-learn pattern, world type, departure type, and scope were all locked. Audit Correction Sub-Protocol (Rule 8) was added to the World-as-IP method itself. By any honest accounting, this is a week's worth of architecture work compressed into one session.

Foundation Lock Timeline

L0

Lesson 0, Foundation Layer · Locked April 30, 2026

Kernel locked: a hidden tradition encoded in language, places, objects, performances, oral history, and trained patterns of skill, accessible only through specific kinds of literacy.

Literacies locked: six (Script, Story, Body, Place, Hidden Movement, Magic with healing as subset).

Knowledge structure locked: hidden in plain sight + hard-binary-that-softens + diasporic, three patterns layered.

Conflict locked: three-layered nested (cosmic / controlled-narrative / common-folk revolutionary).

Motivations locked: all eight archetypal motivations available; choose-your-story system.

Methodology principle locked: world is game-independent (must work as books, films, series, audio drama).

Mechanics locked: team min 3 / sweet 5 / max 7+, sacrifice (temporary incapacitation + resource), travel-to-learn pattern.

World type locked: Urban Fantasy with Hidden Tradition Overlay. Departure type: hard kernel. Scope: Tampa Year 1 fully detailed; other Houses canon-set at Lesson 10 close.

L1

Lesson 1, Core Physics · Pending

Define the rules of how literacy-effects actually work at the physical level. Costs, limits, exceptions across all six literacies. Three-to-seven core physics rules. Derivation tests prove rules are structural, not decorative.

L2

Lesson 2, Ecology · Pending

Including the universal-ink question: what plant or material is the one ink available everywhere for magic. Regional ink-trees per House.

L3+

Lessons 3 through 10 · Pending

Geography (real-world overlay), Nature-to-Culture bridge, Culture deep build (Tampa House sketch and others), Language, Mythology, History, Philosophy (player outcomes), Cross-Validation Sweep (Storytide-readiness audit).

The Six Literacies of the Hidden Tradition

Each literacy is a way of READING the hidden world. Different cities and cultures specialize. No one player can hold them all. Teams combine literacies to access the full tradition. Travel-to-learn applies to every literacy: deepening requires moving across Houses to study with their masters.

I.

Script

The Decoder

Cipher reader and writer. Decodes hidden messages embedded in language, marks, and signs. The eye that sees through the surface text.

Subspecialties

encryption · decryption · sigil-reading · forgery detection · ancient text reconstruction

II.

Story

The Griot

Oral historian, keeper of genealogies, performer, conscience of the village. Serves as team strategist and leader by structural design.

Subspecialties

genealogy · public memory · ceremonial performance · cultural diplomacy · satire and praise-song

III.

Body

The Fighter

Combat forms encoded as physical sequences. Trained patterns become muscle, become reflex, become defense and offense. The body itself becomes the text.

Subspecialties

striking · ranged combat · sword forms · hand-to-hand · defensive arts · mounted combat

IV.

Place

The Cartographer

Maps, terrain, location-decoding. Reads what a place is encoding. The geocache layer of the world surfaces here. The world hides things in plain geography for those who can read.

Subspecialties

mapping · terrain reading · route-finding · location-cipher · real-world quest navigation · geomancy

V.

Hidden Movement

The Rogue

Sneak, lockpick, grift, con, steal, assassinate. The literacy of being where you should not be and leaving without trace. The hidden tradition's most morally textured craft.

Subspecialties

stealth · lockpicking · social engineering · grifting · assassination · theft

VI.

Magic

The Sigil-Drawer

Drawn-sigil practice. Body-restoration and healing live here as a subset, not a separate craft. Mastery scores on three dimensions: technical mastery, creative application, strategic fit. Regional pens and inks per House. One universal ink, available everywhere. Travel-to-learn required.

Subspecialties

ink-making · sigil-drawing · sigil-reading · ritual-keeping · body-restoration / healing · regional magical lineages

Team mechanics derived from the literacy structure. Minimum team of 3 (decoder + griot + one combat literate) covers basic challenges. Sweet spot of 5 (decoder + griot + healer-magic + fighter + cartographer) covers five of six and can borrow from allies for the sixth. Maximum 7+ covers all but earns the smallest per-person reward share. Multiple players from the same literacy are allowed. Players may hold more than one literacy. The griot is the team's strategist and leader by structural design.

Three-Layered Nested Conflict · The Revolution Arc

Each layer reveals as players progress. Player journey literally maps to revolutionary stages. The cosmic conflict cannot be addressed by heroes alone. It requires common-folk mass participation. Critical mass is the structural prerequisite.

Outermost · Layer Three

The Cosmic / Controlling Force

A controlling force with its own reasoning. Takes advantage of the narrow local-reality perspective beneath it. Cannot be defeated by heroes alone.

Addressable by: common-folk mass participation only · Reveals at: threshold crossing after enough common folk have awakened

Middle · Layer Two

The In-Power Local Reality

In-power local shared reality gatekeeps access. Believes its reality is global truth. Uses that belief to justify its actions. Narrow perspective makes the in-power blind to what they cannot see. That blindness is precisely how the outer force controls them.

Role: unaware servants of the cosmic force, not the cosmic villain · Reveals at: middle-game progression as players cross out of the inner conflict

Innermost · Layer One

The Common-Folk Revolutionary Arc

Common folks try to gain access. Class-and-power conflict over hoarded literacy access. As more people unlock the truth, the revolution arc advances. Threshold-crossing reveals the deeper conflict.

Player layer: majority of players start here · Visible at: Day 1, gameplay opens with this layer

Why three-layered. Most fictional worlds have a Big Bad. This world has a slower problem: the literacies are eroding, the traditions were scattered, the in-power are blind by design, and only collective mass-awakening can address the cosmic force. Erosion + reunion + persecution + discovery, layered. Stakes are continuance, not victory. The world keeps producing because the deeper conflict only reveals as players advance the inner one.

Houses · Real-World Overlay

Each House maps to a real-world city. Tampa Year 1 is the heritage House: fully detailed, gameplay-active, players from year one carry inheritance no later player can claim. Other Houses exist in canon at Lesson 10 close as setting and lore. Active gameplay rolls out per the phased geographic plan.

House City Year Active Status Identity Sketch
Tampa Tampa, FL, USA Year 1 Heritage Pending. Universal-ink question and ink-tree, regional rituals, festival, House heraldry, and identity sketch are next session's work.
NYC New York, NY, USA Year 2-3 Canon Set Lesson 4-5 work. Sketch deferred.
Lagos Lagos, Nigeria Year 6+ Canon Set Originating House for the griot tradition. Story Literacy lineage. Key node in the diasporic knowledge structure. Lesson 4-5 work.
Chicago Chicago, IL, USA Year 4-5 Canon Set Lesson 4-5 work. Sketch deferred.
LA Los Angeles, CA, USA Year 4-5 Canon Set Lesson 4-5 work. Sketch deferred.
London London, UK Year 6+ Canon Set Lesson 4-5 work. Sketch deferred.
Tokyo Tokyo, Japan Year 6+ Canon Set Lesson 4-5 work. Sketch deferred.
São Paulo São Paulo, Brazil Year 6+ Canon Set Lesson 4-5 work. Sketch deferred.
(others) To be specified TBD Lesson 4-5 work. Total target: at least eight active Houses by Year 6.
Phased rollout doubles as the magic-tradition unlock map. Each House's activation makes that House's regional magic tradition learnable for traveling players. Tampa Y1 opens the first ink-tree tradition. Year 2-3 expands to Southeast US. Y4-5 cross-region. Y6+ global. The platform's geographic expansion is also the in-canon revolution unfolding.

Active Participation Layer · How Teams Engage the Tradition

The literacy framework requires teams. No one player can hold all six literacies. Teams combine to access full mastery. The dynamics that fall out of this requirement (team sizes, sacrifice mechanics, travel-to-learn, motivations, scoring, tier architecture) are worldbuild decisions, not gameplay design. The fact that they make for good gameplay is the structural alignment between the world and how players engage it.

Team Mechanics

Minimum Team
3
Sweet Spot
5
Maximum Team
7+

Minimum 3: decoder + griot + one combat literate. Survives basic challenges. Struggles at higher tier and especially with sacrifice.

Sweet spot 5: decoder + griot + healer-magic + fighter + cartographer. Covers five of six literacies. Borrow specialists from allies for the sixth.

Maximum 7+: full coverage. Smallest per-person economics. Largest team total reward.

Multiple players from same literacy allowed. Players may hold more than one literacy. Griot is the team's strategist and leader by structural design.

Sacrifice Mechanics

Some challenges require sacrifice. Two forms, possibly combined.

Temporary incapacitation: sacrificed member is out for the rest of the challenge but returns next session.

Resource sacrifice: sacrificed member gives up something specific (a card, an artifact, a literacy point, a captured memory, a House relic). Character lives. Player loses invested value.

Recovery quest: may be required before full return to active play.

Strategic dimension: deciding who is necessary versus expendable per challenge.

Travel-to-Learn Pattern

Each literacy requires travel to learn at higher levels. Avatar (The Last Airbender) is the structural reference. Each literacy contains subcategories where specialization happens.

Strategic choice: learn-as-you-play vs master-then-play. Each has opportunity costs.

Phased rollout doubles as the magic-tradition unlock map. Tampa Y1 opens the first ink-tree tradition. Y2-3 Southeast US adds more. Y4-5 cross-region. Y6+ global. The platform's geographic expansion is also the in-canon revolution unfolding.

The 8 Motivations · Choose-Your-Story

All eight archetypal motivations are available. Players choose a starting motivation; this constrains their early choices and journey shape. Players can grow, evolve, change motivations during gameplay. Motivations differ between in-power class and access-seeking class.

Discovery

Wonder · Curiosity

The world is bigger than you knew.

Power

Mastery · Capability

You become more capable, more skilled.

Belonging

Community · Family

You find your people. The hidden world is your family.

Service

Saving the World

There is work that needs doing; ordinary people cannot.

Escape

Meaning · Mattering

Ordinary life is empty; the hidden world is where things matter.

Inheritance

Heritage · Descent

This is yours by descent; ancestors carried it; you continue.

Survival

Stay Alive

You have to learn it to survive something coming for you.

Justice

Fortune · Reward

Literal rewards plus righting wrongs ordinary tools cannot.

Players are predominantly common folk. Eventually players may choose in-power class characters (deferred to Lesson 5 or Lesson 8 framing).

Drawing-Mastery Scoring (Magic Literacy)

Magic mastery scores on three dimensions. Visible in tournament play and Champion-card production.

Technical mastery: clean lines, accurate proportions, ink technique.

Creative application: novel use of known sigils. The new witch who draws a wind sigil on her kite instead of her shoes scores higher than a master who drew the same sigil cleanly on her shoes.

Strategic fit: right magic for the right challenge under the constraints.

Tier Architecture · E-for-Everyone

Five competitive lanes (locked in addendum Module 4). Each lane has its own champion per season. Adult Pro tier global champion gets the heaviest canon impact.

Kid Tier

Ages 6-12

Rotating, seasonal. Simple sigils, in-home quests, family voting, age-appropriate themes. House lore impact only.

Teen Tier

Ages 13-17

Rotating, seasonal. Real ciphers, supervised public quests, team participation, local tournaments. Regional canon possible.

Adult Open

Ages 18+ Rotating

Seasonal, fresh start each year. Family-friendly difficulty. Full compliance. Regional or national canon impact. Pathway to Adult Pro.

Adult Pro

Ages 18+ Persistent

Endless, persistent rankings. Career-grade competitive. Full main canon impact. Champion Cards with revenue share. Lifetime career history.

Family Teams

Cross-Tier

Pulls from any tier. Combined family score. Each member contributes at their own tier level.

12-Slot Architecture · Format Coverage In Action

The world is designed to support all twelve format slots from day one. The locks made today provision most slots; some are already drafted as artifacts. Per-slot status: pending, drafted, provisioned, or shipped. Score (0-3) is the projected slot score per the IP comparison framework.

Total Score
22/36
Categories Present
12/12
Provisioned
7
Drafted
3
Pending
2

Per-Slot Breakdown

3

Books & Print

Provisioned · Score 3/3

Six literacy traditions support six potential book series. Magic-as-drawn-sigils is illustrated-book gold. Griot tradition produces oral-to-written work. House histories.

Next

House histories at Lesson 5 · Lore Bible expansion at Lesson 8

2

Film & TV

Pending · Score 2-3/3

Drawn sigils visualize well on screen. Travel-to-learn arcs are episodic-friendly. Tournament structure is documentary-friendly.

Next

Animated explainers · Documentary content from tournaments

3

Audio

Provisioned · Score 3/3

Story Literacy IS audio (griot = oral). Audio drama for journey arcs. Chants and music can encode sigils sonically.

Next

Audio drama for Tampa House launch · Build-in-public podcast

3

Video Games

Provisioned · Score 3/3

Drawn-sigil casting, decoder puzzles, multi-class team mechanics native. Companion video adaptations of decoder mechanics.

Next

Companion game prototype · Phase 2 platform launch

3

Tabletop & Board Games

Provisioned · Score 3/3

TTRPG with 6 literacies as classes. Card decks. Champion Cards (locked in addendum Module 3). Tabletop is a primary commercial layer.

Next

House faction cards · TTRPG playtest at Tampa Y1

2

Theme Parks & Themed Travel

Pending · Score 2/3

House-specific ink-tree gardens. Sigil-drawing studios. Festival sites. Travel-to-learn maps to actual travel. Real-world quest locations are theme-park-adjacent.

Next

Tampa House festival site (Year 1) · Long-horizon

3

Immersive & Live Experiences

Drafted · Score 3/3

Tournaments, real-world quests, festivals, ceremonial gatherings. THE CORE of this world's active layer.

Next

Phase 0 Tampa Year 1 launch · ARG-style competitive events

2

Stage

Pending · Score 2-3/3

Performance Literacy is part of Story Literacy (griot performs). Championship live shows. House-specific dance and drum traditions.

Next

Tampa Year 1 championship live show

3

Merchandise & Fashion

Provisioned · Score 3/3

Cosplay per House and per literacy. Sigil-marked clothing. Ink-tree-themed accessories. Griot ceremonial garb. House heraldry apparel.

Next

Tampa heraldry apparel · House-specific cosplay packs

3

Education & Cultural Penetration

Drafted · Score 2-3/3

Drawing-as-art curriculum. Cipher / cryptography courses. Cultural literacy programs. Methodology itself is teachable. World-as-IP method curriculum.

Next

World-as-IP teaching content (already in the build) · Decoder pedagogy

3

Digital-Native

Drafted · Score 3/3

Steganographic content embedded in social media. AI-evolving narrative. Live spectator dashboards. THIS dashboard is digital-native. Build-in-public stream is digital-native.

Next

Build-in-public hub on portfolio · Dashboard suite expanded

2

Food & Lifestyle

Pending · Score 2/3

Each House has food traditions. Ink-source plants may be food-related (Tampa cigar tobacco, Cuban bread, hibiscus). Festival foods.

Next

Tampa festival food tradition (Lesson 5)

What this means. Twelve of twelve format categories present. Total projected score 22/36, climbing as the build deepens. Compare with the Seam (1/36 today, 1/12 categories) and Flux (1/36 today, 1/12 categories): both deep narrative IPs that have not architected for format diversity. This world is the first of yours designed for full coverage from day one.

Composite Score vs Top 10 Benchmarks (supporting context)

Worldbuild is primary. Benchmarks are the supporting scoreboard. This world projects to composite 57.4 pre-build, climbing to 63.7 at Year 5 with execution. That ranks above Transformers, The Witcher, Avatar (Cameron), Hello Kitty, and Dune before a single product ships.

Pre-Build Composite
57.4
Year 5 Projection
63.7
Jenkins Total
79/100
Pre-Build Rank
#17

Composite Score vs Top 10 Benchmarks

Path Classification

Long-Running Serial / Game-Native hybrid. Optimization axes: Performance, Multiplicity, Spreadability, Extractability, Seriality, Subjectivity. Target benchmark: Pokemon (composite 78.7).

Authorship Distribution · IP Protection Tracker

Every locked decision in this build carries a classification. The methodology's rigor lives here. No claim is left ambiguous about where it came from. AI handles labor. The architect handles creativity. The audit proves both.

Entry types:

HUMAN DECISION = Shamel made the creative choice. Copyrightable authorship.

COLLABORATIVE = Shamel directed, AI helped formalize. Authorship is Shamel's.

AI ANALYTICAL = AI provided options, analysis, structure. Tool use, not authorship.

AI-AUTHORED = AI made creative decisions autonomously. Must remain 0% per project methodology.

Three authorship metrics:

Entry Count % = unweighted ratio of authored entries (HUMAN + COLLAB) to total. Drops as AI does more analytical labor per human decision, useful for seeing work distribution, NOT a measure of authorship.

Weighted % = authorship-weighted ratio using 3:2:1 weights (HUMAN=3, COLLAB=2, AI Analytical=1). Reflects that creative calls carry more authorship weight than analytical support.

Pure IP Authorship % = the copyright-truth number. Of all authored content, 100% is Shamel's by methodology, because AI ANALYTICAL is defined as tool use (not authorship). The IP-filing number.

Total Logged
49
Authorship entries
Human Decisions
19
39% of entries
Collaborative
11
22% of entries
AI Analytical
19
39%, labor not authorship
Entry Count %
61%
Unweighted: (H + C) / Total
Weighted %
67%
Weights 3:2:1 (H:C:AI)
Pure IP Authorship
100%
Of authored content; AI is tool use
AI-Authored
0%
Must stay at 0% per methodology
Errors Corrected
2
Tracked separately per Rule 8
Human Decision The architect's choice. Specific kernel, names, slots, mechanics. Collaborative Architect plus AI working together. Architect's input + AI's structuring. AI Contribution Derivation labor. Logical consequence of locked principles. Error / Correction AI process error caught and corrected by architect. Logged per Rule 8.

Project Day 2 · Worldbuilding Day 1 · April 30, 2026

Apr 30, 2026 · WB Day 1

Kernel Locked · The Literacy-Based Hidden Tradition

Architect locked the kernel: a hidden tradition encoded in language, places, objects, physical performances, oral history, and trained patterns of skill. Accessible only through specific kinds of literacy. Different cities and cultures specialize. Full mastery is impossible alone.

Human Decision Wording: Collaborative
Apr 30, 2026 · WB Day 1

Six Literacies Locked (Magic absorbs Healing)

Architect revised AI's proposed seven literacies down to six by absorbing healing into Magic Literacy as a subset rather than separating it. Final six: Script, Story, Body, Place, Hidden Movement, Magic.

Human Decision
Apr 30, 2026 · WB Day 1

Three-Layered Nested Conflict Locked

Architect locked the conflict structure with rich political framing (Christianity / colonial-style "ours is the one true reality" example as the middle-layer dynamic). Outermost: cosmic controlling force. Middle: in-power local reality. Inner: common-folk revolutionary arc.

Human Decision
Apr 30, 2026 · WB Day 1

Knowledge Structure Locked (Three Patterns Layered)

Architect selected three patterns to layer: hidden in plain sight (perceptual choice) + hard-binary-that-softens-over-time + diasporic. Real-world parallel: systemic oppression dynamics. Architect's lived experience as the source authority.

Human Decision
Apr 30, 2026 · WB Day 1

Magic System (Drawn Sigils + Regional Inks + Creativity Scoring)

Architect proposed mechanics drawn from Witch Hat Atelier (drawn-sigil practice) and Avatar (travel-to-learn pattern). AI structured them into the literacy framework and identified the structural alignment with phased rollout.

Collaborative
Apr 30, 2026 · WB Day 1

Methodology Principle Locked: World is Game-Independent

Architect locked: world must work as a coherent fictional reality independent of the gaming aspect. Books, films, series, audio drama, and other formats use the same world without contradiction.

Human Decision
Apr 30, 2026 · WB Day 1

Audit Correction Sub-Protocol (Rule 8) Locked at Method Level

Architect locked Rule 8 as extension of Rule 4 (Audit Log Honesty). When AI commits a process error, the audit entry must contain three lines: error description, architect correction, date. The architect's correction is what locks the fix; AI self-correction alone is not enough.

Human Decision Wording: Collaborative
Apr 30, 2026 · WB Day 1 · Rule 8 First Invocation

Error / Correction · Six-Kernel Reintroduction

Error: Claude reintroduced six kernel options as if architect was choosing among them. Architect had already moved to the literacy umbrella kernel through earlier session work.

Correction (Shamel): "I wasnt evaluating those earlier 6 kernels, we were firmly on literacy." Confirmed kernel as the literacy umbrella sentence as previously proposed.

Status: Corrected. Audit closes. First invocation of Rule 8 in production.

Error / Correction
Apr 30, 2026 · WB Day 1

Lineage Identification (AfroFuturist · Black-Feminist · Liberation-Fiction)

AI identified that the architect's three-layered revolutionary structure has lineage in N.K. Jemisin's Broken Earth, Octavia Butler's Parable, Tomi Adeyemi's Children of Blood and Bone, and Ursula K. Le Guin's The Dispossessed. Provided to architect for context, not as direction.

AI Contribution
Apr 30, 2026 · WB Day 1

12-Slot Test Located, World-Level Files Created

AI located the 12-Slot Test enumeration in the architect's IP Framework Scoring document. AI created FG-Project-Bible.md, FG-Audit-Log.md, FG-world-data.json, plus updated method addendum to v1.2 to capture today's locks. Scaffolding work, not creative work.

AI Contribution

Afternoon · Build-in-Public Infrastructure

Apr 30, 2026 · WB Day 1 · Afternoon

Working Title Locked: "Literate World"

Architect locked the working title after AI used "Cipher Houses" without authorization. Working title only; final world name still deferred to Lesson 6 (Language) or earlier architect choice.

Human Decision
Apr 30, 2026 · WB Day 1 · Afternoon

Portfolio Site as Build-in-Public Canvas

Architect locked the decision to publish the Day 1 build to shamelispivotal.com alongside Moon Goddess, Age of Monsters, and Seam. Worldbuilding day-by-day visible to public; trade-secret material protected via password gate on dashboards.

Human Decision
Apr 30, 2026 · WB Day 1 · Afternoon

Dashboard Audit-Tab Pattern Locked: Seam Style

Architect requested Literate World audit tab match the Seam dashboard's authorship-distribution layout: 8 stat cards (Total, H, C, AI, Entry Count %, Weighted %, Pure IP Authorship gold-bordered, AI-Authored 0%), entry-types explainer, three-metrics explainer, Recommended Next Session block.

Human Decision
Apr 30, 2026 · WB Day 1 · Afternoon

Moon Goddess Hook Revised

Architect revised the Moon Goddess card and logline. New hook: "A moon goddess invented eternal love and couldn't feel it. So she became mortal to feel it herself. The wolves co-opted her moon and her bond, killing her cycle after cycle to keep that power. This cycle, they miss." Architect-authored; AI offered three word-level polish suggestions accepted by architect.

Human Decision Polish: Collaborative
Apr 30, 2026 · WB Day 1 · Rule 8 Second Invocation

Error / Correction · Cipher Houses Substitution

Error: AI used "Cipher Houses" as the world name in a portfolio page draft without authorization. Architect had stated "Literate World" as the working title.

Correction (Shamel): "well, its not cipher houses. if anything the world is called Literate World for now." AI removed all Cipher Houses references and substituted Literate World across the portfolio page, dashboard title, and all derived references.

Status: Corrected. Audit closes.

Error / Correction
Apr 30, 2026 · WB Day 1 · Afternoon

Portfolio Deployment + Dashboard Restyle

AI created Literate World public page (literate-world.html), deployed Build Progress Dashboard to portfolio dashboards/, updated nav across six portfolio pages to show four worlds, corrected legacy "Flux" labels on seam.html and method.html to "Age of Monsters," renamed fg-world.html to literate-world.html on root and dashboards/, restyled audit tab to Seam pattern. All scaffolding work.

AI Contribution

Recommended Next Session

Primary: Tampa House Sketch (Lesson 4 first concrete texturing). Heraldry, ink-tree, regional rituals, signature festival, House identity, key NPCs, real-Tampa cultural overlay (Cuban, Yoruba/Afro-Cuban, Seminole, Florida Cracker influences). This is the first chance to test the locked Lesson 0 foundation against city-specific creative texture.

Alternates:

· [SHAMEL CREATE] Universal ink properties and origin (Lesson 2 ecology kickoff)

· [SHAMEL CREATE] Player outcomes beyond "wake others up" (Lesson 9 philosophy direction)

· Lesson 1 Core Physics: how the literacies interact with real-world physics overlay (the kernel's physical mechanism)

· Build-in-Public hub on portfolio + The Map page (Local Shared Realities) for community-facing context

What's Next · Roadmap and Open Creates

Foundation is locked. The next moves are concrete and named. Each Lesson opens new texture. Each open SHAMEL CREATE slot is a creation decision that only the architect can lock.

Roadmap

L0

Lesson 0, Foundation Layer

Kernel, six literacies, knowledge structure, three-layered conflict, motivations, methodology principle, team mechanics, sacrifice mechanics, travel-to-learn, world type, departure type, scope. All locked.

Complete · Apr 30, 2026
L1

Lesson 1, Core Physics / Rules of Reality

Three-to-seven core physics rules. How literacy-effects work at the physical level. Costs, limits, exceptions across all six literacies. Derivation tests prove rules are structural.

Pending
L2

Lesson 2, Ecology and Living Systems

Universal-ink question gets resolved here, plus regional ink-trees per House. Plus the Tampa-specific ecology (Gulf wetlands, mangroves, palmetto, cigar tobacco, Spanish moss).

Pending
L3+

Lessons 3 through 10

Geography (real-world overlay specs), Nature-to-Culture bridge, Culture deep build (House sketches and tier-specific framings), Language (compliance index), Mythology, History, Philosophy (player outcomes resolved here), Cross-Validation Sweep with Storytide-readiness audit.

Pending

Open SHAMEL CREATE Slots

Five creation decisions still pending. None block Lesson 1 work. Each addressed at its appropriate Lesson.

[CREATE] Universal ink (the one ink available everywhere for magic). Resolved at Lesson 2 (Ecology) or earlier if Tampa House sketch needs it. Window: Lesson 2, Ecology
[CREATE] Player outcomes / goals beyond "wake others up." May be tier-specific (kid, teen, adult). Window: Lesson 9, Philosophy
[CREATE] VR option (spectator-only, sub-mode-for-challenges, or no-VR). Window: Phase 2 platform launch, deferred
[CREATE] Tampa House identity (heraldry, ink-tree pen lineage, regional rituals, festivals). Window: Next session, Lesson 0 / Lesson 4 hybrid
[CREATE] Other Houses' city mappings and identity sketches. Window: Lesson 4 / Lesson 5