# Eventyrland style brief Read this before you make or judge anything visual for Eventyrland (a Norwegian fairy-tale game for a young child; nothing scary). Full book: https://style.phareim.no/eventyrland/ . Numbers: tokens.json. Prompt blocks and recipes: prompts.json. Local: `stylebook brief eventyrland --zone `. ## The look in five lines - **Inside the town wall: a fairy tale.** Round, chunky, warm, enclosed, painted soft. **Outside: art.** Painted strokes in three flat tones, tall leaning shapes, open land, layers of air. The wall is a picture frame between them. - Ten zones, one family. Four inside (Solengen, Møllebakken, Skumleskogen, Kysten), six outside (Sørvika, Sørmarka, Fjellfoten, Nordalen, Fjellet, Alvheim; Alvheim has its own brief). - The images in the book are concept paintings with more detail than the game draws. The girl in the red cape is a stand-in; the game's princess is her own model. - The look of a reference image is the look of the mesh made from it. - Never name a living artist in a prompt. Petter's block (PETTER below) names a studio because he wrote it; leave it verbatim. ## The eight family rules (every zone, both sides) 1. Painted by hand: three or four close tones per surface, clear shapes, no photo texture, detail only at the one focal point (finer than 1 % of screen height). 2. No black, no white. Darkest `#1F3A44` (teal) or `#2B2447` (violet); lightest `#FFF4DC`. At most 3 % of a day frame (8 % at night) under luma 0.08. 3. Light warmer than shade, shade has a colour: inside sun `#FFE2A8` / shade `#5A5C9A`; outside light `#F2C28A` / shade `#2E4A55`. Never grey shade. The zone sets the hour; never put a light colour in a shared block. 4. Round where she can touch: bevel at least 8 % of the part's smallest dimension. Taper, lean and points only on silhouettes above 2 m. 5. Eyes first: bright, with a highlight, readable at 15 m; each eye at least 1/5 of the face width, strong brows. Smiles or goofy mouths; no bared teeth. 6. A warm light where folk are (lit window or lantern): butter `#F4D35E` inside, ember `#FF8A3D` outside (Alvheim: honey `#FFD166`). 7. Glow means magic or fire: only cyan `#4FF3E0`, ember `#FF8A3D`, violet `#C77DFF`, gold `#FFD166`; at most 10 % of a frame. Compass rule: north ember, west cyan, south gold, high violet. 8. Handmade (wood, stone, turf, wool), one ornament per building: painted rosemaling inside, unpainted carving (sun wheel, knotwork, woven band) outside. Never on rocks, trees, animals. At most 5 % of a frame. ## Inside the wall Circles and soft squares (at least 70 % of the edge curved); roofs sag 3 to 8 %, walls bulge, nothing leans; chunky and a little oversized (bench 1.2x, lantern 1.3x); enclosed (framed both sides, far view closed within 150 m, sky at most 30 %); median luma 0.38 to 0.55; soft blended brush, no drawn line; blue-violet shade; at dusk the ground keeps its colour. Cottage as wide as tall, roof 45 to 55 % of the height, round-topped door 1.3x her height, every window lit, foot of round honey stones. Folk: the same design as outside (see Folk below), in the zone's lighter, warmer clothes with one painted rosemaling band; animals' heads half the body. Palette: grass `#6DB33F` to `#8CC84B`, path `#B07A48`, honey `#E8C27A`, plaster `#F3E6CC`, timber `#7A4E2D`, tile `#C8553D`, accents rose `#E88AA6` butter `#F4D35E` lilac `#A58BD6` sky `#6AAEF0`. ## Outside the wall Tall rectangles and triangles with rounded corners; lean 2 to 8 degrees, asymmetric; open (a horizon at least 300 m off) with three depth layers (near frame in the zone's darkest tone, lit middle, far layer within 15 % luma of the sky); one thing 10x her height and one small sign of folk; visible strokes following the form, three tones with hard edges, thin coloured line, never black; bases muted (mean saturation at most 0.38); one key colour half to two thirds of the frame. Buildings tall and narrow (height 1.4x width or more) or long and low (length 2.5x height or more), never square; cold grey stone foot at least 1/5 of the wall; roof pitch 50 degrees or more; one warm window toward the way; one carved ornament in the gable; mid values only (nothing under luma 0.15). One colour per figure from the zone and one small glowing accent; one woven or carved band. Palette: olive `#5E7A43`, umber `#5A4636`, ochre `#B08A4A`, cold grey `#7C8590`, slate teal `#3E5F66`, water `#2F6F7A`. ## Folk (one design for human folk, inside and outside the wall; decided 2026-10-01) 4.5 heads tall (children 3.5), stocky: large head, short neck, long body, short strong legs, tapered silhouette with rounded corners; each eye at least 1/5 of the face's width with strong brows, a nose with a shape, a smile; three flat tones with hard edges, brush planes visible, thin coloured line, painted light from above and in front; 1.45 to 1.8 m. The wall shows on a person only in the clothes: inside lighter and warmer colours from the zone (cream, honey, butter, yellow-green, rose, sky blue; brown only for boots and belts) and one band of painted rosemaling; outside one colour of their own, one small glowing accent and one woven or carved geometric band. Not changed: the princess (the game's own model), the animal villagers inside (the Tripo cast; `STYLE_INSIDE` is kept for animals), animals and creatures, Alvheim's elves (5 heads, own brief). ## Zones (card: value key = median luma of a day frame; motif; glow; never) | Zone | Key colours | Value | Hour | Motif | Glow | Never | |---|---|---|---|---|---|---| | Solengen (in) | turf `#7DBB45`, honey `#E8C27A`, cream `#F3E6CC`, timber `#7A4E2D` | .38-.55 | late morning, clear | bread loaf, low dome | none; butter windows | a straight roof ridge | | Møllebakken (in) | tile `#C8553D`, plaster `#F3E6CC`, dark timber `#5E3A22`, blue `#4A6FA5` | .35-.52 | breezy golden afternoon | tall gable, wheel | none; awnings | a turf roof | | Skumleskogen (in) | plum `#5B3A6B`, lilac `#B9A3D9`, shade `#33284F`, mushroom `#5FE0C8` | .22-.36 | lilac twilight, any hour | spiral | teal mushrooms, yellow eyes | straight branch, black | | Kysten (in) | sand `#F1D9B0`, aqua `#58C6D0`, sea `#3F8FC4`, coral `#E0564A` | .50-.68 | bright noon, sea haze | scallop, wave arc | none; coral stripes | grey sand, milky sea | | Sørvika | sand `#E9D6AE`, sky `#C9D8E2`, sea `#2F7F8A`, marram `#9AA66A` | .52-.70 | windy bright midday, big sky | wind-leaning crescent | gold | anything standing straight up | | Sørmarka | barley `#D9A441`, barn `#9E3B2F`, oak `#55703A`, earth `#5A4636` | .30-.46 | late-afternoon gold, long shadows | long low line, row | gold | a tall thin building | | Fjellfoten | moss `#4F7A3A`, teal shade `#234A4A`, bark `#8A4B2F`, mist `#A9C7B8` | .24-.38 | closed canopy, mist, no sky | huge trunk, hunched back | cyan | luma under .24; open-mouth troll | | Nordalen | lake `#5B93C4`, birch `#EDEAE0`, green `#6F9A55`, tar `#3B5560` | .40-.58 | cool clear morning, still water | slender upright + mirror | ember | an orange sky by day | | Fjellet | rock `#6C7896`, snow `#F2F1F4`, heather `#8E2F45`, lichen `#B5B44A` | .40-.58 | cold clear afternoon | triangle, diagonal | ember (night: aurora) | a round tree | | Alvheim | see the Alvheim brief | by hour | dusk at any hour; night is the hero | crescent, pointed leaf | violet, cyan, honey | a city | Neighbours differ in two of: hue (40 degrees), value key (0.10), warm or cool. Borders: hard seam at gates (40 m: temperature, shape, paint, distance and enclosure flip; flowers handed over; one landmark in the arch), soft border 80 m (ground hue, then plants and trees hand over in the middle 40 m; no buildings of either zone within 100 m; a threshold marker with a lantern in the entering zone's glow). ## Grass and flowers Masses before blades: blades only in the nearest 3 to 4 m, on crests and edges. A blade's foot is the ground colour (x0.86 inside, x0.78 outside). Vary hue, hold value. A drift is one kind, one colour, ragged edge; at least two thirds of a meadow stays open. Three flower sizes by distance. No line on grass. A gust is a band of pale, greyed grass with a sharp front. Flower cards are sprays (stems and blossoms, no leaf rosette, stems at least 1.6 % of the card). ## Prompt recipe A prompt is blocks joined by a space: **STYLE + FOLK_ADD + zone figure fragment + subject + POSE + FRAME** for human folk on either side of the wall (inside: `STYLE_FOLK_INSIDE`, outside: `STYLE_OUTSIDE`); **STYLE + zone fragment + subject + POSE + FRAME** for buildings and, with `STYLE_INSIDE`, animals inside (`animal` kind); **FAMILY + INSIDE or OUTSIDE + zone scene** for scenes. Compose with `stylebook prompt eventyrland ""`. Say counts and fractions ("exactly four and a half heads tall"; a child "three and a half"; in a line-up, say each figure's height), name the darkest tone ("the darkest wood is a mid slate teal"), state the hour and the share of the frame for scenes, and list what must be absent. Reference images that will be meshed: one object, plain light-grey ground, no shadow, no thin or see-through part, margin around it. Krea 2 Turbo: subject first, under 900 characters, no similes. #### FAMILY ```text A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. ``` #### INSIDE ```text The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. ``` #### OUTSIDE ```text A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. ``` #### STYLE_FOLK_INSIDE ```text A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A character for a Norwegian fairy-tale adventure game for children: light warm colours with one small accent colour, thin coloured linework and no heavy black outlines, big bright readable eyes, friendly and brave, not scary, no weapons pointed at the viewer, no blood, no bared teeth. ``` #### STYLE_OUTSIDE ```text A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A character for a Norwegian fairy-tale adventure game for children: muted cool base colours with one or two glowing accent colours, thin coloured linework and no heavy black outlines, big bright readable eyes, friendly and brave, not scary, no weapons pointed at the viewer, no blood, no bared teeth. ``` #### FOLK_ADD ```text A hand-painted 2D illustration, not a 3D render. Stocky and sturdy, exactly four and a half heads tall: a large head, a short neck, a long body and short strong legs. Eyes as big and bright as an animated-film hero, strong expressive eyebrows, a friendly face. A tapered silhouette with rounded corners. Painted like gouache: every form in three flat tones (light, half-tone, shade) laid as broad flat brush planes with hard edges, the edges of the strokes left visible, no smooth gradients, no mosaic, no pixel pattern, no fine fabric texture. The painted light comes from above and in front, so shade lies only under the chin, the arms and the folds. One clear colour of their own for the whole figure, and one small accent. ``` Only for animals inside the wall (`animal` kind); human folk use `STYLE_FOLK_INSIDE`. #### STYLE_INSIDE ```text Stylised 3D character for a cosy Norwegian fairy-tale video game for young children, in the look of a warm hand-painted animated film: soft rounded shapes, painted textures, warm storybook colours, a Kittelsen and John Bauer folk-tale mood made friendly and cute, nothing scary, a big head and big kind eyes. ``` #### STYLE_BLD_INSIDE ```text Stylised 3D building for a cosy Norwegian fairy-tale video game for young children, in the look of a warm hand-painted animated film: soft rounded bread-loaf shapes, every corner bevelled, a roof that sags a little and walls that bulge a little, painted textures with soft blended brushwork, warm storybook colours, nothing sharp or broken. ``` #### STYLE_BLD_OUTSIDE ```text A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A building for a Norwegian fairy-tale adventure game for children, outside the town wall: a tall, narrow, tapered, slightly leaning silhouette with rounded corners; every surface in three tones with hard-edged painted shadow shapes and visible square brushstrokes that follow the planks and stones; muted cool colours with one warm glowing window; weathered and lived-in, friendly, not scary; thin darker-coloured linework, no black outlines. ``` #### MID ```text A hand-painted 2D illustration, not a 3D render, painted like gouache in broad flat brush planes with the stroke edges left visible; no gritty fine texture. Mid values only: the darkest wood is a mid slate teal, nothing near black. ``` #### POSE_FIG ```text Presented in a neutral A-pose as a clear character reference for 3D model generation: standing upright, facing directly forward, arms angled a little away from the body, legs shoulder-width apart, hands fully visible and empty, the whole figure readable from head to toe with a margin around it. Chunky solid shapes, no thin or loose parts, no loose hair strands. ``` #### POSE_BLD ```text Chunky solid closed shapes with no thin, loose or see-through parts. A single isolated building, centered, fully visible with a margin around it, 3/4 front view from slightly above eye height, standing on a thin round pad of its own ground. ``` #### FRAME ```text Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text. ``` #### Zone fragments (the `{zone}` slot of a building, sheet or animal prompt) - `solengen`: In the village of Solengen: the bread-loaf shape, a low dome on a round foot; yellow-green turf, honey sandstone, cream plaster and warm timber, one sky-blue or rose accent. - `mollebakken`: In Møllebakken, the market hill: a tall gable and a turning wheel; tile-red roofs, cream plaster, dark warm timber, window-blue frames and shutters, butter-yellow awnings; still round at every corner. - `skumleskogen`: In Skumleskogen, the giggling wood: a spiral at every end; plum trunks, lilac mist, deep violet shade, mauve earth, one teal glow and big yellow eyes; funny, nothing black. - `kysten`: On Kysten, the beach inside the wall: scallop and wave arcs; cream sand, aqua water, sky blue, coral-red and white stripes, driftwood grey. - `sorvika`: In Sørvika, the dunes: everything leans one way like a wind-bent crescent; pale sand, grey-green marram, sea teal, silver driftwood, one gold glint; almost nothing stands straight up. - `sormarka`: In Sørmarka, the farmland: long low horizontals and parallel rows; barley ochre and straw, barn red, oak green, earth umber, cream; one warm gold lamp. - `fjellfoten`: In Fjellfoten, the old forest: huge trunks and hunched round backs; moss green, teal shade, rust red, silver-grey logs; mid values only, nothing darker than a deep teal; one small cyan glow. - `nordalen`: In Nordalen, the lake hamlet: tall slender uprights and their reflections; tarred upright planks in slate teal on cold grey stone feet, turf roofs, birch white, cool green and lake blue; one ember-orange glow. - `fjellet`: On Fjellet, the high mountain: triangles and diagonals; blue-grey rock and snow with lavender shadow, dry stone and slab roofs, wine-red heather; one ember-orange lantern. Folk fragments (the `{zone_figure}` slot of a figure prompt): - `solengen`: A villager of Solengen, in light warm clothes: cream, honey, butter yellow and fresh yellow-green, with a clear rose or sky-blue accent; no olive, no dull brown clothes (brown only for boots and belts); one band of painted rosemaling flower scrolls in rose, butter and blue on the clothes, the only ornament. - `mollebakken`: A villager of Møllebakken, the market hill: tile red, cream, dark warm timber brown and window blue with a butter-yellow accent, lighter and warmer than outside folk; one band of painted rosemaling on the clothes. - `skumleskogen`: A villager at the edge of Skumleskogen: plum, lilac and mauve clothes with one small teal accent, lighter than the wood; one band of painted rosemaling on the clothes. - `kysten`: A villager of the coast: cream sand, aqua and sky blue with one coral-red stripe, lighter and warmer than outside folk; one band of painted rosemaling on the clothes. - `sorvika`: A person of Sørvika, the dunes: pale sand and driftwood grey with sea teal and one thrift-pink accent; one woven geometric band, no painted ornament. - `sormarka`: A farm person of Sørmarka: barley ochre, straw and barn red with oak green and cream; one woven geometric band. - `fjellfoten`: A forest person of Fjellfoten: moss green, teal, rust red and silver grey; one woven geometric band and one small cyan accent. - `nordalen`: A lake person of Nordalen: sea blue and slate teal wool with birch white; one woven geometric band and one small ember-orange accent, a lantern. - `fjellet`: A mountain person of Fjellet: rock blue-grey, wine red and lavender wool; one woven geometric band and one small ember-orange lantern. No gákti, no Sami patterns. Zone scenes (`ZONE_*`, the proof frames) are in prompts.json. ## Never Black or pure white; a shared light colour; a grey shade; a sharp thing in reach; a lean inside the wall; a square building outside; a face without eyes or with bared teeth; a weapon raised; a gloomy ruin, a grave, a skull; ornament on rocks, trees or animals; painted rosemaling outside or carved wheels inside; a building of two zones in one view; flower spread evenly like polka dots; blades across a whole field; flat vector fills; skumlinger in black; 3-head chibi human folk (they are plum `#3B2A4F`, proposed); gákti, Sami dress and band patterns. ## Checklist (yes or no; two noes fail the frame) 1. Three or four tones per surface; detail only at one focal point? 2. Darkest tone teal or violet, under 3 % (night 8 %) below luma 0.08, no pure white? 3. Light warmer than shade, shade coloured? 4. A lit window or lantern where folk are? 5. Bright eyes, no bared teeth? 6. Glow colours only the four, at most 10 %? 7. One ornament per building, painted inside and carved outside? 8. Edges within reach rounded? 9. Inside: enclosed, median luma 0.38 to 0.55, ground green or tan at dusk? 10. Outside: a horizon, three depth layers, one huge thing and one small sign of folk, leaning tapered silhouettes, mean saturation at most 0.38? 11. Is it in its zone's value key, key colours and hour, and free of its "never"? 12. Human folk 4.5 heads (child 3.5; elves 5) on both sides of the wall, each eye at least 1/5 of the face, and buildings proportioned for their side? 13. If meshed: one object, plain ground, no thin parts? 14. At a gate: five things flip, one landmark, nothing half and half? Not validated: the game's local Krea 2 (blocks were run on gpt-image-2.5 and hosted Krea 2 Turbo); no 3D model from these blocks has been judged yet.