CONCLUSION: 4:50 to vrefesea
The next (give or take) 36 hours become critical. The Steamhallow Express murder becomes all that passengers back aboard the train can whisper and murmur about. Contrary to Peter Quill’s claims that Detective Valacar “Val” Pinot’s reputation is at stake, it seems that people are more intrigued than ever to see what the esteemed detective has in store.
Pinot is busy, though. He accepts the collaborative efforts of Takeshi Kovacs, also a detective, and Natasha “Nat” Romanoff whom he’s developed something of a rapport with following the train’s departure from Qririe Cliffs. The three of them go through the facts that the Orbers have collected in conjunction with the evidence and questioning that Pinot has undertaken in order to build the narrative and find the one — or ones — responsible for the murder of “Jove Day”.
It comes time to confront their prime suspect, Goldie Day, who has found herself in the dining car the next afternoon having sandwiches and a cup of tea. The other tables in the dining car are occupied by the other Day siblings, Oden and Marshall at one table looking solemn, Terra and Helios and Luna at another. It’s quiet as Pinot slides into the seat across from her. Today’s patterned shirt depicts cats of all shapes, colours, and sizes across the fabric — which Goldie turns her eyes to study briefly before she looks up at the detective.
Pinot’s expression remains impassive. Calm.
She stares at him, and then shifts her gaze as Kovacs and Natasha approach. Finn and Peter Quill (who may have just a little more investment in the solution of this murder, given recent events at Qririe Cliffs) stand nearby, an audience slowly forming around the little table. Her expression shifts from timid and gentle to petulant and panicked.
For a moment time seems to stop, all eyes going from Goldie to the rest of the crowd that has gathered in the dining car to hear Pinot’s final solution of the mystery that had plagued the Steamhallow’s passengers for the last couple days. There are murmurs of confusion, Goldie looking a little more panicked than she had only moments ago, until there is movement in the crowd and a tall man with red skin turns on his tail in a desperate attempt to leave.
The man, Noct Wood, doesn’t have much room to leave, Kaidan and the Darkling moving in to block the exits on one end, while Mal, Yelena, and Xichen take care of the other end. Mr Wood stops in his tracks and exhales, gloved fist clenched at one side. Pinot rises from his seat and walks towards Wood, some of the Orbers taking initiative to detain him before he has a chance to forcibly exit the dining car.
The glint off of his skin shimmers as he struggles out of Kaidan and the Darkling’s grip, until Pinot can find the seam of the man’s mask, tearing it from his face and breaking the illusion to show a man remarkably similar in appearance to the murder victim, the so-called Jove Day. There are more gasps from the crowd. The rest of the Day family look utterly floored by the reveal; some of the family hadn’t seen each other since they were children, the youngest — Luna — would have been an infant, if she had. Terra and Helios look as though they might force their way through the crowd in order to get to their brother, fists at the ready, but Oden and Marshall hold them back. Luna stares between her brother and their adoptive sister, but her expression is unreadable.
Pinot continues.
Jove lifts his gaze to meet Pinot’s eyes as the realization settles in.
Pinot shrugs.
"So you hired a man who resembled you, careful to keep it all under the table, and found someone just as desperate as you were. Only you missed a few key details: the scars from your childhood accident. So used to them, you didn’t think to replicate the injuries over your decoy."
Pinot pauses, thoughtful in his anticipation before he captures the other man’s wrist and pulls the sleeve up over his arm and drags the fabric of his glove down to reveal a web of silvery scars, raised tissue from old wounds that had left Jove always seeking to hide them.
Jove struggles in Kaidan and the Darkling’s grip, but they don’t relinquish their hold on him even as he says nothing. Pinot looks towards Kovacs, and then back at Jove.
Jove suddenly goes very still.
Pinot nods.
"Six crude stab wounds were administered to the body, one for each of the siblings sans Jove, of course, in order to make it seem as though you all had your part in this murder. What you didn’t anticipate was the struggle of a man who knew only then that he was going to die, nor did you know how difficult it would be to administer the blows, did you? Certainly not with a letter opener, which was the murder weapon.
"Now why the letter opener and not the perfectly sharp knife? Because a knife is too obvious and was the perfect red herring to set your siblings up. So you planted the blade in Oden’s bag, and the sheath among Marshall’s personal effects. Unfortunately the wounds themselves gave the weapon away — too crude, too messy, they didn’t match the knife which was sharp and brand new.
"And while the false Jove struggled, the real Jove would have to put more of his force into subduing the victim, which would explain the bruises found on ‘Jove’s body and the unfortunate way your gloves, found in your cabin, were stretched to its limit, thread come undone. This, along with the newspaper from the other day, a photo of the artifact circled in ink, and the notebook which proves that your business dealings were enough to make you desperate, connected Mr Noct Wood’s identity with yours. An unfortunate result of your not being careful enough to erase every last connection that could incriminate you. But you didn’t think you would be caught, did you?"
Pinot hums a sound, scratching at his chin.
Goldie’s expression crumples and she nods, tears spilling from her eyes.
Jove clicks his tongue.
Goldie sniffles.
Goldie’s tear-filled eyes turn to look at the familiar man she’d bumped into briefly that day. She absently rubs at the scratches on her arm, and sniffles again.
He pulls a folded piece of paper from his pocket. Bits of deep red wax remains adhered to one of the folded squares. Clara, Marta, Alina, and Rhys had helped with this particular part of the puzzle, and as Pinot flattens the letter out, he looks again to Goldie who had been — perhaps unknowingly — responsible for revealing its whereabouts while she had meant to encourage dissent amongst her siblings instead.
The Day siblings exchange glances with each other, Goldie stares at her hands in her lap, and Jove looks as though he’s about to give one last try to struggle against his restraints.
Pinot waves a hand and the QCPD officers from earlier move in with handcuffs to detain both Jove and Goldie with technology far more advanced than the cuffs anyone from Earth is used to. They’re led to a separate cabin to await their fate for the remainder of the journey back to Vrefesea.
Pinot approaches the orbers as though perhaps to thank them before Newt separates himself from the rest of the group and exhales an exasperated sigh. Whatever he might have said is interrupted with an impatient—
When what is left of the train rolls slowly to Platform 27 in Vrefesea station, those on the train have had a journey to remember — and a journey they’re lucky to have made through alive. But for the Orbers, the real reason they’re there is still waiting ... in one of the lockers, but the question is: which one?
Sabriel, Alina and Drift make it out of the train first, closely followed by Natasha and Ziggy. Referring to the contents of Hortensia’s letter, Sabriel suggests that the locker has something to do with Oden and Luna — “think of your oldest brother” and “think of your youngest sister”, respectively. Alina quickly runs to check what the locker numbers on the level they’re at are — what she finds out is that with over 53 platforms and a little under 200 exits, each portion of the station has its own alphanumerical locker system, combining two letters and one number.
With this, it doesn’t take long for Sabriel to realise that the locker they have to find is one that starts with O, for Oden, and L, for Luna — and Ziggy, ever practical, suggests that they simply try out every single locker that starts with OL in order to find the right one, and beat Pinot to it.
From there, it is a rush as the five head to the third level (the very same level Pinot had mentioned), near the west exit, where the lockers with the start of OL are found. They garner some strange looks from passers-by as they stop by every locker, one by one, trying out the combination, to be met with nothing… until Natasha makes it to locker OL7, and upon trying the code, there is a soft click —
And the locker door springs open, revealing various artifacts, but the most important of them is the book in the middle, a coppery sphere glowing dimly in its embedded spot. As soon as Natasha reaches for it, the glow grows brighter, and every Orber feels the familiar sensation of being pulled back to the station.
When they open their eyes on the station, the Orbers will see both Viveca and Degar waiting for them, both looking unusually serious, even grim. As most of the team catch their bearings and familiarise themselves with the supernatural abilities that now have returned to them, Degar, one hand ready to catch the orb that is already floating to him, extends his other hand as a swirl of almost tangible power surrounds it.
With a sweep, he aims a silent spell at Newton — who immediately freezes, eyes falling closed as his consciousness is held in stasis.
It is with those words, quiet and sad, she floats off, leaving Degar standing there with the orb.
The door to the North Wing slides shut behind him. Congrats, Orbers, for another successful return… even if, after such a betrayal from one of your own, it doesn’t seem like there’s much to celebrate.
N O T E S
This is the end of the sixth mission! If your character goes back to review the mission file, they will notice that next to its name, a little check-mark in green has appeared.
This is not an official log — however, for the next two weeks, your characters have downtime on the station and all its locations (aside from the north wing) are available. Please note that ICly, the downtime is almost a month long, as the mission itself only lasted for four IC days. The player plot log is live, and can be found here. Note that the events in the log take place during the final hours of the journey to Vrefesea.
Players are encouraged to make their own logs for what they do during the downtime.
Should characters want to talk to Viveca, they can do so here.
And finally, your soundtrack for the conclusion (and a bonus): ♪ ♪ ♪̵̼̪̘̹̦͓̽̏͜
