Five major cities, each with its own bank and auction house. Every city over-produces some goods and runs short of others, so prices drift apart. That gap is the whole engine: price gaps → arbitrage → caravans → ambushes, escorts and scouting intel. Goods moving between cities are taxed by player-owned buildings whose deeds are themselves auctioned and traded.
Only the first step has a date. The others are relative — TGE, then testnet one step later, then mainnet.
4,096 Charters of the First Voyage. All mint money goes to the Crown Treasury.
$RSGP is issued. Mint proceeds have seeded the Treasury; day-one pools open and Bribes go live.
Founding Charter holders get in first. Paid testnet + bug bounty to run the expedition loop, Treasury price and cities at scale.
The persistent world opens: Energy burns, the Treasury buys, Silver mints, and the first era starts.
The intended flywheel. Favor emission is fixed, so if the token price goes up, every Charter's share of that fixed emission is worth more in dollars.
Read it 1 → 6 clockwise, then back to 1
Each reward type is graded on three questions: does it cost the Crown anything, does it only have value if someone else buys it later, and can it be dumped.
+15% per tier · +5% per enchant step (0–3) · base stats are today's T4 numbers
As the Treasury's buying grows each season, the Crown builds a paved road linking five chartered cities, with New Mortis and new settlements tied into one tax network centred on Dreadfort. The network itself — deeds, tolls, concessions — is sold at auction.
The slide shows the road drawn in red across the map, from Dreadfort in the west to the Capital in the south-east and up the east coast.
Each archetype gets a body + head at every tier from T4 to T7. "Today" is the closest existing item in the current game. In the deck many T7 leather and robe slots are still empty placeholders.
| Archetype | Role | Today's closest item |
|---|---|---|
| Plate | ||
| Knight | Baseline plate; best stab & slash defence | Adamantine Plate |
| Juggernaut | Even defence against every physical style; heaviest set | Obsidian |
| Berserker | Trades defence for melee strength | Dragonsteel |
| Stoneguard | Magic defence and ailment resistance | Reinforced Stoneplate |
| Royal Guard | Best ranged defence | Elite Crownlands |
| Leather | ||
| Ranger | Baseline leather | Dragonhide + Robin Hood Hat |
| Mercenary | Chainmail; crush defence for long fights (chain stops being its own class) | Adamantine Chain |
| Trapper | Utility and ailment resistance | Delver's Leather |
| Skirmisher | Light half-plate built for movement | None yet — the art is in the client but unused |
| Assassin | Offence first, little defence | Black Mask |
| Robes | ||
| Wizard | Baseline robe | Nightmare Robes + Wizard's Hat |
| Monk | Physical defence on a robe, less power | Battlemage Robes |
| Archmage | Top power with some defence; the expensive set | Aether Clocktower |
| Cultist | Glass cannon | Cultist Robes |
| Wraith | Resists crowd control and ailments | Ghostly Robes and Hood |
Slides 1–2 are the title and the Royal seal · slide 12 is blank · slide 14 is "Thanks~!"