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"…
Skill by danjdewhurst
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/danjdewhurst-worldbuilding
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About
Use cases: documents, productivity
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Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/worldbuilding
What's inside
- Skill name
worldbuilding- Description
- 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).
- License
- MIT
- Instructions
- 170 lines in SKILL.md · view on GitHub
Files (10)
- SKILL.md
- artifact-template.md · references/
- calendars.md · references/
- economy-logistics.md · references/
- faction-template.md · references/
- location-template.md · references/
- maps-and-routes.md · references/
- naming-languages.md · references/
- system-template.md · references/
- world-element-types.md · references/
SKILL.md (first lines)
# 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
1. Read `story.md` for genre, era, and tone context
2. Read `worldbuilding/_index.md` for existing locations and systems
3. Ask for the location's name and type (city, fortress, wilderness, etc.)
4. 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"`)
5. Before settling an invented name, run `story names '{Candidate}'` to catch clashes and look-alikes (see `references/naming-languages.md`)
6. Create it with `story add location '{Location Name}' --type '{type}'` when the CLI is available (add `--region`, `--population`, `--controlled-by`, and `--character` as known); it writes `worldbuilding/locations/{name-kebab}.md` and lists it in `worldbuilding/_index.md`. Then fill the body from `references/location-template.md`
7. Without the CLI, write the file from `references/location-template.md` to `worldbuilding/locations/{name-kebab}.md`
8. Leave the locations table in `worldbuilding/_index.md` to `story reindex .`, even without the CLI; never add a row by hand
9. If notable characters are listed, verify those character files exist and add this location's kebab-case identifier to each character file's `locations` frontmatter list
10. When CLI access is available, run `story reindex .`, `story wordcount . --write`, and `story 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:
```yaml
routes:
- to: harbor-district
hours: 1.5
mode: on foot
- to: saltmarsh-fort
hours: 9
mode: coach
```
- `to` is 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's `hours`.
- `story diagram locations` prints the route network as a Mermaid map-graph with edges labelled in hours; add `--out dist/locations.mmd` to 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
1. Read `story.md` for genre and themes context
2. Read `worldbuilding/_index.md` for existing systems
3. Identify the system type and consult `references/world-element-types.md` for the relevant prompts. For calendars, naming languages, economies, and magic costs, also use `references/calendars.md`, `references/naming-languages.md`, and `references/economy-logistics.md`
4. Build the system through conversation, addressing the key questions for that type
5. Create it with `story add system '{System Name}' --type '{type}' --prevalence '{prevalence}'` when the CLI is available (the type and prevalence values are in `references/system-template.md`); it writes `worldbuilding/systems/{name-kebab}.md` and lists it in `worldbuilding/_index.md`. Then fill the body from `references/system-template.md`
6. Without the CLI, write the file from `references/system-template.md` to `worldbuilding/systems/{name-kebab}.md`
7. Leave the systems table in `worldbuilding/_index.md` to `story reindex .`; never add a row by hand
8. Cross-reference with characters who interact with the system (e.g., magic-users for a magic system)
9. When CLI access is available, run `story reindex .`, `story wordcount . --write`, and `story 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:
1. Save to `worldbuilding/factions/{name-kebab}.md`
2. Leave the Factions table in `worldbuilding/_index.md` to `story reindex .`; never add a row by hand
3. If members are listed, verify those character files exist
4. When CLI access is available, run `story reindex .`, `story wordcount . --write`, and `story 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:
1. Save to `worldbuilding/artifacts/{name-kebab}.md`
2. Leave the Artifacts table in `worldbuilding/_index.md` to `story reindex .`; never add a row by hand
3. If an owner or location is listed, verify those files exist and cross-reference back
4. When CLI access is available, run `story reindex .`, `story wordcount . --write`, and `story 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/`.
1. Read `glossary/_index.md` for the existing terms, then run `story names '{Term}'` to catch a clash with another name or term
2. 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 writes `glossary/terms/{term-kebab}.md` and lists it in `glossary/_index.md`. Otherwise create the file with frontmatter fields `term`, `category`, and `aliases`, and leave the `glossary/_index.md` table to `story reindex .`
3. Fill `## Definition` (what it means in the story) and `## Usage Notes` (spelling, capitalisation, who uses it, and what it never means). Add a `pronunciation` when the term is invented or easily misread
4. When the term's capitalisation or hyphenation is a house-style decision, record it in `style-sheet.md` too (see the `voice-style` skill)
5. When CLI access is available, run `story reindex .`, `story wordcount . --write`, and `story check .`
A glossary for translators belongs to the `adaptation` skill, which adds a `## Translations` section to these term files.
## Updating World Elements
1. Read the existing file
2. 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)
3. If cross-references changed, update the linked files
4. Rename an element with `story rename` (see `references/naming-languages.md`). Change its type or status in its own file only: the `worldbuilding/_index.md` tables pick it up at the next `story reindex .`, so never edit their rows
5. When CLI access is available, run `story reindex .`, `story wordcount . --write`, and `story 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:From danjdewhurst/story-skills, MIT.
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Signals
- Stars
- 347
- Forks
- 55
- Open issues
- 0
- Last commit (this folder)
- Oct 14, 2026 (14 days ago)
- Last release
- Oct 13, 2026 (15 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/danjdewhurst/story-skills
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
worldbuilding skill. Agent Mart. https://agentmart.dev/skills/danjdewhurst-worldbuilding (last updated 2026-10-24)