Dyvers, Capital of Furyundy,
City of Marduke
City
Statistics
Population: 250,000-300,000
Exports:
spices, spell components, rugs, textiles, fashion, fish
Imports:
precious gems, silver, gold, precious metals, gems, iron, metals,
livestock, grain, unique metals for swordcraft, marble, alabaster,
horses, paper, fine pottery, silk, jungle spices, jungle gems, Gibbil's
wood, flintstone, Girru's oil, weapons, bows, glass, hourglasses, maps,
printed materials
Ruler:
- King Thrommel of Furyundy
lives in Dyvers, Royal symbol of House
Balvor is the green dragon, though gold dragons helped the house assume
power.
- House Fordad (Dyvers) is the
other major noble house from the
city.
Religious Ruler:
Archbishop Enduri (Marduke)
City Spell:
wind-related
Guilds:
- Guilds have been outlawed in
Furyundy, and the functions of
guilds have been assumed by the noble houses.
- Three major trading houses
are Rieuwood, Chathold, and Wystill
- Symbols of Great Families
& private militias: Ram, Cockatrice
(Fernald).
Description:
- This city is smaller but
older than Greyhawk, still, it could be
considered the second largest city in the Flanaess. It is full of
squareish, squatty buildings with very thick walls. It has one
municipality with good and bad sections, but it none as bad as the
Greyhawk slums or as great as the High and Garden quarters. Villas and
mansions overlook the Velverdyva and the Nyr Dyv from atop the hill
upon which this city is built.
- The city is filled with
people wearing hats, very
fashion-conscious. Clothes are great and trendy. Dyvers is the Paris of
Oerth.
- Row of windmills along line.
At the windmills, clerics of Marduke
will give 3sp tour of the winding of the looms. Bishop casts a miracle
at the head of Wind Alley. Marduke is Lord of the Winds. Winds drive
the windmills with magical runes and inside buildings are looms on a
massive scale. Magisters with wind rings are their thalmaturges who use
a piece of what they move. Their symbol is ». These were
around
before the Aerdian Empire was founded. Founded 563 years ago by Alinas
Belvor, spices, spell components, rugs, textiles in Furyundy. Saints
make loom, etc. and invented a special weave. Ingenuity clerics of
Marduke—the river of material wealth is the Great River of
Life.
- Garden Square is the Louvre.
- Welcome to the church. There
are five great entrances and fifty
stained glass windows. Church of Dyvers has Shield Knight guards.
Incense at the doors (Uptanenishiptum). Marduke is usually gray with
gold, and the church is filled with St. Cuthbert icons.
There’s a
leather armor guard. Cambrian—assistant to the guildmaster
(sister dating a guard).
- Harbor Street, Dock Street
going to Nyr Dyv.
Rules of Dyvers:
- Only Furyundian nobility can
enter the High District without
special
permission from the church or from a city official
- no insult to
Thrommel
- no plate mail unless noble
- selling >50gp pay tax
- merchants must check with
the church
- Dyvers coins only
please
- limit on magic (no thought,
no inviso).
Locations:
- Map shop owned by Yanu: has
old Mardukian map of Furyundy
–Willip, Chendel, Critwall, Iuz, Vesve Forest (Highfolk
City),
Passes through Yatill, Passes through Lortmills, River’s
Crystal,
Att, Ritensa, Kron Hills, Navigate Nyr Dyv, Celnatin, Wooly Bay, 3rd
shelf up on left.
- Harbortown near the city.
- Harvest Square performances
by bards.
- Independent Carpentry shop
- Neutral and/or discrete
adventuring visitors stay in Cornucopia
or Dyv Wayfarer’s Rest.
- Anyone traveling on the Flan
Road will find Nick’s across
from the Mage’s Guild in the church. Welcome to
Nick’s, the
inn. They give us bacon and eggs. There are 60-70 people in a smoky
room. Eight are shield knights. Dyvers natives. Guy in black at a table
(Talos). Fat man with big hat and many instruments, daggers, scales.
Burly man and two female clansmen possibly. Sylvan woman in green with
leaf armor sitting with Shield Knights with Willip symbols. Ten
blacksmiths. Two elvin people looking like travelers with daggers in
their belts. Owned by House Rieuwood, head of the Butcher’s
Guild.
- The arena is south of the
church.
- The Hawk and Crow is out
near the Old Church on Flan Road. Hawk
and Crow is an old trading house, armed drivers go all over. The
Gemcutter, Corundum (evil, colleague of Raith of
Midmeadow—regularly gets shipments of Jesinth) founded it.
Outside there is a fat guy in a donkey cart with packs with missing
fingers. He opens the door and goes in, saying, “Tell the kid
to
tell Engander I’m here.” His name is Archeon, and
he is
killed in the alley somewhere that night. The warehouse is too
well-guarded.
- Members of the Horned
Society hang out at The Feast in Dyvers.
- People from Midmeadow hang
out at the Windalley Roost in Dyvers.
- The Temple of St. Cuthbert,
who killed 7 vampires as a young man,
is in town. Whenever you run into evil, St. Cuthbert is your man.
Cuthbert himself built this church and was baptized in it. The Father
in the church deals with people by hitting him with a cudgel (Cuthbert
of the Cudgel), but it makes you know things (common sense).
- The High District is the
wealthy area of town. Guards explain
that you need papers from the church or from city officials to enter.
Within it are people in fabulous outfits and gardens and pools all
around.
- thalmaturgist shop, House of
Cyrus
- Temple to Graz'zt has a
gateway to the Abyss in its catacombs.
(See also Graz'zt and Mezzafgraduun)
- Temple of Nerull one of it's
patrons is a steward of a rich and
degenerate local noble house. This old, squat, smooth and nearly
seamless, basalt temple is in the religious district of the city. There
are no other buildings immediately around it. The streets in the area
are generally deserted, for the worship goes on at night and
underground. A low wall surrounds the temple and it is topped with
spikes, hooked outward and inward. The temple walls are smooth enough
that there is a significant penalty for climbing them. Each sentry is
paired with a black ape. The pairs meet and talk at scheduled intervals.
It is a tiered
structure. On the first tier above the ground floor, there is a doorway
from the outer balcony leading inside. It is often left ajar either
from trust in the sentries or in hopes of gathering victims. A nearby
stairwell leads down to the ground floor and main level, which is
primarily living space for the lesser clerics and the guards. A well
worn path leads to a secret door and a stairwell going down. When a
ceremony is going on, a loud discordant clamor can be heard here.
Drums, harps, chanting and other noises contribute to the cacophony.
Somewhere on this level, lies a small,
circular
chamber at the end of a corridor. It is bare save for four, high set,
equally spaced, candle holders. When the one immediately to the right
of the tunnel entrance is pushed up while its pricket is pushed upon,
the entire chamber spins, giving access to the high priest's inner
sanctum. An ogreish, son of Kyuss like creature guards the chamber. It
is a rotting, barrel-chested, bow-legged, foul-smelling creature that
has worms crawling around in the orifices of its skull. These worms are
spat out as an attack form. It also fights with a pair of sickles. This
room is merely the entry chamber to the High Priest's suite. It is all
lavishly furnished and also contains a hidden treasure stash, guarded
with glyphs of warding and poison needles. Multiple gems are kept here
including a large dark opal with green flecks. See also Nerull.
NPC's of Dyvers
- High Priest of Nerull this
priest keeps his head shaved. He has
dealings with other planar agents. He can cast a spell which kills or
sends people to another plane via a red beam. He made a deal with the
Lich of Liches on the plane of Shadow to exchange Gord's platinum and 9
black star sapphire necklace for a large dark opal with green flecks.
- Current Archcleric is from
Dyvers originally, born a fishergirl.
- Mages in the Wind District,
largest building has a Master
Thamaturge, Magister Ludi (likeable from Weistall).
- There’s an
alchemist, member of House Strad with influence
in the Theocracy with the Church of Anshar, creating potions within the
city to sell outside.
- Wizards at the Temple of
St.Cuthbert help to battle the demons.
- There’s also a
magician in the Harbor District from House
Weistill (a centaur). Fieldmar Atenuyal, High District.
- High Priest Cobalt
(assistant to Archbishop Enduri)
- lawyers (High Priest
Asandir) and scribes.
- Nench’turi (darker
skin) assistant to Bishop Dengbirth
Adankai, fat, in charge of fabric coming off a loom.
Encounters:
Events:
In August 585 (YR7), Babylon marches forces of Suleimen over Waybridges
to defense of Dyvers against Ketians. Conservatives criticize Taran for
taking the time to march the army over the bridges (because they cannot
be magically rifted), but the Suleimen (with anti-magic shells) prove
highly effective against Ketian magics.
August 5, 585 (YR7), an eight-year old was murdered in Kelworth Inn and
an evil ceremony performed using a Ruch of evil sacrifice, like the
staff but not the staff. It was wielded by a dark friend, who stole 800
gp and gave back 5 gp to him, suspected spy of the Horned Society.
Lorna Su’Merdan uses thalmaturgy to locate him using the
traces
from his cup from the inn, and we capture him and get reward, Shield
Knight voucher for magical services.
August 7, 585 (YR7), a Ketian bird with 30 ft. wingspan and crimson and
orange metallic plumage with beating wings (looks similar to a peacock)
is 200 ft. away. It starts to caw. Flames form off the feathers in a
huge ball toward us. It did a firestorm, and was throwing out walls of
flames from its feathers. It has nice magic resistance (75% probably).
We have two rounds before it circles again. Lorna Su’Merdan
captures it with the walls of force. The party gets a voucher of
services rendered from the Shield Knights and free Chendelian beer.
In 598 (YR20) Ketians are in town for cease-fire discussions. Pharaoh
Amen-Hotep is there. Negotiations going on in the High District. Glass
pyramids 35-feet tall with no obvious entryway (metal frame with silver
and opaque glass) are in the center of the area. Ketians outside with
man/bird symbols, bronze skin, chiseled features, language with lots of
consonants. Pyramid opens and glass spreads apart to open portal. See
ankh symbol. People are talking about clothes stylists, and chefs with
Amathain Ram.