The Diamond Throne (pdf)

Go Beyond Arcana Unearthed!

In this noble, giant-ruled land, explore the reaches of the Floating Forest. Discover the incomparable beauty of the magical Fields of Crystal. Learn the secret of the God-King of the verrik people. But beware the military might of the chorrim and the fiendish powers of the shadow trolls....

Inside this exciting new setting and sourcebook from 3rd Edition codesigner Monte Cook you'll find:

8 new prestige classes based on the Arcana Unearthed classes
12 new monsters
A multitude of new magic items that build on the new feats and spells in Arcana Unearthed
The basics of the Arcana Unearthed setting: the lands of the Diamond Throne
This book provides fundamental gameplay support for the variant rules of Arcana Unearthed but can also be used with any d20 campaign.
 

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MONTE COOK'S ARCANA UNEARTHED: THE DIAMOND THRONE
A Sourcebook by Monte Cook

This is not a playtest review.
This book is primarily for DMs. And of course this includes spoilers, so if you intend to play a character, STOP READING NOW! The following information is for the GM only; reading ahead may spoil the secrets and fun found in the "Lands of the Diamond Throne."

This is a review of the PDF. It has 98 black and white pages; one for front cover (in color), one for back cover (in color), and two ads. It is currently on sale for $9 U.S. The regular price for the PDF is $11 U.S. The print version ($18.95 U.S.) doesn't come out until November. I don't think there will be any changes though.

The Diamond Throne [DT] is a d20 System Campaign Setting for Monte Cook's Arcana Unearthed. It says on the title page that this book utilizes updated material from the v.3.5 revision. The only time I noticed this is that the v.3.5 damage reduction is listed too.

DT is to Arcana Unearthed [AU] what Greyhawk is to D&D.

What other books do I need?
This book assumes that you've got the DMG and the MM, whether you're using AU or not. DT also suggests the Creature Collection I & II, Relics and Rituals I & II, the Book of Eldritch Might series, and the Tome of Horrors. These books are not required-merely handy.


Chapter One: People and Places, 39 pages
This chapter is only the broadest, simplest view of the setting. You'll find out about the kinds of people that live in the setting, what's important to them, how they relate, and what their history is, as well as a brief overview of the lands, cities, and groups to be found there. I am only going to give some of my favorite parts.

Four different names for the months of the year according to some of the races, such as Sunshadow for the faen and Snow for the litorian.

Important days or holidays, some that even grant bonuses like Bladesong, a +1 to attack.

Ceremonies of Importance, Healing Ceremony-some spellcasters will not attempt to use a spell without first performing this short ceremony.

Colloquialisms, Between Midnight and Death meaning "in deep trouble."

The Gods and Religion. In the opinion of many, the gods of the world are gone. There are 11 different gods (religions, cults, or whatnot) each given a small paragraph or two. No stats given, thank you.

Diamond Throne Timeline. Given in Giant Time or Common Years. Starts at c. - 7085 (Beginning of the world, according to the verrik) to 1757 (Today).

Outsiders. Interplanar travel is not common, nor is the summoning of creatures from other planes. Outsiders are extremely rare.

The Threats. Some people know the name "Kallethan" as that of a powerful undead magister. Others speak in conspiratorial whispers of "the Kallethan," a cabal of wicked spellcasters bent on domination.
The last part of chapter one gives you 7 different adventure ideas from 1st to 20th level.


Chapter Two: Prestige Classes, 17 pages
There are eight new prestige classes detailed here. Each one has a picture except the Giant Paragon.

Beast Reaver, mastered some large beast and now use it as a mount or companion. But to accomplish this task, they become more bestial themselves. Bland.

Crystal Warrior, specialize in weapons and armor made with crystal threads, and even tend to take on a crystalline nature themselves. Very nice and ties into the history of DT well.

Darkbond, opposite of the Greenbond.

Giant Paragon. Few giants partake in the ceremony called Ghi-Nammor. This ceremony allows the giant to grow to be a Huge creature, over 16 feet tall.

Mage Priest, these are individuals who revere gods and powers because doing so gains them greater might.

Ollamh Lorekeeper, is a faen teacher, an advisor, a poet, a historian, a singer, and a judge.

Rune Lord, are those already skilled in or gifted with runes that set out to become true masters.

Somnamancer, sometimes are called "dream casters" or "the thieves of dreams." I love this prestige class. This is what DT is all about. Giving you ideas.

Prestige Classes from other sources. Here are a few examples with details explaining how to alter them to make them fit the rules of AU. From the DMG: arcane archer (faen), assassin, dwarven (giant) defender, loremaster, and shadowdancer. The Book of Eldritch Might: Embermage, Mirror Master. BoEM II: Eldritch Warrior. Relics and Rituals: Vigilant. R&R II: Spirit Walker.


Chapter Three: Magic Items, 8 pages
It gives some specific examples of excluded items such as boots of speed. Other items are fine such as gauntlets of ogre power although there are no ogres in DT.

It is slightly more difficult to buy non-single-use magic items in the lands of the Diamond Throne than implied in the core rules.

Some different armor qualities include: damage-absorbing, energized, and runic. There are also specific armors and weapons and sample tables of detonations [single-use item to affect another creature, usually an unwilling target(s)], oils, potions, and tokens. There is also a small (7) sampling of artifacts that are part of the rich history of DT.

Chapter Four: Creatures, 20 pages
This chapter presents a dozen new monsters (all with pictures) as well as listing more that you can incorporate from other books. Each one gives you an encounter hook.

Alabast, could almost pass for humans. These humanoids are not natives of this world.

Chorrim. Militaristic giantlike creatures. Fighting is life. Equip themselves well. They would of conquered DT if it wasn't for the dramojh.

Cyclops. Huge bestial giants with one eye. They exhibit no traits common among giants except for size and strength. Still, giants look upon cyclopses as an embarrassment at best and an abomination at worst.

Dark Warden, not related to the Darkbond. They exist for one purpose: to watch over the land.

Dream Hunter, is an intelligent, houndlike being that can sense other creatures while they dream. They travel in packs, feasting on the brains of their prey and leaving the rest of a kill to rot in the sun.

Harrid, are degenerate avian creatures who literally thrive on magic. They hail from the continent to the southwest of DT.

Inchon, nearly mindless, despicable amphibious brutes, goggle-eyed, wide-mouthed, hunched, slick-skinned humanoids often have strange mutations. Inchons spawn mature very quickly and hatch in clutches of dozens or hundreds.

Radont, look like massive horses (most stand 8 ft. high at the shoulder, 12 ft. at the head. Giants sometimes use them as mounts.

Rhodin, some people liken a rhodin's appearance to that of a hideous, maltreated ram or goat with the body of a man. They will even feed upon their own dead.

Shadow Troll, are sinister and devious cousins of the common troll. They cast spells and hide in the darkness, waiting to strike at the unwary.

Slassan, stand out as perhaps the pinnacle of the dramojh magical breeding experiments. A slassan seems to incorporate all the worst aspects of a serpent and a spider.

Xaaer are oozes fueled by negative energy. Many know them as "death oozes."

Creatures from other sources. There is a table that lists appropriate monsters from the Monster Manual (56), Creature Collection I (14) & II (14), and the Tome of Horrors (50). Notes outlining special concerns or modifications for certain monsters appear.



The art is much better than what is in AU. There are only 4 maps. The maps are well done but I don't like the font used. Makes it hard to read.


Conclusion: The Diamond Throne was exactly what I wanted. As is stated in the introduction, read it and then do whatever you want. This setting was created to be as open ended as possible. There's plenty of room to throw in vast amounts of your own created material. One prestige class, the Beast Reaver, and two of the new creatures (chorrim and cyclops) are the only things that didn't inspire me.

This book is all flavor and the little bit a crunch that is here is covered in AU and DT caramel goodness. I will be starting my "Lands of the Diamond Throne" campaign tomorrow. I will be picking up the print version at my FLGS come November.

If you are a DM, you should give The Diamond Throne a look. If you are a player, you shouldn't have been reading this review in the first place.

Final Grade: A (4.75 out of 5)


Jaws
 

Arcana Unearthed, The Diamond Throne, Dor-Erthenos or Serran. The campaign setting for Monte Cook’s variant d20 player’s handbook (and run away success) can be called many things. We can smile wryly because this is a setting where truenames are important. The Diamond Throne is a large area, a kingdom, ruled by the giants on the continent they call Dor-Erthenos. The world itself, a planet slightly smaller than our Earth, is called Serran by humankind. The Diamond Throne is also a supplement supporting the setting from Malhavoc Press. This is a review of the PDF, as is typical of Malhavoc products, a paper edition of the book will follow the PDF.

The Diamond Throne supplement does not restrict itself to just a gazetteer of the Diamond Throne, it goes further than that, to every edge of Dor-Erthenos and even the island of Noal and White Shoal off the east coast. I actually found the southern most area of Dor-Erthenos more interesting. This is the Verrik Empire and was never fully conquered by the dramojh. There’s a claim to fame. The dramojh were truly sinister and truly scary. The best thing about the dramojh is that they’re not coming back. Really. Honest. No stats for the dramojh. If Monte sticks to this, if he maintains the integrity of the game (and the giants’ majesty and honour) then it could well be the most important, toughest, success he has ever won.

The Diamond Throne doesn’t restrict itself to just being a gazetteer. The supplement doesn’t just discuss places and people. I imagine die-hard Malhavoc fans will whoop in joy at the addition of 8 prestige classes. There are 12 new monsters and a look at magic items too.

This is a humble product. Arcana Unearthed may be one of the youngest campaign settings today (unless you’re reading this review some time next year) but it already has more right than most to use words like "ultimate", "definitive" and "capstone". It doesn’t. Instead we’re encouraged to use as much or as little of the setting as we want. Readers are positively urged to invent a key new god to fit their campaign, to detail a new city and to shuffle things around as required. There’s certainly no suggestion that the Diamond Throne is sacrosanct. This works both ways. The vanilla core rules aren’t sacrosanct either – in fact, that’s the whole point. When there’s a clash between the setting and the main set of rulebooks from Wizards then it’s the main set that gives way. There’s no drama here. It’s common sense stuff. There are no elves in Dor-Erthenos and so DMs (Dor-Erthenos Masters? DEMs) are discouraged from handing out Elven Chainmail as treasure. There are no alignment rules (huzzah!) in Arcana Unearthed and so there shouldn’t be any magical items that detect alignment either.

If I had to find a fault in WotC’s core d20 rules, an annoying fault and a fault which seem to have infected the entire d20 industry then I’d point my finger straight at the assumed level of magic and its availability. In 9 out of 10 campaign settings, in 19 out of 20 campaign settings even, the designers don’t even try to overcome the veritable rush of magic items and spells. Carefully design drama can be ruined when the characters slaughter another bunch of orcs and find a particularly useful magic item in the random treasure. Arcana Unearthed is high fantasy, there are magic items (but not any orcs), and so the characters could find magic treasure. However since the rules explicitly ban a whole of items and implicitly ban many more the treasure charts in the basic rules become obsolete. Arcana Unearthed becomes one of those 1 in 20 settings that fight for their independence. There could have been variant treasure charts in The Diamond Throne but DEMs are encouraged not to roll randomly and are advised to keep control of their game and award treasure deliberately and after some thought. There are no alignments because it is better have characters take responsibilities for their own actions and to see in shades of grey. There are no random treasure because it is better to have DEMs take responsibility for the power level in their game. It would be easy to describe Arcana Unearthed as a d20 game for intelligent players. I think it gets even better. There’s more transparency. We’re told that although some people do create magical items that they don’t normally do it for profit. These items are unlikely to be on sale and are therefore harder to buy.

The gazetteer does its job. Chapter one, pages 6 through 40 of the 98-paged PDF, offer up a tour of the setting. I like the cartography. This is new for Arcana Unearthed, we might have guessed that it would be good, but it is nice to see that the maps live up to expectations. It’s also it is also nice to see Dor-Erthenos itself, she already feels like an old friend. The tour takes brief but interesting looks at key locations; regions, cities and geographical wonders like Harrowdeep and the Elder Mountains. Monte’s good at writing terse but flavourful descriptions and this is ideal for the gazetteer’s roam around the continent.

The supplement gives us more than just an atlas view of the Diamond Throne and surrounding area. We also have the culture of the land and differences between the regions. The northerners see themselves as more refined, summarised nicely by preferring wine over beer, whereas it’s more rambunctious in the south, there they’ll take the beer rather than the wine. There’s a calendar. We’re told the holy days. On Runecurse, the festival commiserating the day the Rune Messiah went missing, all living creatures have a –1 luck penalty. It’s details like this that are far more important to me than yet another monster. The Diamond Throne had be won over and counting it as value for money in just a few pages.

I like the way the supplement deals with deities. Real gods, the "full blooded" deities, aren’t super-hero like humanoids who occasionally turn up and give the PCs some silly quest. In other words, they’re not typical D&D deities. They’re abstract instead, beliefs, ideas and figureheads. Other gods are only gods because they’re worshipped as such. If a human village worships a powerful Outsider that just happened to save them once – then that Outsider is just as much a god as anything else. Many people don’t even believe in gods. The status "demi-god" seems best applied to any being that’s managed to accrue enough power. By the way, if you want to know how common Outsiders are then that’s another issue addressed here.

The prestige classes are nice and varied. The Darkbond catches my attention. It makes sense that if it was possible to bond with the Green then it must be possible to bond with the Dark. Ah, necromantic goodness. If we invent some filler about how its much harder to bond with the Dark than it is to bond with the Green then we don’t have to paper over the fact that the Darkbond is a prestige class and the Greenbond isn’t. The Giant Paragon allows the Giant race to grow even larger. Rituals determine a giant’s size and so this prestige class makes sense. The Crystal Warrior is a slightly strange prestige class where the character can actually weave crystals. This power doesn’t come entirely out of the blue, elsewhere in the Diamond Throne you can read about the mysteries of the original weaves of crystals. Rune Lords are the natural extension of Rune Children and the dream-stealing pseudo-spy Somnamancer may well become the next big ‘mancer class. I’d better mention the Beast Reaver, the Ollamh Lorekeeper and Rune Priest just so they don’t get left out. We’re told which of the prestige classes from the vanilla rules, Eldritch books and Sword and Sorcery (Malhavoc’s parent and White Wolf’s child) can also be used in the setting. I reckon Monte has a bit of power here. Small d20 companies will kick their heels in joy if he ever recommends one of their products as being suitable. We’ll have to see how this ties in with Mystic Eye Games’ support license.

Humanoids dominate (but not fully) the new monster section and a few of them seem easy enough to use as a PC race. The Cyclops is, perhaps, the most interesting inclusion since they’re basically one-eyed bestial giants. The giants had stories of such horrors from their home continent but never actually met one before coming to Dor-Erthenos. DEMs might be tempted to conclude that the giants originated on Dor-Erthenos after all (or just come up with a Pangaea like explanation, another, or ignore it entirely).

If Arcana Unearthed wowed you then so will The Diamond Throne. The Diamond Throne manages to achieve what seems like mutually exclusive successes. The setting isn’t so hugely different from fantasy games most d20ers have played and so is likely to reassure those who found the Arcana Unearthed book slightly too alien. On the other hand, Serran is different and exciting enough to appeal to those of us fed up to the back teeth with cheese fantasy. This supplement marks a strong line of continued success for Arcana Unearthed; I fully expect the print edition to fly off the shelves and it deserves to do so.

* This The Diamond Throne review was first posted at GameWyrd.
 

First things first. What you have to realize about this book is that it is meant to be a loose gazeteer, not an in-depth campaign sourcebook with all the details explained. I will therefore review the book for what it is stated to be.

Following in the themes of Arcana Unearthed in giving more power to the DM, The Diamond Throne lays out the world with broad strokes, giving you the history up to now, the current political structure, some geography, and several city descriptions (complete with plot hooks and NPC descriptions) and location descriptions. Many things are purposefully not described, in order to let the DM make their world as they see fit. While this might drive some people nuts, for others it is very liberating. There are few constraints in making the Lands of the Diamond Throne your own. You are given tidbits of common expressions and slang, common ceremonies, some of the more common gods, but not every town is detailed.

One DM's Diamond Throne campaign will be very different from another DM's DT campaign, as it should be. I find this loose approach to be really inspiring. I often DM on the fly due to time constraints, and with a few broad guidelines I can make a pretty good gaming session. This books suits my DMing style really well.

Other things in this book include several prestige classes, some new magical items, and new monsters.

I'm a big fan of prestige classes, and the ones here do not disappoint. Continuing on with the racial levels, the giant paragon allows giant players to reach Huge size. Crystal Reavers infuse their bodies with crystal from the Crystal Fields, while Sonomancers invade people's dreams. There's lots of potential for fun here.

The new magical items show the versitility of the AU item creation rules and magical flexibility, as well as some of the other themes. For example, a new wepons quality (preserving) is one that can do positive energy damage, great against undead, in addition to healing one person it touches once per day. Other magical items allow one to use certain spells a number of times per day (allowing more flexibility). Several of these items are elemental themed (ring of fire and heat, coat of cold and frost). Other items allow access to certain spell templates or the like.

The new monsters provide a way to get a bit more of the AU flavor into your game. There's a lack of the typical evil humanoids (orcs, ogres, goblins, hobgoblins, etc.), aside from trolls, in AU, so the Diamond Throne provide rhodin. A race of feral beast-men with goat-like horns, these are this world's more common mauraders. Chorrim, green-skinned militant giants with a hatred for the more typical giants provide an orgaized threat to adventurers, while hoards of the mutated frog-like inshon will make PCs fear the swamps.

Overall this book provides the broad outlines of a million and one campaign ideas, and gives the DM plenty of freedom on how to make his/her world.
 

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