"History is an evolving musical score."
Backbone for all of the Ages in Arcanoria from a high level standpoint. Each goes through several groups from Age 0 to 14, it represents the stage of societal, magical, scientifical, and technological development and it carries along some history until the next reset from a Cataclysmic Aftermath.
Furthermore, Ages are defined by Act of Fates which are one third of the Ages duration, separating the Early, Middle, and Late version of these Ages, moreover, every 3 Ages the third will always have 4 Act of Fates signaling the "long Ages." They are intrinsically tied to Cosmic Motion. Usually the division of an Act of Fate is a minor version of a World Event or minor Age Crisis which can be natural disasters, political conflicts, and other related major significant paradigm shifts for the age.
All Ages have branching logic depending on the Age Crisis triggered from certain checks of resources, population, crisis technology, etc. Based on what the player has done during that age, their era score, the Age Crisis resolution, and certain focus missions, they will enter a Golden Age, a Dark Age or a Classical Age.
The diagram of all Ages is the following:
Excess Era Score above the required for a Golden Age becomes points that can redeem failed Age Crisis checks. Even if Civilization performs poorly during an Age Crisis, it can be saved by the excess Era Score to go back into a Golden Age or resist a Dark Age. Additional Era Score is a saving grace buffer for Ages transitions.
It's possible to change age type every end of an Act of Fate, these changes are called Triadic Pivots, but it can only go up or down one stage, such as Age of Embers (Dark Age) turning first to Age of Glyphs (Classical Age) and then into Age of Behemoths (Golden Age) across the entirety of Ages II.
The final age type that history will remember is classified based on the division of two weighted variables:
- 50% based on which Act of Fate generated the most Era Score.
- 50% based on which Act of Fate generated the most Lyrical Fragments.
Some others like the Weight of Nature are fought by surpassing the home planet and establishing the first bio seeding of magic in other planets, and even surpassing into hyperspace in the cinematic event of the first Void anchor.
The entire thesis of Arcanoria, both magical, Auric Heptacode, and philosophical Seven Weights, are explained across Civilization in the entire history from the ground of ashes to the Sci-Fi levels of the duration of Gateway To Genesis.
The only odd one out are Ages 0. which represent the Weight of Change. The game begins with change, and ends in change. Thus, Ages 0 are consequential and transitional set of Ages of the moment the collapse of Civilization broke under its own weight, and its in the next age that they can rebuild again their basic sense of self through the Key of Attunement of Ages I in a blank slate after Civilization was wiped off history.
The 14 Ages of Arcanoria
Tier 1: Ages of Foundations & Early Magic
All Life is Friction.
Age 0 (Ages of Cataclysmic Aftermath | Stone Age) | Weight of Change
3 Act of Fate.
Fractured Arcanoria after a Cataclysmic Aftermath. Flickering Staccato Rhythm. Unreliable Unison and Dyad Spells. Mostly Minor Note magic.
- Age of the Wolf Tone Winter | Waltz Pillar (Attainable after the Second Cataclysmic Aftermath)
The Age Crisis teaches that there are Civilization changing events at the end of all Ages. Amadea
Age Crisis exist.
Age I (Ages of Ecological Rebirth | Bronze to Iron Age) | Key of Attunement
3 Act of Fate.
Healing from the Cataclysmic Aftermath fallout. Introducing Legato. First Stable Unison. Introducing Major Notes, and sparse Dyad Chords Magic.
Ages:
- Age of Renewal | Not Aligned with Pillars (Age Crisis: Great Plague of Euphoria) | Dark Fantasy
The Age Crisis teaches that Civilization can fail and the resolution of the Cataclysmic Aftermath leads to a different Golden Age, Classical Age, or Dark Age from the survivors.
You can fail an Age Crisis.
Age II (Ages of the Rise of Magic | Early Classical Antiquity) | Sufficient Precision
4 Act of Fate.
Establishment of The Principles of Magic. Rise of the Mythical Virtuoso Introducing Ritardando. Stable Dyad Chords. Unison Primacy. Rare Triad Chords. Basic Magic.
Ages:
- Age of Behemoths | Chorus Pillar / Aureus Pillar (Golden Age) | Light Fantasy
- Age of Glyphs | Regalia Pillar (Classical Age) | High Fantasy
- Age of Silk | Waltz Pillar (Classical Age) | Dark Fantasy
- Age of Embers | Waltz Pillar (Dark Age) | Dark Fantasy
The Age Crisis teaches that Civilization can trigger different types of Age Crisis based on their involvement with the triggers during the Ages. World Events have different manifestations, they're not always the same Age Crisis.
There is more than one possible Age Crisis depending on your actions.
Tier 2: Ages of The Medieval Period
All Law requires Memory.
Age IV (Ages of the Early Medieval) | Essence Sacrifice
3 Act of Fate.
Ages IV onwards there are Magical Relic, Cursed Objects and World-Bending Relics. Also the Original Eight become empowered, each primordial demon becoming a reckoning force during a specific set of Ages.
— This article is abridged. The full record runs longer in the archive.