clanjos

DA DEEP ONES

Mar 12th, 2015
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  1. -Realm name: The Empire of The Deep Ones
  2. -Flag/Banner:
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  4. NATIONAL
  5. -Capital: Grunthor's Rest
  6. -Government Type: Plutarchy
  7. -Currency: Use a fiat currency for trade amongst themselves, but only accept gold and barter from the surface-dwellers.
  8. -Population: Ten Million
  9. -Realm Size: Empire
  10. -Unique Trait #1: The deep ones are an aquatic race who respect only two things: Money and Power. The constant desire for more power has lead to an arms race, with each of the Deep One's settlements seeking to outdo another in the field of industry. Thus, the Deep Ones are master craftsmen, creating many of the best wares available on the market.
  11. -Unique Trait #2: (Created by me, mostly to reduce min-maxing)
  12. -Unique Flaw #1: Aquatic Dependence- The Deep Ones must be immersed in salt water for at least three hours a day for every hour they plan to spend out of water. Fresh Water sends them into shock. Thus, they can't have any permanent colonies on land and can't travel far inland without assistance.
  13. -Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
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  15. GEOGRAPHICAL
  16. -World-Realm Map: Just assume they own a large chunk of the ocean.
  17. -Geographical Trait: (created by me in consultation w/ you. Applies to nations adjacent to the Plague Lands.)
  18. - Geographical Flaw: (created by me. Only applies to nations not adjacent to the Plague Lands. Generally speaking to nations beyond the green geographical zone in the center.)
  19. - Internal-Realm Map: (A zoomed in map of your controlled blocks and major cities/castles/locations within it. PLEASE NOTE: My map key zones are more like 'general guidelines' than a straitjacket. There are many different types of 'temperate' or 'desert' landscapes, for example, so please build on the general outline I gave w/ specifics. Make your region your own.) -Major Cities: -Major Castles: -Buildings of Interest: The Temple of Grunthor
  20. -Geographic Features of Interest: Deep-Sea Trenches, Volcanic Vents, and any number of other deep-sea curiosities.
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  22. RACIAL
  23. -Majority Race: The Deep Ones- progeny of the eldritch beings at the deepest parts of the sea,
  24. -Majority Race Appearance: http://i.imgur.com/vUP3K3I.jpg Glory to the old ones. Coloration varies, but tends toward that of local fish.
  25. -Majority Race Characteristics: The deep ones, for lack of a better term, are the half-fish progeny of the elder gods that lie, dead or dreaming (occasionally both), in the darkest, deepest parts of the sea. They have been taught to respect only two things: power and money. They have a very mercenary attitude, and look down upon the surface-dwellers- after all, they are the progeny of the true masters of the world and seek to make it ready for their return. The Deep Ones are amphibious, and nearly immune to sudden pressure changes- they can live everywhere from tropical shallows to the deepest ocean trench.
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  27. RELIGION & MAGIC
  28. -State Religion: Worship of the Sleeping Gods, elder things that the Deep Ones claim are the true masters of reality
  29. -Religious Information
  30. -Religion Demographics: Worshiping other gods is blasphemy unto their ancestors, punishable by immediate execution by torture.
  31. -Holy Relics In Possession: The Heart of Azog, The Skull of Grunthor, and the second through fifth coins made by the Diopsids
  32. -Holy Sites Under Control: The Tomb of Grunthor
  33. -Magical Schools and Curriculum: Most magic practiced by the Deep Ones is Divinatory or related to Dreams. They seek to find a spell capable of piercing the dreams of the Sleeping Gods and awakening them.
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  35. MILITARY
  36. -Total Military Size: 100,000 professional soldiers.
  37. -Military Details: Most of the armies of the Deep Ones are naval saboteurs, focusing on preventing ships from approaching holy ground. They do not actually engage in warfare often- their race is unified, and the surface-dwellers can not attack them in the ocean depths.
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  39. NATIONAL DRAMATIS PERSONAE
  40. -Head of State/Monarch: Dagon the Plutarch, richest of the Deep Ones
  41. -Constable Of The Army (If applicable): Yorgo the Sargasso, most powerful of the Deep Ones
  42. -Religious Head (If Applicable): Morpheus, High Priest of the Sleeping Gods
  43. -Persons of interest: Numerous traders and merchants under Dagon's employ.
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  45. CULTURAL
  46. -History: Deep Ones see the dream plague, like everything else, as the will of the Sleeping Gods- especially since they never fully sleep.(please include the reaction of your nation to the outbreak of the Dream Plague)
  47. -List of Historical Grievances
  48. -Relations
  49. -Cultural Notes: It bears repeating: Money and Power. They will not respect you based on your lineage or motives.
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