The Book of Tor project video thumbnail
Replay with sound
Play with
sound
$317 pledged of $3,000 goal
backers
By Kenneth Nixon
$317 pledged of $3,000 goal
backers

About

A work in progress since early 2014, this book was originally built to be a 3rd party supplement for other popular tabletop RPGs. Now, as our dedication to this project has never been higher, the book has since spiraled into its own creation. Now being proudly introduced is the core rule book for The Book of the Tor, a fantasy sword magic adventure. A new perspective on a genre used for decades, this new world will include unique systems, and has highly RPG motivated gameplay. This new system not only motivates, but inspires others to create themselves through their adventures, and players will never have felt more rewarded for playing true to their characters. All funding made to this book will only further the elements included in the book, and allow for an even more in-depth gameplay than what is already guaranteed.

IMMERSE YOURSELF in an intricate world where fantasy meets science, psychology, magic, and survival! 

DEVELOP YOUR CHARACTER through a long course of campaigns! Your character will slowly develop their statistics and change as they are faced with many encounters and obstacles, all helping to improve and fortify your role playing experience!

This Is a work-in-progress image of our setting, the archipelago of Tor
This Is a work-in-progress image of our setting, the archipelago of Tor

GO INTO MORE DEPTH THAN THE STANDARD TABLETOP RPG by learning how to thrive under a system of morality, alliances, history, apprenticeships, and cultural differences!

CHOOSE FROM 26+ RACES, AND 30+ CLASSES! Our wide range of starting classes, islands, and races outnumbers the core rule book of any large tabletop RPG to date!

WHY SHOULD I PLAY THE BOOK OF TOR INSTEAD OF THESE OTHER BIG-NAME RPGS?

The answer is simple: The Book of Tor has more options without sacrificing complexity. That's right, our classes are just as, if not more intricate than our competitors, yet also more abundant. You have much more free range to create a character, and to tell a story.

SO, WHAT DOES THE BOOK HAVE?

  • 30+ Player Classes
  • 26+ Player Races
  • ~200+ Feats
  • ~200+ Spells
  • Tons of weapons!
  • Tons of magical items!

AND, WHAT DOES TOR HAVE?

  • 18 Islands
  • 10 Islets
  • 56 Cities
  • 56 Landmarks
  • 41 Towns
  • 76 Regions
Oe Par-dii Vaarthan Daar, the 8-pointed time table
Oe Par-dii Vaarthan Daar, the 8-pointed time table
     
     

Here is a sneak peak at some of the classes:

ANATHEMIST - 1

Since the beginning of the Crysillian War, anger, fear, and hatred have been extraordinarily present within coenain culture, and it was only a small matter of time until they inevitably learned how to harness those emotions into pure entropic energy for combat purposes. These hate-fueled warriors are mostly known as anathemists, and have learned complete mastery over the manipulation of strongly entropic energies created by various negative emotions. Lords of fear, and soldiers of hatred, anathemists have made an exceptional dent in history with their unique talents and ability to come back stronger after failure, becoming infused with the upsetting emotions caused by their faults. All skilled anathemists eventually learn how to bend all others to the ultimate power of fear, while using their own hatred to parallel their actions in pursuit of this horrifically dominating battle craft.

Role: Anathemists are head-first adversaries that utilize the powerful entropic energies generated by the emotions of hatred, anger, and fear, in order to decimate their foes on any battlefield.

---------------------------------------------------------------------------------------------------

2. Apprentice (Class Complete, Description Pending)

---------------------------------------------------------------------------------------------------

BAILIWICK - 3

This is a pre-development concept of a Scovian Bailiwick
This is a pre-development concept of a Scovian Bailiwick

Born with a constructive outlook and a strong understanding of conjuration, some people study to become what is known as a bailiwick. Masters of craft, and lords of construction, bailiwicks are highly valued by anyone who appreciates the materialistic aspects of life. For years, they study the art of using altered conjuration to summon, not creatures, but materials from other distant planes. Many are welcomed into cities where they can greatly speed up expansion. However, their abilities are even more astonishing in battle. Erecting bastions on the field for their allies, or vicious and devious hazards, a bailiwick is more than enough to change the tide of any battle.

Role: Bailiwicks fill the open role of crafter. Bailiwicks can provide serious defense for their allies, while creating a multitude of things to aid them. In addition, their fighting prowess allows them to hold their own alongside the frontline fighters.

---------------------------------------------------------------------------------------------------

BIOMANCER - 4

Born when the stars are aligned, some gifted children are stolen away to be taught the art of converting both life into magic, and magic into life. Taught by reclusive bands of insane mages to chosen subjects without their consent, the art of biomancy is brutal and selfless to its user, but gives them the ability to give life and vitality to others. In most cases, using your own physical, and eventually mental, health as magic sources leads to inevitable insanity for most biomancers; living out their eternal lives in madness. Most biomancers are abandoned by their allies once they dive into madness, and as a result, the most powerful and ancient biomancers live at the head of kingdoms surrounded by the things they gave life to. However, young and adept users will find much comfort in the armies and loyal friends they give their own life-force to, becoming well known as the most powerful healers of all time.

Role: A biomancer is an extremely focused and powerful healer. In addition to becoming any ally’s most reliable friend, biomancers are enemies that should never be trifled with. Both cursed and blessed, a biomancer can be extremely hard to kill, but a biomancer with friends becomes untouchable.

---------------------------------------------------------------------------------------------------

BLACKGUARD - 5

Stripped of their lives, their skin, their emotions, their individuality, and most of all, their identity, all blackguards singlehandedly represent their cause for strict obedience and unparalleled capability. Thrown in a mold at a young age, a molten metal called absidous is allowed to melt away their own flesh, and replace it- turning them into walking suits of impenetrable armor. Their strength, size, mass, and brutally gory combat techniques make them one of the, if not the most feared and respected warriors one can hire or be protected by. They possess no emotional empathy to sway their absolute judgement, and no soft spots to be moved by even the most powerful mages. The blackguard represents the pure embodiment of unbiased, brutal judgement.

Role: Blackguards are amongst the most formidable opponents a victim can be cursed to combat, and they make excellent unwavering protectors of those they were assigned to guard. As a party member, they have little to no impact on the group’s decisions, but provide the absolute most influence in times of harsh combat.

---------------------------------------------------------------------------------------------------

BLOODBINDER - 6

When strong necromantic powers surround an area where a child is born, it can sometimes raise a soul from the dead within the newborn’s bloodstream. Instead of becoming undead, the soul is purged of its past life, and it remains in the spectrum of the living because of its ties to the child. At times when the child grows up, he hears the soul’s voice faintly, but when he willingly spills his blood to release the soul, its true power shows. Released in the form of a living, bloodthirsty weapon, the item itself feeds off the dying force of others to keep itself alive. The partnership between these two, the bloodbinder and bloodbound weapon, forms a strong bond due to their reliance of each other and the single life they share. Most of the time, the bloodbound weapon’s constant need to bathe in the gore of others leads the duo to becoming powerful evil forces, but in rare occasions some pairs choose to only feed on evil forces, instead. Regardless of their path, a bloodbound partnership results in unimaginable power, and a force that is not to be trifled with.

Role: A bloodbound pair is a two-player class, the bloodbinder being the wielder of the powerful and intelligent bloodbound weapon. Together in cooperation, the class is a powerful and offensive force, but in disagreement, the two can easily tear each other apart. This class is meant to be played as a primary offensive, made for two players who work in perfect unison to become a single, dual class.

---------------------------------------------------------------------------------------------------

CATALYST - 7

This is a pre-development concept of a Coenai Catalyst
This is a pre-development concept of a Coenai Catalyst

Whether they are born with the strange affliction, or inherit it through surgical means, some become the natural subject of anti-magic particles. These special people known as catalysts have, and will, continue to reign as a mage’s greatest fear. By learning how to alter the anti-magic particles into surrounding magic, they learn how to manipulate, trap, redirect, destroy, consume, and even amplify stolen spells by empowering them with captured mana. By squeezing the spells down, they can later release them in a form much more powerful than before. Some may even choose to become masters at consuming a spell’s essence, and trapping its mana deep within them for later use. Down to the core, a catalyst can either be a caster’s best friend, or a caster’s worst nightmare.

Role: Catalysts are prized allies of spell casters, causing their magic to have an even greater impact. However, even more catalysts are employed to be mage-slayers, and magic eradicators. They excel in combating and demolishing spell casters as well as working with them.

---------------------------------------------------------------------------------------------------

CLANDESTINIAN - 8

For many years, vampires, werewolves, and the mythically afflicted have feasted on the innocent and defenseless. As they grew in power, a demand for warriors skilled enough to take them down, also grew. These warriors of secrecy master the arts of every weapon, and every tactic, in order to be prepared for the death of any type of man-slaying beast. They learn how to make the most of their time, for every second counts when combating creatures of superior power, and they additionally learn how to utilize both of their hands as dominate weapons of skillful talent. Some say that people infected who dedicate their lives to slaying their own kind find that their own affliction loses its very power over their personal whims, personality, and alignment. These few warriors of exceptional talent have come to be known as clandestinians, warriors of cunning cleverness and unparalleled weapon versatility.

Role: Clandestinians are exceptional primary fighters, replacing raw ability with powerful versatility. They possess every weapon for every type of enemy, as well as insight that can turn the tide of battle.

---------------------------------------------------------------------------------------------------

CONNIVER - 9

This is a pre-development concept of a Gunthian Conniver
This is a pre-development concept of a Gunthian Conniver

Also known as flesh sculptors, connivers are those who have been born with a primal instinct of cannibalism. Connivers are masters of flesh alteration and disguises, choosing to masquerade as their victims only to consume them brutally at a later time. Some connivers abide by a strict code to only devour those who are evil, while others consume anyone who can be a potential meal for them. Their mastery regarding knowledge over the body system makes them expert anatomists and professional face-stealers.

Role: Connivers are expert infiltrators and many-faced spies. They make astute double-agents, and can easily form their own foreign enclave within enemy borders with surprising ease. Connivers are valued by parties who desire stealthy ways of taking care of opponents.

---------------------------------------------------------------------------------------------------

10. Disciple (Class Complete, Description Pending)

---------------------------------------------------------------------------------------------------

DIVINIST - 11

To most people, Primidians are simply myths to satisfy the people’s hunger for greater purpose, and the Deities above are the true entities they should look to for reason and aid. Of these people, a select few would come under the pure influence of those they worshipped, gaining powers untold with divine abilities. These select few were the first of the chosen divinists; prophets and preists of their divine lords above. With time, their influences spread along with the cult of divinity. This rising in godly worship and understanding provided an excellent basis for people to gain faith in the gods, and even employ these holy followers to combat opposing Ideals. Divinists themselves have excellent, and unparralelled spell casting abilities derived from their chosen god. They make astounding combatant supporters, healing, and even formidable weapons against the tides of darkness.

Role: Divinists are a party’s primary aid and healing source, as well as their holy shields against those who oppose them, and their ideals.

---------------------------------------------------------------------------------------------------

DRAGONAUT - 12

Dragons, the ultimate masters of the elemental power that course through the world. Only a select few individuals are ever chosen to learn their power, and they have become known as dragonauts, powerful mages who wield the primal forces of nature as an extension of their own bodies. Dragonauts are people who master the ways of dragons, and enforce their bodies through the process of slowly changing their body and mind to better be capable of fighting some of the mightiest magical creatures known. Dragonauts use the power of dragons themselves and adapt to be on par with their strength, while simultaneously developing to be able to take advantage of their weaknesses. A dragonaut learns to use their magic from a dragon or a dragonaut, and thus must be with one before they may start down the path of a dragonaut.

Role: The dragonaut flawlessly combines focused brawling with large area effects.

---------------------------------------------------------------------------------------------------

DYNAMO - 13

The Hands of the mountain, the feet of the river, the soul of the sky, and mind of world as one; dynamos are selfless beings who eschew their names in order to become one with the world. They understand the balance of all things, and the inevitability of the world’s cycles. However, their lack of material indulgences do not leave them defenseless. What one may see as a simple pair of hands, they see as weapons of lightning reflex, and where people see a wooden shaft, they see a spiraling tornado ready to be wielded by a master of tempests. Dynamos are unmatched in speed, and are known to be the monks of the mountain. A practice originating in Earancor, Dynamism is an art of combat and way of life that teaches how the body is the universe’s greatest weapon, just waiting to be unlocked and unleashed.

Role: In combat, a dynamo uses their speed and reflexes to traverse around the largest giant, and their precise strikes to bring any behemoth down on his knees. They are masters of environmental traversing, and have been known for their unmatched acrobatics and recovery rates.

---------------------------------------------------------------------------------------------------

EUPHORIST - 14

This is a pre-development concept of a Thrixen Euphorist
This is a pre-development concept of a Thrixen Euphorist

The foundation essential for our survival, and the world’s masters of the most deadly and disabling natural toxins, both plants and fungus mark the primitive milestone of our eternal symbiotic relationship. Reigning kingdoms of diverse and powerful species, plants and fungus have found how to protect themselves from those who can move. Cultivators and innovators in the poisonous world of biotoxins, brilliant minds have worked over the ages to erase the lines between animals, fungi, and plants. Their goal: to give the wonders of plants and fungi to a minded individual. The result is what has come to be known as a euphorist; a person with fertile, yet toxic blood that allows biotoxins and poisons to circulate throughout their body harmlessly. A euphorist befriends those who cannot walk, and makes strong use of their powerful abilities. Some are known for their most powerful magical toxin- one that warps reality and turns the world, as we know it, upside-down. Given enough time, a euphorist inevitably becomes acclimated to their own blood and is able to reap the full benefits of magical euphorias and deadly legless allies.

Role: Euphorists are ranked as the best disablers in the world, causing their foes to suffer from adverse effects that make them extraordinarily easier to defeat. Parties greatly value the membership of euphorists for their ability to benefit the entire party, and perform amazing feats not normally possible.

---------------------------------------------------------------------------------------------------

HARVESTER - 15

This is a pre-development concept of an Orcish Harvester
This is a pre-development concept of an Orcish Harvester

Shepherds of the dead; they pull and alter the paths of souls. They destroy the hopes of reaching an afterlife, or grant safe passage. Harvesters are the regulators and abusers 0f nature’s afterlife rules. Some use their abilities to make use of the energy left behind by a soul, while others maliciously destroy the soul itself in order to gain dark energy. While most are masters of the scythe, there have been many known to carry and utilize other weapons that help shepherd one’s life to the other side. Harvesters can call upon great power into a single strike, rending the very soul of their victim apart from their bodies, and into the hands of the harvester. Greatly feared, and also respected for their mastery, harvesters walk a thin line of morals and exist outside of ethics.

Role: A harvester has a nice range of freedom with distance, able to volley soul essence over long distances to hurt foes. However, harvesters are mostly prized for their close combat capabilities and their powerful harvesting ability. Harvesters make great combatants, and conduits for uncovering the truth behind the dead.

---------------------------------------------------------------------------------------------------

MARROWMORPHER - 16

This is a pre-development concept of an Orcish Marrowmorpher
This is a pre-development concept of an Orcish Marrowmorpher

Most are born with only the will to teach and train themselves to be incredible people; some are born with the natural ability to exert power from them to reach unfathomable power. But there are the rare that are born with the ability to turn their own body into their weapon and defense, having the ability to morph their body’s natural structure at will. These rare cases have come to be known as marrowmorphers. Marrowmorphers shape their bones to make weapons and armor whenever needed, and are seen as a brand of necromancers by most societies because of it. Rarely are marrowmorphers accepted into society, as people are usually scared at their inhuman actions.

Role: Able to replace an average fighter, marrowmorphers use their body to generate their own weapons and armor. Those not as useful and a fighter as lower levels, their natural abilities surpass other melee combatants later on.

---------------------------------------------------------------------------------------------------

17. Maven (Class Complete, Description Pending)

This is a pre-development concept of a Nebillian Maven
This is a pre-development concept of a Nebillian Maven

---------------------------------------------------------------------------------------------------

MISTRAL – 17

Scions of the mysterious realm of Karabeign itself, those who are born in the reflection are able to see what others cannot. Witnessing the movement of waves of both matter and sound, mistrals have long since taught themselves the acute art of manipulation. They outshine the material plane’s assassins in their advanced arts and wide versatility, and are prized as the most meticulous and dexterous of all beings. Mistrals are able to wield the power of all wave forms, manipulating and utilizing sound, light, wind, and much more in order to defeat and evade their enemies. They are additionally capable of outstanding and extraordinary acrobatic abilities which they use to make the most of their environment.

Role: The mistral is an evasive class that is capable of even more dexterous and acrobatic feats than a rogue. Additionally, their superior fighting capabilities and combat-useful abilities make them the perfect dexterity-based combatants. They are able to control and weaken the advancements of foes, and keep all threats at bay.

---------------------------------------------------------------------------------------------------

MUNDUNUGU - 18

This is a pre-development concept of a Trypan Mundunugu
This is a pre-development concept of a Trypan Mundunugu

Mundunugus are spiritually touched creatures that have reached a level of power in which they are able to control the spiritual energy around him, though not in the normal sense, and subsequently use it to fuel their power. Mundunugus form the spiritual energy from their surroundings to protect themselves, while at the same time exerting the energy with devastating results. They also use this spiritual energy to strengthen their bodies, pushing themselves to extraordinary lengths. As these people use the energy of spirits around them, they are seen as people who care little for the value of life, and believe that the energy of spirits should be utilized for the living to extort.

Role: The role of a mundunugu is to use their sporadic enhancements to end combat as quick as they can.

---------------------------------------------------------------------------------------------------

20. Nagual (Class Complete, Description Pending)

---------------------------------------------------------------------------------------------------

21. Necrotist (Class Complete, Description and Official Name Pending)

---------------------------------------------------------------------------------------------------

22. Novice (Class Complete, Description Pending)

---------------------------------------------------------------------------------------------------

23. Pheonix Knight (Class Complete, Description Pending)

---------------------------------------------------------------------------------------------------

PSYCHO - 24

This is a pre-development concept of a Gnomish Psycho
This is a pre-development concept of a Gnomish Psycho

The world is but a malleable ball ready to be warped and twisted by the minds of mankind. However, many of us are the sane, the untampered, and the inexperienced. Those who stray away are labelled psychos, but to them, they are the tools that shape Aliicaar’s mysterious realm known as the Mindscape. They are the afflicted, the twisted, and happy to be so. Pain is but a weapon to them, ready to be traded in for the body’s natural weapon known as adrenaline. Their daring perspective on life and how to get goals done causes them to be shunned by the many, but used and employed by those with an aberrant way of thinking. On the field they have no fear of death. There is but one thing on their mind: the death of their enemy- and they will go through any means to make this vision a reality.

Role: Psychos are amazingly powerful combatants, putting their own lives on the line in order to maximize their damage output. They constantly skate past the brink of death, while bringing many unfortunate souls far below it.

---------------------------------------------------------------------------------------------------

RAVAGER - 25

When something goes wrong in a master alchemist’s lab, an extraberrant enters one’s bloodline, or a future mother becomes tainted by a deity such as Leonas, the resultant can be what is called a ravager. Born in the most unnatural ways, ravagers are blighted with inner magic resonances called anomalies. These anomalies are so primeval, and connected to what gives a magical creature its powers, that even the most skilled magic user could not harness them for spells. However, a ravager is born instinctively knowing how to manipulate her own anomalies to rapidly adapt her racial characteristics into the form she desires. In addition, ravagers possess a second genome that grows over time; one which is full of inert supernatural mutations that they can temporarily cause to surface. As she grows in power, the ravager is able to become a powerful and vicious force not to be trifled with.

Role: Ravagers spend their life in quick decision; they are cursed with the inability to settle down and have normal lives because of their rapidly mutating genome. Skilled ravagers focus on steering their constant evolution to refine their changes into potent, useable resources. Many who take the path of savagery become irreplaceable living weapons, able to both skillfully aid an adventuring party, and adapt to any obstacles they may face.

---------------------------------------------------------------------------------------------------

SELENITE - 26

When the phases of the moon are aligned, deadly lunar arrows fire from the dark reaches of the unknown, bringing many victims to their doom. These mysterious attacks originate from a feared, yet unseen combatant known as a selenite. Many forgo a deity and worship the phases of the moon themselves, reveling in the power bestowed upon them. Little is known of the selenites, who typically go wherever the influences of the moon deem necessary. However, their extremely potent archery skills and eclipse castings are all too recognizable from the folklore and tales leaked from survivors. The mysterious powers of the moon’s influence weigh greatly on many, but none are affected as powerfully as the selenite, for she is both blessed by the lunar cycle and a wielder of its mighty weapons. Utilizing a crescent bow from her own soul, it gains in her enemies an infamous reputation and the praise of her allies. Although some selenites choose to work alongside party members, most selenites strike out on their own in respect of their nocturnal sleep cycle.

Role: Selenites are born archers, taking pride in the cursed art of moon worship. Even though they are powerful when working alone and unseen, a selenite can provide great and potent support for her allies. In addition to subtle aids with her eclipses, a selenite is able to tun the tide of battle by eliminating vast amounts of enemies with her various lunar arrows. A selenite excels in picking off specific targets both quickly and silently.

---------------------------------------------------------------------------------------------------

SOLSTICE – 27

The Solstice, a knight of order and law, is seen as someone who will go to any length to keep order in the world. These knights worship the pinnacle of order and gain power from it, the Sun. They become vessels for the Sun’s power, channeling it through their weapon and even body. As the Sun and order are their natural allies, Solstice’s see darkness and chaos as their greatest enemies, seeking so bring an end to both. As such, they have extensively trained to combat these, and use their overwhelming light to instill order amongst all. Their blinding light and burning flames enforce order on to those from even the deepest darkness.

Role: Front line combatants that use a combination of light, fire, and strength to overpower their foes.

---------------------------------------------------------------------------------------------------

SYNTHETICIST - 28

Born with combat prowess and an intellectual knack for engineering, those known as syntheticists are masters of mechanics. However, what separates a syntheticist from a standard engineer is their sole focus and interest in the constructs known as golems. A syntheticist seeks to better understand the inner workings of constructs by creating and living within a frame known as an artifice. Their artifice is typically adorned and built to resemble their ideal golem of interest, while some seek to create their own unique model. Through use of this artifice, they begin to better understand golems, and even learn how to take command of one by mocking its creator’s thoughts. They are masters of constructs, and gradually begin to modify and create a mechanical super weapon.

Role: Syntheticists are skilled masons and are well versed in the area of constructs. They prove to be elite at defeating and defending from various construct foes, a well as using a construct’s benefits for their own uses. Syntheticists are prized for their versatility and ability to invent machinery for almost every circumstance.

---------------------------------------------------------------------------------------------------

WAYWARD - 29

Watchers of the unseen, listeners of the unspoken, and walkers of pathless roads. Many are the names of those known as waywards. Waywards derive from experiences involving the Great Beyond- the area that exists outside of reality, space, and time. For most, the Great Beyond is simply non-existent, or a way to explain the unexplainable. Waywards, however, experience times when the Great Beyond overlaps with reality, and study them to learn their unknown secrets. Waywards bend untold powers from the cracks in reality to their will, becoming a wielder of bizarre weapons.

Role: Waywards take up arms for an undeterminable amount of reasons. Some may choose to use their powers to aid allies, while others strike off on their own. A wayward paves their own role through their choices and extrinsias. Mastering both martial and magical offenses, Waywards are sought for their unique understanding and perception of situations.

---------------------------------------------------------------------------------------------------

ZEALOT - 30

Many worship the gods, gaining spells and abilities beyond mortal comprehension. Some even choose to ignore the gods or go against them, facing their powerful wrath only to be struck down. Then there are others, those who carry divine blood within their own veins. Come to be known as zealots, these individuals harbor a massively focused opinion on morality, and can even make use of their godly abilities. Some lead great crusades, striking down evil and protecting the innocent, while others would rather put a child’s head upon a spike for all to see. Zealots condemn those against their personal faith and belief in their individual divinity, and condemn those who take actions against their moral compass. Just as a god gains power from worshipers, a zealot gains his power from a group of loyal cultists- those who are willing to die for their lord.

Role: Zealots are powerful leaders, and can become amazing party leaders if they should agree on moral standards within the group. Should they lose leadership, a zealot becomes significantly less powerful and his divine gifts become hampered.

---------------------------------------------------------------------------------------------------

Risks and challenges

Some of the more obvious challenges faced in the creation in this book is, plainly, the genre. Many people are beat down by the overplayed medieval fantasy genre, however this game will have a completely new look on the classic fantasies we've grown to love.

Additionally, time might be considered an issue, as both project leaders are full time college students. This is a minor set back, and both creators are equally as invested as completing this world, and will accept nothing less than perfection for those wanting to delve into the adventures presented.

Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ

Support

  1. Select this reward

    Pledge $10 or more About $10

    Peasant's Artwork

    For donating $10 to this project, backers will be updated and sent digital copies of the artwork going into the official book!

    Includes:
    • Offical Artwork
    Less
    Estimated delivery
    0 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  2. Select this reward

    Pledge $50 or more About $50

    Knight's PDF

    For $50, you get a full PDF of The Book of Tor, and a digital copy of all of the artwork for the book!

    Less
    Estimated delivery
    1 backer
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  3. Select this reward

    Pledge $100 or more About $100

    King's Book

    Donate $100 towards this project, and you will receive a hardcover copy of The Book of Tor, and digital copies of the book's official artwork!

    Includes:
    • Hardcover copy of The Book of Tor
    • Offical Artwork
    Less
    Estimated delivery
    Ships to Anywhere in the world
    2 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  4. Select this reward

    Pledge $150 or more About $150

    Deity's Page

    Donate $150 towards this project, and you will receive a hardcover copy of The Book of Tor, digital copies of all of the book's artwork, and your name in The Book of Tor!

    Includes:
    • Hardcover copy of The Book of Tor
    • Offical Artwork
    • Your name in The Book of Tor
    Less
    Estimated delivery
    Ships to Anywhere in the world
    0 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  5. Select this reward

    Pledge $200 or more About $200

    Primidian's Herald

    $200? wow. You'll be getting all of the book's art, and a hardcover Book of Tor with your name in it. But what else? You'll get to create an iconic character for one of the classes in The Book of Tor! What does that mean? Well, your character will be integrated into the book, and have his or her own artwork done and showing next to your chosen class!

    Includes:
    • Hardcover copy of The Book of Tor
    • Offical Artwork
    • Your name in The Book of Tor
    • Create an iconic character!
    Less
    Estimated delivery
    Ships to Anywhere in the world
    Limited 0 backers
    $
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.

Funding period

- (34 days)