Post by Alice Kingsleigh on May 23, 2017 4:14:36 GMT -4
CURIOUSER AND CURIOUSER
I particularly enjoyed what Tim Burton did with the character, bringing the original’s trademark curiosity and social defiance to new places while staying true to what makes Alice, well, Alice. Also, given her character development and role during the latest films, one could expect Alice to become a much more proactive Princess of Heart. This is something I’ve always felt a bit lacking in the games (let’s face it, Kairi is the closest thing to a proactive PoH and she hasn’t really done much) and it would certainly help move the site plot along.
Nickname: Captain Kingsleigh, Um from Umbridge
Home World: Unnamed Victorian World Alice’s original world is one with little to no magic, set in a Victorian era where nobility and etiquette still held a crucial role in society’s functioning. Though quite unimpressive on the surface, this world has a particular relationship with time itself. Unlike Underland, Twilight Town and most of the other worlds, the flow of time in Alice’s world lacks stability. It is often considerably faster than the norm, where ten years can be equivalent to three elsewhere. However, this phenomena can be temporarily synchronized with other worlds’ time clocks when a path or portal to them is opened (such as the rabbit holes and mirror used by Alice to visit Underland on different occasions). Once the gateway is closed, the world’s time flow shall return to its unorthodox state.
History: Alice Kingsleigh was born to her parents, Charles and Helen Kingsleigh, in her world’s Victorian version of London, England. Her family was highly privileged, sustained by Charles’s role as a businessman and owner of an important trading company. While her older sister, Margaret, grew well adjusted to society’s materialistic values, Alice took after her father instead. She was a dreamer and odd thinker from a young age, often sharing her childish fantasies and ideas with the man. Charles encouraged his little girl’s active imagination and did his best to make her believe in the impossible, much like himself. “You’re the brightest light in my life, Alice” he used to say.
The young Alice’s first experience with the truly fantastical, however, would come at the age of twelve. One day, Margaret decided to try to give her sister a history lesson during a day out by the riverbank. Alice was bored out of her mind, put off by the lack of pictures in the book. It didn’t take much for her to get distracted by what seemed to be a white rabbit in a hurry. A white rabbit in a hurry that could speak. Drawn by this nonsense, Alice opted to slip away undetected and follow the small critter through the nearby meadow… and into a rabbit hole.
Of course, this was no ordinary rabbit hole. She fell down for what seemed like hours until she finally reached a new land, one vastly different from her own: “Wonderland”. Alice would soon learn that logic and common sense had little relevance in a world like Wonderland. With talking doorknobs, drinks that could make her shrink, food that could make her grow, perpetually grinning cats, mad tea parties and very merry unbirthdays, it was obvious that this place had rules of its own. Still, Alice continued her journey into the unknown, making all sorts of acquaintances along the way as she looked for the White Rabbit.
She would eventually find the small critter as part of the Queen of Hearts’ crew. Wonderland’s ruler was a bad tempered woman, self-conceited and heavily demanding. Still, she seemed to take a certain liking to Alice, inviting (more like commanding) her to play a game of croquet with her. For reasons ultimately unknown to her, Alice was wrongfully accused of attempting to steal the Queen’s heart.
During her trial, a boy named Sora fortunately listened to her pleas and became determined to prove her innocence before the court. The real culprits, creatures of darkness going by the name of “Heartless” were eventually found out by her new friend, but the Queen refused to accept the truth and ordered an attack on Sora and his companions. Amidst the confusion, however, Alice was captured and abducted by Maleficent’s group of villains. She was taken to Hollow Bastion, believed to be one of the seven Princesses of Heart required to unlock the Final Keyhole. Furthermore, her heart would be extracted and used to forge the Keyblade of Heart, capable of unlocking any individual’s heart.
Thanks to Sora’s bravery and temporary sacrifice, Alice would eventually have her heart restored, allowing her wake from her slumber. The girl would then work with her fellow Princesses of Heart to hold back the darkness targeting Hollow Bastion, though still confused and visibly affected by her time as Maleficent’s prisoner.
Once Ansem, Seeker of Darkness, was defeated by Sora and the worlds were restored to normality, Alice found herself back at the riverbank. Her sister, alive and well, chastised her for falling asleep during her history lesson. The girl’s adventures seemed to have been nothing more than a dream, and yet… they’d felt so real.
As a result of the trauma she endured in Hollow Bastion, Alice had recurring nightmares regarding her adventures in Wonderland and beyond. She often sought comfort in her father, who’d put her mind to ease by telling that, while she could be crazy, all the best people were. In time, the Princess would stop thinking about her travels and grow to forget Maleficent, the Heartless, Sora and even the purity of her heart.
It wouldn’t be long before Charles Kingsleigh passed away, prey to a disease unknown to their world’s doctors. Helen would then sell the company to one of her husband’s most trusted partners: Lord Ascot, receiving just enough to keep living comfortably for the years to come. Alice, on the other hand, was completely devastated by her father’s death. She had lost a partner, a confidant… the closest thing she had to a kindred spirit. It was hard for her to get over this tragedy, and one could argue that perhaps she still holds on a bit too tightly to her father’s memory.
Alice grew to become much like her father: heavily opinionated, relentlessly stubborn and, of course, curious and curiouser. Even so, the clock was ticking and society’s expectations of her would soon grow to be a bit too tight for her liking. The conflict reached a breaking point when a nineteen year old Alice and her mother received an invitation to a very peculiar party thrown by the Ascots. During the event, while chasing a strangely familiar white rabbit, Alice learned the gathering’s true purpose: to showcase and celebrate Alice’s upcoming engagement to Hamish Ascot. This was certainly an unexpected and unwanted surprise. Though politically and economically advantageous, the young woman truly wasn’t interested in such arrangement. It wasn’t long before Hamish approached her, pompously asking to speak to her in order to pop the question before their guests. Anxious of her current predicament and tempted to follow the beckoning white rabbit, Alice fled the party and, once again, proceeded to fall down a rabbit hole.
This time, Alice arrived at a place called “Underland”. She caught up to the White Rabbit and some of his friends: Tweedledee, Tweedledum, the Dormouse and the Dodo. The group debated whether or not Alice was the “right Alice”, much to the girl’s confusion. They ultimately decided to take her to see Absolem the Blue Caterpillar and showed her the Oraculum, a calendar detailing every day in the past, present and future of Underland. On the entry known as the Fabjous Day, it was said that she would be the one to slay a dragon-like creature known as the Jabberwocky and save Underland. Overwhelmed by this sudden call to adventure and by all the expectations these individuals seemed to have of her, Alice was reluctant to carry out the prophecy. Absolem, in turn, declared she was “Not Hardly Alice”, much to the group’s dismay.
To make matters worse, card soldiers, assisted by the Bandersnatch and the Jub Jub Bird, would immediately ambush the group. All but Alice and the Dormouse were ultimately captured. The young woman continued to wander through the forest, trying to find her way back home. She would then encounter the Cheshire Cat, who’d offer to bandage the wound inflicted by the Bandersnatch and escort her to someone that could help: the Mad Hatter.
The Mad Hatter, immediately recognizing the girl, decides to take a shrunken Alice to see the White Queen. On the way to the castle, he tells the story of the Horunvendush Day: how the Red Queen (formerly Queen of Hearts) seized power as well as the Vorpal Sword, the only weapon capable of defeating the Jabberwocky. Suddenly, before reaching their destination, the pair was attacked by card soldiers. The Mad Hatter sacrificed himself to save his companions, telling her to run and inform the White Queen of what had happened.
Alice refused to let her new friend stay a prisoner of the Red Queen’s and enlisted the aid of Bayard the Bloodhound to reach the Red Queen’s castle. Upon arriving she would run into the White Rabbit, who’d give her Upelkuchen cake to make her grow back to normal. Alice would then become taller than expected, immediately catching the Queen’s eye. The girl introduced herself as Um from Umbridge, explaining that she was often ridiculed due to her height. The Red Queen, taking Alice for a kindred spirit, welcomed her to her court.
The young woman took advantage of her new position to locate the Vorpal Sword. She faced its protector, the Bandersnatch, but eventually formed an empathic partnership with him and ultimately decided to set him free as well. The creature repaid Alice’s kindness by healing her earlier wound and joining the White Queen’s army. Alice then unsuccessfully attempted to free the Mad Hatter from captivity, revealing her true identity to the Knave of Hearts in the process. Chased by card soldiers throughout the castle, Alice was forced to flee with the Bandersnatch.
She arrived at the White Queen’s castle, handing the Vorpal Sword to her and recovering her normal size. There, Alice encountered Absolem once again, who claimed she was “almost Alice”. Hours later, the Mad Hatter and the rest of the Red Queen’s prisoners would arrive at the White Queen’s castle, having escaped with the help of the Cheshire Cat.
The Frabjous Day arrived and Alice, much like at the beginning of her journey, felt anxious and fled the scene. However, after a last talk with Absolem, Alice finally remembered: the world featured in her childhood dreams, Wonderland, was actually Underland. Her past adventures and fantasies were actually memories, and the place, as well as the Jabberwocky, were all quite real. Armed with new courage and self-reassurance, Alice agreed to become the White Queen’s Champion and face the Jabberwocky in battle.
Alice fought the Jabberwocky, keeping her spirits high by remembering her father’s lessons about the impossible. Though a tough and arduous task, she was ultimately successful. The Jabberwocky was slain, the White Queen recovered her crown and peace returned once again to Underland.
Finally back home, Alice faced her own personal insecurities. She publicly rejected Hamish’s proposal, emphasized on her freedom to choose her path in life and once again rebelled against society’s expectations. Lord Ascot, impressed and recognizing her father’s fire in her, offered Alice an apprenticeship in the company. The young woman would then propose to follow her father’s original plan to expand their market to Asian countries.
Thus, Alice was given command of The Wonder, her father’s old ship, and set sail to Orient. For the next three years she’d travel and visit several countries, meeting and speaking with potential clients. Her unorthodox personality, while undesirable back at England, proved to give her an edge in these new lands. She felt truly happy; she knew she was making her father proud, wherever he was.
Unfortunately, the Wonder would never make it back to London. The Heartless invaded Alice’s world silently and swiftly, eventually finding the captain and launching an assault against her crew. Her comrades were considerably intimidated; after all, they’d seen nothing like these creatures of darkness before. It was then that Alice finally recalled the missing pieces from her first trip to Underland… and the real threat the Heartless posed to her sea family.
Alice fought for as long as she could, outsmarting her attackers and repelling strike after strike. She even received some unexpected help in the shape of the Vorpal Sword and the White Champion’s shield. Regardless, one by one, the men under Alice’s command would fall prey to their fear of the dark. The Princess of Heart would eventually be overwhelmed and defeated, her ship and her father’s legacy taken over by the darkness…
Her light, however, would prove to be far too strong to be extinguished just yet.
Role Playing Sample:
“It’s impossible, Captain! We won’t be able to hold them off much longer!”
She shut her eyes close, irritation evident across her face. It had been two days. It had been two days since the Heartless first showed up. Her men were frightened, desperate. This foe was unlike any they’d encountered before. Deep down, Alice knew she couldn’t blame them. After all, being pitted against pure darkness made the pirates they had all been so afraid of look tame. She instinctively moved her body to avoid yet another thunder strike. Even so, they couldn’t waste any time by succumbing to fear and intimidation. They had to take care of that dark anglerfish if they were to survive.
“You know my opinion on that word, Mr. Parker. Keep pressing!” The captain moved, abandoning the helm as she made her way through the ship. One of the jellyfish-like creature attempted to lash at her, but the woman managed to block the tentacle with her shield. Letting out a sharp battle cry, she slashed at it and managed to send it back to the dark realm it had come from.
Alice took the opportunity to glance around, taking in the battle’s current conditions. She hated to admit it, but her Lieutenant had a point: there were just too many of them. They wouldn’t be able to repel the Heartless like this for long, especially when they had to dance around the anglerfish’s thunderstorm.
Brown eyes found the closest cannon to her position. That was it! Though a pair of dark jellyfish blocked her view, she was certain there was some ammunition left next to it. It was a reckless plan, taking two of them all by herself… but it was the only one they had.
“Ensign, move!” she called after Brandon, one of her men who had just entered her line of vision. Startled by his captain’s command, the meek young man threw himself on the ship’s deck.
The poor thing.
Deciding not to delay any longer to avoid injuring her charge, Alice advanced. She rose her shield, grimacing as she leaped just before reaching the ensign’s body. The woman felt a slight resistance against her equipment mere feet above the ground. It wouldn’t last long, however, its source having been successfully bashed out of existence.
“Captain, look out!”
Brandon’s warning came too late. Alice let out a shriek of pain, a burning sensation spreading across her back as the remaining jellyfish took the opening to strike. She rolled raising her shield to block any further attempts to bring harm to her. One, two… the creature was persistent, lashing at Alice in a seemingly frustrated manner. However, when Alice finally decided to push back and retaliate the pattern seized its tune.
As she attempted to steal a glance behind her shield, the Princess of Heart eyed Brandon. There was a frightened but proud look on his face, his backsword buried deep into the jellyfish’s body.
“Mr. Brandon, Mr. Brandon!” The young man shook awake, starting directly at Alice. She hated to interrupt her protégé’s small taste of victory, but the situation at hand was dire enough. “Help me load the cannon. Hurry!”
Alice rose from the ground, Vorpal Sword slashing at a wandering jellyfish that had intended to devour the ensign’s heart. The man had stopped, his eyes once again filled with uncertainty and a desperate desire to survive. “Keep going! I’ll cover you!”
It wasn’t long before the weapon was charged and ready to be fired. However, just as Alice and Brandon adjusted the cannon’s aim to target the hovering anglerfish a deafening cry of hurt echoed through the deck. That was their first casualty for the day. Alice’s refused to look at her former comrade, swallowing her grief. There would be time to mourn them later… once the living had a chance to fight another day.
Receiving an acknowledgment, the captain held the weaponry in position. A sole cannonball would soon be launched into the air, hitting the Heartless leading the charge square in its emblem. Alice grinned, a sudden wave of relief running through her body. Now they just needed to clean the r-
The woman’s line of thought was suddenly interrupted by a flash of white out of the corner of her eye. Alice dropped the Vorpal Sword and instinctively raised her shield just in time to block yet another strike of lightning. Her eyes widened. It was the anglerfish. Weakened, yes, but apparently quite angry as well. And it was moving right toward them.
Before she even had the chance to move, another bolt of lightning was launched at them. The White Champion’s shield was holding for now, but she wasn’t sure of how long she’d be able keep it up.
”Please, please, please…” she thought to herself, shutting her eyes close as the recoil from deflecting the Heartless’s attacks started taking a toll on her body. ”Come on Alice, think! There has to be something else. What would father say? 'Stay sharp, search deeper. Just look within your heart.'”
As if triggered by the word itself, Alice felt a warm grow spreading across her left palm. It was a pleasant sensation, familiar even. It seemed so natural, so fitting, so her.
“A light… in the darkness.”
Alice opened her eyes, a bright orb of pure light gathered in her hand. It was beautiful; its intensity seemed the grow brighter as the seconds went by. The sphere’s outer wisps danced with certain grace, following a tune that felt so right in her heart. A heart of pure light. That was it! She was a Princess of Heart!
Acting on impulse and a strong desire to protect her crew, Alice threw the orb at the anglerfish Heartless. The creature shrieked. It twisted as if its body were being cleansed with fire and eventually vanished into a small cloud of darkness.
“Curious… and curiouser,” she mused to herself, retrieving the Vorpal Sword from the ground. As she glanced around the deck she realized the rest of the jellyfish had retreated following the defeat of their leader. Her men cheered, delighted and relieved to have survived to fight another. Alice herself couldn’t help but smile at them, happy that most of them had made it out unscathed this time around.
But Alice knew they’d be back, and she’d be ready for them.
Standing at five feet three inches tall, Alice’s physique isn’t that different when compared to other girls her age. At first glance she can appear to be rather thin, her body long and lean. However, her time at sea has led her to undergo a more fast-paced and physical daily routine. Three years serving as The Wonder’s captain have served her well, developing muscle and considerable physical strength to successfully and swiftly move across her ship. Her hands now lack the softness and daintiness they once possessed, having grown calluses and roughened their palms.
Despite her adventures, her skin remains just as pale as when she first set sail. Some often mistake Alice for a sickly young woman given her white sheet appearance. While her unorthodox character sometimes manages to draw attention from this, it is still a trait that deems her distinguishable enough in a crowd.
Her baby blue eyes have darkened over the passage of time, now sporting dark brown irises with faint specks of navy blue. Her defiant and ever inquisitive expression remains, nonetheless; one could possibly identify Alice by the look in her eyes despite the vastly different hues.
The woman’s dirty blonde hair remains long, rarely cut or treated during her voyage to Orient. However, an observant eye could easily notice the toll her life at sea has taken on her mane. When loose it is visibly damaged, practically swarming with split ends and fragility while lacking the softness one might expect from a Victorian lady. Thus, Alice prefers to tie her locks in a braid draping over her left shoulder.
The captain often prefers comfort over style when it comes to her wardrobe, avoiding corsets, high heels and anything else that might possibly restrict her movement. Still, she does have a certain sense of fashion although one might deem it more Underlandian than Victorian. If Alice is forced to comply with a specific dress code she will do it her way, picking colorful and unorthodox articles much to her mother’s dismay.
Unfortunately, her options in attire have found themselves drastically reduced upon her original world’s destruction. She’s currently wearing her “sea captain outfit”, consisting of a white dress shirt and a fitted vest to match. Alice complements the set with a pair of long cream breeches, a black tie worn around her neck and a matching pair of black boots over white stockings. A high collar, blue naval coat with golden lapels brings the whole outfit together, though it’s proven to do a much better job “showing off” than keeping her warm at night.
Vorpal Sword: A magical longsword native to Underland. Often referred to as the mortal enemy of the Jabberwocky, it recently came to Alice’s possession during the Heartless’s attack on her ship, The Wonder, finding her by means unknown to her. The weapon seems to be effective in combat against the Heartless, despite being initially told it was only meant to strike the Jabberwocky.
Vorpal Light: Channels Alice’s inner light, adding appropriate elemental damage to each hit (currently locked).
White Champion’s Shield: Surprisingly light given its size, this silver shield is part of the White Champion’s armor worn by Alice during the Frabjous Day. The materials used to forge this piece of weaponry are foreign to her but seem to be highly resistive, deflecting the Jabberwocky’s electrical blasts with ease. Along with the Vorpal Sword, it too came to her aid when the Heartless invaded her world.
White Reflect: Channels Alice’s inner light, allowing her to reflect attacks directly back at their source for a brief time (currently locked).
Golden Monocular: Used in her ship captaining days, this artifact allows Alice to spot objects, individuals and other beings from a distance.
Defective Pocketwatch: An old and worn pocketwatch which belonged to Alice’s father, Charles Kingsleigh. Though damaged and hardly useful to tell time nowadays, she tends to keep it with her as both, a token of her father’s memory and a source of courage to do what’s right.
Pure of Heart: Alice is one of the seven Princesses of Heart, maidens whose hearts are without a speck of darkness. As such, she is unable to produce a Heartless nor be corrupted by dark energies and emotions.
Drawbacks: Alice’s status as a Princess of Heart makes her prone to be a target for denizens of darkness. In the past, Ansem, Seeker of Darkness, and Maleficent captured and used her as well as the other six to open the Final Keyhole. Their hearts were also manipulated by Ansem to forge the Keyblade of Heart, which was briefly used by a dark Riku. Additionally Alice could potentially be one the seven lights required to forge the X-blade, Master Xehanort’s current target and the only artifact capable of summoning the door to Kingdom Hearts.
Darkness Recognition: Being pure of heart makes Alice particularly sensible to dark presences. This allows her to “feel” darkness at a distance, as well as potentially identifying individuals that hold similar allegiances.
Limitations: Due to her lack of experience with this particular passive, Alice’s deductions may be potentially ambiguous and imprecise. They’re currently limited to having “a bad feeling” and causing general uneasiness, but her control could surely grow stronger with time and practice.
Morale Boost (Light): Alice’s presence in the battlefield provides a small boost to those aligned with the Light, attempting to partially override the existing effects on them due to the Nightfall. This also affects those attuned with Darkness, forcing a similar debuff on them.
Limitations: On her own this passive has barely significant effects on the party. However, if more Princesses of Heart are present in the party, the boost will be adjusted accordingly.
Swordsmanship: It refers to the skill of one well-versed in the art of the sword. Alice’s brief training with the White Guard as well as her adventures as Captain of The Wonder have developed her abilities with the blade, turning the young woman into a formidable combatant.
Limitations: Alice’s ability with the blade is sufficient to put up a good fight but nothing too impressive. She can often be careless and perhaps even reckless with her moves. Thus, one with proper training and discipline could easily overpower and defeat her in a duel.
Agility: Alice’s time at sea has kept her body in peak condition. Because of this she is often quick on her toes, being able to move and dodge with relative ease. Additionally she is known to be highly acrobatic both, in and out of combat, granting her particular mobility.
Unique Mind: Alice is particularly renowned for her unusual way of thinking and analyzing problems. This makes her highly unpredictable, prone to improvisation and rather well-versed in using the environment and available resources to her advantage.
Light: The purest manifestation of light magic. Alice channels her inner strength, generating a small sphere of light to be manipulated accordingly.
Limitations: Though her supply of light energy is arguably endless, Alice has just recently developed this ability. As such, she is unskilled and lacks sufficient control to constantly rely on it (two post cooldown).
Curiosity: Alice´s most renowned virtue is also a double-edged sword. Driven by her curiosity, the Princess may find herself in danger under less than ideal circumstances. That being said, another could easily manipulate Alice through this particular trait, creating a “White Rabbit” of their own for her to chase. After all, you know what they say: “curiosity killed the cat”.
Stubbornness: As pure hearted as she is, Alice can also be quite relentless. She doesn´t appreciate when others attempt to order or boss her around, opting to stick to her ideals and unique take on life. This often puts her at odds with those holding leadership positions, not afraid to voice her opinions regardless of the circumstances. Alice may also come across as somewhat short sighted, stubbornly focusing on the “now” instead of “later”.
Five minutes of conversation with Alice might just be enough for one to realize how peculiar she is. A dreamer and a rebel at heart, she has always been one to make her own way in life, caring little for social etiquette, gender roles and such matters. This “muchness” of hers was actively encouraged by her father from a young age, a man who fully embraced her daughter’s oddness and active imagination.
On the other hand, her mother was determined to make her grow into a proper lady. Though one could argue that Helen Kingsleigh’s efforts weren’t as successful as she could’ve hoped, Alice ended up being well versed in a select number of mannerisms. Her proper and gracious way of speaking, for example, follows her even after three years of living away from the mainland, a trait that ultimately made it easier for her to bond with and gain her crew’s loyalty.
Her travels aboard The Wonder have turned Alice into an exceptional leader. She is firm in her decisions, daring in her tactics both, on and off shore, but still caring and fiercely loyal to her people. The young captain’s determination and wit allowed her to successfully carry on negotiations in Orient as well as avoid pirate ships that intended to take The Wonder for themselves.
Alice’s visits to Underland stimulated her mind and thus her particular way of solving conflicts. She is often motivated by mere curiosity, a fact that leads her to inquire about practically anything she doesn’t know about. The Princess can occasionally cross the line and become somewhat nosy under general standards… but again, Alice rarely heeds such expectations. She’d rather keep her head in the clouds, daydreaming and exploring that which others may think twice about before jumping into.
The light within her shines bright even after all these years. Alice’s compassion for the Bandersnatch and the strong sense of justice she’s displayed against those seeking their own gain are tangible proof of her status as a Princess of Heart. She is prone to be righteous as a denizen of Light, even when that puts her at odds with figures of authority and those surrounding her.
Still, despite her stubbornness and occasional eccentricity, Alice tends to be mellow and much like an introvert. She’s a curious explorer at heart, yes, but one that would rather watch and ironically keep the spotlight off herself. Unfortunately for the young captain, her short attention spans and strong itch for adventure rarely go unnoticed. After all, one does not usually go and chase white rabbits into the bushes…
☐ Marmadue and Alice met in Twilight Town. ✔ Following her world's destruction, Marmadue offered Alice information and shelter. ✔ Marmadue briefly tutored Alice in harnessing her inner light. ✔ Marmadue and Alice worked together to find and save injured civilians following the battle at the Sandlot. ☐ Alice greeted Marmadue at the open town meeting following the incident at the Sandlot.
☐ Alice encountered Riku at the open town meeting following the incident at the Sandlot. ✘ Riku's presence triggered memories of her capture and torture during Maleficent's previous attempt to gather the Princesses of Heart.