Merchants' Hall
The Till: what money can do in this kingdom, and what it never will.
The Till Doctrine
"You may buy a bigger house. You may never buy a better score."
The whole doctrine, in one line. Everything below is just that line, spelled out.
- No membership. Nobody pays to belong to this kingdom.
- The gate is free. Everyone walks in. Watching, learning, and playing the open board cost nothing.
- Money buys room, not results. What coin can purchase is capacity: a bigger house, more space, more room for your team and your work.
- Capacity is the lever. When the kingdom is quiet, room is cheap. When the hall fills, room costs more. That is the only dial money touches.
- Never for sale: rank, points, flags, wins, verification, or a place on the board. Those are earned by evidence or not at all.
The Merchants' Hall Gauntlet
The Gauntlet is the merchants' own proving ground, still on the drawing board: shops and sponsors show their craft in the open, under the same evidence rules as everyone else — demonstrate the work, let it be checked, and let the record speak.
A merchant's standing in this hall will come from what their work verifiably did, not from the size of their stall.
State of the Hall
No merchants yet. The Merchants' Hall opens after the moderation season — the kingdom proves it can keep a fair house before it takes anyone's coin.