I was just wondering, when, lorewise, is an appropriate time to play a Thassilonian Specialist? My new group is just starting up a Kingmaker campaign, and I love the aesthetic of playing as a Greed Wizard, but given that the story of Kingmaker happens about two years after Rise of the Runelords, it feels too soon for Sin Magic to have become a thing yet.
well since the book came out 2 years after pathfinder was released probably close enough. least you thought it over. i have seen this in rise of runelords game and was just sad
Yeah, playing one in Rise of Runelords would be very odd, unless you went super-heavy on a Cyphermage background.
|Zog of Deadwood|
At least theoretically, once the Runeforge has been opened and Karzoug has been dealt with the knowledge of the old magics could have re-entered the world in several different ways.
I am currently playing a Thassilonian wizard in a Shattered Star campaign who was one of many people rescued from the Runeforge by the PCs in my gaming group's previous Rise of the Runelords campaign. He had spent millennia as one of several polymorphed goldfish in a fountain in that timeless place.
Remember that Thassilonian Specialists is how Wizards originally worked when Pathfinder was APs and some setting books. 3.5 to Pathfinder changed how prohibited spells worked to make them merely harder to cast instead of impossible. This was nice for everyone (except generalist wizards to a degree) but it created a problem because Thassilonian culture was heavily based around how prohibited schools being actually prohibited. Rather than retcon it, they simply introduced that Thassilonian wizardry had slightly different traditions from the modern stuff.
That aside, it's hardly an unknown civilization: Plenty of academics in Golarion study the ancient civilization (it's even a campaign trait for Return of the Runelords). Saying no modern wizard could learn how they did till RotR it is a bit like saying no modern man could figure out how any number of Roman technologies/techniques worked.