The ground — Enamel deep field, unwashed
#120C07 deep umber — same ground the Ally medallions sit on · camel arcs ≤10% · cream/gold glints · no color washes
Ambient motion — objects, never the viewport
Breathing · scale 1→1.045, 6s · halo follows
Drifting · ±9px wander, 14s ease
Orbiting · members circle their Realm, 16s+
DS Gathering · arrive 900ms settle · path brightens when relevant
Depth & scale — size means something
Size = distance × activity × relevance — 10px far glint → 120px+ near/alive/relevant · halo scales with size
Pan & zoom — chrome fixed, Field responds
Return · Sunday 6:42 PM
The Field is alive
2,240$KIDUNA
Fixed: title, Compute, Ki · Moving: the Field layer only
Labels at distance — read the Field, then move
OrganizationKinship DunaYour founding home12 here now
RelationshipMattshared history
Crystalyou · present
Route Plan
Every object carries its label — eyebrow + Goudy name + one soft line — scaled with the node; far objects keep name only, fading in fully as you near
Rules

Ground is always #120C07 — the Enamel deep field, the same ground the Ally medallions sit on. No gradients, grids, or color washes; light and color live on objects. Arcs are camel ≤10% alpha; glints are 2px cream/gold specks, slow twinkle, never dense. Objects are enamel at every scale: even a 10px far glint keeps its umber line and gold rim. Size carries meaning: nearer, busier, and more relevant objects render larger and brighter — Ki continuously arranges scale so the most pertinent Realms sit largest. Labels travel with their objects and scale with them. Resting motion is breathing (6s), drifting (14s), orbiting (16s+), path-pulse (3s) — always ease-in-out, always subtle; the enamel itself never deforms — medallions move, they don't morph. Arrivals gather (900ms settle), never pop. Orientation copy, Ki, and Compute are fixed; drag pans, scroll/pinch zooms, always 1:1 and immediate. Nothing in the chrome ever scales with the Field.

Composition stack & background geometry (v0.4 handoff)

Six layers, bottom to top: ground (lacquer, no grid, no wash) → geometry (orbits, horizon rings, constellations) → connection (semantic paths) → object (Ally, Realm, Element, Talisman) → signal (ONE active glint, phase node, or enamel pulse) → fixed chrome. Geometry is a semantic scaffold, never wallpaper.

Orbit arc · belonging · 5–12%
Journey path · passage · 8–16%
Anchor stud · commitment · dark collar
Constellation · peers · nodes > lines
Crossing glint · exchange · only when it matters
Horizon ring · threshold · cream near entry
Phase node · cycle position · one active max
Cardinal tick · orientation · engraved, not glowing

Density: per viewport 2–5 major arcs, 3–9 visible nodes, 0–2 glints, only context-required connectors; ≥55% of the ground stays quiet; ≤3 line weights, ≤2 active enamel colors. Constellations cluster around meaning — never evenly distributed stars. Every path begins/ends at a stud, node, threshold, or edge continuation. Continuous = stable belonging · dashed = unresolved/historical · doubled = shared frame. Geometry rotates/scales with the Field; line weight is optically clamped. At rest geometry is STILL — phase nodes travel once to acknowledge a change, horizon rings expand only during approach.

Context options — collecting many vs. up close with one
Collect — many Realms · far/distant stages, names only when collision-free, geometry carries the gravity
Organization Kinship Duna Your founding home 12 here now · 3 projects
Up close — one Realm · near stage: full crest, localized halo ≤25%, nested glints, full label, threshold prep
Input & reduced motion (spec)

Pointer/trackpad pan 1:1, no easing lag · wheel/pinch zoom continuous, centered on pointer/gesture centroid · scale range 0.7×–2.4× before context changes · keyboard: arrows/WASD pan, +/− zoom, 0 reset, Escape closes Panel or exits threshold · touch: one-finger pan, pinch zoom, tap for Panel, deliberate movement for approach. Motion spec: breathe 1→1.035 over 6–8s · drift ±8px over 14–18s (small minority of objects) · relate 3–5s luminance cycle on real paths only · gather 900ms settle, 120–150ms stagger, positional overshoot only · orbit ≥16s, 1–2 orbiters per Realm. Reduced motion: stop breathe/drift/orbit/pulse/parallax/stagger, keep glow, scale, labels, sigils, hierarchy; entries become a short crossfade; never remove information. Performance: transforms/opacity on composited layers, no large animated blurs, cap ambient objects, pause offscreen simulation.