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Materials

Aeon Each Player will need the following:


A pen or pencil
Two note cards or pieces of paper
Three Tokens (coins, stones, beads, or the like)

The Flow of Time


The game takes place in three acts, called Ages.

The first age is the Age of Gods. The Players will agree on a theme, invent
Gods for themselves, and create a world in several rounds.

The second age is the Age of Heroes. Each Player will create a Hero
beholden to the God they made in the first age.

The third age is the Age of Myths. Players will tell each other stories using
the world created in the first age and each other's Heroes created in the
second.

At the end of every age, each Player must give one of their Tokens to
Aeon is a simple game of shared storytelling where two or more Players take
another Player who they feel created the most interesting, engaging, or
on the roles of powerful Gods who, through cooperation and imagination,
exciting element in that age.
compete to produce the most memorable Creations, Heroes, and Myths.

At the end of the third age the Player with the most Tokens wins the game.

Players 2+ Ages: 7+ Time: 1-2 hours

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The Ages
Example I
Name: Vessera
Domain: Trickery, Deceit, Subterfuge
Appearance: A blindfolded woman, pale and beautiful, wrapped in a cloak
Age of Gods of starless night.
At the beginning of the Age of Gods, the Players should agree on a general
theme for the world they want to create together. I am Vessera, goddess of of trickery, deceit, and subterfuge. I appear as a
blindfolded woman, pale and beautiful, wrapped in a cloak of starless
It might take place in a mediterranean realm of classical myth, like that of night.
the Greeks or the Romans. Perhaps it will unfold on mist shrouded isles of
rolling green hills and dark forests, like those of Celtic lore. It could be set Example II
in northern lands, where meadhalls spill orange light under a flickering Name: Narratu
rainbow sky, like the Norse of old. It may even take place far to the east in a Domain: War, Fury, Madness
land of ancient forests, and of demons, such as those in the folktales of Appearance: A huge, barechested warrior with four arms, each wielding a
Japan. They Players are by no means limited to drawing on our own history, weapon of carved bone.
and should feel free to create whatever type of world they may come to
agree upon. I am Narratu, god or war, fury, and madness. I appear as a huge, bare
chested warrior with four arms, each wielding a weapon of carved bone.
The Birth of the Gods
Once the world is agreed upon, each Player creates a God whose persona
they will take on. On a notecard or piece of paper, they are to write a Name,
Domain, and an Appearance. They should leave ample room for more text.

Once the all the Players have finished writing, they are to take turns
introducing themselves, starting with the Host, the owner of the game, and
moving clockwise.

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Creation On a notecard or piece of paper, each Player is to write what Elements they

There are three rounds of creation, in which the world is formed. Each round wish to add to the world. Once the all the Players have finished writing,
begins with all the players writing down the Elements they wish to add. each Player, starting with the Host and moving clockwise, repeats their

Then, beginning with the Host, each player shares what they have added Gods Name and Domain, and then relays what Elements they wish to add

until all players have done so. Each round, the players add less and less as to the world. This occurs three times, once each round of creation.

the world takes shape and the influence of the Gods fades.
Example
- Shadow World
The first round of the Age of Gods, each Player may create a Large, Medium
- Gates
and Small Element.
- Invisibility Cloak
The second round of the Age of Gods, each Player may create a Medium and
Small Element. - Kethai (Tricksters)

The third round of the Age of Gods, each Player may only create a Small - Magic Dagger

Element. - Skeleton Key

Large Elements define the very essence of the world and its history. Biblical I am Ketheria, goddess of of trickery, deceit, and subterfuge. I have made
floods, the creation of an Underworld, or encircle world-serpents are the the Shadow World (Large) a realm of darkness and fog that mirrors our own,
stuff of large Elements. where the dead and certain creatures may walk. I have made the Gates
(Medium), a series of standing stone arches that may allow mortals to walk

Medium Elements affect whole world profoundly. An entire civilization of through the Shadow World, and exit through any sister Gate. I have given
pig-men, a vast wasteland with an impossibly tall tower at its heart or the them my midnight Cloak that may make any man unseen, even to the eyes
existence of dragons are all medium Elements. of the Gods (Small).

Small Elements are unmistakably known throughout the world. They are I have made the Kethai, a pale trickster race apart from Men, who may step
usually singular entities, such a specific monster, magic sword, or ship through the Shadow World unhindered and unaided. (Medium) I have given
swallowing whirlpool. Further examples include a tree whose apples grant them my Dagger (Small) which may cut any flesh, and whose wounds when
eternal youth, a spring whose waters can heal any wound, and an immense inflicted, never heal.
bottomless pit.

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And lastly, I have given them my Key, which may open any door, and is Age of Heroes
never lost (Small). On a notecard or sheet of paper, each player should take time to create a
Hero. First they must give their hero a Name. Each Hero must have a Power
No Players Element may directly countermand that of another. Should one and Flaw. They must also have three Triumphs and three Tragedies.
Player makes a tree with apples that grant eternal youth, another cannot
burn it down, but they could set a ring of fire around it, or create a fearsome Powers are the singular characteristics that make a Hero a Hero. They are
monster to stand guard. It is generally good, even encouraged, that Players often derived from or associated with a the Domain of a Players God. Powers
reference or build upon each other's work. need only be one definitive word. They tell you what type of Hero they are,
and how they will Triumph over the problems they face.
At the end of the round, after each Player has had a turn, Tokens are
awarded. Each Player, beginning with the Host and moving clockwise Flaws are the complications that make Heroes human. Flaws often reflect
awards one of their Tokens to another Player who they feel created the best, the negative aspects of a Heros Power. Like Powers, they should be a single
most interesting, or downright coolest Element. word that defines an aspect of a Hero, their shortcomings or weaknesses.
They foretell what will threaten to lead a hero into Tragedy.

Triumphs are the specific, but detailess deeds carried out by Heroes. They
should be precise but vague acts the Hero has accomplished. These are the
things the Hero is remembered for and why they are still praised in story and
song.

Tragedies are the specific, but detailess misfortunes that happen to a Hero
along their way. They represent the identifiable low points of a Heros journey
and are challenges they must overcome in order to succeed.

In a single round, beginning with Host, and moving clockwise, each player is
to introduce their Hero to the group after speaking the Name and Domain of
their God.

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Example I Example II
Name: Ilara (Hero of Vessera) Name: Rixran the Render (Hero of Narratu)

Power: Wit Power: Strength


Flaw: Arrogance Flaw: Anger

Triumphs: Triumphs:
Tricked a powerful being Defeated great foe in combat
Stole a magical artifact Perform a legendary feat of strength

Visited the land of the dead and returned Save a princess from a monster

Tragedies:
Tragedies:
Killed a friend
Was tricked into losing something she loved
Won a fight he wished he hadn't
Was unjustly imprisoned
Released a great evil
Lost a weighty wager

I am Narratu, god or war, fury, and madness. My hero is Rixan the render, a
I am Vessera, goddess of trickery, deceit, and subterfuge. My hero Vessera,
champion, mighty among men and stronger than any mortal who walks the
though arrogant is the cleverest among mortals. She was tricked into losing
earth. While a boon on the battlefield, his seething rage can be to his
someone she loved, was unjustly imprisoned, and lost much to a wager. She
detriment. He has killed a friend, won a fight he wishes he hadnt, and
has tricked a powerful being, stolen a magical artifact of great power, and
released a great evil into the world. Despite this, he has defeated a great foe in
even visited the land of the dead and returned alive. combat, performed a legendary feat of strength, and saved a princess from a
monster.

At the end of the age, after each Player has had a turn to introduce their Hero,
Tokens are awarded. Each Player, beginning with the Host and moving
clockwise awards one of their Tokens to another Player who they feel created
the best, most interesting, or downright coolest Hero.

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Age of Myths
At the start of the Age of Myth each Player should place their God card in
the center of the table or playing surface, clearly visible so that other
players may be reminded of all the Elements created in the first age.

Beginning with the Host, each Player offers their Hero to the group. Any
player may take the card and tell a short Myth about that hero. If no players
or multiple players want to take the card, the card's owner may decide who
tells the story. Each player may only tell one story until every player has had
a turn.

Myths are short stories that pair any one Triumph and Tragedy from the
Heros card. They can also reference any Elements created in the first age.

The game can end after each player has has told one story, two stories, or "I have an o ld story in my m ind
three stories. When playing with a larger group of six or more it
recommended that each Player only tell a single story. This is entirely up to a very o ld one
the Players. Some groups tell longer stories, some shorter, and some have
but you are all fri en ds
no qualms about spinning tales late into the night.
and I wi ll tell it
At the end of the age, after all the stories have been told, Tokens are
awarded. Each Player, beginning with the Host and moving clockwise .Odyss eus.
awards one of their Tokens to another Player who they feel told the best,
most interesting, or downright coolest Story.

www.Arcana-Games.com
The player with the most Tokens wins the game. Copyright 2015 Arcana Games LLC All Rights Reserved

Marcelo Galvan (order #12786163)

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