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THE FIRST NATION-SCALE GAME ECONOMY

Cambria: Genesis is a persistent MMORPG world simulation where thousands of players and guilds compete to extract limited resources, build million-dollar treasuries and operations, and stake massive fortunes in a pursuit of gold and glory across a deep, player-driven economy of onchain game assets. Deposit & play, or buy a Charter to earn more.

Founding Charter
#2,905

Royal Charter #2,118

$188.40

Last sale $41.02

Founding Charter
#3,612

Royal Charter #1,047

$201.10

Last sale $48.60

Viceroy Founding Charter
#4,096

Charter #536

$216.55

Last sale $53.78

“Axie Infinity's flywheels on top of a player-owned MMO economy, backed by an ecosystem treasury that operates like a central bank.”

I · What is Cambria

A continent of untapped riches

In Cambria, players risk real $ (spent on Energy) to loot Artifacts and other rares from the dangerous wilds. Every step and every decision carries massives stakes: survive and return with a massive haul, before your greed leads you to a deadly demise.

Massive Open World

A sprawling map of contested resource zones, from safe starter pits to lawless deep-wilderness veins where the richest deposits, and the most dangerous players, are found.

Deep, Complex Economy

Every item in Gold Rush is gathered, crafted, and priced by players. Corner a market, flip resources on the auction house, or bankroll a guild's war effort. All with real $ stakes.

Specialize and Thrive

Mining, fishing, smithing, combat - pick a lane and master it. Specialists who know their niche and can read the meta easily out-earn generalists.

II · The world

New Cambria

Gold and Glory.

Map of New Cambria
Thorin's PeakNew MortisThe CapitalDreadfortMirewickDriftmoor

North · mountain city

Thorin's Peak

T4–T5

Forge-lit terraces, snowy peaks, and a road blasted through high mountains.

Rich in
Ore, stone
Lacks
Cloth, grain

Northeast · the Barrens

New Mortis

T3–T4

Artifact bazaars on the ruins of a vampire city.

Rich in
Ores, Stone
Lacks
Food, Wood

East · Crown seat

The Capital

T1 - T2

The seat of power in New Cambria.

Rich in
Cloth, Fish
Lacks
Fiber, Stone

West · inside the T5 ring

Dreadfort

T5 - T6

The market above the law, and a smuggler's paradise.

Rich in
Wood, Ore
Lacks
Food, Potions

Southeast · the Swamps

Mirewick

T3 - T4

Stilts and rope bridges over the bogs, above half-sunken temples.

Rich in
Timber, reagents, poisons
Lacks
Stone, grain

South · Deserts

Driftmoor

Later era T4 - T5

Sandstone domes over the Ancients' capital.

Rich in
Hide, Crafting Materials
Lacks
Iron, Wood

Off the coast: 3,333 player-held Islands and the docks that feed the mainland.

III · Three ways to play

Core Game Loops

Every fortune in New Cambria is made one of three ways: risking your own hide in the wilds, refining what others brought back, or putting Charters and capital behind those who do both.

Extract

The adventurer

Gather a fortune from the wilds of New Cambria

For Grinders, monster hunters, scouts, gatherers, and player killers

Adventurer

How you win

Make it back alive with your rare Artifact haul from the wilds of New Cambria

Gatherer

How you win

Sell raw materials for more Silver than the Energy and tools cost

Co-op Expeditions

How you win

Go on adventurer expeditions with friends, and split it at the Treasury

Raids

How you win

Land the kill with your guild and make it out alive

World Chests

How you win

Reach the announced spawn first and claim the loot before anyone else does

Scout / Cartographer

How you win

Scout out veins, map resources, and mark targets for your allies

Salvage

How you win

Recover dropped gear and resources after battles

Player Killer

How you win

Claim bounties and loot from defeated players

Mercenary

How you win

Deliver the mark, escort caravans, or collect PvP bounties

IV · Founding Charters

Founding Charters

To unlock full earnings in Cambria (Royal Favor, Asset Economy NFTs), you will need a Charter. Genesis mainnet will launch with an inaugural 4,096 Charters from the Founding voyage, signed directly by the Crown, and minted on Ethereum. One Charter is one seat: to scale your risk and your reward in the economy, hold more of them.

Allowlist · 3.584

The Founding Citizens

The founding Royal signature on every one. A Voyage I number, 1 to 4,096, that never re-issues. Traits that set its utility and standing. First call on every voyage that follows. The last Charters that will ever be first.

Founding Charter
#4,096

Charter #536

$216.55

Last sale $53.78

Viceroy Founding Charter
#4,096

Charter #536

$216.55

Last sale $53.78

INVITATION ONLY · 512

The Viceroys

The blue-blooded class of the founding generation: seats that are never sold, only granted. Every right a Citizen holds, plus the privileges and responsibilities of a House.

All mint proceeds accrue to the Crown (or $RSGP) Treasury, forming the starting prize pool.

Charter Rights

  • Scale up your risk / reward in the economy
  • Access to T4+ Zones and the Outlands
  • Earn NFT Loot (Asset Eco) drops, including rare and exclusive items
  • Earn Royal Favor ($RSGP reward leaderboards)
  • Deploy charters to alternative yield venues
  • Ability to access new Charter Issuance

That is the utility at launch, not the ceiling. Charter utility expands with each phase of the economy, and Founding seats hold every expansion first.

Traits

All traits rolled at reveal, after the mint

Voyage
Founding (I)
House
One of eight, 512 Charters each, hidden until the reveal
Designation
Viceroy or Settler
Number
1–4,096
Home city
Thorin's Peak
Affinity
Affinities to roles: Blacksmith, Swordsman, Whip Master, Bow Expert and more. Each sets the theoretical cap on your power in that niche. This is the specialization of the Charter.

Founding-only terms

  • Exclusive access to Royal Favor until later voyages open.
  • A Voyage I number, 1 to 4,096, that never re-issues.
  • A hand in every later issuance: Founding Charters seed the voyages that follow, passing traits down to the Charters issued after them.
  • and more...

V · The economy

How it works

Royal Charter
The entry pass NFT, required to maximize earnings. Must be staked to a Venue (Adventuring, Merchant Fleet, etc.) to earn.
Energy
What you burn to play. Bought with USDC, burned in real time outside the walls of the major cities.
Gold
What you bring back. A pro-rata claim on the pool, cashed out at the Realm Gate.
Royal Favor
Your standing. Earned by play and deployment, Charter-gated, converts to $RSGP.
$RSGP
The token. Owns the House: votes the Treasury, collects the Bribes.
Asset EconomyOrbs · HeirloomsLegendaries · PendantsCharters · Islandspriced in ETHPlayer Economyp2p, beside the poolTrading Post · craftingtransport · lending · deedsSilver is the medium of exchangeOutlands · GvGsovereignty · guild warfareraids · world bossesOnchain Assets are heavily usedHighest aggregate stakes loopgear and catalysts, consumedstockpilesupkeep · war-chest rakestanding · the city officedrops minted by play, gated by ChartersResources & Loot traded p2ptrading & royalty feesUSDCdeposited1 : 1Energyburned in real timeriskedFloating Risk PoolParimutuel pool · PvM, PvP, bossesEnergy burned is a deposit, at costUSDC redeemed relative to Gold brought backGold outyour shareGoldpro-rata claimspend · re-stake · exitRealm Gateexit feeUSDCwithdrawnRE-STAKEgame feesRoyal ChartersEntry Pass, StackableCharter Yield VenuesDelegation, Guilds, Risk Loop, Merchant Fleet, etc.venue juiceRoyal Favor earned by deploymentstakeunstake · feeMost venues burn Energyearned by playCharter-gatedRoyal FavorLeaderboardsSovereignty & Treasuriesemissionneeds a Charter$RSGPTapered emissionsGauges set by governanceTreasuryin: game, exit, trading & royalty fees · war upkeepauctions · the mint · Charter Issuanceout: venue juice · Bribes to $RSGP holders · pot seedsheld in USDC, never in its own tokenexit fees · the Gate tariff, early lock exitsBribesTreasury-funded · dripped to $RSGP holdersTrading & royalty feesIngame, Token, and NFT taxes4.096 Founding Chartersminted once · before $RSGPmint proceedsCharter IssuanceBurn Royal Favor + Silverbacking

Illustrative data, not live

$35,298,239 +12.4% Crown Treasury
15,329 +8.1% Total Citizens (1+ Charter)
253,990 +21.6% Total Population

Population

Everyone who risks Energy for Gold.

The pure risk loop. Deposit USDC, reload Energy, go out, come back with artifacts or don't. The game's GDP and by far its largest group.

Citizens

Royal Charter Holders.

4.096 founding, then more issued by burning Royal Favor and Silver. Charters can be delegated to others to grant them temporary citizenship.

The Population

  • Risks Energy in the wilds and keeps the Gold.
  • Trades in Silver, the medium of exchange.
  • Can burn Royal Favor and Gold at the Land Office to issue a Charter and become a Citizen.

Only Citizens (1+ Charter) Can

  • Convert Royal Favor to $RSGP
  • Access Sovereignty layer gameplay / Outlands
  • Higher daily limits on risk
  • Deploy Charters into Venues for yield

VI · The Crown Treasury and $RSGP

The Treasury

The Treasury accrues on mints, fees and other revenue. It is held in USDC, and is structured to maintain countercyclical stability. The Treasury is split between the Crown Treasury fund and the $RSGP fund. These funds are separate from the Floating Risk Pool which backs Gold and Silver, which sits in its own 1:1 reserve.

Crown Treasury Fund

Held in USDC, with a mandate dedicated to growing game activity and volume through incentives.

In

  • Game fees. a cut off the top of the Floating Risk Pool on every cash-in.
  • Exit fees. the Realm Gate tariff on Gold withdrawn; early lock exits.
  • Trading and royalty fees. from the player and asset economies, on every transfer.
  • War upkeep and the war-chest rake. from the Outlands.
  • The Founding mint and Charter issuance. once at founding, then continuous issuance at variable prices.

Out

  • Venue juice. to deployed Charters as competitive yield.
  • Pot seeds. selective pot seeding to kickstart flywheels.

The Rule

The Crown Ledger publishes balance, draw, Heat and the week's budget every epoch.

R

The $RSGP Fund

Also held in USDC, and dedicated to growing the token. Funded by a share of the mint and of revenue.

Out

  • Bribes. revenue-funded lootboxes for holders, juicier in quiet markets.
  • Liquidity. day-one pools at TGE, owned by the fund.
  • Distribution. token growth to new audiences.

$RSGP, the token

The tradeable claim on the state of Cambria. Liquid, volatile, memetic, and the only asset that owns the whole economy at once. Charters are for the operators. The token is for everyone else who wants a piece of the House.

What holding it does

  • Votes the gauges. Locked $RSGP decides where the venue juice points; players post Silver bribes to the voters.
  • Collects Bribes. Revenue-funded lootboxes on a continuous stream, with Charters, USDC and in-game jackpots in the pool. Level up to earn more, resets when tokens are sold.
  • Steers the Treasury. Governance over its direction and where incentives point.

VII · The asset layer

Asset Economy

The speculation, collectible, and tradeable layer behind the in-game economy.

Land Live

Islands

Become the lord of one of the 3,333 islands, off the coast and outside the risk loop: a safe, Energy-free place to gather and craft, with your own stations and your own bank. Tenants anchor their islets to it; you set the tax at every building.

Scarce
Fixed at 3,333, never re-issued. The only land with no auction and no weekly term - the Island lord owns all of their buildings forever.
Earns
Tax on every craft at your stations, and warehouse-scale storage: an island bank holds ten to a hundred times a mainland chest, so the archipelago is where stockpiles live. Goods ship to the mainland by sea to specific cities, for a fee and at a risk.

Floor

???

Supply

3,333

Holders

1,204

View on OpenSea Sample data · floors wired at launch
  • Tier 1 Island

    Islet · 4 tenants

    $310

  • Tier 2 Island

    Cove · 8 tenants

    $540

  • Tier 3 Island

    Harbour · 16 tenants

    $1,150

  • Tier 4 Island

    Port · 32 tenants

    $3,900

  • Tier 5 Island

    Dominion · 64 tenants

    $12,000

VIII · FAQ

Frequently Asked Questions

Is this Gold Rush?

Genesis is the full evolution of the Gold Rush game mode, a persistent world and economy outside of the seasonal structure.

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

TBA

Which chain will Charters and other Game Assets live on?

Ethereum.

What are Viceroy Charters and why does the Crown hold some?

512 Viceroy Charters are invitation-only and mint at a fixed price for invited participants.

Can I sell my Charter?

Yes. Charters are transferable and trade on secondary from the reveal onward.

Coming Soon

Four thousand and ninety-six Charters will be available soon.

Cambria
Royal Charters 0x0000000000000000000000000000000000000000
Game Assets 0x0000000000000000000000000000000000000000
$RSGP 0x0000000000000000000000000000000000000000
Venue Staking 0x0000000000000000000000000000000000000000

Genesis has real stakes. Play what you can afford to lose. Not available in all jurisdictions.

© 2026 Cambria. All rights reserved.

Play Cambria · Genesis Guide

Cambria Genesis

Cambria Genesis is the persistent-world layer of Cambria, combining exploration, player ownership, economic systems and multiple game modes in one connected setting.

Dungeons

Short-session combat and risk-focused activities designed to fit into the wider Genesis ecosystem.

Islands

Player-owned land and infrastructure form a persistent ownership layer within the world.

Gold Rush

A seasonal extraction-focused MMO mode centered on resources, competition and a player-driven economy.

Viceroy Charters mint schedule

The published October 2026 schedule lists a whitelist application followed by three Viceroy Charters mint stages. Times below are shown in Eastern Daylight Time (EDT) and Central European Summer Time (CEST).

  1. Whitelist application — opened Monday, October 5, 2026, at 1:00 PM EDT (7:00 PM CEST).
    Applicants link their wallets and X account to apply.
  2. Viceroy mint — Wednesday, October 7, 2026, at 11:00 AM EDT (5:00 PM CEST).
    The Viceroy Charters mint first.
  3. GTD mint — Thursday, October 8, 2026, at 11:00 AM EDT (5:00 PM CEST).
    For guaranteed whitelist seats.
  4. FCFS mint — Thursday, October 8, 2026, at 12:00 PM EDT (6:00 PM CEST).
    First come, first served, while supply lasts.

Mint access, eligibility and availability may depend on the official application and mint pages. Check the official Cambria channels for any schedule changes.

Independent Cambria guide · Updated 6 October 2026

Cambria Genesis mint dates and stages

Cambria Genesis brings together Dungeons, player-owned Islands and Gold Rush within a connected game economy. The published schedule in this build lists the following Viceroy Charters stages. Mint access, remaining supply and eligibility can change, so use the official application as the final source of truth.

  • Whitelist application: opened Monday, 5 October 2026, at 1:00 PM EDT / 7:00 PM CEST.
  • Viceroy mint: Wednesday, 7 October 2026, at 11:00 AM EDT / 5:00 PM CEST.
  • GTD mint: Thursday, 8 October 2026, at 11:00 AM EDT / 5:00 PM CEST.
  • FCFS mint: Thursday, 8 October 2026, at 12:00 PM EDT / 6:00 PM CEST.

Important: these are the dates included in this build, not a live availability guarantee. Confirm the schedule, wallet requirements, price, chain and eligibility at the official Cambria Genesis application and check the official Cambria account for changes.

What is Cambria Genesis?

Genesis is presented as a persistent world with multiple play styles and economic systems. Dungeons focus on short-session combat and risk-oriented activity; Islands provide a player-owned land and infrastructure layer; Gold Rush is a seasonal extraction-focused MMO mode built around resources, competition and player-driven markets. These modes are related, but each has its own mechanics and entry conditions.

Before participating

Check whether a stage applies to your wallet, whether a whitelist or invite is required, and which network and official URL the transaction uses. Never use a contract address copied from an unsolicited message. Minting and risk-based games can result in loss; only participate if you understand the terms and can afford the risk.

Frequently asked questions

Are the mint dates guaranteed to remain unchanged?
No. This page records the schedule included in this release; verify the live official application before acting.

What is the difference between Viceroy, GTD and FCFS?
The listed stages describe different access phases: Viceroy first, guaranteed whitelist seats for GTD, and first-come-first-served access for FCFS while supply lasts. Exact eligibility is determined by Cambria’s official rules.

Where can I learn about the airdrop and Points?
Read the Cambria Airdrop guide, Points guide and $RSGP overview.

Primary links: Cambria announcement · Cambria Discord.

Cambria Genesis: a persistent game world

Cambria describes Genesis as a persistent world that combines several game modes with ownership and a player-driven economy. This guide summarizes the main concepts named in Cambria’s published material; it does not claim that every feature or mode is live on every network or available to every account.

Dungeons: short runs with risk

Cambria’s RSGP announcement describes Dungeons as short, risk-focused runs where player skill and knowledge of the game matter. The April 2026 development update discusses Dungeons as a major part of the Genesis roadmap. Availability, entry requirements and the current rules should be checked in the official game rather than inferred from a general overview.

Islands: persistent player-owned domains

The official Islands overview describes a collection of 3,333 NFTs on Ethereum connected to domains in the Archipelagos. Island owners are described as able to host smaller Islets and settlers, build facilities and set economic rules within the game design. The details of ownership, fees and mechanics are project-specific and may evolve. See the Cambria Islands guide.

Gold Rush: seasonal extraction and competition

Cambria describes Gold Rush as a seasonal extraction-focused MMO. Its published overview mentions resource gathering, equipment, expeditions, rare artifacts and full-loot PvP as parts of the intended game loop. Seasons and launch dates are time-sensitive; use the project’s latest updates for the current season status.

How the economy connects the modes

Genesis links play, resources, land, guilds and ownership into one broader ecosystem. This does not mean every asset guarantees income or that every planned feature is active. For token-related details, read the RSGP overview; for participation points, see Cambria Points.

Frequently asked questions

What are the main Cambria Genesis modes?

Cambria’s published overview identifies Dungeons, Islands and Gold Rush as three primary modes.

Are all Genesis features currently live?

Not necessarily. Roadmaps and announcements describe features at different stages. Check the latest official Cambria update for current availability.

Where can I learn about Islands?

See the Islands guide and Cambria’s official Islands post.

Independent guide. Primary reference: Cambria official announcement. Verify current details with Cambria.