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A tabletop RPG set in an ominous space station, home to millions, where stories of struggle and survival are written on a daily basis.
A tabletop RPG set in an ominous space station, home to millions, where stories of struggle and survival are written on a daily basis.
558 backers pledged £27,224 to help bring this project to life.

Nibiru Update #7 - The Habitat of BrightTown

Posted by Federico Sohns (Creator)

Hello Vagabonds!

Lunch time in London is on, and the push continues! After the awesome victory of yesterday, we are now almost halfway through to our next stretch goal. Exciting times indeed :)

For all newcomers, let me remind you that we have such a thing as the Pilgrimage! This is a social contest that allows us to get out there, spread the word, at the same time netting you a series of free PDF stories, centered around a journeying caravan of Pilgrims. You can read more about it here (and I'd expect to be telling you more about the Pilgrims themselves, and religion in Nibiru, soon!).

You might know that Habitats are the archetypes of Nibiru. Generally, character creation in this game is as simple as deciding on a name, thinking about who you are in terms of look, personality and drives, and then picking one of these Habitat-thingies. 

Today I wanted to address the first of our Habitats; our very own, little village of BrightTown. 

 BrightTown is probably the most relatable Habitat of them all. It's no wonder we used it in the Quickstart Guide, since it's not only easy to think of when writing memories, but it's also super fun to use when in a group. Since there's just one BrightTown out there, players can discuss how life was back there, how the place looked like, and how they related to each other and the rest of the townsfolk.

There is, however, a darker undertone associated with BrightTown. The Habitat itself is all about nostalgia. BrightTowners, fallen from grace into the Skyless World, have probably some of the hardest of times coping with their newfound present. Nibiru is so alien to them that it's only by seeking the lost fragments of yesterday that they can reconnect to their past.

Mechanically, BrightTowners need to find an object of their home town to remember—and this object has to feature in all their memories of the past. Some objects, however, are more important than others, and this significance is what tells you how many memories you can write based on any given object.

Once that's done, however, you need to find more relics. This opens up an avenue for character motivation, for goals and drives that can push their story forwards. Whether a skateboard that was found in a villain's hoard, or a series of pictures from BrightTown acquired by a collector in an auction, these mementos prompt cool story hooks and push the players to engage with the story.

Ultimately, as happy as the memories of BrightTown can be, the present and the future are grim—unable to return, with such a contrast between past and present, constantly clinging to the memories to find solace.

René Schultze, Zaarin, and 2 more people like this update.


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    1. René Schultze

      I like mysteries - I think the truth is out there ;)

    2. Federico Sohns Creator on

      There's five Habitats, each of them VERY different from one another.

      Most definitely, the purpose of Nibiru is unknown, and it is one of the bigger mysteries :)

    3. Missing avatar

      Ricardo Campos on

      I'm really looking forward to hearing about the habitats, I didn't really "get" that there were going to be more than one from the Quickstart (or in fact, I actually assumed they were 100% player-made).

      One thing I seem to have missed, though; why does Nibiru exist at all? Or is that the big mystery?