Visiting Hours – 5/10/14 – Duchy of Deepwell


With the Kickstarter underway and at 65%, Tom and I wanted to do a write up on the home of the Campaign’s main character, Frayce Deepwell. Bellow you will find an RPG style rundown on the Duchy of Deepwell, along with some palette swaps for running a Deepwell Themed party. As EFT grows, We plan to release more of these suggested themes.

We’re currently in the lull period for Kickstarters and to keep the momentum going we ask that you share the KS with anyone who might be interested. If you have a suggested media outlet we may not have spoken to, drop us an email (contact at on-the-lamb dot com) or PM and we will get in contact with them. Thank you in advance for your assistance!

Deepwell
Region – Northwest Halleford
Population – ~5,000 Hallefordians, ~500 Zeutens
Government – Duchy, Member of Highwater Senate

Geography
The lands of Deepwell along the border of Halleford and Zeutenheim, bordering the Intercontinental Sea. Castle Deepwell is situated at the mouth of the Whitefjord River, a position that grants the small duchy a large amount of power as a trade city between Zeutenheim, Arganea, and the inland cities of Halleford. The Whitefjord empties into Naiadar Bay, a rocky inlet that appeared inhospitable until Deepwell was founded on the banks.

Heading southeast, Deepwell is a mix of copses, creeks, and wetlands, leaving little room for major farming or larger cities. Outer Deepwell is dotted with small fishing villages where the majority of the population is located. In fishing season, the Aquamancers’ magic overflows the riverbanks causing mild flooding and causing small craft to nearly completely cover the region pursuing sealife seeking to return to their spawning pools. Deepwell floods are a events of celebration and festival instead of periods of disaster.

North of the Scorch, the distinct shift in ecological properties between Halleford and Zeutenheim, Deepwell’s absorbed territories are major sources of coal. As a locale lacking a significant Fire Troll population, the poor quality iron mined in Deepwell is forged into a hybrid Zeuten-Hallefordian steel to ensure sturdy weaponry for the armies of the Duchy.

Life and Culture
The average resident of Deepwell enjoys a diet primarily of fish, caught fresh from the coastal waters and the many rivers that cross the terrain. As such, Deepwell is known for seafood dishes. To the outside world, most of Halleford’s cuisine can be traced back to the Duchy. In actuality, Deepwell recipes are markedly different from other Halleford dishes, commonly mixing Zeuten-favored spices into their food.

Deepwell enjoys a quiet religious life, owing much of their quality of life to the worship of Undinite, goddess of Water. The Deepwellish accept Undinite’s law as a fact of life, and take the hardships of life, when they occur, with a grain of sea-salt, knowing that things will change with the ebb and flow of the tides.

All Deepwellians serve one year of ‘active’ military service to the Duke of the lands. Commonly, this standing army defends the region, but after Halleford’s first foray against the Miasma, Deepwell’s army is shattered. Instead, the Duchy relies upon Zeuten reinforcements to protect it. Unlike other areas resenting the protection of Zeuten soldiers, Deepwell’s mixed culture welcomed the troops.

The sea green colors of Deepwell’s banners and uniforms, though not as intimidating as the red on gold of Zeutenheim’s knights, the Deepwell militia blends in with the verdant fields of Halleford, working as an effective camouflage. Like many other Halleford militias, Deepwell trains heavily armored knights supported by adept wizards and light armored troops. Most spell casters indigenous to the region practice aquamancy, water spells powered by Undinite’s blessing.

People and Organizations
A century ago, the Eisens, a noble family of Zeutenheim, married into the Deepwell dynasty as a means to settle a trade dispute. As part of the grand arrangement with the Zeuten nobles, Deepwell absorbed the region previously controlled by the Eisens. Down through the next several decades, the two families intermarried numerous times, ensuring the Duchy’s continued sovereignty of the multinational territory.

One of the largest Temples to Undinite in the world sits at Deepwell Mott, nestled south of the capital. Here, the priests and priestesses of Undinite lead worship and weave aquamancy to grow crops, heal the sick, and ensure cool climates counteract the ever present heat of the sun. Recently, the High Priestess Eirona arrived to visit Deepwell Mott indefinitely. The surprising arrival of the girl, infused with the blood of Myrm, has brought many pilgrims to the region, despite the danger of the Miasma.

The new Duke, Frayce Deepwell, took the title in his teens, after his father’s untimely death. An impetuous youth, Frayce spends as little time ruling the Duchy as he can, often leaving his responsibilities to relatives, most commonly, his cousin Trane von Eisen. With the Miasma War at its height, Trane’s detachment of Zeuten soldiers has moved into the Duchy to defend it. Despite Trane’s beratement, Frayce continues to sneak out of the castle for any excuse.

Deepwell Knights
Like their Zeuten neighbors, Deepwell employs heavily armored Knights, wearing Deepwell Steel instead of Zeuten Iron.
Deepwater-Crusader
A Crusader model using a Knight’s Card is perfect for this setup, make sure to Stalwart to represent their heavy armor and a few MP cost abilities for their connection to Undinite.

Deepwell Aquamancers
Experts in water magic, Aquamancers use their connection to Undinite to weave their spells.
DeepWater-Adept
An Adept using a Gel Wizard’s card for a 1C Aquamancer gives Water Blood and Water Element Spells. A Sorcerer’s card for a 2C Aquamancer gives a more experienced spellcaster and their core ability still lets the Aquamancer gain Water Blood.

Deepwell Trooper
Marked by their Sea Green coloring, Deepwell’s conscripted soldiers are ideal merchant marines and light troops.
Deepwater-Squire
Squires and Bandits run either as their own cards, or Thieves and Archers respectively, represent the lightly armored Deepwell Troopers. Equip them with Soldier’s Boots so they can harass enemies/objectives or Deep Crystal Slivers to act as support for Deepwell’s Knights and Aquamancers by healing with their attacks.

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