01 · The thesis
The house is not a picture you flip
Most collections end at acquisition. You buy an image. You trade it. You hold it. That is the whole story.
Pikkopons were designed around a quieter premise: the house is a place you keep. While its hearth is lit, it belongs in the fee pot. While it sits dark, it is still a house - it simply does not take a cut.
The interesting question is not only "which traits did I get?" It is "is this hearth lit, and what does that mean for the keeper?"
02 · What a house is
3,333 residents from Aethelwood
Each Pikkopon is an ERC-721 token on HyperEVM. Collection name Pikkopons, symbol PIKKOPON, names like Pikkopon #12.
Maximum supply is fixed at 3,333. That number does not move.
Every house wears a cottage as a crown: body, pose, background, roof, eyewear, clothing, handheld, and a guild. The roof is the main clue for guild. The art is on-chain SVG - assembled from trait libraries, not parked on a fragile image host as the source of truth.
03 · The keeper loop
Four beats. That is the product.
- Keep a house Hold a Pikkopon in a HyperEVM wallet. Guild rooms open in the Passport from ownership.
- Light the hearth Activation makes the house eligible for fees. Cost is paid in HYPE. The exact amount will be set later.
- Earn while lit Fees that enter the hearth pot are shared among lit houses. Dark houses receive nothing from that pot.
- Transfer resets the fire If the house changes hands, the hearth goes dark. The new keeper lights it again if they want to earn.
Unlit houses are not broken. They are simply quiet. The Passport still shows them. Guild rooms still unlock from ownership. Only the fee share requires a lit hearth.
04 · The hearth
Dark or lit. Nothing in between for the pot.
Lighting the hearth is the keeper's choice. Only the current owner can light it. Only the current owner can darken it.
| Rule | How it works |
|---|---|
| Cost | Paid in HYPE. Amount decided later. |
| Who can light | Current owner of that Pikkopon. |
| On sale or transfer | Hearth resets to dark. Buyer must light again. |
| Darken anytime | Allowed. What you already earned stays yours. |
| Flippers | No free ride. A moved house does not keep a lit state. |
We use house words on purpose. This is not a farm brochure. It is a fire you tend.
05 · Where fees go
Seventy percent to lit houses. Thirty to reserve.
Every fee stream we route into the hearth pot follows the same split:
- 70% shared by houses with a lit hearth at payout time
- 30% kept in the house reserve for ops, seasons, and buffer
"All fees" means every line that actually enters the pot. That includes creator or secondary fees collected on Pikkopon trades, treasury rounds we deposit when there is something real to share, and any later fee lines we add under the same roof.
There is no new coin printed to pay keepers. There is no emissions schedule dressed up as yield. Money comes in. Seventy percent goes out to lit hearths. The rest stays in reserve.
06 · How lit houses share
Only the active set. Equal weight at launch.
When the pot pays, only lit houses are in the set. Launch default: each lit house carries weight 1.0. Equal share among whoever kept the fire going.
Later chapters may add stronger hearths - guild weight, seasonal stamps, or bound companions after we choose to announce them. Until then, the public rule is flat weight among lit houses.
Claim asset and push-versus-claim details will be published with the activation price. Amounts already assigned to you stay yours even if you later darken the hearth.
07 · Sale and transfer
The fire does not travel with the flip
Any ownership change the chain sees - marketplace sale, wallet transfer, or other move - darkens the hearth.
The buyer receives the house. They do not receive a free lit state. If they want fee eligibility, they light the hearth themselves and pay the activation cost then in force.
That rule keeps the pot pointed at keepers, not at churn.
08 · The Passport
The room around the fire
The Guild Passport is the operating layer for keepers. Connect a HyperEVM wallet and you can:
- see the houses you keep
- open guild rooms that match those houses
- read lit versus dark state when activation is live
- light or darken a hearth from the same place
- watch what a house has gathered over time
Phase 0 Settlement is the Passport and the guild rooms. Later chapters stay sealed until mint out. Binding and blending, if we ship them, land here in house language - not as a second product with a different voice.
09 · Guilds
Five fires under five roofs
Guild is part of metadata. It comes mostly from the roof a house wears. Holding a house unlocks the matching room in the Passport. A wallet with several guilds unlocks several rooms.
10 · Phases
Built in chapters. Later ones stay sealed.
Phase 0 · Settlement is open: keep a house, meet your guild, open the Passport, prepare for the hearth.
Later phases stay sealed until the collection mints out. Public titles may show. Full detail waits. That is deliberate - we do not spoil the house with a roadmap novel.
11 · Chain and art
HyperEVM
| Fact | Detail |
|---|---|
| Mainnet | HyperEVM · chain ID 999 |
| Standard | ERC-721 |
| Art | On-chain SVG via trait libraries |
12 · Hard rules
What will not change for fashion
- No project token and no token launch dressed as utility
- No emissions printed to fake yield
- 70% of pot fees to lit houses · 30% house reserve
- Hearth resets on sale or transfer
- Public copy stays in house language
13 · Still open
We will write these in when they are real
- Exact activation price in HYPE
- Which assets the pot pays in, and whether payouts push or claim
- Whether launch stays flat weight or adds guild / trait weight
- How marketplace creator fees are collected into the pot in practice
Companions and boosts, if any, stay unnamed here until we announce them in our own words.
Short banger
3,333 houses that settled on a loud chain.
Light one. It earns from real fees while the hearth stays lit.
That is the whole pitch.