No SV, You Are The Eldritch Horror! (Quest)

[X] Plan: Getting our bearings
-[X] Sense: 10
-[X] Mind: 40

Going with this because Ekans made a valid point, it will best allow us to break puny mortal minds by revealing things man was not meant to know in proper lovecraftian fashion, and playing a protag that specializes in knowledge and intelligence will be an interesting change from Mazrick's other quests.
 
[X] Plan: Getting our bearings

Switching to this on consideration. Our vessel's best skill? Arithmancy. That'll use Mind more than the other two things, so we'll be working with absurd divination to murder our enemies.
 
Vote closed.
Adhoc vote count started by Mazrick on Jan 19, 2019 at 8:48 PM, finished with 112 posts and 23 votes.
 
Makes you wonder what specifically makes us an 'Eldritch Horror', as opposed to just a really powerful entity who needed to grab a body.

Are we going to go all The Mummy on everybody, when our cover is quickly blown? Are we going to have some cool scenes where this guy's loved ones try and convince him to stop being an avatar of some Set-like deity, only for our eyes to glow with horrible energy as we declare that there is no Sullivan, only The Destroyer? Are we going to have some system of ethics orthogonal to modern humans (but not like 'only the strong are worthy of life', that'd be too cliche, I mean something really out there, like 'The third most important thing is constructing pyramids, and it is good and right for mortals to sacrifice all towards this end, even if it should lead to their own destruction. The proper geometric types, that is, not those shoddy stair-case designs.').
 
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Turns out he's worse than a middling wizard. Only reason he's here is because George, his husband, is a wizard of rank!

So small; so insignificant. Blink, and it'll all be gone.

Yet, you find focus and the meanest fraction of your being restored in this shell. Glorious power floods through your being, Your senses spread out over the depths of the ocean. Memory is reborn.
So I'm excited about Sullivan suddenly becoming a much stronger wizard.

Wait, the Destroyer is supposed to have aptitude with Sorcerers, so maybe he wasn't pursuing his magic correctly?
 
Careless Thoughts
"Sully? You okay?" The words appear directly within this vessel's mind. It is crowded in here. All of these mortals are linked through magic. You focus on the voice and the words. They sound gruff and more than a little anxious. Genuinely concerned. The mortal continues, "Your vitals are going haywire. C'mon?!"
.
ḩ̵̛̛͚͇̝̩̪͆̆͑͌̑̄͡͞ą̨͚͙͕̹̮͔͑͐̏̊̒͐̆͡ͅͅz̧̛̜̝͙̮̫̓͆̎̾̊́̀͢͟͟͟͠ụ̧͙̦̯͚͖̞̅̃̀́͠͠r͚͇͈̞͈̘͙͉̊̀̆̇̒͟ y̼̤͎͉̤̰̜͊̐̔̀͡ͅs̶̡̤̲͈̰̯̜̺̯̉̒̏̎͋͡͠͞u̷̧̯̬̜͖͕͌͆̈́͑̉ f̵̲͔̼͉̞̥̹̄̓̋̒͊̓͑͠ã̵̪̤̫̹̝̪̻͎̀̀̂̃́͠ȓ̵̢̨͙̠͉͙͕̠̫̒̔̀̕͝ͅd̡̧̧͉̰̞̫̜̒̅̉̍̀͢͝͡i̡̥̮̤̰̬̐̽̏̐̃̂̕͢͜ź͙̞̖̜͆̄̊̽̏̈͗̿́͢
̻̬̌̆͌͋͑̓͒̈̇̕

The wave of eldritch intent flows forth without compunction. Absolute and irrevocable silence reigns. And then there's a lot of gibberish and mewling and screaming. Then the Linking spell is lost. You are left quite alone inside Sullivan Keterman's head, though you can sense the other mortals within the dark depths of the sea. All spasm violently. One by one they kill themselves with whatever is at hand. Within seconds only one remains, though you can sense him trembling. Ah, right. Mortals, especially those without a modicum of power or true defense, are not able to hear your word. You clear Sullivan's throat irritably. Feh, you had forgotten. The last mortal is made of sterner stuff. The sense of his magic is chaotic and maddened, but he does not bash his own head in with a rock or slam an enchanted blade through his eye nor does he fill his lungs with water. He falls unconscious, he shakes and shivers, yet he lives.

Alien sadness threads through your host's body. These had been compatriots and acquaintances. The one who survives is more, and Sullivan feels despair when thinking of him. The emotion is a distant and pitiable thing easily quashed. It serves no purpose. George. That's the name of this body's husband, the name of the lone surviving wizard.

Perhaps, drawn to this place by your arrival, a small leviathan, hardly larger than a blue whale, courses towards your location. You can sense the malice and magical power carved into the creature's flesh. No, this was not drawn here by your presence. Sullivan's memories tell you that it was a guard beast employed by his group. Never one for summoning, he'd been not-so secretly terrified of it. Must smell blood in the water. The sea serpent, now free of its magical bonds, moves at speed towards you, the comatose George, and the various corpses. Interacting with these sorts of creatures was always more of the Protector's foray. The loon always went on and on about the sanctity of the natural order and the importance of orderly ecosystems.

You have your own way of dealing with these things. Sadly, Sullivan's magical accumen does not much lend itself to your methods, but in a flash of remembrance, you remember. You hold your hand up. Too long to wholly marshal your power. You weave what the Mortals might call a spell. Takes an instant and a fraction of your power. Once you'd used this to penetrate a moon. This is a mockery of that power. Still, it will have to do. A lance of sharpened and condensed harpoons through the giant sea snake. Close your fist. A hundred smaller lances branch off the main harpoon and skewer the creature over and over again. It dies badly.

Your vessel feels satisfaction. You exult in the emotion for a long moment, but your great purpose, as always, drives you forward.

What do you do?
[] Return with George's inert form to the crew of the ship far above.
[] Return to the ship alone. Excuses can be made. Tales can be woven.
[] Forget the ship. Set out on your own. There is much to do.
[] Write-in
 
You collate and analyze the data. This mortal is named Sullivan Keterman. He's from a country called America. Before the arrival of the Ormalo Mages, before the re-emergence of magic, he'd been a mid-level accountant. His memories tell you that means a soulcrushing job of drudgery. Then magic came to the world seven years ago, and he was identified as possessing some modicum of aptitude for wizardry. Turns out he's worse than a middling wizard. Only reason he's here is because George, his husband, is a wizard of rank!
Come to think of it, seeing as how magic has only been around for a few years, this might well be their first encounter with any sort of higher power. That would mean they might only have movie cliches to go on.

[X] Return to the ship alone. Excuses can be made. Tales can be woven.

The ghost of George appearing to warn people is a bit more satisfying to me than him actually showing up again later. You know, Hamlet style. Enough that I'll throw my vote this way and make it easier for people who feel more strongly to follow, if they want.
 
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A lance of sharpened and condensed harpoons through the giant sea snake. Close your fist. A hundred smaller lances branch off the main harpoon and skewer the creature over and over again. It dies badly.
Jesus, this is some nasty shit right there

[x] Return with George's inert form to the crew of the ship far above.

Halping
 
[X] Return with George's inert form to the crew of the ship far above.

We need to get caught up to speed and this seems like the best way to do that.
 
Jesus, this is some nasty shit right there

[x] Return with George's inert form to the crew of the ship far above.

Halping
I think Halping is gonna be the name of the game, pretty much. Anyway, George seems potentially useful, so I see no reason not to keep him around!

[x] Return with George's inert form to the crew of the ship far above.

He might decide to try and get us out of his husband or something, but I seriously doubt he actually has the means to harm us.
 
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