It's probably very out of character, but I kinda want Basgi to just walk up to the tentacloid and politely greet it.
'You approach the squid thing and politely comment on the weather. Cthulhu seems caught off guard and apologizes profusely for his intrusion upon your civilization, saying that he meant to take a right in the transatlantic current twenty leagues out. You graciously shrug off the faux pas as he slithers back into the water.'
BasgiBasgi: Go to the bearded man and ask him what that horror is.
You freeze. The tentacloid doesn't seem to have noticed you - or anybody else, for that matter. In fact, the sailors don't seem to notice it either. They walk by, still nervous, but apparently oblivious to the presence of the creature. However, you see the old man staring into the water grinning maniacally and furtively glancing over towards the creature. Unsure what to make of this string of events, you awkwardly sidle over to near the man and uncertainly ask him while avoiding looking directly at the aberration:
"D- Do you know what that is? I mean, I'm new here, but that's not normal, is it?"The man glances at you, eyes sparkling and smile widening. His skin is a light brown, darker than anyone you've met before, but given that you've lived in a small village in the mountains your whole life, that's not saying much.
"You can see it, yes? Is it not amazing?""Am I not supposed to be able to see it?""No. You are supposed to hear the spirit."Over the sound of the ocean lapping against the pier, you hear a faint keening. Almost musical, but something about it sets your teeth on edge.
"What... What does it do? Is it dangerous?"He throws his head back in a silent laugh.
"It takes your mind and khhh - " He mimes breaking a small object in his hands. The keening is growing louder and you feel a hint of nausea.
"Like an egg for its breakfast."Uh.
"Not today, though. We have ways of dealing with spirits such as these, do we not? Now here is what we will do..."Oh, good, he must be a druid or something.
"I am going to, what is the word, incinerate this spirit and we shall laugh over the ashes. Just like one of your druids, yes?"'Or something'. Definitely 'or something'.
"Now, the moment it understands that we see it, it will leap into action. You are a big strong one, yes? What you must do is stop this thing from getting away."Um. Wait, maybe we should think this through for a second.
"Now is the time."Or apparently we could just charge blindly in.
The man whirls around and faces the spirit, suddenly chanting in a foreign tongue. The spirit's song leaps upwards in volume, cutting into your mind like a searing knife. No, that's not an accurate analogy; it seeps into your mind like water through untreated boots, oozing through the cracks and drowning out everything else. For one terrifying moment you are unable to move. Your vision begins to warp and fade. As you fight back waves of nausea, a different sound forces the enchantment away: a sonorous baritone calling out words you can't understand. The film of hazy grey nothing fades from your vision, burnt away by a searing brand of light crackling between an outstretched hand and the tentacled horror.
The keening cuts off and is replaced by a hideous, gurgling squeal as reality snaps back into place. The wizard stands in front of you, lightning arcing between his hands and the spirit.
"Now is the time to act, child."You hear the command and react automatically. Simple goal, stop the thing from getting away. You can do this.
Roll to stop the creature from escaping: 18You charge. The sea monster heaves itself towards the water's edge, but you intercept it before it can get there, pinning its tentacles
urgh they're disgusting and slimy one by one as it tries to grapple you. One appendage slips by and wraps itself around your throat, tightening with desperate strength. The spirit's twists its head towards you and you see its mouth, a slimy beak surrounded by undulating tentacles open wider as pulls you closer by the neck.
You strain to keep away from the maw, your face inches away from the snapping beak. In the back of your mind, you process the wizard yelling something, but you can't take the time to understand what he's saying. You ignore it and take a calculated risk.
Releasing the creature's other tentacles, you grab the base of the limb that's currently doing its best to strangle you and pull with all your strength, ripping it completely off of the spirit. Gasping for air and with red clouding your vision, you grit your teeth and seize the squid by the closest thing it has to a throat. With a roar, you heave yourself to your feet and hurl the creature farther inland, putting your whole body behind the movement. As it arcs towards the ground, flailing wildly, a blindingly incandescent sphere of fire crashes into its middle and detonates.
A few splatters of meat slide along the ground towards you. A discarded tentacle twitches one the ground at your feet. You rub your hand along your bruised neck, breathing heavily.
Hearty laughter echoes along the street. The wizard (this guy must be crazy) does an impromptu little dance as he examines the pulpy remains of the sea creature.
LurmLurm: Browse through the market and note anything of interest.
Lurm: What sort of druidic magic and alchemy do you actually know? Why isn't the foreign way of magic studied at home?
You meander through the market, idly examining the stalls and vendors. Foods, wool and leather, tools, livestock; everything necessary to survive.
As you walk, you consider the things you already know. You can perform rituals to exorcise minor spirits, consecrate trees, track creatures, divine water sources and metals; all sorts of useful things. Not the sort of things you hear about in stories, though.
Well. In theory you can perform those rituals. They might be a little touchy in practice.
As for alchemy, you're much more familiar with that art. Potions of night-eye, camouflage, eagle's sight, medicines, sedatives. Those are just off the top of your head. You have a notebook with many more instructions and formulas in your rucksack.
You reach the edge of the market, where the town crier stands perpetually shouting.
"...calls all loyal clansmen of Tiras to his banner, to reclaim the north! Join the campaign, for the glory of the clan! In other news, the druids warn all citizens to avoid the southern wharf until further notice! Ill omens abound, 'tis best to stay well clear of the place. This very evening, the Firmire auction begins! The herds and possessions of Ruadh of Lachan have been seized and will be put on sale to any merchant who cares to bid! Be advised that a group of travelers from the south have asked any able-bodied men of skill or steel to join them on an expedition east by northeast and can be found in the the Gilded Lantern Inn near the clan-chief's palace!"