Dyvers doesn't have a thieves guild like the city of Greyhawk, instead they have a gang known as the Alliance. According to Slavers, the Alliance was formed by several competing crime families so that they could take out their rivals together. This feels more like a mafia thing than a gang, and if that's how… Continue reading Dyvers: The Alliance is Everywhere
Dyvers has a seedy underbelly that comes from all those cultists of Elemental Evil who fled after the temple fell and I've always assumed that they brought some pretty crazy drugs with them when they fled. Things like "Wizard's Ear," "Elemental Twist," and "Zug Shrooms."
I tend to play a confrontational style of play when it comes to the city of Dyvers. My goal is to run it with a brash abandon that I imagine someone like Larissa Hunter would go for. The city, and its territories, will only stand if it is aggressively defended. To do this, Dyvers, has… Continue reading Dyvers: Come Take It
Dyvers is a land of refugees. In the build up to the Greyhawk Wars, and through their conclusion, the city of Dyvers brought in more than 50,000 refugees who have continued to live there since. There are two ways that you can play this out in your home games. On the one hand you could… Continue reading Dyvers: A Land of Refugees
One of the things about Dyvers that you find repeated, especially if you read Slavers, is that the city is ready to be evacuated at a moment's notice. The people are almost treated as though they are a cowardly lot. And who can blame them? To the north they have Iuz making trouble, to the… Continue reading Dyvers: We Will Not Fall
One of my favorite things about the city of Dyvers is that they promoted a badass woman, Larissa Hunter, as their new Magister after the previous one, Margus, downplayed the possibility of the city being annexed by Furyondy. She has since proceeded to pick a fight with anyone trying to rob the city of its… Continue reading Dyvers: We Promote Women
One of my favorite things about Dyvers is how quickly they tend to move in opposition to the city of Greyhawk. It's not quite so contrarian that they would hold their breaths if Greyhawk told them oxygen were necessary, but they're pretty quick to step up and challenge Greyhawk on their bullshit. With their alliances… Continue reading Dyvers: Maybe You Should Start a World War?
The relationship between Greyhawk and Dyvers isn't as simple as I tend to make it out, but is rather a complicated one based on trade, territorial disputes, and a general sense of who really is the best out of the two nations. That said, there is a definite streak of defiance and obstinate resistance on… Continue reading Dyvers: Greyhawk is About to Find Out
The following are the various breakdowns of governments in the world of Greyhawk according to the Living Greyhawk Gazetteer. I've simplified the breakdowns by combining titles that mean the same thing as often as possible and by taking the text at face value. Archbaron Bone MarchesRatikBeygrafKet Caliph Ekbir Commandant Gran March Count County of Urnst… Continue reading Rulers of Governments in Greyhawk
The main police force of the city is the Watch of Dyvers, about three hundred fifty in number and known for the large, flashy coat of arms they wear on their surcoats. The watch is strongly backed by the church of St. Cuthbert and handles such duties as patrolling the streets, managing prisoners, and running… Continue reading Dyvers’ Police Force is a bit Extra
Sometimes, when you read about Dyvers it can come across a bit like Greyhawk, but worse. One of these areas where this can appear is when discussing the governments of each city state. Both are ruled by oligarchies, small minorities that control the power, but what makes up their oligarchies are vastly different. Greyhawk’s ruling… Continue reading Dyvers and Greyhawk, a Tale of Two Governments
Damn Iuz and his anti-paladin shock troopers.