Incident Eliph at Kianid [Original Weird War Fantasy/Horror Quest]

4. The Mecidiye
The dock is a brisk walk from the office, and a pleasant one. You talk with Faysal about the letters you've received from home. You tell him about your wife's troubles with her patients at the clinic, your daughter's newfound hobby of drawing ships passing along the coast, how your brother is adapting to living with one arm, and your son has recovered from fever. He tells you of his wife's promotion to an overseer at a munition's factory, how his three young sons are doing in school, and how his mother's writing has improved immeasurably since you went off to war. It is a pleasant conversation, reminding you of better times, keeping your mind off the war until you arrive.

The Sokollu Mehmed Pasha Park is a modest thing overlooking the Kianid City docks and much of the southern shore. There's a small monument to the man himself in the center of a neat, well tended garden with plenty of sheltered benches for when it rains and large trees to break the wind. The views of the harbor are beautiful, and there are generally at least a few people relaxing here on any given day. But today, most are crowded upon the harbor themselves, aiming to be as close as possible to the event instead of watching from above. You and Faysal find yourselves largely alone, an elderly couple sit on one bench, watching casually, while a young woman in fashionable, colorful persian clothes with a red hijab stood by another, clearly scanning the path for someone. A camera and tripod lay on the bench behind her. You pass the lot of them, hopping an iron fencel and sitting down with your legs dangling over the cliff, to the annoyance and amusement of Faysal.

He joins you after a moment, hooking one of his arms around the fence as you both enjoy the sea breeze and watch the Rusalka prepare for the operation. There are a few dozen of them, mostly women and rather reminiscent of the seaborne djinn that lived by the shore of your home, distinguished primarily by the incredibly long, red hair most wore. One in particular, a hijabi, reminded you uncannily of your own wife. They sit on the beach, talking and stretching and diving into the water to show off for the growing crowd. Occasionally one leaps from the water, a great cable in hand, and lands on one of the docks or salvage boats floating in the bay, hooking their cable onto a great crane or winch or, in one case, a massive Walker purpose-built for such things.

You hear someone running behind you, and breathing rather heavily. Faysal ignores it, but you turn your head to look and see a young local woman running up to the Persian with the camera. They kiss on the cheeks, and then the Persian begins to set up her camera and only just seems to notice you and Faysal.

"Excuse me brothers," she says, her Turkish fluent but heavily accented, "Might I ask you to move? You are in my shot."

She receives a quizzical look for that, but you pull yourself back over the fence, and after a moment Faysal does as well. "I apologize, Sister," says Faysal, "We hadn't realized. If you don't mind my asking, are you two reporters?"

"I am. Elaheh Khan, reporter for the Memory of Kabir," she says, "My friend isn't affiliated." Aforementioned friend smiles shily and says Salaam, which you return before turning back to Elaheh.

"You're a Persian reporter, then?" you ask, "The Black Sea is rather outside of your normal interests. What brings you to Kianid?"

She smiles winningly. "Nothing nefarious I assure you, Officer," she says, "Kianid's been an interest of the Shahdom since the Marriage. It's a rich history, very dear to my people-" your eyes flash as you look at her in a new light, realizing that she is a djinn. That the bulges in her hijab are inhuman ears, the flash of light against embroidery calculated to hide coruscating Nar rather than merely to impress. "-I've been writing about it for my employers. It's history, the djinn on the island, the exploits of Sokollu Pasha. The mystery of the Mecidiye. Things of interest to the Djinn, and therefore to the Shah."

"Nothing supernatural happened to the Mecidiye," points out Faysal

"Officially, nothing supernatural happened to the Mecidiye," you correct, "And the Shah agrees."

"And my article will say nothing the Sultan disapproves of," replies Elaheh, "But I have heard the rumors, Officer. I would see it for myself."

You and Faysal both know that in the eyes of the navy that wouldn't be a good excuse. But you and Faysal, frankly, don't care. "Of course Sister," you say, "We apologize for bothering you."

And that is that. You take the bench she has vacated, for Elaheh and her local friend are standing nearby, furiously working their camera, and wait for the show to begin.

The raising is wonderful to watch. The Rusalka all dive into the water, occasionally resurfacing to bellow orders to the cranes. Machines pull and pull and pull, calm water rippling as cable races into it. The tugboats throw anchor after anchor into the sea to keep themselves in place, then begin to belch smoke into the sky as their engines strain to keep them from being pulled towards the wreck instead of pulling the wreck up. The salvage mech writhes, bracing itself against the sand, shoulders twisting and turning as it tries to pull the warship up and in. Elaheh's camera flashes once, twice, thrice, and the Mecidiye's bow breaches the surface. Rusted steel plating slicing through the water as it rises, supported by webs of netting and bracings and ligaments. A cheer erupts from the crowd, followed by awed gasps as Rusalka begin to emerge in earnest from the surf, followed by jets of water that buoy the rising warship towards the dock.

More and more breaks the surface, resplendent even where the Rusalka's bracing has been obvious, and more and more you see the worst-kept-secret of the Ottoman Navy. The rotted roots running along its flanks. The chitinous spines in its sides. The burst turret and ragged holes where the ammo stores blew. The proof that Italy was not a one-off event, that vile men and vile deeds exist the world over, and that an Ottoman ship died stopping them. The proof that the government only now allows to be pulled from the ocean's floor, and that you imagine will still be censored for years to come.

It is heartening, despite it. For in your heart you know that the Mecidiye won, and that though she died she died victorious.

That night you dream of a carpet of wailing corpses on a Russian field. Rivers of blood and monsters pinning civilians to the wall of an italian church. Fire, and the droning thunder of artillery. A too-familiar vision of hell on earth.

You wake for Fajr rested and work goes smoothly. Muhammad is lashed well before noon. Ali and an aggravatingly large crowd watch. As Muhammad is escorted to medical, bleeding profusely and barely able to support his own weight you see Hawa' among them and have to stop yourself from offering comfort. The paperwork does not take too long after that, you organize an exercise for the platoon tomorrow. A simple march along the coast, to the next town over, and handle a few sundry matters, and then you are finished.

You head to the dock for Dhuhr. You pray in a small, cramped masjid filled to bursting with sailors and dockworkers and logisticians, and track down Mirko in the aftermath. He's a small Serb logistician, friendly but corrupt in that genial, amiable way of a man who wouldn't dream of taking a bribe but would be thrilled to do a favor for a friend. You offer to help him with the paperwork around the second battalion shipment, and after hearing of its fate he is more than happy to accept.

You make off like a bandit. For the platoon, yes, but also for the company and the regiment as a whole. Near a hundred steel helmets. New barrels for the Regiment's artillery. Rifle grenades for the second squad. A shiny shotgun, one of the new Tophane semi-automatics, makes its way into your hands. But more important than weapons and armor are the luxuries. New signal lamps, boots, uniforms, and backpacks. Gas masks and, after years of waiting, can openers. Oil and mess kits and all the little things that help make life on the front bearable.

You have the helmets carried over immediately, and your new gun stays by your side, but the rest is simply signed over. To be delivered and distributed over the coming days and weeks.

That night you dream of twisted, screaming men in a horrific mass. Faces you knew and faces you killed, fused into one, begging, pleading, crying, and praying. You ask for it to stop. Ask for it to die. Ask for it to leave you alone. And eventually, when you think you will go mad, you put the gun to Fuat Sakir's head and you shoot him until he stops talking.

And you awake. Fajr, and then the mustering of the platoon for a march in full kit.

Muhammad is still in medical, and Murtaza, a man in second squad, stumbles in smelling of drink and has difficulty standing. Both, however, do better than Osman in third squad, who is missing entirely when you first muster, and when you find him, desperately trying to get dressed in the barracks, has not merely lost his sidearm and forgotten his ammunition, but smells horrendously of perfume and women.

He is horrified when he realizes that you and Cavus Atun have caught him. After a short bout of yelling, and a discussion with Cavus Atun, you order him to perform the day's march in fetters and assign a rather nasty set of punishment duties.

This swiftly becomes an issue when the sleep-deprived, bound, and rather clumsy Nefer Osman promptly trips and twists an ankle badly three kilometers into your march. Cavus Atun suggests having him finish the march supported by his fellows, but you are unsure if the injury is serious and are loathe to cripple a man for being a colossal idiot. You end up staying with him for a time alongside two members of the third squad, performing first aid and setting up a rudimentary splint. After some time he is well enough to limp along and you set off once more, hoping that the natural laziness of soldiers will have convinced your men to slow their march enough for the four of you to catch up.

A bright light flashes from the horizon, dulled by daylight. It's the fourth squadron's signal lamp, calling for you to approach. You raise a brow, then kick into a jog, trying to figure out what your options are if yet another man has injured himself.

The squad's waiting for you two kilometers away. On the lip of a cliff overlooking a secluded cove. They're all there, worry on their faces, and Ali Ahmed and a short Armenian man are looking over the cliff, rifles raised at something below. You join them, cautiously peering over the side to see what has them so spooked.

It's a submarine. Russian flag on its flank, great rents across the hull, a pair of bodies in the sand nearby. It has run up onto the beach, well and truly impaled upon a rock, and judging by the state of the bodies it has not been there overlong. Overnight, perhaps, or even washed up in the hours before fajr.

You order Elazar to signal Faysal, and begin to draw up a plan.

Battle Plans!

Important information: Djinn, nonhumans, and djinn-blooded can sense the presence of living things nearby and whether or not they're earthly. Skill at this varies, but almost all can attempt it.

Which squads are entering the wreck? How?
[ ] Write in: Pick one or two squads to enter the wreck. For each:
-> [ ] Go through the top
-> [ ] Go through the rents in the hull
-> [ ] Write-in

Which squads are securing the perimeter
[ ] Write in: Pick one or two squads to secure the perimeter. For each:
-> [ ] Stay on the beach, keep an eye on the wreck.
-> [ ] Stay near the treeline, keep this news from leaking out if some fisherman or a swimmer walks by..

Who's telling HQ?

[ ] A runner. If there are russians here you need every gun on the scene. Running's risky, but it'll have to do.
[ ] Fourth Squad. You need this sent quick and that means a signal lamp, not waiting for one of the kids to sprint five kilometers.

Are you having squads search the area for survivors?
[ ] Yes (Pick up to one squad)
[ ] No

Finally:
[ ] Which squad do you accompany
 
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Here we go, an incident. Whether or not this is the incident, well, we'll figure it out.

Questions first, @Havocfett:
1. What constitute as 'nearly' in terms of range for Djinnis or those with their blood? 10 meters? 100? In between?
2. How big is the rent on the side? Big enough for one man? Barely fitting? Or even bigger?
3. What sort of firepower is needed, generally speaking, to kill Djinnis or nonhumans?
 
Here we go, an incident. Whether or not this is the incident, well, we'll figure it out.

Questions first, @Havocfett:
1. What constitute as 'nearly' in terms of range for Djinnis or those with their blood? 10 meters? 100? In between?

Varies wildly, generally 5-20 meters.

2. How big is the rent on the side? Big enough for one man? Barely fitting? Or even bigger?

It's three meters across, just over a meter tall.

3. What sort of firepower is needed, generally speaking, to kill Djinnis or nonhumans?

Guns and sabers work fine on most djinn. Some particularly puissant Djinn or nasty monsters are tougher, but a machine gun will kill basically anything right now and a shotgun will kill most things.
 
Jjjjjeeesus Oziri's nightmares are A Fucking Thing and it makes me even happier that we took Faysal, that kind of enduring trauma is -narratively I mean at least- absolutely the kind of thing that could chew a CO in !WWI apart from the inside out. And more than any of them Faysal's very much a, like, major morale boost to pretty much everyone he interacts with.

Also man, fucking Italian horror-show. It's hard to tell how much is the brain just melting together various horrible inputs for one extra-awful output and how much is no-shit drawn from direct experience.

More and more breaks the surface, resplendent even where the Rusalka's bracing has been obvious, and more and more you see the worst-kept-secret of the Ottoman Navy. The rotted roots running along its flanks. The chitinous spines in its sides. The burst turret and ragged holes where the ammo stores blew. The proof that Italy was not a one-off event, that vile men and vile deeds exist the world over, and that an Ottoman ship died stopping them. The proof that the government only now allows to be pulled from the ocean's floor, and that you imagine will still be censored for years to come.

Ohhhhh, it definitely seems like if the Ottomans have some of that dieselpunk aesthetic than the Italians at least, possibly a few others, have that organic/biotech/!Darwinist thing going on. Which is honestly still scary as shit. Especially since it also seems like the enemy capabilities are relatively new and not well understood.

You make off like a bandit. For the platoon, yes, but also for the company and the regiment as a whole. Helmets for the entire platoon, and members of the company besides. New barrels for the Regiment's artillery. Rifle grenades for the second squad. A shiny shotgun, one of the new Tophane semi-automatics, makes its way into your hands. But more important than weapons and armor are the luxuries. New signal lamps, boots, uniforms, and backpacks. Gas masks and, after years of waiting, can openers. Oil and mess kits and all the little things that help make life on the front bearable.

You have the helmets carried over immediately, and your new gun stays by your side, but the rest is simply signed over. To be delivered and distributed over the coming days and weeks.

yeyeyeyeyeyeye

On the one hand it's super encouraging but on the other it's a bit like walking into a room outside a big door and seeing a bunch of health packs and ammo and crap scattered around.

Muhammad is still in medical, and Murtaza, a man in second squad, stumbles in smelling of drink and has difficulty standing. Both, however, do better than Osman in third squad, who is missing entirely when you first muster, and when you find him, desperately trying to get dressed in the barracks, has not merely lost his sidearm and forgotten his ammunition, but smells horrendously of perfume and women.



oziri, basically

hrm. Idk this is super rough but I'm just throwing up a plan so people have something to discuss and I'll defer to people who know the period and tactics at play more. This is mostly just working off of a sloppy idea of relative strengths and weaknesses.

Which squads are entering the wreck? How?
[X] First Squad
-> [X] Go through the top.
[X] Fourth Squad
->[X] Go through the top.

We have a full squad covering the beach itself and half of one sweeping the area for survivors, if anything comes out through the sides it'll be exposed as hell and pretty swiftly pinned down. Meanwhile we take our Veterans, bolster them with our presence (and our swanky new shotgun which is just dandy for close quarters), and co-ordinate with the people who can actually sense Djinn-weirdness. Start at the top, work our way down into the insides. Out through the rents. Worst case we run into something we don't back it into a corner in the cramped, half-flooded corridors of a dieselpunk WWI submarine which is just kinda...hell tbh. And we flush it out into the open air.

Which squads are securing the perimeter?
[X] Third Squad
-> [X] Stay on the beach, keep an eye on the wreck.

It's unlikely we can keep this whole thing under wraps for long and right now we don't know when the submarine died, what murked it, or even if the enemy crew (or their killers) are actually both completely gone. Fishermen can talk, swimmers can dart back to port and start rumors, they'd start as soon as our higher ups were informed (our chain of command is kinda fucked up anyway so it's unlikely it'd be airtight), right now it's important to keep the wreck itself contained. We don't know what's still in there or what could come ripping out through the sides.

And also it keeps Atun out of the way. God fuck Atun.

Who's telling HQ?
[X] A runner. If there are russians here you need every gun on the scene. Running's risky, but it'll have to do.

It feels a bit like tempting fate to send Fourth Squad, our Bazouks, back up the road after seeing the horrible WW1 biotech-maybe-magic shit that ripped the Mecidiye apart. Plus 4th Squad, as I said, is probably on of our better units and I'm loathe to kick them off now.

Are you having squads search the area for survivors?
[X] Yes (Pick up to one squad)
-> [X] Second Squad

Relatively low intensity, they'll have cover from Third Squad but not have to directly interact much with it, and let's be honest we don't really have any idea how these deeply traumatized dudes would do plunging into the depths of this almost-literally-gutted submarine. The thing's set up like a horror movie setpiece and it shows even IC.

Finally:
[X] Which squad do you accompany
-> [X] First Squad

YOU TOOK THE GODDAMN SHOTGUN OZIRI, YOU'RE KIND OF AN ASSHOLE IF YOU DON'T USE IT FOR THE THING IT WAS LITERALLY MADE FOR
 
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Okay, with those in mind, the plan.

Which squads are entering the wreck? How?
[X] Assign First and Second Squad
-> [X] First Squad go through the top
-> [X] Third Squad through the rents in the hull
The rationale for this one is twofold. First Squad is the crack team. This isn't anything dangerous yet, and I do not think Havocfett to be the sort of QM that pulls a level five encounter for a level one party, to use the phrase. As such, send the one who is most capable. We are in no danger of losing them, hopefully. The only unsure thing is what sort of SAN checks will need to be taken here. I am hoping that it's not worse than Italy...whatever happened there. Plus, "Ar-Rumi" can speak Russian. Which will mitigate the language barriers and of course, decoding Russian apocalyptic logs. The best kinds of logs.

Third Squad, meanwhile, can consider this the 'grain threshing' assignment. On the flipside of the phrase above, this is the perfect opportunity to gain some measure of veterancy for the Squad, which is great, because we know nothing of them. Anything that goes wrong, Atun can handle it. This comes with a caveat, however. One that will be reasoned down below.

Which squads are securing the perimeter
[X] Assign Second Squad
> [X] Stay near the treeline, keep this news from leaking out if some fisherman or a swimmer walks by.
Op-Sec is highly important. Secrecy would be paramount, for whatever the hell this is. Plus, they are the most understrength squad of the lot. We can afford not securing the close perimeter, by the fact that we have the crack team inside the sub itself and another one and also by the fact that...

Who's telling HQ?
[X] A runner. If there are russians here you need every gun on the scene. Running's risky, but it'll have to do.
....we have the Fourth Squad in range for....

Are you having squads search the area for survivors?
[X] Yes, Fourth Squad
...searching for survivors. Why? Because Elazar.
He has some djinn blood, not much, but he is more skilled than many actual djinn and so is an invaluable scout.
If there is one person who can reliably be asked to find survivors, it would be Elazar. Some might consider the talent for scouting to be more useful in, say, a submarine with plenty of nooks and crannies. I'd argue back that the same nook and crannies argument would also apply in a secluded cove with even more nooks and crannies. Also, they are the backup, if things decide to go wrong in the worst possible way. I'm hoping that it doesn't.

Finally:
[X] Accompany Third Squad
This is the caveat I mentioned and yes, I know this is the weirdest possible choice. But if there's anything I've learned, is that you don't let the one officer who is a) smart, b) insubordinate, and c) noted to be a problem to some degree by the protagonist alone in the middle of a sub rife with probably weird mad magitek madness. This is how you get Albert Wesker. Having Yousuf then, is mandatory. Keeping Atun in check would be necessary.

Of course, put the Third Squad someplace else, and this wouldn't be a problem. But again, we need the experience, I think, more than we need the warm bodies.
 
...if the vote is by plan, which is fairly likely given that several squads can receive contradiction orders otherwise... shouldn't we be naming them?
 
[X] Assign First and Second Squad
-> [X] First Squad go through the top
-> [X] Third Squad go through the top

We need to get Third Squad's measure, and also get them some combat experience. Sure, a wrecked sub full of horrors might not be the best place for that but future encounters probably aren't going to be better and we're babysitting them with our veterans.

Which squads are securing the perimeter:
[X] Assign Fourth Squad
-> [X] Stay on the beach, keep an eye on the wreck.

Assuming shit goes wrong, we need our backup to be reliable. That means either 4th squad or 1st squad, but sending in 4th squad and 3rd squad together is likely to be like pouring oil on a fire.

And speaking of fire, they have the fucking flamethrower. Which is a terrible idea to use if you're inside a confined space, but if there's something horrible inside the wreck we can pull our guys out and purge the thing with incendiary fuel. And Elazar has djinn blood; he should be just as good a sentry as he's a scout.

[X] Send a runner.

[X] Second squad searches for survivors.

Keeps our traumatised people mostly out of the way for now, and they can come if we really need backup.

[X] Which squad do you accompany
-> [X] First Squad
 
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Op-Sec is highly important. Secrecy would be paramount, for whatever the hell this is. Plus, they are the most understrength squad of the lot. We can afford not securing the close perimeter, by the fact that we have the crack team inside the sub itself and another one and also by the fact that...

I feel like this is kinda pulling in two directions tbh, if OpSec is highly important wouldn't you want a full strength squad like Third or Fourth maintaining the cordon? Since they're pretty disciplined and won't have pretty significant holes in the line. And if OpSec isn't important then assign Second Squad there sure, but, like I kinda feel unsure of the ability of Fourth Squad to be a rapid response deal if something scary comes chestbursting out through the hull; because they're all be scattered out, searching for survivors. Plus, and part of why I had them sent in in my plan, is that in the sub they'd basically be acting as the Alien: Isolation radar system. They don't have a ton of range but it's still a pretty crucial warning for if something fucked up is closing fast or sneaking up on you in the dark.

Beyond that I'm kinda like...Idk, I'm unsure about how highly OpSec needs to be prioritized here. Like obviously we shouldn't deliberately blow it but it's going to be nearly impossible keeping the broad strokes of what happened quiet regardless. We'll need to tell the mayor, our chain of command is shot so we'll have to fill in a bunch of other people ourselves, and soldiers and officials and their aides all talk. I'd rather have a lot of guns pointed at the sub itself than scanning for civilians.

Like I said, we don't really know what killed the crew. It could still be inside and whatever it was it was scary enough to murder a dieselpunk submarine so. Yeah.
 
I feel like this is kinda pulling in two directions tbh, if OpSec is highly important wouldn't you want a full strength squad like Third or Fourth maintaining the cordon? Since they're pretty disciplined and won't have pretty significant holes in the line. And if OpSec isn't important then assign Second Squad there sure, but, like I kinda feel unsure of the ability of Fourth Squad to be a rapid response deal if something scary comes chestbursting out through the hull; because they're all be scattered out, searching for survivors. Plus, and part of why I had them sent in in my plan, is that in the sub they'd basically be acting as the Alien: Isolation radar system. They don't have a ton of range but it's still a pretty crucial warning for if something fucked up is closing fast or sneaking up on you in the dark.

Beyond that I'm kinda like...Idk, I'm unsure about how highly OpSec needs to be prioritized here. Like obviously we shouldn't deliberately blow it but it's going to be nearly impossible keeping the broad strokes of what happened quiet regardless. We'll need to tell the mayor, our chain of command is shot so we'll have to fill in a bunch of other people ourselves, and soldiers and officials and their aides all talk. I'd rather have a lot of guns pointed at the sub itself than scanning for civilians.
It is somewhat true that I am pulling things a bit apart but the part of the matter is that 2nd is the most 'wounded', with Cavus Osman not really being a commander and the de-facto commander (Turgut) is someone considered to be insubordinate. The only job that I think they'll be able to do good at any capacity is to cordon the perimeter. It is true that they don't have the number to enforce a strict cordon but Turgut is a marksman and someone noted to be 'detail-minded'. If there's anyone who I can be certain at being able to spot any oncoming people well would be him.

The 4th being spread out is a concern too, I will admit. But it is the same sort of concern I have with putting the 1st in the Sub against possible SAN check events. Worst comes the worst, it's not going to be the most debilitating of concerns. I am confident in Elazar's chops as Cavus to deal with any stragglers.

As for my preference for OpSec, it's kinda something that I always favour as a personal preference. A worry of mine is the off chance that there are people coming from outside that aren't civvies or friendly. To put it to an analogue of sort, being in a 1 v 1 brawl with someone you don't know might garner some surprises in how they fight or tricks they pull...but they are more manageable from being decked by someone outside of the brawl, if the analogue make sense.

Essentially, ensure that the only unknown factor is the sub and the cove itself, and not everything else around them and the platoon.
 
Beyond that I'm kinda like...Idk, I'm unsure about how highly OpSec needs to be prioritized here. Like obviously we shouldn't deliberately blow it but it's going to be nearly impossible keeping the broad strokes of what happened quiet regardless. We'll need to tell the mayor, our chain of command is shot so we'll have to fill in a bunch of other people ourselves, and soldiers and officials and their aides all talk. I'd rather have a lot of guns pointed at the sub itself than scanning for civilians.

We saw from the Mediciye that it's really not a priority. Oh, officially it'll be made top secret or whatever but unofficially everyone in the area is probably going to know.

That said, I do think it's rather dubious to send in both of our most functional squads. If things go tits up our backup is... the newbies, led by a squad leader who we don't trust and who probably isn't going to be eager to risk his ass to save a bunch of Bazouks, to say the least.

If you want the 4th for their detection abilities that's fine, but in that case I think it would be better to have our veterans holding the perimeter. We won't be around to give the squad orders, so it would be up to the most senior NCO on site to judge whether it's necessary to intervene, particularly if we get stuck inside for whatever reason.

If things go wrong and Atun deliberately drags his feet on going in to help out we can't hardly punish him for it because he can just go "I heard gunfire, but I didn't think it was that bad" and that would be that even if he was lying out of his ass.

We trust Faysal's judgement and he's our closest friend besides so he's probably the most reliable person to make that kind of judgement call.
 
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I am reminded of SEA Team Six's collective wisdom when it comes to CQB, which boils down to "Fuck CQB", "use the IFV's autocannon to suppress the building" and "I seed every door and stairway with grenades."

Welp. This needs thinking on my part.
 
[X] Tenfoldshields

I think that Tenfold has a pretty solid grasp on strategy here, and I trust his judgement. Onwards to horrific victory!
 
5. Submarine
You move towards the beached wreck of the Russian submarine alongside First and Fourth squads. Atun orders his men into position on the beach, dropping behind cover and loading their rifles, while second squad and a runner head back into the woods. You climb onto the submarine, followed swiftly by Mehmet and Faysal. The rest of the squads begin to clamber up behind you. The deck itself seems in rather good condition, though the frontmost hatch and gun turret seem to have partially melted, while the plating around the rearmost has crumpled inwards, rendering it almost useless.

You turn to Mehmet, guns trained on the nearest hatch and ask, "What can you tell me about this thing?"

"It's an R-1900," says Mehmet quietly, "Cruiser submarine. Crew of fifty. The name scraped off the side, but there aren't many left." You recognize the model, the First had burned one of their main docks and Allah knows how many of the submarines during the retreat from Novorossiysk. You remember the fire racing across the docks as your boat pulled away, and the screams echoing across the water as they burned.

"Might be a scout?" suggests Elazar as he clambers onto the deck. The last man in the Fourth Squad to ascend.

"That's command's problem," you say, "We just need to sweep it." You turn to your men, motioning for Arslan, Hamza, Mehmet, Ali Ahmed, and two men from Fourth squad to join you. Then you address the lot of them. "Treat it like a building. Just like Krasnodar, yeah? Elazar checks your door, you go in. Sweep, clear, jump out those holes in the bottom when you get to them," you say, "I expect everyone to be alive for Dhuhr, so don't do anything rash and don't shoot a fucking torpedo."

You mount the conning tower, watching Hamza (Wielding a shotgun you know for a fact he didn't have when you arrived last week), Arslan. and Mehmet as they make their way to the main entry hatch. Mehmet grabs the handle while Arslan and Hamza level weapons.

"One inside," says Elazar, "Not moving. Human."

"Why can't he be around every time we have to open a door," grouses Arslan. Mehmet shimmies around so that he won't be seen when he opens the hatch, then opens it with a great heave.

"He's, he's real dead Sirs," says Hamza, "It, it, uh. It looks pretty bad."

You motion a thanks to Elazar and he moves to the next hatch while you jump in to check out the corpse.

He's right about one thing. It's pretty bad. The room smells of death and rot. Blood has pooled around the corpse of the Russian sailor who has fallen messily onto the floor. He's missing an arm and his pistol, and a service carbine lies clutched in his other hand, while a single, neat bullet hole is in the center of his forehead. Mehmet comes in after you and promptly double takes, not at you and not at the corpse, but instead at an empty section of the room.

"There's supposed to be a boat there," he says, "A foldable. To board ships."

"So?" Arslan. Then there is a dawning look of realization, first across his face, then the rest of your makeshift squad. Someone swears, but you glance at them and they begin to climb down the ladder while you open the hatch into the submarine proper.

You drop into the officer's quarters behind Mehmet. It's empty, but the doors and walls are stained with blood and the mirror above the sink is cracked and stained with blood. You imagine someone was slammed into it rather hard. Arslan prods open the door to the bathroom with his carbine. "Ribcage and organs," he says, "Picked clean." His voice is cold, and hard. He turns back to you and you see it in his eyes, he is in Italy again. But this is not Italy, this is not the grotesque butchery of monsters playing shrike with their victims and leaving the corpses to rot. You came upon a wreck, rather than a twisted altar to slaughter, and that worries you more.

You continue on, heading to the command room. There is a man whose corpse has been stuffed in a closet of linens, and whose legs have been cleaned of meat and sinew and whose eyes have been plucked from his head, and that grim foreboding at the back of your mind intensifies. Picks out the damaged machinery and places where pipes have been ripped from the walls. Tells you where the signs of a shootout are. Tells you were a skull was broken against a steam valve. Screams for you to leave this place.

But you cannot.

You step into the command room and something blinks at you, a long, fleshy eye on a stalk of skin and muscle and vertebrae.

You don't realize until you stop shooting but it was human once. The twitching mass of flesh and steel that twitched and spasmed and chirped and whistled as you and the entirety of first squad pumped it full of lead. That kept moving, trying to pull itself away from the engine, from its instruments, until flesh and metal failed and brainmatter spilled onto the floor and it finally, finally, died.

And then you recognize the russian captain's uniform stitched between dismembered torsos. The mutilated remnants of hands grasping over the steering wheel. The stripped-bare femurs attached to shredded piping by ligaments and muscle. Someone vomits. Mehmet begins screaming. Arslan walks, slowly, over to the thing, putting another round into the brain before methodically finding and shooting each eye.

You creep forwards, a prayer on your lips as you thumb through the captain's jacket. A pen, but no logbook.

Two possibilities occur to you. First: that who, or what, ever did this could probably make many similar abominations with fifty men. And some may well be somewhere vital, or be small enough to hide. You have good men scouring the ship, two six man fireteams, one of the veterans of First Squad, and one with the detection abilities of Elazar, but perhaps they might miss something. The second is that the captain likely wrote down what he was doing here. What was going on. Perhaps some hint as to what happened. And while not immediately useful, that may be information you want your hands on before command begins to lock down the scene.

[ ] Track down the captain's logbook. You need to know what happened here. You need to know now.
[ ] There may be more of those…things aboard the ship. Perhaps better hidden than this one. Search and destroy.
 
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[x] Track down the captain's logbook. You need to know what happened here. You need to know now.
 
[X] There may be more of those…things aboard the ship. Perhaps better hidden than this one. Search and destroy.
PURGE
 
[X] There may be more of those…things aboard the ship. Perhaps better hidden than this one. Search and destroy.

SWEET BABY JANE NO JESUS GOD
 
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