<<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>
<h2>Education is important, little lamb.</h2>
<hr>
<<if $wn is 'true'>><p>✦ ''The Wardens'' are sacred land, they always had been and always would be, favoured by the deities and home to the major shrines. It consists of the Central Tree, gargantuan and pulsing with the lifeblood of the surrounding scenery, and a lush forest, all bordered by a swamp. Before now, all of these places had been teeming with flora and faune, however it has been decidedly quieter in recent times...</p><</if>>
<<if $tn is 'true'>><p>✦ ''Warden Town''. That's all Mel would tell you. Not a real name, just an alias. Still, it's something at least. The town is midsize, with simple houses in the trees as well as on the ground, yet a little difficult to navigate using the dirt paths and magyk lamplight.</p><</if>>
<<if $ctn is 'true'>><p>✦ ''The Central Tree''. It's a bit like the Yggdrasil of folklore, impressively massive and brimming with magyk. A staircase, just planks and rope, spirals round the trunk, a collection of small shrines to various deities every fifteen steps or so.</p><</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>//A monster? Or a victim?//Parasitic.<a href="https://www.tumblr.com/parasitic-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 $m0 to 'false'>><h2>Parasitic.</h2>
<hr>
<p>You awake in a swamp...or is it the woods? You don't know. You don't know where you are, you don't know //what// you are.</p>
<p>A human, or something else entirely?</p>
<p>A vessel, or a monster in your own right?</p>
<p>Whatever you are, //who//ever you are, you've picked a hell of a time to wake up in The Wardens. Mysterious deaths, missing dead bodies, and a supposedly incurable disease that's slowly killing the forest.</p>
<p>Recover your memories soon, little lamb, before paradise crumbles and the deities abandon you all...</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 (about yourself and others! You will get a notification when it updates, so look out for those in the top right corner of your screen.</p>
<p>Don't forget to check these two tabs 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, as well as the settings!</p>
<p>''NOTE'' ; currently only works for PC / laptop browser, I will see if I can figure out a workaround for mobile (unless someone can figure out the pop-up button lol)</p>
<p>Now then.</p>
[[Time to rise and shine.|0.1]]<<notify>>note revealed.<</notify>><<set $wn to 'true'>><p>''The Wardens'' were always safe. A large tree at the centre, the smallest leaves as big as umbrellas, surrounded by lush forest that petered out into swamp. At the centre, a tree rose above it all that almost seemed to shimmer under the moonlight, leaves rustling in the breeze, modest yet elegant buildings lining the trunk.</p>
<p>Yet somewhere, lurking just out of sight, it was angry.</p>
<p>It smelled like something homely, of cinnamon and coffee, of roasting marshmallows and warm log fires. But it didn't feel the same. There were no comforting hugs or tattered yet welcoming pillows. Instead it was a soft threat, the whisper of danger. It was the ghost of a distant cry drifting on the air, creeping under the doors and through cracks in the wood of the walls.</p>
<p>And it was so dark.</p>
<p>They didn't remember it being that dark before. Tendrils of shadow swirling and whirling, wrapping around minds like a vice. It covered eyes that were wide and panicked, ears that strained to hear what shouldn't be heard. It covered mouths that were opened in a silent cry, sounds long caught in throats, stuck behind a lump that stifled their breaths. It pulled tighter and //tighter//, crushing their throats and waists and legs, turning skin purple and green with bruises that marred otherwise healthy skin with blossoms of colour.</p>
<p>Swamp water rolled off of long since cooled skin as The Wardens rejected them, one by one, depositing them against the sludge at the edge of its territory to be found by animals or travellers alike.</p>
<p>The Wardens were lush and lively and safe...so long as you hadn't been touched.</p>
<<button '...Touched?'>><<goto [[0.2]]>><</button>><<set $header to "Get it together.">><p>Everything was slow to come into focus, a dull buzz blanketing the world in an uncomfortable haze. The mud was surprisingly thick, cloying even, sticking to flesh and seeping into ragged clothes. It smelled of rot and dirt, of meat long since decayed and bones stripped of their flesh by hundreds of bugs, unpleasant enough to shock you to your senses somewhat.</p>
<p>…Unpleasant enough to make you wretch, your chest heaving as your already empty stomach tried to push more out of you, though it just served to make your throat raw with bile and saliva as you rolled onto your side. Your vision swims, dark spots blurring the edges as you prop yourself on your forearms, pausing a moment to catch your breath. Then you push yourself upright, slowly but surely, so you're sat in the cold sludge.</p>
<p>Is that you? Are those your hands?</p>
<p>Your skin is still the same <<cycle "$mcsc" autoselect>>
<<option "''ivory''" ivroy>>
<<option "''beige''" beige>>
<<option "''olive''" olive>>
<<option "''tawny''" tawny>>
<<option "''mocha''" mocha>>
<<option "''umber''" umber>>
<</cycle>> shade, sure, but they're…different. The markings that wind up your arms, trailing from your fingertips to your elbow, glow faintly. They are pulsing and flickering a sickly green that reflects up into your eyes as you peer down, inspecting them with equal parts horror and confusion. They looked like veins, in a way, trailing and spiralling along your skin, a dimly lit sign of…something.</p>
<p>Did they always look like this?</p>
<<button 'Why can you not remember?'>><<goto [[0.3]]>><</button>><p>//Wait.//</p>
<p>What…could you remember? Your name? Age?</p>
<p>On unsteady legs you rise to your feet, wincing as you push yourself hard into a particularly slimy patch of mud, wobbling on the spot as you try to get your bearings. The sun was only just rising, red and orange painting what little of the sky was visible through the dark of the large tree leaves. Morning dew coated everything in an unpleasant dampness, only adding to the already unpleasant slime of the swamp.</p>
<p>…How did you get here?</p>
<p>//Where was here?//</p>
<p>It was a sea of brown and grey, misery as far as the eye could see, even with the lingering fuzziness to your vision. The tallest trees still had their leaves, large and <<linkreplace "sheltering.">>looming<</linkreplace>>, a curtain over the low light. Those closest, however, were bare and jagged, with only a few crunchy leaves just barely clinging to the branches. Bleached bones, likely animal, peeked out from some tufts of surprisingly green fern and unsurprisingly crunchy grass, a yellowy white colour against the otherwise brown ground.</p>
<<button 'What…?'>><<goto [[0.4]]>><</button>> <p>The shallow water and murk of the mud splash around your ankles as you begin to stumble forwards, towards the trees, away from the rot and closer to the allure of green trees. //Living// trees. Your steps grow faster as they become steadier, the lingering fog lifting from your mind and limbs as you hurry towards the promise of a normal forest. At least, you hope it's a normal forest, an escape from whatever hell of bones and grime you woke up in.</p>
<p>The further away from the swamp you get, the lighter the air becomes, and after god knows how long, you finally feel like you can breathe without retching again. The sun is higher in the sky, filtering through the large leaves and dappling the foliage around you in a resplendent golden light. It's...disarmingly pretty, really, the expanse of green shrubbery and soft mossy ground occasionally broken up by small flowers, the yellow and purple of the blooms noticeable amongst the monochrome sea.</p>
<p>Despite your apparent amnesia, even you found it a little //too// alluring to trust.</p>
<p>Eventually, as you slow to an ambling pace, your earlier panic receding somewhat, you notice the trees starting to thin out into a clearing. Along the left side there were, what appeared to be, mannequins of sorts, their bodies made of rough wood and dry hay. The grass was flat in places, trampled down by heavy footsteps, the flowers that had previously littered the area petering out.</p>
<p>You barely make it to the centre of the clearing, to that well worn grass, before something stops you. You can't explain it, not really, but it feels like you're being watched. //Observed.// ''//Hunted.//'' So many little eyes, peering at you from every gap between the leaves and beneath the shrubs. Watching and waiting and-</p>
<h3>[[Run.|0.5]]</h3><<set $header to "Run faster...!">><p>You're moving before you realise it. Stumbling over your own feet briefly before taking off at a sprint, adrenaline pumping through your veins, as instinct took over. You can't help it, it feels like their stare is crawling over your skin. ''You have to get away.''</p>
<p>You made up for your lack of finesse, your lack of stamina and stability, with sheer energy alone. You were frantic, movements erratic, as you narrowly avoided bulging tree roots and grasping branches. You ignored the way the grass became a dirt path, dust billowing as you ran. You ignored the way the shrubbery thickened as you ran. ''You ignored when those bushes became thorny, grasping at your already tattered clothes like thousands of clawed hands, nicking your arms and legs in the process.'' ''//You ignored-//''</p>
<p>There's a rustling behind you, or maybe a slither? The sound of movement quiet, yet hurried, following your path with uncanny accuracy. Every stumble, every turn, it followed with ease. On and on, until-</p>
''Thud.''
<p>Your still weakened body finally gives in, hitting the path with a dull sound an a cloud of dust. Then darkness swallows your vision once more, the sound of faint slithering still echoing in your ears.</p>
<h2>[[...|0.6]]</h2><<set $header to "Welcome back, strange creature.">>
<h1>ex umbra in solem</h1>
<h2> - //from the shadow into the light//</h2>
<hr>
<p>The first thing you notice when you wake up is the distinct lack of revolting sludge, or dusty pathway. It's almost the complete opposite, actually, the sheets beneath your skin are soft and the air smells faintly of something sweet. Vanilla, perhaps, or something with honey drizzled atop it. There are a few plants in little pots, the terracotta decorated with chipping pastel paints.</p>
<p>Your head throbs as you turn it, fuzzy blobs that are all a similar colour coming into focus slowly. There's a small round table in the corner, with what looks like a washbasin on it, as well as a wooden stool. The round window was bright with sunlight, casting a warmth over your legs beneath the sheets. Taking mercy on the pulsing ache, you turn your head back to a more neutral position, trailing your gaze over the flowering vines that crept over the wood of the ceiling above.</p>
<p>After a moment more simply breathing, staring up at the rafters and counting the vines twisting round them, you decide it's time to try and sit up. It takes longer than it normally would, your muscles protesting and a wave of dizziness washing over you, but eventually you manage. Upright as you are now, the sheet slip off your torso, revealing the fact that someone has redressed you. Where you were previously in rags (well, not quite, but they were close enough), you are now in a simple beige shirt and brown cotton trousers, the fabric soft and loose.</p>
//"Rise and shine, sleeping beauty, you with us again?"//
<p>//[[Who the fuck is that?|1.1]]//</p><p>''REMINDER'' ; press //r// at any time to open/close this!</p>
<h2>Now you remember? Don't forget again.</h2>
<hr>
<p><<if $m0 is 'true'>>Your name is $name...you're pretty sure.<<elseif $m0 is 'false'>>You still don't know anything, little fool?<</if>></p><<set $header to "Sleep tight whilst you can.">>
<h3>''Interlude.''</h3>
<p>Had the world always been such a dull shade of green? Or maybe it was a sickly yellow? It didn't matter, not really, in the end it always came crumbling down around them. Always the same, over and over, the same stupid creatures with their same stupid thoughts. A neverending cycle of sickness and despair.</p>
<p>They had seen it time and time again. Empires razed over petty squabbles, kingdoms burned to the ground. They remembered every scream, the smell of smoke, every lick of flame at <<linkreplace "their skin.">>their skin...was it their skin?<</linkreplace>></p>
<p>Over and //over// and ''over''. It didn't matter how they warned, how they pleaded, how they //begged//. Nobody ever listened. ''Fools.''</p>
<p>They welcomed the dark as it caressed the edges of their vision, cold and welcoming in equal measures, swallowing the scenery around them little by little. <<linkreplace "Then, just like clockwork, it took them again, and the memories began to fade once more, the lingering irritation melting into unconsciousness.">>''I don't want to forget. //I don't want to forget again.//''<</linkreplace>></p>
[[Time to wake up, little monster.|1]]<p>The figure that was perched against the wall, next to the door, was...odd. There was no better way to describe them, really, they were just...strange. Tall and slender, with almost dull looking olive toned skin, and chin-length hair that was honestly a complete mess. It was an ashy sort of brown colour, though there was a green tinge to it in certain places, especially noticeable under the light.</p>
<p>That wasn't the strangest part though. No, no, that was their eyes.</p>
<p>They were normal at first glance, monolid and long lashed, peering at you with undisguised <<linkreplace "amusement">>no...it was something more mocking,<</linkreplace>> as you examined them. It was the colour though...it matched the markings on your arms //exactly//, glowing ever so faintly even with the sun streaming through the nearby window.</p>
//"So what's the verdict, hm? Pretty? Ugly? You can't say that last one, you'll break my heart, sugarplum."//
<p>Their voice was pleasant enough, low and tinged with an indiscernable accent, though it had a subtle thrum to it, as though it was layered over a second tone at all times. You open your mouth to respond to their playful drawl, but all that you manage is a raspy little squeak that sends you into a coughing fit, your throat dry from disuse. Before you can try again, you can hear a flurry of movement behind the door, the clatter of something being hastily put down and the scrape of chair legs on a wooden floor. Then said door was swinging open, just narrowly avoiding slamming against the wall, and sending the mystery figure scrambling away in a hurry.</p>
//[[""Ah! You're awake!""|1.2]]//<p>The new arrival was a small woman, her lips curved into a smile that was equal parts warm and relieved. She was quiet as she bustled into the room, dragging the stool along with her, stopping only once she was at your bedside, only speaking once she was sat.</p>
//"And you're sat up? Impressive."//
<p>She looked tired up close, though it was subtle, the skin beneath her eyes puffy and faintly darkened from its usual warm bronze. Her hair was tightly curled, even with how closely cropped she had it to her head, the ends noticeably dyed a foresty sort of green. Her eyes crinkled at the corners, her smile widening just a little, as she allowed your inspection for a moment longer before speaking again.</p>
//"You must be confused."//
<p>Her voice was a little on the high side, but undoubtedly soothing, though that may something she was forcing for your benefit. It was hard to tell.</p>
//"I'm Melanie, this is the town's medical building."//
<p>Melanie gestured to the still open door, where you can just about see another room, though the contents, beyond what you're pretty sure is a table, remain a mystery. Turning your attention back to Melanie, she tilts her head just a little, her voice taking on a strange mix of hope and pity.</p>
//"Could you...tell me your name?"//
<p>//Your name?// Do you remember that...? It barely took a second before the other person in the room (you had honestly forgotten he was there) pipes up, hands clapping lightly a few time.</p>
//"Oh, that's a good one, what ''is'' your name, sugarplum?"//
<p>It's...<<textbox "$name" "...">></p>
<<button '...Right?'>><<set $m0 to 'true'>><<set $c1 to 'neu'>><<set $c2 to 'neu'>><<set $c3 to 'neu'>><<set $c1b to 'neu'>><<set $nc to 'neu'>><<goto [[1.3]]>><</button>> <<set $header to "Good job, little lamb, you're learning.">><<if $nc is 'neu'>><<notify>>you remembered?<</notify>>//"...$name."//
<p>Your voice is hoarse, scratching at your throat as you force the name out, pulling it from beyond the fog of your still mostly gone memory. It sounds right, you're almost completely certain it's your name, but it still feels odd to say it out loud. Melanie must pick up on your discomfort, or maybe she just hears the rasp in your voice, because she stands, patting a spot on the bed beside you.</p>
//"Lovely to meet you, $name. Lets get you a cup of water, hm? I'll be right back."//
<p>She's barely out the door before your, still unnamed, companion is stepping closer, jerking a thumb over his shoulder in the direction of the door that Melanie has disappeared through.</p>
//"Bit rude of her to ignore me the whole time, don't you think?"//
<p>Despite his words, he offers a shrug, seemingly entirely unbothered by Melanie's lack of greeting. Thinking about it, it was a little odd, wasn't it? You're yet to figure out where he came from, or who he even iss, for that matter. You suppose, reluctantly, that he probably isn't going anywhere, not with the way he's now inspecting your (admittedly probably temporary) room as though it's his own.</p><</if>>
<p>It gives you time to figure him out, or at least try to, if only to work out why he's still in your fucking room.</p>
<p><<if $c1 is 'neu'>><<button 'Who are you?'>><<set $c1 to 'false'>><<set $nc to 'false'>><<goto [[1.4]]>><</button>><<elseif $c1b is 'false'>><<button 'Do you at least remember your name?'>><<set $c1b to 'true'>><<goto [[1.4]]>><</button>><<elseif $c1b is 'true'>><<button 'You already asked this.'>><</button>><</if>></p>
<p><<if $c2 is 'neu'>><<button 'Why are you here?'>><<set $c2 to 'false'>><<set $nc to 'false'>><<goto [[1.4]]>><</button>><<elseif $c2 is 'true'>><<button 'You already asked this.'>><</button>><</if>></p>
<p><<if $c3 is 'neu'>><<button 'Do you know me?'>><<set $c3 to 'false'>><<set $nc to 'false'>><<goto [[1.4]]>><</button>><<elseif $c3 is 'true'>><<button 'You already asked this.'>><</button>><</if>></p>
<p><<if $c4 is 'false'>><<button 'No more questions.'>><<set $c4 to 'true'>><<goto [[1.4]]>><</button>><</if>></p><<if $c1 is 'false'>>//"Who are you?"//
<p>They blink at you, just for a moment, with those eerily familiar eyes, before their shoulders briefly jolted in a shrug.</p>
//"Your guess is as good as mine."//
<p>They were oddly calm for someone who also didn't know who they were, really, their lips pulling into a lopsided smile as they wagged their finger chidingly at you.</p>
//"Maybe I'm your guardian angel, wouldn't that be fun? You should show some respect, just in case."//
<p>Funny. They certainly didn't ''look'' like a guardian angel. Surely they weren't...right?</p>
<<button '...God forbid.'>><<set $c1 to 'true'>><<set $c1b to 'false'>><<set $c4 to 'false'>><<goto [[1.3]]>><</button>><</if>>
<<if $c1b is 'true'>><p>//"Do you at least remember your name?"//</p>
<p>They must have expected the question, because their response comes immediately.</p>
//"Cain."//
<p>//Cain.// The name makes something behind your eyes squirm uncomfortably, as though your brain is pushing out to reach them, making you wince ever so slightly.</p>
//"Nothing else, just Cain."//
<p>No surname? So either they were lying to you, or they couldn't remember much of anything either.</p>
<<button 'Interesting.'>><<set $c4 to 'false'>><<goto [[1.3]]>><</button>><</if>>
<<if $c2 is 'false'>><p>//"Why are you here?"//</p>
<p>Oddly enough, that seems to catch them off guard, and they remain quiet long enough that you open your mouth to repeat the question before they get the hint and answer.</p>
<p>//"I think...I'm here for you? I don't..."//
<p>Even in the short time you've been interacting with them, you can tell their response is uncharacteristically unsure. Of course, it didn't take long for them to notice too, and they plastered a grin back on their face.</p>
<p>//"Ohhh, maybe we're soulmates!"//</p>
<<button 'They just had to go and ruin it.'>><<set $c2 to 'true'>><<set $c4 to 'false'>><<goto [[1.3]]>><</button>><</if>>
<<if $c3 is 'false'>><p>//"Do you know me?"//</p>
<p>Their head shook 'no' almost immediately, with an enthusiasm that was...almost offensive, weirdly. They hesitated afterwards though, narrowing their eyes at you as they spoke.</p>
<p>//"I don't think so. But...you do have a kind of familiar face."//</p>
<<button '...Thank you?'>><<set $c3 to 'true'>><<set $c4 to 'false'>><<goto [[1.3]]>><</button>><</if>>
<<if $c4 is 'true'>><p>You can't think of anything else to ask <<if $c1b is 'true'>>Cain <</if>>just yet. It turns out to be probably for the best, as Melanie comes back then with a mug of water and what looks like a small medical kit of some kind.</p>
<p>//"Here you go, careful now..."//</p>
<<button 'The water is soothing on your throat as you gulp it down.'>><<goto [[1.5]]>><</button>><</if>><<set $header to "She doesn't know.">>//"Better?"//
<p>Melanie offers a small smile, taking the empty cup from you as you finish draining it and placing it on a nearby side table with a quiet clunk. Hydrated and at least a little rested, you notice that someone, presumably Melanie, as wrapped bandages around your hands and forearms. She lets the quiet linger for a few more moments, the sound of distant chatter and not so distant birdsong a comforting blanket of background noise, before she speaks again.</p>
//"You must be confused. Do you...know where you are? How you got here?"//
<p>You can feel the way your brows furrow and Melanie must notice as well, becasue she quickly continued.</p>
//"Okay, well...you're in ''Warden Town''. It's...well, it's guarded. Heavily."//
<p>She almost looks like she feels bad as she informs you, as though it was an outright accusation of something...was it an accusation? It didn't sound like an accusation, just a statement. Something about her expression, though, makes you think she's suspicious of you, even if she feels bad about it.</p>
//"Hi, hello, Cain here. Question?"//
<p><<if $c1b is 'false'>>So his name is Cain? Something behind your eyes squirms uncomfortably, and you blink rapidly to push it away.<</if>>Cain steps towards you, waving a hand in the air, almost like a schoolboy waiting to be picked on in class. Melanie ignores him...or, more precisely, she doesn't seem to hear him at all, her sorrowful gaze still fixed firmly on you.</p>
//"...Well. That's just rude."//
<p>Cain huffs, almost petulant, giving up after a couple of minutes without reaction from Melanie. Unperturbed by the disturbance, Melanie takes your silence as an invitation to continue explaining.</p>
//"There's the ''Central Tree'', the town square, the training grounds..."//
<p>She continues, rambling on a little, explaining the importance of the Central Tree, the layout of the town, filling the silence with mindless chatter. Then Melanie got quiet again, contemplative this time.</p>
//[[""And, well, we need to talk about your arms.""|1.6]]//<<set $header to "Be wary.">><<notify>>notes revealed.<</notify>><<set $ctn to 'true'>><<set $tn to 'true'>><p>The quiet that followed was heavy. Even Cain, for all their quips so far, tilted their head slightly, silent and watching. You had almost forgotten about those glowing markings, tucked away beneath neatly wrapped bandages. Only the tips of your fingers are visible, the faint ends of glowing veins peeking out, standing stark against the white fabric. Melanie must see something in your expression- panic, confusion, maybe some tense mix of both -beacuse she quickly waves her hand in the air between you</p>
//"You're not in trouble! It's just..."//
<p>She pauses, her voice taking on a clinical edge to it as she cast her gaze down to your hands.</p>
//"I've never seen anything like it...and they don't hurt? Do they feel different at all?"//
<p>You shake your head no. They're just...there. Eerie to look at, a little, and...sure, maybe looking at them for too long makes your eyes itch, but they're otherwise harmless. As well meaning as Melanie seems to be, you decide to keep that quiet for now. She's a stranger, after all, and you still don't know what the hell is going on.</p>
//"Really? Those things don't feel like anything? Freaky."//
<p>Your gaze shifts to a point over Melanie's shoulder, to Cain, as he spoke, sounding genuinely surprised. Melanie noticed the shift in your eyes, of course she did, turning to look over her shoulder.</p>
//"$name?"//
<p>Her voice is soft. So soft. Like you're something fragile. Maybe you are.</p>
//"Is something wrong?"//
<p>Melanie looks back at you, over her shoulder again, then back to you once more. The confusion, obvious even as Melanie smiled tentatively, makes a realisation slam into you like a ton of bricks.</p>
[["Cain. She can't see Cain."|de]]<<set $header to "He's our little secret.">><p>The realisation seems to hit Cain at the same time, and they raised their eyebrows in a silent question, waving a hand inches away from Melanie's nose. You half expected her to flinch away, or to ask what he was doing, but she just...blinked. Just looked at you with that maddeningly unaware stare.<p>thank you for reading! if there are any bugs or issues please report them <a href="https://www.tumblr.com/blog/parasitic-if" target="_blank">to @parasitic-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 :)