Meet the Races #2 Brubus

May 22, 2015

No massive adventure game is complete without some colorful characters to harass along the way. In Crashlands, we wanted to take the opportunity of an open game world to add to the Butterscotch universe and expand our cast of races. Meet the Races is a 3 part series exploring the major species you'll come into contact with - and help - throughout your Crashlands journey. If you missed part 1, the Tendraam, check it out here.

Brubus
POLITICAL - CONNIVING - SKITTISH

The Brubus are a gelatinous, bird-like race that spends an immense amount of time on social preening and the establishment of a proper Pecking Order. They speak almost purely in the passive voice and avoid saying anything that could count as a commitment to another, so as to avoid favor repayment.

The Brubus are exceptionally politically minded. Their insight into the behavior and desires of other creatures has earned them status as Farseers by the Tendraam, when in reality they only see into others as a way to move themselves up an ever revolving and complicated social hierarchy, referred to as the Pecking Order. The Brubus actually invented the concept of Marlaa when they realized that the Tendraam had a natural reverence for “plants”, which the Brubus, being groundbound, counted as. The Brubus use and abuse the Tendraam frequently, though the Tendraam are completely unaware by virtue of their faith, and are always happy to help, because Maarla.


Lacking in any real warrior tendencies or proper means to defend themselves, the Brubus rely on the manipulation of other Brubus and the Tendraam to survive. They seem to be aware of their own lack of survivability, having even taken a twisted logic to it - that their inability to survive on their own gives them rightful place over other creatures.

Brubus are not impressed by feats of raw strength, but rather by the moving of minds. Like Roman politicians, Brubus puff themselves up and talk for hours on end in the hopes of winning friends and allies. While not talking, they’re arranging for unfortunate events and rumor circulation to bring down those outside their small, inner circles. They are frequently found gathered around pontification stones and statues to the Highest Pecker, whomever is the current 1st rank in the Pecking Order.
While Q’s feats of intellectual power were initially impressive to the Brubus, his blatant wheeling-and-dealing has brought scorn on him by most all Brubus, who see him as a grave threat to each of their places in the great Pecking Order. But some among them are trying to court this all-powerful being to rise up the ranks, to what can only be disasterous effect...

What do you think of the Brubus? Head into the forums to discuss before the revealing of the 3rd race that claims the Tundra as its home!

Send Sam your vibes!

May 20, 2015

Sam's been battling cancer for a year and a half now. He just had a stem cell transplant after a viscous round of chemo. Now he needs a Vibes transplant. Got hit up the Vibe Wall and make your love for Sam known!


Meet the Races #1 Tendraam

May 17, 2015

No massive adventure game is complete without some colorful characters to harass along the way. In Crashlands, we wanted to take the opportunity of an open game world to add to the Butterscotch universe and expand our cast of races. Meet the Races is a 3 part series exploring the major species you'll come into contact with - and help - throughout your Crashlands journey.


TENDRAAM
ZEALOUS - NATURALISTS - FLIGHTY

The Tendraam are a highly superstitious race of flying, furry goat people. Their horns and hooves resemble roots and leaves for camouflage, while their brown fur has varying hues from brownish-green to orange to better match the landscape of the Savannah (and avoid the many predators that make their home there).

The likeness of Tendraam horns and hooves to plants has given rise to their deep belief in a plant-based god, whom they refer to as Maarla. Maarla does not appreciate having her plants trod upon, so Tendraam take great care in not touching the ground. They fly about for most of their adult lives, flitting just slightly above the ground.
Tendraam are not particularly intelligent. Their deep belief in Maarla has led to a dualistic understanding of the world - the Tendraam understand things in only two categories: Sentients, and Plants. Anything that touches the ground is a Plant, and therefore a sacred expression of Maarla. Anything that does not (including themselves) is a sentient, and should strive for Plant-like purity.

Flux’s crash from space onto Woanoap causes the Tendraam to view her as a transcendent of sorts - since she was once a Sentient (airborne) but has somehow become a Plant. They believe that Juicebox, Flux's robot sidekick, is the Sentient disciple of Flux, an everliving servant and worshipper. This causes the sassy Juicebox no shortage of annoyance.
Q caught in a moment of thought, probably about how to kill you.
Q, the game's villain, is viewed as the antithesis of Maarla - he is a 'devil' of sorts to the Tendraam. Q floats, is therefore Sentient, but has no reverence for any Plant, as his mass destruction of anything that annoys him attests. The Tendraam fear him greatly and wish to push him out of the Savannah. Flux’s arrival makes them excited for this possibility to become a reality.
The things Tendraam gather around are often strange plantlife, which they view as sacred.
The Tendraam can be found gathered around “Expressions of Maarla” - rare plant life or plants that are growing in inappropriate places. They also setup sites of worship using their grown lamps, and by coaxing massive Lightroots to the surface with a yet undocumented power.

What do you think of the Tendraam? Pop into the forums to discuss!