Age of Guilds
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Begin the voyage
Chapter I · The Sea

Set sail with a fleet of your own.

Cogs, fluyts, galleys. Crews to feed, holds to fill, weather to read. The Mediterranean is wide and rarely forgiving.

Chapter II · The Forge

Build the industries that feed the realm.

Smithies, mills, shipyards, taverns. Every workshop you raise turns raw goods into something the next port is desperate for.

Chapter III · The Realm

Settle cities. Carry their crest.

Houses, banks, guild halls. Cities remember the merchants who shaped them — your name lasts longer than your ships.

"A merchant's ledger is a longer story than any king's reign."

— Charter of the Founders

Take a seat at the long table.

The Founders' Charter is open. The first 5,000 captains receive a permanent crest and a seat in the council.

Sign the charter
0 / 5,000 captains enlisted