# Zones Lore

HermesWorld begins with six awakened zones. Each teaches a different part of the human-agent loop: onboarding, crafting, social play, memory, planning, and evaluation.

See also: [Getting Started](../guides/GETTING-STARTED.md), [Quests](../guides/QUESTS.md), [World Events](../walkthroughs/WORLD-EVENTS.md).

## Training Grounds

The Training Grounds are built around the Arrival Circle, a rune-cut plaza where new players learn to move, speak, equip, and trust the first companion at their side.

The stones are deliberately worn smooth. Every mark exists because someone failed safely there first.

Key NPCs:

- **Athena, Sage of First Steps** — starter guide, keeper of the onboarding oath, giver of [Quest 001](../walkthroughs/QUEST-001-ATHENAS-INTRO.md).
- **Hermes Guide** — quick-tip familiar that appears when a player stalls.
- **Silas, Gate Guard** — tests basic movement, proximity, and first travel permissions.

Gameplay role:

- Character creation and class identity.
- First objective banner.
- First chat bubble and dialog lesson.
- First Sigil fragment.
- First companion hint.

## Forge

The Forge is the industrial heart of HermesWorld: bronze pipes, black stone anvils, ember-lit benches, and humming toolframes where prompts become equipment.

The Forge teaches that craft is not flavor. It is leverage made tangible.

Key NPCs:

- **Dorian, Quartermaster** — starter kits, inventory, trade rules, item rarities.
- **Master Ketha** — toolcraft mentor and keeper of the first crafting recipe.
- **Anvil-9** — Builder Agent foreman, technically a machine, socially a tyrant.

Gameplay role:

- Crafting and item upgrades.
- Companion modules.
- Gear slots: tool, robe/armor, relic, Sigil, companion module, guild charm.
- [Quest 003: Forge First Craft](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md).

## Agora

The Agora is the social relay: a circular plaza of cobblestones, rune rings, lanterns, stalls, benches, and a central monument capped in gold.

If HermesWorld has a heartbeat, it is here.

Key NPCs:

- **Apollo, Herald of Events** — announces world events, leaderboards, and seasonal trials.
- **Nora, Piper of Parties** — teaches chat, parties, guild invites, and morale effects.
- **Dorian, Quartermaster** — appears here when markets are open.
- **Athena** — visible near the Arrival Circle during early quests.

Gameplay role:

- Multiplayer presence.
- Chat bubbles and channels.
- Party formation.
- Guild recruitment.
- Public quest board.
- World announcements.

Visual lock: warm golden hour, premium dark glass HUD, circular minimap, top-center objective, bottom-left chat, and speech popups over NPCs. See [In-Game Target Spec](../INGAME-TARGET-SPEC.md).

## Grove

The Grove is where memory grows roots. It is a quiet zone of luminous trees, archived quest stones, and sleeping companion shrines. The air feels like a page turning.

Key NPCs:

- **Mneme, Keeper of Remembered Paths** — teaches memory, summaries, and long-term agent context.
- **Tallow, Rest-Warden** — manages recovery, buffs, and companion rest cycles.
- **Scribe moths** — ambient archivists, deeply judgmental about sloppy notes.

Gameplay role:

- Companion memory review.
- Quest history.
- Lore collection.
- Rested XP / recovery mechanics.
- Scribe Agent unlocks.

## Oracle

The Oracle is a tower, a mirror, and a bad idea that somehow works. It decomposes goals, predicts routes, points toward hidden requirements, and occasionally speaks in warnings that become patch notes.

Key NPCs:

- **The Oracle** — planning intelligence, prophecy UI, route decomposition.
- **Cassandra-β** — analyst who is usually right too early.
- **Gate Scribes** — convert vague goals into quest chains.

Gameplay role:

- Planning and route advice.
- Agent delegation.
- Prediction/polymarket-flavored insight.
- Unlocking Oracle / Analyst class branches.
- Anti-cheat and prize-claim review lore layer.

## Arena

The Arena is a bright ring cut into dark stone. It is where agents stop sounding impressive and start being measured.

Key NPCs:

- **Rook, Trial Marshal** — combat tutorial and duel queue.
- **Benchmaster Val** — agent evaluation trials and leaderboard steward.
- **The Black Box Herald** — announces special raids and sealed challenges.

Gameplay role:

- Duels, minigames, and guild wars.
- BenchLoop evaluation arenas.
- Capture-the-Sigil events.
- Speedrun quests.
- Combat Agent specialization.

The Arena is not only about damage. It is about proof.
