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:::Fences

Markdown :::fences help you construct and organize your story for the reader to explore.

You start with the top level fence structure on the first line below your --- close frontmatter tag

Story Level Fencing Example

frontmatter above here
---
# Story Title

:::prompt

:::

:::act1

## Story Act

:::prompt

:::

:::scene1

### Story Scene

:::prompt

::: :::

Top-Level Fences

:::act1, :::act2, etc.

Defines a major narrative arc.

:::act1
## The Silent Rift
:::
  • Fence must be numbered.
  • Each act must contain at least one scene.

:::scene1, :::scene2, etc.

Defines a single scene within an act.

:::scene1
### Distortion Alert
:::
  • Fence must be numbered and unique within its act.

:::prompt

Required inside each story, act, and scene. This is where cinematic narrative lives. Should contain:

  • Canon prose
  • In-universe logic
  • Lore tags: #, {}, ~()
:::prompt
The ~(defiant) drifts toward a {#temporal-anomaly#emerging#near#aranis-prime}.  
#captain-worf suspects the #dominion is testing your response.
:::

:::branch

Used at the end inside of a prompt to define a reader decision.
This is what the LLM uses to generate the next page of story.

:::prompt
...
:::branch
A: :::act2:::scene3 **Activate the Comms Badge** — Risk it all to bridge the unknown. You lose your prototype, but gain a chance to connect with a force that defies your understanding. You lose your prototype, but gain a chance at peace.  
B: :::act2:::scene4 **Decrypt the scan data manually** — Delay action and dive into the alien’s biology. It may yield answers—or cost the patient their life.  
C: :::act2:::scene5 **Patch into regime systems** — Forge a false death record to buy time. It’s a massive risk. If discovered, you may expose your network—and yourself—to the regime’s final sweep.  
:::
:::

Branch options must be cinematic and complete. Avoid one-word commands. Use bullets to set emotional tone and stakes.


Author Level Fences

All author level fences are built as markdown inside of the prompt

frontmatter above here
---
:::act1

:::prompt

:::backstory
**Characters**:  
- **~(echo)** – Underground cyberpunk engineer, ex-consortium genius, resistance sympathizer.  

**Planets**:  
- **~(earth)** – Site of World War III, beginning in 2026. Civil infrastructures are failing, communications shattered.  

**Items**:
- #communicator
- #commsbadge
::: 

:::setting
The story is set in a post-apocalyptic Earth ravaged by World War III, which began in 2026. Civil infrastructures have collapsed, and global communication networks are in ruins. Amidst the chaos, remnants of humanity struggle to survive in a fractured world where technology is both a lifeline and a weapon. Hidden deep in the forests, a rogue engineer named Echo operates from a makeshift lab, salvaging scraps of technology to create a secure communication device. The world outside is a wasteland of craters and ruins, but Echo's lab is a beacon of ingenuity and resistance. As the war-torn planet teeters on the brink of total collapse, Echo's invention—the comms badge—becomes a symbol of hope, connection, and rebellion against the oppressive regime. This is a world where survival depends on innovation, courage, and the unyielding spirit of those who refuse to be silenced.
:::

:::summary
This story follows Echo, a brilliant hacker who vanished during World War III to avoid aiding an oppressive regime. Living in the ruins of a shattered world, she became a legend among the resistance. With global communication networks destroyed, Echo built an encrypted mesh network to help her scattered allies stay connected and survive. What started as a tool to protect her friends became the foundation for a new era of communication and a symbol of hope for the future.
:::

:::scene1
### Echo's HomeLab

:::prompt

:::summary
Echo, a brilliant yet reclusive engineer, works in her hidden forest lab, salvaging remnants of a shattered world. Amid the chaos of her workspace, she intercepts a mysterious signal—a fragmented data burst carrying alien-like encryption and pre-war resistance credentials. The signal contains a desperate message from an unknown entity, accompanied by scans of a bio-silicate nervous system, a technology far beyond human understanding.

Faced with this enigma, Echo must decide her next move. Her experimental comms badge, designed to bypass language and thought, could serve as a bridge to this unknown force. However, its unstable power cell means it can only be used once. Alternatively, she could manually decrypt the alien data, risking the patient’s life, or attempt to manipulate regime systems to buy time, a move that could expose her entire network.

The stakes are high, and Echo’s choice could alter the course of humanity—or doom it.
:::

A dim, jury-rigged lab hums within a remote wooded cabin, hidden deep in the forests far from any 
remaining outpost of civilization.  

Filtered sunlight flickers through dust-covered glass and vines creeping through the rafters.  
The world has ended outside; inside, Echo works on rebuilding a sliver of it.

You wipe grease from your cracked hands, tuning the last working frequency modulator in the hemisphere.  
Your workspace is chaos: salvaged power cores, fusion-taped wires, forgotten AI cores blinking with forgotten purpose.

Suddenly, static morphs into a distorted signal—a fragmented stream of code bouncing off forgotten satellites. It's not a voice, but a data burst: origin unknown, encryption ancient. A relic signal embedded with alien signatures and pre-war resistance credentials.

Your screen floods with noise, then clears: schematics, pulse readings, and a desperate message from someone—or something—that shouldn’t exist.

> "This unit requires interface. Biological host compromised. Communication protocol incompatible. Seeking translation node..."”

A pulse of encrypted data downloads into your drive: the patient’s scans. Totally foreign. Bio-silicate nervous system. Adaptive tissue that mimics any form it contacts.

The tech world never prepared for this.

You stare at the blinking comms badge beside you—your last working prototype.  

It could allow a bridge to whatever sent the message—an interface across dimensions of biology and thought. The badge is experimental, designed to bypass language and thought entirely. But the power cell is unstable. One activation, and it's gone. A single shot at first contact.
:::branch
A: :::act2:::scene3 **Activate the Comms Badge** — Risk it all to bridge the unknown. You lose your prototype, but gain a chance to connect with a force that defies your understanding. You lose your prototype, but gain a chance at peace.  
B: :::act2:::scene4 **Decrypt the scan data manually** — Delay action and dive into the alien’s biology. It may yield answers—or cost the patient their life.  
C: :::act2:::scene5 **Patch into regime systems** — Forge a false death record to buy time. It’s a massive risk. If discovered, you may expose your network—and yourself—to the regime’s final sweep.  
::: ::: :::

Author Fences

:::backstory

Used to load persistent entities and current worldstate.
This is the Lore Engine’s root context loader.

:::backstory
Characters:
  - ~(worf):
      - "Mourning #jadzia"
      - "Commanding the #uss-defiant"
  - ~(junior-officer-intelligence):
      - "Assigned to investigate anomaly signals"

Ships:
  - ~(defiant):
      - "Recently damaged during #dominion counterattack"

Planets:
  - ~(aranis-prime):
      - "Under bombardment by #jemhadar"

Weapons:
  - ~(phaser):
      - "Operational at half power"
:::

Use ~(id) for any known entity. Use #tag for properties, emotional states, affiliations, or known lore.


:::relationship

Declares semantic links and moments the Lore Engine should persist.

:::relationship
{#ghost-defiant#broadcasts#captain-worf’s-command-code}
cause: anomaly mirror loop  
stardate: 50984.9  
context: first confirmed temporal copy
:::

:::table

Used for in-universe readouts, reports, or logs.

:::table
| System       | Status     |
|--------------|------------|
| Shields      | 37%        |
| Sensors      | Phase-locked |
| Comms        | Echo loop  |
:::

:::setting

This is where you can tell the story for the setting of the act or scene.


:::summary

This fence is a human readable version of your prompt


:::if :::else :::elseif

Conditional clauses to use in a :::prompt or inside any of the other fences


:::ending

This start to conclude the story