I have a suggestion, regarding content creation/age creation.
My suggestion is a procedural content program/script. Now, this would be mostly for the creation of meshes to import into say, blender, then pyprp (etc), and/or libplasma.
[This post is a bit of a disorganised mess, due to it being cobbled together from points from the original suggestion back when OSMOUL was first announced, read the original topic here: http://mystonline.com/forums/viewtopic.php?t=16870 ]
http://en.wikipedia.org/wiki/Procedural_generation <-- this is a bit of a backgrounder on the subject.
http://www.introversion.co.uk/darwinia/ <-- This is Darwinia. The landscape is procedurally generated. It may not look like much, but, the graphics are like that, by design, not by lack of effort. (Its actually quite hard to do that kind of thing, I can assure you.)
The Procedurality Engine an open source offering, with a research paper on how it works, as well.
http://oddlabs.com/procedurality.php
http://sponeil.net/index.htm
http://www.procedural.com/ <-- example of city generation.
http://www.vterrain.org/Elevation/Artificial/
http://www.speedtree.com/ <-- used in The Elder Scrolls IV: Oblivion, and games, etc since.
NOTE: I do not suggest we use these existing examples. They are merely there as examples of what can be created.
-In Canon-true writing, the writer could never be 100% sure if the age was right, until /after/ they linked into the Age.
-These would be *new* ages, written by explorers, so, no, they would not have several thousand years of history. That's a given,. and that's the same no matter what age you write, nor how you write them.
- They would not have Journeys, but, then, why would every user-made age have journeys? That would make no sense.
Anothing thing to note: you would still be able to alter the age in blender, for example. the model would be written, not unlike the speedtree system. so, later on, you could add buildings, etc. This would be much more canon-friendly, and IC-friendly than the current methodology of Age Writing. I don't for a moment suggest that the current method should be done away with.
Also, note, that there is Dwarf Fortress, while the graphics of the game itself are crude, the procedural content generates an entire world, along with *many* Z-Levels, including veins of rock, ores, etc, civilisations, animal populations, and even the worlds entire history up to a date... conflicts, great works of art, etc. Not very pretty on the eyes, but, man, the content is *vast*.