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UNOFFICIAL FIELD NOTES — compiled from the Discord Live Stream & the Oct 3 "First Look" deck. Draft material; details may change.
Persistent world · Real stakes

GenesisTHE ECONOMICS OF CAMBRIA

The successor to Gold Rush: one persistent, non-seasonal world where players and guilds fight over scarce resources, build treasuries, and put real money on the line. You can deposit and play, or own a Charter and earn from everyone else's play.

CHARTER MINT · OCT 7
Roadmap

Launch sequence

From the First Look deck (Oct 3). Only the first step has a date.

TGE · ahead

Token launch

$RSGP is issued. Mint money seeds the Treasury; day-one liquidity pools open; Bribes start paying.

TGE + 1 · ahead

Testnet

Founding Charter holders get in first. Incentivised testnet + bug bounty; the economy is run at scale before opening.

Testnet + X · ahead

Mainnet

The persistent world opens: Energy burns, the Treasury starts buying, Silver mints, the first era begins.

I · What is Cambria

A contested continent

Open world

Resource zones run from safe starter areas to lawless deep wilderness — the richest deposits sit where the most dangerous players are.

Player-run economy

Items are gathered, crafted and priced by players. Corner markets, flip goods between cities, or fund a guild's war.

Specialists win

Mining, fishing, smithing or combat — players who master one niche and read the meta out-earn generalists.

The vocabulary

Royal Charter
The entry-pass NFT. Staked into a Venue to earn; needed to get the most out of the economy.
Energy
What you spend to play. Bought 1:1 with USDC and burned continuously while you're outside the city walls.
Gold
What you bring back — a pro-rata claim on the shared risk pool, cashed out at the Realm Gate.
Silver
The everyday currency for trading between players.
Royal Favor
Your standing. Earned by playing and by deploying Charters. Converts to $RSGP — Charter holders only.
$RSGP
The token ("Real Stakes Game Play"). Governs the Treasury and collects Bribes.
II · The world

Five cities, five markets

The Genesis continent map
The continent, from the Genesis page — frozen north, the black-green Barrens, red wastes east, swamps and the Capital to the south-east

Each major city runs its own bank and auction house. Every city over-produces some goods and is short of others, so prices diverge — which creates trade runs, caravans, escorts and ambushes. Prime farming spots move around the map in real time.

CityWhereDanger ringRich inShort of
The Capital
Crown seat · Realm Gates
EastT1–T2Cloth, fishOre, lumber
New Mortis
Ruined vampire city
Northeast · the BarrensT3–T4Ore, stoneFood, wood
Thorin's Peak
Mountain forge city
NorthT4–T5Ore, stoneCloth, grain
Mirewick later era
Swamp stilt-town
Southeast · the SwampsT3–T4Timber, reagents, poisonsStone, grain
Dreadfort
Lawless market
West · inside the T5 ringT5 (black)Everything, at a priceNothing

Expansion: the Royal Road

A paved route linking five chartered cities, centred on Dreadfort. The Crown sells the road's infrastructure — deeds, tolls and concessions — at auction.
III · Ways to play

Extract · Trade · Deploy

Risk your own hide

Extract

  • Solo runs and mining in the wilds
  • Group raids on T5 bosses
  • Guild-war kills the server watches
  • Racing to announced spawns
  • Selling scouting intel
  • Salvage, ganking, bounty contracts
Refine what others bring back

Trade

  • Buy where goods pile up, sell where they're scarce
  • Craft the gear extractors keep losing
  • Haul escorted cargo between cities
  • Make markets on the Trading Posts
  • Fill the Crown's weekly orders for Favor
Never leave the city

Deploy

  • Back settlers and take a cut
  • Stake Charters into Venues for yield
  • Hold cities through sieges for tax
  • Rent plots, lend capital, write insurance
  • Vote with locked RSGP
  • Merge 3 Charters into a Noble; bet on guild wars
IV · The asset layer

Tradeable assets

The on-chain items behind the game economy, priced in ETH. Live already exists today; Genesis is new. (The page shows prices, but they're placeholders, so they're left out here.)

Live

Islands

3,333 islands in five tiers (4 → 64 tenant slots). Fixed supply. Owners take a cut of tenants' cash-ins.
Genesis

Deeds

One per city building — toll gates, stations, stables, bank concessions. Re-auctioned on a fixed term; earn usage fees.
Live

Pendants

About 1,800 Genesis Pendants survived the bonding-curve auction. Two build slots drawing on 35 stats. Never shatter.
Genesis

Orbs

Consumable gear modifiers (Rugged, Bronze, Silver, Gold, Unstable). Dropped by dungeons, veins and raid bosses.
Genesis

Heirlooms

One-of-one named items from a rare (1–3%) crafting outcome. Top of the gear ladder.
Live

Legendaries

Dragonsteel, Hearthfire, Hand Cannon, Vampiric Crossbow. Drop-only — and whoever kills you takes them.
V · The economy

How the money moves

At the core is a shared pot. Everyone's burned Energy funds it; the Gold you bring back is your share of it. Your winnings are other players' spend — the house earns through fees on top.

USDCdeposited Energyburned while playing Floating Risk Pool PvM · PvP · bossesbacked 1:1 in USDC Goldyour pro-rata share USDCwithdrawn Crown Treasuryheld in USDC 1 : 1riskedgold outRealm Gate game feesexit tariff re-stake

Population

Everyone who spends Energy to chase Gold. Deposit, reload, head out, come back with loot — or don't. The largest group and the economy's engine. Trades in Silver.
Citizens — 1+ Charter

Only Citizens can

  • Convert Royal Favor into $RSGP
  • Enter the Outlands (guild-vs-guild sovereignty)
  • Risk more per day (higher limits)
  • Stake Charters into Venues for yield

Two markets

On-chain assets (Orbs, Heirlooms, Legendaries, Pendants, Charters, Islands) are priced in ETH. Player-to-player trading in the game uses Silver. The Outlands guild-war loop carries the biggest stakes and pays a war-chest rake to the Treasury.
VI · Founding Charters

4,096 Charters, one founding

Royal Charter NFT preview
Sample Charter from the page — each one carries a Voyage, House, Home City and two Affinities

The founding mint

  • 4,096 Founding Charters — "one voyage, no second founding"
  • 512 Viceroy Charters: invitation-only, fixed price
  • Mint order: Viceroys → Citizens (allowlist) → Public
  • Price: TBA · Chain: ???
  • Tradeable on secondary from the reveal

After the founding

  • New Charters only after the first phase of the economy is live
  • Issued by burning Royal Favor + Silver (one card says Gold — unresolved)
  • Can be delegated to grant someone temporary citizenship
  • Three Charters merge into one Noble (captaincy, titles, capture boost)
VII · The Crown Treasury

Where the revenue goes

Held in USDC — never in its own token — and run to be countercyclical. Separate from the Floating Risk Pool, which sits in its own 1:1 reserve.

Money in
  • A cut of the risk pool on every cash-in
  • Realm Gate tariff on Gold withdrawn; early-lock exits
  • Trading and royalty fees (in-game, token and NFT)
  • War upkeep and the war-chest rake
  • The founding mint and later Charter issuance; auctions
Money out
  • Lootboxes for holders — bigger in quiet markets
  • Day-one liquidity pools at TGE, owned by the fund
  • Buyback bid whenever $RSGP trades below the fund's backing per token
  • Yield to deployed Charters ("venue juice")
  • Seeding pots to kick-start new loops
From the First Look deck

$RSGP and yield

Real yield — Silver / stables

Alpha Pool capture, province tax, plot fees, sponsorship splits, Bribe yield on locked RSGP, loan interest, insurance, jackpots, PvP loot.

Quoted in Silver — never in RSGP

Token

Royal Favor: fixed, declining emission with a 90-day vest. Royal Commissions: vested, clawed back if you miss a quarter. Bribes paid out gacha-style.

Locked by default — selling early is strictly worse

Appreciation

Charters, land, titles. Supply grows only through proving up and promotion; shrinks through upkeep.

Zero-dilution perks

Access (next-voyage allowlist, early region entry, stake caps), information (survey reports, vein data), status and cosmetics.

The intended flywheel

RSGP rises → the fixed Favor emission is worth more → yield per Charter rises → more settlers prove up and commute → Favor and Silver are burned into the fund → more players chase the fixed emission.
From the First Look deck

Gear rework

S = 1.15(tier − 4) × (1 + 0.05 · enchant) × spec

+15% per tier · +5% per enchant sub-tier (0–3)

T4 · equip 40AdamantineFloor of the real economy
T5 · equip 60ObsidianSerious grinders
T6 · equip 80DragonsteelThe guild tier
T7 · equip 90CambrianNeeds raid catalysts

Tiers

T1–T3 (Bronze, Iron, Steel) become tutorial/vendor gear. Equip requirements shift down — Adamantine drops from 80 to 40.

Sub-tiers

A per-item enchant field (0–3), not separate items. Enchanting happens at city stations with steepening odds.

Heirlooms

A 1–3% craft outcome: named, cosmetically distinct, announced to the city. Can't be enchanted further. Lost on death.

Armour gets 15 archetypes across T4–T7 — Knight, Juggernaut, Berserker, Stoneguard, Royal Guard (plate); Ranger, Mercenary, Trapper, Skirmisher, Assassin (leather); Wizard, Monk, Archmage, Cultist, Wraith (robes).

VIII · FAQ

Questions

Is this Gold Rush?

It's Gold Rush grown up — a persistent world and economy instead of seasons.

What does a Charter cost, and how many can I mint?

Not announced (TBA).

Which chain?

Not announced ("???"). Cambria already supports Robinhood Chain (ID 4663) for deposits and cash-outs, and Abstract Global Wallets "can't receive tokens on other chains" — so Robinhood is the likely home, but it's unconfirmed.

What are Viceroy Charters?

512 invitation-only Charters minted at a fixed price for invited participants.

Can I sell my Charter?

Yes — they're transferable and trade on secondary from the reveal onward.

What's still missing?

$RSGP supply, allocation split, vesting totals, the TGE date and chain confirmation. Contract addresses are still zeroed out.