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==== Upon the Salty Sea - Nautical Cohorts ==== A recurrent phenomenon is the appearance of nautical cohorts, based on a riverboat or ocean-going vessel. It makes sense for Leviathans, who crave isolation from humanity and are deeply attracted to bodies of water, to just go sailing away from everything. A good number of younger Leviathans spend some time on ships but are quickly frustrated by human companionship, and attempt to correct this with all-Leviathan (or almost all) crews. It usually works, for a time. Out in the ocean, you can take the time to hear yourself think. There are immensities where you can shapeshift into your most primordial form, where no-one can look upon you and be horrified. It's a relief to some of the Tribe, while others fear it would be too easy to lose themselves in this way. Sea life is also a hard experience. There is constant work, little sleep and many dangers, from storms to pirates to close inspection by the coast guards. But it is also a way to travel to undiscovered locales and investigate rumors of Progenitor traces or eldritch relics. Modern maritime traffic is an unnoticed giant. 95% of all cargo transits through maritime means: it is the cheapest way to move people or things. It's also fairly slow and unpredictable, which suits most Leviathans just fine. A number of nautical Cohorts take on traditional shipping work. A modern ship can shift thousands of tons of merchandise with as little as 8 or 9 (overworked) crewmen. You can easily crew a large ship with a Cohort and its members' Beloved. A traditional ship has a Captain, or master, who runs the whole operation and represents the vessel owner. He supervises the departments. The Deck department, headed by a Chief officer or First officer, runs the crew, oversees the cargo and navigates the ship. The Engine department, as the name indicates, takes care of powering the craft, and is directed by the Chief Engineer. Ships which take care of passengers (usually ferries or cruise ships) have a Steward's department which deals with their needs. Many ships also have a Cook and/or a Purser (who buys and supervises equipment and consumables). Most of the activity on a ship is taken in watches, to ensure that there is constant vigilance should anything go wrong. Shipping is a highly bureaucratised activity. Everyone with any rank has to have the relevant licenses, trips must be planned and declared beforehand, and there are hosts of rules and regulations to follow. It is possible to skirt the edges of legality, but the hassle is such that nautical Leviathans who can afford to turn away work prefer to find other ways to run ships. And there are plenty. Science vessels can gather data from biology to meteorology and be away for months on end. Some fishing vessels similarly trawl the bottom of the ocean, where there are many things that could interest a Leviathan. There are a few communities out there living on boathouses, some of which are ocean-worthy. It would be very hard to arrange for a military vessel crewed entirely by Leviathans and their allies, but that would be a very formidable force indeed. In any case, a number of small ports have developed a support network for such vessels. They are referred to as Coves, and are usually run by a handful of Leviathans who offer their cousins shelter and discretion in exchange for cash or for a share in the crew's discoveries. They are adept at forging necessary paperwork and can be very useful, but crews should be aware that the Cove is very much foreign territory for them and home turf for the locals. Some of the larger ports also have a few "in the know" people, and therefore hold a Cove as an underworld within the big city port. Thematically, this is one of the most open types of campaign. It is well suited to an episodic game, where characters travel to a place, enjoy the exotic locale, find out there is a problem there, solve it and sail away in time for the end credits. There are strong themes of freedom and isolation in such a game, and about finding your place within the group. It is also a way to provide enforced unity in the Cohort: everyone depends on each other. If a character joins in, there are imemdiate ways to integrate her in the current crew. Similarly, if a character leaves, dealing with their absence can be the basis for an entire scenario. If you can survive the weather, the loneliness, and the close proximity with cousins who are just as monstrous as you, it's a good life out there on the waves.
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