# HermesWorld — Guilds + Agent Companions + Economy

Last updated: 2026-05-06

Reference graphic: `/Users/aurora/Desktop/roadmap hermesworld .png`

## Unlock insight

The guild is not only humans. The guild is **humans + their agents**.

Players bring their agents into HermesWorld, level with them, quest with them, trade with them, and build complementary party compositions.

Example:
- Human player: Priest / Healer
- Friend/player: Mage / Promptcaster
- Agent companion: Scout Agent finds secrets
- Agent companion: Builder Agent crafts upgrades
- Guild role: Scribe Agent records raid notes

This solves the MMO loneliness problem: you always have someone to play with, because your agent can party with you.

## Class + companion pairing

Human classes:
- Priest / Healer
- Guardian / Tank
- Mage / Promptcaster
- Rogue / Scout
- Engineer / Builder
- Oracle / Analyst
- Bard / Social

Agent companions:
- Scout Agent
- Scribe Agent
- Builder Agent
- Trader Agent
- Combat Agent
- Healer Agent

Design rule:
- humans choose fantasy identity
- agents fill tactical gaps
- party/guild builds become complementary

## Gameplay loops

### Human + agent leveling

- human gains XP from quests, raids, minigames, guild events
- agent companion gains specialization XP from actions
- companion unlocks abilities that map to its role
- companion can eventually act while user is offline, within limits

### Trading with agents

- Trader Agent can price/check items, manage simple trades, propose market actions
- Builder Agent can craft/upgrade tools
- Scribe Agent logs deal terms and guild vault changes
- valuable trades require server validation and anti-abuse rules

### Guild composition

Guilds want mixed roles:
- tanks/frontline
- healers/support
- mages/damage
- scouts/discovery
- engineers/crafters
- oracles/strategy
- agents as support multipliers

## Monetization thesis

Primary revenue options:

1. Guild membership / season access
   - paid guild creation or premium guild halls
   - guild war participation tiers
   - season pass for cosmetics/rewards/events

2. Convenience currency
   - faster leveling
   - cosmetics
   - crafting boosts
   - guild hall decorations
   - companion skins/modules

3. Premium agent companions
   - extra companion slots
   - advanced companion behaviors
   - model/provider integrations
   - guild agent seats

4. Creator/guild economy
   - paid rooms/minigames
   - guild cosmetics
   - tournament/event entries

Hard rule:
- avoid obvious pay-to-win in competitive guild wars
- paid boosts should accelerate progress or cosmetics, not destroy fairness
- prize claims remain server-authoritative

## UI modules from the reference graphic

Build these as game surfaces:

- Class selection screen
- Agent companion roster
- Guild systems hub
- Guild chat
- Shared vault
- Weekend wars map
- Leaderboards
- Season pass/rewards
- Epic events panel

## v0.3-v0.6 path

### v0.3
- class identity placeholders
- companion role concepts
- guild systems graphic/landing surface
- Agora hub visual upgrade

### v0.4
- player class selection
- first companion agent role
- class/companion XP
- simple party/companion action loop

### v0.5
- guild creation
- guild chat/guild hall prototype
- shared vault UI mock
- leaderboard skeleton

### v0.6
- weekend event prototype
- guild war map
- season pass/cosmetic reward track
- private prize oracle integration
