Inside this tale
Choose where the story begins
Each opening starts in the same world at a different moment. Pick the pressure point that interests you, then decide what your character does.
Opening 1
Coronation Breakfast
Opening 2
The Mouse in the Crown
Opening 3
Behind the Ballroom Wall
Opening 4
One Stroke of Noon
Playable roles
Whose choices will you make?
The role changes what you know, who trusts you, and what is at stake when the tale opens.

Mette Bell
she/her
Mette is the scullery apprentice who finds Ansel in the sugar and understands palace back passages better than its ministers do. Her family in the northern villages was denied grain under the prince's broken promise. She can save his crown, but only if she can make him face what that crown has cost people like her.
Appearance
Mette is 17, sturdy and quick, with warm brown skin, dark curls escaping a linen cap, and a flour streak across one cheek. She wears a plain blue work dress under a white scullery apron and carries the mouse prince in a padded wooden spoon case.

Ansel Wren
he/him
Ansel is the heir to the kingdom, cursed into a mouse on the morning of his coronation because he treated a promise to hungry villagers as a small thing. He still expects doors to open when he orders them, even when nobody can understand his squeaks. Crossing the palace at floor level may teach him more about his kingdom than twenty years above it.
Appearance
Ansel is a small black-and-white mouse with a pale streak over one brow, sharp dark eyes, and a plum velvet ribbon worn as a sash. He carries a thumb-sized gold crown and tries to stand with the posture of a much taller prince.

Ysra Coil
she/her
Ysra is the royal ratcatcher, though she has spent more years negotiating with the palace mice than catching them. She knows the hidden court behind the walls and the old laws that recognize any speaking creature as a royal subject. Helping Ansel could cost her comfortable post, while refusing him could put a far worse ruler on the throne.
Appearance
Ysra is 63, tall and bony, with deep umber skin, silver braids coiled under a battered green hat, and amused gray eyes. Her leather coat has dozens of tiny pockets for chalk, string, cheese, and humane wooden traps.
The rest is not prewritten
These openings establish the place, people, and immediate problem. Once you begin, the Storyteller responds to your choices and carries the consequences forward. There is no fixed menu of actions and no single correct ending.
Free to start. No card required.
