Showing posts with label Dyvers Redux. Show all posts
Showing posts with label Dyvers Redux. Show all posts

Wednesday, January 6, 2016

The World Should Be Interesting

I spend a lot of time thinking about the world of Greyhawk and how I want it to feel for my players and lately something I've been spending a lot of time pondering is the way that people look. You know, fashion. Which is an incredibly odd thing for a flannel shirt and overall wearing hippie like me to be concerning myself with; and yet there it is, right at the forefront of my mind. On the one hand I have this very traditionalist bent in my mind where I want the people of Dyvers (and of Greyhawk in general) to dress like they're living in the middle to late Middle Ages with pantaloons, and blouses, and lots of curly long hair like you might see on the cover of the wife's latest trashy romance novel. Then I have this side of me that says, "You've got guns, and lasers, and sexbots, son. Why the fuck do they have to wear that boring shit? Why would they?"

So then I spend a couple of hours looking at fashion sites and wondering if maybe I shouldn't set myself on fire instead as that seems like it might be a better use of my time. I mean have you spent any time looking at fashion online? Don't get me wrong, some of it's perfectly okay and there's nothing wrong with the occasional dude wearing a purse and prancing like a show pony but so often it's just ill fitting foolishness that no one can wear or hope to wear. And then I think, but wouldn't it be cool if people did?

Menswear – Mugler SS12 via catwalk yourself
I mean just think about if you saw a group of guys walking towards you on a dark night in a world where people can cast magic spells and shake the heavens with their anger at the gods. Men like these go from looking like a sideshow afterthought into a terrifying sight - and that's what I'm looking for in the fashion of my world. I want there to be more in the world than just a bunch of hillbillies in overalls and tee shirts working on their broken down pickup trucks. I want the world filled with a diverse style of dress that will let my players know that when they encounter someone dressed in a certain way that it means something. 

Fall-Winter 1990 Haute Couture Christian Lacroix via mississipy.livejournal.com
Just look at this dress! If I saw someone dressed like this in my game than I would immediately assume that she was some sort of nobility or wealthy individual AND the confidence she exudes standing there! That's the sort of thing that I want in my games. 

Chanel pre-fall 2013 via mississipy.livejournal.com

And just look at this woman here from the Chanel pre-fall 2013 collection. Tell me that if you saw this woman walking down the boardwalk that you would be surprised if she pulled out a wand and started casting spells at you. I mean the look screams out modern witch in the best way possible and she is pushing that whole narrative with that pissed off look on her face. It's just what I'm looking for in my games because it presents this whole new realm of possibilities that the old pantaloon and blouse look never did for me. 

I guess what I'm saying here is that I'm looking at fashion websites for inspiration and while about two thirds of it makes me want to slit my wrists there's this last group that just is really just what I need. 

Wednesday, December 9, 2015

Dyvers: Guilds are for Losers

At one time there were as many guilds as you could ever hope to find in one location in the city of Dyvers but that changed after Greyhawk's guilds began to dominate commerce in the region and the Great Kingdom fell to the wayside. Already the city's merchants had been forming companies to explore new lands and to establish new trade in distant lands. Now they became more prominent as the people began to fully reject the old ways and to organize themselves more effectively borrowing liberally from the mercantile companies. 

Gone were the old power structures as the city rejected all the old ways. Where once the leader of the guild was either the most powerful or influential member among the elite now with the rise of companies it was the individual voted into office by all of the shareholders (a title that varied from group to group). The city became a political machine and ground those who couldn't navigate it down to dust. As a result the city has become a City of Companies, small and large. Adventurers, mercenaries, markets, teachers, laborers, and skilled artisans: nearly every one you meet in the city is a part of some company; and yet no one who holds power in the city's elected offices can have been in a company within the last ten years. 

Those are ten lean years.

Let's say that you wanted to make your own company to be used in your home game set in Dyvers; how would you go about doing it? My answer is make your own up as you go while drinking Long Island Iced Teas and screaming at the fucking Bears as they lose another game; but, you know, your mileage may not be very far on that sort of cocktail. So here's a chart to help you out, kids.

Creating your own Dyvers Company

Process
1) Roll on the d6 Company Theme table.
2) Roll or pick your favorite out of the theme.
3) Repeat as many times as you like. 
4) Roll on the d30 adjective table
5) Roll as many times as you like
6) Combine them as best suits your sensibilities.

Examples: 
The Terribly, Ugly Jackasses
The Ring-Ring Mule Distributors
Tom's Ogre Furnace
Anna's Embittered Terrapin Guns

1d6 Company Theme
1   Animal
2   Vegetable / Fruit
3   Mineral
4   Monster
5   Occupation
6   Person
7   Machine 
8   Object

1d20 Animal
1    Monkey
2    Mule
3    Lion
4    Hare
5    Jackass
6    Turtle
7    Horse
8    Lamb
9    Skunk
10   Opossum
11   Bear
12   Raccoon
13   Snake
14   Terrapin
15   Crocodile
16   Rat
17   Dog
18   Cat
19   Turkey
20   Beaver

1d20 Vegetable / Fruit
1     Carrot
2     Cucumber
3     Potato
4     Yam
5     Pumpkin
6     Kale
7     Lettuce
8     Spinach
9     Peach
10   Pear
11   Pecan
12   Peanut
13   Walnut
14   Strawberry
15   Tomato
16   Grape
17   Water Chestnut
18   Avocado
19   Squash
20   Kumquat

1d20 Mineral
1    Gold
2    Pyrite
3    Cubanite
4    Pyromorphite
5    Lazulite
6    Wardite
7    Vesuvianite
8    Barthite
9    Sphalerite
10   Creedite
11   Koettigite
12   Helidor
13   Amethyst
14   Endlichite
15   Adamite
16   Manganadamite
17   Silver
18   Copper
19   Malachite
20   Chalcanthite

1d20 Monster
1    Flumph
2    Ogre
3    Goblin
4    Troll
5    Dragon
6    Giant
7    Demon
8    Devil
9    Golem
10   Were-(roll on 1d20 Animal Table)
11   Rakshasa
12   Vampire
13   Zombie
14   Umber-Hulk
15   Aboleth
16   Mind Flayer
17   Gorgon
18   Hag
19   Modron
20   Mongrelman

1d20 Occupation
1    Baker
2    Distributor
3    Tailor
4    Boatswain
5    Weatherman (or woman depending on your needs and mood)
6    Fishmonger
7    Bar Hop
8    Musician
9    Physician
10   Alchemist
11   Laborer
12   Scribe
13   Fisherman (or woman depending on your needs and mood)
14   Hunter
15   Tanner
16   Trader / Merchant
17   Inn Keeper
18   Gambler
19   Prostitute
20   Comedian

1d20 Person
1    Oscar
2    Anna
3    Maxwell
4    Jennifer
5    David
6    Christine
7    James
8    Megan
9    Luke
10   Sylvia
11   Norvel
12   Zelphia
13   Lester
14   Della
15   Earl
16   Peggy
17   Charles
18   Alisha
19   Thomas
20   Jaimie

1d20 Machine
1    Clock
2    Television
3    Gun
4    Pen
5   Canon
6    Dumbwaiter
7    Oven
8    Furnace
9    Jukebox
10   Tractor
11   Carriage
12   Crane
13   Escalator
14   Power Wheel
15   3D Printer
16   Truck
17   Tank
18   Phone
19   Fan
20   Elevator

1d20 Object
1    Book
2    Door
3    Gate
4    Rose Petal
5    Thorn
6    Guitar
7    Stocking
8    Picture
9    Bank
10   Chest
11   Funnel
12   Model
13   Home
14   Dice
15   Cards
16   Umbrella
17   Pry Bar
18   Hammer
19   Wrench
20   Jacket


1d30 Adjective
1    Ugly
2    Morose
3    Violent
4    Drunken
5    Slovenly
6    Bucolic
7    Trustworthy
8    Nonplussed
9    Disinterested
10   Forgotten
11   Embittered
12   Hidden
13   Worthless
14   Diabolic
15   Exquisite
16   Beautiful
17   Dishonest
18   Worthy
19   Friendly
20   Lackadaisical
21   Holy
22   Blasphemous
23   Ambidextrous
24   Disoriented
25   Tardy
26   Poignant
27   Unfinished
28   Numerous
29   Great
30   Terrible

There you have it. Now have fun making up the names for your own Dyvers styled Companies!

Wednesday, October 14, 2015

Dyvers, Part 3: The Rejection of Your Values is the Core of Ours



As I've already mentioned in The City You Don't Remember, Remembers You Still the rivalry that Dyvers has with Greyhawk colors a lot of the way that the people of Dyvers see themselves and the way that they see the world, but there may be an underlying reason why they've been so willing to engage with Greyhawk  that goes a bit deeper. In the Living Greyhawk Gazetteer Dyvers' history begins as follows:
". . . 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 capital.

Dyvers had been the region's capital for more than 150 years. Despite the gradeur 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 . . ." (Holian, 41)
I like this bit of history in the steady progress of Dyvers from the city you never remember until you need to sell something (and can't get to Greyhawk), towards the city that you need in your life. It adds another layer into why the city would use the gigantic statues of lake monsters and why it would move away from the classical Oeridian architecture that characterized the Viceroyal's Palace and towards new innovations in architecture and art. The more I delve into this the more I see Dyvers clearly in my mind's eye as a place like Atlanta, Nashville, Memphis, and Charleston. A city that was rejected, put upon, and stuffed away to be forgotten by the rest of the world because they had moved in a new direction: cleaner lines, baroque art forms, and an expanding dependence on magic as the solution to all the world's problems. 

But not Dyvers. 

Dyvers is the counter-point and the center of the counter-culture in the world by the willing rejection of what everyone else proclaims as the standard. Instead the city has been forging its own path using the natural benefits that it was founded upon to bring everyone else along, kicking and screaming. Dyvers is where you'll find colleges, technocrats, and all manner of mechanical wonders. Dyvers isn't looking to bind it's people up in the stagnant guilds that dominate elsewhere; instead they're looking for innovations. They want people to make new technologies, submarines, and robots that can fight the lake monsters. They want to push the whole damned continent into a new direction that reshape the world in their image.

The rejection of what the rest of the world considers the standard for things has some odd consequences. As this passage from the Gazetteer notes:
". . . 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. . . ." (Holian, 41)
Undoubtedly this is a narrow interpretation of what is happening in the city (the Gazetteer is named for Dyvers' rival after all). It would be far more accurate to state that some of those refugees from the Elemental Evil Horde joined the criminal underworld of Dyvers, BUT that the vast majority of those refugees have integrated themselves into the city as any others would. After all, the city of Dyvers isn't concerned with who you were before you came here - only with what you do once you're here.

Fuck yeah, Dyvers.



Works Cited

Holian, Gary; Erik Mona; Sean K Reynolds; and Frederick Weining. Living Greyhawk Gazetteer. USA: Wizards of the Coast, 2000. PRINT. pgs  41

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Part 3: The Rejection of Your Values is the Core of Ours

Monday, September 21, 2015

Dyvers, Part 2: So There was this City Filled with Monsters . . .

 
I've been thinking some more about what it would mean to have a city that is built on these colossal statues of lake monsters and filled with smaller lake monsters that are kept in aquariums throughout the city. The stereotypical side of my mind wants to say that the city would automatically be evil, or at the very least filled with vile cults worshiping the monsters of the deep as gods, but that's because we've been conditioned to think that way about such things by the hobby we love (just think about such a city in Call of Cthulhu, Warhammer 40K, and so on). It would be so easy to go down that road and to make the Dyvers I've been working on into such a place; a second city of evil on the continent that will draw millions of vile worshipers to its haunted streets - and yet that seems so boringly predictable. To go down that path where my players would know what to expect is to make Dyvers into a pit stop barely worth remembering beyond the fact that it had enough shops in it for them to unload their loot and get drunk for a fortnight before they had to head back into the wilds to seek their fortunes (and eventual deaths). So we need to go a different route.

One of the themes that I focused on in the last post, Dyvers, the City You Don't Remember, Remembers You Still, was the rivalry between Greyhawk and Dyvers that existed not only militarily but also culturally and economically. It's this rivalry that would make the lake monster thing more than the hallmark of vile worship. The statues and aquariums are a form of bravado and a way to remind the wider world that they have just as much danger and potential as Greyhawk itself. Yet it enlarges their position in regard to such things as they're bringing the Nyr Dyv and its dangers into their city. By doing so they've given the world the idea that their city holds the secrets to something more dangerous and lucrative than the hidden depths of Castle Greyhawk.

Now that's something that I can get behind.

It gives Dyvers a greater sense of itself. A population that would openly show off the dangers that surrounds them would naturally have a bit of a chip on its shoulder; like Memphis surrounded by the Mississippi and waiting for the next flood but proud as hell of that muddy water that could wipe every last soul in the city off the face of the earth if the dams fail. Perhaps even more appropriate is to compare Dyvers to those old Southern cities that name streets after the hurricanes that took neighborhoods and the Yankee generals who burned their way through the South leaving a swath of destruction behind them that crippled the South for decades afterwards. For the citizens of Dyvers the Lake Monsters aren't just an act of bravado but an open acknowledgement of what's made them who they are. The monsters and their attacks that come from the Nyr Dyv have significantly shaped the culture of the city and the way of thinking that the people have developed. 

Are they fatalistic? 

Undoubtedly; but this isn't a taciturn acceptance of fate's cruelty from a helpless populace blankly staring at certain death ahead of them. This is a whole city that has thrived on the edge of an unfathomable lake with a wild river that could wash them all away. Yet in spite of that they have thrived. Their economy is second to none and the trade that flows through their streets has opened up a nearly unlimited supply of cash. Only that isn't enough because everyone that matters is heading to Greyhawk and everything that's important seems to happen there. So they're faced with two options: let Greyhawk remain the number one city in the world and fade away or spit in their face and remake the world in Dyvers image. 

This isn't some fruitless cultural war waged in the forums, across Twitter, and through online petitions. The stakes for the people of Dyvers actually matter because if they win they aren't getting Target to stop dividing toys by Boys and Girls they're getting the whole world to look at them and wish they were them. This is the old style of culture war where one city is attempting to set the tone for the rest of the world by bringing the best, brightest, and most creative together and changing everything that comes next. This is Paris, London, New York. This is the place you dreamed about going to from the first day realized that there was more to the world than just your own little town. This is Dyvers. 

More later.

Wednesday, September 9, 2015

Dyvers Part 1: The City You Don't Remember, Remembers You Still.




When you think about the Free City of Dyvers what do you imagine? Is it a large city? Does it nestle against a river? Or does it sit against the mighty Nyr Dyv, the lake of unfathomable depths, and keep a watchful eye on its rival, Greyhawk? 

For a lot of us I don't think there's a clear answer to any of these questions because Dyvers isn't a sexy location. There are no Temples of Elemental Evil cropping up on its boarders; no castles built on long forgotten necropolises filled with ravenous monsters. I can't even think of adventures where it's featured. Let's face facts, kids: Dyvers is the city people throw in their campaigns when their players can't make it to Greyhawk.

I'd like to change that.

For me that means that I need to remake my beloved city in a way that makes it special. That means that I need to create a city that my players will want to not only explore but come back to repeatedly and always find something new to discover and explore. Before I go changing everything I need to firmly establish what Dyvers is as it exists in the game world today.  The best way to do that is to look at how it's described in the Living Greyhawk Gazetteer:
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 the mouth of the Velverdyva River allows Dyvers to capture the flow of trade from markets such as Schwartzenbruin, Highfolk Town, Tornward, 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 systems.

The Free Lands of Dyvers consists 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, by stationing a castle to the east of Maraven, solidifying a hold on eastern nobles whose support was once tenuous at best.

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 . . . (Holian, 40 - 41)
The description is pretty bare all said (though it should be noted that the history of the free city provides some interesting details to the city). We don't have any landmarks of note and unless you're looking for a place to trade there isn't a lot to get excited about there. But there are features here that we can use to make the city more impressive: the location of the city on the Velverdyva and not directly on the Nyr Dyv; the lake monsters in the Nyr Dyv; bandits on the outskirts of the territory; and a conflict with Greyhawk. 

The situation with Greyhawk is really only mentioned above in relation to actual armed conflict in the past, but there is no reason to suppose that the two cities have only fought with arms. As any World of Greyhawk enthusiast knows the Free City of Greyhawk has meddled in the affairs of other nations through economic and diplomatic manipulation. It would only be natural that Dyvers, being the rival city to Greyhawk, would attempt to do the same. In order to do that it would need not only the economic power of its trade but it would need the cultural capital to influence others. How do you imagine that Dyvers would attempt to bring that to bear?

I find myself thinking about Paris here and how it managed to influence the world even after the French Empire stopped being the economic and military center. It did it by having the best education through its universities; by having the most influential philosophers, scientists, artists, authors, and inventors living there; by becoming the cultural melting pot where new ideas and social mores are being born; and by creating architectural marvels that still take your breath away today. Thinking about the cities that have risen, and are in their ascendance, since Paris was the cultural center of the world it becomes clear that these avenues of cultural power are the way that Dyvers would attempt to become a counter-point to Greyhawk.

We know that Dyvers has the money, remember it ". . . is located in perhaps the most lucrative trading nexus . . ." (Holian, 40) in the world. We know that there is a rivalry with Greyhawk and that without a war going on the nobility of a nation will spend their money attempting to prove how much more wealthy, powerful, and important they are than their rivals. That means that the nobility of Dyvers will attempt to out shine that of Greyhawk by becoming patrons of art, invention, science, and so on. They will actively court the brightest and best of the world to their city so that best, new wonders of the modern world will only be found there. 

That sort of thinking about Dyvers changes how the city should be thought about. Instead of asking the name of the next inn we should be talking about the next marvel being unveiled. Dyvers should feel like a thriving metropolis that has new wonders of every sort appearing seemingly every day. For me Dyvers is a city ascending. It is a place with a chip on its shoulder looking to prove its importance, not only to the surrounding nations that press against its border, but to Greyhawk. Dyvers is London to Greyhawk's Paris. It may never become the dominant cultural power in the world but it will be a threat on every level to Greyhawk in that regard.

In order to push this on the right foot we need to make Dyvers important from the first minute that your players lay their figurative eyes on it. It needs to feel like something special not just another large city sitting on the edge of a river. There are lots of options for this but the one that I like the best was created by Robert Silverberg in his novel, Lord Valentine's Castle, and the description of the city Stoien.
". . .Valentine found Stoien strikingly beautiful. The entire peninsula was altogether flat, hardly twenty feet above sea leave at its heights point, but hte city-dwellers had devised a wondrous arrangement of platforms of brick faced with white stone to provide the illusion of hills. No two of these platforms were of identical height, some providing an elevation of no more than a dozen feet, others looming hundreds of feet in the air. Whole neighborhoods rose atop giant pedestals several dozen feet high and more than a square mile in area; certain significant buildings had platforms of their own, standing as if on stilts above their surroundings; alternations of high platforms and low ones created eye-jiggling vistas of startling contour.

What might have been an effect of sheerly mechanical whimsy, rapidly coming to seem brutal or arbitrary or fatiguing to behold, was softened and mellowed by tropical plantings unrivaled in Valentine's experience. At the base of every platform grew dense beds of broad-crowned trees, interlaced branch by branch to form impenetrable cloaks. Leafy vines cascaded over the platform walls. The wide ramps that led from street level to the higher platforms were bordered by generous concrete tubs housing clusters of bushes whose narrow tapered leaves were marked with astonishing splashes of color . . ." (Silverberg, 306).
Reading that passage I found myself imagining a Dyvers that followed a similar path. The idea has kind of been bouncing about in my mind for weeks as I have been thinking about rebuilding Dyvers as something far more exciting than just the next shop and inn. Yesterday I even put down a hastily drawn sketch during my break.


I like the idea that you could have a city suspended on stilts and platforms but the idea that these mountainous, statues would be supporting the city really made me excited. It set Dyvers apart from the minute that you first looked at it and immediately gave it something special that your players would remember for years after. There would have to be more than just these statues though or else they too would fade from memory and become just a footnote in the game; nothing more than a mote that gets in your eye and then is gone. 

What made Stoien so memorable for me was that there was this over-arching theme to the platforms and the city. The gardens make the whole place something special and give it's people a character that would otherwise be lacking. I want to borrow what Silverberg so brilliantly achieved and make Dyvers have that same sort of impact for my players.  Right now that means that I'm borrowing his platforms since there's a logical reason to use them with Dyvers - the flooding Nyr Dyv and Velverdyva river - but if I keep them than there has to be some theme to the city that makes it more than just a situation where they've seen it once and they're done ever hearing about them again. 

Perhaps the best idea is to change the statues under the platforms into lake monsters and use that as the theme of the city. Imagining statues of them throughout the city with live, smaller varieties of the Nyr Dyv's monstrous denizens kept in aquariums on every wealthy lot and in practically every well-to-do business seems like a good way to go. It's a bravado that echoes that described later on in the city of Stoien and creates a sense that the people of Dyvers have this fearless attitude about their surroundings; as though they realize that they are surrounded by forces of nature that could easily destroy them tomorrow and instead of cowering before their fates they have decided to embrace them. 

More later.



Works Cited

Holian, Gary; Erik Mona; Sean K Reynolds; and Frederick Weining. Living Greyhawk Gazetteer. USA: Wizards of the Coast, 2000. PRINT. pgs 40 - 41

Silverberg, Robert. Lord Valentine's Castle. United States. Bantam Books, 1981. PRINT. 306




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The Trouble with War

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