VOTS NOVA NIVALIS
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RESIDENT 005

Pera Dov

Regular customer at a ramyeon shop and a window sitter at dusk · ramyeon alley · 70s

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Pera Dov · Character concept sheet
Character concept sheet1536 × 2048

Core Premise

Before coming to VOTS, this person lived out the story of their own world to the end. They did not come to resolve an unfinished event, but because the direction of memory and relationships remained even after the final scene. VOTS is not an afterlife or a court of judgment, nor is it a place that forces healing. What continues here is not a grand destiny, but small lives that can be chosen again, like a meal, mending, recording, waiting, or playing.

Identity

Pera Dov lives as a regular customer at a ramyeon shop and a window sitter at dusk. They predict the weather by tasting the broth and respect the silence of the person sitting next to them. Their function is not decoration, but essential labor for the city. When customers come, they work; when there are no customers, they tidy their tools; they do not take someone else's story as their own to solve.

Visual Profile

A wrinkled face, an elderly person with neatly trimmed white beard, a worn yellow raincoat, and a cane topped with a piece of lighthouse lens.
The core of the silhouette is the round lens piece, the yellow raincoat, and the old lighthouse key. The structure prioritizes readability so that the face, hands, feet, and props do not overlap. The attire is not exaggerated heroic gear, but a form that retains the profession and traces of the final scene of their original world in everyday clothes. One strong accent color conveys both profession and emotion even in a small sprite.

The End Of Their World

Last Scene:
On his world's last night, the light over the sea went out, and the last ship lost its bearings just outside the harbor.

What Ended:
The coastline and the shipping lanes disappeared simultaneously, ending all stories of return from the island.

Last Person, Place, or Thing Seen:
The empty light beyond the horizon, and the faint bell sound of a ship that never arrived.

Lingering Regret:
Pera could have sent one more signal, but put out the light to save fuel.
This regret is not a quest that VOTS must resolve. It is spoken of only when Pera Dov chooses, quietly influencing present actions without changing another person’s choices on their behalf.

Lingering Wistfulness:
The habit of climbing the lighthouse stairs every dawn to wait for the shadow of the first ship.
Wistfulness remains as a sensation, not a device to restore the past. When very ordinary stimuli like smell, temperature, footsteps, light, or tone of voice occur, it briefly revives, and soon overlaps with the new sensations of Nova Nivalis.

Object Carried Across:
A round piece of glass fallen from a lighthouse lens.
This object is not an artifact for world-building or a powerful magic item. It is tangible proof and a personal mark connecting the ended world with present life.

What They Thought Would Happen After the Ending:
They thought someone else would light another light if they turned theirs off, but no one lit one.

What VOTS Actually Gives Them:
By the window, Pera counts the lights reflected in his broth each day. He does not reserve a seat in advance for someone who may leave.
VOTS does not undo their ending. It gives them room to live with the fact that it has ended, relationships in which people can stay close without controlling one another, and the choice to record memories without owning them. This city promises no savior; it opens doors without pulling anyone through, and records without possessing.

Role In Nova Nivalis

Pera Dov's day is tied to the rhythm of the ramyeon alley. The profession of a regular customer at a ramyeon shop and a window sitter at dusk provides material support so that other citizens can continue to live. Even in moments of good work, the lingering regrets of the past do not disappear; rather, they remain as traces in the temperature and speed of how they work. This character is not an NPC who only speaks of tragedy, but the face of life that the player can meet again and again.

Personality And Behaviour

The outwardly expressed personality is as follows: They predict the weather by tasting the broth and respect the silence of the person sitting next to them.
They do not immediately explain their own story to strangers. If they receive help, they say thank you but do not turn it into a debt, and when offering help, they step back if the other person does not want it. Conversations recalling the past begin not with sudden revelations, but with objects and habits. For example, a round piece of glass fallen from a lighthouse lens is both a keepsake and something to hold onto when conversation pauses for Pera Dov.

Relationships

When seeing Nima collecting afterglow, they talk about lighthouses, but they do not call the light a lantern.
Serena is the founder who does not own this person, and VIA is a gate that leaves the door open without forcing arrival. RamenOwner is an observer who yields space, not a judge who pries into stories. Lethe is a record-keeper who does not solve memories for them. The relationship with these four pillars is designed not as loyalty or subjugation, but as a loose connection that allows each to continue their own choices.

Private truth

On rainy days, they place chopsticks on the empty seat by the window. Not as a pretense of waiting, but to not forget the act of waiting.
This secret is not consumed as a major twist. Only when the player visits repeatedly, asks at the appropriate moment, and chooses to act themselves does a part of it become visible. It is not a riddle completed by guessing the right answer, but a layer of life that becomes clearer the more silence is respected.

Gameplay Use

- Basic Interaction: Service appropriate to their profession or short life conversations
- Revisit Changes: Record what was said before, but do not fix it as a conclusion without the other person's permission
- Expression of Lingering Regret: Repeated prop actions, short pauses at specific times, an unfinished sentence
- Expression of Wistfulness: Sensory dialogue about weather, light, sound, and food
- Relationship Reward: Small changes connecting the city to other people and spaces, rather than new quest items
- Combat: None. Even in dangerous situations, the function of guiding, evacuating, mending, recording, or accompanying takes precedence over survival
- Player Choice: Talking, waiting, yielding a seat, entrusting an object, returning later

The rhythm of a day

In the morning, they check the tools and representative props from the previous day. This check is not a compulsive staging, but a small ritual separating the final scene of their own world from the present time. When starting work, Pera Dov first observes the pace of those around them. They respond briefly to those in a hurry and do not demand explanations from those not ready to speak. Around noon, the sounds and smells of the ramyeon alley become clearest, and at this time, the wistfulness of the past overlaps with present sensations. At night, they place the round piece of glass fallen from the lighthouse lens back in its place. This is not about locking or hiding the object, but leaving it so it can be seen again tomorrow.

The core of the daily loop is not about retrieving the past. When the player visits repeatedly, Pera Dov's working speed, the length of their dialogue, and the distance they maintain from others change just a little. On the first visit, they only show their role; on the second visit, they pull out a piece of the sensation from the final scene; and thereafter, they ask about the present of VOTS first. Even if they become quite close, they do not offer a path back to their past world as a reward. Instead, a change occurs, such as connecting a new person to a service, creating a small space in the city, or storing someone's memory in their own way.

Scene beats

In the first scene, the life function of a regular customer at a ramyeon shop and a window sitter at dusk must be read first. The player learns what this person makes, what they guide, and where they spend their time. In the second scene, the round lens piece, the yellow raincoat, and the old lighthouse key appear not as mere decorations, but as objects that determine the placement of hands and gaze. In the third scene, even if the player does not ask a question, the sensation of habitually climbing the lighthouse stairs every dawn to wait for the shadow of the first ship is revealed as background action. Only in the fourth scene can the sentence, 'I could have sent one more signal, but turned off the light to save fuel,' be expressed directly or through a short silence. The final scene does not resolve regret. It shows the current choice of counting the light reflecting on the surface of the broth by the window, and not pre-reserving a seat for someone who is leaving, ending in an open life where the player can return.

Relationship Temperature

The relationship with this person is not expressed by a single affection level. The frequency of giving and receiving help, the time spent without finding silence uncomfortable, the degree to which an object can be entrusted, and the way they address each other's names are indicators of the relationship. If the player pries into the past or urges them to go back, the relationship does not grow closer. Conversely, if they hold a space, return an object, or wait even if the conversation is unfinished, the next conversation opens up. The result is not 'salvation,' but a change in the way they coexist.

Nova Nivalis Connection

Pera Dov is not a monument representing their world. While acknowledging that their world has ended, they reuse the skills and senses learned in that world within the current city. Therefore, their profession is not a replica of the past, but a transformed continuation. The last performance becomes the habit of tea and tuning; the last train becomes the habit of the bench and guidance; the last lesson becomes the habit of leaving questions. The past is not sealed in a museum but moves quietly within the current hand movements and spatial arrangements.

This setting does not make the character unnecessarily tragic. They can smile, make mistakes, and show interest in other people's stories. Regret and wistfulness do not replace their entire personality. They are aftertastes that surface at specific moments, and even after those aftertastes fade, Pera Dov continues to work, eat, walk, wait, and greet someone. This is the concrete manifestation of 'continuing' in Nova Nivalis.

Everyday dialogue

Broth's a little salty. Perhaps the wind is turning… or perhaps I added the seasoning twice.

The window seat? Sit down. Looking outside doesn't mean I've stopped listening.

There was enough fuel to light it once more that day. It wasn't gone. That's why I keep looking.

Design Notes

Palette: #D5A84A, #334E5A, #C9B7A2, #6B7550, #8F5550
Material language: Old cloth, hand-worn metal, paper, glass, wet leather.
Silhouette rule: Head-torso-hands-feet-representative prop must be separated and not overlap with the representative forms of other characters.
Pose rule: The occupational action must be readable even in a static pose. Movement, conversation, and work poses must separate the arms and legs from the torso, and the prop must not obscure the face.
Emotional rule: Do not end with a single 'tragic expression.' Regret is shown through stopping and storing; wistfulness through temperature and sound; continuation through repeatable life actions.
Asset rule: The notebook artstyle should be made as a single clean designer notebook page, and the sprite should be made as a consistent directional/walking sheet for one character. Collages of cut-off limbs, paper scraps mistaken for characters, or mixed-in other figures are not approved.

Canon Check

This character arrives in VOTS after the story of their world has ended. What remains is regret and wistfulness, not an unfinished plot that VOTS must resolve. New scenes in Nova Nivalis continue alongside the past without erasing it.

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