Proper Name: Free Lands of Dyvers
Ruler: Her Excellency Larissa Hunter, Magister of
Dyvers (NG female human Ftr12)
Government: Democratic meritocracy: magister
elected for undefined term of office, on the basis of
personal achievement, by the Gentry of Dyvers
(minor nobles, landowners, and wealthy merchants)
Capital: Free and Independent City of Dyvers
Major Towns: Dyvers (pop. 52,000), Caltaran (870),
Maraven (530)
Provinces: Dyvers the city (a major noble fief), plus
six lordships (minor noble fiefs) over two villages
(Caltaran and Maraven) and surrounding countryside
Resources: Shipbuilding supplies, foodstuffs (fish,
meat, cheeses, local ales), clothing
Coinage: [Modified Furyondy] citadel (pp), wheatsheaf
(gp), galley (ep), wagon (sp), common (cp)
Population: 128,000-Human 79% (Osfbr), Gnome
8%, Halfling 6% (lightfoot), Elf 3% (high 50%, sylvan
50%), Dwarf 2% (hill), Half-elf 1%, Half-orc 1%
Languages: Common, Rhopan, Gnome, Halfling
Alignments: N, LG, NG, LN, CN
Religions: Zilchus
, St. Cuthbert, Pelor, Fharlanghn,
many others
Allies: Furyondy, Veluna, Verbobonc, Greyhawk
Enemies: Iuz, Pomarj, orcs of the Gnarley Forest

Overview: The city of Dyvers is located in perhaps
the most lucrative trading nexus in all the Flanaess, a
fact that has benefited it greatly throughout its long
history. The city's position on the southern banks of
the mouth of the Velverdyva River allows Dyvers to
capture the flow of trade from markets such as
Schwartzenbruin, Highfolk Town, Thornward, and
Verbobonc. Of course, trade flows up the Velverdyva,
as well, so Dyvers sees much traffic from the Nyr Dyv
and her various port cities. Accordingly, Dyvers is a
reflection of many cultures-even the common barkeep
can make change in a dozen different coinage
The Free Lands of Dyvers consist of approximately
2,000 square miles on the southern bank of
the Velverdyva, including four river islands, the
verges of the Gnarley Forest, and the northernmost
tip of the wooded Kron Hills. The land nearest the
free city is suitable for farming and is leased to
freemen by the Gentry of Dyvers, a collection of
noble families who proudly trace their lineage back
to the city's Aerdi founders. The wild lands beyond
the farms are technically owned by the less influential
members of the Gentry, but are in fact populated
primarily by lawless woodsmen, sylvan elves,
and no few fairies, who of course pay tribute to no
human lord.
A number of small villages dot the Free Lands of
Dyvers. The most notable is Maraven, a burgeoning
eastern town near the border with the lands of Greyhawk.
Maraven straddles the highly traveled Greyhawk
Road, and in the past played the Gentry of
Dyvers against the Directing Oligarchy of Greyhawk,
managing to remain neutral even through periods of
heavy skirmishing between the cities. In recent
years, however, the Magister of Dyvers, Larissa
Hunter, put an end to this intrigue, stationing a
castle to the east of Maraven, solidifying a hold on
eastern nobles whose support was once tenuous at
Dyvers enjoys temperate weather throughout
much of the year, with some accumulation of ice on
the Velverdyva in deep winter. Due to its immense
size and perhaps magical properties, the Lake of
Unknown Depths does not freeze in cold weather;
Dyvers runs shipping operations year round. Crews
are mindful of the monstrous predators of the lake,
however, and prepare accordingly.
The elite of Dyvers' small military forces are the
Free Marines, 1,500 well equipped and trained
mariners who double as passable cavalry and infantry
in times of crisis. Most troops are in the Free Army,
roughly three thousand humans carrying either
polearms or shortspears and shields. The current
magister achieved great success in the wars as the
captain of this able force.
History: Long a trade port, Dyvers was also the
capital of Aerdy's Viceroyalty of Ferrond. In that
role, it served as a welcome port to goods and travelers
who braved the unexplored shores of the Nyr
Dyv. The palace of the viceroy rivaled that of his
colleagues in the west, and its domed central structure
and austere stone towers have long been cited
in travelogues as among the finest examples of
Oeridian architecture.
By 254 CY, the degradation of the Great Kingdom
had grown too profound for the lords of the west. In
that seminal year, the heir to Viceroy Stinvri was
proclaimed King Thrommel I. The Viceroyalty of
Ferrond was no more. In its place stood a vast independent
kingdom, Furyondy, with Dyvers as its cosmopolitan
Dyvers had been the region's capital for more than
150 years. Despite the grandeur of the palace grounds
and the long tradition, however, Thrommel and his
newly installed court desired a grander seat for their
new realm. A short time after the coronation, plans
were drawn for a new capital, Chendl, far to the
north. By 288 CY, the king had abandoned the "City
of Sails" for his new seat of power, the meticulously
crafted architectural wonder of Chendl.
In the ensuing centuries, Dyvers slid further from
the affairs of central Furyondy. With the construction
of the new port city of Willip, on the Nyr Dyv's
northern shore, much traffic from the north and
east was diverted from Dyvers, and the region
entered an economic slump. At this time, Greyhawk
entered a period of expansion and wealth that
served as a mixed blessing for Dyvers. Increased
wealth to the southeast meant the creation of new
markets and an invigorated flow of goods and coin.
It also meant increased territorial ambition on
behalf of the Landgraf of Selintan, Greyhawk's traditional
ruler. While both cities grew richer, a bitter
rivalry developed. Dyvers, once the center of learning,
art, and culture in the west, saw much of its
influence sapped by the upstart city that had
deemed itself, without bothering to confer with the
Gentry, the "Gem of the Flanaess."
The people of Dyvers are a mercantile folk, prone
to cutting corners to achieve profit. Furyondy's relationship
with Veluna troubled the freethinking folk
of the city, as Veluna's cleric rulers were highly principled,
rather ascetic, and encouraged great donations
to church coffers. When many cities in Furyondy
established a code of "canon law," replete with
church courts stocked with Raoan doctrine and
Cuthbertine punishments, the Gentry of Dyvers
decided that enough was enough. Preparing for the
worst, they informed the crown of their intention to
split from Furyondy in 526 CY. Perhaps because
Furyondy feared the growing power of Greyhawk
and felt it needed an ally in the region, Thrommel II,
the reigning monarch, allowed the secession to pass
In recent years, Dyvers has gained the unfortunate
reputation of being a good place to "get lost"-or,
rather, to lose one's pursuers. After the Horde of Elemental
Evil was routed at Emridy Meadows, some
adherents to darkness who did not flee to the Wild
Coast instead traveled north to Dyvers, bolstering
the criminal element in the city. In part because of
the aftermath of that conflict, the Gentry of Dyvers
live in fear of Turrosh Mak's Pomarj "empire" and
have even charted out wholesale evacuation plans
for the city in the event of invasion (the populace
fleeing to either Furyondy or Verbobonc).
The aftermath of the Greyhawk Wars brought at
least one important change to Dyvers. The city had
never enjoyed a warm relationship with Furyondy's
branch of the Knights of the Hart, and when some
knights loudly contemplated annexation of the city
for King Belvor, public anxiety grew to an all-time
high. The city's Magister, Margus, failed to adequately
address the concerns of his public, letting
the matter slip by without comment. This led to his
ouster in 585 CY and the subsequent election of its
fiery army commander, Larissa Hunter, as the new
Magister. Hunter is patriotic to a fault, continually
rubbing Greyhawk and Furyondy's noses in minor
trade victories, and shortening no few tempers in
foreign lands. Still, she has captured the hearts of
her people and is a popular sovereign.
Conflicts and Intrigues: Rhennee bargefolk now
inhabit the four islands of the city's River Quarter,
causing trouble. Two Free Marines ships were captured
by pirates late last year; among the missing is a
wizard, Rashaman of Safeton, Larissa Hunter's husband.
Outlying farms in the south now suffer raids
by orcs, gnolls, and ogres from deep in the Gnarley

Kingdoms of Flanaess