PRINCESS MAKER 1.5: sensitIV
[ 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: an emissary from Valkyrie Aster Hela arrived at your door. Or rather, a woman in a wheelchair who said nothing and did nothing but look blankly into the void, a small smile on her face arrived.
She just sat there for awhile, and when you awkwardly went to go fetch her water (maybe her throat was parched????) she was gone by the time you returned. All that was left was a scrap of paper nailed to your door.
In the name of the Valkyrie, saviour of our souls,
you must save the Lost Continent from the darkness that will befall it.
Do not let our deaths be in vain.
. . .
The next day, you received notice your daughter would be sent to the Lost Continent and enrolled in classes, so that she might one day become a leader of the restoration effort. You. . .suppose you have a duty to see her through it. You owe it to someone, don't you? ]
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: an emissary from Valkyrie Aster Hela arrived at your door. Or rather, a woman in a wheelchair who said nothing and did nothing but look blankly into the void, a small smile on her face arrived.
She just sat there for awhile, and when you awkwardly went to go fetch her water (maybe her throat was parched????) she was gone by the time you returned. All that was left was a scrap of paper nailed to your door.
In the name of the Valkyrie, saviour of our souls,
you must save the Lost Continent from the darkness that will befall it.
Do not let our deaths be in vain.
. . .
The next day, you received notice your daughter would be sent to the Lost Continent and enrolled in classes, so that she might one day become a leader of the restoration effort. You. . .suppose you have a duty to see her through it. You owe it to someone, don't you? ]

ROUND 3 DILEMMAS
CLASS DILEMMA
a lot of people are in jail. Here is a list:
- the knight girl everyone is always angry at for no reason
- the n☆ble
- the witch is not in jail, but her family's home was burnt down and they've disappeared
And that one lesser noble family is also still missing.
So there's just you and these nobles, who are the only other ones who apparently had the sense to keep their heads down and just quietly figure things out.
More importantly, it seems this whole philanthropy project was not a good idea. Or at least, 2-B wasn't. There are calls to shut down the school, to shut down the whole restoration effort, and as popular as you are, a lot of blame is falling on you and the rest of your daughter's class and involved families for causing this problem. At this rate, she won't become a princess. You might even lose your nice quiet retired life? Damn......fucked up...........
What, if anything, do you do?
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Unless she intends to help search for the missing parties, I don't think she has much of a foot to stand on however.
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Not only can we bring them back safely if they are innocent of any wrong doing, the public would see us as individuals who take action and look out for others.
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We make it clear that cutting the restoration project could potentially cause riots among the commoners, and pledge to seek out the missing families so that they can be tried fairly if they were in the wrong, and restored to their homes if innocent.
Does that work for you?
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And it's not like I like being unjust, by the way. But this game's really political, and that means anyone who gets through it is going to have dirty hands one way more another.
Raising a good and kind daughter under those circumstances without rashly beginning any battles that would result in her death... it's a thin line to walk. I worried your ideas would push us over the side, especially since it sounds like you're unfamiliar with the ways this type of world works compared to yours.
This kind of scenario makes a mockery of "justice." It's a long and hard journey to right that.
Re: 2/2
I am not ignorant or stupid.
While this type of society is still quite different from the village I grew up in, my master is a princess. Even with my lack in memories, I know we have taken down local lords and authorities before and have done so from the bottom up.
I admit that this situation is still somewhat different, but I would never put someone that I care about into a position that I did not think they were capable of handling, or leave them without adequate protection. If we finish the game having at least kept her alive that will be enough for me. But in the future I would like to be given the benefit of the doubt at the very least.
Re: 2/2
It goes both ways. If we can't feel like you're listening to us, it's hard to believe you really understand what we're trying to say.
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DECISION
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And, like. Yeah, they're actually going to do that.
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Overthrowing the local government and also the justice system? There are riots? There are a lot of riots.
Fortunately, you're lucky enough that you manage to escape; you flee back to your Kingdom, and your daughter is able to take the exam there. She passes with flying colors, being declared a legitimate heir of the Lost Continent—though, uh, it's currently on fire right now.
Someday in the future, she'll be tasked with bringing peace and order to the Lost Continent, and once things are less on fire they'll redouble their colonization efforts.
But for now, your daughter is safe, returned to the Kingdom and with a blessed education and future ahead of her.
You may now proceed to Endgame.
DISCUSSION