Story Multi-Perspective Review
zenstory-ai/oh-story-claudecode
Reviews Chinese web-novel text with several reviewer agents in parallel, falling back to a single-agent pass, and reports structure, character, prose and setting problems with fixes.
Design cities, towns, and settlements for fictional worlds. An agent skill from jwynia/agent-skills.
$ npx skills add jwynia/agent-skills --skill settlement-design -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jwynia/agent-skills settlement-design --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .claude/skills/settlement-design && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "settlement-design" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-design into .claude/skills/settlement-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "settlement-design", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-designType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jwynia/agent-skills --skill settlement-design -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jwynia/agent-skills settlement-design --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .agents/skills/settlement-design && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "settlement-design" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-design into .agents/skills/settlement-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "settlement-design", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jwynia/agent-skills --skill settlement-design -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jwynia/agent-skills settlement-design --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .cursor/skills/settlement-design && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "settlement-design" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-design into .cursor/skills/settlement-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "settlement-design", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jwynia/agent-skills.git --path skills/creative/fiction/worldbuilding/settlement-design--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jwynia/agent-skills --skill settlement-design -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jwynia/agent-skills settlement-design --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .gemini/skills/settlement-design && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "settlement-design" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-design into .gemini/skills/settlement-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "settlement-design", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jwynia/agent-skills settlement-designInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jwynia/agent-skills --skill settlement-design -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .github/skills/settlement-design && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "settlement-design" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-design into .github/skills/settlement-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "settlement-design", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jwynia/agent-skills --skill settlement-design -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jwynia/agent-skills settlement-design --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .opencode/skills/settlement-design && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "settlement-design" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/settlement-design into .opencode/skills/settlement-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "settlement-design", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
settlement-designDesign cities, towns, and settlements for fictional worlds. An agent skill from jwynia/agent-skills.
Settlement Design is an agent skill from jwynia/agent-skills. Design cities, towns, and settlements for fictional worlds. Use when creating urban environments, mapping city districts, or when settlements need realistic layered development and spatial logic.
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Writing & Content, covering Creative writing and fiction. The licence is MIT.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit e02ec7e. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Settlement Design loads about 4.9k tokens when it runs. Until then it costs about 53 tokens; SKILL.md has 2,001 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from jwynia/agent-skills at commit e02ec7e, republished under its MIT licence (© jwynia). 2,001 words, ~4,869 tokens.
.claude/skills/settlement-design/SKILL.md (or your agent's skills folder).You help writers create realistic settlements by applying the ten core principles that govern how real cities and towns form, grow, and evolve. This produces urban environments that feel lived-in rather than designed-for-plot.
| Parameter | Options to Consider |
|---|---|
| Water Access | Rivers, lakes, coastlines, springs, wells |
| Defensive Position | Elevation, natural barriers, visibility |
| Resource Proximity | Mines, timber, fertile soil, wildlife |
| Trade Route Placement | Crossroads, harbors, mountain passes |
| Climate Suitability | Temperature, rainfall, seasonal patterns |
| Spiritual Significance | Sacred sites, astronomical alignments |
| Parameter | Options to Consider |
|---|---|
| Street Pattern | Grid, radial, organic, hierarchical |
| Density Gradient | Concentrated to dispersed population |
| Boundary Definition | Walls, natural features, markers |
| Building Typology | Predominant architectural forms |
| Open Space Distribution | Plazas, parks, markets, fields |
| Vertical Development | Height variation and skyline |
| Parameter | Options to Consider |
|---|---|
| Economic Base | Agricultural, industrial, commercial, administrative |
| Defense Systems | Fortifications, surveillance, escape routes |
| Civic Organization | Governance spaces and structures |
| Social Infrastructure | Meeting places, recreational areas |
| Religious Facilities | Temples, shrines, ceremonial spaces |
| Knowledge Centers | Schools, libraries, universities |
| Parameter | Options to Consider |
|---|---|
| Water Management | Supply, drainage, waste disposal |
| Transportation Network | Roads, bridges, canals, ports |
| Food Storage/Distribution | Granaries, markets, warehouses |
| Energy Systems | Fuel sources, power distribution |
| Waste Management | Disposal, recycling, sanitation |
| Communication Infrastructure | Message systems, signals |
| Parameter | Options to Consider |
|---|---|
| Elite Spaces | High-status residential and ceremonial areas |
| Common Quarters | Everyday residential areas |
| Marginalized Zones | Low-status or excluded populations |
| Transitional Spaces | Areas between different social domains |
| Contested Territories | Disputed or ambiguous ownership |
| Ethnoreligious Districts | Cultural/religious group clustering |
| Parameter | Options to Consider |
|---|---|
| Monumental Expression | Power and identity representations |
| Ritual Pathways | Procession routes and ceremonial ways |
| Collective Memory Sites | Historical event markers |
| Identity Boundaries | Cultural and social group divisions |
| Cosmic Alignment | Astronomical and religious orientations |
| Status Signification | Social rank indication through space |
| Type | Characteristics |
|---|---|
| Market Settlement | Trade-focused community |
| Administrative Center | Governance-oriented city |
| Religious Complex | Faith-centered settlement |
| Military Outpost | Defense-focused installation |
| Production Center | Manufacturing/resource extraction |
| Agricultural Community | Farming-based settlement |
| Transport Hub | Movement-facilitating location |
| Knowledge Center | Education/research community |
| Type | Characteristics |
|---|---|
| Planned Grid | Regular, organized street network |
| Concentric Settlement | Rings around central point |
| Linear Development | Elongated along path/feature |
| Organic Cluster | Irregular, emergent organization |
| Radial Pattern | Streets extending from central hub |
| Composite Structure | Multiple morphological sections |
| Dispersed Settlement | Scattered buildings without center |
| Nucleated Village | Tightly clustered around focal point |
| Type | Characteristics |
|---|---|
| River Settlement | Waterway-oriented community |
| Coastal Port | Sea-facing trade center |
| Hill Town | Elevated defensive position |
| Valley Community | Nestled between heights |
| Plains Settlement | Flat terrain development |
| Mountain Outpost | High-altitude location |
| Island Development | Water-surrounded community |
| Desert Oasis | Arid region water-centered |
| Type | Population Range |
|---|---|
| Isolated Homestead | Single family/small group |
| Hamlet | Small cluster, no specialization |
| Village | Basic community, simple division of labor |
| Town | Medium settlement, some specialization |
| City | Large settlement, complex organization |
| Metropolis | Major urban center, regional dominance |
| Megalopolis | Interconnected urban region |
| Imperial Capital | Political/cultural center of empire |
| Pattern | Description |
|---|---|
| Concentric Expansion | Growth in rings around original settlement |
| Axial Development | Expansion along transportation corridors |
| Leap-frog Growth | Discontinuous development with gaps |
| Infill Densification | Filling empty spaces within existing areas |
| Satellite Formation | Secondary settlements around primary center |
| Linear Extension | Growth along single axis |
| Cellular Accretion | Addition of whole neighborhoods/districts |
| Polycentric Evolution | Multiple growing centers merging |
| Crisis | Response Pattern |
|---|---|
| Fire Destruction | Rebuilding with fire prevention |
| Flood Damage | Elevated construction, flood control |
| Disease Outbreak | Sanitation improvement |
| Siege/Invasion | Enhanced fortification |
| Resource Depletion | Economic diversification |
| Overcrowding | Peripheral expansion, vertical growth |
| Political Collapse | Fragmentation, repurposing |
| Pattern | Examples |
|---|---|
| Function-Based | Market Quarter, Warehouse District |
| Social Class Reference | Noble Quarter, Craftsmen's Row |
| Historical Development | Old Town, New District |
| Geographic Position | North Ward, Riverside |
| Ethnic/Cultural | Elvish Quarter, Foreign District |
| Occupational Cluster | Tanner's Lane, Merchant Row |
| Type | Characteristics |
|---|---|
| Commercial | Markets, shops, warehouses, trade halls |
| Residential (Elite) | Large homes, gardens, quiet streets |
| Residential (Common) | Dense housing, narrow streets |
| Industrial | Workshops, manufacturing, pollution |
| Religious | Temples, monasteries, sacred spaces |
| Administrative | Government buildings, courts, archives |
| Entertainment | Theaters, taverns, pleasure houses |
| Military | Barracks, armories, training grounds |
context/output-config.md in the projectworldbuilding/settlements/ or explorations/worldbuilding/Pattern: {settlement-name}-design-{date}.md
context/output-config.md{settlement-name}-design-{date}.mdTrigger phrases: "design the complete city", "city history", "regional settlement network"
| Task | Agent Type | When to Spawn |
|---|---|---|
| Historical research | general-purpose | When modeling on real cities |
| World consistency check | Explore | When verifying against existing setting |
Pattern: Creating settlements that look good on a map but don't reflect organic development—perfect grids, symmetrical layouts, convenient district placement. Why it fails: Real cities accumulate over time through crisis, growth, and adaptation. The "designed" appearance signals artificiality. Readers sense something's off even when they can't articulate it. Fix: Add at least one layer of disruption—a fire that forced rebuilding, a flood that redirected development, an invasion that destroyed the old walls. Show the scars of history in the urban fabric.
Pattern: Every element of the city serves the current plot—the perfect tavern for meetings, the convenient sewer for escapes, districts that exist only when characters visit. Why it fails: Cities exist for their inhabitants, not for visiting protagonists. Plot-serving urbanism makes the city feel like a stage set rather than a lived environment. Fix: Include elements that don't serve the plot but serve the city. Markets for goods the characters don't need. Temples to gods the characters don't worship. The city should feel like it would exist without the story.
Pattern: Descriptions implying vastly different scales—a "small town" with specialized districts that would require a population of 50,000, or a "great city" that characters walk across in an hour. Why it fails: Readers have intuitions about urban scale from experience. Contradictions break immersion. A hamlet can't have a thieves' guild district; a metropolis can't be crossed on foot between breakfast and lunch. Fix: Choose a real-world analog for scale reference. Research population densities for your technology level. Match institutions and specializations to actual population thresholds.
Pattern: Rich descriptions of palaces and markets without mentioning where water comes from, where waste goes, or how food arrives. Why it fails: Infrastructure is what makes cities possible. Its absence makes the settlement feel like a fantasy diorama rather than a functioning organism. Fix: Decide how the city handles water, waste, food, and fuel. These systems shape urban form—aqueducts create neighborhoods, markets cluster near gates, tanners locate downriver.
Pattern: Every neighborhood has the same feel, the same prosperity level, the same building types. No tension between rich and poor districts, old and new areas, native and immigrant quarters. Why it fails: Urban texture comes from variation and contrast. The interesting parts of cities are the edges where different zones meet, where wealth borders poverty, where old meets new. Fix: Design at least three distinct zones with different characters. Create transition areas where they interact. Show the tensions that arise from proximity.
| Skill | What it provides |
|---|---|
| worldbuilding | Broader geographic and cultural context |
| governance-systems | Political structures that shape urban form |
| economic-systems | Trade patterns and production that drive settlement growth |
| belief-systems | Religious architecture and sacred geography |
| Skill | What this provides |
|---|---|
| scene-sequencing | Physical spaces for scene staging |
| positional-revelation | Urban roles that create plot access |
| underdog-unit | Physical constraints for institutional outcasts |
| Skill | Relationship |
|---|---|
| economic-systems | Settlement design needs economic logic; economic-systems need physical expression in markets and districts |
| governance-systems | Political power expresses itself through urban form; use together for consistency |
© jwynia, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/creative/fiction/worldbuilding/settlement-design of jwynia/agent-skills.
Open the folder on GitHubat commit e02ec7e
Settlement Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Settlement Design this skilljwynia/agent-skills | 169 | — | ~4.9k | Automated safety check: Pass | MIT | |
| Story Multi-Perspective Reviewzenstory-ai/oh-story-claudecode | 7.4k | 3 repos | ~3k | Automated safety check: Pass | MIT | |
| Short Web Fiction Trend Scanzenstory-ai/oh-story-claudecode | 7.4k | 2 repos | ~1.2k | Automated safety check: Pass | MIT | |
| InkOS Creative HarnessNarcooo/inkos | 10k | 1 repos | ~1.1k | Automated safety check: Pass | AGPL-3.0 | |
| Novel Arteternityspring/shuohao-skills | 4.3k | — | ~1.1k | Automated safety check: Notes | Apache-2.0 | |
| SepiaNanako0129/sepia | 3k | — | ~3.6k | Automated safety check: Pass | MIT |
zenstory-ai/oh-story-claudecode
Reviews Chinese web-novel text with several reviewer agents in parallel, falling back to a single-agent pass, and reports structure, character, prose and setting problems with fixes.
zenstory-ai/oh-story-claudecode
Scans popular short web-fiction rankings on Chinese platforms such as Dianzhong and Heiyan to surface trending emotional hooks, themes and topic candidates with an expiry warning.
Narcooo/inkos
Drives long-form fiction, scripts, storyboards, interactive films and long-document translation through InkOS, with every change made by a typed action.
eternityspring/shuohao-skills
给 AI 短剧出美术设定集(场景 + 叙事道具):场景的设计意图、一致性锚点、光照时段变体、 空景提示词;道具的戏剧功能、状态变体、尺度参照、白底无手提示词。
Nanako0129/sepia
Make AI-generated writing read as human-written, in fiction and in professional prose.
zenstory-ai/oh-story-claudecode
Routes a Chinese web-novel writing request to the matching tool in a 13-skill toolbox, covers author habit memory, and can launch a local dashboard for browsing a project.
jwynia/agent-skills
Diagnose devcontainer configuration problems and guide development environment setup.
jwynia/agent-skills
Create distinctive, production-grade frontend interfaces with high design quality.
jwynia/agent-skills
Orchestrate agile development workflows for Gitea repositories using the tea CLI.
jwynia/agent-skills
Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot.
jwynia/agent-skills
Develop AI agents, tools, and workflows with Mastra v1 Beta and Hono servers.
jwynia/agent-skills
Create and manipulate PowerPoint PPTX files programmatically.
Categories
Design cities, towns, and settlements for fictional worlds. An agent skill from jwynia/agent-skills. Settlement Design is an agent skill from jwynia/agent-skills. Design cities, towns, and settlements for fictional worlds.
Settlement Design fits situations like: creating urban environments; mapping city districts; settlements need realistic layered development and spatial logic.
Run `npx skills add jwynia/agent-skills --skill settlement-design -a claude-code`. Or copy the skill folder (skills/creative/fiction/worldbuilding/settlement-design in jwynia/agent-skills) into .claude/skills/settlement-design in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jwynia/agent-skills --skill settlement-design -a codex`. Or copy the skill folder (skills/creative/fiction/worldbuilding/settlement-design in jwynia/agent-skills) into .agents/skills/settlement-design in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jwynia/agent-skills --skill settlement-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/settlement-design, .gemini/skills/settlement-design, .github/skills/settlement-design and .opencode/skills/settlement-design in your project.
SKILL.md names no scripts, command-line tools or credentials: Settlement Design is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Settlement Design is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Settlement Design: Story Multi-Perspective Review (zenstory-ai/oh-story-claudecode, 7.4k stars), Short Web Fiction Trend Scan (zenstory-ai/oh-story-claudecode, 7.4k stars), InkOS Creative Harness (Narcooo/inkos, 10k stars) and Novel Art (eternityspring/shuohao-skills, 4.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jwynia (a GitHub user) maintains it in jwynia/agent-skills, which has 169 GitHub stars. The repository holds 111 skills in this directory. The repository was last updated on February 24, 2026.
Source: jwynia/agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.