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DESIGN DIARY

Monte Cook's Arcana UnearthedIn this column, I cover issues that come up during the process of writing Arcana Unearthed: A Variant Player's Handbook and its follow-up products. Some are specific design issues, while others are somewhat more esoteric. I hope you find them all informative and interesting, answering a lot of the questions you have about the book, the kinds of things designers think about, and about the whole publishing process. This Design Diary will be updated sometimes every week, sometimes every other week. -- Monte

A Look at the Land
DATE: August 15, 2003

This week I've prepared an excerpt from The Diamond Throne. As I've said previously, it was my design choice to spend most of the gazetteer portion of the book on the general aspects of the world: customs, outlook of the people, racial attitudes, regional attitudes, timekeeping, ceremonies, and so forth, to help DMs and players really understand what it's like to live there. There's also information on religion, history, geography and even cosmology, as well as threats, dangers and mysteries.

The following is a short portion of the location descriptions in the book. It covers a few of the main cities. As you can see by looking at this map, it's only a few of the cities. The rest is, of course, in The Diamond Throne. I've chosen this excerpt to include here because it's enough to help get you started if you want to run a Diamond Throne campaign before the book arrives.

THE DIAMOND THRONE

Illus. Ed Bourelle

Cartography by Ed Bourelle

The Diamond Throne is a hereditary seat of power that represents a giantish king or queen. The giants actually call their land Dor-Erthenos, which means in their own tongue, "land to the west." This presents a somewhat ironic situation, because while the giants (and the sibeccai, whom they brought with them) hail from the east, this "land to the west" is actually the farthest eastern land known to most people of the realm.

Each king or queen, also called the Lord or Lady Protector, is approved by a council called the Observance. If the Observance does not approve of an heir apparent, or sometimes even of a currently reigning monarch, they pass the position on to another relative, or even another giantish noble family.

The current monarch, Lady Protector Ia-Thordani, has been in power only about a year. The single reservation the Observance had regarding her ascension to the Diamond Throne was her unmarried state. She is currently accepting suitors.

The Observance exists only to watch over the monarch and provide advice and counsel. This body has no other direct power. Of late, some residents wish to see members of other races allowed into the Observance, but currently its membership is entirely giant.

Under the queen are two giants known as the High Stewards of the Land. They act as generals, advisors, and administrators, one watching over the North, and one watching over the South.

Beneath the High Stewards are the local magistrates, called stewards. These are regional governors, each based out of a major city. The Lands of the Diamond Throne include 16 different stewardships.

Members of nongiant races can become speakers, representing the causes and concerns of their race or area. The speakers work with the stewards and help govern the people in a region. Ancestral aristocratic titles, in place since ancient times among humans, still remain and carry some weight -- at least among humans. (The holdings and estates of dukes, earls, and counts still dot the landscape, particularly in the North.) Likewise, litorian tribes continue to follow their own chieftains, as they have for millennia, and faen communities in the Harrowdeep retain their own leaders as well. The giants recognize these positions as influential and important, but not as a part of their own government; in the eyes of giantish law, a human noble or litorian chief is no more or less than any other individual under their rule.

Under the Diamond Throne, the cities have become connected with well-maintained, paved roads wide enough even for the passage of large giantish wagons pulled by radonts. Aqueducts transport water to soak the poorly irrigated crops and to provide communities with adequate safe water. Giant patrols prevent, or at least decrease, attacks by dangerous beasts and raids by bandits and other enemies, like the chorrim.

Giantish Cities
Giantish cities are a wonder to behold. The giants present everything, from the wide, paved streets to the looming buildings and staggeringly tall towers, on a dramatically large scale. With their masterful crafting techniques, the giants work stone so that it has no seams or joints. Structures have a natural look, interior chambers feel like well-lit caverns, and everywhere the buildings accommodate trees and plants, filling the city with life.

Giantish cities are laid out with wide plazas (usually containing multiple fountains), carefully engineered aqueducts, and well-maintained, broad roads leading in and out. These engineers always build a city as a series of circles radiating out from a central hub. Occasionally, depending on the terrain, they may lay them out as a number of circle patterns radiating form different hubs. Giantish cities always have well-maintained sewers with large channels.

Since the giants' arrival, the giantish style of architecture has gained popularity even in places where giants are few in number. Twenty-foot ceilings, 10-foot-wide hallways, and huge doorways are commonplace throughout the realm.

De-Shamod
De-Shamod is the capital, home of the Diamond Throne and the most fabulous of the beautiful cities of the giants. A marvel of engineering, the city is built atop a pair of vast artificial mounds, one on each side of the river. The steep, sheer sides of the mounds are paved and carved with elaborate murals in relief. The sides of these rise about 70 feet above the plains around them, with wide ramps providing access into the city and down into the docks along the river's banks. Massive walls mark the perimeter of each section of the city, around the top edges of both mounds.

Tall statues line De-Shamod's broad, stone-paved streets. Its buildings stretch both high and wide with seamless stonework. Trees and flowering plants blend into the city's layout, making each street seem more like a verdant canyon. Banners of red and green drape from rooftop to rooftop and run down the smooth stone walls surrounding the city.

The grandest city on the continent, De-Shamod boasts a population of 50,000. About a third of these are giants, another third humans, and the rest a mixture of other races. De-Shamod boasts the greatest schools and universities in the realm, including Se-Heton, the largest and most prestigious academy devoted to the study of magic, founded by the Council of Magisters.

The monarch of the Diamond Throne personally appoints the steward of the city, currently a particularly massive giant named Dro-Kareth. A speaker of every major race -- human, faen, litorian, sibeccai, and verrik -- works with Dro-Kareth and his staff of advisors.

De-Shamod is a center for commerce and trade, with a massive dockyard on both sides of the river. The city itself sprawls across to cover both banks. The two sides are joined by so many mammoth span bridges, it seems as though the city itself was built upon the river.

Curiosities and Characters
Fistan Degern, a 9th-level human runethane, maintains a shop where he creates magical clocks, locks, and other devices both intricate and powerful.

Xialn, a verrik merchant, sells stuffed and mounted monsters and monster portions (usually heads). He buys monstrous carcasses from adventurers and hunters (about 50 gp per Hit Die) -- nothing humanoid, though.

Vi-Noman, a giantish financier and merchant -- probably the wealthiest individual in the land -- lives in De-Shamod, on an estate at the northern end of the city.

North of the city, along the banks of the Ghostwash, lies a moderately sized dramojh structure that remains intact despite the best efforts of giant and human. The metal coating given the outer layer of this spherical building keeps it sealed and unharmed from even the most powerful attacks and spells. No one knows what lies inside. The giants have posted a guard nearby in case something ever comes out or an unauthorized person tries to get in.

Within the city is a human-scaled castle called the Hall of Glory. Here, the wealthy and infamous human 19th-level warmain Lord Gerrance Ferron resides with his extensive retinue of followers, cohorts, and disciples. His close ally is Neverin the mojh. Neverin, a 17th-level akashic, leads the akashic guild of De-Shamod. He is probably the most respected mojh in the Lands of the Diamond Throne.

Mi-Theron
Only De-Shamod surpasses the importance of the cities of Mi-Theron and Ka-Rone. Both serve as key ports, Mi-Theron on the river and Ka-Rone on the sea. Mi-Theron is named for the great giantish hero who eventually led his race to victory against the dramojh in the Rosewood Hills after many terrible defeats.

Originally a fortress, the city radiates out in a circular pattern with the fort in the center. The local steward, Ai-Reyona, still uses this stronghold as her home and court. More than many stewards, Ai-Reyona is regal and imperious. In Mi-Theron, she is virtually a queen. The Lady Protector in De-Shamod grows more and more dismayed at every report of Ai-Reyona's activities and attitudes.

Mi-Theron's population focuses greatly on the riverside docks and the boats that ply the waters of the Ghostwash, delivering goods across the land. This population numbers approximately 25,000 -- about a third of them giants, a quarter sibeccai, a quarter human, and remainder faen, litorian, and a few mojh.

Around the city, people work herding cattle and growing various grains and other food crops.

Curiosities and Characters
Two oathsworn who refuse to give their names stand vigil over the ruins of an old temple near the city center. No one alive knows much of anything about the ruin or why they guard it, because the oathsworn won't allow anyone near. Most people have simply accepted them and do not approach, although some of the more daring (and young) adventurers consider it a test to try to bypass these guardians. No one has ever succeeded. Local lore says the oathsworn have stood there for at least 200 years.

South of the city across the river, the litorian Ralland (6th-level wolf totem warrior/3rd-level litorian) and a full pack of dire runewolves guard a magical spring, said to flow up through a power cyst deep beneath the surface. The water from this spring has a variety of random beneficial effects on all who drink from it.

Ka-Rone
The largest seaport on the Devanian Coast, Ka-Rone is a giantish city built atop the ruins of a major human city that the dramojh had all but gutted. The original settlement was named Reveran, and more people called it home than any other human city of the time -- it was the capital of the ancient kingdom of Sennes.

More than 28,000 people live and work in Ka-Rone, split almost exactly in thirds among the giants, the sibeccai, and the humans (the city's faen, verrik, litorian, and mojh populations are negligible). Built upon the Ghostwash delta, Ka-Ron feels like a number of small towns joined by bridges and artificial platforms created by the engineering genius of the giants.

Tu-Methus, the steward of Ka-Rone, is a well-known adventurer/hero now quite aged. This former sailor knows the sea well, garnering him the respect of ship captains who weigh anchor in his harbor. Ships from Ao-Manasa, Khorl, Noll, Fallanor, and even the faraway Free Cities of the South come to Ka-Rone. Many of the ancient giantish ships used to sail across the Great Eastern Sea also still wait in this important seaport's harbor -- the giants' expert craftsmanship has preserved these vessels for more than five centuries.

Curiosities and Characters
The infamous faen thief, Naira Grayclaw (10th-level unfettered/5th-level akashic) lives in Ka-Rone in semi-retirement. She uses various pseudonyms, but many people know how to find her (unless it's the authorities asking).

Mavik the Young, a sibeccai 14th-level magister living in Ka-Rone, claims to have developed a spell that can literally make a willing subject 40 to 50 years younger. There seem to be some unspecified side-effects, however.

The greatest and most famous sea captain of the modern age is Tellus Reed. When not at sea, he can usually be found -- along with his equally famous ship, the Star's Dream -- in port in Ka-Rone.

Ao-Manasa
Ao-Manasa is also a busy port city. Gold has been discovered far north of here, and now would-be prospectors and miners use the port of Ao-Manasa as a staging area to launch their expeditions. Odd tales of beasts and even undiscovered peoples along the northern coast come back with the returning miners, as well as stories of endless frozen lands of eternal winter.

Of all the giantish cities, this is the most remote. About 17,000 people call Ao-Manasa home. A quarter of these are giants, another quarter sibeccai, another quarter human, and the rest faen. These are a rugged folk accustomed to ill-tempered weather and the rough surrounding lands. Countless flocks of goats and sheep graze outside the city, attracting numerous predators for wary shepherds and goatherds to spot.

The steward of Ao-Manasa, Gri-Taresh, has watched over the city for almost 100 years now. He commands his people's respect through his wise and practical solutions to problems. For example, when he saw how well the bounty on wolves and dire animals helped protect the region from predators, he placed a bounty on goblins, trolls, hags, crabmen, and other dangers to the city. The bounties draw adventurers and mercenaries to the area to help control these threats.

Curiosities and Characters
A curiosity at the very least, Tare claims to be a Devanian king. He appears to be a living statue of metal 7 feet tall. According to his tale, as he lay on his deathbed, cursed by the evil mage Havak, his greatest artificers and spellcasters created this artificial body in which to store his soul while they cured his real body of the malady. Tare, in his metal body, was kidnapped and held prisoner for centuries in a tower in the Elder Mountains before he finally escaped. When he returned, not only was his real body gone, but his artificers and spellcasters had disappeared as well. Devania itself was no more. Today he wanders the streets of Ao-Manasa. The locals all know him but do not actually believe his tale. His golemlike physique apparently grants him immortality, with no need for food or drink.

Yann Goblin-Catcher, a sibeccai warmain, keeps a small army of goblins in the city. These creatures never gather in large groups, so no one really knows how many there are. These troops, like most city-goblins, keep to the gutters, crawlspaces, and alleyways. Unlike most, this pack is organized and reports to Yann with information and stolen goods in return for food and protection. Ironically, most people believe Yann to be a goblin hunter who rids the city of the vermin.

Those looking for a capable wilderness guide need look no farther than Neilis Farsight, a faen 8th-level wolverine totem warrior who lives on the outskirts of Ao-Manasa.

Thayn
Both Thayn and Navael, cities heavily populated by faen, hold a reputation for producing of fine craftwork, particularly in wood and precious stones. Thayn is also known as a port city, but a port of a different kind -- it manufactures floating sky ships carried aloft by rigid, gas-filled bags and propelled by magical motors. It is generally impractical to transport large numbers of people or shipments of goods in these craft, but they serve as rapid transport for wealthy or important individuals. They also prove useful for scouting and information gathering. It's interesting to note that the giants will have nothing to do with these sky craft.

Thayn also boasts the second largest magic academy in the realm: Brightborn School, founded by the Council of Magisters in CY 1570. The steward, Ei-Kestrin, is herself a magister of great power. This is the current home of other powerful mages, such as the faen Faevor Grayportal, who is currently attempting to reform the Council of Magisters. The academy is said to lie on the site of a battle between a famous mage and a powerful dragon, and the mages there can still harness the battle's residual magic.

With about 10,000 people, Thayn is slightly larger than Navael. Almost half of the population is faen, while the city also has a large number of giant and human residents, along with a fair number of sibeccai.

Around the city, mostly to the east, farmers till crops of wheat and barley. To the west, in the mountains, a number of silver and copper mines produce valuable commodities that ship through the city.

Curiosities and Characters
Perhaps the finest goldsmith in the Lands of the Diamond Throne, the giant Oa-Kembrid, lives in Thayn.

Slayer of the lich naga Rynass, Sir Kester (human 14th-level champion of light), also lives in Thayn. Sir Kester, known as the Scion of the Sun, leads the Knights of the Silver Sword, a regal and noble order in the region.

Kaimra Daychord, a spryte greenbond, sells sculptures she has created from naturally occurring wood pieces and other artifacts found in nature (feathers, leaves, stones, and so on). These sculptures, for reasons unknown, often contain special magical properties unsuspected even by Kaimra.

Navael
Like its sister-city Thayn, Navael is an artisan's haven, with large marketplaces and a number of guilds. Around the city, picturesque farms dot the fertile green fields of the northern plains. The road between Navael and De-Shamod is well-traveled by merchant caravans.

About 8,000 people live in Navael, more than half of them faen; the rest are giant, human, and sibeccai, in that order. The Steward is Ui-Narath, a giant known for her love of the faen. In Navael, the giantish authorities clearly offer the faen special treatment, fostering resentment among the humans and even the sibeccai.

A gigantic statue of a dragon, made from steel and crystal, stands within Navael's central square. It is so large that one can see its head from almost any spot in town.

Curiosities and Characters
The crystal cutters are folks who make the trek to the Crystal Fields to the west and gather valuable pieces to sell in Navael.
They frequently look for escorts, as the area is rife with bandits interested in crystal.

The exiled Fallanor prince Mikul (human 8th-level aristocrat) lives in Navael after a long and arduous journey from the Far South.

A litorian criminal known only as the Beast of the North is currently held in a prison in Navael. He is a 12th-level unfettered. Most claim he is insane.

Look for The Diamond Throne on sale now in electronic format, and in print in November.

 

DESIGN DIARY PAST ENTRIES

* Designing a World -- August 7, 2003
"I have mixed feelings about campaign settings. On one hand -- speaking as designer -- it's fun, challenging, and rewarding to create a whole world that's all your own...."

* Weapons and Armor -- July 17, 2003
"I absolutely love the introduction of exotic weapons into D&D. It's one of my favorite things about 3rd Edition. In Arcana Unearthed, I wanted to make sure that the exotic weapons were worth the feat required to use them...."

* Greenbond Notes -- June 26, 2003
"Last week's preview of the greenbond class gives a nice glimpse of a lot of Arcana Unearthed issues. First off, the greenbond is no druid...."

* Spell Templates -- June 12, 2003
"This week I thought I'd discuss an idea that I'm really very happy with. The idea is spell templates..."

* Playtesting -- June 5, 2003
"Playtesting is extremely important to me. When we developed 3rd Edition, we did more playtesting than perhaps any other RPG product, ever...."

* High Magic -- May 29, 2003
"I referred to the Diamond Throne as a high-magic setting. I should clarify..."

* The Diamond Throne -- May 23, 2003
"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...."

* 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...."

 
 
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