Nyr Dyv (Lake of Unknown Depths)


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Virtual Fantasy

This body of water is the largest fresh water lake
known to us, although legends and tales report a veritable
sea far to the west, if such stories can be
believed. Much commerce plies the waters of the
lake, for Nyr Dyv has many navigable inlets (Artonsamay,
Veng, and Velverdyva Rivers) and outlets (the
broad Nesser River, and the Selintan to a lesser
extent). Its central position combines with these river
routes to make it the busiest body of water in or
around the Flanaess. The cities of Admunfort,
Radigast, Leukish, Dyvers, and Greyhawk rely
heavily upon this mercantile shipping. Squadrons of
warships move continually about its surface to keep
raiders to a minimum and combat occasional predatory
water creatures as well.

One of the most unusual features of the Lake of
Unknown Depths is the people who make their home
upon great barges. These folk travel about trading,
fishing, and generally earning their entire livelihood
upon the bounty of the Nyr Dyv; for unlike Lake Quag
which sometimes freezes over much of its surface, and
Whyestil which is cold and unwholesome in winter,
Nyr Dyv's southern shores remain relatively pleasant
year long, and there these bargees winter. Being both
clever at barter and trade and able fighters as well,
these folk are seldom molested. They are said to be
skillful thieves and pirates by some, but such charges
are unproven, although quite possible, and are
ardently denied by the bargees. Calling themselves
the Rhennee, the lake folk can be found in all waters
-- rivers and and lakes which connect to the Nyr Dyv --
navigable by their barges, but always returning to
Nyr Dyv in winter.

A typical barge is about 12 to 18 feet wide and 30 to
45 feet long. Each has a lug sail, and the larger usually
have an aft rigged gaff sail as well. They can
also be propelled by sweeps and poles. Although these
craft have a relatively shallow draft, the hull is deep
enough to be decked over, and a small cabin usually is
built just abaft of the beam. Rails are planked over for
protection, and many heavy crossbow mounts are stationed
along them. Some barges carry scorpions at
bow and stern. Each is crewed by a "lord" who
dwells with his family in the cabin, and "cousins," servitors
who may or may not be related, who find living
space on or below deck. A typical barge is thus home
to 15 to 20 souls. All adults and able youngsters work
and are trained in defense. When "camped," the bargefolk
chain their vessels together; this dvice also is
used in defense. Most barges carry a small boat for
use in communications, fishing, or shuttle. It is said
that the bargees have developed a sophisticated communication
system which uses flags in daylight,
colored lanterns at night, and sometimes even smoke.
Similarly, it is reported that they use a special speech
whose cant is understood only by others of the Rhenee.
If the bargees are as rich in gold, jewelry, and
prized fresh water pearls as stories tell, it cannot be
determined from their dwellings, dress, or habits.

Nyr Dyv is well known for the monsters which
inhabit its waters. Deep beneath the surface lurk
huge creatures which prey upon unwary sailors or
anyone so unlucky as to fall into the water. Warcraft,
and occasionally merchants or bargees, will bring
such monsters back as trophies, as constant warfare
upon these creatures is necessary to make the lake
useful and usable.
 
 
Dice Roll Encounter
01-20 Men, Buccaneers (patrol warship)
21-40 Men, Merchants
41-50 Men, Merchants (fishing fleet)
51-60 Men, Pirates
61-80 Men, Rhennee
81-00 Use Standard Encounter Tables

TEMPERATE FRESHWATER Surface
2 Dragonfly, Giant
3 Dragon, Carp
4 Lizardman
5 Crystal Ooze
6 Buccaneer
7 Merrow
8 Swan
9 Crocodile, Normal
10 Man, Merchant
11 Throat Leech
12 Crane, Giant or Dragon, Mist
13 Surface Encounter
14 Crayfish, Giant
15 Frog, Giant
16 Sirine
17 Otter, Giant
18 Scrag
19 Dragon, Red
20 Boobrie

TEMPERATE FRESHWATER Depths
2 Mud-man
3 Muckdweller
4 Beaver, Giant
5 Lamprey, Giant
6 Lizard Man
7 Turtle, Giant Snapper
8 Kopoacinth
9 Beetle, Giant Water
10 Spider, Giant Water
11 Throat Leech
12 Crocodile
13 Otter, Giant or Nymph
14 Crayfish, Giant
15 Lamprey
16 Dragon, Carp
17 Gar, Giant
18 <Octopus, Giant>
19 Algoid
20 Lizard Man with Lizard King

 
 
 



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oldschooler wrote:
What's really at the bottom of the Nyr Dyv?
 


Jimmy Hoffa's remains?

If the Nyr Dyv has a bottom, whatever lives down there is likely to not want anyone visiting its abode. However, I should think it's mostly primal ooze lying in cold and darkness.

The good thing is that any DM that so desires can have something really interesting down there 

Cheers,
Gary
 

Quote:
Originally posted by Hadit
Heya Gary,

Mention of the Lake of Unknown Depths has sparked a trivial (but old) question I've had for awhile.
How do you pronounce Nyr Dyv? (I've always said it like: "nyer deev".)
Also, how do you pronounce Flanaess?

Thanks, Duglas


What's in a name?

Well, FWIW, here is how I mumble those names <eek>

Nyr Dyv: "Nir Div," with a punning "Near Dive" when PCs were about to be immersed.

Flanaess: "Flan-AeCE," the stressed syllable almost sounding "ace," the "Ae" like "Ay" perhaps.

Cheers,
Gary
 

Quote:
Originally Posted by Gray Mouser
Hey Gary, hope this post finds you doing well. I have a question that was formulated partly due to the recent discussion regarding the location of Yggsburgh and Greyhawkian geography. I was just wondering if you've ever run any adventures in your campaign that took place in or around the Nyr Dyv. Given the rules for underwater combat and spell casting in the DMG I would think that you might have used the Lake of Unknown Depths as a place for play-testing!

Thanks in advance.

Gray Mouser


There were indeed plenty of underwater adventures in my AD&D campaign--and since then (see The Hermit for an example), but the action on the Nyr Dyv was confined to ships, the reason quite inexplicable now that I consider it.

Cheerio,
Gary