Now in a shiny new PDF format and hot off the editor’s desk, Mu: Age of Adventure is now live with some beta layouts! Sorry the pictures aren’t all filled in, we’re working on them as fast as we can! And to go with your new PDF, some character sheets! They’re still in the “experimental” phase, but they’ve got all the info you’ll need! Check ’em out over in the Mu: Age of Adventure page or right here!
The Gearcast just wasn’t coming together this week. But we’ve been gearing up layouts on Mu, so look out for new, edited rules coming soon! We’ll even have a huge Gearcast for it once everything is up and looking snazzy! See you next week!
Hey there, everyone! Back from our short hiatus, cohost Cat and myself are here to talk about Templating in games. What templating is, and why its important. We had some strange microphone gremlins this episode, so bear with us. We’ll have them all exorcized from the equipment next time.
Hey everyone! Today, we’ll be taking a look at the 4 most common groups of humans that are seen in and around Tradewind in Mu: Age of Adventure. We’ve gone over the other intelligent species, so now it’s time for a quick run down of the oldest group on the block.
Craglanders — Seen as “western barbarians” in the times of the Pelagian Empire, the fair skinned and dark haired Craglanders held off being subsumed by the Empire until late in its life. Since the fall, the strong willed and charismatic people from the grassy plateaus of the west have enjoyed relative stability unlike their neighbors to the east and south. The laws and customs introduced to the Craglands by the Empire have brought a unity to the previously disparate tribes, who now live as a part of a centralized magistracy that oversees all things great and small. The magistracy views itself as the pinnacle of modern governance, and while willing to work with the various kingdoms and regencies that exist on its borders, finds those methods of rule archaic and stifling. The magistracy uses a system of appeals and rulings to constantly update the law to best serve the people. The heavy emphasis on self-representation in this system has lead to a much higher rate of literacy in the Craglands than the surrounding nations, which is something the magistracy greatly prides itself on. Cragland scholars and lawyers have a very strong presence in Tradewind to make sure the magistracy is well aware of what goes on past their eastern borders.
Pelagians — While the old Empire is gone, broken into many smaller nations, the people of Pelagos, Avellais, and western Lachlan all greatly resemble one another and owe a lot of their current cultures to their rule under the Pelagian Empire. These individuals are of swarthy complexion with dark curly hair and dark eyes. Most of the human population that lives in Tradewind is of Pelagian decent, and are what most mim think of when humans are mentioned. Pelagians have a highly shared religious culture, and many carry symbols and trinkets of the Church of the Divinities with them. The arts and sciences have come in vogue with the well-to-do Pelagians lately caused by the influx of wealth from the modern trade Accords, and has been slowly working its way down to the peasantry. Modern prosperity has lead to a pervasive optimism, which leaders have been quick to capitalize on, and are loathe to let go.
Lachlanders — The stern, powerful features and thick, dark hair of the eastern Lachlanders cause them to stand out amongst the rest of the humans in Tradewind. Long, well kept beards are a common theme among the men, and both men and women traditionally wear their hair long. Theirs is a rough history, from one of the strongest seats of power in the old Empire to a kingdom divided. While the nobility from the east seem aloof and assured of their eventual victory over the populist forces of the west, those caught in the middle bear many tales of strife from the warring kingdom. Not all Lachlanders who make their way to Tradewind are refugees, but certainly a great number have come to the town to seek a more stable life for themselves and their families. This has caused some friction between those of western Lachland origins, but to those unfamiliar with the strife in their nation this animosity is largely ignored.
Tradelanders — Across the Sea of Voyages to the south lie the Trade Principalities, or as they’re known to those that live there: the Pelagian Empire. Despite their claims and strong ties to the old Empire, the Trade Principalities are not quite the military and cultural powerhouse that the Empire was. They are certainly in contention with their economy, however. The tall, dark skinned, kinky-haired men and women of the Trade Principalities are an increasingly common sight in Tradewind, as the wealthy merchant families from the Principalities have been sending envoys and negotiators north with increasing frequency, trying to get as big a piece of the pie as they can. Their strong ties to the Church of the Divinities has engendered them with a great deal of the Pelagian populace, and despite the sometimes haughty attitudes of the nobility, those who have made it to Tradewind seeking work find it easy to integrate into the city. The coleops are well acquainted with Tradelanders, and usually think of them first when humans are mentioned.
These aren’t all the human groups in Mu, merely the most common ones you’ll see in the setting’s main city. Next week I’ll be back to talk about some of the more uncommon groups, who don’t always make it to town. Until then!
Nick here with sadly no podcast this week, everyone. All my co-hosts are out and about, and everyone would be better off if I didn’t fly solo on this one. So enjoy the weekend, and if you’re here in the States like I am, enjoy the 4th of July weekend! Take care not to blow yourselves up or set anything on fire! See you Monday!