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LeviathanTempest:ChapterFive
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==== Other Leviathans ==== Of all the threats Leviathans face none are a more common presence than their own family. From bestial Typhons to the alien madness of the Ophions, a Leviathan who looks will have little trouble finding monsters in their own family tree. Among the Tribe it is considered a sacred duty to purge these insane creatures, both as an act of mercy and for the sake of their own security: most Typhons see other Leviathans as a threat and react appropriately, usually violently, while at any moment the Ophions' incomprehensible goals may turn out to involve the destruction of you and yours. Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's certainly true. Other Leviathans have the same needs: Access to large bodies of water, impressionable or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention of Atolls. A careful Leviathan can avoid conflict with a Typhon or Ophion but the only way to avoid another Leviathan is to give up on something you want. Conflicts between the Tribe are an unusual thing. They are cruel, vicious, spiteful conflicts and yet it is rare for two Leviathans to actually come to blows. Both the Leviathan's Bestial and Divine natures are instinctively opposed to the idea of Transforming and charging in a trashing maelstrom of teeth and claws, while the human nature is usually the least violent of the three. Like an animal the Bestial nature knows how to fight without escalating to any real risk of harm, and it instinctively prefers to loose than to risk injury or death. The divine nature also avoids direct combat, but for different natures. The Tribe's primordial divinity is expressed through power and dominance, the divine nature wants it's foes to remain alive. Aware that they have lost, that they are lesser than it. A direct violence is avoided, conflicts between Leviathans instead express themselves as instinctive ritualised battles for social dominance. They display claws or teeth, see who has the bigger crest, try to get neutral parties β human or Tribe β on their side and have their Cults perform elaborate rituals or raids (Though Leviathans rarely harm each other, killing or worse against another's friends, family or cultists is common) to show their strength. The most apt metaphor among human society may be an exceptionally vicious divorce where both parents see nothing wrong with trying to get the kids on their side, then having the kids fight to the death to get one over the ex. These conflicts usually end with the defeated Leviathan backing away from the contested resource, leaving the bodies of cultists and ritual sacrifices in their wake. When gods fight, it is mortals who bear the suffering. All this changes when a Leviathan crossed ''The Line''. Exactly what the line is varies to individual Leviathans, it may be killing a much loved family member or cultist. It could be trying to force a Leviathan to back off when they have nowhere to back off too. It could be putting two big fish in too small a pond until they snap. Trying to "steal" an Atoll usually qualifies. Most of the time crossing the line just means you've pushed one Leviathan too far but sometimes you can trigger every last Leviathan, consorting with the Marduk Society or using Marduk's sigil for example. Regardless of what caused it, crossing the line means that the other Leviathan wants you dead. No games of dominance, no threats or bargains, no backing down. Their instincts are screaming to Transform and fight to the bitter end. The Bestial nature knows that revenge or proving a point means nothing, in the ocean survival is everything and once you've crossed ''The Line'' it's him or me. ===== Neith ===== '''Attributes:''' Intelligence 3, Wits 2, Resolve 2(4), Strength 3(5), Dexterity, 3 Stamina 4, Presence 2, Manipulation 3, Composure 1 '''Skills:''' Medicine 2 (Parthenogenesis), Occult, Athletics 1 (Swim), Brawl 3 (Grapple), Stealth 2 (Her Cave), Survival 1, Expression 3 (Singing), Intimidation 2. '''Strain:''' Oceanus <br> '''School:''' Clay <br> '''Sheol:''' 3 <br> '''Virtue:''' Justice <br> '''Vice:''' Pride, Lust <br> '''Defence:''' 2 <br> '''Tranquillity:''' 3 (Obsessive Compulsion [Large worms visibly crawl under her skin], Megalomania [Hair is made from ropey strands of murky rainbow coral]) <br> '''Health:''' 12 <br> '''Size:''' 5 <br> '''Speed:''' 11 <br> '''Initiative:''' 4 <br> '''Willpower:''' 5 <br> '''Channels:''' Lord of the Sea, Incubation of the Second Self (Fast Growth 2, Opportunistic Parasitism 4), Womb of Terrors (Reflexive Genesis 3), The Hydra's Rebirth (Dread Return 3), That Hideous Strength (Rightful Place), Mind in Motion (Mind over Matter 2), Mortal-Devouring Armory, Stalker's Shifting Hide, Indomitable Solipsist-Tyrant, Call of the Depths (Song of Madness 2), Besieging the Tower of Will (Mind Blast 2), Piercing the Veil of Slumber. '''Other Merits:''' Cult (Numbers 3, Zeal 3, Fervour 4, Home Turf 1 β Her Cave, Old Hands 3 (Kidnapping), Danger Sense 2, Iron Stomach 2, Striking Looks 2, Mandate of Babel 1, Temple (Size 2, Amenities 1 [Armoury], Security 1), Vicious Strain 1. '''Background:''' Once Neith was normal for a Leviathan, who after learning of her heritage decided to find a quiet seaside town to become its goddess and queen. In this she was ruthless and effective, her Beloved occupied important political, professional and social positions. Neith's rule was hidden but absolute and all felt its touch. Without a goal to occupy her focus Neith turned to indulging herself. Her fiefdom became a buffet of vices to satisfy its unholy mistress. As Neith pushed her cult to greater depravities both her and her Beloved began to degenerate. In their failing mental state the Cult of Neith began to lose its grip over the town. Seizing the advantage a cabal was formed under the leadership of Miles O'Hara, a police sergeant who overthrew his Beloved superiors, Dolly Peel, a retired fisherwoman whose knowledge of old sailors tales were an invaluable source of information, and Don Barks, a businessman and avowed atheist whose refusal to join the Cult led to threats and legal thuggery against his business and employees. With O'Hara's armed police, Peel's knowledge and Bark's funding Neith's Cult was forced out of town and are now forced to hide in a sea-cave where only their Goddess' presence has kept them safe. Ironically this defeat has refocused Neith, curbing her excesses and returning some of the competent strategist she once was. What it didn't do was restore any measure of her sanity, Neith is compelled to procreate and demands a surrogate mother every few days. Neith's Beloved seek victims lest they be chosen while O'Hara's men and their allies patrol the night. There are signs that the endgame is approaching. Neith has begun aggressive recruitment through her powers of Sanctity while among her opposition two new figures have risen to prominence: Julia Thatcher, a shopkeeper who's earned repute for fearlessness, skill in battle and advocacy of all-out attack before Neith regains her strength. Perhaps more significant is the addition of Howard Ward, a local doctor and self taught specialist in removing Neith's eggs (at least those that were found). Working alongside Dolly Peel and Mary Carter, a librarian, he has begun studying these eggs and has amassed a quite impressive collection of notes. '''Description:''' Neith usually remains in her Apotheosis, which resembles an enormous frog with irregular clusters of transparent scales, patches of bright yet mucky coral and dozens of unblinking eyes. Any Cohort who crosses paths with Neith is likely to encounter at least one of her eggs, these take the from of surprisingly solid jelly swarming with tadpoles that fight and devour each other. '''Storytelling Hints:''' Upon arriving at Neith's former dominion the first question the Cohort will have to ask themselves is whose side they are on? Neith is a monster in the worst sense of the word, a cruel tyrant that has undoubtedly abused the trust of her Beloved, outright ruining their lives, but she's family. On the other side the humans are armed, organised and they certainly don't want another Cult moving in. Even those not in the know, even those who outright refuse to face the uncomfortable truth know that you tell O'Hara before turning your back. The Cohort may wish to remove Neith quickly before any more knowledge of the Tribe gets out, this will probably require an alliance with the town, since at this stage it is unlikely they will have the power to fight an entire cult themselves. Alternatively the players might show a little family loyalty, Neith is even less likely to trust other Leviathans and simply helping her is a only a short term solution. She didn't do so well at rulership last time and that was before she acquired severe derangements. Helping Neith might look more like staging an intervention and that brings us back to the problem of her aggressive Cult. With a little tweaking this setup can be used for players who are disinclined to get involved in the struggles of others. Simple add some collective criminality and guilt and you have a self isolated town that's already been βbroken inβ as it where. All the players have to do is remove both sides before settling in. Depending on how many of Neith's eggs had been found by Dr. Ward, there may be a lot of Neith's children around. For players interested in expanding their cult with Lahmasu this turns Neith into a valuable resource. Players who care more about their genetic lineage than just Lahmasu servants could still make use of Neith by using the Hyperparasitism Adaptation on her Eggs but this is a serious Disruption of Tranquillity.
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