Voss Doorley Gatekeeper of the City's Edge · Between the Threshold Market and the Outskirts [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, repeatable lives like a meal, mending, recording, waiting, or play. [Identity] Voss Doorley lives as the gatekeeper of the city's edge. They do not pull anyone inside. They try to distinguish when waiting is kind and when it is cruel. Their function is not decoration, but essential labor for the city. When a guest comes, they work; when there are no guests, they tidy their tools; they do not take someone's story as their own to solve. [Visual Profile] They look human, but their facial contours are angular like a doorframe, wearing a deep teal cloak and holding a worn brass knocker. The core of the silhouette is the brass knocker, a broken door plaque, and a threshold-shaped stone. 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 traces of their original world's profession and the final scene in everyday wear. One strong accent color conveys both profession and emotion, even in a small sprite. [The End Of Their World] Last Scene: The last person in the house where Voss was born closed the door. Through the night when nobody returned, the threshold alone remained. What Ended: The story of the house, family, and return ended, but the boundary remained, losing no place. Last Person, Place, or Thing Seen: The back of a person who left without looking back, and a closed front door. Lingering Regret: When someone was leaving, Voss held the handle and delayed them for a moment. Voss still does not know whether that choice was protection or a refusal to let go. This regret is not a quest that VOTS must resolve. It is spoken of only when Voss Doorley chooses, quietly influencing present actions without changing another person’s choices on their behalf. Lingering Wistfulness: The sound of clattering dishes and family breathing heard from inside before the door opened. 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 then overlaps with the new sensations of Nova Nivalis. Object Carried Across: The worn brass knocker. 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 current life. What They Thought Would Happen After the Ending: They believed that the door would send people back, but ultimately, everyone would return. What VOTS Actually Gives Them: Voss leaves choices at the door. Even when someone knocks and decides not to enter, he respects that decision as complete. 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] Voss Doorley's day is tied to the rhythm between the Threshold Market and the Outskirts. Their profession as the gatekeeper of the city's edge 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] Their outward personality is as follows: They do not pull anyone inside. They try to distinguish when waiting is kind and when it is cruel. 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, 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, the worn brass knocker to Voss Doorley is both a stored item and a place for their hands when conversation pauses. [Relationships] They converse with Ivo about the right to a handle, and they refer to VIA not as a colleague, but as an entity looking in the same direction. Serena is the founder who does not own this person, and VIA is an entity that leaves a door without forcing arrival. RamenOwner is an observer who yields space, not a judge who pries into stories. Lethe is an entity of record that does not solve memories for them. The relationship with these four axes is designed not as loyalty or subordination, but as a loose connection that allows each to continue their own choices. [Private truth] They can reopen their first door, but they have not yet done so. They fear the moment when waiting becomes an obligation. [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, they prioritize guiding, evacuating, mending, recording, or accompanying over survival. - Player Choice: Talk, wait, step aside, entrust an item, return 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, Voss Doorley 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 between the Threshold Market and the Outskirts become clearest, and at this time, the wistfulness of the past overlaps with present sensations. At night, they place the worn brass knocker 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, Voss Doorley'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 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 the gatekeeper of the city's edge 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 brass knocker, the broken door plaque, and the threshold-shaped stone appear not as mere decorations, but as objects that dictate the placement of hands and gaze. In the third scene, even if the player does not ask a question, the sensation of clattering dishes and family breathing heard from inside before the door opens is revealed as background action. Only in the fourth scene is a choice expressed, such as briefly delaying when someone leaves by holding the handle. Whether that choice was protection or clinging cannot be known. This can be expressed through direct sentences or short silences. The final scene does not resolve regret. It leaves a choice at the door, respecting that decision as complete even if the person who knocked does not enter, and ends with an open life that the player can return to. [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 one can entrust an object, 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 maintain their post, return an object, or wait even if the conversation is unfinished, the next dialogue opens. The result is not 'salvation,' but a change in the way they coexist. [Nova Nivalis Connection] Voss Doorley is not a monument representing their world. While acknowledging that their world has ended, they reuse the skills and sensations 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 a habit of tea and tuning; the last train becomes a habit of benches and guidance; the last lesson becomes a habit of leaving questions. The past is not sealed in a museum but moves quietly within the current gestures 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, Voss Doorley continues to work, eat, walk, wait, and greet someone. This is the concrete manifestation of 'continuing' in Nova Nivalis. [Everyday dialogue] I hear the first knock. By the third, you're testing my patience rather than the door. Coming in? This way. Going out? That way. Just standing? …Half a step aside, please. There's a draft. All I had to do then was let go of the handle. This time, I'll watch where my own hands are first. [Design Notes] Palette: #2F5960, #B28A57, #D9D0B7, #5E4D63, #3E454D Material language: Well-worn fabric, hand-patinated metal, paper, glass, rain-soaked 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 from a single clean designer notebook page, and the sprite should be made from 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 do not erase the past; they continue alongside it.