Princess Maker 1.5: Heart Soldier Senshi
[ 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, her nursemaid, are there instead, 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 dog, 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 11 stands, smiling at you. A stern-looking shepherd dog sits obediently next to her.
This is your little girl. 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 she'll need a guiding hand, you know. Better she become a princess than go off to war, though—better that she bear the burden of aristocracy than living a life of loneliness wrapped up in duty like her mother, or losing that life on the battlefield like her father. Whether she actually becomes a princess or not . . . well, that's up to fate, isn't it? Fortunately, when she goes to the Lost Continent, she won't be alone: you, as her longtime caretaker (her third parent, really, or her first, if you consider how her family's left her care entirely to you), may accompany her to her new school. You'll be her ally, her support, her greatest weapon; you'll be the one who determines her success . . . or her failure. ]
[ Of course, you're not the only one that thinks your charge can do it: Joyous Dark Firestorm Starling, one of the Queens of your Kingdom, hand-selected your employer's child. She could not send her own child to the Lost Continent, of course—she has her own inheritance battle to face within the Kingdom and sending her own child out is essentially forfeiting that battle—so she's selected theirs to sponsor. It's because of her that your charge will be able to go at all—in other words, it's your patriotic duty to make sure your charge gets that inheritance. ]
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, her nursemaid, are there instead, 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 dog, 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 11 stands, smiling at you. A stern-looking shepherd dog sits obediently next to her.
This is your little girl. 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 she'll need a guiding hand, you know. Better she become a princess than go off to war, though—better that she bear the burden of aristocracy than living a life of loneliness wrapped up in duty like her mother, or losing that life on the battlefield like her father. Whether she actually becomes a princess or not . . . well, that's up to fate, isn't it? Fortunately, when she goes to the Lost Continent, she won't be alone: you, as her longtime caretaker (her third parent, really, or her first, if you consider how her family's left her care entirely to you), may accompany her to her new school. You'll be her ally, her support, her greatest weapon; you'll be the one who determines her success . . . or her failure. ]
[ Of course, you're not the only one that thinks your charge can do it: Joyous Dark Firestorm Starling, one of the Queens of your Kingdom, hand-selected your employer's child. She could not send her own child to the Lost Continent, of course—she has her own inheritance battle to face within the Kingdom and sending her own child out is essentially forfeiting that battle—so she's selected theirs to sponsor. It's because of her that your charge will be able to go at all—in other words, it's your patriotic duty to make sure your charge gets that inheritance. ]

Re: DECISION
(he's not actually dead—all blows phase past him like holograms, although he feels a little tired after that knife swipe and will need to lie down for a minute. there's an "I'm dead" sticker on his forehead now.)
Of course, that doesn't mean you can't decry Hurricane as the witch! You do, but the doctor turns it around on you—after all, they're a trusted member of the community, the doctor. They point to Northstar's work as trying to undermine them, and they paint Northstar as a witch whose cures are actually curses.
Good news: there's definitely a witch hunt!
Bad news: you're the witches!
Nari is suuuuper unhappy about Hurricane dying over this. She's definitely not going to try to pull a stunt like this.
If there's one silver lining of all of this, it's that Nari was somehow made an innocent. They blame you, the caretakers, for influencing her; you're put to prison, but at least she isn't.
. . . Of course, this means you can't really get a NEO SPORTSPUCK team. Also, it seems a lot of the kids have been arrested following a noble-instigated trial, wherein evidence is shown of Kingfisher's family—not her herself—being responsible for the uptick in crime, being responsible for ruining so many nobles' lives, etc.
Incidentally, the evidence also incriminates the nobles that bring it forth: it's witchcraft, surely. So, you're joined by two families in prison. . .
Nari locks Charm away, to never use it—it's only cursed her. As far as she's concerned, she really is a witch.
Still, she holds her head up high. You taught her many lessons, and she won't fall into despair; although she can't bring herself to become a princess after she's brought ruin to her household, she'll only use her strengths for good, now.
. . . The school is closed down now, for various reasons. Nari runs away to join the military, but when they discover who she is, they ship her back to the Kingdom; there, she takes her exam, and she even manages to get one of the highest scores. She passes, to become one of the legitimate heirs to the Lost Continent—
—and she comes back to the Lost Continent, only briefly, to free you from your prison. Though, by that time, it seems the whole continent is on fire . . .
You may now proceed to Endgame.