These Idyllic States: The Dagonite Imperative
The Dagonite Imperative is something like a dark brotherhood: one part secret society, and one part cult. It was founded nearly twenty years ago in 1852, and it all began in gentlemen’s clubs and university campuses. The esteemed founder of the Dagonite Imperative, Jeremiah Blackfish, was a gentleman of means who was unaccountably the black sheep of his family. Jeremiah was disowned by his father on the elder’s deathbed, and since that time he spent much of his life bunking down with friends and acquaintances.
However, in the summer of 1852, he gathered a few friends and showed them a way in which they could all become fabulously wealthy. Within three year’s time, the founder and his friends had wealth, although few of them needed it, and they had the beginnings of influence. The latter prize was won by wining and dining politicians and the idle rich, but it was money well spent, at least in the eyes of the inner circle members.
What followed in 1865 was the largest blow to the continued existence of the organization. It occurred on the night of one of their most lavish parties, a celebration to commemorate the Imperative as a group’s successful investment in a new form of breathing apparatus. The device, meant for both deep sea exploration as well as treasure hunting, was delivered in no small number to the inner circle. The group had made the last of many large payments to the researcher, and invited a few hundred of the right people to celebrate.
During the course of the party, Jeremiah choked to death, and society’s highest echelon was suddenly ashamed to be present at the death of such an ignoble member of their hosting organization. Friendships were canceled, relationships ended, and the Imperative’s next soiree was shunned. That left the surviving members a lot of apparatuses, nobody to smooth sales of the invention to the government, and very little capital. One of the survivors, Joseph Rathbone, came up with the idea that it’d be relatively easy to steal from cruise ships using the apparatus and the pirate era of the Dagonites began. For two years, the tales of bulletproof fishmen bearing harpoons circulated. Tales of inhuman thieves that came out of the water to abscond with all of the valuables on board ship gained traction but were often dismissed as the delusions of party goers having too much fun.
Finally in 1869, a reporter snapped a shot of one of the creatures as it was about to reenter the water. Suddenly, rumor and urban legend became hard truth. The sensational photograph of a fishman fleeing the boat into the bay was more than enough to launch official inquiries from the top. That led to the first, and thus far only, confrontation between the Imperative and the Service. The Service discovered that the fishmen were not in fact bulletproof, and furthermore that they were just as human as the rest of America. Since that time, things have become more quiet, with no further sightings. However, the technology recovered from the one corpse is fairly advanced and is display in the atrium of the Services’ National Headquarters.
Appearance: An average member of the Dagonite Imperative is a member of the upper crust of society, or someone who is upwardly mobile or currying their favor. So outside of meeting the famous fishmen variants, they are not different enough in appearance to be extremely noteworthy and not nondescript enough to melt into the background. The fishmen armor suit is made of rubber and covered with hard scales along the whole of the body, and is covered by a metal breastplate and helmet. The helmet is all metal, with glass eyes allowing them to see out of the bulky headgear. The torso of the suit is a metal casing which is molded to appear scaly, but is all one piece. The hunched back houses air processors, and an emergency tank in case the main apparatus fails. For all intents and purposes when someone puts on the breastplate and helmet they can breathe water. The rubber suit helps regulate body temperature but it isn’t intended for prolonged deep sea usage.
Motivation & Use: To outsiders the Dagonite Imperative have a diverse membership of the upper crust’s young gentlemen. Once outsiders scratch the surface they find lavish parties, an atmosphere of high stakes deals, and play acting to the service of Dagon, patron demon of the New Englander founded group. If one is lucky enough or dedicated enough, one finds that the lipservice to Dagon is an act, and that the entire group’s activities are designed to bring power, or political gain to the group as a whole. And furthermore, the inner circle is actually dedicated to Dagon, it is not lip service, but the playacting they perform is for the benefit of the membership who would not be prepared to do what Dagon desires in return for control of the country.
The Dagonites have changed since their beginnings, having become a secret society that wants to conquer the United States, and rule for the good of the society, sacrificing anything and anyone to Dagon to live as kings on Earth themselves. The more technically inclined members have begun to pay attention to Eastern Arcane Engineering stories, and keenly wish to determine if Dagon can be summoned and appeased if the correct machine is constructed.
The Imperative can be as large as it needs to be, with a dedicated inner circle, a devoted group of elites, and the rank and file who do double duty as pirate hands when the organization is engaged in its favorite hobby. Altogether they should be no less than 15 men strong, and it is conceivable that they have spies and bought men in places all over New England in both the public sector and high society.
Minions & Lieutenants:
The equipment the Imperative used in it’s pirate days is still around and in more or less perfect working order. It will undoubtedly be supplemented by more lethal hardware if the inner circle begins an open armed assault against the government or free shipping. At this point in time, it is likely that the inner circle would kidnap scientists and force them to design and build an underwater boat and more integrated fishmen armor. Perhaps they already have. There are numerous ways to work the vicious Dagonite Imperative into an occasional or chronicle long foe.
Joseph Rathbone is the current head of the Society, and he is a typical man of means forced into the unlikely position of becoming a pirate and evil society leader. His charm and personality can be off-putting, but he is a decent combatant an excellent driver, and a mover and shaker. Keith Skerritt is a large gentleman from a good family, with plenty of money to spare until Keith invested it all on his friends’ schemes. He is an avid hunter, and outdoorsman, something few of his comrades can say. Whenever someone needs to be taken care of, it is often Keith who makes a visit to take care of them. That said, he’s no brainiac, so Michael Ableman often goes along to clean things up afterwards. Ableman is a thinker, and less of a doer. He’s a poor fighter, but the only member of the inner circle who understands the research they commissioned.
Savage Worlds Statistics
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6, Throwing d4, Swimming d8
Pace: 6″, Parry: 5, Toughness: 5(8)
Gear: Harpoon Str+d6; Claws Str+d4; Fishman Suit Armor +3 (torso and head only), Water Breathing
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Fighting d8, Intimidation d6, Knowledge: High Society d6, Notice d8, Persuasion d8, Shooting d8, Swimming d6
Pace: 6″, Parry: 6, Toughness: 5
Gear: Pistol Range: 12/24/48, Damage: 2d6+1 RoF: 1, 6 shots; Might have the harpoon and Fishman suit as the pirate.
Joseph Rathbone WC
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Driving d8, Fighting d6, Gambling d8, Guts d6, Knowledge: High Society d8, Notice d6, Persuasion d8, Riding d6, Shooting d4, Swimming d6, Taunt d6
Pace: 6″, Parry: 5, Toughness: 5
Gear: Riding Crop, has been known to don the Fishman suit before.
Keith Skerritt WC
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Climbing d6, Driving d4, Fighting d8, Guts d8, Intimidation d8, Notice d6, Riding d6, Shooting d6, Survival d6, Swimming d6, Throwing d8, Tracking d6
Pace: 6″, Parry: 6, Toughness: 6
Gear: None, has been known to carry a shotgun, a hunting knife or a rifle, as well as the Fishman suit on multiple occassions.
Michael Ableman WC
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Boating d8, Driving d6, Fighting d4, Investigation d6, Knowledge: Engineering d4, Knowledge: Math d8, Notice d8, Repair d4, Shooting d6, Swimming d6
Pace: 6″, Parry: 4, Toughness: 5
Gear: Pistol Range: 12/24/48, Damage: 2d6+1, RoF: 1, 6 shots; rarely wears the Fishman suit but has access to one.