Dyvers, An Overview |
Dyvers' position at the mouth of the Velverdyva River on the coast of the Lake of Unknown Depths (Nyr Dyv) makes it an important trading centre and busy port, with lake and river traffic from all over the Flanaess. Dyvers is diverse. It's many different businesses, people and tolerant attitude attracts travellers from afar. History of Dyvers Dyvers was built in 68 CY, and was a fair-sized town of about 2,000 inhabitants when the Kingdom of Furyondy was established as the Viceroyalty of Ferrond around 100 CY by the Great Kingdom of the Aerdi, which was then at its peak. Dyvers was proclaimed the capital of the Viceroyalty. As political and financial power became more centralized in the hands of Ferrond's rulers, it was only a matter of time before the Viceroyalty began to struggle for its independence. An endless series of skirmishes with Aerdi forces, combined with careful political maneuvering brought Thrommel I to the throne in 254 CY, and the Kingdom of Furyondy was born, with Dyvers as its capital. In 340 CY the construction of Chendl began. Chendl was a planned city, a capital built to specifications, intended to replace Dyvers as first city of the kingdom. In 422 CY the royal court left the old citadel at Dyvers and moved to Chendl. Dyvers held its position as most cosmopolitan city and most important trading centre, with lake and river traffic from Bissel, Nyrond, Urnst, and even lands as far away as Perrenland (down the Velverdyva) and the Theocracy of the Pale. Dyvers proclaimed itself a Free City in 526 CY, alleging that it was uncomfortable with Furyondy allying with a state whose policies Dyvers found overly restrictive (i.e., Veluna). This was probably just a pretext, but King Thrommel II of Furyondy allowed the secession to pass in return for Dyvers continuing to contribute taxes and levies to Furyondian coffers. The City's Makeup Dyvers lays claim to some 2,000 square miles of
territory along the south bank of the Velverdyva and towards the Gnarley Forest. It also
claims a number of small islands at the mouth of the great river. This territory can be
roughly divided into four different parts. The City; the dwellings within Dyvers'
city walls, The Slums; the poorer dwellings outside the city's walls, The Wharfs;
the islands and river coast with the harbor and shipbuilding facilities and The Country;
the pasture land that surrounds the city. The People Dyvers is a diverse and cosmopolitan city. Bakluni rub
shoulders with Oeridians, Suel and Flan people. Other races can also be found in Dyvers.
The city has a fair-sized dwarven community in the foreigner's quarter, some elves and
halflings and even a few gnomish families. The City, the Slums and the Wharfs house about
fifty-thousand people. A few thousand more live in the surrounding countryside. A large
part of the people is relatively poor, having simple jobs or none at all. Another
significant part of the population belongs to the middle classes; artisans, craftsmen and
owners of small businesses. The upper classes consist of the wealthy, mostly merchants and
some nobles. Nobility does not mean that much in Dyvers unless the noble in question is
wealthy also. There are few clashes between the classes. Sometimes the people outside the
city's walls, in the slums, rise up to demand a home within the walls, more job
opportunities or fewer taxes. The wealthy are usually the target of these unrests, but as
long as the middle classes are content with their lives, no major unstability will erupt. Economy Dyvers existence depends upon continued trade and
commerce. Without it the city would not survive. Dyvers is known for its festivals, banks,
mercenaries, excellent woodcarvings, shipbuilding, and the many trading companies. It has
a fair fishing fleet, and the surrounding countryside supplies a reasonable amount of
foodstuffs. The City itself is dotted with services of all sorts. You can get almost
anything here, if you can find the right place. Craftsmen who are related to the
aforementioned core businesses are abundant. An example of related businesses are the many
weapon and armor shops in the case of the mercenaries, and bounty hunters and security
specialists that are associated with the banking business. Most of Dyvers' trade is with
Furyondy, so the war has had it's impact on the economy. The war, coupled with the influx
of refugees, has caused some minor troubles as unemployment rose. The mercenary industry
has had a boom, however. The more expansionistic policies of Greyhawk has also caused more
trade to flow between it and Dyvers. All in all, the city is somewhat less prosperous as
the days before the war, but is certainly not on the brink of poverty of economic
collapse. Government Dyvers is ruled by a council. This institution, the High
Council of Dyvers, is formed by several persons: the Magister, elected by the populace
once every six years, an appointed representative from the noble families, an appointed
representative from the Dyvers' Merchant Association, an appointed representative of the
Dyvers Mages Guild, an appointed representative of the Dyvers Churches and
Temples, an appointed representative of the Thieves Guild, an appointed representative of
the Craftmens Guilds, a publicly elected official by the city's inhabitants, a
publicly elected official by the inhabitants of the area outside the walls and the
general. The day to day work of governing the city is not done by the council itself, but
by the Dyvers' City Council. This council of eight has the Magister as its president and
is has its other members appointed through consensus by the High Council. The City Council
has a large apparatus of public servants to carry out their commands. The current Magister
is Damocles, leader of a powerful merchant company. He has been Magister for three years
now, and has three more to go before new elections. Justice For the enforcement of the law, Dyvers relies upon a
force of about 600 peace-keepers. These are divided between different branches, such as
the Dyverian Guard Patrol, the Night Watch and the Security Teams. The police employs a
no-nonsense strict approach, although punishments are usually mild in relation with other
cities and countries. Even sergeant can convict and sentence a civilian, but there is
always the option of appeal. The appellant be warned however! The court may double the
normal punishment if the appeal is not fruitful. The Sights and Sounds Dyvers is a large and cosmopolitan city. There is always
something to see for the nosy traveller. Those visiting Dyvers should definitely see the
emerald spires of the Mages Guild. This enormous architectonic wonder is situated in the
south part of the city. The old citadel and the gates are also a beautiful to behold, and
limited tours are given during the summer. The temples also are worth a visit, especially
the temple of Pelor, that projects beams of light into the sky that can be seen from
hundreds of yards at night. There are also many intriguing if somewhat dangerous spots in
the thieves' quarter. A visit to Dyvers is of course never complete without having
shopped. You must have been to the great market in the northern part of the city, and to
the hustle and bustle in the new merchants district, which is located south of the old
city walls. |