
Matt is the original progenitor of the world of Cyrus. Silvervine would never have been an idea in anyones head if Matt hadn't first built the world of Cyrus. Matt is the inspiration and the poetry of the development team. His ideas and concepts get refined and torn apart, and then they are usually changed back to whatever they originally were. Matt and John played the original game that prompted them to decide there wasn't a system that gave them what they wanted in a tabletop RPG. Matt played the original character of Rhuak Shin and in the first official playtest played the character Sanjuro. Matt also ran the second official playtest and guides and directs the world of Cyrus with a tough and iron fist, uhh I mean gentle and loving hand. Really it's more like drunk and disorderly. Matt is also the force that can bring the system back to a centralized focus when it starts to run amok with the ideas of other developers.

John Arcadian is the systems person for the Silvervine Games development team. He developed the first 4 core systems and refined them down with the help of the Matt, Alec and Ed primarily. John needs to be reined in at times and can run with a bad idea like a hyperactive chihuahua with scissors. Despite this he has managed to pare back bad ideas, let good ones blossom, and listen to the advice of the rest of the team, most of the time. John originally played Harvis in the first test game and ran the original playtest for the world of Cyrus, the War of Venture. In the second official playtest he played the Menrig the 17th, an air pirate who worked with Johnny Bullet. John has a hard time picking his favorite character, but he says it's Menrig because of his wild nature and the variety of skills used to build him. He also says it's because Menrig is a womanizing drunkard who flaunts authority.

Alec was one of the original playtesters for the first official beta test. Once it was learned that Alec spent a stint of time as a graphic designer and already owned software and programs which could be used to create the design and layout, he was drafted, put in chains and fed cold tabouli once a day to create character sheets and design elements. If Alec doesn't live up to expectations, he is whipped by a Stephen Colbert look-a-like. We secretly think he likes it. Alec is invaluable to the design process. He is also invaluable to the creation of the system as he has a vast storehouse of knowledge about other roleplaying games. This helps by rating the various systems and their uses and how effective they are. Alec's original character was Luris but has played a wide variety of unique and unfettered characters in various playtests.

Ed was originally brought in as one of the playtesters for the first official playtest. He is a voice of chaotic reason within the development team. His unique perspective brings to light flaws which would have otherwise been impossible to find. Ed has gone through the various systems and tried to change every one. Often they are used, sometimes they are rejected, but they are all incredible insights into how a system really works from a numbers angle. Ed's original character was Ronsha who developed greatly over the course of the game. The first playtested Alchemist Fighter Ronsha brought a chaotic element to any situation. He also intertwined his backstory from other playtests to create the Del Mar Shipping Company in the wake of Corvis's progeny.

Miriam brought a much needed perspective to the original playtests. Not being a roleplayer originally, she was able to diagnose the system from an outside perspective. Being female she was able to bring a more open and aesthetic ideal to the game. Her artistic skills are amazing and she created a lot of the early art which can be seen in various sections of the book. Her original character J'yre was the quintissential tough female. There were many times she withered both enemies and friends alike.

Chris was one of the second wave of playtesters brought into the game. Chris's addictive personality and detail to charectarization and roleplaying are key elements we have tried to integrate into the system. Most of the stories told about any game session played with Chris usually revolve around something Chris or his character has done. Chris's original character Corvis was one of the most vibrant of his characters, spawning many comedic moments and leaving a major dent on the world of Cyrus.

Brian was also one of the second wave of playtesters brought in just after Chris. Brians play style is a less involved but crucially important one. Brian is a genius with numbers and has verified the integrity of many of the systems. During the War of Venture he figured out the level of force and type of kinetic energy at the right angles which would be needed to use the Earth Wave spell to topple a wall, realistically. The math was too good and made a legend out of Braknor, Brian's original character. It also spawned the idea that Ogrish Mages are incredibly powerful creatures.

Ryan came into one of the later playtests with a better developed system. He bypassed the horror days of the system changing every week, and the utter chaos that came with them. No he didn't. That is still the way it is. Ryan has gotten very ingrained in the game though and has helped flesh out many of the summoning roles and mass combat system. Rawlings is also responsible for fixing much of the current magic system and is developing his own world of Levant, an intricate steampunk world that is sure to please the most discerning player.
The final addition to the original playtest, Ian, was a late-comer to the game but an old hand at roleplaying games. Ian brought a well-informed perspective to the system and an incredible array of characters and ideas. Ian's strengths lie in his uncanny ability to quietly but decisively interject a unique but crucial idea or action at the right moment. Des Vedannnya, Ian's original character, is also a blatant example of the humor and attitude that Ian brings into the sessions.