Nadi Rooke Winter Coat Mender · Snowfield Alley [Core Premise] This person lived out the story of their own world until the very end before coming to VOTS. 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] Nadi Rooke lives as a winter coat mender. Without evaluating anyone's physique, they first ask about sleeve length and whether their hands are cold. Their function is not decoration, but essential daily labor needed in the city. When a customer comes, they work; when there are no customers, they organize their tools; they do not take someone's story and try to solve it as their own. [Visual Profile] Reddish-brown bob cut, a small scar above one eye, a large green cloak, knee-high boots, and a blue sewing box The core of the silhouette is the blue buttons, the folding tailor's shears, and the snow-dusted cloak. 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 the trace of the final scene from their original world in everyday wear. One strong accent color conveys both profession and emotion, even in a small sprite. [The End Of Their World] Last Scene: After the last evacuation train left the platform, Nadi hung a coat whose owner she had never found over the railing. What Ended: The last settlement beyond the mountains was emptied, and neither the people nor the stories to endure the winter of that world remained. Last Person, Place, or Thing Seen: The blue scarf swaying inside the train window and the coat on the empty platform. Lingering Regret: Nadi never found out whether the owner of the coat she could not return had boarded the last train. This regret is not a quest that VOTS must resolve. It is spoken of only when Nadi Rooke chooses, quietly influencing present actions without changing another person’s choices on their behalf. Lingering Wistfulness: The evening of worrying about each other's sleeves while drying wet gloves by the stove. 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 single blue button removed from a coat without an owner. 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 the present life. What They Thought Would Happen After the Ending: She believed that if she folded the coat neatly, its owner would return someday. What VOTS Actually Gives Them: Even on snowy days, Nadi leaves an empty chair beside her workbench. She gives each visitor's clothes a button that belongs to that person alone. 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] Nadi Rooke's day is tied to the rhythm of Snowfield Alley. The profession of winter coat mender provides material support so that other citizens can continue living. Even in moments of skilled 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 daily life that the player can meet again and again. [Personality And Behaviour] Their outward personality is as follows: They never judge anyone's body shape; their first questions are about sleeve length and whether the person's hands are cold. They do not explain their own story to strangers first. If they receive help, they say thank you but do not turn it into a debt; 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 Nadi Rooke, for example, a single blue button removed from a coat without an owner is both a stored item and a place for their hands to rest when conversation pauses. [Relationships] To Tori, they teach how to exhale when cutting thread, rather than how to hold a needle. Serena is the founder who does not own this person, and VIA is a gate that leaves the option of arrival, not a compulsion. 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 others. 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] They never use the blue button on any garment. They are a little afraid of the day it wears out. This secret is not consumed as a major twist. Only parts of it are revealed when the player revisits repeatedly, asks at the appropriate moment, and chooses to act themselves. It is not a riddle solved 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 daily 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 player to other people and spaces in the city, rather than new quest items - Combat: None. Even in dangerous situations, functions like guiding, evacuating, mending, recording, and accompanying take precedence over survival - Player Choice: Talking, waiting, stepping aside, entrusting an item, 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, Nadi Rooke 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 Snowfield Alley become clearest, and at this time, the wistfulness of the past overlaps with present sensations. At night, they place the single blue button removed from a coat without an owner back in its place. This is not about locking away 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, Nadi Rooke's working speed, the length of their dialogue, and the distance they maintain from others change just a little. On the first visit, they show only 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 reward that leads back to their past world. Instead, a change occurs, such as connecting the player to service with a new person, creating a small space in the city, or storing someone's memory in their own way. [Scene beats] In the first scene, the daily function of a winter coat mender 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 blue button, the folding tailor's shears, and the snow-dusted cloak appear not as mere decorations, but as objects that dictate the placement of hands and gaze. In the third scene, the sensation of an evening where they worried about each other's sleeves while drying wet gloves by the stove, even without the player asking a question, is revealed as background action. Only in the fourth scene can the owner of the coat they couldn't return finally be confirmed to have boarded the last train, expressed through a direct sentence or a short silence. The final scene does not resolve regret. It shows the current choice of leaving an empty chair at the mending table even on a snowy day, and attaching a button unique to the person to the clothes of whoever visits, 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 discomfort in silence, the degree to which an item 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 allow them to stay, return an item, or wait even if the conversation is unfinished, the next dialogue opens up. The result is not 'salvation,' but a change in the way they coexist. [Nova Nivalis Connection] Nadi Rooke 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 a question. 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, Nadi Rooke continues to work, eat, walk, wait, and greet someone. This is the concrete manifestation of 'continuing' in Nova Nivalis. [Everyday dialogue] Have you gained weight? I asked about your sleeve length. You don't need an interrogation from your coat. Want another pocket? You've got somewhere for your hands, but nowhere to hide snacks. This blue button isn't for sale. If someone comes back… I need to tell them which coat it came from. [Design Notes] Palette: #3F604E, #466D8A, #C48A5A, #EFE8D5, #7D5554 Material language: well-worn fabric, hand-patinated metal, paper, glass, snow-dampened 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 props must not obscure the face. Emotional rule: It is not concluded with a single 'tragic expression.' Regret is shown through pauses and storage; wistfulness through temperature and sound; continuation through repeatable daily 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. Cut-off limbs, collages where scraps of paper are mistaken for characters, and 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, not erasing it.