Fully Operational – Mu: Age of Adventure beta!

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!

Mu: Age of Adventure Main Rules

Mu: Age of Adventure Character Sheet

Mu Beta 1.1 is here!

Phew, sorry this took so long. Been trying to get layouts ready and a whole slew of other things all set, and while it’s not quite in super pretty condition, this new version has a whole new Setting section, written by lead setting designer Ian Auger-Juul, new rules for Extended Combats and Hearthkeeping,  some revised and updated perks, and a variety of small readability edits. Check out it right here:


Beta Delays…

Sorry folks, but it looks like beta 1.1 ran afoul of some technical problems, and won’t be ready for another couple days yet. But rest assured it’s coming! If you want to know exactly when beta 1.1 will be out, why not follow the official twitter? Check it out @NickAcheffGHG. This does also mean unfortunately that the Gear Stream and Gear Cast will be taking the week off. I was hoping to get the Gear Cast out this week, but it looks like that won’t be possible. See you on Monday though, for Beta 1.1.

UPDATE: Things still aren’t quite up and running, but we’re working as fast as we can to get things going! Hopefully we’ll have things ready next Monday! Sorry for the delays, everyone.

Hey everyone, Nick here! Sorry things have been so slow. Updates will resume as normal next week, but for today I’d like to briefly discuss perhaps one of the most important bits of background history for Mu — the Age of Wizardry.

Tens of thousands of years before the current Age of Adventure that has settled on Mu, a great number of powerful wizards lived. Humans who had discovered the secrets to the powers the gods themselves wielded and styled themselves the rulers of the world. And for a time they were. This Age of Wizardry lasted for close on fifteen thousand years, but the human mind wasn’t meant to contain the gods’ power. It took only a couple hundred years for the minds of these nearly omnipotent individuals to degenerate into fevered obsession and neurosis. For the next several millennia they stayed locked in their own minds, controlled by whatever flight of fancy or stray compulsion made its way to the forefront of their thoughts.

Dungeons, artifacts, creatures, a veritable cornucopia of strange and dangerous creations they made over the years. The wizards went from the undisputed masters of Mu to distant, reclusive feudal lords in only a couple generations, but their experiments and creations changed the face of the world for thousands of years. As their minds slowly left them, so did their power and eventually, as their inevitable demise dawned on them, they sought to stash away what they had done. They would keep their precious inventions, pets, servants, and baubles to themselves – forever.

So they sealed away their creations. Their houses, laboratories, dungeons and factories were locked up, shifted outside of time and space, held inside the foam on the Sea of Possibilities that exists just beyond what mere mortals can comprehend. There, inside these pocket realities would their creations live in stasis, forever unchanging, forever outside the reach of the rabble and diminutive beings of Mu who could never understand them. Or so they thought.

Finally, insanity consumed their minds and bodies. All that they were, all they thought they would ever be, eroded by the very powers they were certain would keep them as gods for all time. Such was their hubris and trespass on the fabric of reality, that as their lights extinguished all memory of who they were was scrubbed from the universe itself. No one remembers their names, faces, personalities, or motivations. All that remains are the scars of their inventions. Inventions that they hoped would remain locked away forever.

But as with any living being, foreign bodies illicit an immune response. Mu has been slowly working to unravel the locks and seals on these magical splinters that have been wedged into it, in the hopes that the creatures upon its surface could clean out these infections. During the Age of Quiet that preceded the current Age of Adventure, a small handful of these dungeons were unlocked and opened; aired out purged by the early predecessor of the modern adventurer. At the dawn of the current Age however, the flood gates have been opened and that which was locked away has surged back into the world.

The Age of Wizardry was a strange, unknowable time that created things that can make perfect sense or no sense at all. When designing dungeons from the Age of Wizardry the themes of obsession, master craftsmanship, and rampant creativity should be at the forefront. Physics, biology, and even the fabric of time and space take a back seat to the uncontained creativity the wizards of old drowned themselves in.

Beta 1.0!

Well, it was a long time coming, but the beta rules are here! It’s a little bare bones for the moment, but keep checking in, updates will be coming fast and furious as more content is finished! We’ll have world background and art come Monday, as well as updates to the main file! Check out the Mu: Age of Adventure page for up to date rules! But for now, you can find the beta right here:

Mu: Age of Adventure –_Beta_1.0!