hot_mess_express (
hot_mess_express) wrote2019-05-31 03:50 pm
#TRIALS B: THYME, JASMINE
[ 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. ]
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[ 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
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Re: FREE TIME
DISCUSSION
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...All those classes are pretty important. So's free time.
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(no subject)
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ROUND 1 MORAL DILEMMA
1
What do you do?
DECISION
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DISCUSSION
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2
The other child is likely going to be staying in the hospital for a little while longer. They invite you and your daughter to go visit for a little party - in just a few months, it will be this child's tenth birthday so they're having an early party! - but your daughter does not wish to go. Still, by now you know the weight of that tenth birthday and the illness: it is common knowledge that, for whatever reason, children are often plagued with a sickness that can take their lives before they turn ten. The parents don't speak of it aloud, but the implication is that this may be the very disease that plagues the child from last week's dilemma.
Maybe everything will be okay, but . . . It's hard to tell.
What do you do?
DECISION
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DISCUSSION
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ROUND 2 CLASSES
CURRENT STATS
+51 charm.
+66 intelligence.
+66 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 + FREE TIME RESULTS
DISCUSSION
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ROUND 2 MORAL DILEMMA
1
What do you do?
DECISION
(no subject)
(no subject)
DISCUSSION
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2
What do you do?
DECISION
(no subject)
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DISCUSSION
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ROUND 3 CLASSES
CURRENT STATS
+114 charm.
+119 intelligence.
+124 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
Re: DISCUSSION
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ROUND 3 MORAL DILEMMA
1
Your daughter is missing.
What do you do . . . ?
(You can assume classes were determined before this moral dilemma occurred.)
DECISION
DISCUSSION
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END RESULTS
+192 charm.
+167 intelligence.
+172 diligence.
Moral compass: Good.
Your daughter - after the full moon passes she's able to control her shape into something more human - stands a little nervously, but she goes to give a hug to each and every one of you.
"Thank you for raising me. . . I can take care of myself now. You'll always be my pack - and my family - so . . . take care! I love you!
- and next time, I'll bake something really good for you, okay!"
You may proceed to endgame.