JoeGKushner
Adventurer
Part setting and part sourcebook, The Diamond Throne brings the lands of Arcana Unearthed to light with history, prestige classes, magic items and monsters. Running at 96 pages for $18.95, its about industry standard in pricing.
The book uses two column layout. Interior covers aren't used. The book has two pages of ads, a page for the title and another page for the table of contents. No index. Art is fantastic and up to Malhavoc Press high standards. My favorite is probably of the Giant Queen, a full page illustration or of the Rune Lord, a mojh with floating runes. Maps are done by Ed Bourelle and are high quality. The only problem is that there aren't a lot of them and the book needs more details for those who don't own the modules Speaker in Dreams and Siege on Ebonring Keep.
The book is broken up into four parts. The first and largest, People and Places, provides some quick details about the land and its people. I found the section to be lacking in many areas. For example, while De-Shamod, the capital city for the giants, has a partial map, others that have been fully mapped in other products aren't included despite their inclusion in the details.
Other areas are just too vague. For example, Sormere, the “most human city in the realm”, has “gothic architecture, elaborate forms of dress, and a complicated code of mannerisms and behavior.” Okay, what exactly does that mean? Does it mean they are snobbish? Does it mean that they have elaborate rites and rituals for everything?
The book does showcase a love of the fantastic. There are organizations being rebuilt like the Council of Magisters even as the warmain-aristocrat Terrst seeks to liberate Verduen from the undead that inhabit it. The faen lurk in the forested Harrowdeep in civilization even as many of their kind revert to an earlier stage. Of particular use to GMs will be the section on The Threats, The Mysteries and Adventure Ideas. These can get a campaign started with a lot of imagination and patience.
Of more interest to gamers not using the setting but like the rules, or interested in some conversion work, Chapters Two, Three, and Four, are all great for high fantasy campaigns. There are eight prestige classes, almost all of which have some connection to the setting itself. For example, the Giant Paragon is a giant who continues to grow to a size huge while the darkbond is a spellcaster who embraces the opposite of the green, the dark. The crystal warrior is a master of using crystal, a new material and concept touted in others parts of this book.
My favorite prestige class is the mage priest. Like the spellcasters from the world of Elric, this isnt' a being who calls down the power of his god as much as makes bargains and pacts with a powerful being. This gives the setting some flavor similar to an old Conan novel where the opponent isn't truly calling down the wrath of their deity as much as using that creature's power. I think most will enjoy how Monte covers how to use prestige classes from several other sources including the DMG, Books of Eldritch Might, and Relics and Rituals (I &II). These are mostly skill adjustments and appropriateness to the setting.
For those more interested in magic items, chapter three has you covered. It briefly discusses the base amount of magic in the setting, as well as which items are appropriate for the setting, noting which ones are not common or even in use at all based on spells or conditions that don't exist in the Diamond Throne setting. For example, I was surprised that mitrhil wasn't in the setting. More important though are the new qualities for weapon and armor and specific weapons and armors. One thing I've been a little disappointed in with several sourcebooks is that they don't include artifacts to showcase the upper levels of power or items that have had a distinct impact on the setting. Monte avoids that route and gives us several, perfect for high level characters to strive for.
The creatures include notes on which creatures from several sources ranging form the Monster Manual to the Creature Collections (I and II) fit into the setting. I was a little disappointed that several of the creatures are humanoid and advance by race, and had no racial traits. While it's fairly easy to do the reverse engineering, it wouldn't have taken up that much more room and would make the creatures more useful for creating NPCs are offering PCs new options like the Alabast. I was also a little disappointed to see the Rhodin here. These were the main antagonist of the Siege of Ebon Ring Keep and speaking as a player, I have no desire to see them here again. Still, with twelve creatures there are bound to be a few that some GMs will enjoy using against their poor players.
I find The Diamond Throne an interesting book but lacking too much detail as a campaign setting to do anything other than heavily wing it and string together encounters. More maps of the cities, more actual details about the cultures and events, would go a long way in making the book more reader friendly. As a campaign resource mechanically, it's a strong offering with lots of crunch behind it.
The book uses two column layout. Interior covers aren't used. The book has two pages of ads, a page for the title and another page for the table of contents. No index. Art is fantastic and up to Malhavoc Press high standards. My favorite is probably of the Giant Queen, a full page illustration or of the Rune Lord, a mojh with floating runes. Maps are done by Ed Bourelle and are high quality. The only problem is that there aren't a lot of them and the book needs more details for those who don't own the modules Speaker in Dreams and Siege on Ebonring Keep.
The book is broken up into four parts. The first and largest, People and Places, provides some quick details about the land and its people. I found the section to be lacking in many areas. For example, while De-Shamod, the capital city for the giants, has a partial map, others that have been fully mapped in other products aren't included despite their inclusion in the details.
Other areas are just too vague. For example, Sormere, the “most human city in the realm”, has “gothic architecture, elaborate forms of dress, and a complicated code of mannerisms and behavior.” Okay, what exactly does that mean? Does it mean they are snobbish? Does it mean that they have elaborate rites and rituals for everything?
The book does showcase a love of the fantastic. There are organizations being rebuilt like the Council of Magisters even as the warmain-aristocrat Terrst seeks to liberate Verduen from the undead that inhabit it. The faen lurk in the forested Harrowdeep in civilization even as many of their kind revert to an earlier stage. Of particular use to GMs will be the section on The Threats, The Mysteries and Adventure Ideas. These can get a campaign started with a lot of imagination and patience.
Of more interest to gamers not using the setting but like the rules, or interested in some conversion work, Chapters Two, Three, and Four, are all great for high fantasy campaigns. There are eight prestige classes, almost all of which have some connection to the setting itself. For example, the Giant Paragon is a giant who continues to grow to a size huge while the darkbond is a spellcaster who embraces the opposite of the green, the dark. The crystal warrior is a master of using crystal, a new material and concept touted in others parts of this book.
My favorite prestige class is the mage priest. Like the spellcasters from the world of Elric, this isnt' a being who calls down the power of his god as much as makes bargains and pacts with a powerful being. This gives the setting some flavor similar to an old Conan novel where the opponent isn't truly calling down the wrath of their deity as much as using that creature's power. I think most will enjoy how Monte covers how to use prestige classes from several other sources including the DMG, Books of Eldritch Might, and Relics and Rituals (I &II). These are mostly skill adjustments and appropriateness to the setting.
For those more interested in magic items, chapter three has you covered. It briefly discusses the base amount of magic in the setting, as well as which items are appropriate for the setting, noting which ones are not common or even in use at all based on spells or conditions that don't exist in the Diamond Throne setting. For example, I was surprised that mitrhil wasn't in the setting. More important though are the new qualities for weapon and armor and specific weapons and armors. One thing I've been a little disappointed in with several sourcebooks is that they don't include artifacts to showcase the upper levels of power or items that have had a distinct impact on the setting. Monte avoids that route and gives us several, perfect for high level characters to strive for.
The creatures include notes on which creatures from several sources ranging form the Monster Manual to the Creature Collections (I and II) fit into the setting. I was a little disappointed that several of the creatures are humanoid and advance by race, and had no racial traits. While it's fairly easy to do the reverse engineering, it wouldn't have taken up that much more room and would make the creatures more useful for creating NPCs are offering PCs new options like the Alabast. I was also a little disappointed to see the Rhodin here. These were the main antagonist of the Siege of Ebon Ring Keep and speaking as a player, I have no desire to see them here again. Still, with twelve creatures there are bound to be a few that some GMs will enjoy using against their poor players.
I find The Diamond Throne an interesting book but lacking too much detail as a campaign setting to do anything other than heavily wing it and string together encounters. More maps of the cities, more actual details about the cultures and events, would go a long way in making the book more reader friendly. As a campaign resource mechanically, it's a strong offering with lots of crunch behind it.