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THE AGES / 06.0500

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.

01THE CYCLE

One historical cycle, repeated with different people in it

  1. AGE IAwakening

    The first civilizations form. Ground is claimed, cities are founded, the earliest names enter the record.

  2. AGE IIDescent

    The Labyrinth opens. Wealth, danger and the first great expeditions — and the first great disappearances.

  3. AGE IIIEmpires

    Nations consolidate. Large-scale geopolitical warfare becomes the shape of the world.

  4. AGE IVThe Crown

    Civilizations compete for the World Throne. Everything above becomes leverage in that contest.

  5. AGE VCollapse

    A world-level crisis nobody can solve alone, and the institutions that survive it.

  6. AGE VIRebirth

    The next historical cycle begins. Parts of the Labyrinth regenerate; nothing that happened is erased.

02THE GUARANTEE

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.

  • 01Territory may change hands. Your record does not change.
  • 02Parts of the Labyrinth regenerate. The maps you made of the old one remain history.
  • 03No wipe, no fresh server, no season that quietly deletes the last one.
  • 04Every age is numbered and closed in public, with its rulers, wars, discoveries and monuments attached.