<<set $header to "sugarcube screenplay template">>
<<loc>>Ext./Int. - Location - Time<</loc>>
<<act>>This is the first text passage of the project. Press ''Q'' to access the widget guide at any time.<</act>>
<<char 'character name'>>
<<wry>>parenthetical<</wry>>
<<dia>>This is dialogue.<</dia>>
<</char>>
<div class='choice choicebtn'>
<<button "Template Styles">><<goto [[Styles]]>><</button>>
<<button "Template Widgets">><<goto [[Widget Explanation]]>><</button>>
</div><!--SCRIPT FORMAT WIDGETS-->
// LOCATION
<!-- Use to define a location for your scene. -->
<<widget "loc" container>>
<div class="loc">
_contents
</div>
<</widget>>
// CHARACTER
<!-- This is a widget for a speaking Character's name. It also creates a container for the Character's name, any delivery instructions, and their lines to ensure that the space between each speaker and whatever text blocks precede or succeed it remains consistent. -->
<<widget "char" container>>
<div class="unit">
<div class="char">
_args[0]
</div>
_contents
</div>
<</widget>>
// WRYLY
<!-- This is a wrapper for parenthetical notes on a particular line's delivery, commonly known as a "wryly". Screenwriting rule of legend and thumb advises using them sparingly, but I prefer to think of them as salt! -->
<<widget "wry" container>>
<div class="wry">
(_contents)
</div>
<</widget>>
// DIALOGUE
<!-- This is a wrapper for a Character's spoken lines. -->
<<widget "dia" container>>
<div class="dia">
_contents
</div>
<</widget>>
// TRANSITION
<!-- This is a wrapper for transitions, used to mark a shift from one scene to another. This can be a shift in time or place or the change of one camera setup to another. Dutch angle, Dutch angle, Dutch angle! -->
<<widget "trans" container>>
<div class="trans">
<p>_contents</p>
</div>
<</widget>>
// ACTION
<!-- This is a wrapper for descriptions of the setting, a character's expression/behaviour, or something happening within either/both, known as action content. -->
<<widget "act" container>>
<div class="act">
_contents
</div>
<</widget>><div id="interface">
<div id="header" data-passage="Header"></div>
<div id="left" data-passage="Left"></div>
<div id="passages"></div>
<div id="right"></div>
<div id="footer" data-passage="Footer">footer</div>
</div> $header<<link '<i class="fa-solid fa-backward" title="Back"></i>'>>
<<run Engine.backward()>>
<</link>>
<!-- begin oobleck menu -->
<div class="nav-container">
<ul class="navMenu" id="nav">
<input type="checkbox" id="nav-menu" class="navMenuToggle" name="navMenuToggle" />
<li class=" nav-li ms-li5 ms-li-last">
<<link '<i class="fa-regular fa-floppy-disk" title="Saves"></i>'>>
<<run UI.saves();>>
<</link>>
</li>
<li class=" nav-li ms-li4">
<<link '<i class="fa-solid fa-power-off" title="Restart"></i>'>>
<<run UI.restart();>>
<</link>>
</li>
<li class="nav-li ms-li3">
<<link '<i class="fa-solid fa-code" title="Credits"></i>'>>
<<run Dialog.create("Credits").wikiPassage("Credits").open();>>
<</link>>
</li>
<li class="nav-li ms-li2">
<<link '<i class="fa-solid fa-gears" title="Settings"></i>'>>
<<run UI.settings();>>
<</link>>
</li>
<li class="nav-li ms-li1 ms-li-first">
<<link '<i class="fa-solid fa-book-bookmark"></i>'>>
<<if Dialog.isOpen("key")>>
<<run Dialog.close()>>
<<else>>
<<run Dialog.create("Quick Guide", "key").wikiPassage("Key").open();>>
<</if>>
<</link>>
</li>
<li class="nav-li ms-li1 ms-li-first">
<<link '<i class="fa-solid fa-book-bookmark"></i>'>>
<<if Dialog.isOpen("memories")>>
<<run Dialog.close()>>
<<else>>
<<run Dialog.create("memories", "memories").wikiPassage("memories").open();>>
<</if>>
<</link>>
</li>
<li class="nav-main">
<a>
<label class="navMenuToggle-lbl" for="nav-menu">
<span>Δ</span>
</label>
</a>
</li>
</ul>
</div>
<!-- end oobleck menu -->
<<link '<i class="fa-solid fa-forward" title="Forward"></i>'>>
<<run Engine.forward()>>
<</link>><ul>
<li>
Sugarcube Screenplay UI Template & Screenplay Formatting Widgets by <a href="https://lapinlunaire-games.neocities.org">Lapin Lunaire Games</a>.
</li>
<hr>
<!-- Add more credits below this line -->
<li>
Add more credits here wrapped in {{{<li>}}} tags (you can copy/paste this one as many times as you need to).
</li>
<!-- Your last credit should go above this line! -->
</ul><p>''REMINDER'' ; press //q// at any time to open/close this!</p>
So far you have learned...
<hr>
<<if $n1 is "true">>✦ Mirella may know something about $tbname's relationship with $tbhis sibling(s) and mother, you could ask about that later...<</if>><!--Set default value of text in [[Header]]-->
<<set $header to "do not distribute">>
<!--Set default save file name-->
<<set $take to "Curtain Up">><!-- Do not remove the tags on this passage -->
<div id="titleCont">''<<include "Title">>''
<br><span id="tagline"><<include "Tagline">></span>
<p>By <<include "Author">></p>
<div id="splashLinks">
<<link "Start" "0">><</link>> <span>✦</span>
<<if (Save.browser.auto.isEnabled() and Save.browser.auto.has()) or (Config.saves.maxSlotSaves gte 1)>>
<<link "Load">><<script>>UI.saves()<</script>><</link>> <span>✦</span> <</if>>
<<link "Settings">><<run UI.settings()>><</link>> <span>✦</span>
<<link "Credits">>
<<run Dialog.create("Credits").wikiPassage("Credits").open();>>
<</link>>
</div>
</div>//There's a snake in court.//The Advisor's Game <a href="https://www.tumblr.com/blog/tag-if" target="_blank"> Jester (they/he/any)</a>
<<set $header to "sugarcube screenplay template | widgets">><<set $take to 'Widgets'>>
<<loc>>Int./ext. - Scene Location Detail - Time of Day<</loc>>
<<act>>The header above is wrapped in {{{<<loc>>}}} tags to define where a scene takes place: interior/exterior; location name; day/night. You can also use them as headings. This section is wrapped in <<{{{act}}}>> tags. Use them for a description of the scene or introduction of a character. (Or both!)<</act>>
<<loc>>Int. - jinx’s room - day<</loc>>
<<act>>We close in on a woman in a pinstriped blouse at a desk, ink-spattered fingers darting between the keyboard of her laptop and a mug of tea beside it. She types rapidly and with the hammering force shared by string musicians, mechanical typewriter enthusiasts, and angels in the habit of smiting. This is JINX, our narrator and guide. Without looking away from her screen, she speaks.<</act>>
<<char 'jinx'>>
<<dia>>Hi there. Thought I felt someone come in. ''Location'' and ''action'' widgets got explained up top, so I’ll start in on the rest.<</dia>>
<</char>>
<<act>>She waves a hand in the air around her head.<</act>>
<<char 'jinx'>>
<<dia>>See that indent before my name and the space above it? That’s thanks to the ''character'' widget. Every Character’s lines get wrapped in <<{{{char}}}>> tags to space them out properly.
<</dia>>
<</char>>
<<act>>Jinx waves a hand over her head again, palm flat this time to indicate the space where her name might float.<</act>>
<<char 'jinx'>>
<<dia>>The ''character'' widget also defines the name of a speaking character. It takes the name as an argument and acts as a container for a Character's dialogue, so you write it like this: {{{<<char "name">> <</char>>}}}. The widget takes care of all the formatting and capitalization, so as long as it’s between a set of straight quotes, you’re good to go! Spaces included.<</dia>>
<</char>>
<<act>>Jinx types out a quick demonstration on her screen. She taps the final key with a flourish.<</act>>
<<char 'jinx'>>
<<dia>>As for what a Character says, that’s where the ''dialogue'' widget comes in. All their lines get wrapped in <<{{{dia}}}>> tags. Think of it like those Russian nesting dolls, or lunch: you sandwich the dialogue, put a character wrapper around the sandwich, and label the wrapper with the name it belongs to.<</dia>>
<</char>>
<<act>>Jinx leans back in her chair and stretches. An assortment of joints pop loudly.<</act>>
<<char 'jinx'>>
<<wry>>muttering<</wry>>
<<dia>>Ugh. Shrimping again.<</dia>>
<</char>>
<<act>>Jinx takes a sip of tea, careful to maintain good posture. Halfway through, she remembers something and makes a sound of sudden acknowledgement. She sets the mug down hurriedly and motions with both hands over her head again.<</act>>
<<char 'jinx'>>
<<dia>>Almost forgot! We have a widget for ''wrylies'' too, so if you want to include a parenthetical statement about //how// someone says something, just pop a set of <<{{{wry}}}>> around whatever instructions you have, after the <<{{{char}}}>> and before the start of the <<{{{dia}}}>>. See that //(muttering)// on my last line up there? That looks like {{{<<wry>>muttering<</wry>>}}}, no parentheses needed. The widget will add them on for you.
<</dia>>
<</char>>
<<act>>An alarm sounds from Jinx’s laptop. She taps out a quick command and the chime stops. Quick shot of Jinx glancing directly at the camera with an apologetic smile before standing and shrugging on a jacket to leave.<</act>>
<<char 'jinx'>>
<<dia>>Sorry, I’ve got to run. But one last thing: if you need a quick reference for what each widget does and how to use it, hit <b>Q</b> or click the delta (Δ) at the bottom of the page to open the menu, then the clapperboard disc on the left.<</dia>><</char>>
<<act>>She salutes the camera before heading out the door and down the stairwell.<</act>>
<<trans>>match cut of jinx skipping off the last step to:<</trans>>
<<loc>>ext. - city street - afternoon<</loc>>
<<char 'jinx (v.o.)'>><<dia>>Can’t believe I forgot about voiceovers—perfect example here of how you can use the ''transition'' widget to explicitly cut between scenes and locations. It’s a wrapper of {{{<<trans>>}}} tags.<</dia>><</char>>
<<act>>We follow Jinx down the street. The day is sunny and color-graded to give Wes Anderson a run for his money.<</act>>
<<char 'jinx'>>
<<dia>>Anyway, I had a couple friends set up some scenes for you to look at as examples. This whole template deal comes with pre-styled links and buttons too. Check out the Template Styles passage. That’s my ride—talk to you later, for real this time!<</dia>><</char>>
<hr>
<div class="choice choicebtn">
<<link "First Page" "Start">><</link>>
<<link "Template Styles" "Styles">><</link>>
</div><<set $header to "sugarcube screenplay template | styles">><<set $take to 'Styles'>>
<h1>This is an h1 heading.</h1>
<h2>This is an h2 heading.</h2>
<h3>This is an h3 heading.</h3>
<h4>This is an h4 heading.</h4>
<h5>This is an h5 heading.</h5>
<p>This is ''bold text'', //italic text//, and __underlined text__. <<link "Here is an example of an inline (non-choice) link.">><</link>> Directly below this sentence is an <nowiki><hr></nowiki>.</p>
<hr>
<p>This template comes with default monospace (Courier Prime) font as well as serif (Benne), sans serif (Montserrat Alternates), and Open Dyslexic options. To preview these options, open the menu (‘''M''’) or click the delta at the bottom of the page) and change the font style in the Settings Menu (<i class="fa-solid fa-gears"></i>).</p>
<p>You can also change the UI display theme in the Settings Menu. This minimalist screenplay-inspired template comes with two display themes (“Day” and “Night”). The colors for each are easily customizable through the CSS stylesheet’s variables (look for the section labeled with 🐇🌙🌸🌸🌸🌙🐇 emojis).</p>
<<act>>This template also comes with pre-styled choice links and two styling options for choice buttons. The buttons will resize/wrap automatically to fit. Simply create a div with the class “choice” and your links/buttons inside. If using buttons, you must also add the appropriate styling class (.choicebtn or .stack).<</act>>
<hr>
<<act>>You can use links to direct players...<</act>>
<div class="choice">
[[First Page|Start]]
[[Widget Explanation]]
</div>
<<act>>Or buttons...<</act>>
<div class="choice choicebtn">
<<button 'First Page'>><<goto [[Start]]>><</button>>
<<button 'Widget Explanation'>><<goto [[Widget Explanation]]>><</button>>
</div>
<<act>>Or another style of buttons...<</act>>
<div class="choice choicebtn stack">
<<button "First Page" "Start">><</button>>
<<button 'Widget Explanation'>><<goto [[Widget Explanation]]>><</button>>
</div>
<hr>
<!--When using this template, you can change the contents of this passage to a character profile, stats page, achievements page, etc.-->
<p>
''**LOCATION**''
<br>Use to define a location for your scene.
<pre>{{{
<<loc>>
[Int./Ext.] - [Location Name] - [Time of Day]
<</loc>>
}}}</pre>
</p>
<!-- <p>
''**UNIT**''
<br>This is a wrapper for each Character, their lines, and any parentheticals (wrylies) each line might have. Its purpose is to ensure that the space between each speaker and whatever text blocks precede or succeed it remains consistent.<br>
<pre>{{{
<<unit>>
<<char>>
<<dia>> [Dialogue]<</dia>>
<</char>>
<</unit>>
}}}</pre>
</p> -->
<p>''**CHARACTER**''
<br>This sets the indents and capitalization for a speaking Character's name. It takes a Character's name as an argument and should wrap their dialogue and any parentheticals (wrylies) in those lines. ''Note:'' Make sure you wrap the Character's name in <u>straight</u> quotes, not curly quotes! The name can contain spaces.<br>
<pre>{{{
<<char "[Name]">>
[Dialogue and/or wrylies]
<</char>>
}}}</pre>
</p>
<p>''**WRYLY**''
<br>This is a wrapper for parenthetical notes on a particular line's delivery, commonly known as a "wryly". Screenwriting rule of legend and thumb advises using them sparingly, but I prefer to think of them as salt!<br>
<pre>{{{
<<wry>>
[delivery instruction]
<</wry>>
}}}</pre>
</p>
<p>''**DIALOGUE**''
<br>This is a wrapper for a Character's spoken lines.<br>
<pre>{{{
<<dia>>
[Dialogue]
<</dia>>
}}}</pre>
</p>
<p>''**TRANSITION**''
<br>This is a wrapper for transitions, used to mark a shift from one scene to another. This can be a shift in time or place or the change of one camera setup to another. Dutch angle, Dutch angle, Dutch angle!<br>
<pre>{{{
<<trans>>
[Transition instruction]
<</trans>>
}}}</pre>
</p>
<p>''**ACTION**''
<br>This is a wrapper for descriptions of the setting, a character's expression/behaviour, or something happening within either/both, known as action content.<br>
<pre>{{{
<<act>>
[Action description]
<</act>>
}}}</pre>
</p>Hi! Thanks for downloading my Sugarcube Screenplay Template.
Below is a key to the colour-coded tags I've used to identify which passages should be edited with your own text, which are guides/references for the template's screenplay format widgets, and which should not be edited without deeper HTML/CSS/Twinescript familiarity.
I've tried to make the template as plug-and-play friendly as possible, but please don't hesitate to leave a comment on itch or contact me (https://lapinlunaire-games.neocities.org/contact/) if you have any questions and the code comments aren't quite getting you the info you need.
Happy Twining!
-Jinx
//---------------
TAG KEY
-----------------
"Guide" (BLUE)
Reference passage.
"Edit-This!" (GREEN)
Passages tagged "Edit-This!" contain text meant for you to change to your own project's information.
"No-Touchy!" (RED)
Editing not recommended without advanced HTML/CSS/Twinescript knowledge.<<set $mc1 to 'false'>>
<h1>The Advisor's Game</h1>
<p>You are an assassin, a professional, a contract killer. The pay is good, and your clientele are more than happy to keep your identity well under wraps. You take whatever work comes your way, and you don't ask questions.</p>
Until.
<p>An anonymous job offer. An envelope with cash, an image of your target with surprisingly crisp quality, and a non-descript note, left on the doorstep of your home.</p>
//'Kill the eldest royal for the other half of your pay.'//
<p>That's how you ended up here. Undercover in the royal palace, as the newly appointed royal advisor.</p>
<hr>
<p>Are you a bloodthirsty killer, or do you kill out of pure necessity? Do you want to fish around for your mysterious employer, or do you want to live in blissful ignorance?</p>
<p>Make or break alliances, and maybe (reluctantly) fall for someone, as you navigate the intricacies of royal life, all while trying to figure out exactly //why// you were sent on such a risky job (and by who).</p>
<p>//The Advisor's Game// is an 18+ mystery-romance, with 4 gender-selectable romance options, as well as cast of characters to befriend or antagonise.</p>
<hr>
<p>''GUIDE'' ; press //q// at any time to open/close an informational pop-up that will update along the way.</p>
<p>A similar pop-up can be viewed by pressing //r//, this will be where you keep track of things you've learned! You will get a notification when it updates, so look out for those.</p>
<p>Don't forget to check these every now and again, you might learn something new!</p>
<P>Additionally //m// will open/close the menu discs, where you can find your saves!</p>
<p>Now then.</p>
[[It's Time To Work.|0.1]]<<notify>>notebook unlocked!<</notify>>
<h2>PROLOGUE;</h2>
<p>It seemed the kingdom flourished under the King and Queen, their council was fair and the people sung their praises. They had taken over from a tyrant, truly a hated woman, who had taxed and belittled the people until their rage was almost palpable. Under the new rule, however, laws were fair and just, people were nurtured rather than crushed.</p>
<p>Then came the princes, the princesses: the children of the beloved King and Queen. The celebrations for the births of these children were grand for each and every one of them, from oldest to youngest. The youngest, twins, a girl and a boy, had the largest celebration— a parade through the streets, performers and observers alike marching to the palace gates under a rain of confetti and shimmering streamers.</p>
<p>Yet, beneath the surface, under a layer of celebrations and grand gestures. There was unrest. It was subtle, a twitch of a smile, a shuffling step away from a neighbour, the slightest narrowing of eyes. Noticeable, yet still it was minor enough that the royal family could ignore it, smoothing over the grumbles with a bandaid solution. Another celebration, a benefit for the upper-class and an improvement to the lower, just enough to keep them quiet.</p>
<p>So the peace was maintained, with the exception of a few elder folk grumbling something about the youngsters having too much power nowadays (they were quite pointedly ignored, which silenced them quickly enough).</p>
That was until the rumours began circulating.
<p>An unofficial group of killers, a band of assassins trawling the back alleys in the dead of night, individuals who couldn't be less picky about their clients if they tried. They knew eachother by name and moniker, they had their hunting grounds, and they were //good// at what they did. They blended in, attended events without an invite, working an occupation spread by word of mouth alone.</p>
<p>Of the most prominent were three big names. ''Vivienne'', a former chemist's assistant with a deadly combination of charm and a room full of home-mixed poison. ''Marin'', a troublemaker with a borderline alarming love of knives and the stealth of a cat. Then, finally, you. <<cycle "$bloodthirsty" autoselect>>
<<option "It was something that made you feel proud, you enjoyed being the best of the best at what you do, even if it isn't what others' would consider a pleasurable job. [sets bloodthirsty trait]" blood>>
<<option "You weren't sure how to feel about it, on one hand the praise was nice at times, but on the other there was a lot of blood spilled for just...that. [sets indifferent trait]" meh>>
<<option "It always made you uncomfortable, to tell the truth, you tried not to think about the blood on your hands and just appreciate that it let you live comfortably. [sets guilty trait]" guiltridden>>
<</cycle>></p>
<p>You only really associated with Marin, not a word to the others beyond the odd conversation at social gatherings, so your identity was further underground than that of your 'colleagues'. You didn't need to disguise your features, nor your voice, and lived comfortably out in the open. For example you knew, through Marin, that Vivienne's deep black hair was a wig, and that she was actually a natural redhead (a fact which they were most certainly not supposed to share with you, but had been tipsy at the time).</p>
[[Until...|0.2]]//"Huh."//
<p>You had been so sure your address was still protected. Jobs found you, word of mouth, down the back alleys that held enough secrets they were all but overflowing out the open ends. You were well-known, sure, but not in such an open sense. Some knew your fake name, if they were lucky, other's knew a moniker, and those who were truly disconnected just knew you as a quick method of disposal.</p>
<p>Of course, it wasn't always you specifically, but to your employers (or were they your clients? Really, to them, it depended how far above you they thought they were) it didn't make a difference. A killer was a killer, your identity didn't matter so long as you were efficient. <<if $bloodthirsty is "blood">>And you were //efficient.// <</if>></p>
<p>With all that ingrained into your thoughts, it was a surprise that one of them apparently cared enough to hunt down your home base. Why should they? You were relatively accessible from the streets, if you asked the right questions. There was ''no conceivable reason'' for someone to look for you.</p>
<p>Especially not by name. Your //actual// name. The one the lovely old lady that runs the bakery calls you when you pick up your croissants. Not the one the stuck up old bastard calls you when he pays you to kill his mistress ( you remember, "tying up loose ends", he called it, "just plain ridiculous" was what you preferred).</p>
<p>Yet...the envelope. Cream paper, browning just that little bit at the corners. The dark ink scrawled across the front making your name all but jump off of the paper—</p>
<p>//The ink read...//</p>
<p><<textbox "$name" "Your name...">></p>
<<button 'Open It.'>><<goto [[0.3]]>><</button>><<set $mc1 to 'true'>>
$name (you were just thankful they hadn't added your surname, that was something at least).
<p>Inside was a paper, folded three times lengthways, the paper pristine and smooth aside from those bends. It was a similar shade to the envelope, though it was suspiciously without ink stains, no smudges or stray droplets in sight. Unfolding it, carefully, you were met with a single line of text.</p>
//'Kill the eldest royal for the other half of your pay.'//
<p>Odd. Typically full payment was provided on request, and requests were usually delivered in person (either by the client directly, or one of their staff). The writing was generic, each letter sharp and uniform, central to the paper. Along with the folded note was a wad of cash, both notes and coin, and a crisp image of a smiling figure. It was a common picture, easily acquirable, telling you next to nothing about the sender (except maybe they wanted it to be //very// clear who your target was).</p>
<<cycle "$abname" autoselect>><<option "The Crown Prince, Aleron Bellefleur. It's a picture from the paper, from the opening of some high class social club (you had had a job in there, once, but managed to corner the target in an alley outside), a megawatt smile plastered over his features. There is a shimmering powder applied to his eyelids, which is obvious even in the image, the blue in his eyes fading out to a pale grey, his hair artfully tousled and likely held in place with wax." Aleron>><<option "The Crown Princess, Alize Bellefleur. It's a picture from the paper, from the opening of some high class social club (you had had a job in there, once, but managed to corner the target in an alley outside), a megawatt smile plastered over her features. There is a shimmering powder applied to her eyelids, which is obvious even in the image, the blue in her eyes fading out to a pale grey, her hair artfully tousled and pulled back with a pure white ribbon." Alize>><</cycle>>
<p>//''"Huh."''//</p>
<p>You had never had that noble of a target before. You had gotten as close as you could safely get, security was damn tight for certain council members so you tended to avoid jobs that targeted them, but others were...easier, simpler minds. This though, this was the royal family, and you got the feeling that your anonymous donor wasn't about to leave it alone even if you did dodge the job (you counted, later, and the money they had already given you was far more than you had received before).</p>
<<button 'Plan Your Next Move.'>><<goto [[0.4]]>><</button>> <<if $abname is "Aleron">><<set $abhe to "he">><<set $abhim to "him">><<set $abhis to "his">><<set $abpri to "prince">><<elseif $abname is "Alize">><<set $abhe to "she">><<set $abhim to "her">><<set $abhis to "hers">><<set $abpri to "princess">><</if>><<set $alpri to "true">><<set $abfavor to "0">>
<p>First.</p>
<p>How to get close to $abname.</p>
<p>Palace staff was too risky, if you were too far down in the food chain then you'd look out of place cozying up to any of the royals, let alone the crown $abpri, so that was out of the question. You had the same problem if you were to take up a position of chef, or gardener, which left you...not many options.</p>
<p>So you made one.</p>
<<if $bloodthirsty is "blood">>It wasn't //too// difficult to get to the previous advisor. She was on the older side and, whilst she lived near the palace, had refused a heavy guard presence. It was just a matter of having a friendly chat with her (a chat that may or may not have included the flash of a knife and the hint of venom slipping into your tone).<<elseif $bloodthirsty is "meh">>It wasn't //too// difficult to get to the previous advisor. She was on the older side and, whilst she lived near the palace, had refused a heavy guard presence. She was easy enough to bribe, with the amount you made you didn't have to try too hard, though you would have had no issues trying something a little more...drastic.<<elseif $bloodthirsty is "guiltridden">>It wasn't //too// difficult to get to the previous advisor. She was on the older side and, whilst she lived near the palace, had refused a heavy guard presence. She was easy enough to bribe, with the amount you made you didn't have to try too hard, though you aren't sure what you would have done if she wasn't. She was just a lady, an innocent lady, you didn't need her blood on your hands.<</if>>
<p>After that it was only a matter of gaining employment. For as confident as the reigning monarchs were, without an advisor, their council was lacking a full house (and, by law, was unable to vote). So, quite quickly, the advertisements were sent out. Flyers postered all about the kingdom, gates thrown wide as candidates came from all backgrounds. You were pretty confident, however, in your chances.</p>
<p><<button 'Your military knowledge was unparalelled, you could strategise with the best of them, and your skills in combat were at least high-enough in class to keep up with the guards.'>><<set $strmil to "15">><<goto [[0.5]]>><</button>></p>
<p><<button 'You had intricate knowledge of noble customs, you had attended enough balls and masquerades to pick up on how to navigate smoothly through the intricacies of court.'>><<set $stretiq to "15">><<goto [[0.5]]>><</button>></p>
<p><<button 'You had read an extensive amount of history books, the tales of former monarchs, trial scripts, anything you could get your hands on. You were confident that your diplomacy and knowledge would impress.'>><<set $strpol to "15">><<goto [[0.5]]>><</button>></p><<if $strmil is 15>> <<set $qfavor to "5">><<elseif $stretiq is 15>><<set $trfavor to "5">><<elseif $strpol is "15">><<set $kfavor to "5">><</if>>
<<if $strmil is "15">>Your military knowledge was unparalelled, you could strategise with the best of them, and your skills in combat were at least high-enough in class to keep up with the guards. The Queen was particularly impressed, during your meeting, a perfectly manicured eyebrow raising as her painted lips quirked ever so slightly into a small (and rather cold, now that you think about it) smile.<<elseif $stretiq is "15">>You had intricate knowledge of noble customs, you had attended enough balls and masquerades to pick up on how to navigate smoothly through the intricacies of court.<<elseif $strpol is "15">>You had read an extensive amount of history books, the tales of former monarchs, trial scripts, anything you could get your hands on. You were confident that your diplomacy and knowledge would impress. When you brought this up, the King's face broke into a wide grin, a hearty laugh escaping him.<</if>>
<p>Of course there was a little more to it than that, but you had been working long enough to slide through on your general knowledge, cruising...relatively comfortably through (there was a brief incident with a rather nasty man, however he backed off fast enough when he realised he was majority outmatched). Finally, for the last time, you made your way to the throne room once more, feeling ever so slightly out of place amongst the meeker staff that you passed along the way.</p>
<p>You'd been too focused on getting the job first time around to really pay attention to the individuals in front of you, but now you were more relaxed (just a little) you could really appreciate the royals.</p>
<p>King Valen was an older gentleman, his shoulder length hair now streaked with a silvery grey that dulled his fiery auburn to a reddish brown, a colour that contrasted his starkly blue eyes. It was clear he once had quite obvious freckles, however they had gotten lost in the wrinkles that now lined his features. His suit was layered, and had gems lining the lapels, a heavy looking crown sat atop his head. Seeming out of place, however, were what appeared to be combat boots on his feet, giving him a much more army general feel to him.</p>
<p>Turning your head slightly, your gaze moved towards Queen Adeline. She was gorgeous, but not in the conventional, or even a human, sense. She was statuesque almost, with cold grey eyes and brick red hair that fell to her waist in waves. She had a few wrinkles, mostly around her smile lines and crows feet in the corners of her eyes, however there was no trace of a smile at that moment. Her dress was long, and red, the high lace neckline patterned with small flowers made of gems, doing nother to soften her harsh lines.</p>
<p>Then there were the children. The twins, Loup and Renee, were absent, likely due to their younger age (they were. admittedly, eighteen, however their duties didn't include the employment of staff). Though the older two Bellefleur children were there, naturally, the eldest sat to the right of King Valen and the other sat to the left of Queen Addie.</p>
<<if $abname is "Aleron">>It was easy to see why Prince Aleron was so popular amongst the people. He was attractive, according to societal standards, with artfully messy hair and eyes full of warmth despite the cold grey-blue colouring. His outfit was pristine, buttoned up to the collar, with a thin ribbon tied in a bow round it, trousers barely wrinkling as he sat with a rigid back. An easy smile graced his face, the glitter on his eyelids shimmering ever so slightly with every blink, making him look almost ethereal under the bright light of the chandelier.<<elseif $abname is "Alize">>It was easy to see why Princess Alize was so popular amongst the people. She was attractive, according to societal standards, with artfully messy hair that framed her face beautifully, and eyes full of warmth despite the cold grey-blue colouring. Her outfit was pristine, buttoned up to the collar, with a thin ribbon tied in a bow round it, skirt wrinkling ever so slightly at her knees when she crossed one over the other. An easy smile graced her face, the glitter on her eyelids shimmering ever so slightly with every blink, making her look almost ethereal under the bright light of the chandelier.<</if>>
<p>In contrast, the middle Bellefleur was vastly different.</p>
<<cycle "$tbname" autoselect>>
<<option "Talbot quite honestly looked bored. His legs were swung over the arm of his chair, and his fist was holding his head up by his cheek. His hair looked soft, almost like candyfloss, if not for for the jagged undercut that it was styled into, his fringe just barely concealing the shiny piercing through his eyebrow. It did nothing to conceal the gems dangling from his ears, one resting gently on his shoulder (you don't know if it was on purpose, but the colour of the gem appeared to match his little ribbon tie). His expression matched this bored energy, lips pressed into an almost pouty frown as he glanced over you." Talbot>>
<<option "Tallis quite honestly looked bored. Her legs were swung over the arm of her chair, her skirt carefully scrunched to make sure she was still covered, and her fist was holding her head up by her cheek. Her hair looked soft, almost like candyfloss, if not for for the jagged undercut that just peeked out from underneath it, her fringe just barely concealing the shiny piercing through her eyebrow. It did nothing to conceal the gems dangling from her ears, scrunched as it was, one resting gently on her shoulder (you don't know if it was on purpose, but the colour of the gem appeared to match her little ribbon tie). Her expression matched this bored energy, lips pressed into an almost pouty frown as she glanced over you." Tallis>><</cycle>>
<p>//"Welcome, $name."//</p>
<p>King Valen spoke, his voice a lot louder than you expected it to be, the words echoing with authority.</p>
<p>//"Are you ready to serve?"//</p>
<<button '"Yes, Your Grace."'>><<goto [[1]]>><</button>><<set $talpri to "true">><<if $tbname is "Talbot">><<set $tbhe to "he">><<set $tbhim to "him">><<set $tbhis to "his">><<set $tbpri to "prince">><<elseif $abname is "Tallis">><<set $tbhe to "she">><<set $tbhim to "her">><<set $tbhis to "hers">><<set $tbpri to "princess">><</if>><<set $tbfavor to "0">>
<h3>CHAPTER 1;</h3>
<p>Your acceptance into the palace was a swift affair, maids and butlers alike bustling you about, giving you a rapidfire tour of locations you would need to know that you...honestly forgot immediately. They were fast and to-the-point, all dressed in identical uniforms consisting of black blazers and white button-ups, speaking in the same neutral tone. This was so much so that you were overloaded with the information and retained little to none of it before they dropped you off in your accomodation, sweeping you through an ornate door and closing it behind you.</p>
<p>Your job came with a room at the palace, in the //east wing//, which was dedicated to the few more prominent staff members, as well as linking to the guards' garrison. It was a reasonably sized room, with a double bed covered by a delicate lace canopy, a wardrobe, and a vanity mirror with little lockable drawers. The floor was covered in a plush carpeting, your steps leaving brief indents as you moved further into the room, noting the large lamp on the bedside cabinet.</p>
<p>Through a doorway to the left was a small bathroom, containing a toilet, sink, and a bath held up by an ornate stand. The floor was tiled, which was a stark contrast to the lightness of the carpet, and a small chair was stood by the entrance (you presumed for whoever ran the bath for you to sit in, assuming it wasn't you yourself).</p>
<p>It was a typical guest room, by the looks of it, clad in pale earthen tones all over and swept until it sparkled. However, like many of the rooms in the palace, it likely held secrets to be investigated. That was a job for later though.</p>
<p>You took some time, milling about the room, unpacking some clothes into the wardrobe and drawers, neatly folding and hanging them into place. Already in your wardrobe was your uniform, <<cycle "$uni" autoselect>><<option "an ankle-length black skirt, with a deep red circling around the hem, the openings for the pockets blending into the folds of the large pleats," skirt>><<option "a pair of black dress slacks, with a deep red belt to match the colour that cirlced the ankles," slacks>><</cycle>> as well as a crisp white button-up (both short sleeved, for the warmer months, and long sleeved, for the colder) and matching blazer.</p>
<p>You weren't sure how long you had been sorting, though you had gotten a decent amount done, before a knock sounded clearly from beyond your door.</p>
<<button 'Excuse me, Advisor.'>><<goto [[1.1]]>><</button>><p>''REMINDER'' ; press //r// at any time to open/close this!</p>
<p>It's you.</p>
<p>Despite everything, //it's still you//.</p>
<hr>
<<if $mc1 is "true">><h2>$name</h2><</if>>
<<if $mc2 is "true">>You go by $they / $them pronouns.<</if>>
<<if $mc3 is "true">>You have $hcol hair, that is $hlen and $htex. Your eyes are $ecol <<if $bloodthirsty is "blood">>and sometimes, when the light catches them right, have a manic glint to them. <<elseif $bloodthirsty is "meh">>and almost seem to gaze right through people, sometimes, as though they're ghosts. <<elseif $bloodthirsty is "guiltridden">>and always seem to hide an unspoken apology, though nobody is really sure what you have to apologise for.<</if>><</if>><p>Before you could reply, the door creaked open, steadily, and round it peeked a young woman. She pushed her way into the room, with the even expression and formal posture you had seen in every staff member in the palace thus far, before almost comically looking around your room to make sure there was nobody else there and closing the door behind her.</p>
<p>When she was //absolutely// sure that the two of you were alone, she visibly relaxed, her shoulders slumping and her face breaking out into a megawatt smile, pushing dimples into her cheeks.</p>
<p>//"Thank goodness, if anyone else was in here we would have to be so strict about talking."//</p>
<p>She was, objectively, cute. Her hair was long and wavy, around chest length with a box fringe, and an ashen blonde colour— she had added accessories as best she could under the uniform code, with black and white clips in the side that resembled stars. She was short, just under the average height, and seemed to have a uniform that was just that little bit too big, the blazer sleeves slipping down over parts of her hand and body falling a good few inches past her hips.</p>
<p>She seemed to be of elven descent, or maybe halfling, the points of her elongated ears pushing out from behind her hair, a silver ear cuff drawing attention to her left side just that little bit more.</p>
<p>There was quiet whilst you inspected her, her own pale blue eyes watching you with amusement, happy to allow you your observations.</p>
<p>Eventually, though, you broke that silence.</p>
<p>//"Uh...Who are you?"//</p>
<p>The question came out before you could stop it, confusion pulling your eyebrows together into a sort of scowl. She was wearing a uniform, so she was obviously a maid, but her confidence and nonchalance gave the impression that she was something a little more...or she was overestimating her authority.</p>
<p>//"You weren't told?"//</p>
<p>She momentarily seemed just as confused as you, before she remembered her manners and spoke again, though there was a slight hesitation in her introduction.</p>
<p>//"It is a pleasure to meet you, Advisor, I am Mirella and I will be your personal assistant for your time here."//</p>
<p>Mirella gave a polite curtsy, though it was nowhere near as low as it usually would have been from her towards someone of your status.</p>
<p>//"Please, though, call me Mimi. Only his Majesty and my grandma call me Mirella."//</p>
<p>She was back to smiling again, Mimi did fit her sunny demeanor far more than the elegance of 'Mirella' seemed to, even if it was just the ease in which she carried herself under the nickname.</p>
<p><<button 'You liked that Mimi was treating you like a friend more than an employer, so you would respond in kind.'>><<set $mfavor to "10">><<goto [[1.2]]>><</button>></p>
<p><<button 'You did not mind her casual attitude, but you would prefer to respond more formally, just for your own comfort.'>><<set $mfavor to "5">><<goto [[1.2]]>><</button>></p>
<p><<button 'You did not like her casual attitude, but you were not going to be rude about it, she wasn't to know, you would just correct her politely.'>><<set $mfavor to "3">><<goto [[1.2]]>><</button>></p>
<p><<button 'You did not like her casual attitude, and you were going to make that abundantly clear when you answered her.'>><<set $mfavor to "-2">><<goto [[1.2]]>><</button>></p><p><<if $mfavor is "10">>You smiled widely at her, returning her shallow curtsy with a slight bow, your response causing relief to etch itself into her features.
//"Nice to meet you, Mimi, I'm $name."//
Repetitive, maybe, but it was only polite to introduce yourself personally rather than relying on whatever file or seconfhand information she may have been given.<<set $mtude to "casual">><<elseif $mfavor is "5">> You returned her greeting as formally as you had been taught, placing your dominant hand on the opposite side of your chest and bowing (just low enough that her face was outside of your field of view).
"I look forward to working with you, Miss."
She didn't seem bothered by the formality, simply giggle good-naturedly at the difference in attitude.<<set $mtude to "casual">><<elseif $mfavor is "3">> You smiled apologetically, sure to return her greeting with your own bow before you spoke.
//"I would prefer if you were a bit more professional, if you don't mind."//
She looked startled for a moment before an embarrassed flush crept over her ears, her posture straightening into something that resembled the other maids you had seen walking about the halls on your way to your room.
//"Oh! Of course, I'm sorry for assuming! I hope we can still get along."//<<set $mtude to "polite">><<elseif $mfavor is "-2">> You didn't return her greeting, frowning at Mimi with undiguised displeasure.
//"You should be more respectful, you know, I'm your superior."//
She stared blankly for a moment, before her posture straightened into something that resembled the other maids you had seen walking about the halls on your way to your room, her expression morphing into a carefully rehearsed smile.
//"Of course, Advisor, I apologise for assuming, it won't happen again."// <<set $arro to "5">><<set $mtude to "distant">><</if>></p>
<p>The room lapsed into quiet again for a moment, before Mimi seemed to remember the final step of introduction.</p>
<p>//"Ah, right! My pronouns are 'she' and 'her', how about you?"//</p>
<p>It was a perfectly natural thing to do, especially when meeting someone new, so it was almost a surprise it hadn't come up sooner. Typically, in the vast majority of societies, it was polite to state both your name and pronouns in your first introduction, it saved time and awkward interaction and, above all else, it let someone decide what they wanted to be known by at the first interaction.</p>
//"My pronouns are <<cycle "$they" autoselect>>
<<option "they and them." they>>
<<option "he and him." he>>
<<option "she and her." she>>
<</cycle>>"//
<p>She beamed, nodding her head in understanding.</p>
<p>//"Perfect! I'll keep that in mind."//</p>
<p>Mimi spoke, before clapping her hands gently against her cheeks.</p>
<p>//"Down to business."//<<if $mtude is "casual">>//"I've got to give you the 'grand tour', her Highness' orders. $tbname was supposed to but...well, doesn't matter."//
She left little room to question as she pushed open the door, bustling out into the hall and waiting for you, door held open wide. She seems to know more about the middle royal than she lets on, that may be something to ''investigate later''.<<set $n1 to "true">><<elseif $mtude is "polite">>//"Her Highness has requested I show you around the palace, would you mind?"//
It could be beneficial, and it would be unwise to go against Queen Adeline, though it was nice of Mirella to check if you wanted to regardless. Not that you had much choice, the door now opened wide as she waited for you to exit the room.
<<elseif $mtude is "distant">>//"Her Highness has requested I guide you round the palace. Please, right this way."//
Mirella was polite, and nice enough, but the wall between the two of you was noticeable as she opened the door and waited for you to exit ahead of her.<</if>></p>
<<button 'Time to move on.'>><<goto [[1.3]]>><</button>><<set $mc2 to "true">><<if $they is "they">><<set $them to "them">><<set $their to "their">><<set $their2 to "theirs">><<elseif $they is "he">><<set $them to "him">><<set $their to "his">><<set $their2 to "his">><<elseif $they is "she">>>><<set $they to "she">><<set $them to "her">><<set $their to "her">><<set $their2 to "hers">><<set $plural to "false">><</if>><<if $mtude is "casual">><<notify>>note added!<</notify>><</if>>
<p>Like everything in the palace, the hallway was just as lavish. There were tall windows down one wall, looking out onto the flowers and gazebo of the inner courtyard, and doors similar (or were they identical?) to your own running opposite them. The floors were well polished wood, the diamond pattern so shiny it was almost reflective, and the pale green of the walls was accented in several places with copper metal ornaments looped around decorative pillars.</p>
<p>Mimi was, of course, not the only staff in the hall, there were several other similarly clad individuals roaming around, the soft soles of their shoes making as little noise as possible as they moved to and from their posts. Stationed at the larger sets of doors, leading to bigger halls or other palace wings, there were pairs of guards— their uniforms meticulously cleaned and emblazoned with the royal logo. The guards at the gate and entrance had been wearing helmets, however those inside seemed to be without, their faces devoid of expression as they stared straight ahead.</p>
<p>Mimi started walking as soon as you had exited your room and the door was closed securely behind you, leading you deeper into the palace.</p>
<p>//"The east wing is mostly administrative staff accommodations. The farthest room is the workshop, His Majesty had it added for the twins."//</p>
<p>Mimi made a good guide, gesturing to the relevant areas as she narrated the walk, looking back to make sure you were following every once in a while.</p>
<p>//"We'll be heading to the medical wing first, to the west, your health is very important to us so you'll need to know where to go if you're sick or injured."//</p>
<p><<button 'Into the west wing.'>><<goto [[1.4]]>><</button>></p><p>The west wing, acting like the palace's own personal hospital, was a little smaller than the east. Instead of having several doors down one wall, there was one large set of doors that was followed by a long window, showing a room of beds with curtains that could be pulled to turn them into individual cubicles. At the far end of the hall there was a separate room, however, that Mirella was leading you towards.</p>
<p>//"This is the infimary, sometimes the guards get a little rough in training, so our physician makes them stay the night."//</p>
<p>She explained, as you passed the room. Now you were near the window, it was clear that each bed had a little cabinet next to them with a small amount of basic first aid equipment safely locked away inside.</p>
<p>//"Here we are. This is the physician's room, I'll introduce you."//</p>
<p>Mimi knocked on the door, the sound echoing down the hall, and barely waited for a response before swinging the door open and letting herself (and, consequently, you) into the room. The sight that greeted you was, to put it politely, pure chaos. Buried beneath several stacks of paper, one of which was quite precariously balanced on the edge, might have been a desk chair— the matching desk covered in jars of herbs and half-rolled bandage spools.</p>
<p>Sat on the floor, poured over an open book, was a figure, who jumped up pretty quickly at the unexpected intrusion— sending the barely perched stack of paper scattering in a flurry of movement as they did.</p>
<p>//"What the ''fuck'', Mira? Give me some warning next time!"//</p>
<<cycle "$acname" autoselect>>
<<option "He was tall, almost startlingly so given how small he had looked hunched over his work, with a mop of blond curls on his head that...honestly looked like they might have never been brushed. He had scars running over his arms, dipping in and out of the ivory patches that were littered over his sienna skin, and an incredibly detailed tattoo over his hand and wrist. There was a deep scowl pulling at his eyebrows that made the brightness of his green eyes seem almost out of place, especially when he turned that scowl onto you." Altair>>
<<option "She was tall, almost startlingly so given how small she had looked hunched over her work, with a mop of blond curls pulled back into a ponytail that...honestly looked like they might have never been brushed. She had scars running over her arms, dipping in and out of the ivory patches that were littered over her sienna skin, and an incredibly detailed tattoo over her hand and wrist. There was a deep scowl pulling at her eyebrows that made the brightness of her green eyes seem almost out of place, especially when she turned that scowl onto you." Arali>>
<</cycle>>
<p>//"Oh hush, $tbname was supposed to bring the Advisor by, surely you hadn't forgotten?"//</p>
<p>At that, they scoffed, crossing their arms across their chest and turning back to you again.</p>
<p>//"The Advisor? Great. Be less trouble than the rest of these morons, I don't want to have to check you over...like ever."//</p>
<p><<button 'You countered their attitude with a smirk, running your eyes over them, despite the scowl they were undoubtedly attractive and you were not afraid of making tht opinion obvious.'>><<set $acflirtb to "10">><<set $acrom to "10">><<goto [[de]]>><</button>></p>
<p><<button 'You could not help but fluster under their gaze, partially because it was so intense, but equally because they were...undeniably attractive.'>><<set $acflirts to "10">><<set $acplat to "5">><<set $mcplay to "10">><<goto [[de]]>><</button>></p>
<p><<button 'You earn more flies with honey than vinegar, you may as well be nice to them.'>><<set $acplat to "10">><<set $mcgen to "10">><<goto [[de]]>><</button>></p>
<p><<button 'No need to react either way, you will simply greet them neutrally.'>><<set $acplat to "5">><<set $mcstoic to "10">><<goto [[de]]>><</button>></p>
<p><<button 'Two can play at that game, respond to their hostility in kind.'>><<set $acplat to "2">><<set $mcemo to "10">><<goto [[de]]>><</button>></p> <<if $acname is "Altair">><<set $ache to "he">><<set $achim to "him">><<set $achis to "his">><<elseif $acname is "Arali">><<set $ache to "she">><<set $achim to "her">><<set $achis to "hers">><</if>><<$acdoc "true">><<set $acfavor to "0">>\
<<if $acflirtb is "10">>In the face of $achis scowl, you smirk (which only seems to further $achis annoyance, it seemed), running your gaze down $achis body before returning them to $achis face.
//"And what if I just want to visit, Doctor?"//
$acname only seems to scowl more, though at the flirting or the title was a little hard to tell, turning $achis head away to barely disguise $achis rolling eyes. Though...were $achis ears a little redder than before? Seems you had gotten to $achim, if only a little.
//"You don't. And I definitely don't. Unless you're dying, you can get lost."//
How rude. It did nothing to dissuade you, however, as you simply winked at $achim in response. This could prove to be rather amusing.
<<elseif $acflirts is "10">>$acname had such pretty eyes...you found yourself a little lost in the vibrant green. It is then, of course, that you realise you were supposed to respond, and your cheeks flush a rather embarrassed red.
//"Right! Yes! I'll...try not to be a bother?"//
Smooth, $name, smooth. Still, your response seemed to placate $achim somewhat, and $ache quirked a brow at your fidgeting. If $ache noticed the reason for it, it wasn't mentioned, and $acname swiftly moved on.
<<elseif $mcplay is "10">>Your lips pull into a wide grin as $ache scowls at you. $acname seems like the type of person who would be easy to rile up, you could have fun with this.
//"Aw, come now, Doctor. Your cruelness wounds me so."//
It wouldn't hurt to throw some dramatics at $achim, you even managed a mock swoon (which earned a laugh from Mimi). $acname seemed...decidedly less impressed by this, scoffing at the display, though at least $achis scowl turned on Mimi.--<p>thank you for reading! if there are any bugs or issues please report them <a href="https://www.tumblr.com/blog/tag-if" target="_blank">to @tag-if on tumblr</a></p>
<p>if you wish to continue when it updates you'll have to save on the previous screen, as this one will be removed, be warned !!</p>
- Jester :)