Add Skill Creator project skill, Mistborn lore doc, and project structure
Skill for creating Claude Code skills, high-level lore reference for the Final Empire, bookmark scaffolding for story arcs, and CK3 modding docs placeholder. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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---
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name: Skill Creator
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description: >
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Guidance for creating effective Claude Code skills (.skill packages).
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Use when the user wants to create, build, design, or iterate on a skill —
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including writing SKILL.md files, bundling scripts/references/assets,
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initializing new skills, packaging skills, or improving existing ones.
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Triggers on requests like "create a skill", "make a new skill",
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"build a skill for X", "package this skill", or "improve my skill".
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---
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# Skill Creator
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## About Skills
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Skills are modular, self-contained packages that extend Claude's capabilities
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by providing specialized knowledge, workflows, and tools. They transform Claude
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from a general-purpose agent into a specialized agent equipped with procedural
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knowledge that no model can fully possess.
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### What Skills Provide
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- **Specialized workflows** — Multi-step procedures for specific domains
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- **Tool integrations** — Instructions for working with specific file formats or APIs
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- **Domain expertise** — Company-specific knowledge, schemas, business logic
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- **Bundled resources** — Scripts, references, and assets for complex and repetitive tasks
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## Core Principles
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### Concise is Key
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The context window is a public good. Skills share it with everything else Claude
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needs: system prompt, conversation history, other skills' metadata, and the
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actual user request.
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Default assumption: Claude is already very smart. Only add context Claude doesn't
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already have. Challenge each piece of information: "Does Claude really need this
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explanation?" and "Does this paragraph justify its token cost?"
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Prefer concise examples over verbose explanations.
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### Set Appropriate Degrees of Freedom
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Match specificity to the task's fragility and variability:
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- **High freedom** (text-based instructions): Multiple approaches valid, decisions
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depend on context, heuristics guide the approach.
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- **Medium freedom** (pseudocode or scripts with parameters): Preferred pattern
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exists, some variation acceptable, configuration affects behavior.
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- **Low freedom** (specific scripts, few parameters): Operations are fragile and
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error-prone, consistency is critical, specific sequence must be followed.
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Think of Claude as exploring a path: a narrow bridge with cliffs needs specific
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guardrails (low freedom), while an open field allows many routes (high freedom).
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## Anatomy of a Skill
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```
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skill-name/
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├── SKILL.md (required)
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│ ├── YAML frontmatter metadata (required)
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│ │ ├── name: (required)
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│ │ ├── description: (required)
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│ │ └── compatibility: (optional, rarely needed)
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│ └── Markdown instructions (required)
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└── Bundled Resources (optional)
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├── scripts/ - Executable code (Python/Bash/etc.)
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├── references/ - Documentation loaded into context as needed
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└── assets/ - Files used in output (templates, icons, fonts, etc.)
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```
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### SKILL.md (required)
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- **Frontmatter (YAML)**: `name` and `description` fields (required). Only these
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are read by Claude to determine when the skill triggers — be clear and
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comprehensive. The `compatibility` field is for environment requirements but
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most skills don't need it.
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- **Body (Markdown)**: Instructions and guidance. Only loaded AFTER the skill
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triggers.
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### Bundled Resources (optional)
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**Scripts (`scripts/`)** — Executable code for tasks requiring deterministic
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reliability or that are repeatedly rewritten.
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**References (`references/`)** — Documentation loaded as needed into context.
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Keep SKILL.md lean; move detailed reference material, schemas, and examples here.
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If files are large (>10k words), include grep search patterns in SKILL.md.
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**Assets (`assets/`)** — Files used in output, not loaded into context (templates,
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images, icons, boilerplate code, fonts).
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### What to NOT Include
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Do NOT create extraneous files like README.md, INSTALLATION_GUIDE.md,
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QUICK_REFERENCE.md, CHANGELOG.md, etc. The skill should only contain information
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needed for an AI agent to do the job.
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## Progressive Disclosure
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Skills use a three-level loading system:
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1. **Metadata** (name + description) — Always in context (~100 words)
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2. **SKILL.md body** — When skill triggers (<5k words)
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3. **Bundled resources** — As needed (unlimited; scripts can run without reading)
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Keep SKILL.md body under 500 lines. Split content into separate files when
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approaching this limit. Reference split files from SKILL.md with clear
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descriptions of when to read them.
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### Disclosure Patterns
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**Pattern 1: High-level guide with references** — Keep overview in SKILL.md,
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link to detail files loaded only when needed.
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**Pattern 2: Domain-specific organization** — Organize content by domain
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(e.g., `references/finance.md`, `references/sales.md`) so only relevant content
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is loaded.
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**Pattern 3: Conditional details** — Show basic content, link to advanced
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content loaded only when the user needs those features.
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Guidelines:
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- Avoid deeply nested references — keep one level deep from SKILL.md
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- Structure longer reference files with a table of contents at the top
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## Skill Creation Process
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Follow these steps in order, skipping only with clear reason:
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### Step 1: Understand the Skill with Concrete Examples
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Skip only when usage patterns are already clearly understood.
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Ask the user for concrete examples of how the skill will be used:
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- "What functionality should the skill support?"
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- "Can you give some examples of how this skill would be used?"
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- "What would a user say that should trigger this skill?"
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Avoid overwhelming users — start with the most important questions.
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### Step 2: Plan the Reusable Skill Contents
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Analyze each example by considering how to execute from scratch and identifying
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what scripts, references, and assets would help with repeated execution.
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Establish a list of reusable resources: scripts, references, and assets.
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### Step 3: Initialize the Skill
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Run the init script to generate a template skill directory:
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```
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scripts/init_skill.py <skill-name> --path <output-directory>
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```
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Creates: skill directory, SKILL.md template with TODO placeholders, example
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resource directories with sample files.
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Skip if iterating on an existing skill.
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### Step 4: Edit the Skill
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Remember the skill is for another Claude instance to use. Include beneficial,
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non-obvious information.
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For design patterns, consult:
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- `references/workflows.md` — Sequential workflows and conditional logic
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- `references/output-patterns.md` — Template and example patterns
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**Implementation order:**
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1. Start with reusable resources (`scripts/`, `references/`, `assets/`)
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2. Test added scripts by running them
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3. Delete unused example files from initialization
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4. Update SKILL.md
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**Writing guidelines:** Always use imperative/infinitive form.
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**Frontmatter:**
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- `name`: The skill name
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- `description`: Primary triggering mechanism. Include what the skill does AND
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specific triggers/contexts. All "when to use" info goes here (not in body).
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**Body:** Instructions for using the skill and its bundled resources.
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### Step 5: Package the Skill
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```
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scripts/package_skill.py <path/to/skill-folder>
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```
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Optional output directory:
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```
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scripts/package_skill.py <path/to/skill-folder> ./dist
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```
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The script validates (frontmatter, naming, description, file organization) then
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packages into a `.skill` file (zip with .skill extension). Fix any validation
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errors and re-run if needed.
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### Step 6: Iterate
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After real usage, notice struggles or inefficiencies, identify needed updates,
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implement changes, and test again.
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# The Mistborn Universe
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## Setting
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The world of Scadrial is a planet shaped and sustained by two opposing cosmic
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forces — Preservation and Ruin. For a thousand years it was ruled by the
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immortal Lord Ruler, a tyrant who reshaped the planet itself during his
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Ascension at the Well of Ascension. His reign is known as the Final Empire.
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### The Final Empire
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#### Bookmarks 1 & 2
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The Lord Ruler's world is one of ash and darkness. Ash falls constantly from
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the sky, belched from the ashmounts — massive volcanic peaks scattered across
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the landscape. Plant life is brown and withered. The sun is red and dim. At
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night, thick rolling mists blanket the land, and most people fear to go
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outside.
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Society is divided into two rigid classes:
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- **Nobility** — Descendants of the Lord Ruler's original allies. They live in
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keeps and manors, hold political and economic power, and attend elaborate
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balls. Many noble bloodlines carry the genetic potential for Allomancy.
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- **Skaa** — The vast peasant underclass, descended from those who opposed the
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Lord Ruler. They labor in fields, mines, and factories under brutal
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conditions. Forbidden from mixing with the nobility, though it happens in
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secret — and the Lord Ruler mandates that any skaa who bear noble children
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must be killed.
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### Key Locations
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- **Luthadel** — The capital city and seat of the Lord Ruler. Home to Kredik
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Shaw (the Hill of a Thousand Spires), the Lord Ruler's palace. The city is
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ringed by a massive wall and divided into noble and skaa districts.
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- **The Pits of Hathsin** — A brutal prison camp where skaa are worked to death
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mining atium geodes from crystalline caverns. Considered inescapable.
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- **The Ashmounts** — Volcanic peaks that spew ash across the land. Their
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eruptions are controlled by the Lord Ruler to maintain the planet's ecology.
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- **The Well of Ascension** — A hidden reservoir of Preservation's concentrated
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power, located beneath Kredik Shaw. It refills every thousand years.
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## The Metallic Arts
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Scadrial's magic systems are all tied to metals. There are three distinct
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disciplines, each connected to one of the cosmic forces.
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### Allomancy (Preservation)
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Allomancers ingest and "burn" metals to fuel supernatural abilities. The power
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is genetic, passed through noble bloodlines. Most Allomancers can burn only a
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single metal (Mistings). Rare individuals called Mistborn can burn all metals.
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The basic Allomantic metals come in pairs — one that "pushes" and one that
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"pulls" — organized into four groups:
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**Physical metals** (affect the Allomancer's body):
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- **Iron** (Lurcher) — Pulls on nearby metals
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- **Steel** (Coinshot) — Pushes on nearby metals
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- **Tin** (Tineye) — Enhances senses
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- **Pewter** (Thug/Pewterarm) — Enhances physical strength, speed, durability
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**Mental metals** (affect other people's minds):
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- **Zinc** (Rioter) — Inflames emotions
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- **Brass** (Soother) — Dampens emotions
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- **Copper** (Smoker) — Hides Allomantic pulses from detection
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- **Bronze** (Seeker) — Detects Allomantic pulses nearby
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**Temporal metals** (affect time):
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- **Gold** — Shows the Allomancer's past self / alternate lives
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- **Electrum** — Shows the Allomancer's own future shadows
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- **Cadmium** — Creates a bubble of slowed time
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- **Bendalloy** — Creates a bubble of sped-up time
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**Enhancement metals** (enhance other Allomantic abilities):
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- **Aluminum** — Wipes the burner's own metal reserves
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- **Duralumin** — Explosively enhances the next metal burned
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- **Chromium** — Wipes another Allomancer's metal reserves on contact
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- **Nicrosil** — Enhances another Allomancer's burn on contact
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**God metals:**
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- **Atium** (Ruin's body) — Reveals opponents' future movements, granting
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near-perfect combat precognition. Extremely rare and valuable.
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- **Lerasium** (Preservation's body) — Transforms anyone who ingests it into a
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Mistborn. Almost mythically rare.
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- **Malatium** — An alloy of atium and gold. Shows another person's past
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selves.
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### Feruchemy (Balance)
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Feruchemists store attributes in metalpieces (called metalminds) for later use.
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The system is balanced — you can only withdraw what you previously stored. While
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storing, you diminish the attribute; while tapping, you enhance it.
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Each metal stores a different attribute (e.g., iron stores weight, steel stores
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speed, pewter stores strength, tin stores senses, zinc stores mental speed,
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copper stores memories, gold stores health).
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Feruchemy is native to the Terris people, a scholarly and peaceful culture
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nearly eradicated by the Lord Ruler. Terris stewards serve the nobility but
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are systematically bred to remove Feruchemic abilities through the Lord Ruler's
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eugenics programs.
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### Hemalurgy (Ruin)
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The darkest of the three arts. Hemalurgy uses metal spikes driven through one
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person's body to steal their abilities, then those spikes are hammered into
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another person to grant those stolen powers. The process always involves death
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and always results in some power being lost.
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Hemalurgy is Ruin's art — each spike creates a crack in the recipient's soul
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that Ruin can use to influence or control them. The more spikes, the greater
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Ruin's hold.
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The Steel Inquisitors are the most visible products of Hemalurgy — former
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humans transformed into terrifying enforcers by having numerous metal spikes
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driven through their bodies, including the signature spikes through their eye
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sockets. They possess stolen Allomantic and Feruchemical abilities and serve
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the Lord Ruler and the Steel Ministry.
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### Compounding
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When a person has both Allomantic and Feruchemical access to the same metal,
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they can "compound" — burning a metalmind Allomanically to produce a
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Feruchemical effect at Allomantic (effectively unlimited) power levels. This
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bypasses Feruchemy's balance requirement. The Lord Ruler used compounding of
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all metals to achieve functional immortality, among other things.
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## Cosmic Forces
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### The Shards: Preservation and Ruin
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Before the events of the series, a cosmic entity called Adonalsium was
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shattered into sixteen Shards of immense power. Two of these Shards came to
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Scadrial:
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- **Preservation** — The force of stability, stasis, and continuation. Its
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intent is to preserve all things. Preservation sacrificed much of its power
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to create humanity on Scadrial with Ruin, giving humans a larger portion of
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its own essence — which is why humans have free will and sentience.
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- **Ruin** — The force of entropy, decay, and destruction. Its intent is to
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break all things down. Not evil in a cosmic sense — destruction is necessary
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for change — but utterly single-minded in its purpose.
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Each Shard was originally held by a person (a Vessel). Preservation's original
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Vessel was Leras; Ruin's was Ati.
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### The Mists
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The mists are a manifestation of Preservation's power. They blanket the land
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each night and are generally harmless, though feared by most people. The mists
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occasionally "snap" people — putting them through intense stress that awakens
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latent Allomantic abilities. The Mistborn are named for their ability to move
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fearlessly through the mists.
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## Key Organizations
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- **The Steel Ministry** — The Lord Ruler's theocratic government and state
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religion. Headed by obligators (bureaucrat-priests who oversee contracts and
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governance) and enforced by Steel Inquisitors.
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- **The Canton of Inquisition** — The Steel Ministry's enforcement and
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investigation arm. Led by the Steel Inquisitors. Hunts skaa Allomancers.
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- **The Keepers (Terris)** — A secret society of Feruchemists who use
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copperminds to preserve forbidden knowledge — history, religion, and lore
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that the Lord Ruler tried to destroy.
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- **Skaa rebellion / thieving crews** — Underground resistance networks in
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Luthadel and beyond. Organized loosely around thieving crews — small,
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specialized teams that operate like heist groups, often including Mistings
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or Mistborn.
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- **The Kandra** — Shapeshifting creatures created by the Lord Ruler from
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mistwraiths using Hemalurgic blessings (pairs of spikes). They can absorb
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a person's bones to perfectly mimic their appearance. Bound by strict
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Contracts to serve humans, governed by their own secretive society in the
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Homeland.
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- **The Koloss** — Massive, violent blue-skinned creatures created through
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Hemalurgy. Used as shock troops by the Lord Ruler. Driven by rage and
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controlled through emotional Allomancy or direct Hemalurgic command.
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## Tone and Themes
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The Mistborn universe blends epic fantasy with heist fiction and political
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intrigue. Core themes include:
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- **Oppression and revolution** — The struggle against a seemingly invincible
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tyranny, and the messy reality of what comes after.
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- **Trust and betrayal** — In a world of shapeshifters, mind-influencing
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Allomancy, and secret agendas, trust is both precious and dangerous.
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- **Faith and belief** — Prophecy, religion, and the power of belief drive much
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of the conflict. What does it mean to be a "hero of ages"?
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- **Sacrifice** — Power always has a cost. Hemalurgy demands death. Preservation
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gave up its mind to imprison Ruin. The heroes repeatedly face choices where
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winning requires losing something essential.
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- **The nature of power** — From the metallic arts to the Shards themselves,
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the universe explores how power shapes and corrupts those who wield it.
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Reference in New Issue
Block a user