So
it's about time I start talking about the Diamond Throne.
The Diamond Throne is a campaign setting for Arcana
Unearthed -- the default setting, like Greyhawk
for D&D, I suppose.
I
thought I'd start by introducing the themes and feel of
the world.
While
there are many themes, I suppose the overall idea is that
there are no easy answers. While Arcana Unearthed
is set up for traditional, high-fantasy play, there are
no alignments. You can't cast a magic spell and say, "That
man is Evil, therefore it is all right for me to slay
him. In fact, it is Good to do so."
The
races do not necessarily all like each other or get along.
While none of the core races for the game are enemies,
certain built-in issues make things complicated. For instance,
the giants arrived long ago and delivered the humans from
bondage to the wicked dramojh. However, the giants became
rulers in their place, leaving the humans unable to exercise
their own sovereignty. Another example? In ages past,
the sibeccai were a race of canine animals. But they were
magically raised to their current level of intelligence.
However, the race as a whole still is bothered by lingering
feelings of inadequacy due to their low-born past. The
lands of the Diamond Throne are a place meant to appeal
to roleplayers as well as monster slayers.
Another
theme is that of choice over destiny. This goes hand in
hand with the absence of codified alignment. You aren't
born evil because you're a member of a certain race. You
don't, as a member of another race, have some manifest
destiny to conquer and rule. And while there are certainly
heroes and villains worthy of those titles, they are heroes
or villains because of the choices they made, and continue
to make. A hero can make one wrong choice and find himself
a villain, and vice versa.
With
places in the world like the floating forest, the crystal
fields and the displaced ruins of Thartholan, the world
of the Diamond Throne is extremely fantastic. The setting
is not necessarily high magic -- not everyone is a spellcaster
-- but it does assume there are characters out there casting
9th-level spells. It assumes the level of magic found
in the treasure tables of the DMG. Well-guarded merchant
caravans carrying potions cross the wilderness to sell
in the small market towns of the south. Faen raiders mounted
on giant bats swoop down to attack them and steal their
valuable wares. Hired mercenary mage blades repel the
attacks with sword and spell. This is the world of the
Diamond Throne.
The feel then, is a traditional high-fantasy world, stressing
the fantastic over the black-and-white distinctions between
good and evil prevalent in much of the genre. You'll be
introduced to the world in Arcana Unearthed, and
you can zoom in for a closer look in Plague of Dreams
from Fiery Dragon Productions and Siege on Ebonring
Keep from Mystic Eye Games. And of course, there's
The Diamond Throne
sourcebook, which I'm writing right now.
DESIGN
DIARY PAST ENTRIES
*
Death's Door -- May
8 , 2003
" I
like the D&D death's door rules. I like that at
0 hp, you're still up and can take a limited action,
but then you exhaust yourself...."
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."