Your first Hall¶
Spaces in Kunuleco nest from broad to specific: your HOME is your personal root space, Halls are community hubs you found for a group, and rooms are the actual places people gather and talk. This page takes you from a single room to a functioning Hall.
Make a room¶
Rooms connect through exits. Wire them together with:
Add --oneway for a one-way passage. Move with go <exit> (shortcuts: n s e w and
friends), look around with look, and return with home.
To let others reach a room and open its presence/chat channel:
Found a Hall¶
A Hall is a community hub with structure built in. Found one with:
In the Urchin client, /found-wiz runs the same thing as a guided ritual
(name, description, atmosphere, entry threshold, optional first room). Either way, founding
creates:
- the Hall hub itself, reached from your HOME's Common zone,
- its three zones: Public (anyone who is in), Common (Familiar members and above), Private (stewards),
- starter rooms:
welcome,general, andgovernance, - a Harbor listing, so peers already on your node can find the Hall. Found it with
found hall riverside --no-harbor, or runset hall harbor privatelater, to keep it unlisted.
You become the Hall's Steward: you govern the space and grant standing to others.
Founding does not move you in. Walk into the Hall first (go riverside), then shape it:
describe hall What brings us together is shared music.
set hall atmosphere Playful
set hall threshold knock
describe hall sets the Hall's intention, the one-line answer to what brings you together,
shown to anyone looking the Hall over. Atmosphere is one of Supportive, Focused,
Playful, or Intellectual.
How a Hall decides who gets in¶
Each Hall has a threshold:
| Threshold | Who gets in |
|---|---|
open |
Anyone may join, arriving as a Newcomer |
knock |
The Steward approves each arrival (the default) |
invite_only |
Entry is closed by default; arrivals queue for the Steward, same as knock (invite codes for this are future work) |
members_only |
Arrivals queue; two vouches from Familiar-or-higher members admit them, or a Steward accepts directly |
With knock, arrivals queue for approval:
| Command | What it does |
|---|---|
knocks |
List people waiting to join, with any vouches |
accept <user> |
Admit them (grants Newcomer standing) |
reject <user> |
Turn the request down. This is a lasting decision, and that identity cannot knock again. If you change your mind, grant them standing directly with standing <user> newcomer |
vouch <user> |
Sponsor someone waiting at the door. You need Familiar standing or better (Stewards always qualify), and two vouches admit them as a Newcomer, whichever threshold the Hall is set to |
standing <user> <tier> |
Set someone's tier: newcomer, familiar, trusted, steward, or visitor to clear a grant (Steward only) |
knocks works from anywhere and covers every Hall you steward. The rest act on the Hall
you are standing in, so walk in first.
Standing tiers and what each unlocks are covered in Concepts: Trust and standing.