+
+
diff --git a/site/public/documentation/builtin.md b/site/public/documentation/builtin.md
new file mode 100644
index 0000000..3b1ec1b
--- /dev/null
+++ b/site/public/documentation/builtin.md
@@ -0,0 +1,2 @@
+Built-In Plugins
+================
diff --git a/site/public/documentation/builtin_borders.md b/site/public/documentation/builtin_borders.md
new file mode 100644
index 0000000..004fea1
--- /dev/null
+++ b/site/public/documentation/builtin_borders.md
@@ -0,0 +1,2 @@
+Borders Plugin
+==============
diff --git a/site/public/documentation/builtin_drag.md b/site/public/documentation/builtin_drag.md
new file mode 100644
index 0000000..3a37023
--- /dev/null
+++ b/site/public/documentation/builtin_drag.md
@@ -0,0 +1,2 @@
+Drag Plugin
+===========
diff --git a/site/public/documentation/builtin_earth.md b/site/public/documentation/builtin_earth.md
new file mode 100644
index 0000000..9bfdf5a
--- /dev/null
+++ b/site/public/documentation/builtin_earth.md
@@ -0,0 +1,2 @@
+Earth Plugin
+============
diff --git a/site/public/documentation/builtin_land.md b/site/public/documentation/builtin_land.md
new file mode 100644
index 0000000..3665829
--- /dev/null
+++ b/site/public/documentation/builtin_land.md
@@ -0,0 +1,2 @@
+Land Plugin
+===========
diff --git a/site/public/documentation/builtin_oceans.md b/site/public/documentation/builtin_oceans.md
new file mode 100644
index 0000000..e136052
--- /dev/null
+++ b/site/public/documentation/builtin_oceans.md
@@ -0,0 +1,2 @@
+Oceans Plugin
+=============
diff --git a/site/public/documentation/builtin_pings.md b/site/public/documentation/builtin_pings.md
new file mode 100644
index 0000000..436a98b
--- /dev/null
+++ b/site/public/documentation/builtin_pings.md
@@ -0,0 +1,2 @@
+Pings Plugin
+============
diff --git a/site/public/documentation/builtin_topojson.md b/site/public/documentation/builtin_topojson.md
new file mode 100644
index 0000000..b043714
--- /dev/null
+++ b/site/public/documentation/builtin_topojson.md
@@ -0,0 +1,2 @@
+TopoJSON Plugin
+===============
diff --git a/site/public/documentation/builtin_zoom.md b/site/public/documentation/builtin_zoom.md
new file mode 100644
index 0000000..bc15741
--- /dev/null
+++ b/site/public/documentation/builtin_zoom.md
@@ -0,0 +1,2 @@
+Zoom Plugin
+===========
diff --git a/site/public/documentation/core.md b/site/public/documentation/core.md
new file mode 100644
index 0000000..1f31f3d
--- /dev/null
+++ b/site/public/documentation/core.md
@@ -0,0 +1,64 @@
+Core API
+========
+
+Installation
+------------
+
+Once you've [downloaded Planetary.js](https://github.com/BinaryMuse/planetary.js/releases), you can include it via a `script` tag on your page *after* the inclusion of D3 and TopoJSON. This example uses the CDN URLs for those libraries:
+
+
+
HTML
+
+```html
+
+
+
+
+
+
+
+...
+```
+
+
+Core API
+--------
+
+**`planetaryjs.noConflict()`**
+
+In non-AMD and non-CommonJS environments, Planetary.js takes over the global `planetaryjs` namespace (in the browser, this means `window.planetaryjs`). If, for some reason, something else useful was there before you loaded Planetary.js, you can ask for it to be returned to that spot by calling `planetaryjs.noConflict()`. The Planetary.js library will be returned from the function, so you can continue to use the library.
+
+
+
+**`planetaryjs.loadPlugin(plugin)`**
+
+Planetary.js uses a plugin architecture for all its functionality. Calling `planetaryjs.loadPlugin` will cause that plugin to be loaded in *all* planets created from this library. If you only want to use a plugin in some of your planets, use the `planet.loadPlugin` method (from the [Planet API](/documentation/planet.html)) instead.
+
+
+
+For more information on the plugin system and API, please see the [Plugins](/documentation/plugins.html) documentation.
+
+**`planetaryjs.planet()`**
+
+The `planet` API call returns a new planet instance, which represents a single globe. It will be created with all the plugins registered with `planetaryjs.loadPlugin()` active. It has various methods for manipulating the globe and drawing it to a canvas. The [Planet API](/documentation/planet.html) covers these methods in considerably more detail.
+
+
diff --git a/site/public/documentation/index.md b/site/public/documentation/index.md
new file mode 100644
index 0000000..40c2363
--- /dev/null
+++ b/site/public/documentation/index.md
@@ -0,0 +1,11 @@
+Introduction
+============
+
+Planetary.js is a JavaScript library for building awesome interactive globes. It uses [D3](http://d3js.org/) and [TopoJSON](https://github.com/mbostock/topojson) to parse and render geographic data. Planetary.js is a plugin-based system; even the default functionality is implemented as plugins! This makes Planetary.js extremely flexible.
+
+The documentation is split up into several sections:
+
+* [Core API](/documentation/core.html) describes the top-level Planetary.js API, including installing and configuring the library and creating new instances of planets.
+* [Planet API](/documentation/planet.html) describes the API associated with a planet instance, including modifying its properties and accessing a special canvas context that allows you to draw on the globe.
+* [Plugins](/documentation/plugins.html) describes the plugin architecture of Planetary.js and shows how you can easily build your own plugins to modify the behavior of Planetary.js
+* [Built-In Plugins](/documentation/builtin.html) describes each of the built-in plugins in turn, including their public API and how to use them in a project.
diff --git a/site/public/documentation/planet.md b/site/public/documentation/planet.md
new file mode 100644
index 0000000..c966ab5
--- /dev/null
+++ b/site/public/documentation/planet.md
@@ -0,0 +1,139 @@
+Planet API
+==========
+
+A "planet" represents a single globe and its rendering instructions. It is created from the `planetaryjs.planet()` method; see the [Core API](/documentation/core.html) documentation for more details.
+
+**`planet.loadPlugin(plugin)`**
+
+Planetary.js uses a plugin architecture for all its functionality. While you can load plugins at the global library level, Planetary.js also allows you to load plugins for specific planets. **If a planet is drawn and no plugins have been loaded globally and no plugins have been loaded for the specific planet instance, it will use the default `earth` and `pings` plugins.**
+
+
+
+For more information on the plugin system and API, please see the [Plugins](/documentation/plugins.html) documentation.
+
+**`planet.projection`**
+
+The core of a planet's data model is an [`d3.geo.projection`](https://github.com/mbostock/d3/wiki/Geo-Projections) (specifically, an orthographic projection), which is exposed by a planet by `planet.projection`. You can use this object to control various aspects of the planet. The D3 documentation covers the methods in considerable detail, so [be sure to check it out](https://github.com/mbostock/d3/wiki/Geo-Projections); many of the examples on this site also use the projection object to operate.
+
+
+
+**`planet.path`**
+
+`planet.path` is a [`d3.geo.path`](https://github.com/mbostock/d3/wiki/Geo-Paths) which uses the planet's internal projection to generate path data for geographical features. Its `context` method is commonly used by interal plugins to take a canvas context and return a path generator that can be used to draw on the globe.
+
+
+
+**`planet.plugins`**
+
+Planetary.js provides an empty object that plugins may use to store public data and methods. If a plugin is well-behaved, it will keep all its properties on the object under a single key (usually one that share's the plugin's name).
+
+**`planet.canvas` and `planet.context`**
+
+Once you call `draw` on a planet instance, Planetary.js will set the `canvas` and `context` properties to the canvas and its context, respectively.
+
+**`planet.onInit( function([done]){} )`**
+
+Registers a function to be called when the planet is initialized (which happens after a call to `draw` and after any loaded plugins have been initialized). This is mostly used by plugins to initialize themselves when the planet "boots."
+
+If the provided callback function takes any parameters, it will be a "done" function that must be called once the initialization function finishes any asynchronous work before the planet will continue to initialize.
+
+
+
+**`planet.onDraw( function(){} )`**
+
+Registers a function to be called each time the globe redraws itself. This is mostly used by plugins to draw plugin-specific data or otherwise animate the globe.
+
+
+
+**`planet.withSavedContext( function(context){} )`**
+
+Calls the function with the current canvas context as a paremter, wrapping the function call in `context.save()` and `context.restore()`. Use this function any time you're going to modify the context to ensure it gets put back to the way it was.
+
+
+
+**`planet.draw(canvas)`**
+
+Begins drawing the globe onto the given canvas. `canvas` should be a raw DOM element (e.g. as returned by `document.getElementById`). Specifically, if it is wrapped by D3 or jQuery, you need to unwrap it with something like `wrappedCanvas[0]`.
+
+Calling `draw` will perform the following operations:
+
+1. Initialize each loaded plugin by calling the plugin function.
+2. Set `planet.canvas` and `planet.context` to the canvas and the canvas' context, respectively.
+3. Run each registered `onInit` hook in the order it was registered (note that `onInit` calls made by plugins will not be made until step 1, after `draw` has been called).
+4. Start the animation loop, each tick clearing the canvas and calling any registered `onDraw` hooks in order.
+
+
diff --git a/site/public/documentation/plugins.md b/site/public/documentation/plugins.md
new file mode 100644
index 0000000..ade7666
--- /dev/null
+++ b/site/public/documentation/plugins.md
@@ -0,0 +1,57 @@
+Plugins
+=======
+
+Planetary.js uses a plugin-based architecture, and all the built-in functionality is built using this architecture. This makes Planetary.js extremely flexible.
+
+Loading Plugins
+---------------
+
+Plugins are loaded either globally by `planetaryjs.loadPlugin` or for a specific planet instance by `planet.loadPlugin`. If you call `draw` on a planet and it has no plugins loaded at all (from either source), Planetary.js will use the default plugin stack, which consists of the `earth` and `pings` plugins.
+
+Anatomy of a Plugin
+-------------------
+
+A plugin is simply a JavaScript function that takes a planet instance as a parameter and performs some predefined operation. **The best plugins do one tiny thing.** If you want a plugin to do a lot of things at once, you should build a plugin that wraps other, smaller plugins; in fact, this is exactly how the `earth` plugin is built. See the [Earth](/documentation/builtin_earth.html) documentation for more details.
+
+Most of the time, a plugin will implement its behavior by registering callbacks into the planet's lifecycle hooks. For example, the following simple plugin increments the planet's projection's rotation by one degree every tick (this would make for a very fast spinning globe, but demonstrates the idea nicely enough):
+
+
+
+Plugin Generators
+-----------------
+
+Often, you'll want your plugin to be configurable with some user-defined values. You can create a function generator, which is a function that takes your configuration data and then *returns* the plugin function. You can then call this generator to generate the plugin function for use by `loadPlugin`.
+
+