I've been wanting to start an Age of Restoration based game for a while now. Prior games are here:
Age of Restoration IBrave New WorldAnd this is the game thread.The stated rules for this should be very close to the stated rules for AoR 1. I'll post them in the game thread itself, but in short, it's similar to Civilization. All civilizations start with one city, and a few more may be eventually built with research. The tech level is set before copper working. It's not strictly realistic, so magic, gods with limited powers, and non-human races may exist.
AoR I eventually died out due to lack of interest. In an attempt to prevent this, each civilization will have two players. There will be six cities, for a total of 12 players. I'll be trying for 72-hour turns, and each player will be encouraged to give the orders for their civilization if their partner is taking too long to respond. Teams should discuss amongst themselves just what they want each to be in charge of normally. Keep in mind that well roleplayed turns will be given a bonus to die roles, while non-RPers will be penalized.
Backstory: The first age of the world was the Age of Glory. It lasted nearly a millennium, during which great works were created. Some say that the Old Empires had the magical abilities to create entire new worlds. Others say that they had the tools to build new, superior, creatures. But good things cannot last forever.
The Age of Ash followed. The causes were unknown, but what is known is that terrible cataclysms wracked the lands for generations. The Old Empires fell; people survived in small groups. Nearly all knowledge was lost.
The Age of Restoration followed. For a time, peace reigned. Although broken by the occasional border dispute, the people generally saw it as a happy time. Abruptly, conflict broke out, reasons unknown. For centuries, the Neo-Tyrgani/Zrlv coalition fought with the Zefie alliance. It escalated as old technologies were rediscovered. Finally, the goblins of Zrlv discovered something deep underground. Exactly what it was is uncertain. What is known, is that it brought about the second downfall.
The age of Sorrow. Much was lost to magical maelstroms and natural disasters. People fled their cities, and the governments fell. For three hundred years, terror reigned. Then, things began to calm down.
Thus begins the Second Age of Restoration. People have once again begun to conglomerate in cities. They are ready to rekindle the flames of civilization. Will you lead them to victory?
Sign-ups are now open. Claim a spot with “In.” The first players will be given priority with what sort of civilization they want, although they are encouraged to join with another player rather then create two nearly identical civilizations. It should be more fun if all the civilizations are different. If you think you might be going inactive, please say so to delay replacement.
I will only take 12 players. There may be openings in the future if a player is dropped, but I'll be taking spectators who are actively watching, and don't want to get hopes up until then.
When applying for a city, please present the following info:
Civilization name: The name of your civilization, along with a color. The color will mostly be used to make it easier for me to tell who's inputting what turns, and will play a part when a strategic map is used.
City name: The name of your first city.
Race: Please describe any non-standard race. Assume I haven't played the game/read the book/watched the movie.
Theme: Two or three words that describe your civilization.
Description: Describe your civilization, and any religious beliefs that they have. This will help solidify your RP, and help me with early flavor text.
History: A brief background of your civilization, and what it did during the Age of Sorrows.
I'll then create the city map, civilization traits, a leader, and whatever other basic things your city will need. More leaders will probably appear over time, and give various bonuses.
EG:
Civilization name: Hegemony of Zrlv
City name: Glrk'nr
Race: Goblins (DF style. Not the weak underling type commonly used as a football by orcs.)
Theme: Industrious Xenophobic Isolationists.
Description: The Zrlv live in a recently formed network of caves. They are not quite as ruthlessly bloodthirsty as they once we, but they don't trust any other race and won't hesitate to kill any that they see as intruders. They currently seek only to restore their once great civilization passed down by (and greatly exaggerated by) oral history.
They worship their leader, the strongest of their civilization, as a god-king. Any citizen may challenge the current ruler with a fight to the death at any time for the right to rule. None have yet dared to challenge Grlk'nr the Great, first ruler of the Hegemony of Zrlv.
History: After the fall of their great cities, the goblins of Zrlv began wandering the land, searching for refuge. Unable to find it due to their warmongering past, they split into smaller family groups and eventually managed to eke out a living by semi-nomadic hunting, sleeping in caves where they could. As the disasters became less frequent, the goblins began settling down. Glrk'nr the Great, the first Ruler and leader of a small family group, found a cave network. As other family-groups were found, they were brought to the cave. Subterranean farming was reinvented. The goblins abandoned their previous lifestyle with the hope of rebuilding their once great nation.