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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,
  • its three zones: Public (visitors), Common (members), Private (stewards),
  • starter rooms: welcome, general, and governance.

You become the Hall's Steward: you govern the space and grant standing to others.

Shape it after founding:

describe hall What brings us together is shared music. set hall atmosphere Playful set hall threshold knock

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 Holders of a short invite code
members_only Existing members must vouch someone in

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> Decline the request
vouch <user> Vouch for a pending knocker; enough vouches auto-admit
standing <user> familiar Promote a member to a higher tier (Steward only)

Standing tiers and what each unlocks are covered in Concepts: Trust and standing.

Next step

Bring people in