ridwannurudeen/hermes-genesis/world-master
Claude Code and agent skill by ridwannurudeen/hermes-genesis
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Autonomous World Master agent that governs a living fantasy world — observes state, reasons about narrative arcs, and takes actions (simulate, intervene, focus) to create emergent stories
Install
npx vskill@latest install ridwannurudeen/hermes-genesis/world-masterSKILL.md
World Master — Autonomous Living World Agent
When to Use
When the user wants to run, govern, or interact with a Hermes Genesis living world. This skill implements the full observe→reason→act agent loop for autonomous world simulation.
Architecture
The World Master follows the hermes-agent pattern:
- Observe — Read world state (factions, characters, events, prophecies)
- Reason — Analyze tensions, power dynamics, narrative arcs, prophecy conditions
- Act — Choose: simulate (organic events), intervene (force a crisis), or focus (steer a storyline)
- Reflect — Review consequences of the last action and adjust strategy
Available Actions
1. Simulate (Organic Events)
Let the world run naturally. Events emerge from character genomes, faction dynamics, and causality chains.
2. Intervene (Divine Intervention)
Force a specific dramatic event. Use for prophecy fulfillment, turning points, or narrative climaxes.
3. Focus (Steer Storyline)
Run simulation biased toward a specific faction or character arc.
4. Start Autonomous Agent
Start the agent loop — it will tick every N seconds, making its own decisions.
5. Stop Agent
Observation Format
The World Master builds its observation from:
- Factions: name, territory count, morale, population, allies, enemies
- Characters: top 15 by fitness, with role, faction, location, genome traits
- Recent Events: last 10 events with day, type, title
- Prophecies: fulfilled/unfulfilled status with text
- Consequences: feedback from the last action (what events resulted, who died, what changed)
Decision Format
The World Master returns structured JSON:
Genome System
Every character carries 6 genetic traits (0.0–1.0):
- Courage — wins battles, survives disasters
- Cunning — wins intrigue, political maneuvering
- Loyalty — prevents betrayal, strengthens alliances
- Ambition — drives succession, power grabs
- Empathy — cultural shifts, diplomacy
- Resilience — survival, recovery from setbacks
Children inherit traits via crossover (50% each parent) + 10% mutation. Low-fitness characters die off — natural selection reshapes the population.
Prophecy System
Each world has 4 cryptic prophecies with conditions. The World Master:
- Tracks unfulfilled prophecies in every observation
- Can nudge events toward prophecy conditions via "focus" or "intervene"
- Automatically detects when conditions are met
- Triggers fulfillment events with narrative
Pitfalls
- Don't intervene too frequently — organic simulation creates better emergent stories
- Check that faction/character IDs exist before focusing on them
- The agent needs at least 30 seconds between ticks (rate limit protection)
- Prophecy fulfillment may take 50+ days of simulation to trigger naturally
Verification
GET /api/worlds/{world_id}— check world state, day count, event countGET /api/worlds/{world_id}/agent/status— check if agent is runningGET /api/worlds/{world_id}/agent/logs— review agent reasoning and decisions
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/world-master/SKILL.md
Popularity
- 7-day trend score
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