reorg. done

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> *The player surface: the player as perturbation (a finite attention-unit injected into the simulation, not above the scheduler); voice and gesture as parallel trait-vocabularies (voice carries content, gesture carries trait-resonance, both compile into the designer-fixed cosmology); tools-not-quests as the design-philosophy that makes ~30 verbs against continuous simulation-pressure produce literature-register emergent narrative.*
>
> *Companion to: `architecture-broad.md` (executive summary + global meta-lists), `runtime-engine/architecture.md` (gesture-alignment-as-recursive-lemniscate lives in zone-kinematics), `narrative-composition/architecture.md` (the Compositor consumes player perspective-bundles), `inference-and-memory/architecture.md` (local STT/TTS placement, three-tier knowledge stack). Sections in this file were split from the monolithic architecture-broad.md v0.7 on 2026-04-26.*
> *Companion to: `architecture-index.md` (executive summary + global meta-lists), `runtime-engine/architecture.md` (gesture-alignment-as-recursive-lemniscate lives in zone-kinematics), `narrative-composition/architecture.md` (the Compositor consumes player perspective-bundles), `inference-and-memory/architecture.md` (local STT/TTS placement, three-tier knowledge stack). Sections in this file were split from the monolithic architecture-index.md v0.7 on 2026-04-26.*
## The player as perturbation
@@ -37,17 +37,17 @@ The player participates in the simulation through **two parallel modalities** th
### Voice-first as primary speech modality
Speech-to-text and text-to-speech run **locally on the player's machine for every player**, independent of dialog-tier Ring choice (§LLM tiering). The Ring-A/B/C choice is about where the *cognition* lives (driver-tier LLM, trait-LoRAs, sampling-knob composition); voice infrastructure is fixed at the player's machine. This single placement decision keeps voice-as-biometric off the network universally, sidesteps per-provider STT/TTS compatibility in Ring-C, and sets a tractable minimum hardware floor for v1: STT/TTS-capable on CPU.
Speech-to-text and text-to-speech run **locally on the player's machine for every player**, independent of dialog-tier Ring choice (§LLM tiering, see inference-and-memory/architecture.md). The Ring-A/B/C choice is about where the *cognition* lives (driver-tier LLM, trait-LoRAs, sampling-knob composition); voice infrastructure is fixed at the player's machine. This single placement decision keeps voice-as-biometric off the network universally, sidesteps per-provider STT/TTS compatibility in Ring-C, and sets a tractable minimum hardware floor for v1: STT/TTS-capable on CPU.
Transcripts are the persistence layer. A player utterance becomes a row in `primary.sqlite` (or `clasp.sqlite` if in-between mode), tagged with witnessing-NPCs, audit-overseer-detection-eligible, faction-resonance-eligible — the same shape as any NPC speech-act-row. **Disclosure of clasp-content into realworld happens only by the player re-uttering it aloud while in realworld mode** — which writes a fresh realworld-speech-act-row with full provenance. The clasp-store remains sealed; clasp-content can only re-enter realworld through new in-fiction utterance. The *knowledge-needs-to-travel* principle (§Local memory architecture) is mechanically enforced because speech-is-the-only-output-channel.
Transcripts are the persistence layer. A player utterance becomes a row in `primary.sqlite` (or `clasp.sqlite` if in-between mode), tagged with witnessing-NPCs, audit-overseer-detection-eligible, faction-resonance-eligible — the same shape as any NPC speech-act-row. **Disclosure of clasp-content into realworld happens only by the player re-uttering it aloud while in realworld mode** — which writes a fresh realworld-speech-act-row with full provenance. The clasp-store remains sealed; clasp-content can only re-enter realworld through new in-fiction utterance. The *knowledge-needs-to-travel* principle (§Local memory architecture, see inference-and-memory/architecture.md) is mechanically enforced because speech-is-the-only-output-channel.
Accessibility-mode for non-speaking players is *diegetically wrapped* (writing on slate / handheld pad / in-fiction text-comm); accessibility-mode utterances persist through the same transcript-row mechanism. The witness-list, audit-overseer-detection, and faction-resonance machinery are modality-agnostic. **Non-speaking players are not getting a degraded-fallback — they are using the gestural primary modality, voice optional.**
### The trait-circle as gestural primary modality
The gestural input geometry: **8 trait-sectors × 8 player-curated slots = 64 active gesture-positions**, organized in a circle whose 8 sectors map 1:1 to the 8 Hellenic traits (§Color-language). Each player has **1 to 3 named profiles** stored in their universal translator, hot-swappable on-ring via a profile-switch meta-gesture; total callable positions across profiles approach 200 while the cognitive-load ceiling at any single moment stays at the 64 of the active profile.
The gestural input geometry: **8 trait-sectors × 8 player-curated slots = 64 active gesture-positions**, organized in a circle whose 8 sectors map 1:1 to the 8 Hellenic traits (§Color-language, see topology-and-rendering/architecture.md). Each player has **1 to 3 named profiles** stored in their universal translator, hot-swappable on-ring via a profile-switch meta-gesture; total callable positions across profiles approach 200 while the cognitive-load ceiling at any single moment stays at the 64 of the active profile.
A reserved subset of ~8-16 positions across the circle are **hardstops** — hardcoded ritual gestures that fire definitive subsystem-actions: definitive-farewell, definitive-refusal, surrender, clasp-invitation, clasp-refusal, help / pain / danger, faction-recognition signals (Clasp-Underground, Aletheia-Waker), memorial-witnessing, claim-floor (the priority-pull turn-claim into a running lemniscate). Hardstops are visually distinct (gold-border / inner-ring / white-on-color), **player-callable but not player-remappable**, and exist precisely because the consent / clasp / faction-recognition / survival-signal claims the architecture makes elsewhere require *unforgeable critical signals*. The remaining ~192 player-curated slots **ride as feedback during conversation** — see §Gesture-alignment as recursive-lemniscate (under §Zone kinematics).
A reserved subset of ~8-16 positions across the circle are **hardstops** — hardcoded ritual gestures that fire definitive subsystem-actions: definitive-farewell, definitive-refusal, surrender, clasp-invitation, clasp-refusal, help / pain / danger, faction-recognition signals (Clasp-Underground, Aletheia-Waker), memorial-witnessing, claim-floor (the priority-pull turn-claim into a running lemniscate). Hardstops are visually distinct (gold-border / inner-ring / white-on-color), **player-callable but not player-remappable**, and exist precisely because the consent / clasp / faction-recognition / survival-signal claims the architecture makes elsewhere require *unforgeable critical signals*. The remaining ~192 player-curated slots **ride as feedback during conversation** — see §Gesture-alignment as recursive-lemniscate under §Zone kinematics in runtime-engine/architecture.md.
### Designer-fixed cosmology, player-curated arrangement
@@ -131,4 +131,4 @@ The architecture already prevents blank-page-paralysis: shift-system gives every
---
**Version:** 0.7.0 | **Created:** 2026-04-26 | **Updated:** 2026-04-26 | **Origin:** Split from architecture-broad.md v0.7 (2026-04-26)
**Version:** 0.7.0 | **Created:** 2026-04-26 | **Updated:** 2026-04-26 | **Origin:** Split from architecture-index.md v0.7 (2026-04-26)