AHAU, Age of Myths
The Immortals are born, and struggle amongst themselves for possession of eternal powers. Alliances and enmities are created, beasts of Legend are born from the loins of the Immortals, and mighty weapons and magics shatter the newly-formed world, raising mountains, carving canyons, and bleeding the earth.
The Age of Myths establishes who the Immortals are, what their relations are to each other, what their powers entail, what features are required in the worldmap, and the specific details of the creation myth. In essence, you’re going to be “playing” the creation myth of your world.
ENTERING THE EPOCH
The Age of Myths is the default entry point for the timelines of all Worlds, but it can only happen once - once the Epoch has played out and the drama between the Immortals has been completed, it can never again be re-entered.
PLAYING THE EPOCH
Unlike most other ages, Immortals are simply not built for traditional play, so my recommendation here is to get a copy of the board game FIRMAMENT, which was especially built to play in and resolve this scenario, with the end resulting in all of the stories and powers for Immortals which can be carried forward into world-building.
If the board game is unavailable or gaming for myths is not of interest to your group, then you can either randomly assign bailiwicks to Immortals, or run the online Age of Myths Story Machine to get your complete run.
EXITING THE EPOCH
When all Bailiwicks are assigned to Immortals, the Epoch cedes to the Age of Dreams. No roll is necessary.