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noctiumrp
- « PLAYER INFORMATION »
- ♘ ADVENTUROUS — Like her father before her, Rosella is a born adventurer. When her father suffers a heart attack and is on the verge of death at the beginning of King's Quest IV, Rosella reacts by wishing for something she can do to help him — and she gets her chance in the form of the good fairy Genesta, who tells her about a magic fruit that can cure all ills and save her father's life, but only if she's willing to travel to the faraway land of Tamir, find the fruit, and deliver it to him. Without hesitation, Rosella agrees to go — and upon her arrival in Tamir, is saddled with a secondary quest that went unmentioned from the outset: that Genesta actually has no way of sending her home unless Rosella also finds some way to defeat the evil fairy Lolotte and retrieve Genesta's stolen magic talisman. This adventure takes Rosella all across the land of Tamir from the western ocean to the eastern mountains, and has her interacting with all manner of fantasy creatures as she rushes to obtain the fruit that can save her father's life and find a way to rid Tamir of Lolotte's evil once and for all — all in the span of a single day.
♘ RESILIENT — Rosella endures a lot in the twenty-four hours she spends in Tamir. Not only is she on a very strict time limit, racing the clock to complete her quests before both Genesta and her father die, but she's also had no time to rest or recuperate since nearly being sacrificed to a three-headed dragon at the climax of the previous game. The physical and mental demands of the adventure leave her worn-down and exhausted, as she is chased by trolls and ogres, outsmarts witches, menaced by killer trees and the undead, evades snakes, sharks, and a whole lot of stairwells in The World That OSHA Forgot™, gets swallowed by an actual whale, thrown in a torture chamber, and nearly forcibly married to Lolotte's son, Edgar as a "reward" for her efforts. (And if that wasn't bad enough, sometimes the residents of Tamir are mean to her and call her ugly.) Yet despite it all, Rosella manages to keep her focus where it counts, reminding herself that not only is she up to the task, but the people she loves are counting on her to succeed, and therefore she has to keep trying even when she's utterly out of ideas of how to make it through.
♘ ATTITUDE — Rosella's a lot more than a one-note fairytale princess; she's clever, opinionated, and even sometimes hilariously petty. She has a bad habit of judging people by initial appearances and getting burned for it, such as when she assumes a random prince she encounters will be kind to her just because he's also handsome — and in fact, he judges her right back, calling her ugly and refusing to give her the time of day just because she's dressed like a peasant at the time. Likewise, when the dwarves are rude to her when she seeks them out for help, she retaliates by...passive-aggressively cleaning their house. Though she's far from stupid or irrational, she's also perfectly capable of being a little petty; though she's neither cruel nor bad-mannered, that doesn't mean she's above dissing people within the privacy of her own mind. Her first impression of Edgar is that he's homely and sort of creepy, even though he's the only person who's actively tried to help her since her arrival in Tamir; she gives a terrible minstrel a book of Shakespeare not as a gift, but on the hope that it'll make him stop playing his lute, after he butchers the anthem of her father's court so badly she can't stand to listen any longer. Also, she canonically thinks nasty thoughts about the people who invented long skirts and slippery stairs.
♘ KIND — Sassy though she may be at times, Rosella is fundamentally a generous, kind girl. When the dwarves mistakenly leave behind a sack of precious diamonds at their house, she immediately tries to return it to them; when she comes across a starving fisherman who's been down on his luck, she decides to try to collect worms for him so that he'll have better bait to fish with. She weeps when she's forced to capture the unicorn for Lolotte, and feels bad for the restless ghosts she ultimately sets at ease in the haunted manor. Even when dealing with outright evil creatures like the three hags, Rosella doesn't relish taking advantage of them; she returns the hags' glass eye instead of leaving them blind forever, even though they'd just tried to capture and devour her minutes before. - Being a princess from what's essentially a storybook fairytale kingdom, there are obviously elements of life in Noctium that are going to be jarring for Rosella at first — she's generally more accustomed to the "hold hands, kiss once, fall in love, get married, and then produce some royal heirs" model of relationships, so she'll definitely have an adjustment period when it comes to the demands of Synchrony and manna production. Plus, relationships in general are a bit of a sore spot with her at her canonpoint, since she's fresh off Edgar's marriage proposal, and her own subsequent rejection of that proposal because she's prioritized her family over a handsome guy falling in love at first sight and wanting to marry her. Accordingly, she'll be a little reluctant when it comes to Noctium's habit of trying to nudge people together for Synchrony purposes, and will take some time to warm up to the idea of that sort of scenario.
She'll also have an adjustment period when it comes to technology, fashion, and understandable other differences between life in a Medieval Times castle in Daventry and life in a bustling alien city like Sumarlok. Plus, you know. That whole "sometimes we turn into monsters" thing.
However, Rosella is nothing if not highly adaptable, and when the going gets tough, she absolutely gets going. Also, if there's one thing she definitely understands as a result of her fairytale upbringing, it's curses — so the idea of Synchrony as a necessity to keep the "curse" of petrification in check (or to calm feral monster behavior) is something she'll assimilate to easily, and her natural kindness will spur her on to want to help others avoid a terrible crystallized fate, even if it means she has to adjust to concepts that are unfamiliar or that she's not initially comfortable with. While there'll of course be a learning curve for her, she'll certainly rise to the challenge and will throw herself into trying to adapt to the new circumstances she's found herself in. That's what Rosella always does when she finds herself in unfamiliar situations — she thinks things through, she devotes herself to the task at hand, and she gets the job done. - Pretty darn exhausted and a little traumatized, but physically in one piece! Coming in shortly after the conclusion of King's Quest IV, Rosella's been through more than her fair share of trauma in the span of a few short days, both physical and psychological. She had to mentally prepare herself for death by human sacrifice in the jaws of a flame-breathing dragon, then was rescued from that terrible fate just in the nick of time, then had to watch her father have a heart attack in front of her, all in the span of about three hours.
Immediately on the heels of that, she embarked on her adventure in Tamir, where she was chased by monsters, threatened with torture, swallowed by a whale, and otherwise generally aware that the lives of several people she cares about were riding squarely on her shoulders as she endured situation after grueling situation, racing against an ever-ticking time limit. The game novelization indicates that once she's home, she "lies quiet" to recover from the ordeal, and that she's told the story to her mother "again and again, trying to purge many of its horrors from her mind, to make them less real for the retelling", so it's safe to say that this all left some scars on her in many respects.
Coming into Noctium in the aftermath of her adventures, she'll naturally still be carrying some of that baggage with her and will need to process through it in the long term, even if she's also resilient enough in short-term situations to put it aside and keep her focus in the present moment. - ♘ MAGIC — As the world of Daventry is an inherently magical place, all of its residents are naturally capable of learning to use various types of magic. The most common forms found in Daventry are the use of innately magical items (such as a genie lamp or an enchanted crown that transforms a person into a frog), ritual preparation and spellcasting (such as brewing a potion that can summon a storm, or cooking up an ointment of invisibility), and iconomancy (the transfiguration of oneself into other forms).
However, most of these applications necessitate both possession of a grimoire and a charged magic wand with which to cast the spells; Rosella's not capable of spellcasting without a magic wand in her possession, unless she's simply using or operating an item that is, in and of itself, enchanted. In other words, this is something she'd be able to do in theory, with the proper tools at her disposal, but of course she'd have to acquire those tools first.
♘ ROYAL UPBRINGING — Rosella's education included history, geography, swimming, running, riding, shooting, fighting, how to climb trees, clean house, sing, play several instruments (flute, lute, and anything with a keyboard), critical thinking, puzzle-solving, and wilderness survival. She's also got the typical court manners and other skills that one would expect of a princess raised to be the heir of a fairytale kingdom; she knows how to be polite and behave herself, and generally defaults to honesty and forthrightness as opposed to subterfuge. She's not above deception; she's just also not particularly good at it.
All of the above skills essentially implicate a puzzle that Rosella is tasked with solving over the course of the game; she knows how to use a bow because a bow and arrow is a necessary item to advance the plot, and she's strong at swimming because the map takes her into certain ocean environments with their applicable hazards. She plays various instruments as other solutions to puzzles, and sometimes the items she picks up are justified as her taking them "as a makeshift weapon", even though she ultimately winds up putting that item to use in other ways.
Consequently, she can charm a snake with a flute, her kisses can break enchantments on princes, and she can recite Shakespeare from memory. Go figure. - ♘ A small gold ball about the size of a button
♘ A flute
♘ A golden bow
♘ A tiny gold crown that transforms the wearer into a frog
♘ A board
♘ An axe
♘ An obsidian scarab that protects the wearer from the undead
♘ Pandora's Box (I'm fine with nerfing this to just a spooky box if appropriate, she'll never be tempted to open it to begin with)
♘ A skeleton key
♘ A tiny gold key
♘ The clothes on her back
Name: Alex
Are you over 18?: Yes!
Contact: PM to
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« CHARACTER INFORMATION »
Character: Princess Rosella
Canon: King's Quest
Canon point: After the end of King's Quest IV
OU or AU?: OU
Age: 18
Species: Human
« RECORD »
Disposition:
Suitability:
Condition upon arrival:
Abilities:
Inventory:
Gembond: Emerald
Gem Location: The small of her back
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