Age of Storms II

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OpenResistance ToolboxPublic3 / weekseifi
The warring gods annihilated one another - and in their fall, they broke the world. Decades of magical apocalypse twisted land and people alike, leaving little behind but ruin and chaos.

You play as the descendants of those who survived. Stoneclaws, your village, is all you have ever known—until refugees arrive from the south, bearing news of a new Goddess. Twisted, ambitious, hungry for power.

Some will join the refugees on a desperate expedition north, seeking to explore the world and found a new sanctuary beyond her reach. Others will stay behind, fortifying Stoneclaws and preparing to face the inevitable fury of her followers.

Death will be common. Replacement characters are expected. What endures is not the individual, but the legacy they leave behind. Expect dangerous expeditions, hard choices, and long stretches of downtime where your characters recover, plan, train, and shape the future of their people.


Jan 14, 2026 1:00 am

The gods were dead.
Their bones poisoned the soil.
Now a twisted echo screams their names.

Welcome to

AGE OF STORMS II


https://i.imgur.com/CmdBr5i.png


The Pitch: The warring gods annihilated one another - and in their fall, they broke the world. Decades of magical apocalypse twisted land and people alike, leaving little behind but ruin and chaos.

You will play as the descendants of those who survived. Stoneclaws, your village, is all you have ever known—until refugees arrive from the south, bearing news of a new Goddess. Twisted, ambitious, eager for conquest and dominance.
Some will join the refugees on a desperate expedition north, seeking to explore the world and found a new sanctuary beyond her reach. Others will stay behind, fortifying Stoneclaws and preparing to face the inevitable fury of her followers.

Death will be common. Replacement characters are expected. What endures is not the individual, but the legacy they leave behind. Expect dangerous expeditions, hard choices, and long stretches of downtime where your characters recover, plan, train, and shape the future of their people.

The Meta Pitch: Age of Storms draws inspiration from games and RPGs where characters are fleshed out over time rather than defined at creation — works such as Dungeon Crawl Classics, Spire: The City Must Fall, Heart: The City Beneath, XCOM and Darkest Dungeon were part of the inspiration for this game.

Your characters are expected to change and have a story of their own. Some will not survive long enough to grow. Others may endure and be shaped by what they witness and what they do. Advancement should therefore result in a change of identity, instead of just mechanical adjustments.
Because the world is dangerous and unpredictable, you will control multiple characters over the course of the campaign. This is intentional. It allows space for different personalities, backgrounds, and arcs to develop, and ensures that loss does not end your involvement in the story. Those who survive carry forward knowledge, scars, and connections that matter.

Downtime will be a core part of play. Training, recovery, crafting, building relationships, and making long‑term plans are all opportunities for character growth.
Finally, the campaign looks beyond individual moments to the paths your characters carve over time. As they grow, their actions may shape communities, traditions, or entire regions. Whether they become leaders, specialists, visionaries, or something stranger, their development will leave a lasting imprint on the world.

Age of Storms II is my 7th campaign in this universe since 2012 and 2nd one on Gamersplane. The previous games have contributed to a large library of lore, which I am happy to say most players seem to enjoy - and hopefully you will too.

Game system: Resistance Toolbox, absolutely amazing narrative game engine used to run games such as Heart: The City Beneath or Spire. Advancement is done via completing "story beats" - goals for the story of your character, whose accomplishments then grant them greater powers. Damage can be not only to one's body, but also their mind, wealth and other aspects, resulting in Fallouts - narratively interesting repercussions of the character's actions.
The system is pretty lean and resembles Powered by the Apocalypse in certain aspects. Or, for those inclined in a more niche direction - you've ever played Heart, you are pretty much good to go already. Full ruleset will be provided as a document in one of the game threads.

Character Options: I would like each player to have a pool of 2-3 characters, some of which will be focused on downtime activities while others are in action. You will be free to assign the characters to one of the two main narrative branches or have them carve their own path.
Random character generation is recommended, yet not mandatory.

Game Duration and Post Frequency: I would like this to be a long-term campaign. That said, I understand real life happens sometimes. Player interest will be revisited on chapter-by-chapter basis, with the option to bow out of the game or take in new players.
As for the post frequency, I expect the game to settle at about 3-5 posts per week and would like this number to be a little higher at the beginning to get things off.

Player Experience: None needed!

Adult Content or Controversial Themes: This is a game about life inside a cursed land that will give you everything you ever wished for or kill you in the process. While I am perfectly happy to do a fadeout, you can expect a controversial theme or two.

Welcome Marginalized Groups: All are welcome in these cursed lands!

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