hot_mess_express (
hot_mess_express) wrote2019-05-31 03:48 pm
#TRIALS A: SENNA, GINGER
[ Finally, the war is over.
The nation has been ravaged, but you somehow managed to get out in one piece - not just that, but you have someone with you now.
The newly formed Kingdom is preoccupied with reviving this land, with the reparations in order to make this nation strong. As for yourself, you're preoccupied with just one thing - your daughter. ]
-
[ When you insert the key and open the door, you'll find yourself in a humble cottage, in what seems to be the living room specifically. There are several doors, but a specific one catches your eye: simple in its decoration, the door has a cute little wooden plaque with flowers carved into it. Though the door is closed, you can see through it—as if it's somewhat transparent.
A wooden cradle sits in the room beyond, which is otherwise plain. Inside, a baby sleeps peacefully. When she stirs, calling for her parent, you are there to cradle her back to sleep. ]
-
[ Slowly, the scene changes, fading in and out with various silent scenes—the baby coos pleasantly, giggling jovially when you (presumably) make faces at her; she tries to pick herself up and falls over, but she does not cry; a disagreement between you and her lead to a thoughtful discussion; the young girl carries a large laundry basket to do chores; she buys a pet bird, looking so proud for having earned the money all by herself; then the wall becomes opaque. ]
[ In the middle of the open doorway, a young girl the age of 10 stands, smiling at you. A bird with beautiful plumage rests on her shoulder.
This is your daughter. You tried your best to rear her, and she's been good to you. You know she is capable of anything if she puts her mind to it - even becoming a princess. But you also know it's not easy to become a princess - she'll have to work hard, and she's capable of it but you'll have to guide her hand, most certainly. Better she become a princess than go off to war, though; you could not stand to see your baby girl die on the battlefield. Whether she actually becomes a princess or not . . . well, that's up to fate, isn't it? All you can do is try your best. ]
The nation has been ravaged, but you somehow managed to get out in one piece - not just that, but you have someone with you now.
The newly formed Kingdom is preoccupied with reviving this land, with the reparations in order to make this nation strong. As for yourself, you're preoccupied with just one thing - your daughter. ]
-
[ When you insert the key and open the door, you'll find yourself in a humble cottage, in what seems to be the living room specifically. There are several doors, but a specific one catches your eye: simple in its decoration, the door has a cute little wooden plaque with flowers carved into it. Though the door is closed, you can see through it—as if it's somewhat transparent.
A wooden cradle sits in the room beyond, which is otherwise plain. Inside, a baby sleeps peacefully. When she stirs, calling for her parent, you are there to cradle her back to sleep. ]
-
[ Slowly, the scene changes, fading in and out with various silent scenes—the baby coos pleasantly, giggling jovially when you (presumably) make faces at her; she tries to pick herself up and falls over, but she does not cry; a disagreement between you and her lead to a thoughtful discussion; the young girl carries a large laundry basket to do chores; she buys a pet bird, looking so proud for having earned the money all by herself; then the wall becomes opaque. ]
[ In the middle of the open doorway, a young girl the age of 10 stands, smiling at you. A bird with beautiful plumage rests on her shoulder.
This is your daughter. You tried your best to rear her, and she's been good to you. You know she is capable of anything if she puts her mind to it - even becoming a princess. But you also know it's not easy to become a princess - she'll have to work hard, and she's capable of it but you'll have to guide her hand, most certainly. Better she become a princess than go off to war, though; you could not stand to see your baby girl die on the battlefield. Whether she actually becomes a princess or not . . . well, that's up to fate, isn't it? All you can do is try your best. ]

ROUND 0
Fair temperament.
+3 charm.
+3 intelligence.
+3 diligence.
Moral compass: Neutral.
ROUND 1 CLASSES
CURRENT STATS
+3 charm.
+3 intelligence.
+3 diligence.
Moral compass: Neutral.
DECISION
You may choose from Culture class, Martial Arts class, and Math & Science class. If you choose to give her free time, please note what that free time will be dedicated to.
You have 54 classes to schedule for. If you'd like, you may simply note "evenly divided" for 18 classes in each category, or note 50% X class and 50% Y class, etc.
If you note "evenly divided between all classes and free time", that will be taken as 16 classes each/6 sessions of free time.
Re: DECISION
RESULTS & FREE TIME
DISCUSSION
no subject
[IMMORTAL ROYALS. NOT EVEN ONCE.]
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ROUND 1 MORAL DILEMMA
1
What do you do?
DECISION
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DISCUSSION
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2
(Then again, it seems he might not be particularly keen on talking . . . ever? You're not sure. Your daughter is also not sure.)
She likes him a fair amount, as a friend . . . But is he mad about this. . . ?
What do you do?
DECISION
Re: DECISION
RESULT
DISCUSSION
Re: DISCUSSION
2/2
Re: 2/2
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Re: DISCUSSION
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Re: DISCUSSION
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ROUND 2 CLASSES
CURRENT STATS
+69 charm.
+54 intelligence.
+69 diligence.
Moral compass: Neutral
DECISION
You may choose from Culture class, Martial Arts class, and Math & Science class. If you choose to give her free time, please note what that free time will be dedicated to.
You have 54 classes to schedule for. If you'd like, you may simply note "evenly divided" for 18 classes in each category, or note 50% X class and 50% Y class, etc.
If you note "evenly divided between all classes and free time", that will be taken as 16 classes each/6 sessions of free time.
Re: DECISION
RESULTS
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
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Re: DISCUSSION
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Re: DISCUSSION
ROUND 2 MORAL DILEMMA
1
What do you do?
DECISION
Re: DECISION
RESULT
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
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Re: DISCUSSION
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Re: DISCUSSION
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2
Something about her sleeping in class? You have noticed she's spent a lot of time at night just staring out the window into the sky, sort of like she's daydreaming. ...At night. Night daydreaming.
What do you do?
DECISION
Re: DECISION
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
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Re: DISCUSSION
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Re: DISCUSSION
ROUND 3 CLASSES
CURRENT STATS
+126 charm.
+126 intelligence.
+123 diligence.
Moral compass: Good
DECISION
You may choose from Culture class, Martial Arts class, and Math & Science class. If you choose to give her free time, please note what that free time will be dedicated to.
You have 54 classes to schedule for. If you'd like, you may simply note "evenly divided" for 18 classes in each category, or note 50% X class and 50% Y class, etc.
If you note "evenly divided between all classes and free time", that will be taken as 16 classes each/6 sessions of free time.
Re: DECISION
RESULTS
DISCUSSION
ROUND 3 MORAL DILEMMA
1
What do you . . . do . . . ?
DECISION
Re: DECISION
DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
Re: DISCUSSION
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END RESULTS
+216 charm.
+216 intelligence.
+213 diligence.
Moral compass: Good
Aimee gives you a polite smile and curtsy, spins around in her new dress, calling out to you with your respective parent name.
"I'll practice hard with the sword and with my shapeshifting so you can see me again! I love you!"
You may proceed to endgame.