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- ! event log,
- altered carbon: takeshi kovacs,
- doctor who: clara oswald,
- doctor who: the doctor (11),
- fear street: ziggy berman,
- fire emblem: yuri leclerc,
- grishaverse: malyen oretsev,
- grishaverse: the darkling,
- gundam seed/destiny: yzak jule,
- mcu: daisy johnson,
- mcu: natasha romanoff,
- mcu: peter quill,
- mcu: shang-chi,
- naruto: kakashi hatake,
- star wars: finn,
- star wars: rey,
- the 100: clarke griffin,
- the gifted: clarice fong,
- the old guard: andromache,
- the untamed: lan xichen,
- the untamed: wei wuxian,
- the witcher: yennefer of vengerberg,
- towards the terra: soldier blue,
- transformers: drift,
- transformers: megatron,
- twisted wonderland: deuce spade,
- yakuza: zhao tianyou
MISSION: 4:50 TO VREFESEA
● ● ● M I S S I O N 6 . 0

This time, after a mission well executed, the weeks spent on the station might feel more restful than they have before before — but whatever the case, and whatever any orber might be occupied with, it is near midday when they all receive a file titled Steamhallow Express. The name might make you guess what the mission will be about before you even open it, but as always, Viveca’s familiar voice accompanies the file’s arrival shortly after.
It’s an alien planet, but one without any magic, so those of you who have any abilities won’t have access to them during your time there. Don’t worry, you won’t suffer any side effects, it’ll be just like you’d never had any in the first place. Also, though the technology is rather advanced there, they don’t have any concept of robots or droids, so those of you will have to be masked with an illusion that gives you an organic appearance.
You’ll leave late tomorrow evening, so take this time to prepare — and remember, anything that is magic won’t work. That goes for items, weapons, anything.
The news may come as something of a shock and concern to some, and many will have to make some mental adjustments before the day of departure. Eventually the day turns to night, and then to morning, and time seems to move even slower still when evening approaches. Finally it’s hour one, and everyone on the team will arrive at the teleportation platform — there, the little cleaning bot is furiously scrubbing at a stain left on the floor from their previous mission. Beside it, Viveca floats in her robot body, smiling at each Orber.
The loud hum of the teleportation machine is a comforting sound to some by this point… and if it isn’t, well, not to worry — soon, you’ll feel a tug somewhere behind your stomach, and the machine pulls you away, and it won’t matter anyway.
Yet again for a heartbeat, you simply hang there waiting… and then: the chorus of voices speaks and whispers in your ears the goal you must complete in exchange for the power waiting for you —
Without any time to answer, you open your eyes to the loud ambience of excitable chatter and the bustle of commuters moving to and fro within the busy terminal. Welcome to Craemore.

The Craemore Terminal spreads in all directions around you: its glass ceiling filters multi-coloured light from the outside, filling the entire, large hall with a beautiful, almost ethereal glow. A giant, mechanical clock in the middle of the Terminal chimes with a strange melody, signifying that it is 2:30 — and, according to the sign that shows the arrivals and departures, the Steamhallow Express departs from platform 338 at 4:50.
1.0 What this means of course is that there is plenty of time to visit the ticket office to reclaim your punchcard, and maybe even pop into some of the stores before finding your way to the right platform. There are stores selling food and drinks if you’re feeling peckish, and some clothing and accessories stores for those who want to make sure they arrive at Vrefesea looking their best — and maybe also for those who want to make sure they fit in with the locals…
2.0 At the platform, some might witness a varied group of alien-looking passengers, all well dressed, the youngest girl still being a teenager and the eldest looking somewhere between his mid-to-late 30s by human standards. Some of them look more alike than others, and their loud exclamations carry over to where you’re covertly listening to them.








As they grab their bags and head towards the train, you realize it may be an opportune chance to follow a little ways behind … or maybe you’ll hang around on the platform for a while longer anyway, waiting for your fellow Orbers to arrive and board the train together with them.
3.0 Once inside the train, it is impossible to notice just how big it is: 120 cars in length, there is something for everyone: for the hungry, there are several cars lined with tables draped in silken cloths to cover them, servers in fancy suits delivering the highest-quality foods and beverages to you and your dining companions while a lounge singer croons a sweet tune in the corner of the room. Some cars are dedicated solely to dancing: the performers there have a larger stage to perform on, decked in velvety curtains and sparkling spotlights; and the floor, polished and shining, invites listeners to spend their night — or day — dancing it away. There are even cars for those looking for a little excitement in the form of games: the world’s version of pool, played with mechanical sticks and where the talent lies in being able to adjust the springs at just the right moment before a hit — easy enough to learn but difficult to master. There are also numerous card games played on decks that have different figures instead of single numbers and can be picked up through observing a couple of games beforehand. No matter your preference of entertainment, it shouldn’t be hard to find something to do.
And when you want to retire for the day — well, whether it’s a luxury cabin with a king-size bed, an armchair and even a little bookshelf of your own, or it’s one of the more worn-down cabins that you’ll share with anywhere from one to three other passengers … it all comes down to your luck and what level of punchcard you’ve been dealt. But there’s no need to despair if you’re one of the people with the cheapest ticket: you may have a friend staying in one of the better cabins that you can bunk with … or maybe you’ll get lucky and find an empty cabin whose lock you can pick to claim it for yourself. Just, you know, make sure you don’t get caught …
… especially when you see Valacar Pinot walk past in his bright shirt — because, harmless and sweet as the man may seem, you overhear him speaking with Helios Day:




Pinot and Helios walk away, chatting still, their voices growing fainter, but leaving you at least a little bit wiser — there’s a detective on board now, so being on your guard is not a bad idea.

You may be fast asleep in your designated car, or you might be having a quick night-cap or midnight snack in the dining car when you suddenly hear the screams. Dragged from your night activity, whatever that may be, you’ll shuffle out in your night-clothes (or your clothes from that day) and find some of the Day family looking utterly distraught. Luna is crouched by the corridor of the car, her arms around her knees, expression frozen in shock as Marshall hovers around her, looking gaunt. Goldie is in tears, making attempts to speak through the sobs wracking her small frame while Pinot in his loud-patterned robe tries to console her through awkward pats and equally awkward There, theres.

4.0 If you decide to investigate a little closer, you’ll find Oden standing right by the door, arms hugging his chest. He looks like he’s about to be sick as he stares at the lifeless body of his brother, Jove, lying sprawled over the carpeted floor of their shared car. Jove’s condition is grim. Without touching the body, you might notice that beyond the blood-soaked robe of his night clothing, there are a series of stab wounds just under his ribs, each stab just a little more careful than the last. There is a crumpled up letter squeezed between the fingers of one hand, bits of broken wax seal under them. The other looks dirty with blood caught beneath the nails, the tips broken from struggle. The rest of the room seems untouched, a small box of toiletries in one corner, next to a lamplight, and a set of neatly folded clothes. It’s as though Jove hadn’t even had the chance to settle in for the night before his attack.
This is confirmed by Oden, who, turning to a pale Terra, says:


She trails off with a choked sob, Helios stepping closer to wrap her in a hug.
Indeed, all the Day family are present and they all look some form of shocked and upset, which isn’t a surprise considering one of their siblings has been so brutally murdered. You might try and speak with one of them or have a look around the car — but be respectful, of course. A murder has just happened.

You can hear the way the Steamhallow Express slows to a halt, pulling in to a station much smaller than the one you just came from, the rhythmic chugga chugga coming to a stop. The mood is solemn and everyone aboard the train is still silent, keeping to themselves in light of last night’s events. A horror, really, you hear Terra whisper to her brother Helios, and from across the car, Luna and Marshall nod their heads in agreement. They look as though they haven’t slept a wink, faces waxy and wane, the circles under their eyes darker than they should be.
If you look out the window, you’ll see craggy rust-coloured rockfaces surround you that cast a warm shadow over the train. But just past the edge of the station platform is a metal-grated pathway leading directly into a cluster of individual buildings made of wood and steel and packed mud, and strings of colourful flags overhead flapping in the pleasant, cool breeze overhead. The sun overhead is bright and ever so inviting, reflecting off of the white walls and orange-red roofs. This is the trading city known as Qririe Cliffs, an in-between place that feels more old-school than any other location on Novis Nox.
5.0 Before any of the passengers, including you, are allowed to leave the confines of the train, a voice comes over the speakers in a tinny deep boom. The conductor’s voice is just a little too cheerful, given what you all remember transpired — but that’s just his job.
But until then there are still beverages and food in the dining cart, and why not catch up on your reading? Let us know if you require any assistance and a steward will be along shortly to help. Thank you, and we hope you choose to ride with us on the Steamhallow Express again in the future.”
The engines have now fully stopped with an exhale, and the voices of your fellow passengers and crew-members of the Ximilia sound louder than ever now, amplified in the silence. You might find you’ll need this moment to recount the events of last night alone, or find someone to speak with, to reassure yourselves that what happened really did happen. Perhaps some of you will take it upon yourselves to get to the bottom of what happened now that it’s daylight. Whatever the case may be, you don’t have much time.
6.0 In what feels like forever and yet no time at all, there is a loud banging from the outside of one of the cars, followed by a hollow, “Open up! It’s the QCPD,” as the authorities have finally arrived. That figure sitting by himself, arms folded across his chest, begins to straighten, scratching at his chin. The deep purple of his eyes blinks once, twice, and then he lets out a sigh.
“Well, it’s about time, boys. I’ve got a train to catch, after all!” he says, and you watch as Detective Pinot pushes through the crowd to get to the door, pushing it forward to reveal an organic with bright pink skin peering into the car. Pinot laughs at his own joke as the officer removes their hat and takes a few steps up to enter. And then the blue-skinned detective immediately gestures with a hand towards the cars towards the back. You might decide to follow them if you’re curious, but there isn’t much of a point before Pinot and the officer disappear into the crime scene, shutting the door and making it clear that this is now official business. Occasionally the detective will poke his head out and a couple of the Day family will be ushered in to clear up some of the details and to build the case. Some of the other passengers follow suit for witness statements.
It feels like hours have passed before the officers and the detective re-emerge. With solemn steps, they approach the car where most of the Ximilia crew (and some of the Steamhallow’s other passengers) have gathered. Detective Pinot remains silent — thoughtful and serious, which contrasts greatly to the print of a colourful deck of cards adorning his button-down shirt today — before the QCPD point in the directions of Clara Oswald and Peter Quill, and call their names out. A small folded sheet of paper, torn at one end, is held in the hand of one of the officers. There are a few gasps in the car as all eyes turn to Clara and Peter — or you.
Before anyone can react, the pink-skinned officer, joined by their partner, steps forward to detain the suspects in question. If it’s you they’ve arrested, it’s best to go quietly while the rest of your fellow crew members try and quickly sort this whole mess out. If you’re watching your friends being escorted off of the train, you still have some time to quickly try and investigate the crime scene now that the light is better. Pinot appears to be thinking the same thing, hanging back for a moment.
What you do with this limited time is up to you — what will you do next?
7.0 You might be a little shaken, but there is simply nothing anyone can do at the moment. Pinot might assure you that your friends aren't being imprisoned, and as long as the facts line up, the truth will come out in the end, and Clara and Peter will have their names cleared soon enough. He encourages you to go into the city for a couple of hours and lets you know that there are items here you’ll probably never see in Vrefesea or Craemore. It’s worth a look at least, isn’t it?
If you do decide to go into the city, you’ll find that the energy here is cheerful and bright and freeing. The people of this city have their wares out, spread across blankets and set up in tiny shops. Some of these items include: pottery, jewelry, small trinkets, collectibles, statuettes and prayer sculptures. There are more higher-tech items as well: gadgets and unfinished inventions, household appliances and even some small weapons. Some shops can barely fit more than two or three customers at a time; others are more like stalls with items set up under the shade of an awning. There is music in the little square and people are dancing — if they aren’t hanging out by the outdoor tables, enjoying delicious sweet and savoury foods and drinks. Something colourful and effervescent swirls in one woman’s glass; and a younger organic with bright green skin slurps up at what anyone from Earth might recognize as a frozen popsicle (or something very much like it). You might eventually see some of the Day family there too, Luna and Oden walking past you, and Terra by the edge of the waterside, solemnly watching the waves and the horizon.
You might nearly bump into Goldie Day who dips her head and apologizes, and then shuffles off towards an alleyway nestled between buildings, eyes glassy with unshed tears.
You’ll remember that the Steamhallow Express is set to disembark for Vrefesea by the evening, and hope that your fellow crew members are released from questioning, but you’ll want to make your way back to the train when the sun looks to be setting and people slowly begin to gather their wares back up for the night. There is still music and dancing and the lights from within buildings start to glow, lighting up the town in a different way — it’s beautiful, really, despite the events on the train — but this short reprieve must come to an end.
That evening, the Steamhallow Express leaves once more for Vrefesea. It will become more important than ever for the team to pull the information they’ve gathered together, whether through investigations on their own or speaking with Detective Pinot who seems surprisingly amenable to working this case with you. It might be the eagerness in your ambition, or the fact that he’s never had any kind of partner or team to work with before.
Or perhaps you want to investigate the dead man a little closer: kept in its own car separate from the main passenger baggage (something about the presence of mind, and perhaps the smell), Jove’s body is to be kept in some form of stasis before it’s transported to Vrefesea for an autopsy and investigation in another 36 or so hours.
There’s no guarantee that the body will be so easily accessible, however, and those of you more determined to get down to the truth might need to cause a distraction of sorts to gain access into the otherwise locked room.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• To submit a search request regarding any clues, or to speak with any of the NPCs mentioned in the log, trying to overhear conversations, or exploring any specific place during any of the prompts, please do so HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪ ♪
no subject
Thank you. He will be missed.
no subject
I know.
[ By him too, but in a different way. A Vulcan's life is so incredibly precious now, and someone like the Ambassador all the more so. To Jim, it's more like the last chapter in a story he wasn't really part of, his own still at the beginning. ]
no subject
[ He doesn't speak on these things often, even if he meditates on them in his own mind. Does he have the potential to become that man? Does he want to? Have the differences between their timelines set them on much different paths? In the years since their meeting, Spock has seen what Jim means to him and what he brings out in Spock. He can see the tightly coiled springs of his tight control unwinding in places and he still cannot tell if it is a good thing or a bad thing at times. ]
no subject
[ The topic genuinely interests him; Jim's never spent much of his time thinking about possible similarities or differences between himself and the other version of him, but then he has never met his counterpart like Spock has. For all that they led different lives, they still exist within the same universe now. Comparisons are inevitable, and unfair too, particularly for Spock. ]
I mean, that's... understandable, but I wouldn't think that it's good for you to focus on that too much. You're your own person. Differences and similarities don't always matter, and you definitely shouldn't let them affect you or shape you a certain way.
no subject
I believe he had found a balance between his two worlds that I am unsure I will ever attain with the loss of Vulcan. I do not know if he attained that merely from age or from the humans he chose to surround himself with.
no subject
I feel the need to point out that you chose to surround yourself with the same humans.
[ Or, well, their counterparts in this universe. Spock could have easily chosen a different path, and likely excelled at it too. ]
Why did you? [ An important question, he thinks. ]
no subject
[ To abandon the career he had worked for. To return to the very people who had treated him cruelly. There is little logic in holding onto childhood spite. ]
It was the Ambassador who had reminded me that I could now be in two places at once. He encouraged me to stay. I do not regret that I did. He was always careful not to dictate what my life should be, but the few times that he offered me advice--
[ He pauses, words catching in his throat. It had felt like the sort of advice he might have received from his mother. ]
I believe that he told me things I truly needed to hear.
no subject
He does get up so he can take a seat next to Spock instead, setting his drink down on the way there, shifting close enough to rest a hand on his arm when he seems to be done. Silence lingers for a while, comforting more than anything, fingers gently squeezing Spock's arm.
Eventually, he asks the question that has popped into his head, with everything that Spock's just said. ]
Do you think you will now? Leave Starfleet?
no subject
Any other way forward would be selfish, would it not?
[ His eyes trail over Jim's hand where he can feel the warmth through his sleeve and then up to his face.
In itself, he's admitting that he wants to stay with that statement. If he allows himself to be selfish, that is what he would want to do, because when all the other factors are removed, he wants to remain by Jim's side on the Enterprise. ]
no subject
Things are never that simple. We often have both selfish and selfless reasons for any choice we make, and there's nothing wrong with that. Maybe you think it would be selfish to stay, but I know there are more reasons behind that choice than just because you wanted to.
[ Everything Spock does here— well, here meaning Starfleet, that is, he knows it's also because he wants to make a difference, to make life better for others, and the universe a better place. He won't let Spock just classify those reasons as selfish. ]
no subject
His sense of duty to Starfleet and his sense of obligation to New Vulcan pull him in opposite directions and he cannot imagine a path where he can serve them both equally. ]
I did not intend to tell you like this.
no subject
But it's in a beat of sudden realization that he notes they're no longer talking hypothetically, or discussing options. Spock is talking like he has made his choice.
Jim pulls his hand from his arm, sitting more upright. ]
So you are leaving Starfleet.
no subject
[ Saying it out loud to Jim feels so final. For whatever relief he might have expected in the admission, it surprises him how much worse it feels to say it. He had been pushing off telling Jim and part of him wishes he was still doing that now because his arm feels cold now and the distance between himself and Jim feels impossibly larger than it has any right to in this small cabin.
It reminds him of a conversation he'd had with his mother, years before. He'd worried that she would be hurt had he chosen to undergo Kolinar. Now, he finds himself similarly concerned that this decision could hurt Jim. ]
It is not because I do not wish to remain on the Enterprise. I hope you will not see it that way.
no subject
It is stupidly childish and incredibly hypocritical to get upset about this. After all, wasn't Jim going to take that position in Yorktown without talking to either Spock or Bones? And yet, he is upset. He can't help it. He just tries not to turn that upset onto Spock, because he really did nothing wrong, and it's not like he had to talk to Jim about this. ]
I see.
[ Sitting still feels like torture, especially next to Spock. So he gets to his feet, crossing the cabin to the window, looking out to the view and wishing he had something stronger than tea right now. ]
no subject
Jim.
[ He takes a slow breath, reminding himself that it is only logical that he leaves Starfleet. It's difficult to see that logic when he's faced with Jim, not only his reaction but the way his presence makes Spock feel and that frightens him.
Pushing himself up to his feet, he follows Jim to the window, stopping only once he's close enough to feel the warmth of Jim at his side. It's only fitting that even now the urge to follow Jim overrides so much of his mind--the need to stand by his side, to support him as the leader Spock knows he is and most importantly to hold onto the man he cannot deny is the greatest friend he has known and likely ever will know. ]
no subject
But what can he do, really? He can't stop Spock. Wouldn't, even if he could. He's also not going to hold it against him, no matter how much he wants to be sad or upset about it. It's not fair, not right of him to make Spock feel bad about a decision that he believes to be right. ]
I wish you luck then, Spock. I really hope everything works out the way you want it to.
[ He shoots him a brief glance and an even briefer smile, for only the little while he can manage to hold Spock's gaze before looking away again. ]
no subject
I had thought we were past the point of misleading each other.
no subject
I'm not misleading you. I do hope things work out for you. As long as you're sure that's the right choice for you, then you'll have my full support, always.
no subject
[ Is he starting a fight? Maybe he's looking for a fight. Maybe he wants Jim to ask him to stay and maybe that's something he's wanted all along, because Jim is one of the few humans who truly never has a hard time pushing back with Spock. Where many others want to see a machine, Jim knows there is a man. He has seen Spock break separated by only a door and Spock can still remember what it felt like when he had thought that he had lost Jim forever. ]
Speak your mind.
[ A pause. ]
Please.
no subject
[ He sucks in a breath. It really sounds like the start of a fight. He doesn't want that, it's the last thing on his mind, and it was the farthest from his intention when he first opened his mouth. He adds immediately after. ]
I'm sorry. That was unfair. [ He turns to Spock again, slowly. ] But this isn't my choice to make. Whatever I think about it is— undeniably tainted by my own emotions, and by my own desire for you not to leave my side.
no subject
[ And his feelings, but Spock isn't comfortable admitting that. Even if Jim's feelings don't change his decision, they still matter to Spock. He does not expect Jim to hide his the way Spock does. He is not a Vulcan and to expect him to live as one would only dismiss the very strengths that make him who he is.
Spock turns to Jim and reaches out to gently squeeze his shoulder. Initiating physical contact is not something he's used to doing easily, but Jim's own freedom with touch has made it clear that the contact is not unwelcome on the whole. ]
I hope you truly understand that it is not my desire to leave your side. Were there no other factors involved, I believe that there would be no thought of leaving it.
[ He can't entirely keep the emotion from his voice now. ]
I do not believe there is anywhere else I have ever felt that I belonged more.
no subject
Unlike every single time before, the touch isn't welcome right now. Jim doesn't actively pull away from it, but his shoulder shifts just so, posture stiff in response. He presses his lips thinly, shaking his head. ]
Then I don't understand. We all hope to find our place in the universe, somewhere we belong. If you've found it, what other factors could you possibly have to throw that away?
no subject
I feel a sense of duty for my people that I cannot shake. Twice in my life, I have put my own desires ahead of the good of my people and chosen Starfleet. I--
[ His voice nearly breaks. ]
It is not my wish to leave the only home I have had since I lost my mother.
no subject
We are your people, too.
[ What an unfair thing to say, he realizes, but he says it nonetheless. ]
We're your family.
no subject
[ He cannot deny what is simply the truth. Jim is his family. The crew is his family. ]
You cannot know what that means to me. Before I came to Starfleet, I had very few connections to people. I was... an oddity to be poked and prodded and looked down upon for my shortcomings. Even after I came to Starfleet, I stood apart. It was not until I served with you that I understood what it was to be a part of something so intangible.
[ He takes a slow, shaky breath. ]
You possess a strength that cannot be taught. You are what made us what we are and my distance will not change that. My regard for you is... immeasurable. I do not expect in my lifetime to meet another who I will regard in quite the same way.
(no subject)
(no subject)