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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2026-02-07 13:24:21 +01:00
co-authored by Claude Opus 4.6
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---
name: Skill Creator
description: >
Guidance for creating effective Claude Code skills (.skill packages).
Use when the user wants to create, build, design, or iterate on a skill —
including writing SKILL.md files, bundling scripts/references/assets,
initializing new skills, packaging skills, or improving existing ones.
Triggers on requests like "create a skill", "make a new skill",
"build a skill for X", "package this skill", or "improve my skill".
---
# Skill Creator
## About Skills
Skills are modular, self-contained packages that extend Claude's capabilities
by providing specialized knowledge, workflows, and tools. They transform Claude
from a general-purpose agent into a specialized agent equipped with procedural
knowledge that no model can fully possess.
### What Skills Provide
- **Specialized workflows** — Multi-step procedures for specific domains
- **Tool integrations** — Instructions for working with specific file formats or APIs
- **Domain expertise** — Company-specific knowledge, schemas, business logic
- **Bundled resources** — Scripts, references, and assets for complex and repetitive tasks
## Core Principles
### Concise is Key
The context window is a public good. Skills share it with everything else Claude
needs: system prompt, conversation history, other skills' metadata, and the
actual user request.
Default assumption: Claude is already very smart. Only add context Claude doesn't
already have. Challenge each piece of information: "Does Claude really need this
explanation?" and "Does this paragraph justify its token cost?"
Prefer concise examples over verbose explanations.
### Set Appropriate Degrees of Freedom
Match specificity to the task's fragility and variability:
- **High freedom** (text-based instructions): Multiple approaches valid, decisions
depend on context, heuristics guide the approach.
- **Medium freedom** (pseudocode or scripts with parameters): Preferred pattern
exists, some variation acceptable, configuration affects behavior.
- **Low freedom** (specific scripts, few parameters): Operations are fragile and
error-prone, consistency is critical, specific sequence must be followed.
Think of Claude as exploring a path: a narrow bridge with cliffs needs specific
guardrails (low freedom), while an open field allows many routes (high freedom).
## Anatomy of a Skill
```
skill-name/
├── SKILL.md (required)
│ ├── YAML frontmatter metadata (required)
│ │ ├── name: (required)
│ │ ├── description: (required)
│ │ └── compatibility: (optional, rarely needed)
│ └── Markdown instructions (required)
└── Bundled Resources (optional)
├── scripts/ - Executable code (Python/Bash/etc.)
├── references/ - Documentation loaded into context as needed
└── assets/ - Files used in output (templates, icons, fonts, etc.)
```
### SKILL.md (required)
- **Frontmatter (YAML)**: `name` and `description` fields (required). Only these
are read by Claude to determine when the skill triggers — be clear and
comprehensive. The `compatibility` field is for environment requirements but
most skills don't need it.
- **Body (Markdown)**: Instructions and guidance. Only loaded AFTER the skill
triggers.
### Bundled Resources (optional)
**Scripts (`scripts/`)** — Executable code for tasks requiring deterministic
reliability or that are repeatedly rewritten.
**References (`references/`)** — Documentation loaded as needed into context.
Keep SKILL.md lean; move detailed reference material, schemas, and examples here.
If files are large (>10k words), include grep search patterns in SKILL.md.
**Assets (`assets/`)** — Files used in output, not loaded into context (templates,
images, icons, boilerplate code, fonts).
### What to NOT Include
Do NOT create extraneous files like README.md, INSTALLATION_GUIDE.md,
QUICK_REFERENCE.md, CHANGELOG.md, etc. The skill should only contain information
needed for an AI agent to do the job.
## Progressive Disclosure
Skills use a three-level loading system:
1. **Metadata** (name + description) — Always in context (~100 words)
2. **SKILL.md body** — When skill triggers (<5k words)
3. **Bundled resources** — As needed (unlimited; scripts can run without reading)
Keep SKILL.md body under 500 lines. Split content into separate files when
approaching this limit. Reference split files from SKILL.md with clear
descriptions of when to read them.
### Disclosure Patterns
**Pattern 1: High-level guide with references** — Keep overview in SKILL.md,
link to detail files loaded only when needed.
**Pattern 2: Domain-specific organization** — Organize content by domain
(e.g., `references/finance.md`, `references/sales.md`) so only relevant content
is loaded.
**Pattern 3: Conditional details** — Show basic content, link to advanced
content loaded only when the user needs those features.
Guidelines:
- Avoid deeply nested references — keep one level deep from SKILL.md
- Structure longer reference files with a table of contents at the top
## Skill Creation Process
Follow these steps in order, skipping only with clear reason:
### Step 1: Understand the Skill with Concrete Examples
Skip only when usage patterns are already clearly understood.
Ask the user for concrete examples of how the skill will be used:
- "What functionality should the skill support?"
- "Can you give some examples of how this skill would be used?"
- "What would a user say that should trigger this skill?"
Avoid overwhelming users — start with the most important questions.
### Step 2: Plan the Reusable Skill Contents
Analyze each example by considering how to execute from scratch and identifying
what scripts, references, and assets would help with repeated execution.
Establish a list of reusable resources: scripts, references, and assets.
### Step 3: Initialize the Skill
Run the init script to generate a template skill directory:
```
scripts/init_skill.py <skill-name> --path <output-directory>
```
Creates: skill directory, SKILL.md template with TODO placeholders, example
resource directories with sample files.
Skip if iterating on an existing skill.
### Step 4: Edit the Skill
Remember the skill is for another Claude instance to use. Include beneficial,
non-obvious information.
For design patterns, consult:
- `references/workflows.md` — Sequential workflows and conditional logic
- `references/output-patterns.md` — Template and example patterns
**Implementation order:**
1. Start with reusable resources (`scripts/`, `references/`, `assets/`)
2. Test added scripts by running them
3. Delete unused example files from initialization
4. Update SKILL.md
**Writing guidelines:** Always use imperative/infinitive form.
**Frontmatter:**
- `name`: The skill name
- `description`: Primary triggering mechanism. Include what the skill does AND
specific triggers/contexts. All "when to use" info goes here (not in body).
**Body:** Instructions for using the skill and its bundled resources.
### Step 5: Package the Skill
```
scripts/package_skill.py <path/to/skill-folder>
```
Optional output directory:
```
scripts/package_skill.py <path/to/skill-folder> ./dist
```
The script validates (frontmatter, naming, description, file organization) then
packages into a `.skill` file (zip with .skill extension). Fix any validation
errors and re-run if needed.
### Step 6: Iterate
After real usage, notice struggles or inefficiencies, identify needed updates,
implement changes, and test again.
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# The Mistborn Universe
## Setting
The world of Scadrial is a planet shaped and sustained by two opposing cosmic
forces — Preservation and Ruin. For a thousand years it was ruled by the
immortal Lord Ruler, a tyrant who reshaped the planet itself during his
Ascension at the Well of Ascension. His reign is known as the Final Empire.
### The Final Empire
#### Bookmarks 1 & 2
The Lord Ruler's world is one of ash and darkness. Ash falls constantly from
the sky, belched from the ashmounts — massive volcanic peaks scattered across
the landscape. Plant life is brown and withered. The sun is red and dim. At
night, thick rolling mists blanket the land, and most people fear to go
outside.
Society is divided into two rigid classes:
- **Nobility** — Descendants of the Lord Ruler's original allies. They live in
keeps and manors, hold political and economic power, and attend elaborate
balls. Many noble bloodlines carry the genetic potential for Allomancy.
- **Skaa** — The vast peasant underclass, descended from those who opposed the
Lord Ruler. They labor in fields, mines, and factories under brutal
conditions. Forbidden from mixing with the nobility, though it happens in
secret — and the Lord Ruler mandates that any skaa who bear noble children
must be killed.
### Key Locations
- **Luthadel** — The capital city and seat of the Lord Ruler. Home to Kredik
Shaw (the Hill of a Thousand Spires), the Lord Ruler's palace. The city is
ringed by a massive wall and divided into noble and skaa districts.
- **The Pits of Hathsin** — A brutal prison camp where skaa are worked to death
mining atium geodes from crystalline caverns. Considered inescapable.
- **The Ashmounts** — Volcanic peaks that spew ash across the land. Their
eruptions are controlled by the Lord Ruler to maintain the planet's ecology.
- **The Well of Ascension** — A hidden reservoir of Preservation's concentrated
power, located beneath Kredik Shaw. It refills every thousand years.
## The Metallic Arts
Scadrial's magic systems are all tied to metals. There are three distinct
disciplines, each connected to one of the cosmic forces.
### Allomancy (Preservation)
Allomancers ingest and "burn" metals to fuel supernatural abilities. The power
is genetic, passed through noble bloodlines. Most Allomancers can burn only a
single metal (Mistings). Rare individuals called Mistborn can burn all metals.
The basic Allomantic metals come in pairs — one that "pushes" and one that
"pulls" — organized into four groups:
**Physical metals** (affect the Allomancer's body):
- **Iron** (Lurcher) — Pulls on nearby metals
- **Steel** (Coinshot) — Pushes on nearby metals
- **Tin** (Tineye) — Enhances senses
- **Pewter** (Thug/Pewterarm) — Enhances physical strength, speed, durability
**Mental metals** (affect other people's minds):
- **Zinc** (Rioter) — Inflames emotions
- **Brass** (Soother) — Dampens emotions
- **Copper** (Smoker) — Hides Allomantic pulses from detection
- **Bronze** (Seeker) — Detects Allomantic pulses nearby
**Temporal metals** (affect time):
- **Gold** — Shows the Allomancer's past self / alternate lives
- **Electrum** — Shows the Allomancer's own future shadows
- **Cadmium** — Creates a bubble of slowed time
- **Bendalloy** — Creates a bubble of sped-up time
**Enhancement metals** (enhance other Allomantic abilities):
- **Aluminum** — Wipes the burner's own metal reserves
- **Duralumin** — Explosively enhances the next metal burned
- **Chromium** — Wipes another Allomancer's metal reserves on contact
- **Nicrosil** — Enhances another Allomancer's burn on contact
**God metals:**
- **Atium** (Ruin's body) — Reveals opponents' future movements, granting
near-perfect combat precognition. Extremely rare and valuable.
- **Lerasium** (Preservation's body) — Transforms anyone who ingests it into a
Mistborn. Almost mythically rare.
- **Malatium** — An alloy of atium and gold. Shows another person's past
selves.
### Feruchemy (Balance)
Feruchemists store attributes in metalpieces (called metalminds) for later use.
The system is balanced — you can only withdraw what you previously stored. While
storing, you diminish the attribute; while tapping, you enhance it.
Each metal stores a different attribute (e.g., iron stores weight, steel stores
speed, pewter stores strength, tin stores senses, zinc stores mental speed,
copper stores memories, gold stores health).
Feruchemy is native to the Terris people, a scholarly and peaceful culture
nearly eradicated by the Lord Ruler. Terris stewards serve the nobility but
are systematically bred to remove Feruchemic abilities through the Lord Ruler's
eugenics programs.
### Hemalurgy (Ruin)
The darkest of the three arts. Hemalurgy uses metal spikes driven through one
person's body to steal their abilities, then those spikes are hammered into
another person to grant those stolen powers. The process always involves death
and always results in some power being lost.
Hemalurgy is Ruin's art — each spike creates a crack in the recipient's soul
that Ruin can use to influence or control them. The more spikes, the greater
Ruin's hold.
The Steel Inquisitors are the most visible products of Hemalurgy — former
humans transformed into terrifying enforcers by having numerous metal spikes
driven through their bodies, including the signature spikes through their eye
sockets. They possess stolen Allomantic and Feruchemical abilities and serve
the Lord Ruler and the Steel Ministry.
### Compounding
When a person has both Allomantic and Feruchemical access to the same metal,
they can "compound" — burning a metalmind Allomanically to produce a
Feruchemical effect at Allomantic (effectively unlimited) power levels. This
bypasses Feruchemy's balance requirement. The Lord Ruler used compounding of
all metals to achieve functional immortality, among other things.
## Cosmic Forces
### The Shards: Preservation and Ruin
Before the events of the series, a cosmic entity called Adonalsium was
shattered into sixteen Shards of immense power. Two of these Shards came to
Scadrial:
- **Preservation** — The force of stability, stasis, and continuation. Its
intent is to preserve all things. Preservation sacrificed much of its power
to create humanity on Scadrial with Ruin, giving humans a larger portion of
its own essence — which is why humans have free will and sentience.
- **Ruin** — The force of entropy, decay, and destruction. Its intent is to
break all things down. Not evil in a cosmic sense — destruction is necessary
for change — but utterly single-minded in its purpose.
Each Shard was originally held by a person (a Vessel). Preservation's original
Vessel was Leras; Ruin's was Ati.
### The Mists
The mists are a manifestation of Preservation's power. They blanket the land
each night and are generally harmless, though feared by most people. The mists
occasionally "snap" people — putting them through intense stress that awakens
latent Allomantic abilities. The Mistborn are named for their ability to move
fearlessly through the mists.
## Key Organizations
- **The Steel Ministry** — The Lord Ruler's theocratic government and state
religion. Headed by obligators (bureaucrat-priests who oversee contracts and
governance) and enforced by Steel Inquisitors.
- **The Canton of Inquisition** — The Steel Ministry's enforcement and
investigation arm. Led by the Steel Inquisitors. Hunts skaa Allomancers.
- **The Keepers (Terris)** — A secret society of Feruchemists who use
copperminds to preserve forbidden knowledge — history, religion, and lore
that the Lord Ruler tried to destroy.
- **Skaa rebellion / thieving crews** — Underground resistance networks in
Luthadel and beyond. Organized loosely around thieving crews — small,
specialized teams that operate like heist groups, often including Mistings
or Mistborn.
- **The Kandra** — Shapeshifting creatures created by the Lord Ruler from
mistwraiths using Hemalurgic blessings (pairs of spikes). They can absorb
a person's bones to perfectly mimic their appearance. Bound by strict
Contracts to serve humans, governed by their own secretive society in the
Homeland.
- **The Koloss** — Massive, violent blue-skinned creatures created through
Hemalurgy. Used as shock troops by the Lord Ruler. Driven by rage and
controlled through emotional Allomancy or direct Hemalurgic command.
## Tone and Themes
The Mistborn universe blends epic fantasy with heist fiction and political
intrigue. Core themes include:
- **Oppression and revolution** — The struggle against a seemingly invincible
tyranny, and the messy reality of what comes after.
- **Trust and betrayal** — In a world of shapeshifters, mind-influencing
Allomancy, and secret agendas, trust is both precious and dangerous.
- **Faith and belief** — Prophecy, religion, and the power of belief drive much
of the conflict. What does it mean to be a "hero of ages"?
- **Sacrifice** — Power always has a cost. Hemalurgy demands death. Preservation
gave up its mind to imprison Ruin. The heroes repeatedly face choices where
winning requires losing something essential.
- **The nature of power** — From the metallic arts to the Shards themselves,
the universe explores how power shapes and corrupts those who wield it.