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
 |
|
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.