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The Diamond Throne
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<blockquote data-quote="Messageboard Golem" data-source="post: 2011842" data-attributes="member: 18387"><p><strong>By Ian Hewitt, d20 Magazine Rack Staff Reviewer</strong></p><p></p><p><em>The feel…is…of a traditional fantastic world, stressing the fantastic over the palpable black-and-white distinctions. The setting owes much to the works of Stephen R. Donaldson, Ursula K. LeGuin, Michael Moorcock, Jack Vance, Clark Ashton Smith, Robert E. Howard, Fritz Leiber, and L. Sprague de Camp. Many of these authors come from an “earlier age” that stressed the fantastic. Some created characters who were far too complex to label as simply “good” or “evil.” The Diamond Throne is for them. And for you.”</em></p><p></p><p><strong>Initiative Round</strong></p><p>Published by Malhavoc Press, The Diamond Throne is a campaign setting designed as a companion volume to Monte Cook’s Arcana Unearthed. Written by Monte Cook (author of The Complete Book of Eldritch Might, The Return to the Temple of Elemental Evil and the co-author of the Third Edition Core rule books), The Diamond Throne is a 96-page book featuring a cover illustration by Sam Wood and interior artwork by Jennifer Meyer, Ed Bourelle, Kieran Yanner and Eric Lofgren.</p><p></p><p>As already mentioned, this book is designed to support Monte Cook’s Arcana Unearthed a book which introduced an entire lineup of brand new races, classes and an original magic system. The world of Diamond Throne provides a home for all of those races and the best way that a group could begin using them without suddenly inviting races into an established world that had never been present before. </p><p></p><p>The first half of the book only is given over to the description of the world itself, the second half being devoted to the obligatory Prestige Classes, Magic Items and Creatures. In this way, the campaign setting is reminiscent of campaign settings of a bygone age (such as the World of Greyhawk [TSR, 1983]) that provided just the bare bones allowing much more scope for DM creativity to flesh out the world, as opposed to the more recent campaign settings that feel the need to provide detail to a much finer detail. </p><p></p><p>This introduction to the world is in fact just a single chapter – but it is a chapter filled with a great deal of information covering all of the aspects you might expect including: People, Gods, History, Geography, and Kingdoms. Mention of the larger world is made briefly as the lands of The Diamond Throne details just a single continent (albeit a large one) and this is the focus of the book. </p><p></p><p>The people are of course the new races from Monte Cook’s Arcana Unearthed and here they are provided in context with homes and nations and histories of their own. Racial demographics and relations are discussed at length, providing a good springboard for many avenues of role-playing. In addition some wonderful nuggets of flavorful information regarding the people comes in the form of their festivals, games (such as ‘Kings and Kingdoms’ which sounds like chess and ‘Witch Stones’ which is a strategy game played with symbol-scribed tiles) and local colloquialisms.</p><p></p><p>Religion in the Diamond Throne setting is an interesting diversion from the standard presentation of the deities in a D&D setting. Three of the races (giants, litorians and verrik) do not even worship any gods. The faen make up their own gods as they go along (well – sort of, they have so many gods that a PC playing a faen may just invent gods for his character to pray to as he sees fit), and the mohj worship dragons. But this does not mean that the gods do not exist – they are just a sorry bunch whose churches are lonely and in great disrepair. Several interesting gods and pantheons are presented, most of which tend to avoid the standard portfolios of D&D gods.</p><p></p><p>The history of the world is well composed and one of the more interesting parts of the book. It further cements each of the races with their own unique place in the campaign and leaves as much room for expansion and inspiration as it does provides detail and answered questions. The race of giants came sailing from (an un-detailed continent) to the east to rescue the poor races from their tyrannical demonic-dragon oppressors. They were ultimately successful but replaced the demonic-dragons in their role as masters of the land, albeit in a much more benevolent (or some might say patronizing) manner. </p><p></p><p>The land’s geography is explored in a manner that provides as much inspiration as detail with a general overview of the major regions and climates and then focused detail on significant points of interest. No single area – not even De-Shamod, the major city location – receives more than a single page, most areas receive a few paragraphs just long enough to provide an overview and an NPC or two. But these are great locations, such as The Floating Forest (which is just that, a series of forested islands of varying sizes and heights above the ground) and The Crystal Fields. </p><p></p><p>Campaign flavor is fleshed out with several significant organizations designed as both likely allies and enemies of the PCs and as great tools to provide intrigue and conflict to the region, an examination of the cosmology beyond the world itself and some fully stat-ed major movers and shakers. </p><p></p><p>The second half of the book is divided into three chapters that tackle the Prestige Classes, Magic Items, and Creatures. Although almost required content in a book of this nature, this is far from wasted space and continues to add flavor and depth as well as playability to the setting. The prestige classes, for example, are not simply concepts and character archetypes, but they have a valid role and position in the setting. The Crystal Warrior is a good example, as they use mystical ceremonies to create woven crystal weapons, armor and creations much as legendary artisans did in the distant past. In addition to the 8 new prestige classes, the viability of prestige classes from the DMG, The Complete Book of Eldritch Might and Relics and Rituals is examined. </p><p></p><p>The introduction of original or interesting new magic items is becoming difficult given the sheer number available in today’s products, but Monte Cook pulls it off well. Diamond Throne encourages the use of multiple single-use items rather than a few permanent items and offers a few of these beyond simple potions and oils. ‘Detonations’ are thrown objects (idols, rune-engraved stones etc) that explode with different touch or ranged effects and ‘Tokens’ which are similar but do not contain attacks – rather effects such as dimensional door or wall of… spells. A good cross-section of the usual assorted magic items is also provided up to and including artifacts.</p><p></p><p>A really nice selection of creatures completes the book and each receives more text than now seems common in d20 bestiaries. This is valid because it provides room to discuss not only the usual combat techniques, but gives more space than is usually provided to society and even gives a standard encounter in the form of an adventure seed. Lastly an index is provided for the recommended creatures to feature in Diamond Throne from the MM, Creature Collection (Vol I & II) and the Tome of Horrors. </p><p></p><p><strong>Critical Hit</strong></p><p>Many campaign settings provide a unique spin to make their setting stand out from the crowd. Obviously this setting already has a whole host of unique PC races and classes, but beyond that its ‘gimmicky-theme’ is much more mature than most. Concentrating upon the themes of rituals and ceremonies, choice over destiny (no alignment, hurrah!), and high-fantasy but not high-magic this is a campaign setting that promises story as well as adventure and has it written into the fabric of the sourcebook. </p><p></p><p>The NPC’ s provided in the detailing of the areas of interest and the cities are comfortably reminiscent of much-beloved older products. No stat blocks take up space, but instead we find out who the person is, what they like, and their motivations. A good DM shouldn’t need more than ”Kitlashav, a verrik 12th-level iron witch” and should be more than capable of providing the mechanics themselves – if they are even needed.</p><p></p><p>Like all of Malhavoc Press’ products, Diamond Throne receives outstanding online support in the form of free previews for any potential buyers, and design notes explaining the rationale behind its design.</p><p></p><p><strong>Critical Fumble</strong></p><p>The single page map detailing the Lands of the Diamond Throne is great, but it would be even better if it were a pull-out map that could be more easily shared with the players. Many are used to getting color maps, and this is black and white (not necessarily a fumble in my mind – it was good enough for Tolkien – but some may see differently). </p><p></p><p>If you use the races and/or character classes from Monte Cook’s Arcana Unearthed but have no intention of beginning a new campaign in a new setting then this product has limited value to your group (although it does still provide 8 prestige classes and bucket-load of magic – not to mention further insights and sources of inspiration for those races).</p><p></p><p>The space given to the ‘Ideas for your Cities’ section is meant to aid DM’s in further fleshing out their settlements – but it is really nothing more than a full page with a listing of typical businesses (blacksmiths, carpenters, craftsmen etc). This is most likely to be redundant to any experienced DM and to devote a full page to it seems a little excessive.</p><p></p><p><strong>Coup de Grace</strong></p><p>To anyone interested in beginning a new campaign using Monte Cook’s Arcana Unearthed this is required reading. If you are incorporating those rules into your own campaign, this book is still very much worth a look although it will have less value for your dollar. Given that the entire content of this book is promised to be included (and expanded upon) in the forthcoming Monte Cook’s Arcana Evolved, it would be prudent to consider your options when deciding whether to buy this book, if you also intend to buy the new release.</p><p></p><p>In a nutshell, this is a great campaign setting for a fantastic spin on the rules we all thought we knew. It is likely to seem a little thin on detail to some, but will feel both nostalgic and welcome to others. </p><p></p><p>Buy The Diamond Throne <strong>IF</strong>: You (a) enjoy any of the products released under the Monte Cook’s Arcana Unearthed line; or (b) are an experienced DM (looking for a fresh campaign) who prefers to bring the game alive through her own creativity.</p><p></p><p><strong>Final Grade: A-</strong></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2011842, member: 18387"] [b]By Ian Hewitt, d20 Magazine Rack Staff Reviewer[/b] [i]The feel…is…of a traditional fantastic world, stressing the fantastic over the palpable black-and-white distinctions. The setting owes much to the works of Stephen R. Donaldson, Ursula K. LeGuin, Michael Moorcock, Jack Vance, Clark Ashton Smith, Robert E. Howard, Fritz Leiber, and L. Sprague de Camp. Many of these authors come from an “earlier age” that stressed the fantastic. Some created characters who were far too complex to label as simply “good” or “evil.” The Diamond Throne is for them. And for you.”[/i] [b]Initiative Round[/b] Published by Malhavoc Press, The Diamond Throne is a campaign setting designed as a companion volume to Monte Cook’s Arcana Unearthed. Written by Monte Cook (author of The Complete Book of Eldritch Might, The Return to the Temple of Elemental Evil and the co-author of the Third Edition Core rule books), The Diamond Throne is a 96-page book featuring a cover illustration by Sam Wood and interior artwork by Jennifer Meyer, Ed Bourelle, Kieran Yanner and Eric Lofgren. As already mentioned, this book is designed to support Monte Cook’s Arcana Unearthed a book which introduced an entire lineup of brand new races, classes and an original magic system. The world of Diamond Throne provides a home for all of those races and the best way that a group could begin using them without suddenly inviting races into an established world that had never been present before. The first half of the book only is given over to the description of the world itself, the second half being devoted to the obligatory Prestige Classes, Magic Items and Creatures. In this way, the campaign setting is reminiscent of campaign settings of a bygone age (such as the World of Greyhawk [TSR, 1983]) that provided just the bare bones allowing much more scope for DM creativity to flesh out the world, as opposed to the more recent campaign settings that feel the need to provide detail to a much finer detail. This introduction to the world is in fact just a single chapter – but it is a chapter filled with a great deal of information covering all of the aspects you might expect including: People, Gods, History, Geography, and Kingdoms. Mention of the larger world is made briefly as the lands of The Diamond Throne details just a single continent (albeit a large one) and this is the focus of the book. The people are of course the new races from Monte Cook’s Arcana Unearthed and here they are provided in context with homes and nations and histories of their own. Racial demographics and relations are discussed at length, providing a good springboard for many avenues of role-playing. In addition some wonderful nuggets of flavorful information regarding the people comes in the form of their festivals, games (such as ‘Kings and Kingdoms’ which sounds like chess and ‘Witch Stones’ which is a strategy game played with symbol-scribed tiles) and local colloquialisms. Religion in the Diamond Throne setting is an interesting diversion from the standard presentation of the deities in a D&D setting. Three of the races (giants, litorians and verrik) do not even worship any gods. The faen make up their own gods as they go along (well – sort of, they have so many gods that a PC playing a faen may just invent gods for his character to pray to as he sees fit), and the mohj worship dragons. But this does not mean that the gods do not exist – they are just a sorry bunch whose churches are lonely and in great disrepair. Several interesting gods and pantheons are presented, most of which tend to avoid the standard portfolios of D&D gods. The history of the world is well composed and one of the more interesting parts of the book. It further cements each of the races with their own unique place in the campaign and leaves as much room for expansion and inspiration as it does provides detail and answered questions. The race of giants came sailing from (an un-detailed continent) to the east to rescue the poor races from their tyrannical demonic-dragon oppressors. They were ultimately successful but replaced the demonic-dragons in their role as masters of the land, albeit in a much more benevolent (or some might say patronizing) manner. The land’s geography is explored in a manner that provides as much inspiration as detail with a general overview of the major regions and climates and then focused detail on significant points of interest. No single area – not even De-Shamod, the major city location – receives more than a single page, most areas receive a few paragraphs just long enough to provide an overview and an NPC or two. But these are great locations, such as The Floating Forest (which is just that, a series of forested islands of varying sizes and heights above the ground) and The Crystal Fields. Campaign flavor is fleshed out with several significant organizations designed as both likely allies and enemies of the PCs and as great tools to provide intrigue and conflict to the region, an examination of the cosmology beyond the world itself and some fully stat-ed major movers and shakers. The second half of the book is divided into three chapters that tackle the Prestige Classes, Magic Items, and Creatures. Although almost required content in a book of this nature, this is far from wasted space and continues to add flavor and depth as well as playability to the setting. The prestige classes, for example, are not simply concepts and character archetypes, but they have a valid role and position in the setting. The Crystal Warrior is a good example, as they use mystical ceremonies to create woven crystal weapons, armor and creations much as legendary artisans did in the distant past. In addition to the 8 new prestige classes, the viability of prestige classes from the DMG, The Complete Book of Eldritch Might and Relics and Rituals is examined. The introduction of original or interesting new magic items is becoming difficult given the sheer number available in today’s products, but Monte Cook pulls it off well. Diamond Throne encourages the use of multiple single-use items rather than a few permanent items and offers a few of these beyond simple potions and oils. ‘Detonations’ are thrown objects (idols, rune-engraved stones etc) that explode with different touch or ranged effects and ‘Tokens’ which are similar but do not contain attacks – rather effects such as dimensional door or wall of… spells. A good cross-section of the usual assorted magic items is also provided up to and including artifacts. A really nice selection of creatures completes the book and each receives more text than now seems common in d20 bestiaries. This is valid because it provides room to discuss not only the usual combat techniques, but gives more space than is usually provided to society and even gives a standard encounter in the form of an adventure seed. Lastly an index is provided for the recommended creatures to feature in Diamond Throne from the MM, Creature Collection (Vol I & II) and the Tome of Horrors. [b]Critical Hit[/b] Many campaign settings provide a unique spin to make their setting stand out from the crowd. Obviously this setting already has a whole host of unique PC races and classes, but beyond that its ‘gimmicky-theme’ is much more mature than most. Concentrating upon the themes of rituals and ceremonies, choice over destiny (no alignment, hurrah!), and high-fantasy but not high-magic this is a campaign setting that promises story as well as adventure and has it written into the fabric of the sourcebook. The NPC’ s provided in the detailing of the areas of interest and the cities are comfortably reminiscent of much-beloved older products. No stat blocks take up space, but instead we find out who the person is, what they like, and their motivations. A good DM shouldn’t need more than ”Kitlashav, a verrik 12th-level iron witch” and should be more than capable of providing the mechanics themselves – if they are even needed. Like all of Malhavoc Press’ products, Diamond Throne receives outstanding online support in the form of free previews for any potential buyers, and design notes explaining the rationale behind its design. [b]Critical Fumble[/b] The single page map detailing the Lands of the Diamond Throne is great, but it would be even better if it were a pull-out map that could be more easily shared with the players. Many are used to getting color maps, and this is black and white (not necessarily a fumble in my mind – it was good enough for Tolkien – but some may see differently). If you use the races and/or character classes from Monte Cook’s Arcana Unearthed but have no intention of beginning a new campaign in a new setting then this product has limited value to your group (although it does still provide 8 prestige classes and bucket-load of magic – not to mention further insights and sources of inspiration for those races). The space given to the ‘Ideas for your Cities’ section is meant to aid DM’s in further fleshing out their settlements – but it is really nothing more than a full page with a listing of typical businesses (blacksmiths, carpenters, craftsmen etc). This is most likely to be redundant to any experienced DM and to devote a full page to it seems a little excessive. [b]Coup de Grace[/b] To anyone interested in beginning a new campaign using Monte Cook’s Arcana Unearthed this is required reading. If you are incorporating those rules into your own campaign, this book is still very much worth a look although it will have less value for your dollar. Given that the entire content of this book is promised to be included (and expanded upon) in the forthcoming Monte Cook’s Arcana Evolved, it would be prudent to consider your options when deciding whether to buy this book, if you also intend to buy the new release. In a nutshell, this is a great campaign setting for a fantastic spin on the rules we all thought we knew. It is likely to seem a little thin on detail to some, but will feel both nostalgic and welcome to others. Buy The Diamond Throne [b]IF[/b]: You (a) enjoy any of the products released under the Monte Cook’s Arcana Unearthed line; or (b) are an experienced DM (looking for a fresh campaign) who prefers to bring the game alive through her own creativity. [b]Final Grade: A-[/b] [/QUOTE]
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