Dyvers, the City of Sails
Places of Interest

Gates of Dyvers
The Dyvers city proper has 4 official entrances: The Gate of the Dragon, the Harbor Gate, the Silver Gate and the Sun Gate. The Gate of the Dragon lies at the western end of Dyvers, the Harbor Gate pierces the north wall, the Silver Gate lies in the southeast corner while the Sun Gate gives access to the southern road.
Gate of the Dragon
The Gate of the Dragon is a huge gate, towering above the city walls with it’s 30 foot height and 20 foot width. At least three strong men are needed to move one of the enormous wooden iron-bound double doors of the gate. At each side of the gate an image of a dragon curves upward, carved from the stone, their snouts almost touching at the apex. The dragons hold the a shield with the device of Dyvers, the tritower, between their snouts. The two round towers that flank are 40 feet high. The Gate of the Dragon was constructed after the destruction of the old gate, the Ferrond Gate, by the great red dragon Lansermius. Special enchantments are laid upon the images of the dragons, which will come to life if called upon in times of need by the Magister, the Archmage or three members of the High Council.
Harbor Gate
The Harbor Gate is a smallish, worn but busy gate. There is a slight depression in the ground, caused by the many people and carts traversing this gate over the years. A gap with a depth of one foot in the centre separates the ground from the stout wooden doors of the gate. A porticullis has been added to the gate to stop intruders from sneaking under the door. While the other gates have a small one-person door built into them to let people in after nightfall, this gate is completely cost at night. The harbor gate is but 15 feet high and 20 feet wide. Ships of all sorts and sizes are carved into the stone above the gate. The two square towers flanking the gate measure 40 feet.
Silver Gate
The Silver gate is a clean, ordinary gate, under a good state of repair. It is 20 feet high and 20 feet wide, having excellent wooden, iron bound doors. At both sides of the gates flowing lines are set into the wall, culminating at the top into a huge silver bar, measuring four feet long and one foot wide, set into the stone of the gate. This silver was garnered in a freak find of a cluster of silver veins several miles south-east of Dyvers some 80 years ago. This provided a boost to the economy during that period. The mines are now as good as depleted, although some foolhardy prospectors still search for new veins. The silver lines and the bar are real, and collectively worth over 5,000 gp. They are treated with a avoidance spell of 20th lvl, however, and the guards always keep a good watch. Continual faerie fire lights the silver lines at night.
Sun Gate
The Sun gate is a small, well traversed gate leading to the southern roads. It is built completely within a huge square tower, and the gate itself is only 15 feet high and 15 feet wide. It’s door are cast from solid bronze, and very heavy. They are cleaned daily, to keep a bas relief depicting a sun shining brightly. It is lighted at night by directed continual light spells.
Other Gates
Other gates in Dyvers itself are the Warriors Gate, with two iron warriors (statues) at both sides of the gate, ceremoniously holding their weapons and the smaller Festival Gate, where processions once entered the city. These gates are closed only in times of emergency. The two iron warriors from the Warriors Gate do not suffer from rust, creating all kinds of wild speculation about some magical origin.

The Walls of Dyvers
Dyvers has two types of city walls, the wall that protects the northern part of Dyvers is called the old wall. It dates back to the time that Dyvers was the provincial capital of the Viceroyalty of Ferrond, now Furyondy. The new city wall encompasses the southern part of the city, and is relatively new, standing now for a little over 50 years.
Old Wall
The old city walls of Dyvers are 15 feet wide and 20 feet high. They are constructed of sturdy stone, but in need of repair in some places. Mosses, lichens and weeds grow on the large parts of the walls and as a result they are often moist and slippery at the inside, making climbing them difficult. Buildings have to be built at at least 15 feet from away the walls, and the space between the walls and the houses is used by city guard patrols to quickly traverse the city. Special torch brackets hold three torches each 50 feet along the wall. Guards will pass each point on a wall about once each turn. Permanent guard posts are situated the towers. Where the old city walls meet those of the new city, the restrictions are lifted, but patrols are still there, many emerging from the Law Tower, which is part of the Courts.
New Wall
The new city wall is only 10 feet wide and 20 feet high, but of much better construction and in a better state of repair. It is only about 50 years old, while the other wall is reaching 3 centuries. Torch brackets are set here every 30 feet. Patrols pass each point every 5 rounds.

D1 - The Twin Towers
Residence
Description: Situated at the Obsidian Square, these twin towers raise to a heigth of 60 feet, and are, individually, about 20 feet across. The towers are made of a blackish-blue smooth unknown kind of stone, and are fused at the bottom, while having seperate pinnacles.
People: Two mages make there home at the twin towers, Alheera and her twin brother Algharon. Alheera is 9th level and a specialist conjurer, while her brother is an generic mage of 8th level. They are both in their thirties. Algharon has an apprentice, which sometimes stays at his tower. Alheera is the spokeswoman for the two. They sometimes take on an odd job or two from adventurers.
Travellers Lore: Alheera is suspected to be slightly insane, and to conjure up monsters from time to time, that she likes to let loose on the city. Algharon watches over her in this respect, and battles any escaped monsters.
DM’s Notes: Alheera is indeed slightly insane. She is also looking for an apprentice. She never speaks about what happened to the last one. Algharon is desperately in search of a cure for his sister's affliction, and will reward adventurers handsomely for possible cures. It is up to the DM to invent the cause (and possible remedies) for Alheera’s affliction.

V1 - The Midnight Tower
Landmark
Description: This tower is about 30 foot across and rises 70 feet in the air. The structure is made from blackened crumbling limestone bricks and has a flat top. It's only visible entrance is a marred, rune encrypted steel portal.
People: No people are known to inhabit the Midnight Tower.
Travellers Lore: The Midnight tower has stood in Dyvers as long as people can remember. It seems to always have had it's crumbling appearance, but the stone is surprisingly tough and the tower never seems to deteriorate further. People going in there are said to never have returned from here, although some people have exited from the tower from time to time, often speaking strange languages and wearing strange clothes.
DM’s Notes: The Midnight Tower is a magical construct. The tower itself is only a shell, while the interior travels through space and time, and if one day passes inside, one year passes in Dyvers. (Or some other period, at the DM’s discretion). If one steps out of the tower before a day has passed, they will arrive at another locale entirely. (Where exactly is up to the DM) The door of the tower can only be forced open at midnight, and only for one turn, whereafter the interior shifts to another time and place. Otiluke has been seen entering the tower once, many years ago. Who created the tower and for what purpose seems to have been lost in time. The tower’s effects are known to some knowledgable people in the city, who tend keep the knowledge for themselves.