[X] Plan We shall turn this desert wasteland into a holy land!!!
-[X] [Terr] Oasis Farmers of the Desert Wastes
-[X] [Tech] Geomancy
-[X] [Cha] Toxic Terrain
-[X] [Adv] Local Militias (+Organization, +Personal Prowess)

Through Geomancy we shall first start to heal and grow in strength our settlement, then the world.
 
I mean, Creation is a post-apocalyptic setting already. Well, post-post-apoc, but the point stands. In any case, Exalted is part of the inspiration.

No moratorium, but please ask questions.

Hmmm... no plans for this one, but if people vote together in plans I won't mind.
From what I can gather there aren't any territories which give any +s to Food, which I'm gathering is because Food is super important from terms of anything complex to do with a society?

As noted, none of them give +Food. That's in the techs.

Sometimes when the gods died, their corpses landed on the earth, leaving behind rib cages that brushed the sky and warrens of alien flesh. Some humans took up habitation in these places, maggots crawling and burrowing through a divine corpse. To live and feast in these rotten halls is to take in some of the strength, but also to take in some of the pain of a celestial mind still twitching its last.

Advantages: Random bonus tech, +Essence, +Personal Prowess
Disadvantages: -Resources, -Food, --Organization
Challenges: Stillborn Dreams of Dead Gods
If we take Essence Spring with this we get ++Essence, +Personal Prowess, Neutral Food, -Resources, --Organization. To start with. Xenografting or Geomancy or Alchemy would go really well with this option, with Xenografting being the most hog wild and my personal preference because grafting the flesh of gods to ourselves sounds awesome as hell.

Alchemy, needs resources or beasts or food. Some kind of materials. Because it needs resources that might not suit well to Titan's Bones.
The art of distilling organic and inorganic substances into forms that can be consumed by humans and beasts to enhance ability.

Artifice needs Resources big time. Pass if we go with Titan's Bones.
The skill at binding magical effects into physical objects, which can be wielded by humans for their own benefit.

Beast Binding needs beasts obviously. Beasts are not mentioned much in Titan's Bones so pass if we go with that territory.
Some powerful beasts can be bound in a spiritual way to a human, granting the human increased strength and the beast increased intelligence.

Geomancy needs powerful places and the Titan's Bones are powerful places by default.
Through large scale arrangements of various focal points, the ambient essence of a place can be collected and gathered for the benefit of humans. This can be as small as a room, or as large as a nation.

Xenografting needs weird bullshit to graft onto people and Titan's Bones has a bunch of weird shit I gather.
The muscles of a man pale in comparison to those of a dragon, so some have learned the art of transplanting the meat and organs of slain or captured creatures into new recipients.

Powerful beasts has synergies with Beast Binding. Not directly relevant to Titan's Bones, pass.
The local beasts are harder to kill and tame, but they provide better rewards.

Unclaimed Ruins has interesting interactions with being inside the corpse of a titan.
Who knows what lurks in the ruined halls of the gods? Whatever it is, it is not easily claimed by scavengers.

Barbarian Raiders makes the challenges of Titan's Bones harder, pass.
The human neighbours are particularly hostile, which is both a hazard and an opportunity.

This might be good if we went with Alchemy inside Titan's Bones.
The local area is (especially) toxic to human life, but this also means that there are more exotic ingredients to be found.

This also might be good for Titan's Bones, but definitely smacks into the complication of Titan's Bones even more so than Xenografting does so pass.
There are particularly powerful spirits about, their minds fractured in a way that makes them unpredictable and hostile.

We get another random tech from these, and three of the possibilities mitigate our organizational minuses. There's also one for Resources and more food. But the biggest preponderance is organization and other such things.
[] [Adv] Essence Spring (+Essence, +Food)
[] [Adv] Ore Veins (++Resources)
[] [Adv] Rich Soil (++Food)
[] [Adv] Local Militias (+Organization, +Personal Prowess)
[] [Adv] Safe Settlement (++Organization, +Food, -Personal Prowess)
[] [Adv] Intact Archives (Random bonus tech)
[] [Adv] Ancient Infrastructure (++Travel)
[] [Adv] Natural Chokepoint (++Defence, +Organization, -Travel)
[] [Adv] Chaos (2 random advantages, 1 extra local challenge)


[X] [Terr] Scavengers of the Titans' Bones
[X] [Tech] Xenografting
[X] [Cha] Unclaimed Ruins
[X] [Adv] Essence Spring (+Essence, +Food)

With that all said and done, I think we can stand to bear --Organization, especially with the chance that it will be ameliorated and that Xenografting goes well together on Titans' Bones because of its Essence boosting and Personal Prowess. There's stuff to find as well with Unclaimed Ruins that might be even more useful since that sounds like a way to gain more techs.
 
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Actually, it just occurred to me @Academia Nut when Titans' Bones talks about "Random bonus tech" does that mean a random bonus Enhancement Tech like Xenografting is, or does it mean one of the local advantages like Essence Spring is?

(Sorry for double posting)
 
I kind of like having low organization. It's harder, but lends more of lone wanderer vibe that I'm feeling with a xenografting scavenger in a very dangerous but potentially valuable place.
 
[x] [Terr] Hunters of the Hungry Jungles
[x] [Tech] Beast Binding
[x] [Cha] Ferocious Beasts
[x] [Adv] Local Militias (+Organization, +Personal Prowess)

Jungle beastmasters. Offsetting the ferocious beasts with higher personal prowess
 
I kind of like having low organization. It's harder, but lends more of lone wanderer vibe that I'm feeling with a xenografting scavenger in a very dangerous but potentially valuable place.

But even hero need their city. :V How else are they recruiting hapless plot armor? :V
 
[X] Plan Dragonriders of Ymaryn!
[X] [Terr] Scavengers of the Titans' Bones
[X] [Tech] Xenografting
[X] [Cha] Ferocious Beasts
[X] [Adv] Essence Spring (+Essence, +Food)

I kind of like having low organization. It's harder, but lends more of lone wanderer vibe that I'm feeling with a xenografting scavenger in a very dangerous but potentially valuable place.
The problem with a 'lone wanderer vibe' is this quest is structured around some isolated village/town/city/etc surviving in a now hostile world. Roaming is likely very unsafe.
 
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With Titans' Bones, you are literally extracting lost knowledge from the corpse of a dead god.

Are gods the same as titans, dragons, and such? Or are gods anything that's supremely powerful?

Are we playing sorta like a organization/civ or playing individually powerful guys/gals?
 
Are gods the same as titans, dragons, and such? Or are gods anything that's supremely powerful?

Are we playing sorta like a organization/civ or playing individually powerful guys/gals?
We have a Hero Sheet, and a Polity Sheet. Presumably then there's a home polity we're a part of, but we play a Hero in that polity.
 
Hmmm...

I kinda want to try to splice together some Monster Hunter shenanigans. Artifice and terror beasts to kill for it.
 
*nod* Makes sense. Another question I have is do Unclaimed Ruins and Titans' Bones synergize?

There isn't an explicit synergy per se, unlike say Beast Binding and Ferocious Beasts or Toxic Terrain and Alchemy.

Are gods the same as titans, dragons, and such? Or are gods anything that's supremely powerful?

Are we playing sorta like a organization/civ or playing individually powerful guys/gals?

Technically its anything super powerful and large.

The questers will have influence over certain individual actions, but primary control will be the 'village/city/national council' as the heroes will have their own moods, opinions, and ideas.
 
There isn't an explicit synergy per se, unlike say Beast Binding and Ferocious Beasts or Toxic Terrain and Alchemy.



Technically its anything super powerful and large.

The questers will have influence over certain individual actions, but primary control will be the 'village/city/national council' as the heroes will have their own moods, opinions, and ideas.
And is there any significant synergy between Xenografting and Unclaimed Ruins?
 
No. Unclaimed Ruins is basically a neutral wildcard.

There is synergy between Xenografting and Ferocious Beasts, because you have better graft materials.



Correct.
That's what I was thinking yeah. Thank you!

[X] [Terr] Scavengers of the Titans' Bones
[X] [Tech] Xenografting
[x] [Cha] Ferocious Beasts
[X] [Adv] Essence Spring (+Essence, +Food)

So what this ends up with is random additional starting tech, Xenografting synergizing with Ferocious Beasts, ++Essence, Neutral Food, +Personal Prowess, -Resources, --Organization.

E: Also the idea of ferocious beasts inside a titan's corpse sounds hilarious if its stuff like chunks of the titan coming alive to try and eat people.
 
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Alchemy: Can use any resource, but requires constant resource or essence feeds. Bonuses are likely very temporary in nature, but comparable in power. The big advantage is that they can use just about any exotic thing to make a potion of five minute invincibility. Best with the most wacky challenge additions.

Artifice: Wants Resources, turns them into weapons. Hello Monster Hunter. Benefits from mines, animals, anything that provides physical parts, and would be very good at travel/organization (artifice travels well and requires lesser maintenance than other enhancements, and is portable and transferable).

Binding: Wants animals specifically, so it's less effective in dead places, but it is relatively permanent. Probably harder to 'allow' funner bonds with an organized settlement, but would have a higher cut-off for personal ability to manage bindings like this, so prowess would naturally be a bit higher for heroic figures, and they'd be relatively self-sufficient in traveling.

Geomancy: Big on Essence-based enhancements I'd guess, but less personal enhancements in nature. Like, tapping a ley-line to imitate an electrical power grid. AWFUL at travel, more likely than not, but much higher org and defense for the era...

Patrons: Essence-based? Probably? Maybe questing demands, too. Bonuses seem to be the most varied, information, power, who knows? Would do weird things to other civ stats, probably, but I'm guessing decent prowess/organization, you want powerful people to deal with the land-locked spirits.

Grafting: Animal bits are probably classified as a Resource, very personal in nature and very permanent. Specific demands for living things, Jungle+scary animals would make this hilariously effective, but it'd be nearly impossible to organize into proper settlements when the best hunters can basically threaten slavery on bureaucrats with their bodies being half-living-blender.
 
[x] [Terr] Scavengers of the Titans' Bones
[x] [Tech] Geomancy
[x] [Cha] Unclaimed Ruins
[x] [Adv] Chaos (2 random advantages, 1 extra local challenge)
 
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