worldbuilding
This skill should be used when the user asks to "create a location", "add a location", "magic system", "political system", "build the world", "add culture", "world history", "technology system", "religion", "economy", "map", "travel times", "routes", "calendar", "moons", "seasons", "naming language", "conlang names", "trade routes", "supply lines", "magic cost", "add a glossary term", "glossary", "invented word", or wants to develop any aspect of a story's world and setting. NOT for a glossary for translators (use adaptation).
How do I install this agent skill?
npx skills add https://github.com/danjdewhurst/story-skills --skill worldbuildingIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The worldbuilding skill provides a structured framework for managing story settings using markdown files and a local CLI tool. It performs routine file operations and local command executions for project maintenance without any signs of malicious behavior, obfuscation, or unauthorized data access.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerpass
4 files scanned · No issues
- ZeroLeakspass
Score: 93/100 · 2 sections analyzed
What does this agent skill do?
Worldbuilding
Overview
Create and manage world elements for a story project. Locations, systems (magic, politics, technology, etc.), factions, and artifacts are stored as markdown files in the worldbuilding/ directory with YAML frontmatter, and glossary terms for the world's invented words in glossary/terms/. All elements cross-reference characters and other story elements.
Prerequisites
A story project must already exist (created via the story-init skill). Verify by checking for story.md in the project root.
Creating a Location
- Read
story.mdfor genre, era, and tone context - Read
worldbuilding/_index.mdfor existing locations and systems - Ask for the location's name and type (city, fortress, wilderness, etc.)
- Build the location through conversation, covering:
- Physical description and atmosphere
- History relevant to the story
- Culture and customs of inhabitants
- Notable features characters will interact with
- Current state at story's timeline
- Routes to other locations: travel time in hours and mode (see
references/maps-and-routes.md) - Pronunciation, if the name is invented or easily misread (
pronunciation: "KEL-ah-mar")
- Before settling an invented name, run
story names '{Candidate}'to catch clashes and look-alikes (seereferences/naming-languages.md) - Create it with
story add location '{Location Name}' --type '{type}'when the CLI is available (add--region,--population,--controlled-by, and--characteras known); it writesworldbuilding/locations/{name-kebab}.mdand lists it inworldbuilding/_index.md. Then fill the body fromreferences/location-template.md - Without the CLI, write the file from
references/location-template.mdtoworldbuilding/locations/{name-kebab}.md - Leave the locations table in
worldbuilding/_index.mdtostory reindex ., even without the CLI; never add a row by hand - If notable characters are listed, verify those character files exist and add this location's kebab-case identifier to each character file's
locationsfrontmatter list - When CLI access is available, run
story reindex .,story wordcount . --write, andstory check .
Maps, Routes, and Travel
Record travel between locations as routes on the location file, not in prose notes, so the CLI can check it:
routes:
- to: harbor-district
hours: 1.5
mode: on foot
- to: saltmarsh-fort
hours: 9
mode: coach
tois a location id;story links .checks it exists.- A route is two-way unless the other location declares its own route back (for example, uphill slower than down).
story continuity .errors when a character appears in two dated scenes at locations joined by a route and the story time between them is shorter than the route'shours.story diagram locationsprints the route network as a Mermaid map-graph with edges labelled in hours; add--out dist/locations.mmdto save it. Use it to spot unreachable places and implausible shortcuts.
Use the travel speeds table in references/economy-logistics.md to set plausible hours, and references/maps-and-routes.md for the full workflow.
Creating a System
- Read
story.mdfor genre and themes context - Read
worldbuilding/_index.mdfor existing systems - Identify the system type and consult
references/world-element-types.mdfor the relevant prompts. For calendars, naming languages, economies, and magic costs, also usereferences/calendars.md,references/naming-languages.md, andreferences/economy-logistics.md - Build the system through conversation, addressing the key questions for that type
- Create it with
story add system '{System Name}' --type '{type}' --prevalence '{prevalence}'when the CLI is available (the type and prevalence values are inreferences/system-template.md); it writesworldbuilding/systems/{name-kebab}.mdand lists it inworldbuilding/_index.md. Then fill the body fromreferences/system-template.md - Without the CLI, write the file from
references/system-template.mdtoworldbuilding/systems/{name-kebab}.md - Leave the systems table in
worldbuilding/_index.mdtostory reindex .; never add a row by hand - Cross-reference with characters who interact with the system (e.g., magic-users for a magic system)
- When CLI access is available, run
story reindex .,story wordcount . --write, andstory check .
Creating A Faction
Use story add faction '{Faction Name}' --type '{family|guild|government|military|religion|company|community|criminal|other}' when the CLI is available. Otherwise create worldbuilding/factions/{name-kebab}.md with frontmatter fields name, type, status, members, locations, and tags.
Cover:
- Purpose and ideology
- Power base, resources, and territory
- Important members
- Conflicts and pressure points
Then:
- Save to
worldbuilding/factions/{name-kebab}.md - Leave the Factions table in
worldbuilding/_index.mdtostory reindex .; never add a row by hand - If members are listed, verify those character files exist
- When CLI access is available, run
story reindex .,story wordcount . --write, andstory check .
Creating An Artifact
Use story add artifact '{Artifact Name}' --type '{object|weapon|document|technology|relic|symbol|resource|other}' when the CLI is available. Otherwise create worldbuilding/artifacts/{name-kebab}.md with frontmatter fields name, type, status, owner, location, and tags.
Cover:
- Description and recognition details
- Function, constraints, and costs
- History and prior owners
- Current owner/location state
Then:
- Save to
worldbuilding/artifacts/{name-kebab}.md - Leave the Artifacts table in
worldbuilding/_index.mdtostory reindex .; never add a row by hand - If an owner or location is listed, verify those files exist and cross-reference back
- When CLI access is available, run
story reindex .,story wordcount . --write, andstory check .
Adding A Glossary Term
Record an invented word, title, rank, or concept that the prose must spell and use the same way every time as a glossary term in glossary/terms/.
- Read
glossary/_index.mdfor the existing terms, then runstory names '{Term}'to catch a clash with another name or term - Use
story add term '{Term}' --category '{person|place|faction|artifact|concept|term|other}'when the CLI is available, with--alias '{Variant}'once for each accepted variant; it writesglossary/terms/{term-kebab}.mdand lists it inglossary/_index.md. Otherwise create the file with frontmatter fieldsterm,category, andaliases, and leave theglossary/_index.mdtable tostory reindex . - Fill
## Definition(what it means in the story) and## Usage Notes(spelling, capitalisation, who uses it, and what it never means). Add apronunciationwhen the term is invented or easily misread - When the term's capitalisation or hyphenation is a house-style decision, record it in
style-sheet.mdtoo (see thevoice-styleskill) - When CLI access is available, run
story reindex .,story wordcount . --write, andstory check .
A glossary for translators belongs to the adaptation skill, which adds a ## Translations section to these term files.
Updating World Elements
- Read the existing file
- Make the requested changes. If a location or faction changes partway through the story (a city falls, a guild disbands), add a progression instead of editing the opening value (see Changes Over the Story)
- If cross-references changed, update the linked files
- Rename an element with
story rename(seereferences/naming-languages.md). Change its type or status in its own file only: theworldbuilding/_index.mdtables pick it up at the nextstory reindex ., so never edit their rows - When CLI access is available, run
story reindex .,story wordcount . --write, andstory check .
Changes Over the Story
Location and faction files describe the world as the story opens. Record a later change as a progression, so drafting an early chapter does not see what happens in a late one:
progressions:
- from: chapter-10
field: status
value: occupied
- from: chapter-10
field: controlled-by
value: lord-maren
fromis the first chapter where the new value holds. It may be a plannedchapter-NNwith no file yetfieldis a kebab-case single-value field, existing (status,controlled-by,region) or new (ruler,population-note). List fields (notable-characters,routes,members,locations,tags) cannot change this wayvalueis one value. A faction'stypeandstatusmust stay within their allowed values- Keep entries in story order, and read the progressions up to the chapter being drafted before describing the place or faction in it
- Artifacts and systems do not take progressions; track an artifact's changes with
object-stateand scenestate-changes(see the revision-continuity skill)
After adding or editing progressions, run story reindex ., story wordcount . --write, and story check ..
Cross-Referencing
- Locations reference characters via
notable-charactersin frontmatter - Characters reference locations via
locationsin frontmatter - Factions reference character members and locations
- Artifacts reference an owner character or faction and a current location
- Systems reference practitioners via character tags
- Location
routesreference other locations by id - Invented names across characters, locations, systems, factions, artifacts, and glossary terms may carry a
pronunciation;story build --format narrationgathers them into a pronunciation guide for audiobook narrators - When a location is used in a chapter, the chapter's frontmatter
locationsfield links back - Keep the
worldbuilding/_index.mdworld overview section current as elements are added
CLI Maintenance
Use the Story CLI when it is available. If story is not installed, use the bundled fallback node ../story-maintenance/scripts/story.js with the same arguments. Use node <checkout>/bin/story.js instead only when the user names a Story Skills repository checkout or you are working in one. Write the script as an absolute path (resolve the fallback relative to this skill folder) and run it from the folder you would run story from, so . and other relative paths keep their meaning. Use Node, not Bun or a package script: Bun would load that folder's bunfig.toml (which can run code) and .env, and a package script runs from the checkout's root. If no CLI is available, perform the registry, backlink, and word-count checks manually.
Reference Files
references/location-template.md- Template for location filesreferences/system-template.md- Template for system filesreferences/faction-template.md- Template for faction filesreferences/artifact-template.md- Template for artifact/object filesreferences/world-element-types.md- Detailed prompts for each system type (magic, political, technology, religion, economic, military, social)references/maps-and-routes.md- Recordingroutes, thestory diagram locationsmap-graph, and the continuity travel checkreferences/calendars.md- Adding a customcalendartostory.md, dating scenes in it, and recording seasons and moons as a system filereferences/naming-languages.md- Phonology sketches, naming rules per culture, pronunciation, and thestory namescollision checkreferences/economy-logistics.md- Prices and wages, supply lines, magic and technology costs, and a travel speeds table by mode
Shared Conventions
Every story skill follows the shared conventions in ../story-maintenance/references/conventions.md, resolved relative to this skill folder. Read it before creating, renaming, or linking story files. If that file is missing because this skill was installed without story-maintenance, the essentials are: kebab-case ids and filenames, YAML frontmatter on every story-project file, _index.md registry tables that story reindex rebuilds (never edit them by hand), bidirectional links between entities, characters for who is on the page and mentions for who is only referred to, status: deceased plus died-in: chapter-{NN} for deaths, and no project-local generator or build scripts (run only the installed or bundled Story CLI).
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/danjdewhurst/story-skills/worldbuilding">View worldbuilding on skillZs</a>