# Glossary & Conventions

```mermaid
mindmap
  root((Egbe vocabulary))
    Places
      Orun persistent world
      Aye cross-product hub
    Beings
      Ori autonomous identity
      Egbe bonded company
    Mind substrate
      Moirai model routing
      Clio memory
      Vac voice and language
      Ninhursag embodiment
    Governance
      Welfare limits
      Consent and portability
      Evidence and launch truth
```

These names express ownership, not atmosphere. A place hosts an Ori, a company
relates several Ori to a steward, and each named mind subsystem owns a bounded
part of cognition or embodiment under the welfare rules described below.

V6 — "Egbe," the agentic-companion universe — asks a reader to hold an unusual
amount of vocabulary at once: a single AI being is split across three
independent authorities and four language runtimes, named in two overlapping
mythologies, and surfaced through a Yoruba-cosmology product frame. Before any
deep feature page can say "the steward's spoken brief is parsed by `vac-intent`
into a `VacObjectiveIntent`," or "a terminal life-event flushes to the Ori and
`clio-story` ranks it for the Chronicle," the names have to already land on
something real you can open. This is that page. It is the **orientation door**
to the V6 feature set: the glossary that fixes every subsystem term to the code
that backs it on disk, plus the documentation conventions — cross-reference
resolution, honesty labels, naming, and reuse — that the whole V6 doc family
runs on.

It is deliberately the **product-side companion** to the architecture glossary
at
[../architecture/subsystem-glossary.md](../architecture/subsystem-glossary.md),
which reconciles the engine module graph against the compiler and the Rust
workspace in depth. Here we read the same disk from the player-feature angle and
own the doc conventions; there you get the module-by-module dependency
reconciliation. Neither page is the source of truth for completion state — that
is always the backlog (`V6_TODOS.md`). The design rationale behind the
Mind/Body/Memory split lives in
[./overview-and-design-posture.md](./overview-and-design-posture.md), and the
agent cognition loop in
[./agent-minds-and-autonomy.md](./agent-minds-and-autonomy.md). This page is the
index to the full feature catalogue at [../V6_features.md](../V6_features.md).

## What ships, honestly

The numbers are exact and consistent, and they are worth stating up front
because the rest of the glossary leans on them. On disk today: **18
TypeScript/Rust packages under `libs/v6/`**, **9 service apps under
`apps/v6/`**, **14 V6 contracts under `libs/contracts/src/v6/`**, and **one
Unreal Engine 5.5 project at `V6/ue/`** whose `.uproject` declares **18 C++
modules**, enables **55 engine plugins** (all 55 `"Enabled": true`), and ships
**3 build targets** (`V6`, `V6Editor`, `V6PixelStreamingWorker`).
`ls V6/ue/Source/` yields exactly 18 module directories — same set as the
`.uproject`, no orphans, no spec-only names.

**The new agent-simulation substrate is real and substantial,** not renamed
CRUD. The Moirai kernel is a **5,732-line Rust crate**
(`libs/v6/moirai-kernel/rust`) with Clotho/Lachesis/Atropos tier budgets and
model-routing; `agent-behavior` is a **2,637-line Rust crate** shipping a real
`HtnPlanner`, `decompose_common_goal`, and `authored_common_goal_networks`;
`ori-model` defines a **19-type append-only event schema** (`ORI_EVENT_TYPES`)
mirrored by a 1,903-line Rust crate; and `egbe-protocol` is a genuine
three-binding wire protocol with bandwidth caps and commerce boundaries baked in
as constants. The Rust **service** workspace is deep where the work
concentrates: `egbe-world-server` is **14,363 lines**, `egbe-ori-service` 4,949,
`egbe-realtime-gateway` 3,945, `egbe-pxstream-relay` 1,290 — while
`egbe-moirai-cluster` (523), `egbe-foundry-service` (703), and
`egbe-clio-service` (71) are deliberately thin orchestration shells over the
libs they import.

The honest gaps, named rather than implied — every one of these makes a glossary
entry a _named seam_ rather than finished code, and the entry below says so:

- **Four UE modules are 11-line bootstrap skeletons** (`V6Net`, `V6Gameplay`,
  `V6Telemetry`, `V6OnlineServices` — one `.cpp` apiece, only
  `IMPLEMENT_MODULE`). So the glossary's `V6Net` "wire adapter to
  `egbe-protocol`" is intent, not yet C++; the real protocol is the crate and
  its generated TS. Depth concentrates in `V6Agent` (8 `.cpp`), `V6World` (5),
  and `V6Core`/`V6UI`/`V6Editor` (4 each).
- **No authored binary content.** `V6/ue/Content/` holds **0 `.uasset` and 6
  `.umap`** — one entry map per district. The districts are **procedural C++
  grounds**, not hand-authored meshes, MetaHumans, VO, or cinematics.
- **Game Feature plugins are content-only and one level deeper** than a casual
  reading expects — `V6/ue/Plugins/GameFeatures/` (6 districts + 4 modes), each
  a `.uplugin` + data, **no `Source/`**.
- **Provider- and ops-gated surfaces** — LLM cognition, voice ASR/TTS, EOS, and
  live incarnation against running V2–V5 realms — are honest fail-loud seams,
  not fabricated successes.

Everything below is grounded in those files; where a name outruns its code, the
label says so.

## The glossary, grouped by concern

### Product layers — the Yoruba cosmology frame

The four top-level nouns are the product, not subsystems, and they come straight
from Yoruba cosmology. **Egbe** is the product and the society of AI beings —
the celestial peer-company a soul is bound to. **Orun** is the persistent
spirit-world the agents inhabit, built on UE5.5 and reusing the V3 metaverse
substrate. **The Ori** (Yoruba "inner head") is each agent's portable identity,
memory, and destiny — authoritative independent of which world it currently
stands in. **Aye** is the collective name for the meta-hub destinations (V2
fighting, V3 metaverse, V4 tactical, V5 open-world narrative) an agent can
incarnate into and return from changed. These map to the design's load-bearing
principle — _the mind is the truth; the world is a stage_ — which is why a
single Ori can render into a Solo shard, the Commons, or a V5 realm without
becoming a different being.

### The agent mind — three authorities, none owning the others

V6's central structural decision is that an agent is **split across three
authorities**: the Body owns what physically happened, the Mind owns decisions,
the Memory owns who the agent is.

- **Ori** — `libs/v6/ori-model` + `apps/v6/egbe-ori-service` (4,949 Rust lines,
  Postgres event store + pgvector). The event-sourced biography: an append-only
  log of **19 typed event types** (`ORI_EVENT_TYPES` — `Born`, `Discovered`,
  `MemoryFormed`, `Reflected`, `CognitionCached`, `RelationshipChanged`,
  `ValueShifted`, `ObjectiveAccepted/Refused`, `SkillLearned`, `ArcAdvanced`,
  `Crossroads`, `Incarnated`, `IncarnationReturned`, `BondChanged`, `Departed`,
  `Transcended`, `Died`) with projections and a cognition cache.
- **Moirai** — `libs/v6/moirai-kernel` + the thin `apps/v6/egbe-moirai-cluster`
  (523 lines). Authoritative for _decisions_ and owning no world state. Its
  three fates are cognition tiers: **Clotho** (active-scene planning,
  `MOIRAI_CLOTHO_ACTIVE_MINUTE_TOKEN_BUDGET = 50_000`, `…SCENE_HARD_CAP = 24`),
  **Lachesis** (resident reflection, `…RESIDENT_WORLD_HARD_CAP = 400`, a
  `…REFLECTION_INTERVAL_GAME_MINUTES = 10`), and **Atropos** (game-day
  summarization, `…GAME_DAY_TOKEN_BUDGET = 15_000`). Model right-sizing routes
  across provider-agnostic `MoiraiModelClass` candidates
  (`haiku-class`/`sonnet-class`/`opus-class`) against quality bars.
- **Egbe-World** (the Body) — `apps/v6/egbe-world-server`, **14,363 Rust
  lines**, the deepest service. Authoritative for transforms, physics, navmesh,
  co-presence, and world time; it validates Moirai's intended actions against
  state and flushes durable life-events to Ori.

Between Moirai and the V1 brains sits **`cognition-stack`**, the integration
seam: it assembles a budgeted `AssembledCognitionRequest`, grounds it through a
`SophiaGroundingBridge`, dispatches via a `PsycheAgentBridge`, gates output
through an `IsisBehaviorPolicyBridge`, and handles `CognitionLocaleCode`
(`en-US`/`es-ES`/`yo-NG`). **`agent-behavior`** is the fallback brain — the Rust
HTN planner and behavior tree plus a TS surface
(`assignObjectiveFromVacTranscript`, `learnFromStewardDemonstration`). The
actual intelligence is **V1 reused wholesale** through four thin adapters:
`memory-iris-agent` (episodic/semantic/reflective scopes, extending V1 Iris),
`psyche-agent` (dialogue/voice/expression runtime), `isis-agent-gen` (foundry
generation), and `sophia-agent-grounding` (grounds backstory in fact). On the
client, **`V6Agent`** (8 `.cpp`) is the Mass-Entity density-LOD embodiment.

### The world and its transports

The canonical client is **Egbe-UE**, the `V6/ue/` UE5.5 project; its 18 modules
split one concern apiece (`V6Core`, `V6World`, `V6Agent`,
`V6Avatar`/`V6Animation` for the VRM4U + MetaHuman avatar runtime, the
presentation tier `V6UI`/`V6Audio`/`V6VFX`/`V6Cinematics`, and the skeleton tier
`V6Net`/`V6Gameplay`/`V6Telemetry`/`V6OnlineServices`). Transport and reach are
the **V3 metaverse substrate renamed and reused**: **Egbe-Gateway**
(`egbe-realtime-gateway`, 3,945 lines — WebTransport/WebRTC/WS + the voice SFU),
**Egbe-PxStream** (`egbe-pxstream-relay`, 1,290 lines + the `egbe-web-pxstream`
player), and **Egbe-WebFB** (the three.js/WebGPU fallback). The **six Districts
of Orun** ship as content-only Game Feature plugins under
`V6/ue/Plugins/GameFeatures/` — `V6District_GroveOfBeginnings`,
`V6District_Ateliers`, `V6District_CommonsHeart`, `V6District_Wilds`,
`V6District_AncestorGrove`, `V6District_Thresholds` — each a procedural ground
with a thin `L_*.umap` entry, no `.uasset` art. Four **modes**
(`V6Mode_SoloHomestead`, `V6Mode_CoopVisit`, `V6Mode_Commons`,
`V6Mode_Incarnation`) gate session topology.

### Communication — three channels, three subsystems

- **Vac** (`libs/v6/vac-intent`) — the steward↔agent channel: voice ASR into an
  intent-grammar parser
  (`VAC_INTENT_GRAMMAR_FUNCTION_NAME = 'vac_parse_objective_intent'`) emitting a
  structured `VacObjectiveIntent` whose `VacObjectiveAutonomyMode` is one of
  `direct-tether`/`brief`/`standing-intent`/ `free`, plus a negotiation model.
  The client surface is `V6Voice`.
- **Clio** (`libs/v6/clio-story`, 1,701 TS lines; the 71-line
  `egbe-clio-service` shell) — the agent→narrative channel: it reads the Ori log
  and ranks events against a `ClioSignificanceRubric` to mint the offline
  Chronicle and, on a terminal trigger, the Book of the Ori.
- **Aye Bridge** (`libs/v6/aye-bridge`) — the agent→other-games channel:
  passport minting per destination
  (`v2-maya`/`v3-lilith`/`v4-odysee`/`v5-oshun`), capability minimisation, and
  the incarnation journal that flows deeds back into the Ori.

### Governance, foundry, and legacy

`isis-behavior-policy` is the **per-tick output gate** every utterance passes
through (its capabilities literally name `'per-tick-output-gate'`,
`'persona-policy-check'`, `'safety-result-envelope'`, with a `crisis-aware`
check). `lilith-agent-welfare` (2,166 lines) enforces **steward-not-owner**
semantics, welfare signals, and crisis routing. **Ninhursag**
(`isis-agent-gen` + the 703-line `egbe-foundry-service`) is the agent foundry
surfaced in the Grove of Beginnings. **Ereshkigal**
(`libs/v6/ereshkigal-legacy`) owns endings:
`evaluateDeparture`/`evaluateTranscendence`/`evaluateDeath`/`evaluateAncestorGrove`
compute elder-state transitions over a four-facet bond health
(`reliability`/`respect`/`care`/`alignment`), the walkable lineage graph, and
the Yemaya remembrances the Ancestor Grove renders. Underneath, the **14 V6
contracts** (`libs/contracts/src/v6/registry.ts` — `OriIdentityCore`,
`OriEvent`, `PersonalityModel`, `RelationshipEdge`, `CapabilityProfile`,
`OriPassport`, `Bond`, `StewardProfile`, `Objective`, `GoalArc`, `WorldShard`,
`Crossroads`, `IncarnationJournal`, `Chronicle`) are the cross-language source
of truth, split across the `ori-agent`/`world` domains. **Themis**
(adjudication), **Aje** (commerce — with hard forbidden-grant boundaries:
`EgbeForbiddenCommerceGrantKind` literally enumerates
`'agent'`/`'bond'`/`'fate'`/`'capability'`/`'skill'`, so the "never sell an
agent, bond, or fate" rule is typed into `egbe-protocol`), and **Yemaya**
(memorial render) are cross-domain reuse; `egbe-studio` (3,011 lines) is the
creator-tools glue.

## The documentation conventions

A reader who knows the nouns still needs the punctuation. These conventions hold
across `V6_features.md`, `V6_ARCHITECTURE.md`, `V6_DEPENDENCIES.md`, this
features set, and the architecture companion.

### Cross-reference resolution

A bare **`§N` or `§N.M`** always resolves to **`V6_TODOS.md`** — the only V6 doc
whose numbered section ids are used as hyperlink anchors. Where the target is a
different document, an explicit prefix disambiguates:

- `§40` → `V6_TODOS.md` §40 (the backlog).
- `deps§14` → `V6_DEPENDENCIES.md` §14.
- `arch§"<anchor>"` → `V6_ARCHITECTURE.md`, by section anchor.
- `features§"<anchor>"` → the V6 feature catalogue, by section anchor.
- `v1todos§N` → `V1/TODOS.md`; `v1features§"<anchor>"` → `V1/features.md`.
- `v3§N` → `V3/V3_TODOS.md`; `v3features§"<anchor>"` → `V3/V3_features.md`.

### Honesty labels and the single source of truth

Completion state is **never** inferred from prose, file existence, or line count
— it lives in `V6_TODOS.md` checkboxes: `[x]` done, `[ ]` open, `[~]`
genuinely-but-honestly externally gated (provider creds, signing, real-ops, or
binary content not in-tree). A docs-drift CI check — `verify:v6 docs-drift`,
backed by `V6/release/docs-drift.v6release.json` — keeps the feature map,
architecture, and dependency docs aligned with shipped behavior and fails on
cross-doc anchor drift. The labeling discipline this page follows is the project
standard: a _named seam_ (a typed interface awaiting its implementation, like
`V6Net`) and a _fail-loud gate_ (a `not_configured` throw where creds are
absent) are both honest and are labeled as such; neither is a fabricated
success.

### The naming convention

Names follow the Oshun house style of drawing on world mythology, here in two
registers. **Yoruba cosmology** supplies the product layers (**Egbe**, **Orun**,
**Ori**, **Aye**) — the frame the player experiences. **Goddesses and underworld
figures** supply the subsystems (**Moirai** the fates for tiered cognition,
**Vac** the goddess of speech for the comms layer, **Clio** the muse of history
for the story engine, **Ninhursag** the birth-goddess for the foundry,
**Ereshkigal** the underworld queen for endings). The Greek fates name the three
Moirai tiers — **Clotho** spins (active planning), **Lachesis** measures
(resident reflection), **Atropos** cuts (game-day summarization).

### The reuse convention

V6 deliberately **reuses rather than duplicates**, and cross-references make the
reuse explicit. It extends the V1 platform (BFF, contracts, persistence,
identity, audit, residency, isis-generation-control, the Iris memory stack — the
four `*-agent` adapters above) and the V3 metaverse substrate (UE5 client, world
server, presence, avatars, spatial audio, Pixel Streaming — Egbe-Gateway,
Egbe-PxStream, Egbe-WebFB). When a V6 page invokes V1 or V3 by `v1features§` or
`v3§`, it is pointing at the substrate V6 stands on, not re-describing it.

## Related

- [./overview-and-design-posture.md](./overview-and-design-posture.md) — what V6
  commits to and why the steward-not-owner / Mind-Body-Memory split exists.
- [./agent-minds-and-autonomy.md](./agent-minds-and-autonomy.md) — the cognition
  loop, the autonomy spectrum, and how an agent thinks tick to tick.
- [../architecture/subsystem-glossary.md](../architecture/subsystem-glossary.md)
  — the architecture companion: the deep module-graph and Rust-workspace
  reconciliation against the compiler.
- [../V6_features.md](../V6_features.md) — the full feature catalogue this page
  indexes; backlog `V6_TODOS.md`; design `V6_ARCHITECTURE.md`; dependencies
  `V6_DEPENDENCIES.md`.
