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

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.
I mean, if we could get him to do that for us when we're ready to take him as our Vessel, we should.

[X] Return with George's inert form to the crew of the ship far above.
 
[x] write-in: Grab George and use hydromancy to drag the bodies of the others up as well. Perhaps to let them be buried, perhaps to raise them as revenants at our command. Either way, waste not want not.
 
[x] write-in: Grab George and use hydromancy to drag the bodies of the others up as well. Perhaps to let them be buried, perhaps to raise them as revenants at our command. Either way, waste not want not.
I don't think we have the ability to raise revenants at the moment (... Do we?) and I know we don't care about burying the dead. I doubt this is worth.
Adhoc vote count started by Ekans Ekans Ekans on Jan 20, 2019 at 4:25 AM, finished with 133 posts and 15 votes.

Adhoc vote count started by Ekans Ekans Ekans on Jan 20, 2019 at 4:54 PM, finished with 139 posts and 20 votes.
 
[X] Return to the ship alone. Excuses can be made. Tales can be woven.

I don't mind the other option, he sounds like a superior meatpuppet anyway.
Adhoc vote count started by DkArthas on Jan 20, 2019 at 7:19 AM, finished with 135 posts and 17 votes.
 
Reasons to return with George:
1. Possible better future vessel we would have access to. George is the more powerful wizard, the one who we couldn't use before due to us being weakened. He's in a coma, and might not have much chance of ever coming out of it. But Sullivan and George are married, so we'll have legitimate reason to keep track of where George ends up being kept.
2. Far less need to spin excuses or tales... using our limited understanding of humans. Just fake concern for our meatsack's lover, or draw on Sullivan's emotions, and act like we don't know what happened. It'll be an easier sell, and will let us better blend in and learn what is going on with Earth while we were out.
3. Keeps our own vessel... err... less in despair. Less annoying emotions to deal with, less possible problems if we release him later. He'll know his husband is safe...ish. Better than just abandoning the man.
 
Vote closes in 2 hours.
Adhoc vote count started by Mazrick on Jan 20, 2019 at 5:38 PM, finished with 140 posts and 20 votes.
 
[X] Return with George's inert form to the crew of the ship far above.

I guess voting is already closed?

I'm hoping George wakes up from his coma and we have a Fred/Illyria and Wesley situation.
 
Mangled Misunderstandings
You swim forward through the shadowed depths. The harness keeping the pressure of the sea from crushing this vessel clangs noisily. These mortal eyes are so limited. Even with enchantments, you can only see fifty meters before you, and that is a murky portrait at that. It takes a scant few moments to find the Wizard of Rank. Returning to the ship with the sole surviving mortal seems the best decision. At the least, it might soften the dread and despair knifing through the mind of your host. Those feeble emotions are a distraction, which you can hardly afford in your lessened state.

So, you take hold of the comatose wizard. Other things stir in these waters, things that the now dead leviathan was meant to protect its captors from. This section of the seabed teems with magically altered lifeforms. You do not fear these monstrosities of the deep, yet your purpose drives you forward. As weak as you are, it may take entirely too long to fight off these beasts. The effort might drain your pitiful reserves. Sullivan Keterman's memories provide the solution. One hand on your host's husband, the other reaches for a cord affixed to the mid-section of the enchanted harness. It gives way with a firm tug.

The next instant you stand on the deck of a luxury yacht. The glorious sun, the forge where your being was given shape, shines high overhead. You had forgotten that! How?! Even through the pervasive filter of mortal flesh, you can feel its power flowing within you. That is the realization of a half-heartbeat. In the real, your host experiences a moment of stomach turning disorientation. Acid vomit escapes from its lips as the weak body staggers. It trips over the prone form of George. Nearly falls. Sullivan was never one for teleportation. Pathetic. Your inward sneer is cut off as a whine fills the air.

The alabaster wood underfoot glows brightly before being consumed. The mortal's vision goes blind even as he floats aloft. Your arcane sense is flooded as some mystical machination activates. A four dimensional web of wizardry encircles you and George. Time slows to a crawl and then stops altogether. Light is frozen in place. Your host's heart slows and stops. The very air is pregnant with the power of this trap. You sense three notable magical presences--all mush more impressive than George--just beyond the Sphere of Stillness. That name comes to you, and you dig through Sullivan's memory. Ah. A cage meant to contain any demonic, divine, or magical beings who might attack this vessel.

Sullivan's memories tell you that it was built by their team's preeminent Enchanter, Katherine Ortega. She created the enchanted harness, too. In all likelihood she's one of the wizards standing just beyond this field. She is widely considered a genius Enchanter among the Wizards. Only Tiago Desantes, the famed war wizard, explorer, and leader of this expedition, is more famous. He too must be one of the powerful auras just beyond your erstwhile prison.

Before... you remember such protections and weapons on a much grander scale. None of those could hold you. Neither will this one. In your weakened state, it may be possible to trap or contain you, however not with this! You are no demon or god, though you have slain both the damned and the divine. You're not even a magical being. Not really. You are something else entirely. Even you do not know what that is.

Those ruminations and recollections are unlike you. They are something born of mortal weakness. Focus on the moment. Your mortal vessel cannot cast spells, but you have power they cannot dream of...

What do you do?
[] Break this Cage. Cost some power. Destruction will be very widespread.
[] Unravel this Cage. Cost time. Learn more about the craft of the cage.
[] Bide your time. See how mortals act. Use time to settle in and gain your footing.
[] Write-in.
 
[X] Unravel this Cage. Cost time. Learn more about the craft of the cage.

As the Destroyer, we must ensure we have as much Power as possible.
 
[X] Write In
-[X] Test the Cage. Maybe it can be devoured somehow and used to fuel your paltry reserves of strength.
 
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