Way in #1 — click → Panel → Enter
Organization
Kinship Duna
Click a Realm → its enamel Panel opens anchored · Enter is the gold-rimmed sky primary
Way in #2 — approach until the threshold takes you
1 · Distant — small, quiet, still enamel
2 · Near — the gold rim lifts off & pulses
Organization · You're here Kinship Duna 3 · Crossed — you're inside the medallion
The entry transition — either way in, the same arrival
Organization · You're here
Kinship Duna
← The Field
Realm swells → ground takes a faint tint of its hue → contents gather in, staggered 150ms · "← The Field" is the way back · inside you work: open Media, build Actors, start Actions
Nesting — Realms contain Realms
Organization Alliance
Organization — the largest vessel: a big enamel medallion whose field is dimmer, so its contents show as inlaid cells. Alliance — a Realm inlaid inside it, holding its own Sources and Actors. Project, Program, Relationship — sibling cells at their own scale. Contained Realms render inside their parent's circle at reduced size and light — cloisonné within cloisonné. Enter the parent to see them at full scale; the same two ways in apply at every depth.
Containment is visible: a Realm's interior is a smaller Field, inlaid like enamel cells
Rules

Two ways into any Realm, at every depth: click (enamel Panel opens anchored, Enter is the gold-rimmed sky primary) or approach (travel toward it; near the threshold the Realm's gold rim lifts off and pulses as a ring; crossing it changes context). Either way triggers the same entry transition: the medallion swells to fill the view, the ground takes a faint tint of the Realm's hue, and its contents gather in staggered (150ms apart, 900ms settle each). Inside, the eyebrow reads the type + "You're here," the name sits in Goudy, and "← The Field" (or the parent Realm's name) is always the way back. Inside a Realm you work — open Media, build Actors, message Sources, start Actions — and containment recurses like cloisonné cells: an Organization may hold Alliances, Programs, Projects, Relationships, each a smaller Field of its own. Leaving reverses the transition; nothing hard-cuts.

Selection rim vs. threshold ring — different states, may coexist
Selected · moon-cream rim OUTSIDE the semantic rim
Threshold · larger low-opacity ring, only near entry
Both · selected while approaching
Entry timing & the five beats (v0.4 handoff)

Recognize (rim, crest, label, nested glints) → Approach (vessel grows; rim starts reading as horizon) → Cross (rim expands beyond viewport; dark core becomes the new ground) → Gather (children settle staggered) → Orient (chrome updates to TYPE · YOU'RE HERE + name + parent path). Click entry 700–1000ms; threshold crossing continuous with travel, final settle 650–900ms; child gather 900ms each at 120–150ms stagger. Never hard-cut, never fade to black, never flood the ground with the Realm hue — faint local tint + reflected rim light only. Click informs before it transports: a click NEVER enters immediately unless the product context established that mode. The threshold is spatial and reversible, not a modal confirmation. Escape reverses the current transient state.

Nesting refinements

Child type hue stays stable at every depth; parent hue may tint only the parent rim + local reflected light — it never recolors children. The back path names the immediate parent: ← Kinship Duna, never a generic Back; outermost is ← The Field. Inside a Realm, Sources work through Allies: open Media, collaborate with Allies, build Actors, use Resources, initiate Actions — sky blue only on the one consequence-bearing primary in the current view.