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One sentence, where Alvheim sits among the looks, and the rules of the family it keeps.

A small village that has been awake at night for a thousand years: pale giant trees, warm windows high up, a well that holds the moon, and tall quiet people who are glad you came.

The village at night: three pale giant trees with round tree houses lit warm, a glowing blue-violet well with a crescent horn, two tall elves talking by it, an aurora over a snow peak, bell flowers glowing along a flagstone path, the princess stand-in at the foot.
The book's lead image, the night key. Faults: a rune glows on every path stone (the rule is one rune per run of seven stones, or it reads as a runway), and the princess wears a red coat. She is the game's own model and is not redesigned here.

Alvheim is a zone of Eventyrland with a book of its own. It sits on a mountain shelf called Alvehylla, under Alvtinden, and is reached by a long way up from Fjellfoten's edge.

What this book adds to the Eventyrland book

The eight family rules hold here. A zone book may set its own values for what a family rule leaves to the zone, and says so in a line that starts "In this zone". Alvheim sets these:

Family ruleIn this zone
Rule 6: a warm light where folk are, ember #FF8A3D outsideIn this zone lantern light is honey #FFD166. Ember is banned: it is the telegraph colour of danger, and there is none here.
Rule 7: four glow colours, at most 10 %The four stay the cap. In this zone there are two families with fixed jobs (warm for people, cool for magic), and a cool set wider than the family's: moon blue, elf violet, magic cyan, blossom pink, aurora green. The cool family exists only inside Alvheim. Alvheim's tighter core budgets apply.
Value keyIn this zone by hour: day 0.40 to 0.50, dusk 0.25 to 0.35, night 0.22 to 0.30.
Shape motifIn this zone the crescent and the pointed leaf; every silhouette leans, tapers and curls.
Outside folk 4.5 headsIn this zone elves are 5 heads, the queen 5.5, slender.
Rule 8: carved ornament outsideIn this zone ornament is carved and glows. No rosemaling and no sun wheel.

It does not relax "no black", "round where she can touch", "eyes first" or the ornament rule.

Where Alvheim sits among the looks

Alvheim is painted with the outside look's brush and has its own shapes, palette and light.

Outside the wallAlvheim
Brushvisible strokes, 1 to 3 % of a texture's widththe same
Shapestapered, angular, asymmetric, brokentapered, leaning, curling; never angular, never broken
Base coloursolive, umber, cold greymoonstone blue-grey, silver wood, teal moss
Lightteal shade, amber lightteal shade, silver light; amber only from lanterns
Glowat most 10 %, four accentstwo families with fixed jobs
Folk4 to 5 heads, sturdy5 to 5.5 heads, slender
Dangerreadablenone; no ember orange anywhere

The game's screen pass runs at 0.6 here, not 1: at full strength the bands posterise the glow gradients and grey the moss. That is a property of the pass and says nothing about the models, which are fully painted.

What it must never become

An elf village drawn as a city: bridges between trees, waterfalls behind, banners on the balconies, photoreal detail.
Rejected: a Rivendell. Both image models build a fantasy city whenever a prompt says 'elf village'. Every scene prompt lists what is absent.

Five trees, one court, much open ground. No houses on the ground: elves live in the trees and only work and gather below.

Today's game, measured

At the time of writing the village is as dark by day as by night (median luma 0.13 at 13:00 and at 22:00), 10 to 13 % of a dusk frame is under luma 0.08, the well is a thin lilac line next to lantern halos, the arch is two white ribs and the trees are the forest's dark stock trees. This book is the target; the Alvheim cast of cute elves in the inside style is replaced by the elves in the elves.