Gnomeo and Juliet AU where they’re humans living in 14th century Italy
The vae have plagued the land of Kasht for as long as man could remember. They once dominated the world before being chased away into the darkest recesses of the night but never truly gone, always hunting for the next human to become their meal. After eons of lurking the shadows the vae have become bold again, feeding more frequently and spreading their domain.
But that's where you come in. You, the chosen heir of light itself, the one who holds the power of the sun in their veins. The one prophesied to lead a group of heroes like yourself to save not only your people, but all of humanity.
A bronze age inspired fantasy setting, don't expect a one-one real world counterpart/historical accuracy.
Customize your heir: appearance, gender, pronouns, name, personality
Build relationships with your fellow companions on your way to save humanity
Choose how you feel about being thrust into herodom
Combat the Vae, beings who that take inspiration from vampires and fae. Or don't.
Decide how you ultimately traverse saving the world. Will you follow the prophecy or find another path?
More to be determined
MC [That's you]
You grew up in the desert city of Akma under Matriarch Azira's House. Like many others who'd lost their parents you were trained to be a skilled member of society, you had many options but none so illustrious as being a god's chosen heir. Yet life is full of surprises.
The Bosom Buddy (she/her)
You've known Periphae, or Peri as most call her, for much of your life. She is your best friend and closest companion. Working under the Fragrant Lotus, a well renowned brothel under Matriarch Azira's control, she has never been much of a fighter. She's a playful gossip who does a horrid job at hiding her anxiety, its hard to accept that she's chosen to venture out with you of her own will.
The Shield (masc/fem selectable)
Eurus is a warrior from the northern region of Illoria who's been trained to fight along side the heir of light all their life. They've anticipated the day where they could fight alongside you, as is their destiny according to the prophecy. They have a carefree 'go with the flow' attitude about most things. Your safety and this quest for the world are not one of those.
The Chosen One The Guide (they/them)
Amani was a priestess that once held the title of the heir of light, they were thought to be the one to inherit the mark of the sun until the Day of Blessings came and it went to you. Now their years of training are being used to help you save all of humanity. A fact that makes them quiet bitter towards you, but Eurus says Amani is haughty and harsh with everyone.
The Raging Tempest (she/her)
Valeska is a warrior from the gloom infested lands of the Mystri, a place full of various nomadic clans. Much like yourself she is a chosen heir of a god, but it is a trait they treat with complete nonchalance. You aren't sure if she's cocky or apathetic, but the heir of storms claims her power is hers alone. All the same she offers you a helping hand on your quest despite not caring much for the cause.
[More to come]
I don’t have anything huge to say on progress, these are mostly so I have a lil tracker on how things are going in the progress department.
I have finally retaught myself the basics of twine, and mapping out the prologue has been really fun. It was gonna be pretty small originally, but hey my first project is overall small scale so why not have fun with it!
Trying to figure out how variables work. Rocky waters but I think I’m starting to understand them, so hell yeah to that.
DEMO TBA
After the deaths of your four oldest siblings, taken from you by war, your older sibling, Nour, once fifth in line for the Solar Imperial throne, is now the heir.
This day never should have happened.
As recompense for the ravages your kingdom’s war has inflicted upon the Lunar kingdom of Celestyl, and as assurance it will not happen again, your sibling is to be sent to Celestyl to marry the Lunar King’s heir. An arranged marriage, meant to unite the kingdoms. Or, at least that’s how everyone prefers to phrase it. But you all recognize this for what it really is: a guise. Your sibling will be a political hostage.
And—Theia, grant you guidance—you have had a premonition this is not the worst to come. Should your sibling go to Celestyl, they will not survive.
So you will take their place.
Stygian Sun: Total Eclipse is a dark fantasy interactive fictional story where you play as the sixth child in the proud and grandiose Solar Imperial Dynasty and leave your homeland for a foreign country, where you will take your sibling’s place in an arranged marriage to the heir to the Lunar Kingdom. But something sinister simmers on the horizon—you have felt it in your premonitions; apprehension crawls beneath your skin, foreboding pricks at the back of your neck, dread sinks low and heavy in your stomach. Theia is warning you—of what, you know not, but you have seen the way the Lunar King looks at you. His stare, the dagger, and you, the sacrificial lamb on the altar. Beware the wolf, little lamb.
Content Warnings: "Stygian Sun: Total Eclipse" contains many upsetting themes, such as arranged marriage, child abuse, child neglect, death, murder, sexually suggestive scenes, suicidal ideations, and more. "Stygian Sun: Total Eclipse" is intended for mature audiences. Viewer discretion is advised.
Customize your MC's name, gender, pronouns, appearance, personality, and sexuality. Play as straight, gay, lesbian, bi, poly, or asexual.
Shape your personality through your choices and see how it affects dialogue with other characters.
Navigate through the difficulties of court life in a foreign country.
Develop your magic—powers bestowed upon you through your divine bloodline.
Romance one or more of five romantic options, including your betrothed, the Lunar heir; your charming and overly flirtatious retainer; your acolyte, a priestess in training; a kind yet darkly mysterious Celestylian noble; or a peculiar and chaotic mage.
Develop deep and lasting friendships or make enemies.
Kill some parents.
Uncover a sinister plot that threatens everything you hold dear—and decide what you will risk to protect it.
Nour al’Teia, your older sibling. (Gender dependent on MC’s. She/her. He/him. They/them.) Non-RO Once fifth in line for the Solar Imperial throne, Nour was perfectly content to play a supportive role to Parim, first in line, and the rest of their siblings. Now first in line for the throne, Nour is doing their best to step into a role they were never prepared to fill. Despite their best attempts to reassure you, you can tell this weighs more heavily on them than they let on. (Character portrait coming soon.)
Kieran Zeleskas, the Lunar Heir. (Gender Selectable. She/her. He/him.) RO The Crown Prince/ss of Celestyl. Though not of noble birth, events put into motion by their father have elevated them to this position, one they seem to have adapted to rather well by all appearances. Stoic and aloof, they seem less than pleased about this arrangement between the two of you. You’re inclined to agree.
Alektis de Celestys, the lone princess. (She/her.) Non-RO The adoptive sister to Kieran. The slaughter of her family during the coup that brought Kieran’s father to power has rendered her irascible and hostile to most everyone. Though she mostly keeps to herself, with only her retainer, Nihm, for company, you often find her tumultuous glare trained on you, a complex look on her face you can’t quite decipher. (Character portrait coming soon.)
Nihm de Circené, the guardian. (They/them.) RO Devoted retainer to Alektis and last surviving member of House Circené. Kind and sociable, Nihm is well-regarded in both noble and commoner social circles alike. However, their warm and affable disposition cannot completely hide the apprehension in their gait, nor the trembling in their hands. Still, they do their best to welcome you in a place where everyone seems dead-set on hating you. (Character portrait coming soon.)
Aurynn Anouar, the retainer (He/him.) RO Seeming to have appeared from out of nowhere, Aurynn rescued you from a dire situation during your first battle experience, and afterwards was appointed your retainer and has served you as such ever since. Charismatic, laidback, and flirtatious to a fault, Aurynn tends to either charm or annoy everyone he meets. Despite his insistence that he is an open book, sometimes you can’t help but feel the opposite; indeed, everything about him seems shrouded in secrecy.
Samira Nahdiri, the priestess (She/her.) RO Certain events left her family deeply shamed and nearly destitute until her exceptional accomplishments as a healer elevated her to the renowned position as your acolyte, drawing upon the power of your blood to learn healing magic in her pursuit to become a priestess. Strong, loyal, and compassionate, she is devoted to caring for her family above all else, and she counts you among them.
Lilith/Lucien de Arcanis, the mage. (Gender Selectable. She/they. He/they.) RO The adopted heir to House Arcanis, a line of powerful and highly skilled mages. Wild-eyed with a wolfish grin, their peculiar and eccentric mannerisms tend to unsettle their peers, leaving them rather isolated in social circles—a circumstance which doesn’t seem to bother them one way or the other. For better or worse, it appears they’ve taken a rather intense interest in you. (Character portrait coming soon.)
Poly Routes (subject to change): Kieran/Aurynn, Samira/Aurynn, Lilith/Lucien/Aurynn.
Since progress is slow, here is a snippet of the one off vampire IF I’m working on:
you don't really remember anything at all, but this much you know: you are a fallen guardian angel, and you need to find who you were meant to protect.
a few problems: you can't recall who you were protecting, and how you failed them. and, of course, you're trapped in a strange isolated town that worships a goddess you don't recognize.
don't fret now, you'll be fine. may you recover your memory, guardian, and untangle the web of secrets you find yourself in.
trigger warnings in detail below the cut.
full character customization: build your appearance, your personality, your divine powers, and choose whether to subscribe to human concepts of gender and sexuality or not.
befriend, antagonize, or romance four main characters: the sacrificial lamb, the weak dog, the bloody devotee, or the fool.
investigate the town you can't seem to leave, and the goddess that hangs over it.
try to recover your memories and make sense of them after that.
take care of some cute sheep.
the sacrificial lamb - the eldest daughter of the town's ruling family. always calm and calculated, upholding order at all costs.
the weak dog - the youngest son of the town's ruling family, not that he would ever associate himself with them. full of charm and wit, he follows his heart and does what he thinks is right.
the bloody devotee - the high priestess to the goddess. confident, cold, and powerful. she doesn't hesitate to go for what she wants, even if she has to step on backs to get there.
the fool - the spoiled heir to most of the farms in town. he's childish and carefree, spending most of his days in the town square singing.
!! trigger warnings !!
prominent themes of violence, animal death, substance use, abuse, manipulation, and suicide.
a character struggles with self-harm and disordered eating.
mild suggestive content.
non-graphic depiction of sexual assault.
this is overall a dark game, and I would not recommend it to those who are easily disturbed.
This is pretty fun, putting together these lists of writing tips. Today's list is explicitly about interactive fiction.
The trick to writing great interactive fiction that anticipates, foreshadows, introduces themes early, and has interesting choices that set up later events is to *go back and rewrite the earlier chapters* after you’ve written later chapters. That way you look like a genius who can plot things out way in advance, but in fact, you just went back and made it seem that way. Good writing is recursive, and that’s just how it is.
I start with an outline, then I write a code skeleton, leaving blanks for the prose, and then go in and fill in the prose. This way I’m either in code-brain or prose-writing-brain. I don’t like switching between the two. Then, after than phase, I go back one more time and I do the callbacks—you know. Might the main character be wearing a feathered boa in this scene? Here’s some custom text. Might the main character be limping? Here’s some more custom text. If you do that after you write the prose, you’ll have the leisure to think of anything fun and specific you can use.
Callbacks tell players that their choices are unique, important, memorable, and valued by the writer. It tell them that their choices have led them down their own particular path that the writer is rewarding with unique prose. It doesn’t have to have a stat effect or create a new fork in the narrative. Great prose is the reward.
Find an group of alpha readers to read your work early and often and then shut up while they read it and just listen to what they say and comment. You must resist the urge to explain because you won’t be there at everyone’s house when they are playing your game or reading your narrative.
Make rules for yourself about how you are going to name your variables. Don’t do what I did, with a horrible blend of sometimes calling a chracter “gil” in the variables and sometimes “gilberto”; sometimes “fitz” and sometimes “fitzie”; sometimes “metvyv” and sometimes “met_tabby”—ugh! This is self-torture. Don’t do what I did.
Keep your initial creation of variables super organized. Write comments in there explaining what these variables are and when you might need them. I comment most when I am creating variables. You might create a variable in chapter one called “mustardallergy” that you don’t need until chapter eight, so write a comment that says “variables for chapter eight” and stick that “mustardallergy” variable under it. I didn’t do this for my first games, and I regretted it.
Use generic variables and make your life easy. If you are writing a scene at the racetrack, just make a “xrace” modifier and add and subtract to it willy-nilly to represent just general ups and downs of fortune. Stub your toe? -5 xrace. Wear a fine hat? +8 xrace. Throw around some money at the bar? +12 xrace! Eat some bad shellfish? -15 xrace! Then add xrace to every test. It’s a way of tracking just the ups and downs of fortune. You can omit it when it doesn’t make sense, but it’s just a great way to make tests and rewards and penalties cumulatively meaningful without having to have a billion variables tracking every last *reason* for the rewards and penalties.
Discover more mini-essays about writing interactive fiction, writing in general, and the process of writing the forthcoming Jolly Good series below.
--The hungry mouth of Bridehall Manor lets out its clarion call. You have been compelled to answer.
You play as the youngest child of the Simonson family, born out of infidelity-- a perfect Victorian scandal. Due to your unfortunate birth circumstances, your parents have decided to send you away to take up a position as head housekeeper/butler at the remote Bridehall Manor after the previous one's untimely (and altogether strange) passing. You expect your time in the mansion in the Catskills of New York to be uneventful and isolating.
You'd be wrong.
The longer you stay at Bridehall, the more secrets you find hidden behind its mahogany doors, beneath its ornate wallpaper, under its rich hardwood floors, and especially within the denizens of the house themselves.
Just be careful not to drown in the deep, deep black of its shadows.
+ Customize your MC-- what's their attitude towards society? How do they feel about working at Bridehall? What are their thoughts on the supernatural?
+ Also, choose your gender,* interests, personality, name, and more.
+ Discover more about the (troubling) history of Bridehall and the people that have lived in it.
+ Experience the world's most uncomfortable carriage ride.
+ Romance 1 of 5 ROs-- the matriarch, the minister-in-training, the runner-up, the major, or the phantom.
+ Befriend those who live there, or make enemies. Connection is a fragile thing, especially in a place like Bridehall.
+ Blood sacrifices! If you're into that sort of thing.
TW: Gore (not extremely descriptive), mentions of infidelity, violence, brief suggestive content, mentions of animal death, mentions of drug use. This IF is recommended for those 15+.
================================================*Disclaimer: Because this IF is inspired by the 1880s, gender roles are still sort of a thing. There is an option to play as femme/masc non-binary, but based on your presentation, that affects whether you are the housekeeper/butler and how you are treated in society. However, there will not be any transphobia/intentional misgendering in this IF. It's just not something I want to write. I'm not non-binary myself, so I'm very open to suggestions on things to change relating to this topic.
================================================
🌑Harriet Margrave -- the matriarch -- (she/her) {FMCs only}
| Assured. Respectable. Intimidating. The wife of Amos Margrave, although she doesn't like it when people bring it up. She runs the house, some might say with an iron fist. She seems to have taken a dangerous liking to you.
| However, beneath her strong, cool exterior, she's not all that she seems-- you catch glimpses of something dark and curious lurking. It's up to you to decide whether it should never see the light of day or, perhaps, to be consumed entirely by it.
| Harriet is in her late 40s, with ash brown hair always kept in a neat, complex updo and deep blue eyes that shift with tones of green in different lights. She has a light but rosy complexion and stands at around 5'7. She tends to wear a lot of black, as if she's in perpetual mourning, although she doesn't mind an occasional blue accent.
"Low and deep Spake in mine ear her voice: "And didst thou dream, This could be buried? This could be sleep? And love be thrall to death! Nay, whatso seem, Have faith, dear heart; this is the thing that is!" Thereon I woke, and on my lips her kiss." -- snippet of Assurance (1887) by Emma Lazarus
================================================
🌒Ansel Margrave -- the minister-in-training -- (he/him)
| Flighty. Devout. Gentle. A hopeful future Methodist minister, he's recently been plagued by supernatural visions (or so he says,) and your arrival and the circumstances surrounding it do nothing to calm his worries. You may be able to reassure him otherwise.
| As you get to know him, he may reveal that he has far better reasons to be afraid than you might think. Will you walk with him through his troubles, or leave him to wander the solemn corridors of Bridehall on his own?
| Ansel is in his early 20s, and he looks much like his mother with his ashy brown hair and pale complexion, although due to its lack of rosiness it sometimes borders on ghostly. He'd like to dress more vibrantly but fears reprisal from his clerical peers, thus, he usually sticks to muted greens and browns. He stands at around 5'9, and wears spectacles.
"In solitude profound, As shadows fall, what memories, Thick as dew-drops on sun-risen meadows Troop around thee!" -- snippet of Night In Egypt (1880) by George Vaughan
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🌓Cecil/ia Blumenthal -- the runner-up -- (he/him or she/her)(corresponds to the MC's gender)
| Independent. Scrappy. Creative. C's been working at Bridehall for practically their whole life, climbing the ranks until they could finally reach the position of head butler/housekeeper they deserved-- until you came along. In their eyes, you have everything you want on a silver platter, and how much work have you done to get it? None. In short, they've got a real bone to pick with you. Will you play into the feud, or maybe try to change their feelings? Honestly, best of luck on that one.
| Because of how long they've been at Bridehall, C knows more about its history and secrets than they let on. Much, much more.
| C is in their mid-20's, with shiny brown curls that F!C keeps in an artfully rushed bun and M!C keeps just a bit too long. They have coffee-brown eyes and warm, tanned skin dotted with freckles. They stand at 5'6. They prefer to dress for convenience rather than style, but they always wear a tarnished silver brooch in the shape of a bird-- F!C pins it to her collar, while M!C pins it to his lapel.
"I was angry with my foe: I told it not, my wrath did grow. And I waterd it in fears, Night & morning with my tears: And I sunned it with smiles, And with soft deceitful wiles. And it grew both day and night. Til it bore an apple bright. And my foe beheld it shine, And he knew that it was mine." -- snippet of A Poison Tree (1794) by William Blake
================================================🌔 Marshall Ward -- the major -- (he/they)
| Outgoing. Empathetic. Perfectionist. A new arrival at Bridehall like you, he's an old family friend of the Margraves who plans to stay for the autumn. He's the perfect picture of polite society-- porcelain smiles and impeccable manners. Despite the divide between him as a guest and you as the help, he insists on making a connection with you. One that may be a bit too strong for his own good.
| Now, you don't know much about the military yourself, but it is a bit odd that a non-retired military officer was permitted leave for an entire season, and whenever you ask questions surrounding his arrival, you only get heavy silence in return. It's as if there's a tight wire of secrecy underlying his sunny veneer, and the more you press, the more it's likely to snap.
| Marshall is in his early 30s, with pushed-back blonde hair and an impeccably combed mustache. They have light skin and have a small scar running across their cheek, and he stands at 6'2. He is very meticulous in the way he dresses and is particularly fond of red ties with embroidered patterns on them.
"Volleyed and thundered; Stormed at with shot and shell, While horse and hero fell. They that had fought so well Came through the jaws of Death, Back from the mouth of hell, All that was left of them, Left of six hundred. -- snippet of The Charge of the Light Brigade (1854) by Lord Alfred Tennyson ================================================
🌕Annabelle -- the phantom -- (she/her)
| Mysterious. Quiet. Ethereal. Every so often, out of the corner of your eye or the reflection in a mirror, you catch a glimpse of her. Is she even real, or is she simply a product of your own mind, spiraling ever deeper into instability? Whatever she is, you feel an indescribable, intangible pull to her that may become very hard to resist.
| Annabelle is inextricably linked to the house and its history. If you dig to learn more about her, you may unearth the very roots that Bridehall stands on. Roots that it would very much like to keep underground.
| Annabelle appears to be in her mid-20s, although the semi-translucent, filmy aspect to her makes it a bit hard to tell. She has very dark skin that glitters and shines under moonlight, and she seems to be perpetually wet, as if she had just been thrown in a pond. She wears a pale pink dress a decade or so out of date, and stands at about 5'3.
"For the moon never beams, without bringing me dreams Of the beautiful Annabel Lee; And the stars never rise, but I feel the bright eyes Of the beautiful Annabel Lee; And so, all the night-tide, I lie down by the side Of my darling-- my darling-- my life and my bride, In her sepulchre there by the sea-- In her tomb by the sounding sea. -- snippet of Annabel Lee (1849) by Edgar Allan Poe
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Man, the flesh sucks. I'm gonna abandon it for the machine.
Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again
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