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  In this flyer: 
  • 
  Dyvers Regional Summary 
  • 
  Character Creation 
  • 
  Guilds, Temples, and Trade 
  • 
  Contact information for our region
   GREAT  PLAINS I 
  Free Lands of Dyvers 
   
  Trading Center of
  The Flanaess 
  Regional Information
       Dyvers, situated at the mouth 
  of the Velverdyva River, 
  commands the western approach 
  to the Nyr Dyv. Long a possession 
  of Furyondy, Dyvers won her 
  independence from that nation 
  without incident and remains on 
  deliberately good terms with her 
  former liege. Above all, this is a 
  city of tradesmen and women. 
  Good relations with trading 
  partners is essential.  
       Dyvers lays claim to some 
  2,000 square miles of territory 
  along the south bank of the 
  Velverdyva to the Gnarley Forest. 
  It also claims a number of small 
  islands at the mouth of the great 
  river, which contain many wharfs 
  and warehouses. These form the 
  center of the River Quarter of the 
  city. 
       The major occupation of most 
  people in Dyvers is trading, and, 
  making a profit. They are a      
  hard-working practical folk, 
  unconcerned and even somewhat 
  disdainful to regal and 
  splendorous things without a clear 
  profit-making function. Etiquette 
  and ceremonies are fine, as long 
  as they serve a clear purpose. The 
  inhabitants are always concerned 
  with acquiring more money, 
  valuable items and new business 
  contacts. Wealth equals power and 
  prestige in this city, and its people 
  pride themselves in their creativity 
  for finding novel ways to make a 
  profit. Begging is frowned at, as 
  disabled people can also find a way 
  to make themselves useful. Blatant 
  attempts at fraud, swindling and 
  trickery in business are condemned 
  and justice is often swift here, but 
  more covert and well-executed 
  plans to lighten someone's load are 
  applauded and encouraged. 
       Dyvers is governed by an 
  mayor, also known as The 
  Magister, who is elected by the 
  populace for an indeterminate 
  length of time. He or she is advised 
  by the Gentry of Dyvers.  The day-
  to-day work of governing the city is 
  not done by the council itself, but 
  by the Dyvers City Council. This 
  council is much larger, featuring 
  one elected member from every 
  ward in the city, as well as every 
  formally recognized guild. Each 
  village within 20 miles is allowed 
  to send one official.  
       Every occupation in Dyvers has 
  an associated guild. Belonging to a 
  guild is a fact of everyday life in 
  Dyvers. It is also the law: No   
  business (including adventuring) 
  can be legally conducted without 
  a guild license. Each guild has one 
  seat on the Dyvers City Council, 
  one of the largest governing 
  bodies on Oerth. Even Greyhawk, 
  that city of thieves to the east, has 
  a paltry number of guilds 
  compared to Dyvers.  
       These are the basic features of 
  Dyvers to keep in mind. Business 
  is the lifeblood of the Dyverse as 
  it is of the City itself. Guilds are 
  enormously powerful. Polytheism 
  and racial diversity are good 
  business.  The city is well 
  decorated to attract tourism, and    
  reflects Dyvers’ civic pride. 
   
  Dyvers’ position at the mouth of the 
  Velverdyva and coast of the Nyr Dyv makes it 
  one of the most important trade ports in the 
  Flanaess. 
  Character Generation in Dyvers
       Every character who hails from Dyvers will 
  belong to the Dyvers Adventurers’ Guild.  It is 
  assumed that when you create your character, they 
  are enrolled as a member.  After all, no self-
  respecting businessman would hire adventurers who 
  were not affiliated with the D.A.G.. 
       Rogues are by far the most common of the 
  character classes in Dyvers.  Far less common are 
  rangers, druids, and barbarians, given Dyvers’ urban 
  tendencies, in addition to shaky relations with the 
  dwellers of the nearby Gnarley Forest.  Given 
  Dyvers’ rather underhanded and profit-centered 
  business style, paladins are the most rare. 
       All races are present in Dyvers, though demi-
  humans and humanoids are less common than 
  humans themselves.  Dyverse humans, though a 
  mixture of many human races, most closely resemble 
  the Flan, being stockier than most of the other 
  varieties. 
       During the Greyhawk Wars, Dyvers served as a 
  safe haven for many of those who wished to avoid 
  the conflict.  Thus, any PC would be a justifiable 
  addition to our region.  We simply offer the above 
  guidelines for your convenience. 
   
  — The Triad 
  
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  FREE LANDS OF DYVERS 
   
  Only Mages Need Apply 
       The Dyvers Dweomercrafters Guild is 
  enjoying a renaissance.  
       Two decades ago, it was ruled by 
  bitter, crotchety old men who refused to 
  work together, and therefore its' power 
  was at a very low ebb. For the past six 
  years, with a spunky young female elf at 
  the helm, everyone more or less works 
  together - grudgingly, in some cases. The 
  old traditions of bias and sabotage 
  between the schools will always be 
  present, but much progress has been 
  made toward solidarity. 
       The Guildmistress is Sundra 
  MacStruan, the ultimate power in the 
  guild. She is advised by the Conclave 
  Arcanum, which is comprised of the head 
  of each specialized school of Wizardry. 
  The master of the Guild must be a 
  generalist mage, in order that no single 
  school enjoys favoritism.  
       Sundra, who emigrated to Dyvers 
  from parts unknown around fifteen years 
  ago, rocketed up the largely male ranks of 
  the guild to reach her current lofty post. 
  Since then, she has energized all mages, 
  even her most vocal opponents in the 
  guild, and the Dweomercrafters are back 
  to being their old mysterious and 
  confident (though not usually haughty) 
  ways.  
       The official position of the Guild 
  promotes the conservation of magic. This 
  is not to say that no one should cast 
  spells, just a reminder to use restraint. 
  Choose a spell equal to the task and don't 
  go overboard.  Carelessly throwing a 
  dozen fireballs around is not the way a 
  mage should behave in Dyvers. Indeed, 
  there are harsh penalties for reckless 
  spellcasting in Dyvers, and worse ones 
  for unlicensed mages.  
       Rumors suggest there are plans to 
  have some kind of citywide contest for 
  Dweomercrafters in the near future. 
   
  Triad Contact Info: 
   
  Andrew VanHooreweghe 
  (Point of Contact) 
  avan@cfu.net 
   
  Rob Flaherty 
  Greyhawklad@mediaone.net
   
  Mick Hitch 
  MTKnife@yahoo.com 
   
  Dyvers Home Page: 
  http://dyvers.oerth.com 
   
  Dyvers Discussion List: 
  http://www.egroups.com/list/dyvers
   
  Please Join Us! 
  What Thieves’ Guild? 
       Hi!  My name’s Jasmine Siggoran, 
  and someone asked me to tell you a 
  little about the Dyvers Thieves Guild.  
  That’s just plain silly, of course—
  everyone knows there’s no Thieves’ 
  Guild in Dyvers.  Big city, lots of rich 
  travelers, money trading hands 
  everywhere…what makes you think 
  thieves would want to work in this 
  town? 
       Okay, okay, maybe we rogues have 
  some organization in the City of Sails.  
  But it isn’t like our neighbors in 
  Greyhawk.  Maybe a Guild of Thieves 
  is all they need, but Dyvers is much 
  more complex.  We have what we call 
  the Alliance, a unified group of all the 
  various, um, shady elements of the City, 
  working together as one. 
       The Alliance isn’t a Thieves Guild—it’s 
  a union of many underworld guilds, each 
  dealing with a particular aspect of the fine 
  art of crime.  I’m a member of the 
  Infiltrator’s Guild, for example.  I help 
  gather information for the Alliance, and 
  even do some clandestine spy work outside 
  the city.  By the way, you haven’t heard any 
  good rumors lately, have you…? 
       Of course, that’s just one part of the 
  Alliance.  We have guilds for pickpockets, 
  burglars, beggars, smugglers, troubadours, 
  courtesans, and many more.  We all work 
  together under our leader, the Master 
  Thief, who works to keep the Alliance 
  (oh, and the city too, by the way) strong 
  and healthy. 
       After all, after the wars Dyvers needed 
  some financial help, and refugees were 
  everywhere.  Someone had to give them 
  something to do – the Alliance fit that 
  task perfectly.  The Alliance brought 
  good business back to our city. 
       So, if you’re going to make your home 
  in Dyvers, I’d recommend being on 
  friendly terms with the Alliance.  After 
  all, it’s never a good thing to have to be 
  afraid of the shadows…. 
   
   
  “That’s just 
  plain silly, of 
  course  ---
  everyone 
  knows there’s 
  no Thieves’ 
  Guild in 
  Dyvers.” 
  A Call to Faith 
       Greetings, fellow walker in the 
  Light.  My name is Father Xitheron 
  Oglivar, a priest of Pholtus, god of 
  Light.  You wish to know more about 
  the clergy of Dyvers?  Well, as a 
  humble keeper of a small shrine, I 
  remain mostly uninvolved in the 
  dealings of the major temples.  
  Perhaps that makes me the best 
  person to shed some light on the 
  situation, so to speak. 
       The most powerful temple in the 
  City must be the church of Zilchus, 
  God of Trade.  It works directly with 
  the government, and is the state 
  religion.  This does not mean Dyvers 
  is closed to other religions—actually, 
  far from it!  Practically every deity of 
  the Flan has a shrine or temple here.  
  The Dyverse overriding drive to gain 
  worldly goods keeps them tolerant of 
  all religions. 
       Heironious has always had a 
  strong presence in the city, though its 
  influence has diminished.  Oddly, it 
  seems to have a relationship with the 
  Bardic College; to what end, I could 
  not say.  Perhaps we can convince 
  them to aid us in our ongoing feud 
  with the cult of St. Cuthbert . . . . 
       Olidammara, patron of Rogues and 
  Music, has a large if informal 
  following in the City of Sails.  
  Unsurprisingly, it has little to do with 
  the more orderly Bardic College.  
  Considering the criminal element of 
  the city, the clergy more likely follow 
  the ways of the rogue than the bard. 
       There are other major churches in 
  the city, including temples to Pelor, 
  Rao, Norebo, Fharlanghn, Ehlonna, 
  Xerbo, Osprem, Istus, and Ralishaz.  I 
  hope this helps you in your journeys, 
  my friend.  May the rays of Pholtus 
  shine upon you! 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/Area Introduction - Dyvers - RPGA Living Greyhawk.pdf