Six ages, and no reset
Seasonal games solve boredom by deleting the past. That is the single biggest reason nothing that happens inside them ever feels like it mattered.
One historical cycle, repeated with different people in it
- Awakening
The first civilizations form. Ground is claimed, cities are founded, the earliest names enter the record.
- Descent
The Labyrinth opens. Wealth, danger and the first great expeditions — and the first great disappearances.
- Empires
Nations consolidate. Large-scale geopolitical warfare becomes the shape of the world.
- The Crown
Civilizations compete for the World Throne. Everything above becomes leverage in that contest.
- Collapse
A world-level crisis nobody can solve alone, and the institutions that survive it.
- Rebirth
The next historical cycle begins. Parts of the Labyrinth regenerate; nothing that happened is erased.
The world turns. Your record does not.
Four commitments that make an age worth living through, written here so they can be held against us later.
- Territory may change hands. Your record does not change.
- Parts of the Labyrinth regenerate. The maps you made of the old one remain history.
- No wipe, no fresh server, no season that quietly deletes the last one.
- Every age is numbered and closed in public, with its rulers, wars, discoveries and monuments attached.