I haven't even gotten last months issue let alone this months it is totally unfair that some people are getting Septembers issue when some people haven't even gotten August's issue yet. In july my copy of the armory was messed up they said they would fix it and send another copy and I haven't gotten that yet either. I seem to be lost somehow I have been paitent for 2 months now waiting for my return of the runelords subscription how much longer do I have to wait.
So sometime in mid august I got an email saying I was going to be charged in about a week for my august subsciptions and I would be receiving them about a week after that. Well I am still waiting apparently they got added to my September subscriptions which I also haven't been charged for yet. The people that don't have subscriptions have been enjoying the august releases for a month now and I am still waiting paitently. just wondering why I have been forgotten. It has been 6 weeks waiting for my books. It just seems a little long thank you for helping me in advance.
Hi I received my copy starfinder Armory today and the pages are like really screwed up. The pages all seem right until I get to what is supposed to be page 66 and it says 74 then we have 75 then back to 68,69 then we skip to 78,79 then back to 72,73,74,75,76,77, then we have 78 again this time in order 79,80,81-89 is ok then we have 82 and 83 again then it skips to 92,93 then back to 86,87 then 96-160 are ok. I am missing pages 66 and 67,70,71, 90 and 91 completely and I have doubles of 78,79, 74, 75,82 and 83 and Im not really sure from their I would really prefer a book that isn't so messed up thank you Lisa.
The writing has been on the wall for a while now on this. Paizo is a company in the business to make money. The livihoods of several dozen people depend on them making a profit. And while paizo doesn't release sales figures some third party companies are talking. They say fifth edition waaaay out sells pathfinder and even old school rules does better than pathfinder so I think if Paizo wants to survive they have to do this. I for one have mixed feelings as I always do when change is announced. What will happen to all my old books? Will they become obsolete? Will they be easy to convert? But I feel the people at Paizo are way more with it so to speak than the leaders of wizards during the scary switch from 3rd to 4th. And if any one can pull this off they can. The truth is in order to grow a game they need new people to join up and asking someone to purchase 28+ hardcover books at $40 a pop is not gonna get a lot of new people coming your way. What I have always liked most about Paizo and pathfinder is the adventure paths and it sounds like we get to keep them. Hopefully after the core rulebook and bestiary they will follow up with a book with the best of the rest of the classes and then they can move forward from their. Looking forward to the new edition :)
While I see why doing a book on Gigas would not be good and also filling a beastiary with 50+ pages of Gigas is also not good would it hurt to include 2 per bestiary in the future like you do with other creature types I like creatures like Gigas and want to see more of them. This book on the planes was a great opportunity to slip a new one in. I always thought that was what made you guys at Paizo different from certain other companies that you were gamers and understood us. You give us Daemons, and other cool creatures why not Gigas. I also understand that Paizo and Pathfinder in general have serious problems right now with no easy solutions. The game has reached a point where all the obvious topics have been done and the remaining topics are more and more niche which is why I suppose you are finally getting around to doing a hardcover on the planes. A topic I have wanted for a long time but not everyone would agree with me I suppose. So you have to decide weather to forge on doing books with less and less interest generated or do you start over with pathfinder 2 and risk losing even more especially with 5th edition looming out their as a slicker simpler solution to many. Hopefully Starfinder is the solution I hear it is doing quite well. I just think you all need to listen to us that still stick with you and produce the books we want.
Hi It looks like everyone is going to be getting access to the pdf's tomorrow and even though my bank account says I paid this month I have not yet received my pdf's or an email saying my order is being shipped if you just haven't got to me yet sorry to be a bother if I was forgotten I'm just reminding you thanks Lisa.
I would say the chances of Carrion crown being chosen for a Rare Hardcover conversion anytime soon is very unlikely. I would say Kingmaker,and Second Darkness have the best chance and of the newer AP's I would guess that maybe Shattered Star might be chosen because of the Runelord theme but to be honest I think it will be a very long time before they do another one, if ever.
several months ago I pre-ordered starfinder and then last month I subscribed and it said that would take away any pre-orders and with the AP that was true but I still have the corebook ordered as well as the subscription and I only want one starfinder book the one in the subscription so could you please cancel the extra one thank you.
The problem with a Dragon themed AP at this time is that they can't really end it with anything less than a "Super dragon" at the end WoTC has Tiamat/Takhesis to end their dragon themed AP's with Paizo does not. And although I''m sure the creative team at Paizo could certainly come up with a great "Super Dragon" it would take mythic/epic abilities to take on a CR30+ creature. Ending a Dragon themed AP with a CR22 dragon would be like a letdown so until they introduce "epic-like" rules a dragon themed AP is not going to happen.
I like your ideas Wszebor I guess the problem with forum's in general is that when people agree or are happy with something they are less likely to comment it is only when they disagree or are unhappy that they have to imput their 2 cent worth. You should go ahead and run your campaign anyway you like and not listen to any of these people trying to rain on your parade they aren't gonna be their :)
I think the answers to what does and doesn't sell well lie in what they put out 2-3 years later, since book development takes 1-2 years added to the 1 year to get the final figures on what sells. I think it is real obvious now that the Iron Gods AP sold really well because they certainly wouldn't be putting out Starfinder if they had found out people don't like sci-fi in their fantasy. They put out distant shores for the sole reason of letting people vote with their wallets did you all buy it I did. If it sold reasonably well they will probably move toward doing a continent hardcover if it didn't don't hold your breath. If it sold really well then We will probably get an announcement at Gen-con that next summers big hardcover will be that book. Ultimately they will probably have to move in that direction at least somewhat as they run out of places to make sourcebooks for in the innersea region. I personally was not excited about a hobgoblin invasion as a topic for an AP and I highly suspect the next AP after Iron fang will go back to Varisia and another runelord in honor of the 10th anniversary. And while Strange Aeons sounds interesting, Hell's rebels was meh and Hells Vengeance is somewhat disturbing, I read these books and I find myself rooting for the character's enemies.
Last Fall they put out a little book called Distant Shores which basically featured a little bit on every continent. And the purpose of this product was two fold first to scratch the itch of all the people crying out for more fil-in-the-blank continents but more importantly it was a test product to see if people would put their money where their mouth is. So basically if it sold well we will probably see more stuff on non-inner sea continents if it didn't don't expect that hardcover on Tian-xia any time soon. And while I don't think Paizo is in any financial trouble they are surviving I don't think things are as good as they used to be. Let's face it, it has been a while since they released a universally accepted AP The more recent ones have all been to much sci-fi, to much evil to traditional, etc, although I personally have all 106 books. They are at a point where all the best ideas in both AP's and rulebooks have already been done and generating excitment is getting harder. And of course 5th edition has to have taken a bite out of their sales. So they are going to be more careful than ever. And they are taking their first major risk in years with Starfinder so don't expect any other risks for a while. As for my opinion of a hobgoblin invasion while my first impression was MEH If it is done well it could it have real potential to be one of the best AP's in years. I mean if they were announcing Crimson Throne today and they described it in a sentence or two which is all we have for Darkfang Invasion how many would be excited. I can remember that I wasn't excited about Crimson Throne at all until I read it and then it was like WOW.
Well from things I have read this last year mostly from JJ's comments They do not have anything planed that takes place out of the inner sea region ( yeah their might be a short visit). Also as Crystal has implied this will probably be a traditional AP which makes sense considering that both evil and Cthulu mythos as themes would both be considered experimental so it is time for traditional. Now for guesses. I think they will save Varisia for the 10th anniversary so stay tuned to gen con for that announcement (maybe) so where haven't they gone recently or ever. I am thinking Galt is out not for location but for theme we just spent an entire year fighting insurrection from both sides of the alignment wheel. Cheliax is certainly out like for sure. To me old school means a good old dungeon romp so maybe some drow goodness (or other cave dwelling nightmares) in the darklands. That hasn't been done since second darkness only this time they can do it right so that is my guess the Darklands. As for where in the darklands who knows.
I have supported nearly 100 kickstarters(that actually funded). Some were big projects from major companies and some were small projects done by a single individual and all other sorts of companies in between and only one failed entirely so far. So from my experience as a supporter I will tell you what I find important and what makes me back or not back when I check one out. First stretch goals. I feel that stretch goals should always be more content for the project. More words/maps/art for books/pdf projects, more mini's for miniature projects and more terrain for terrain based projects. Things like dice, t-shirts and whatever physical booty you all can think of just adds to your final shipping cost and these are things you all have to pay for to provide to us so while these can inflate your total this isn't money for you even if you are including a small profit in your pricing, you are taking risks you don't need to take and it is adding a headache you don't need to add in attempting to obtain said physical items. Way to many of the kickstarters I have supported have been even later because of difficulties the creators have encountered trying to get these "booty" items finished up. What we do want is a bigger book with more content. Maybe small side PDF's of both new and older books that you have available. It is to your advantage to make the stretch goals cost as little as possible. If you have a library of PDFs of older gaming material available to you that sells an occasional copy offer these as stretch goals it costs you nothing and attracts people in. Next Value. Your customer wants to feel like contributing funds a year or more early is getting them something a little extra. A deal so to speak. Nothing ticks off a contributer more paying $25 for a PDF waiting a year for it to come out and then watching it go on sale to the general public 2 days after they got it for $9.99. Yes I have had that happen to me. A recent Tabletop RPG Kickstarter made more than $1,200,000 because of value. Yes it was a big name writer with a solid reputation and a nostalgic title being offered which on its own would have gathered a few hundred thousand but I believe what made this kickstarter go crazy was his offering the entire library of related material in PDF form free with any purchase of the book and as the total grew so did a long list of incredible stretch goals which added more and more value so that for $60 you got a 300 page hardcover book and about 50 full sized pdf's thrown in for free. Wow. No wonder more than 10,000 people joined in. and all those older PDF's cost the creator nothing. He made an extra Half million dollars or more because he gave up an few hundred dollars in annual sales on these PDF's.No not every creator has these resources available to him but those that do should probably make note of this. We want you all to succeed. Gamers are intelligent people and we understand the realities of the industry we know it isn't easy and that most creators do this in their spare time. We want you to make a profit, and we will pay full market price for the items in question but we want some value to make it worth our while to pay months even years in advance. You need Cash to pay for writing, editing, layout and oh yes art, but we need a little something out of the deal as well. Ok on to lateness. I am a patient person and am willing to wait but you need to be honest with us. It is frustrating when a creator says the project will be done in less than a year and implies he is almost done during the campaign only to find out he hadn't even started yet after it is over and to hear nothing but problems, excuses and more promises in updates over the course of years. Honest and frequent updates are important if only to let us know you haven't forgotten us. Throwing half finished work at us helps and we can even help with picking out typos, playtesting and advice. After all your backers have already paid for the material and they like to feel included in the process. Look to Patreon for more ideas in this area. It is very important to give an honest date on when this will be done then add a few months to that for problems that will arise and they will. Everything from the flu, or other illness to you or a family member, problems on the day job, artists who have illness or problems on the day job, printers that have bigger clients that come first or longshoreman strikes that delay your books arrival from China. I have heard all of these and more in apologetic updates from numerous creators. On to special perks, we want to be the first to get our hands on the project after all we were to first to pay. We want to be the first to read/play with the product. I had one project where Books were sold on kickstarter for $60 each and they went on sale on Amazon for $34.99 three weeks before the backers got their copies. Not good. Other perks can include exclusive material. This is a good way to convince a prospective backer that paying now is a good thing rather than waiting for it to come out and getting that Amazon discount. Things like bonus PDF's, signatures, and maps or charts in the book that won't be in the general book. Also things like your name in the book can't hurt I like to look to see if I made it. So what should you include in the information that will convince potential backers to back or not to back. Video's are nice but not necessary. While I do watch them they usually don't convince me one way or the other. But I am told seeing how many people watched them is a good indicator to the creator how many people have looked at the kickstarter. I like to see a good description of what the book is about and art previews are nice. This is especially important for first time creators. How well done the kickstarter page is a good indicator of how professional the creator is. How well he knows what he is doing. If I feel the page is amateur I will question if the person is up to the project. Look at other kickstarters both successful and unsuccessful ones to see what they did imitate the successful ones. Finally, and this is something I haven't seen anyone comment on before. you really need to be very active in your own kickstarter. The most successful kickstarters have creators that really work at it. Lots of updates, lots of comments, answering questions and concerns lots of activity on web sites, facebook, and rpg community boards. And don't be afraid to cross over into the boards of related games many gamers will convert if the subject is their cup of tea or they play multiple styles of RPG. You need to get the word out. After all if I see you are not even trying during the fundraising effort I will really question how hard you will work on the project itself. Start pushing several day before it starts because a good beginning is very important the faster it funds the faster you can get to stretch goals which all adds into the value I talked about earlier. If I see a kickstarter that has little to no interest I get concerned on why their is no interest, why is nobody interested in this what do they know that I don't, so the first day is crucial. So good luck hope to see your project soon.
When the backerkit goes out is not what's really important its when the books arrive on your doorstep that counts the backerkits usually take a month or two anyhow so no worries and I'm expecting my northlands saga and borderlands any day now and am not to worried about backerkit for the blight as long as they send it out before shipment day that's all that matters.
Well having read this whole thread it seems to me we need to gather what we do know. 1. Their are at least 2 secret projects. 2. That one will be announced on or before paziocon/gencon and one will be after. 3. James isn't the only AP developer that is not going to be developing AP's for a while since Crystal Frasier is going to be developing the one after Strange Aeons which brings up the question what is Rob going to be doing next after he finishes up Hell's Vengeance. As to guesses even though it has been stated that James is going to help on Horror adventures I don't see these being rulebook's That is Jason's job and I don't see them moving James over to help him. They have other more rule oriented designers that would make more sense if Jason needed help. So my guesses are. 1. A hardcover on a new continent 2. A hardcover of shadows under Sandpoint (boxed sets don't make money) 3. Something totally original and unexpected. 4. Something 10th anniversary related (second project) I also think that one of them will release late this year or early next year (the one being announced first.) The other will probably be out around Gencon 2017 to celebrate the tenth anniversary of Runelords
Sorry I don't count ones that don't fund unfunded projects don't matter people don't pay for those I am talking about funded projects. It is silly to count unfunded ones since nobody is charged for those. A failed project is a project where the Creator takes money from pledgers and then fails to deliver what he promised.
Perhaps I am lucky and yes FFG is one of my favorites have backed all of their kickstarters but Skylancer4 said the vast majority and that implys like 75% or more fail that is simply ridiculous. And spreading rumors like that hurts the good companies out their trying to fund our hobby via kickstarter.
@Skylancer4 It's not true that the vast majority of kickstarters fail I have backed 92 of them and of them a few are not due yet and several including this one is very late but only 1 of them has actually failed. So my math skills being poor I'd say that puts my kickstarter luck at about what 1.5% failure rate. Kickstarter says 9% fail in their update so that means to me the RPG related kickstarters actually do better than other industries. That being said I agree with those who say it's not the lateness that bothers me its the lack of the truth from Gary. I'm sure he has had things happen in his life that he didn't anticipate when he launched this kickstarter that take up all his writing time. And he could at least come clean. And no if someday after he finally finishes this one if he lanches another kickstarter I will opt out and wait for him to release the product because he has not treated us well. we gave him $40,000 and he gives us pretty artwork every 4-6 months to look at. Its not to late either if he can out today with the truth I am a forgiving person and would love to hear the truth from him. If its going to take a few more years then let him tell us this. And as a quick note I should point out that the one that failed was for minatures and not for a book or pdf.
Their is a product called Pale Designs: A Poisoner's Handbook from Bastion Press which while written for 3.0 is still viable since poison is really equipment and that part of the game didn't change that much in the change to pathfinder the DC's run from 10 to 26 and their are perhaps 200 or so to choose from as well as lots of other cool poison related stuff. RPGNOW sells it for $9.99.
About ToranindracarTor (full name Toranindracar) is my character for the Peacemaker play-by-post Campaign Saga for the Shadowlands campaign setting. GM Quick Stats:
AC 14, flat-footed 11, touch 14 (Dex +3) Saves Fort +2, Ref +4, Will +6; HP 31/31 Skills +16 Perception (26 Passive), Sense Motive +15 (25 Passive) Speed 30 ft. Concentration +9 Initiative +7 Combat:
Defense AC 14, touch 14, flat-footed 11 (+3 Dex)
Offense Speed 30 ft.
Special Attacks Channel Magic 8/day (enhance, restrict, stabilize, or destabilize)
Spells Known (CL 5, +2 melee touch, +3 ranged touch; concentration +9:
^ spell mastery
Statistics & Info:
Str 11, Dex 16, Con 12, Int 18, Wis 15, Cha 14 Base Atk +2; CMB +1; CMD 14 Feats Alertness, Extend Spell, Fast Talker (trait), Polyglot (trait), Skill Focus (sense motive) Skills Acrobatics +3, Appraise +10, Bluff +10, Climb +1, Diplomacy +2, Disable Device +6, Disguise +2, Escape Artist +3, Heal +3, Intimidate +2, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (games) +10, Knowledge (geography) +11, Knowledge (local = Mtol Dærine) +10, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +13, Perception +16, Perform (fiddle) +3, Profession (fence) +3, Sense Motive +15, Sleight of Hand +5, Spellcraft +9, Stealth +10, Survival +4 SKILL NOTES (included above): Nomadic Tegans get +2 to Knowledge (geography) and Survival checks; Polyglots get +1 to Linguistics; Fast Talkers get +1 to Bluff; Mahrka members get +1 to all Knowledge checks and +(1/2 lvl) to Perception; Small creatures get +4 to Stealth; Alertness feat grants +2 to Perception & Sense Motive; Skill Focus (sense motive) feat grants +3 to Sense Motive (raising to +6 at 10 ranks). Languages: Alanic* (Eastern, Dælain, Northern Br), Bruidhinn* (Northern Br, Karadog), Guerin (Shalornian), Mtol Dærask* (Dærini), Quillic (Quillic)
Gear:
- dagger (2gp; .5 lb) - sling w/ 40 bullets (10 lb) (60 more bullets stored at home) - masterwork backpack (50gp; 1 lb; treat Str as +1 for carrying capacity) - winter blanket (.5gp; .75 lb) - flint & steel (1gp) - 12x daily trail rations (1.5gp; 3 lb) - wineskin (1gp; 1 lb) - spellbook, travel (50 pages) (10gp; 1 lb) - gypsy outfit (.5 lb) - artisan's outfit (1gp; .5 lb) - Mahrka robes (1 lb) - scroll case (1gp; .5 lb) - 5x sheet of paper (2gp) - 5x chalk - 10x charcoal - caltrops, pouch (1gp; 2 lb) - 5x alchemist's kindness (5gp; immediately neutralize hangover) - 3x acid flask (30gp; 3 lb) - everburning torch (.5 lb; as continual flame) - 2x smokestick (40gp; .5 lb; burn to create smoke as 10' fog cloud) - thunderstone (30gp; 1 lb; hurl at ground to deafen within 10') - 3x universal solvent (150gp; 3 lb; dissolves typical adhesives) - 5x nushadir (50gp; 5 lb; neutralizes typical acids) - smelling salts (25gp) - soothe syrup (25gp) - antiplague (50gp) - found spellbook --> incorporated into main spellbook (365gp) - 5x potion of cure light wounds (250gp) - 1x potion of shield (50gp) - 1x elixir of hiding (250gp; +10 to stealth for 1 hr) - small, thin wooden pen with nib (actually a wand of ghost sound) (375gp; 47 charges left) - belt pouch: 36gp Total value: 1802gp (1550gp + 7 years of stipends)
Medium Encumbrance: 44+ lb (-3 ck penalty, 20' speed, run x4)
Motivations:
Quest Motivation I will probe and prod Tavāya Aulē's buttons until he gives away the information he is concealing. Party Motivation I'll need to assemble a crack team to assist me on this mission. Hopefully they'll have a sense of humor, and maybe a quarter of a brain between them. Campaign Motivation If Malak Ta'us can transcend his mortal shell and verily become a god through brilliance and scholarly training then so, too, shall I. Moustache and all.
Instincts:
Always pays close attention to any hints of personal drives/buttons of any new person (and keeps a mental list of said buttons for people he knows) Always picks up spent ammo or other objects set down. (As a poor nomad, his mama taught him "Waste not, want not!") Always attempts to hear/comprehend any message spoken, written, or whispered in such a way as to seem intentionally secret.
Personality Traits:
Outlook Confident (arrogant), easily bored, but optimistic about the future. Integrity Industrious. When watched by superiors, he never disobeys explicit rules. When left to his own, he tends to follow the spirit of the rule (as long as it seems worthwhile), if not the letter of the law. Impulsiveness Creative, inventive, curious & unpredictable. Boldness Confident, very sure of his intellect, but realistic & at peace about his physical shortcomings. (buh-duhm CHING) Flexibility Very adaptable to changing situations, but less apt to allow people to force him to adapt. Affinity For him, there are 2 kinds of people: interesting and boring. Even the boring ones can be greatly amusing if you find their buttons. Comportment Mischievous, rebellious, but can be charming when the time is right. Seeks attention, approval and inclusion. Interactivity talkative, charismatic, but a bit of a knave. Listens to others, but mainly to watch for cues on how to toy with them or manipulate them. Disclosure Somewhat evasive about personal details, preferring to steer conversations toward others' details. Conformity Rebellious, free-thinking. Libido Below average. Spirituality Toranindracar is not spiritual. He was raised with Belaran animism, but as he began to study at the Academy, he was struck by the story of Malak Ta'us, and soon became a follower. He idolized the concept of Malak Ta'us and sought to emulate him -- though this gave him a brief period of self-loathing, as he simply was not strongly motivated by altruism. Gradually, he came to feel that, as Malak Ta'us was once mortal but rose high, he was no more worthy of worship than, say, the Yazdan of Magus. And yet Malak Ta'us was every bit as much a god as Kalak. Wherefore if Malak Ta'us was not worthy of worship, then nor was Kalak, nor any other god. The power of each was within the grasp of one sufficiently ambitious, as Malak Ta'us showed, and perhaps there was no such thing as a "god" -- only a vast spectrum of beings, great and small, powerful and insignificant. Thus, Malak Ta'us has become more of a guide, his path pointing the way for Toranindracar toward power and greatness. Habits/Quirks Fidgety. This comes out in the form of biting fingernails, tossing dice repeatedly against a wall, playing with a ring on his finger, flipping through papers to make noise, smoking his pipe, munching, etc. Hobbies Games of chance (though he tries to research them until there is little chance of loss); games of strategy; games of the mind; cuisine (eating, not cooking). Fears Large bodies of water. Contacts:
Ana'ara a young, petite Dærini barmaid at a tavern near the gambling houses. Ana'ara wields a power over people rarely employed without magic. All either hate or love her, as she is intensely opinionated and manipulative, but also incredibly charismatic and genuinely fun. Her words are heeded and her commands followed, even by those who dislike her. Men want to be with her and women want to be her, and drama follows wherever she goes. Ana'ara seems to know everyone in Mtol Dærask who gambles or deals in illicit trade, and she knows a great many ladies of the night. Toranindracar and Ana'ara have had a slightly turbulent past, never having been truly together romantically (she tells herself he is too short, and he says she is too tall), but with complex feelings on either side. They see things similarly (despite her lack of philosophical training) and are close friends, who have often said they would do anything for each other. Finally, Ana'ara likes to paint, though few know it. Mtiri an elderly Dærini man, craftsman and trader of fine jewelry, who also deals in black and grey market items. Mtiri fancies himself an amateur philosopher. He is well-read, having studied for two years at the Brotherhood Academy in his youth. On the downside, he is also a vile moral realist. Toranindracar met Mtiri years ago, doing business occasionally, but in the past two years Toranindracar has, now and then, shared with him a cup of tea and a fervent debate on the overlap between Ethics and Metaphysics. Jalan a younger Dærini man who has been a frequent rival of Toranindracar's in the gambling houses, so much that eventually their rivalry grew friendly. Jalan has worked in several craft trades, quickly mastering the techniques but being unable to deal with the authority of his masters, so that in recent years he has resorted to random "odd jobs". Jalan is a genius, and his intelligence impressed Toranindracar, so that eventually Tor taught him some of his gambling knowledge - tips he had painstakingly worked out to virtually guarantee a certain degree of winnings in one particular game. Jalan would be loathe to admit it openly, but he is immensely grateful to Toranindracar (his finances have soared since learning from him), and Tor knows it. Character History:
Childhood:
Toranindracar was born the only child of his litter, the youngest child (the older children having been born in more typical Tegan litters of 3 and 4) of his nomadic parents, who traveled the gypsy life of the caravaners. He carries a chip on his shoulders in the shape of the youngest-child syndrome; that is, he cannot stand to be left out of any secret or joke, and he feels entitled to get away with any mischief he finds himself in. Banahandracar (Ban) was his oldest and strongest brother -- the only boy in his mother's first litter, 6 years older than Tor -- and as such he ruled their childhood games for as long as Tor could remember. Ban's two twin sisters (Freda and Bleda) were obsessed with dresses and jewels and make-believe stories, and had no more time for Tor's mewling complaints about Ban's tyranny than did Tor's mother. The middle litter (4 years older than Tor) brought Ban three new brothers: Fordaran (Ford), Pelangetorix (Pel), and Harisandracar (Haris). While Tor was still a pink pup with closed eyes, these three formed the alliance that would set the stage for Tor's childhood: a league of brothers set against the unlawful tyranny of Ban. As Tor grew, he tried to impress them with mischievous deeds, and occasionally they noticed. As they grew older still, Ford (who had picked up the family trade first of his litter) was tasked with training Tor in the arts of appraisal, haggling, and misdirection. But the 4th child of the middle litter, the girl child Netta, was the one who found the scroll. She was the most skilled in unlawful procurement, but when she saw the arcane squiggles, she gladly traded it to Tor for a cheap amethyst. By the time he was born, the role of each sibling was set, all under the hierarchy ruled by their father Turinalgorix (Turin). Turin trained Ban, Ford, Pel, and Haris until Ban was old enough to train the others himself, and when Ford showed his quality, he took over Tor's training. Throughout this process, Tor learned quickly that whining got him nothing but bruises and sour looks. He began at the bottom of the heap, an unlucky single birth as the last of 8 children. But as the years went on, he earned their trust, deserved or not. When they told him a secret, he kept it -- or if he didn't, they never found out. Each one believed he was their personal agent, working for them alone, but in secret. He was their eyes and ears, but no one was privy to his own secrets, such as the progress he had made in deciphering Netta's scroll. At first, it was subconscious: it only felt natural to soothe this one and flatter that one, to praise the one and criticize the other, each according to their own weaknesses. Before long it was a conscious curiosity for him. And in time, it became an ongoing experiment in the nature of sentient beings. Tor's constant desire for inside knowledge, coupled with his insatiable lust for knowledge about the world at large had gotten him in trouble on more than a few occasions, though his uncanny intellect allowed him to learn some important early lessons in how to avoid getting caught. After some basic training in the family trade, he accidentally displayed the ability to cast a minor cantrip. Having no interest in harboring a renegade arcanist (or worse, a bloody Mentalist may-they-be-purged-in-the-fires-of-the-Master), his family -- until now the most loyal of families -- gave him to the first Brotherhood Agent they found, to be taken away for training. Tor was never one to dwell on the past, and he found quickly that nowhere in the wide world of Saemyyr could he better gain access to the secrets of the world than among the Brotherhood... Brotherhood: Early Training:
For all Tor's childhood, the sum of his world was 10 people. Sometimes they would pass through a small city of men, but they were always through and gone by the next day; to Tor, such men were fauna, not people -- a mere curiosity. So when Brother Alec of Disyát took Tor through the Gate at Timgad to appear in the mighty Citadel of Magus at Mtol Dærine, it was an eye-opening affair. Alec cautioned him often in those first few days to close his mouth for fear of lockjaw. A tower piercing the sky like a tunnel to the heavens. The crystalline Passwall and its painstakingly etched Tympanum. The clockwork Armillary Sphere. And millions of people -- thousands of whom were now his family -- many of whom were, like him, interested in questioning the world and plumbing its depths for knowledge. Family he had known before but friends, never. His love for the Brotherhood was born the moment he stepped out of that Gate. Toranindracar's (for, indeed, he found that his familiar name, Tor, would not be at all sufficient in this new life) first friends were ill-matched for him, being randomly housed together. They were, by turns, too serious, too cautious, or too anxious. Instead, he poured himself into studies, which were new and thrilling, though there was little of magic to be learnt so early. The worst was the chores: he couldn't imagine a worse waste of his brilliance than scrubbing pots, and yet there he was several nights a week, scouring away. Still, he wondered if it made his class time all the sweeter. Learning about Malak Ta'us, he found himself questioning his animist traditions, then abandoning them altogether. He had outgrown them, seeing the brilliance of a man turned god. A man who practiced magic in the very place Toranindracar called home. Malak Ta'us was everything he could look for in a god, and Toranindracar vowed to serve Malak Ta'us in prayer and deed. Well, more in prayer. By the beginning of his Sarosh training, he had found some fellows he could call friends -- though many of them were less able to pile mischief on top of studies, so most of them fell behind in their classes bit by bit. Among the closest few: Cambrech, a pale, ginger Airgíallnese with a taste for liquor and well-endowed women; Valdérion, a Shalornian with connections to the seedier side of Mtol Dærine (he it was who introduced Toranindracar to the gambling houses); and Londraganimix (Lon), a fellow Belaran with his eyes set on the exploratory branch of the Order of Disyát. If the adage were true that there was always someone smarter and better than you, Lon was Toranindracar's model. Between the two of them, people were beginning to raise their estimations of tegans. The first few months of his Sarosh days also saw the blossoming of his confidence in philosophy and the natural sciences. It seemed that all his observations from youth, all his thoughts and readings from his entire life had just been waiting for him to see the barest introduction to a wider array of classes, and suddenly perspective fell in place. He could remember the very first philosophical thought he had had as a young pup, traveling from one land to another -- that language forms the basis of perception, and that language is inextricable from culture. Now, with names being put to ideas he had long ago wondered at, he expanded this concept: experience forms the basis of perception, and experience is composed of all the categories used by a conscious mind to differentiate one experience from another: language, culture, sensory data, and the rudiments of perspective. And of course, one's perception decides everything one does, for everyone that exists. He happily joined Londraganimix's House Aratus, a bunch of students who, like him, saw the world in discrete wholes, each functioning according to its phenomenological states. They agreed that perspective is everything. When it finally came, being trained in magic was a dream. The forces of the universe, at his beck and call. His teachers emphasized prudence, caution, and responsibility, and Toranindracar tempered that with the pursuit of knowledge. And by knowledge, he meant amusement.
The Adar-kevan Years:
The Sarosh years were the best, looking back. He still remembered the look on that strumpet's face when, after he had nearly talked her out of her skirts, his enlarge person spell wore off and he, cackling like one of the wee fay of Belaran legend, promptly bowed and disappeared in a flash of green smoke. How he and Lon had laughed! Or the time Cambrech passed out, trying to set a record for holding his breath by holding his face down in his best girl's bosom. But when they donned the red robes of the Adar-kevan, they knew those days were numbered. Lon went to pursue an independent study in the Shadowlands and rarely visited the Citadel. Cambrech went to Airgíallne to study the use of compulsion magic under an expert Eresh member stationed in Timgad. (Tor visited him there on leave, and what a shock it was! How tiny and provincial the Chapterhouse!) Toranindracar's first independent study was in Human Behavior, for which he could find no better location than Mtol Dærine, so the group was down to Valdérion and himself. Much gambling was done, and Toranindracar became an expert in some of the more systematic of the games played in the city. Piles of coins poured into his hands and directly out again, as they spent lavishly on food and pipeweed. Toranindracar was growing less and less inclined, day by day, to serve Malak Ta'us in worship. It wasn't that he had any less admiration for Malak Ta'us -- it was simply that the concept of one who is great worshipping one who was at one time perhaps of a similar greatness was becoming distasteful to him. Malak Ta'us was once mortal, like I am, he thought. He was a brilliant and talented arcanist, as I am, he thought. He rose to true greatness, and ascended to supposed godhood, as I may yet still do, he thought. He decided it made no sense to consider that some beings were mortals and some gods -- rather, there was a vast spectrum of entities in the world, each their own being and each with varying amounts of power. This meant that no fundamental difference was necessarily in play between himself and Malak Ta'us. And if Malak Ta'us can rise to equal status with the likes of Kalak or Tyvaard Votar, why should the likes of me worship any of them? Better to set my sights on emulating him -- treat him as a guide, not a god. And perhaps one day I, in turn, may rise to the same heights as he. One night, fleeing the scene after hustling a few of the less gentle of gentlemen gamblers, Toranindracar, seeing a familiar barmaid coming home, ducked under her skirts and followed her in before she could argue. "No time. Please, hide me!" Amazingly, she did just that, and then succeeded in not only convincing the thugs the tegan was not there, but also in shaming them into going straight home, and never gambling again. Her name was Ana'ara, and she could have been Toranindracar's first love, had she been but two feet shorter. She was very petite for a human --not quite 5 feet tall -- but gorgeous, if a bit sharp-featured, and her movements oozed sensuality. But she was also brilliant, with a wit quick as lightning. The two became fast friends, each taking part in the sport of toying with the minds of men and women, and Toranindracar gradually saw that Ana'ara's contacts reached far and wide through the riffraff of Mtol Dærine. Sometimes he wondered if Ana'ara were holding back from Tor -- if in fact she were a trained spy or undercover agent for some organization. Without a doubt, she had the skill for it, and she was well-informed. Valdérion fell for her at their first meeting but, as Tor could have told him instantly, he was hopelessly below her playing field. She barely waited for him to answer her questions whenever the three spent time together, choosing instead to move on to more interesting subjects or more dominant people. One drunken night, remembering the enlarge person gag, Tor cast the spell, and suddenly he seemed to be a man, several inches taller than she. For the briefest moment it seemed -- but aside from some hot-breath drunken tongueing, nothing happened, and after a few awkward days, their friendship was back to normal. Cambrech and Lon returned, but there was a distance they hadn't felt before, and they both shipped out again soon after. Toranindracar decided some travel was in order, so he Gated to Voia in Airgíallne, then traveled overland through Torán and Gated from Qwayraith to Gnyr Shalorn, all the while studying the impacts of language on ontological perspectives and mythologies. He finished with a brief stop at Nerian, in Northern Wolœstra, but was only disappointed at how little he could discern when forced to use an interpreter.
Test of the Nine, and Mahrka:
Shortly after that was his Test of the Nine. He might have called it a taxing triumph, but for the tragedy. Six months later he still couldn't say for sure what happened, save that Cambrech was dead, and Toranindracar would bear scars on his arms for the rest of his life, constant reminders of that morning. Londraganimix had put off the Test for the time (thankfully for him), as he was still finishing his latest study in some Ashkanian tomb. Valdérion was there in the test, though, as were the Tarsequin Menalacor and Domani Kal'ishal, both of whom were familiar faces for years, but were never close to Toranindracar. Now they were bound by something fierce but silent, close but distant at the same time. By unspoken agreement, all went their separate ways, catching up only rarely and superficially from then on. Ana'ara was the only one of his friends he could turn to without thinking of Cambrech, but she was occupied with some new plaything, 6 feet tall and hairy. So Tor spent his first few months under the Bonds of the Brotherhood largely as a loner. He took leave and played strangers at the gambling houses and actually saved some of his winnings. He humiliated himself buying an expensive gift for Ana'ara, and they spoke little for a while, but the situation was smoothed over a month later when she allowed herself to cry in front of him (she had fought with her man and denounced him, but had taken the worst possible interpretation of something he had said, then had a vision she would die alone, and dreamed that no one truly liked her). The balance between them, having been upset, was now restored. Also at this time, Toranindracar found that a long-time contact, the jeweler (and fence) Mtiri dabbled in philosophy, and had studied at the Brotherhood Academy for 2 of his early years, until it became clear that his magical talents beyond detect magic were in fact nonexistent. Toranindracar spent some time with Mtiri, and found it was nice to have a friend who could speak intelligently, but without the connections to the Citadel, or the drama that followed Ana'ara like the perfume cloud after a whore. That said, Mtiri was a bloody moral realist may-they-be-purged-in-the-fires-of-the-Master, so Tor could only take him in small doses without putting a crossbow bolt in his own ear, understandably. Once the thought of the Citadel no longer made him think of death, he began pursuing the Order of Mahrka in earnest. It was a clear choice. Only one order allowed him to fulfill his lifelong ambition straight out of training: reading other people's mail. With few distractions this time around, his progress was swift, his induction without incident, and his training straightforward and fascinating. By now, Lon had entered the Order of Disyát as he had always hoped, and Valdérion must have joined Gætha -- Tor was fairly sure that was the plan, last time they had spoken. Finally, Mahrka Ratush Navza'ar sent him to see a Ratush of Lux by the Tarsequin name of Avarius. Tor's first real mission for the Order of Mahrka would be a challenging one, but who could have predicted that it would dig up painful memories?
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