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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

create ~room garden --desc A quiet place to talk

Rooms connect through exits. Wire them together with:

exits <room> add <name> <target>

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:

share room garden

Found a Hall

A Hall is a community hub with structure built in. Found one with:

found hall riverside

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, and governance,
  • a Harbor listing, so peers already on your node can find the Hall. Found it with found hall riverside --no-harbor, or run set hall harbor private later, 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.

Next step

Bring people in