Members of the Esoteric Order of the Deep are followers of Cthulhu, Mother Hydra, and her consort Father Dagon. Their worshippers are usually Deep Ones but many other humanoid races can also be members. Most sects of the Order are located close by large masses of water but not all, they are usually located near water scouring it for R'lyeh. R'lyeh is the sunken city currently Cthulhu's prison. The Esoteric Order of the Deep's ultimate goal is to locate R'lyeh, wake and then free Cthulhu.
- Skill Proficiencies: (Choose 2 ) Deception, Investigation, Nature, Religion, or Survival
- Tool Proficiencies: All sorts of skills are needed in the order. (Choose 1) - Alchemist's Supplies, Carpenter's Tools, Cartographer's Tools, Cook's Utensils, Smith's Tools, Tinker's Tools, Forgery Kit, Navigator's Tools, Poisoner's Kit, Thieves' Tools, Vehicles (Water)
- Languages: Deep Speech & Aklo (A pre-human occult language)
- Equipment: Tool's of chosen proficiency, Traveling clothes, Fishing gear, an Elder Sign, a sack of 50gp.
The Elder Sign ( A Symbol of your God that protects you from some of the Dread/Madness/Doom a Mythos-related creature may project upon you. This Grants you Advantage on saves to resist any of these effects while you have an Elder Sign in your possession. It also lessons any Dread by one level. This symbol can come in a variety of forms, but has a image of Cthulhu upon it.)
What is your Status in the Order. Are you a new member or have you been part of the Order for years.
| d10 | Place in the Order |
|---|---|
| 1 | Neophyte (New to the Order) |
| 2 | Initiate (A member for a short while) |
| 3 | Adept (A member for a year or more) |
| 4 | Dreamless (Member for a year or more who has started to dive into the dreamscape) |
| 5 | Dream Walker (A member for a few years who can occasionally can lucid dream in the dreamscape but hasn't mastered lucid dreaming.) |
| 6 | Enlightened Dreamer (A member for several years able to Lucid Dream at will and has begun mapping out the Dreamscape.) |
| 7 | Awakened Dreamer (A member for at least 10 years or more able to lucid dream but also has had some contact with "The Great Dreamer.") |
| 8 | Sleepless Dreamer (A member of any amount of time who has come into contact with "The Great Dreamer" but has been mentally changed because of this contact. Slightly or Completely Mad.) |
| 9 | Grand Dreamer (This is reserved for the rarest of individuals who can contact or are contacted by Cthulhu in the dreamscape or out of the dreamscape, but are mentally fortified enough to not be driven mad.) |
| 10 | Speaker of Cthulhu (This member is a Grand Dreamer who is chosen to preform special Rituals or Tasks, by Cthulhu/Mother Hydra/Father Dagon. This person is not always the same for every Ritual or task.) |
As followers of Cthulhu "The Great Dreamer" you learn to lucid dream, eventually unlocking a way to travel in the Dreamscape. Once you have spent enough time there your connection to "The Great Dreamer" becomes stronger, eventually allowing him to speak to you or interact with you in the Dreamscape. The more interaction with Cthulhu through the Dreamscape can cause a break from reality to those ill prepared causing people to go mental or even be trapped in the dream. Those able to hold onto their sanity are elevated and regarded with high praise among the Order.
Spell List
Those gifted in Arcana spend time training their minds and it can lead to a mastery over the dream world allowing them to venture deep within the Dreamscape. A strange place indeed but the more time spent in the dream realm can grant them a mental mastery in the dream realm and waking world. They have to be careful though so they don't get lost, trapped or even manipulated in the dreamscape. The more they harness an train their mastery of their minds the more abilities they may be granted for use in the dreamscape and the waking world. These gifts are thought to be bestowed upon them by Cthulhu himself in an attempt to hasten his freedom.
| Spell Level | Spells |
|---|---|
| 1st | sleep |
| 2nd | mind spike, tasha's mind whip |
| 3rd | catnap |
| 4th | black tentacles |
| 5th | contact other plane |
| 6th | mental prison, planar ally |
| 7th | plane shift |
| 8th | reality break |
Possible Spells include but not limited to:
These spell are granted by mastery of your mind in the dreamscape at the GM discretion but are not limited to these.
(Though it is recommended any spells granted this way have something to do with mental manipulation of some kind.)
Black Tentacles, Catnap, Contact Other Plane, Mental Prison, Mind Spike, Planar Ally, Plane Shift, Reality Break, Sleep, and Tasha's Mind Whip
Suggested Characteristics
Some Idea's for Characteristics.
| d6 | Personality Trait |
|---|---|
| 1 | I lie about almost everything, even when there’s no good reason to. |
| 2 | Sarcasm and insults are a method I employ. |
| 3 | Often I talk to myself and hear a reply in my head from someone. |
| 4 | I pocket anything I see that might have some value. |
| 5 | Violence is my answer for most things. |
| 6 | I am a follower so I will go with the flow, even if it gets me into trouble. |
| d6 | Ideal |
|---|---|
| 1 | Change. We must help bring about the changes my god(s) seek. (Chaotic) |
| 2 | Greed. I will do whatever it takes to become wealthy. (Evil) |
| 3 | Hunter. I'm a predator, and the other ships on the sea are my prey. (Evil) |
| 4 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
| 5 | Rage. I will Express myself with violence and blood, mine or others. (Chaotic/Evil) |
| 6 | Dream. I just want a deeper connection with my god. (Any) |
| d6 | Bond |
|---|---|
| 1 | I seek to find and free my god. |
| 2 | I seek revenge against someone who has wronged me. |
| 3 | I will watch the world burn around me, and join my god in the chaos. |
| 4 | I seek the wealth and plunder my god promises. |
| 5 | Once a non-believer, now I seek to show my god to the world and kill anyone who stands against him. |
| 6 | I stole something valuable from some Noble and now they want my head, so I must hide from them or kill them. |
| d6 | Flaw |
|---|---|
| 1 | I can’t resist a pretty face. |
| 2 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. |
| 3 | I’m convinced that no one could ever fool me the way I fool others. |
| 4 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
| 5 | I can’t resist a fight, sometimes I actively seek one. |
| 6 | I will run and preserve my own hide if the going gets tough. |
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