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StoryKit v1.4

Introduction

The SuperStories Universe Platform enables professional creators, writers, editors, and world builders to author dynamic, immersive, canon-respecting science fiction stories.

Stories written for SuperStories are not static. They are alive — capable of growing, evolving, and reacting — because they are designed using a hybrid method called Organic Data: a fusion of structured and unstructured narrative, built to feed the SuperStories Lore Engine.


Who

This documentation is intended for:

  • Creators — Build original characters, timelines, technology, and canon
  • Writers — Draft immersive, branching, and episodic stories
  • Editors — Enforce canon consistency, structure, and tone
  • World Builders — Engineer persistent data-driven universes

Everyone writing SuperStories must follow the StoryKit Fence & Tagging System to ensure stories are interoperable with the Lore Engine.


What is a SuperStory?

A SuperStory is:

  • A multi-act, character-driven story
  • Structurally tagged with semantic fences and Lore tags
  • Designed to be read by humans and processed by machines
  • Compatible with the Lore Engine’s memory and story graph

Every SuperStory contains:

  • YAML Frontmatter: Story-wide metadata
  • Fenced Structure: Acts, scenes, prompts, branches
  • Semantic Tags: #tags, {#compound#relationships}, and ~(entity-id) references

When and Where

Apply structure during the writing process, not afterward. Structure should feel organic.

  • Fences wrap your content
  • Tags live inside your prose
  • Every story begins with a title, followed by :::act1, :::scene1, and a :::prompt block that contains :::backstory

Why: The Lore Engine

All structure exists to feed the SuperStories Lore Engine, which:

  • Tracks memory across timelines and decisions
  • Understands relationships between people, ships, places, values, events
  • Allows for branching paths, alternate realities, and persistent consequences
  • Ensures continuity and canon alignment

How to Draft a SuperStory

Use StoryKit Fences and Lore Tagging Rules (below) to create structured, branchable narratives.


Tagging Rules

#tags

Used for:

  • Descriptive lore (e.g. #temporal-anomaly, #honor, #betrayal)
  • Non-rooted relationships (e.g. #son#alexander, #command#bridge)
  • Inline narrative reinforcement

Must always use lowercase-hyphen format.
Do not use spaces or underscores.


{#compound#tags}

Used for relational tagging and data snapshots:

{#changeling#assumes#captain-worf’s-identity}

Represents semantic triple: subject#action#object.


~(entity-id)

Used for defined entities: people, ships, locations, factions.
Always use in:

  • YAML frontmatter
  • :::backstory fences (nested inside :::prompt)
  • When tagging identity, not lore

Examples:

~(defiant), ~(worf), ~(aranis-prime), ~(section-31)

Use #uss-defiant to describe or attribute lore about the Defiant.
Use ~(defiant) to pull in its canonical root entity from the universe graph.


Final Example (Story Engine v1.9-compliant)

# The Ghosts of Aranis Prime

:::act1
## The Silent Rift

:::scene1
### Phase Echoes

:::prompt

:::backstory
Characters:
  - ~(worf): "Grieving #jadzia"
Ships:
  - ~(defiant): "Hull damage from #dominion skirmish"
:::

:::summary
The Defiant enters orbit of Aranis Prime. All sensor data is unstable due to a subspace anomaly.
:::

:::setting
Location: Orbit of Aranis Prime  
Mood: tense, quiet, disrupted  
:::

The ~(defiant) approaches #aranis-prime.  
A {#temporal-anomaly#pulses#beside#the-ship}, disrupting all sensor data.

:::brancha:::act2:::scene1
:::text
Fire a burst into the rift and await the reply.
:::
:::prompt
You authorize a level-2 phaser burst. The anomaly flickers with unexpected harmonic feedback.
:::
:::

:::branchb:::act2:::scene2
:::text
Beam a probe into the anomaly with a personality imprint.
:::
:::prompt
The probe enters the distortion field. Immediately, the computer detects recursive signal echoes.
:::
:::

:::branchc:::act2:::scene3
:::text
Retreat and report the anomaly as unstable.
:::
:::prompt
You set a retreat vector. As the Defiant pulls away, the anomaly pulses again — almost as if in protest.
:::
:::

:::
:::

Fence Reference

Writer Fences (must be lowercase)

Structural (allowed outside :::prompt)

  • :::act1, :::act2, ...
  • :::scene1, :::scene2, ...
  • :::prompt

Inside :::prompt only

  • :::backstory
  • :::summary
  • :::setting
  • :::relationship
  • :::table
  • :::ending
  • :::brancha, :::branchb, ...
  • :::if, :::elseif, :::else

Hard Rules

  • All :::act and :::scene fences must include numeric suffixes
  • Every :::act must contain at least one :::scene
  • Every :::scene must contain exactly one :::prompt
  • All secondary fences must appear inside the :::prompt block
  • All fence labels must be lowercase (:::optiona, not :::OptionA)
  • All file names must use lowercase with dashes (e.g., ghosts-of-aranis-prime.story.md)
  • All Lore tags must use hyphens — no underscores or spaces
  • Use ~(id) for identity references; use #tag for state, lore, or description
  • :::backstory is the root of memory and entity metadata
  • Branches (:::brancha, etc.) must be rich, cinematic, and structurally linked
  • Close every fence properly with :::

SuperStories = Canon + Choice + Continuity