01Security and access
One screen holds everything that decides an answer, split by what it is attached to. The top three rows change with the house you are standing in. The bottom two belong to the account and follow you into every house you are in.
02People and groups
The roster is people first and groups second, because a household thinks in names. Every row states the groups the person holds and the number of capabilities those groups add up to — a union, never a maximum. Theo holds two groups and one of them carries the flag, so his row says so in front of everyone.
03A group, opened
A group is a name, a safety flag and a set of grants. Tap the grants and the members underneath recount. Turn the flag on and the two outward grants stay lit and stop firing — struck through rather than removed, because the group really does hold them and the flag really does withhold them.
04One person, two houses
Ray is a guest here and the Creator of The Rowan House, and this screen will not tell you the second thing. Dana is looking at a membership, not at a person — add and remove his groups and the card recounts, and the second house stays a name she already knew because she is in it too.
05Inviting a guest
An end date is a field on the form, not a thing to remember later. Pick a group and a length and the sentence underneath spells out the whole grant in plain words before the link is made. Until I remove them is available and is the only option that has to be chosen deliberately.
06The guest’s own seat
The same account, read from the inside. Every house it stands in, what it holds in each, and when the standing ends. Nothing here is editable except the last row, and that row is the one thing a guest can always do alone: leave.
07Devices and the record
Sessions are the account’s, so signing one out closes it in every house at once — the screen says which houses those are rather than making anyone work it out. Underneath sits the record of every change made to this account’s access, by name and by date, including the ones the account holder did not make and would not have chosen.
08What one thread narrows
A thread holds its own permissions, and every one of them subtracts. The pills the house already grants can be switched off for this room only; the ones the house withholds are drawn struck through and refuse the tap, because a thread that could switch them on would be a way to promote yourself by starting a conversation.
09Sharing it into another house
The thread does not move. The Rowan House is given a view of the object where it already lives, so Alder’s gates go on answering for Alder’s history and safe mode here cannot be walked around by routing the question through a second address. Act is drawn on the sheet and cannot be switched on, because a grant that has no legitimate use is clearer as a visible floor than as an absence.
10The guardrail agent
The gates are the bouncer at the door. The guardrail agent is the chaperone who walks in with you and stays for the conversation. It reads every request before the model does and every response before the thread does, and the two rows that say so are not switches — a guardrail with an off position is a setting, not a guardrail.
11What it looks like when it fires
An interception is a message like any other, and it names three things: what was withheld, which rule withheld it, and who in this house can lift it. Bobby keeps his own shape while doing it — no bubble, the answer on the page — because a refusal that arrives in a different voice reads as the system talking over him.