Hitler had a secret invasion force of giant Nazi robots until Alice and Creaturina found out about it. Alice took care of the human crews while Creaturina, always keeping a defensive eye on her little Alice, took out the robots… extremely efficiently.
Alice’s clothing style has changed to, unsurprisingly, be more like Creaturina’s. This is also a reflection of the fact that the events of the last year have well and truly transformed Alice from a girl to a young woman.
Alice adores her Creaturina. She is delighted with her good fortune in not only being rescued at deaths door by the worlds only 4000 year old immortal alien, but at having her mental state reset to normal by that aliens blood. Alice is inordinately proud of her amazing new friend.
Creaturina loves her highly intelligent, ferocious little warrior child. Although Alice is more than capable of looking after herself in a dangerous world, it is not very likely she will ever need to again… unless she chooses to, of course, a girl still needs entertainment.
Alice opens her eyes in a bed and room far more opulent and luxurious than anything even she is used to. She does not yet know that in the previous three weeks she has died twice, and that the only person in the world who possessed the knowledge and skill to have revived her and ministered to her severe injuries is the person who rescued her, the person who has never left her side in the last three weeks.
Alice feels strange. What she does not know is that she lost almost all her own blood, and that Creaturina had to replace it several times with her blood. Alice has been a clinical psychopath all her life, she has never felt joy or sorrow, anger or love, and certainly never empathy. Her mind has been an ice-cold vault of clear logic, unencumbered by feelings. This is why she feels strange now, because now she has feelings, now she is not a psychopath. This is because of Creaturina’s astonishing alien blood. Alice has yet to realise it, but she, too, is now immortal and, though not as nearly-indestructible as Creaturina, Alice is now vastly stronger and faster. Alice and Creaturina are now also empathically bonded.
Alice feels Creaturina near her before she turns her head and sees her… as their eyes meet, both their hearts are filled with gratitude and love. “Thank you.” Alice says. She does not say this in her pretend ‘young lady’ voice, she says it from her heart in her real voice. It is a perfect young ladies voice.
“Is that all you’ve got!?” screams Alice, her voice thick with her own blood “I’ve known hares with more courage!”
It is eleven months after Alice left home, she is nearly nineteen. She has carved a bloody trail across Europe in those eleven months. She has fought in battles and skirmishes, she has had many adventures, she is a seasoned adventuress. She is now just inside Lithuania, near the Baltic Sea, and her luck has run out. Cornered in a dead-end valley by a gang of murderous cut-throats, she managed to kill sixteen of them before the remaining eight retreated out of range of her lethal blade and continued to shoot arrows at her. She is mortally wounded, out of bullets and can barely stand up. She knows she is about to pass out from blood-loss, and it makes her cross, because there is so much she still wants to do, most of all she wants to kill the cowards over there with the bows. She is thinking this when she loses consciousness and begins to collapse, her strong legs no-longer able to hold her up. Because she is busy passing out, she does not see an astonishing thing happen…
A white blur blasts through the eight cut-throats in an explosion of their own blood and entrails. Even as the last bandit is collapsing, the white shape blurs to an impossibly sudden stop just in time to catch the falling Alice. Earths only true immortal, the Countess Creaturina, looks down at the beautiful, ferocious, golden eyed child unconscious in her arms, and falls head over heals in love for the first time in her extremely long life, with the sister/daughter she never realised she always wanted. Holding Alice even closer, Creaturina leans down and picks up the child’s beautiful, deadly blade, then becomes a blur again and her and Alice are gone.
Alice has just turned 18. She has put away her Madame Maud’s uniform and made herself an Adventuress’s outfit, she is a very practical young lady. She even made her own boots. She is taking one of her beloved Colts and one of her two Masamune katana. Her jacket has a special fitting for the swords sheath. She is going to seek her fortune in Europe.
Mumsy and Da are rather pleased the girl is off to see the world, as it means they can once again run naked through the house and grounds without Alice discovering Da’s secret… all the staff know it, of course, as most of them have been there since Mumsy and Da were born. Hildegard will miss her little Alice, though.
Like any 17 year old girl at Madame Maude’s School for Young Ladies, Alice likes to bring friends home for the holidays. There they do all the things well bred young ladies do, play croquet, ride horses, those things. After a few days Alice takes her friend to the old folly where she keeps her favorite ‘toys’. She introduces her friend to what she explains have “…been my favorite toys since I got them for my 12th birthday.” These are a matched pair of London Colt single action .36 caliber percussion 6 shot pistols, only 5 years old and very modern. They were given to Alice by her uncle Rear Admiral Horatio Atlas-Chumley, her favorite uncle.
Alice then suggests they play her favorite game, even more favorite than ‘3 to get away’, this game is called ‘The Duel’. Her and her friend stand back to back, each armed with a fully loaded pistol. These pistols are in pristine condition as Alice not only makes her own shot and packs her own bullets, she cleans and repairs them every Sunday and practices with them whenever she can, she is a crack shot. The girls stand back to back, walk 15 paces, turn and fire. Sometimes Alice’s less honourable friends, perhaps having second thoughts about surviving this game, turn and start firing before they have gone 15 paces… Alice never flinches and continues to count out her 15 paces, lead balls whistling through her hair. At the last pace she turns, pistol held ready. She is extremely calm under fire, some would say preternaturally so. While the other girl is blasting away with the usually unfamiliar weapon, sometimes even hitting her, Alice takes a deep breath, takes careful aim, and puts one shot between her friends eyes. This usually does the trick.
After the game, Alice must a) seek medical attention if she has been hit and b) help Rufus the gardener bury her latest dead friend under a new tree somewhere on the grounds. Her nanny, Hildegard, is very proficient at removing shot and stitching wounds. Mumsy and Da are usually miffed at having to explain yet another missing friend to the friends parents, and a search involving half the village is usually mounted on the vast estate, but the two hundred acres of forest and lakes, not to mention the 100 acres of landscaped grounds never give up the missing ‘friends’.