Is this for an RPG Maker game?
This looks like a game opening script, rather than a story.
RPG Maker is not suitable for lengthy dialogue, unless you're willing to add lots of animations and camera movements and to avoid repeating animations and awkward pauses.
As for your content; apples actually float in water, they do not sink. If the player hears this line from your character they will think your character is ignorant about basic knowledge of the outside world, perhaps this is something you want the player to think, but be aware of this. If you make your character too much of an idiot it would frustrate the player to no end.
Any back-and-forth in a text-based RPG game can be removed, for example;
- "What? How is this possible?"
- "Try it!"
- "Try what?"
- "Here, step onto the apples!"
- "No, I will drown!"
- "C'mon [...] listen to your king."
- "Oh yeah [...] Good-bye!"
- "Oh, so that's the case..."
This entire section can be reduced into three lines, which will reduce how much text box the player will have to mash through (especially with shorter dialogue);
- "What? How is this possible?"
- "Try it for yourself. Here, step onto the first apple."
- "This is ridiculous. I am leaving now, good-bye!"
The 4th section of dialogue can have parts done in a cutaway showing shots of the various locations of the world, which would be pretty cool.
"Mala sunt facile oleum" - in Latin this translates roughly (bad Latin grammar) to "bad are easy oil", is this really what you meant?
With the way you're writing this script (with every other line being the next character), how would you have 3 characters talking?
Also, consider adding moments of player-control. If this is an introduction to your game, it's a good opportunity to let the player familiarise themselves with the game's systems. One cool example would be letting the player judge if a floating apple can be stood on by giving them control of movement and having them decide if it is poppycock (walk away and decide in dialogue) or magic (step onto the apple). This does go against the story you've created, but consider this kind of interaction.