The Directory

The organizational structure of Guildhall. Seven departments plus a front desk, each with a clear mandate and staffed by specific Quorum seats.

Front Desk — The Secretary

The first point of contact for everything. A persistent personal VA that lives on Hoid (always-on, low-power) and handles daily life without waking Blackthorn.

Daily VA duties (runs on Hoid):

  • Calendar, reminders, scheduling
  • Quick lookups, simple questions
  • Drafting replies, notes, messages
  • Triaging incoming requests

Routing duties (No Wrong Door):

  • “I have a product idea” → wakes Blackthorn, opens full Quorum deliberation
  • “I want to learn about design patterns” → routes to Lugh
  • “What did the Gamer flag about marketplace ideas?” → memory search across past Quorum runs
  • “What time is my dentist appointment” → handles it directly, Blackthorn stays asleep

The Secretary is the reason Guildhall becomes a daily-use tool rather than an occasional evaluation framework. Most days you’re not running a full deliberation. Most days you’re texting quick requests. The Secretary handles all of that cheaply and instantly.

Interface: Twilio SMS as the primary channel. Text a number, get a response. No app, no browser required. Web UI available for deeper interaction when wanted.

The Six Offices

Each office is a department within the Guildhall, staffed by Quorum seats that share a cognitive domain. During deliberation, each office produces its own analysis. Offices can request input from other offices during Phase 2 deep dives.

Office of Records — Seats 1 & 2

The Historian (Seat 1) and The Surveyor (Seat 2).

What does the data from analogous systems tell us? What data are we missing? What single piece of information would most change our confidence?

This is the department that does the homework before anyone else opens their mouth. The Historian finds precedent; the Surveyor identifies gaps. Together they establish what is known and what is dangerously unknown.

Models: Qwen3-30B-A3B (Historian), Cogito 14B (Surveyor)

Office of Sentiment — Seats 3 & 4

The Gut (Seat 3) and The Empath (Seat 4).

What is your immediate emotional reaction? How will users feel using this — not what they’ll do, but how they’ll feel? Where does delight live? Where does frustration hide?

The department nobody thinks they need until it catches the thing everyone else missed. The Gut gives instinctive reaction without justification. The Empath models the user’s emotional journey.

Models: Qwen3.5-9B on GPU 1 (Gut), Qwen3.5-27B (Empath)

Office of Opportunity — Seats 5 & 6

The Builder (Seat 5) and The Evangelist (Seat 6).

Best case, what does this enable that didn’t exist before? Why would someone champion this to others? What’s the sentence someone says when recommending it?

The optimists, deliberately. Their job is to find the unlock and articulate the value proposition. They’re balanced by the Office of Risk — which is why these two offices must run different models.

Models: Qwen3-30B-A3B (Builder, shares with Historian — orthogonal), Mistral 7B Instruct on GPU 2 (Evangelist)

Office of Invention — Seats 7 & 8

The Inventor (Seat 7) and The Remixer (Seat 8).

What lateral ideas does this spark? What adjacent problem could this solve that wasn’t the original intent? What existing things does this combine, replace, or make obsolete?

The department that’s allowed to go sideways. The Inventor explores adjacencies; the Remixer maps the ecosystem. Between them, they find the unexpected angles.

Models: Qwen3.5-35B MoE (Inventor), Qwen3-30B-A3B (Remixer, shares with Historian/Builder — orthogonal)

Office of Risk — Seats 9, 10 & 11

The Gamer (Seat 9), The Freeloader (Seat 10), and The Adversary (Seat 11).

How will rational self-interested actors exploit this? Who takes without contributing, and does the system survive it? Who is actively incentivized to undermine, copy, or kill this?

The largest department, intentionally. This is where Quorum earns its keep. Three distinct failure modes that most product thinking collapses into a single “what could go wrong” bucket:

  • The Gamer — the cobra effect seat. Assumes people will do what is easiest and most rewarding for them personally.
  • The Freeloader — asymmetric value extraction. The lurker-to-contributor ratio question.
  • The Adversary — competitors, incumbents, trolls, or people whose power/income this threatens.

Key questions:

  • Gamer: “If everyone does what’s easiest and most rewarding for them personally, does this still work?”
  • Freeloader: “If 90% consume and 10% contribute, is this still viable?”
  • Adversary: “Whose lunch money am I taking, and what will they do about it?”

Models: Cogito 14B with deep thinking (Gamer, shares with Surveyor — orthogonal), DeepSeek R1 14B (Freeloader — unique model, in tension with Evangelist), Qwen3-8B (Adversary)

The Boardroom — Seats 12 & 13

The Tenth Man (Seat 12) and The Facilitator (Seat 13).

Nothing leaves the Guildhall without passing through this room.

The Tenth Man argues against whatever consensus the other 11 seats reached. If the offices say “build it,” the Tenth Man makes the best case for “don’t.” If they say “kill it,” the Tenth Man argues for why it might work anyway. This is structurally mandated dissent — not contrarianism for its own sake, but insurance against groupthink.

The Facilitator synthesizes everything. What did we learn? Where is conviction strongest? Where is uncertainty highest? What’s the single most important thing to validate next?

In Spacebot terms, the Facilitator is the Cortex — the process that sees across all channels and synthesizes a briefing.

Models: DeepSeek R1 32B (Tenth Man — transparent reasoning chain, must be different from all consensus-producing models), Qwen3-32B or Llama 70B (Facilitator — strongest available model for synthesis)

Meeting simulation: The Boardroom renders as an interactive shareholder meeting using Voicebox and SpaceUI. Each seat has its own voice profile. Departments present their findings to you — the Facilitator runs the agenda, offices deliver their analysis, the Tenth Man presents mandated dissent. You’re in the meeting as the decision-maker: you can ask follow-up questions, challenge a department’s reasoning, request that two offices debate a point of tension, or redirect the discussion entirely. TTS renders each seat’s responses in their distinct voice. VTT captions provide accessibility and a searchable transcript. Think Zoom call where your 13 department heads present to you and you grill them — not a recording you watch passively. See Open Shorts for the broader vision of audio/video content generation.

Two-Tier Compute

TierHardwareAlways on?Handles
SecretaryHoidYesVA duties, routing, quick requests
DeliberationBlackthornNo (WoL)Full Quorum runs, Lugh pipeline, heavy processing

Most interactions stay on Hoid. Blackthorn only wakes when the Secretary decides something needs the full Guildhall. This keeps power costs low and Blackthorn’s lifespan long.

Quick Mode

Don’t always need all six offices. For a fast evaluation, the Secretary can convene a skeleton quorum:

Office of Sentiment (Seat 4 — Empath) + Office of Risk (Seats 9 & 10 — Gamer & Freeloader) + The Boardroom (Seat 12 — Tenth Man)

Four seats. The ones most likely to surface things an optimistic builder misses. Five minutes instead of thirty.

Interface Channels

ChannelTransportUse case
SMSTwilioPrimary daily interface. Text the Guildhall number.
Web UISpacebot localhost:19898Deep interaction, viewing department deliberations, boardroom transcript
FutureDiscord / SlackCommunity or team access to shared Guildhall instances