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Dyvers is centrally located- just West of the city of Greyhawk, South of Furyondy
and North of the Wild Coast. Its' location at the mouth of the Verdandya River allows trade
both up the river and onto the Nyr Dyv.
| The Nyr Dyv:
This great lake, also known as the Lake of Unknown Depths, is a strategic body of water.
Across it, much trade is plied between Greyhawk, Dyvers, Furyondy, Urnst, and the lands
beyond as fas as Perrenland and the Theocracy. Many major ports and
navigable inlets and outlets throng the waters of the Nyr Dyv. The navies of Furyondy
and Urnst still dominate this great lake, protecting the shipping that travels it; Iuz
has not yet sought to extend any naval strength to the Nyr Dyv.
The Nyr Dyv is home to both the
Rhennee
and many monsters. Freshwater serpents and octopi have often
been reported, as have freshwater aquatic umber hulks and worse. A notable feature of
a more pleasant aspect is a large community of selkie off the coast of Oldred, who do
their best to warn sailors of possible hazards of this type. The selkie are known to
be unfriendly towards Rhennee.
Velverdyva River
Rising from Lake Quag, the Velverdyva is the busiest trade river in the Flanaess.
It flows through Perrenland, the lands of the Highfolk, through Veluna and the
trade cities of Verbobonc and Dyvers, and into the Nyr Dyv. It is navigable for
virtually all its length, cutting sharp but broad-bottomed river valleys in the
western Yatils. Its tributary, the Fals, is navigable to Thornwood, so that trade
from Ket also runs into the Velverdyva. The Att tributary of Furyondy is navigable
well beyond Littleburg.
The broad plains on the banks of the lowland Velverdyva are fertile, and the
fishing in this river and its tributaries is good, with many fish spawning in
the Quag and heading to the Nyr Dyv for maturity (or the many fishing nets that
await them).
Gnarley Forest
Parts of this legendary forest are claimed by Celene, Greyhawk,
Dyvers, and Verbobonc. However, the inhabitants of these woodlands
are free-spirited folk, so no formal government is ever likely to hold sway as long
as there are deep woods to shelter resisters. The Viscount of Verbobonc is well liked
by the folk dwelling in northeastern portions of the Gnarley, while the Queen of Celene
is favored by those in the south. The forest is home to many fierce creatures as well,
and many humanoid bands rove about seeking to murder and loot. These invaders work their
way up from the Pomarj, through the Suss and Welkwood. Some come via the mountains and
hills from the north.
A place of wooded glades and peaceable hillfolk, gnomes and elves, but also great danger,
the Gnarley Forest is an exciting adventuring milieu. The Gnarlye Forest is an ancient forest
full of immense trees. In most places, the tree canopy blocks out most light, resulting in
little ground vegetation, makin gthe forest floor easy to walk. These areas are almost like
parkland, save for the presence of much rotted timber and trees felled by age or storm scattered
across the ground.
Only a small portion of the Gnarley is claimed by Greyhawk. The great bulk of the forest,
lying, westward, is claimed by Celene, although Dyvers lays claim to some northern fringes of
the forest as does Verbobonc to the west. Celene protects its borders fairly zealously and lays
claim to virtually oall of the Welkwood to the south (and all lands east of the jewel river).
There is no formal boundary between the lands of Dyvers and those of Grethawk.
Greyhawk exacts little in the way of tax or tithe from the Gnarley, save from the frontier
villages close to the Plains of Greyhawk and the Wild Coast.
Rather, its militias patrol in order to make friends among the folk of the forest and to watch
for Pomarj invaders heading northward.
To the west, a great central swath of the forest consists of wooded hill land, where the eastern
spur of the Kron Hills enters the Gnarley. Tree cover here is rather less dense and there are many
secluded, fertile glades and valleys. The hills rise gently, with long, stretching undulations
growing steeper as they rise to the west.
The Gnarley hills have fairly poor mineral resources in the area, although a handful of mines within
20 miles or so of Namburil yield chrysoberyls and peridots, together with some fine quartz and tiger
eye agates. Most of the superior gems are found in the west.
The Gnarley is surpassingly old. In its deepest recesses, treants and hostile lyrannikin repel
those not of the fores themselves. There is an almost tangible aura of magic in such places, and the
faerie folk and elves here do not welcome intruders, no matter what their intentions. Likwise,
some buried secrets in the Gnarley are of great antiquity, and righ with the history of Oerik-
and, not rarely, redolent of its greates evils to boot. 
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Free and Independent City of Dyvers
Ruler: Her Excellency Larissa Hunter, the Magister of Dyvers
Population: 52,000 (city)
Demi-humans: Some
Humanoids: Few
Resources: shipbuilding supplies, foodstuffs, clothing
Dyvers was originally a city within Furyondy, an
important trading center with the lake and river traffic
from Bissel, Nyrond, Urnst, and even lands as far away as
Perrenland (down the Velverdyva River) 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 propably 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.
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 are heavily wharfed and
warehoused and form the center of the River Quarter of
the city. Its rulers are drawn by meritocratic vote from
mages, scholars, experienced warriors, and priests.
Dyvers has a somewhat declining income from trade, but
its fishing vessels still capture good harvests of gar,
pike, and a golden, carplike fish from the Nyr Dyv. Its
influx of refugees has been a mixed blessing. Many
mercenaries come to Dyvers seeking employment, and some
skilled people fave settled here. On the other hand, in
the poorer qusrters of the city, many Shield Landers (among
others) have sought refuge, and overcrowding is now a
major problem. Not unnaturally, Dyversians blame the
incomers for an epidemic outbreak of a typhuslike illness
which killed nearly a thousand folk shortly after the
Shield Landers's mass influx from Admundfort.
Internecine assaults and murders are not unusual. The
constables of the Watch, famous for their ostentatious
insignia and the flashy epaulettes of their officers,
often have their work cut out maintaining peace. At least
Dyvers' army and militias have been strengthened by
recruitment from the best of the Shield Landers, and a
handful of good warriors have fled here from conquered
lands of the west (Bissel, Geoff, Sterich).
Dyvers has something of a rivalry with Greyhawk City,
since their territories now overlap to the east. Dyvers
looks upon Greyhawk's expansion with some ill ease.
| Other Cities
Well, there are Caltaran and Maraven, but who cares? They aren't Dyvers!
| Kingdom of Furyondy:
Ruler: His Pious Majesty, King Belvor IV
Capital: Chendl (pop. 13,000)
Population: 360,000
Races: Oeridian, suel, baklunish
Demi-humans: Elves (4,500), some others
Humanoids: Doubtful
Resources: foodstuffs, cloth, gold
Transformed nearly 350 years ago from a
Viceroyalty under Aerdy rule to an independent nation, Furyondy is a
fertile land but one which has suffered greatly in the Wars. Some
northern territory has been lost to Iuz, and Chendl is still being
rebuilt after its seige, using resources this impoverished land can
barely afford. Much of its naval power was lost on the Whyestil Lake,
although from Willip, a goodly remnant sails the Nyr Dyv. It suffered
grievous loss of manpower during the battles against Iuz, although it
has been reinforced by Shield Landers who fled here when their homeland
fell.
King Belvor IV must manage a balancing
act, given the divisions of the seven noble houses of the kingdom. The
northern nobles have been bled dry by the wars and desperately need
money and men. The southern nobles resent the heavy taxes, even though
they know they must pay them, and they are suspicious of excessive
influence on Belvor from several quarters: from Veluna, which has a
powerful say in Furyondian affairs given its greater strength; from the
militaristic Knight of the Hart (sustained by the northern nobles) who
urge a revenge campaign on Iuz; from the ambassador of the Highfolk,
allied with Furyondy during the wars; and from those Vesve folk whose
infantry similarly allied with the kingdom. Most of Furyondy's residual
army strength comes from veterans and levies raised by these nobles,
and the King has no money to pay for mercenaries. Belvor feels his
difficulties keenly and longs to rebuild his land, which he loves
deeply. He is known to finance speculative quests from his own monies.
Yet even in such difficult times,
ordinary Furyondians are good-natured, kindly people, sunny of
disposition and not insular as so many others are (though those close
to the borders with Iuz are less trusting). They understand the need
for rebuilding and protection and pay veru heavy taxes willingly. Most
believe war will come again, within a decade, and this time it will be
a fight to the finish. They are prepared to work hard and sacrifice all
to that end. Furyondy is a land with a glorious past, and its people do
not forget this
Free City of Greyhawk:
Ruler: His Solemn Authority, the Lord Mayor of Greyhawk, Nerof Gasgal
Population: 58,000 (city)
Demi-humans: Some
Humanoids: Some
Resources: silver, electrum, gold, platinum, variety of gems
Greyhawk was established as a trading
post on the Selintan River during the period of early migrations. As it
flourished, a local warlord built a small keep on the hills above the
village called Greyhawk which had sprung up around the trading center,
extracting taxes from the trade and occasionally raiding caravans
(particularly those coming with silver ingots found in the burial
mounds of the Cairn Hills). This petty noble soon became quite rich and
powerful and assumed the title of Landgraf of Selintan. Greyhawk and
the power of the new Landgraf grew rapidly thereafter, and his son and
heir, Ganz, was wed to the daughter of the Gynarch (Despotrix) of
Hardby, a sorceress of no small repute. Their descendants ruled a
growing domain which rose to considerable heights c. 375 CY under the
rule of Zagig Yragerne (the so-called Mad Archmage). It was Zagig who
built the sprawling Castle Greyhawk (now a ruin) and poured funds into
the City of Greyhawk in order to make it into the "Gem of the
Flanaess." His reign was bizarre in many other ways, and it came as no
surprise when it was reported that Zagig Yragerne had mysteriously
vanished after years of rule when no change or aging could be detected.
The castle was abandoned, supposedly due to a terrible curse upon the
place, but the City proper continued to flourish. In 498 CY it was
proclaimed a free and independent city, ruling a territory from Hardby
on the Woolly bay to the Nyr Dyv, between the eastern folds of the
Cairn Hills and the Gnarley forest, including much of what is now the
northern section of the Wild Coast region. These holdings have been
lost over the intervening decades, and a decline in trade seemed
certain to turn the place into a backwater, save for recent events.
Several years ago a series of treasure troves was discovered in or near
Greyhawk Castle. Immense wealth began flowing into the city, and
artisans and mercenaries began flocking to Greyhawk due to this boom.
Local lords used this influx of hard money to revitalize the city, and
it again rules a considerable portion of the area, claiming all of the
land from Nyr Dyv to the Neen River where it joins the Selintan,
including the mines in the Cairn Hills.
Greyhawk is ruled by its Lord Mayor;
this individual is chosen by the Directing Oligarchy. The latter body
is composed of the Captain-General of the Watch, the Constable, the
Guildmaster of Thieves, the Guildmaster of Assassins, and various
representatives of the Society of Magi, the Merchants and Traders
Union, Artisans League, and Clerical leaders. The total number of the
Directors ranges from 12 to 18.
Viscounty and Free Town of Verbobonc:
Ruler: His Lordship, Viscount Wilfrick of Verbobonc
Population: 12,500 (city)
Demi-humans: Gnomes (4,000), Sylvan Elves (2,500)
Humanoids: Few
Resources: copper, gems
Verbobonc is now considered a free city,
although technically it has a viscounty whose writ runs some 15 miles
into the Kron Hills. Since the Wars, Verbobonc has all but abandoned
its responsibilities in the hills, and the gnomes there have looked
elsewhere for their alliances and protection. Verbobonc's influence
over its small satellite villages has also declined, with village
elders and rulers being allowed free rein to rule.
Viscount Wilfrick grows old, and a city
that once maintained a powerful militia and a neverending watch against
evil, especially the Gnarley Forest and the dread Temple of Elemental
Evil, has grown tired along with him. It is entirely plausible that
Scarlet Brotherhood agents and "advisers" have counseled the Viscount
to sit tight in troubled times. The construction of a castle at the
village of Hommlet is deemed to have been sufficient effort, and
Verbobonc washes its hands of further watchfulness.
The ordinary folk of the town continue
their trading much as before. The humans and gnomes who populate it are
cheerful, kindly folk who smile away tales of the Wars with mumbled
comments of "oh, that's terrible."
If there is still vigilance and strength
in Verbobonc, it resides in a handful of rulers of local towns and
fortifications, several of whom are known to have meetings with
Furyondian representatives and members of the Knights of the Hart. It
may well be that determined effort will be made by these people to
formally align Verbobonc with Furyondy and Velune, states which
gratefully received volunteer Verbobonc warriors during the Wars.
Free Cities of Wild Coast:
Rulers: Military councils of Greyhawk
Population: Narwell 3,600; Safeton 5,500
Demi-humans: Many
Humanoids: Many
Resources: None outstanding
The three southern cities of the Wild
Coast fell to Turrosh Mak's Pomarj humanoids during the Wars. The fact
that the two northernmost cities did not also fall can only be put down
to the humanoids switching their attentions, and forces, westward to
Ulek rather than pressing home the attack here. The Free City of
Greyhawk now has much greater say here.
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